06-10-2011, 03:44 PM
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#2
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Simpler Guns
Quote:
Originally Posted by seasong
Pistol: 3d+0 pi. Acc 2. Range 200/2,000. RoF 3. Shots 15+1(3). ST 10. Bulk -2. Recoil 3. 2 lbs. (0.2 lbs.); $500.
Holdout Pistol: 2d+1 pi-. Acc 1. Range 100/1,000. RoF 3. Shots 6+1(3). ST 8. Bulk -1. Recoil 2. 1.5 lbs. (0.1 lbs.); $250.
SMG: 3d+0 pi. Acc 3. Range 200/2,000. RoF 12. Shots 30+1(3). ST 10(2-handed). Bulk -3. Recoil 3. 5 lbs. (0.5 lbs.); $1,200.
Rifle: 6d+0 pi. Acc 4+2. Range 1,000/4,000. RoF 12. Shots 30+1(3). ST 11(2-handed). Bulk -4. Recoil 3. 10 lbs. (1 lbs.); $1,200.
Shotgun: 1d+1 pi. Acc 3. Range 50/125. RoF 3x9. Shots 6(3i). ST 10(2-handed). Bulk -5. Recoil 1. 8 lbs. (0.8 lbs.); $1,000.
For TL4-6: halve damage and Acc; quarter range; RoF 1; drop shots to 1(20). Reduce recoil by 1. Double weight, and halve cost.
For TL9+: Ultra-Tech guns are already simplified. It's only during historical periods that we have overly complicated and differentiated shootey-thingeys.
Note: I understand that gun porn afficionados are part of the GURPS audience. It's just no longer worth my time to remember the miniscule differences between "Revolver, .38," "Snub Revolver, .38," and "Holdout Pistol, .380." To give an example just in the core books.
If I ever decide to run a gritty, historical military/police ops campaign, I will pay more attention to the specific guns. But sometimes, I just want to run a modern urban fantasy campaign... or a superhero campaign... or a small town police procedural.
And since others might want the same, I thought you might appreciate having a single, ultra-simple list of guns.
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Not bad; the only thing I might do is make an SMG either 3d pi+ or 4d pi, since the longer barrel does add some velocity. Not usually more than +1 or +2 points, but you seem to be going with big differences that matter (3d, 6d, etc). You could also safely make the shotgun buckshot at 2d pi, for ease of use.
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