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Old 10-15-2012, 04:06 PM   #4
Fred Brackin
 
Join Date: Aug 2007
Default Re: How do you calculate the RCL of a firearm?

Quote:
Originally Posted by Kromm View Post
For instance, if you soup up some 2d, Rcl 2 pistol to 2d+2, it'll end up at Rcl 3. That's extremely rough, but it ought to do.
These particular numbers aren't going to be that compatible with existing examples of guns. I know Kromm just pulled numbers out of the air to make an example but for a game that mixes pulblished guns and homebrew guns you'd probably want to study the existing examples pretty closely.

My own familiarity with worked examples tells me that Rcl doesn't go up quite that quickly.

Speaking of existing examples, do you have High Tech? If so what about the two Pulp Guns pdfs? Then there's more guns in Tactical Shooting too. There are a lot of guns in those books.

Making new guns in Gurps that are statistically individual in a significant manner is actually pretty hard. Gurps measures gun caabilities broadly and I forget how many times I've seen threads saying "What are the stats for this gun?" when the gun in question then turns out to be 9mm or 5.56 NATO.

The answer in those cases is almost always "Use the weight, cost and number of shots from your Real World sources. Uses all other stats from a common gun in the same caliber and barrel length.".

If you go through the text passsages of HT you're extremely likely to find some weapon that's almost identical for Gurps puirposes anyway.
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