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Old 02-25-2014, 12:11 PM   #1
vicky_molokh
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Default Re: Gun Construction Kit or similar resources?

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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Old 02-25-2014, 12:42 PM   #2
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Default Re: Gun Construction Kit or similar resources?

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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Old 02-25-2014, 01:18 PM   #3
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Default Re: Gun Construction Kit or similar resources?

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Originally Posted by Varyon View Post
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.
S. John Ross has also had a bare minimum list of generic firearms for modern action games on his website since the middle 1990s (Edit: link). High Tech is also very easy to adapt that way, since the list of guns in that book and appropriate for any one place and time is not vast. If you want to pick one revolver, one automatic, one bolt-action rifle, one semi-automatic rifle, and one shotgun then declare "these are the only weapons available in my game," one can do that in 10 minutes.

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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Last edited by Polydamas; 02-25-2014 at 01:24 PM.
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Old 02-25-2014, 03:44 PM   #4
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Default Re: Gun Construction Kit or similar resources?

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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Old 02-25-2014, 05:02 PM   #5
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Default Re: Gun Construction Kit or similar resources?

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Originally Posted by Polydamas View Post
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.
Certainly not any imaginable weapon. I don't imagine that it would be easy to make a discarding-sabot 16-barreled bee-gun (in revolver format) and simulate it accurately. Still, for most uses, I think it could be pretty easy to get the basic "if you shoot them in the head, they'll probably die" rules down, even if we ignore the exotic.

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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Old 02-25-2014, 06:57 PM   #6
Joseph Paul
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Default Re: Gun Construction Kit or similar resources?

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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Old 02-26-2014, 10:53 AM   #7
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Default Re: Gun Construction Kit or similar resources?

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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Old 02-26-2014, 11:08 AM   #8
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Default Re: Gun Construction Kit or similar resources?

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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Old 02-26-2014, 11:48 PM   #9
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Default Re: Gun Construction Kit or similar resources?

Quote:
Originally Posted by vicky_molokh View Post
The two options I keep seeing are the Ballistic Spreadsheet and the Guns Guns Guns supplement (which provides instructions for getting GURPS stats).
I've been using the excellent Stuff! supplement, which let's you do weapons, gadgets, creatures and civilizations. Pretty neat.
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