Role Playing Weapon Creation System

This is a computerized version of the weaponry sections of Steve Jackson's GURPS Vehicles (2nd Edition, ©2000). It is intended to streamline the process by allowing the user to make the relevant descisions and make the computer calculate the statistics. The end results are copy/paste-able as text into whatever document the end user requires.

Due to the single-system source of the calculations, there are certain terms and assumptions sprinkled throughout the process. System specific terms (i.e. "Technology Level") have been kept to a minimum, but attempts have been made to explain or hide them in the end results. Sections of game-specific statistics are provided, and it is hoped that more will be added.

Due to the generalities inherent in a "comprehensive" system, it will often be impossible to match the specific statistics of a real-world device or the stats published in a game system. It is not unreasonable to vary the numbers by 20% in either direction in order to provide uniqueness among firearm models and to provide differences across the time period selected.

Slugthrowers

Slugthrower Creation

These weapons use a chemical propellant or energy impulse to launch a solid projectile out of a barrel. These weapons include anything from the hand cannons of the 13th century, to modern tank weapons, and through ultra-technology electromagnetic catapults.

Beam Weapons

Beam Weapon Creation

These weapons use energy to excite certain kinds of particles and then projects them down a barrel. The excited particles may be photons for lasers, ions for particle beams, plasma, and more exotic applications.

Launchers

Launcher Creation

Launchers fire self-propelled munitions, such as missiles, torpedoes, and rockets. These might be guided by the launcher, by the projectile itself, or perhaps not at all.