GURPS TO SHADOWRUN DAMAGE

VERSION 1

Here's my thoughts on converting GURPS to Shadowrun (at least as far as damage goes). These are general guidelines and it's hard to compared weapons side to side since SR has some REALLY zany damage codes.

Damage: Divide the number of dice of damage by 2. If the result is less then 3 then round any fractions up. If above 3 then drop all fractions. this will be the wound level. Any remainders are added to the power of the Weapon.

Note: If the result is above 4 then apply the excess as bonuses to the Power.

1 - Light
2 - Moderate
3 - Serious
4 - Deadly

For example, a 4d damage GURPS weapon will have (4/2) Moderate staging with a Power of 4. A 5d weapon will become (5/2) Moderate as well since rounding up would take it to Serious. But it would get a +1 to the final Power of the weapon. So it would end up being (5+1) 6M

For example, a 15d damage weapon in GURPS will become (15/2) Deadly of course. But the result is 3 over the breakpoint of Deadly. Thus the additional 3 are applied to the power. So it would be an 18D weapon.

The number of D6 the weapon uses becomes its base power level. Add any adders to the weapons base power. Halve any minuses and apply it as a modifier to the Power (or just ignore it). Then multiply by 2.

Pretty simple hmm? Here's a list of some GURPS guns converted over. With their original damage next to the name

Gun Name

Caliber

GURPS Damage
Ammo

Fire Mode

SR Damage

Weight

Cost

Glock 17

9mmP

2d+1
17+1(c)

SA

6L

2

400

Glock 19

9mmP

2d+1
15+1(c)

SA

6L

2

380

Glock 20

10mm

3d-2
15+1(c)

SA

6M

2

400

Glock 21

.45 ACP

2d
13+1(c)

SA

4L

2

400

Steyr AUG

5d
30+1(c)

SA/BF

6S

9

450

M16A2

5.56mm

5d
30+1(c)

SA/BF

6S

9

300

H&K G3

7d
20+1(c)

SA/BF

8S

11

350

M2HB

.50

12d
100(b)

SA/FA

14D

84

1,500



VERSION 2 REVISED!

POWER
Power: (Number of d6 of damage x3)/2, rounded up
. If damage is not given in numbers of d6 (for example 1d x100) then take the maximum damage the weapon can do and divide by 6, rounding to the nearest whole number.

DAMAGE LEVEL
Damage Level: DL=(Number of d6 of damage)/2, rounded up. Take the result and consult the following table:

DL Result: Damage Level
1-2: Light
3-4: Moderate
5-6: Serious
7+: Deadly

Special Case- Light Pistols: If the DL is less then four, then multiply the DL by 2 for purposes of determining the Damage Level. If less then six (but more then three) then multiply by 1.5, rounded up.

Anti-Vehicular: Any weapon with an GURPS Armor Divisor of 2 or more is considered an AV weapon in Shadowrun.

Gun Name

Caliber

GURPS Damage
Ammo

Fire Mode

SR Damage

Weight

Cost

Glock 17

9mmP

2d+1
17+1(c)

SA

6L

2

400

Glock 19

9mmP

2d+1
15+1(c)

SA

6L

2

380

Glock 20

10mm

3d-2
15+1(c)

SA

8M

2

400

Glock 21

.45 ACP

2d
13+1(c)

SA

6L

2

400

Steyr AUG

5.56mm

5d
30+1(c)

SA/BF

8M

9

450

M16A2

5.56mm

5d
30+1(c)

SA/BF

8M

9

300

H&K G3

7.62mm

7d
20+1(c)

SA/BF

11M

11

350

M2HB

12.7mm (.50cal)

12d
100(b)

SAFA

18S

84

1,500


NAVAL DAMAGE

Naval Damage is figured slightly differently from Version 2R of the conversion..

POWER
Figure out how man d6 of damage the weapon would do, then divide that by 3 instead of the usual 2.

Naval Power: NPOW= (Total Possible Damage)/20, rounded up

For example, an 76mm Naval Gun does 6dx4 damage=144. Divided by 20 we get 7.2, which is rounded up to 8.

Special Case- Extreme Damages: Any weapon with an adjust Naval Power of over 40 has its Power divided by 2. If over 25 then divide by 1.5

DAMAGE LEVEL
Naval-scale damage levels are figured differently.

Naval Damage Level: NDAM= Total Possible Damage/100, round to the nearest whole number.

For example, an 76mm Naval Gun can do a total of 144 points of damage. 144/100=1. For a Naval Damage Level of Light.

NDAM Result: Damage Level
1: Light
2-3: Moderate
4-5: Serious
6+: Deadly