|
|
|
#1 |
|
Join Date: Aug 2004
Location: Seattle, WA
|
Edits: TL4-6 is now TL4-5. Don't know what I was thinking. Nerfed the rifle slightly, and added sniper rifle suggested by Lexington. A generic sniper rifle is worth expanding the list slightly! Upped the SMG to pi+. Added the hand cannon.
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. 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. Hand Cannon: 4d+0 pi+. Acc 2. Range 250/2,500. RoF 3. Shots 6(3i). ST 12. Bulk -3. Recoil 4. 3.5 lbs. (0.4 lbs.); $800. 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: 5d+0 pi. Acc 4+2. Range 1,000/3,000. RoF 12. Shots 30+1(3). ST 11(2-handed). Bulk -4. Recoil 3. 10 lbs. (1 lbs.); $1,500. Sniper Rifle: 7d+0 pi. Acc 6+3. Range 1,000/4,000. RoF 1. Shots 10+1(3). ST 11B(2-handed). Bulk -5. Recoil 3. 13 lbs. (0.5 lbs.). $3,000. 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 TL4-5: 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 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.
__________________
seasong Last edited by seasong; 12-15-2011 at 07:43 AM. Reason: "Gun porn" means different things to different people. No offense was intended. |
|
|
|
|
|
#2 | |
|
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
|
Quote:
__________________
My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
|
|
|
|
|
|
#3 |
|
Join Date: Feb 2009
|
Id lump TL 6 in with 7-8 instead of 4-5. TL 6 is WWI-WW2-Pulp etc, so you have your sundry automatics and SMGs and things
|
|
|
|
|
|
#4 |
|
Join Date: Mar 2005
Location: near Houston
|
I don't think I'd apply these modifiers to most TL6 (smokeless powder) weapons. Weapons like the Colt M1911A1, Luger, Mauser 98k and BAR were all invented during TL6 and certainly don't suffer these kind of performance declines. Even Old West weapons performed better than the above modifiers suggest.
__________________
A generous and sadistic GM, Brandon Cope GURPS 3e stuff: http://copeab.tripod.com |
|
|
|
|
|
#5 |
|
Join Date: Jan 2010
|
What the heck is that rifle? A sniper carbine firing a full power round. Is that even possible? It seems to be trying to split the difference between a number of completely unrelated types of rifles.
I say divide it into two easy to identify weapons: Assault Rifle (M16, AK-47): 5d+0 pi. Acc 5. Range 500/3,000. RoF 12. Shots 30+1(3). ST 11(2-handed). Bulk -4. Recoil 3. 10 lbs. (1 lbs.); $800 Sniper Rifle (or Hunting Rifle or Marksman's Rifle): 7d+0 pi. Acc 6+3. Range 1,000/4,000. RoF 1. Shots 10+1(3). ST 11B(2-handed). Bulk -5. Recoil 3. 13 lbs. (.5 lbs.); $3000. That's a huge jump in power for no real increase in simplicity. |
|
|
|
|
|
#6 |
|
Join Date: Mar 2006
Location: Lyon, France
|
Excellent. Thanks mate. This could be very useful in a Cthulhu, Zombie or other kinda-realistic, but not-firearm-centered world.
__________________
"wars and storms are best to be read of, but peace and calms are better to endure" Jeremy Bentham |
|
|
|
|
|
#7 |
|
Join Date: Mar 2005
Location: near Houston
|
Without the scope and with a lower Acc and much lower cost, this could also apply to most military rifles through WWII (and quite a few since then). Shots will vary a bit, though.
__________________
A generous and sadistic GM, Brandon Cope GURPS 3e stuff: http://copeab.tripod.com |
|
|
|
|
|
#8 |
|
Join Date: Mar 2005
Location: near Houston
|
The list gives me fond Traveller memories ;)
__________________
A generous and sadistic GM, Brandon Cope GURPS 3e stuff: http://copeab.tripod.com |
|
|
|
|
|
#9 |
|
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
|
That doesn't really make it easier though. Shotguns tend to score multiple hits and if you only need to roll one die for each you can roll them all together, but if each hit is multiple dice, you need to roll them each individually.
|
|
|
|
|
|
#10 |
|
Join Date: Feb 2007
Location: Reaving along the Black Coast
|
Thanks, looks good with a quick once over. I did the same thing with BRP, just changed the ammo capacity per the real world weapon.
|
|
|
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|