Most people who regularly participate in my discord are either $3+ patrons, or non-patrons who just really like Psi-Wars, but I have a few that are only $1 patrons and thus have only a passing interest in Psi-Wars, but mostly strip-mine my material for their own campaigns, which is fine! That's part of the intent of what I'm doing. But a lot of my material lately has been more "Psi-Wars" specific, and not especially generic at all.
One such poster mentioned "Gauss Guns" as an off-the-cuff example of something more useful to him than what I had been posting (though I hasten to add that it wasn't meant to diminish what I was posting), and that single line got me thinking about something I honestly dread: Psi-Wars needs guns. There are several reasons for this, but most of them revolve around illustrating a more primitive era, from the 40k-esque Mug to the hunting weapons of Nekotara, to the ancient weapons of the Tyranny, one way you can show that a particular race is ancient is to give them firearms rather than blasters (especially given that firearms are pretty much better than all beam weapons until Blasters show up, which means they can "keep up" nicely). But this poses another problem, because the point of the Mug is to have extreme ST and to showcase what you can do with it, and part of the idea there is to give them arms and armor that take advantage of their superior ST. So it's not enough to use the existing weapons, which are built for ST 10, SM +0 humans, because I need guns built for ST 20, SM +1 dragon-people.
So I need to be able to design guns. And I don't have a system for it. But my conversion of GURPS Vehicles gave me hope: it looks like most 4e vehicles are just 3e vehicles with some minor tweaks to a couple of formulas that we're largely privvy to, and a few arbitrary values chosen by the designer based on his assumptions for the vehicle. Could the same be true of guns?
There are a lot of stats for guns. The following, I think, can be arbitrarily assigned:
I suspect there's a formula behind Acc, Bulk and Rcl, but I think it's safe enough to make some basic, arbitrary assumptions: Pistols are Acc 2-ish, rifles are Acc 4-ish, and cannons are Acc 6-ish; rcl is generally 2, but it might hit 3 or maybe even 4 for extremely unwieldy weapons. Guessing at bulk is more involved, and we need to get a sense of the weight and length of the weapon, but we'll come back to that. But if we know these parameters, we can compare the weapon to existing weapons and make a reasonable guess.
The following are likely derived from formulas:
- Dmg
- Range
- Weight
- RoF (or at least, from design choices)
- ST
- Cost
For guessing at how these formulas work, I'm going to use Ultra-Tech exclusively. I suspect LT and HT weapons aren't derived from formulas, but from real world stats converted into GURPS. Thus, the only place where I think we can see a design system in action is Ultra-Tech, and that makes sense, as there are no "real-world" weapons from which the stats can be converted. And this makes sense: if we want a gun design system it's for arbitrary weapons, like "What does a pistol for an SM +1 dragon-man look like, anyway?" And I'm going to start with damage, as that's the most important, though we'll quickly see that the variables that matter to damage here will impact the values of other stats elsewhere.
Whenever I post something like this, someone inevitably responds with "But don't you know about X?" Someone somewhere has made a conversion, or worked out some formula and posted it somewhere on the internet. To that, I say: Bring it. I can use any help I can get. I've done quite some research on this topic, and it's something I've been chewing on for a long time, so I may well know about it, but shoot it my direction anyway, or leave it as a comment, so other people can see it. Every little bit helps, and it's safer to assume I don't know and annoy me with things that I've already seen than it is to assume I do know and then I miss the valuable, secret answer.
So, without further ado, let's look at gun damage.