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#1 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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The two options I keep seeing are the Ballistic Spreadsheet and the Guns Guns Guns supplement (which provides instructions for getting GURPS stats).
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#2 |
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Join Date: Jun 2013
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Vehicles was for 3e but works fairly well. Note that most firearms tend to be "low powered" or "very low powered" in that system. Acc and MinST have to be converted (for Acc, just halve it; for MinST, just adjust for scale - in 3e, ST was linear, but in 4e, it's quadratic), and you'll need to come up with Bulk and Rcl based on similar weapons.
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#3 | |
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Join Date: Jan 2006
Location: Central Europe
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Quote:
I don't think that it is reasonable to expect a design system to both allow arbitrary simplicity and to give plausible results for any imaginable weapon quickly.
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature Last edited by Polydamas; 02-25-2014 at 01:24 PM. |
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#4 |
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Join Date: Mar 2013
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For my SF game I just pulled some guns out of High Tech and changed them a bit. I wanted to keep the damage the same as present day weapons for civilian weapons, but with different names with a more Tesla-Punk feel to them.
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A little learning is a dangerous thing. Warning: Invertebrate Punnster - Spinelessly Unable to Resist a Pun Dangerous Thoughts, my blog about GURPS and life. |
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#5 | |
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Join Date: Feb 2011
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I appreciate the feedback. I think I will start playing with this, because a friend of mine wants to do a Fallout themed game and PCs posessing unique guns sounds plausible... I'll share what I put together here. |
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#6 |
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Custom User Title
Join Date: Oct 2007
Location: Indianapolis, IN
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Quirks and perks for guns to liven up a list of stats with funny names. I am pretty sure that we all have our favorite stories of guns that had an objectively lower Malf or ones that just performed better and either as a class or just an individual weapon.
One of the Tri-Tac games had a gun generation sequence. Mostly random which made it quick to generate the stats and then decide what to keep and what to toss. It represented what was on the market not necessarily what the technology could do. Keeping a couple of duds on the list to give PCs headaches with might be interesting.
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Joseph Paul |
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#7 |
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Join Date: Feb 2011
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I'm not certain if they're the sort of thing you're looking for, but there are some gun creation rules which seem to work well in the Edgerunners armor and weapons sheet.
https://docs.google.com/spreadsheet/...SLXJza1E#gid=7 |
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#8 |
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Join Date: Jul 2007
Location: Ann Arbor, MI
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What I do as a GM is just use the very shortened lists in the basic set, or Action. Two of my players are gear heads, and they picked very specific guns out of High Tech. Everybody else is using the shortened list, since detailed gun traits don't really affect the story. Also, if those other players are shooting, things have gone very sideways.
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Online Campaign Planning |
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#9 | |
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Experimental Subject
Join Date: Jan 2005
Location: saarbrücken, germany
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Quote:
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Like a mail order mogwai...but nerdier - Nymdok understanding is a three-edged sword
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| Tags |
| gm utilities, gun, gun fetish, guns, too many guns |
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