John
BTRC's homepage is http://www.btrc.net/
John Ivan Wiik <john...@online.no> wrote in message
news:37974B43...@online.no...
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Actually you made a mistake...
45 converted to milimeters = 11.43
Barrel length 127mm
127/11.43 = 11.1 calibers
Looking at sidebar on page 99, that's a very short barrel.
11.43*.45(for very short)*1(conventional gun)*1(TL6+)*1(.5 low powered,
this is probably where you OOPsed) = 2.57 dice damage
looking at the sidebar on page 97 that's 2D+2.
The system considers rifle type ammunition "normal" look under Design
options page 101.
Information Particular to small arms is in a sidebar on page 123.
If you want to represent higher powered pistol rounds (such as .44
magnum) you'll have to use
David Pulver's expanded ammunition rules, you can find them at:
http://www.io.com/~pulver/custom1.html, [link] David Pulver's Customized
Ammunition rules
Also useful for weapons creation:
http://www.io.com/~pulver/weapon.html, [link] David Pulver's Weapon and
Armor expansions
>I have real life stats for sooo many guns, but no way to convert them.
>
>John
>
TRP
Maybe with a bit more research you could submit the "GURPS Guns" game book
propsal to SJG?
RB
It's called GURPS: High Tech :)
Brad Carletti
-40.5 Point Writer
I don't think this would really be worthwhile. There's already High
Tech, which is basically a weapons book with some other stuff tossed
in to fill it out. It's not that hard to interpolate new designs
based on the existing ones. Just remember that many of the
differences that you find described in gun literature are
sufficiently small that they don't show up in game terms. Most 9mm
SMG are essentially the same, for example, with differences of plus
or minus one point being significant and plus/minus two or three
being a huge variation (probably the best or worst gun ever in a
certain parameter).
--
--------------------------------------------------
TomSc...@worldnet.att.net
*Insert pithy quote here*
Both those links are dead BTW (as of about a minute ago). If you find out
where they live now, I'd love to take a look at them.
--CRH
John
You *need* Guns, Guns, Guns. :)
Me, the math makes my brain hurt.
- Ian
--
Marriage, n: The state or condition of a community consisting of a master,
a mistress, and two slaves, making, in all, two. -- Ambrose Bierce
http://www.ccs.neu.edu/home/ian
SSBB Diplomatic Corps; Boston, Massachusetts
> Xiphias Gladius <i...@io.com> wrote in message
>> You *need* Guns, Guns, Guns. :)
>>
>> Me, the math makes my brain hurt.
>>
> The math is supposed to hurt ;)
> What, you thought realism would be easy? 'Course, at times it seems a
> little too obtuse and needs some serious layout re-design...
Hell, I have the most recent version -- the one where they made it
readable! This means that, unlike the previous version, I can get as far
as the table of contents before my eyeballs explode.
I know the damn thing is good, though -- one of my friends uses it quite
often. And he says it's easy, in much the same tone of voice that people
tell me that driving stick is easy, or designing symbolic algebra systems
is easy, or programming in assembler is easy.
John
Xiphias Gladius wrote:
> John Ivan Wiik <john...@online.no> wrote:
> > I think High Tech has WAAY too few guns.
> > I'm used to Twilight:2000.
> > But thanks everyone for your feedback.
>
> You *need* Guns, Guns, Guns. :)
>
> Me, the math makes my brain hurt.
>
Lots more descriptions and pre-built guns (as the name implies ;) plus laser
sights, extended clips, scopes, +P and +P+ ammo, etc
Useful, but not necessary.
>http://www.io.com/~pulver/custom1.html, [link] David Pulver's Customized
>Ammunition rules
404 Not Found, for Pulver's whole site.
temujin9
Yea I noticed, funny thing is it worked when I posted it. but all that
stuff is available at:
ftp://ftp.sjgames.com/pub/GURPSnet/Archive/Hardware/Firearms/
under customAmmo, gunoptions, and gunopts2.
TRP
> >> Does anyone have a good idea how to make/convert guns for Gurps?
> >> I tried the weapon chapter of Vehicles, but it seems like those rules
> >> are more for big/vehicle mounted weapons. (I ended up with a Colt .45
> >> automatic with 5d damage...)
> >> I have real life stats for sooo many guns, but no way to convert them.
> >
> >Maybe with a bit more research you could submit the "GURPS Guns" game book
> >propsal to SJG?
>
> It's called GURPS: High Tech :)
It gives no design rules at all.
Quick, what's the stats for a French Tuille using bitten shot?
--
BATF agent Dan Curtis defined a "cult" for the court as "a group of
people who live together differently than the rest of society."
http://www.people.cornell.edu/pages/bjm10/
> John Ivan Wiik <john...@online.no> wrote:
> >Does anyone have a good idea how to make/convert guns for Gurps?
> >I tried the weapon chapter of Vehicles, but it seems like those rules
> >are more for big/vehicle mounted weapons. (I ended up with a Colt .45
> >automatic with 5d damage...)
>
> Actually you made a mistake...
>
> 45 converted to milimeters = 11.43
>
> Barrel length 127mm
> 127/11.43 = 11.1 calibers
>
> Looking at sidebar on page 99, that's a very short barrel.
>
> 11.43*.45(for very short)*1(conventional gun)*1(TL6+)*1(.5 low powered,
> this is probably where you OOPsed) = 2.57 dice damage
>
> looking at the sidebar on page 97 that's 2D+2.
>
> The system considers rifle type ammunition "normal" look under Design
> options page 101.
>
> Information Particular to small arms is in a sidebar on page 123.
>
> If you want to represent higher powered pistol rounds (such as .44
> magnum) you'll have to use
> David Pulver's expanded ammunition rules, you can find them at:
>
> http://www.io.com/~pulver/custom1.html, [link] David Pulver's Customized
> Ammunition rules
>
> Also useful for weapons creation:
>
> http://www.io.com/~pulver/weapon.html, [link] David Pulver's Weapon and
> Armor expansions
>
> >I have real life stats for sooo many guns, but no way to convert them.
> >
> >John
> >
>
> TRP
All links you cited are dead.
> > David Pulver's expanded ammunition rules, you can find them at:
> >
> > http://www.io.com/~pulver/custom1.html, [link] David Pulver's Customized
> > Ammunition rules
> >
> > Also useful for weapons creation:
> >
> > http://www.io.com/~pulver/weapon.html, [link] David Pulver's Weapon and
> > Armor expansions
> All links you cited are dead.
SJ Games is no longer hosting my web page. I expect to have it up
elsewhere in a few weeks.
>It gives no design rules at all.
>
>Quick, what's the stats for a French Tuille using bitten shot?
2d+2 damage, range: a/2 acc: 250 feet, max: 500 feet, wt: 3 pounds,
ROF: 1, Malf:Crit..
Hang on, what's a French Tuille?
--
NEil (phil...@webzone.net.au)
Support the use of real names on the Internet.
The opinions expressed in this message are not my own,
but rather are those of Microsoft Corporation.
Generic Shotgun.
> >It gives no design rules at all.
> >
> >Quick, what's the stats for a French Tuille using bitten shot?
>
> Generic Shotgun.
The Tuille wasn't a shotgun.
Bitten shot was NOT what we would call "shot" today.
Try again.
> bj...@cornell.edu (Bryan J. Maloney) saw fit to share the following
> wisdom:
>
> >It gives no design rules at all.
> >
> >Quick, what's the stats for a French Tuille using bitten shot?
>
> 2d+2 damage, range: a/2 acc: 250 feet, max: 500 feet, wt: 3 pounds,
> ROF: 1, Malf:Crit..
Huh?
> Hang on, what's a French Tuille?
That's a much better answer, given that Tuilles came in at a good deal
over three pounds and pretty much don't fit anything else you give.
>> Hang on, what's a French Tuille?
>
>That's a much better answer, given that Tuilles came in at a good deal
>over three pounds and pretty much don't fit anything else you give.
My point was, it doesn't really *matter* what the stats for a French
Tuille is until it comes up in the game. If you know what a French
Tuille is, then you can fudge teh stats for them. As long as you know
more than the player. If your players know more than you about guns,
then get the one who knows the most to handle the stat making :)
> Brad was using the "It's like a ..." school of assigning weaponry
> stats. We seem to get along fine with a few generic classes of swords
YOU might. I've got some problems with that, myself. One rapier can be
very distinct from another in handling, in damage-dealing capacity, in
ability to cut, etc.
> bj...@cornell.edu (Bryan J. Maloney) saw fit to share the following
> wisdom:
>
> >> Hang on, what's a French Tuille?
> >
> >That's a much better answer, given that Tuilles came in at a good deal
> >over three pounds and pretty much don't fit anything else you give.
>
> My point was, it doesn't really *matter* what the stats for a French
> Tuille is until it comes up in the game. If you know what a French
> Tuille is, then you can fudge teh stats for them. As long as you know
At which point, why should I even bother buying High Tech (or any rules) at all?
I'll agree with you here on general principles.
I know from experience that combat happens faster than gurps allows for- ie its
not too hard to get in more than 1 attack in a second and more than one non-
dodge defence. No Im not a fencer (for Bryans benefit), but am a reenactor.
[puts on a 'camp' (ie gay) accent] My favourite weapons are mace and axe, and I
like wearing heavy armour and killing peasants.
The more I look at gurps combat the more broken it seems, and the less
interested I am in fixing its problems.
What usually happens is I step back one place further and metaize the process a
bit more so I cant see the faults any more
Now returning you to your regularly scheduled argument.
--
Nunc lusum imus novum ludum
Lord Zierd, Cynic of the Inner Circle
>At which point, why should I even bother buying High Tech (or any rules) at all?
Well, I get by fine without High Tech.
How often do people need the stats for the French Touille with Bitten
shot or whatever it was, anyhow?