Lasers, Gauss, and Stutter Weapons for 5th
Derek Holland
After playing Fallout 2 and looking through the weapons list in the 5th ed. of GW, I decided to convert some weapons from GURPS Ultra-Tech I & II. I also "converted" some weapons from the Alternity Players Handbook. and tried to make them more GWish.
Gauss Weapons Converted from GURPS Ultra Tech and UT 2.
The gauss submachine gun fires 3 mm rounds. Its power cell must be replaced after 10 clips.
The gauss battle rifle fires 4 mm rounds. Its power cell must be replaced after 12 clips.
The gauss dragonslayer is the most powerful rifle known. It fires 3.8 mm rounds and expends a power cell in 3 clips. If not used prone, it incurs a +2 step penalty due to its weight.
The gauss close assault weapon fires 18.5 mm rounds (12 gauge). Its power cell must be replaced every 5 clips.
As long as the clip is not damaged, a trained blacksmith, who must know what he is doing and must be at rank 12, can create gauss rounds with a complex skill check (at +3 steps over 8 successes- one per 10 minutes). Any failure on this check will produce rounds that will destroy the weapon (but he/she will know this unless it is a critical failure).
| Weapon | Skill | Acc | Md | Range | Type | Damage | Actions | Clip Size | Clip Cost | Hide | Mass | Cost |
| Gauss SMG | smg | 0 | B/A | 30/60/350 | HI/O | d6w/d8w/d4m | 4 | 60 | 60 | +2 | 4 | 2000 |
| Gauss BR | rifle | 0 | F/B/A | 40/80/500 | HI/O | d6+2w/d8+2w/d6m | 4 | 60 | 60 | - | 5 | 3000 |
| Gauss DS | rifle | -1 | F/B | 70/120/800 | HI/G | d6+2w/d10+4w/d6m | 4 | 400 | 400 | - | 18 | 15000 |
| Gauss CAW | rifle | -1 | F/B/A | 15/30/250 | HI/O | d8w/d4m/d6m | 3 | 30 | 30 | - | 5 | 5000 |
Weapons Converted from the Alternity Player's Handbook
Stutter weapons use sound to stun the target. The Brotherhood of Thought use these weapons extensively.
Charge guns use a plasma explosion to propel bullets much faster and farther than gunpowder. The weapons need both a power cell and a bullet clip.
These (IMC) are the most numerous artifact weapons as they replaced normal pistols and rifles in the Shadow Age.
The arc, or lightning, gun uses a low powered laser to ionize the air to provide a pathway for the electrons.
| Weapon | Skill | Acc | Md | Range | Type | Damage | Actions | Clip Size | Clip Cost | Hide | Mass | Cost |
| Stutter Pistol | Pistol | 0 | F | 6/12/30 | LI/O | d6+2s/d8+2s/d8+4s | 4 | 10 | 50 | - | 4 | 1500 |
| Stutter SMG | Smg | 0 | B/A | 10/20/80 | LI/O | d6+2s/d8+3s/d10+4s | 4 | 20 | 200 | +1 | 3 | 2000 |
Pistol,
9 mm | Pistol | 0 | F | 12/40/85 | HI/O | d4+3w/d6+3w/d4+2m | 4 | 15 | 50 | +3 | 1 | 1000 |
Pistol,
11 mm | Pistol | 0 | F | 18/30/100 | HI/O | d4+4w/d6+4w/d4+3m | 4 | 10 | 60 | +2 | 1 | 1500 |
Rifle,
11 mm | Rifle | 0 | F/B/A | 100/200/600 | HI/O | d6+3w/d6+5w/d6+3m | 4 | 30/10 | 60 | - | 4 | 2700 |
| Arc gun | Direct | -1 | F | 20/40/100 | En/G | d8+1s/d10+4s/d6+3w | 2 | 6 | 150 | - | 10 | 4500 |
Lasers Converted from the Alternity Player's Handbook
To simulate the idea of different types of lasers, here are some suggestions. Only the altered stats are below, the rest are in GW 5th edition.
| Weapon | Skill | Range | Damage | Cost |
| Visible | Pistols | 15/30/150 | d4w/d6w/d3m | 3000 |
| Rifles | 75/300/750 | d6w/d6+2w/d4m | 5000 |
| IR | Pistols | 20/40/200 | d4+1w/d6+1w/d4m | 3500 |
| Rifles | 100/400/1000 | d6+1w/d6+3w/d4+1m | 6000 |
| UV | Pistols | 20/40/200 | d4+2w/d6+2w/d4+1m | 4000 |
| Rifles | 100/400/1000 | d6+2w/d6+4w/d4+2m | 7000 |
| Maser | Pistols | 26/52/260 | d4+3w/d6+3w/d4+2m | 5000 |
| Rifles | 130/520/1300 | d6+3w/d6+5w/d4+3m | 8000 |
| Xray* | Pistols | 40/80/400 | d4+5w/d6+5w/d4+4m | 7500 |
| Rifles | 200/800/2000 | d6+5w/d6+7w/d4+5m | 10000 |
| Graser** | Pistols | 10/20/100 | d4+5w/d6+5w/d4+4m | 6000 |
| Rifles | 50/200/500 | d6+5w/d6+7w/d4+5m | 9500 |
*Xray lasers are Good weapons.
**Grasers inflict R4 on the target and R2 on the wielder. |