GURPS Shadowrun: weapon conversions

Roger Burton West
11 May 2008

THIS IS A WORK IN PROGRESS!

Multiply the SR weapon's damage figure by 4/7 to get an approximate number of dice. Apply the stage 3 procedure from Adjusting Damage (GURPS High-Tech, page 166) to convert this to dice+modifiers. Or use this table:

SR4 GURPS
1 1d-2
2 1d
3 2d-1
4 2d+1
5 3d
6 3d+2
7 4d
8 4d+2
9 5d
10 6d-1

Convert armour penetration (AP) values thus:

SR4 GURPS
-5 0.2
-4 0.25
-3 0.3
-2 0.5
-1 0.75
0 1
+1 1.5
+2 2

SA weapons have a RoF of 3. BF weapons have a RoF of 10. FA weapons have a RoF of 30. Super machine guns (HVWs) have a RoF of 36.

Range, ST, Bulk and Rcl can be roughly assigned by weapon class, but should be subject to GM tweaking as seems appropriate.

SR4 Damage Range ST Bulk Rcl
Pistols          
Hold-out Pistol pi- 55/1,200 6 -1 2
Light Pistol pi 55/1,900 10 -2 3
Heavy Pistol pi+ 65/2,000 11 -3 4
Automatics          
Machine Pistol pi 55/2,000 10 -2 3
SMG pi 165/2,100 9+ -3 2
Assault Rifle pi 600/4,000 9+ -4  
Longarms          
Shotgun (flechette) pi 65/500 10+ -5 4
Shotgun (slug) pi+ 165/7501      
Sporting Rifle pi 820/4,200 9+ -5 2
Sniper Rifle pi 1,650/4,500 10+ -5 2
Heavy Weapons          
Light Machine Guns pi 875/4,000 9B+ -5 2
Medium/Heavy Machine Gun pi 1,300/5,800 11B+ -6 3
Assault Cannon pi 1,650/8,500 20B -2 2

"+", "B" and "M" have their usual meanings.

Reduce Rcl by the weapon's RC value.