by David L. Pulver
Tired of rolling buckets of dice for heavy weaponry, or having supers who can't stand up to nuclear weapons? This system takes a logarithmic approach to damage, adapting the numerical progression found in the GURPS Speed/Range and Size Table to damage and armor values.
Use the Old dice to New dice columns to convert all gun, beam weapon, explosive and energy melee weapon damage above 3d (but not ST-based damage).
Use the Old DR to New DR columns to convert all Vehicles, Robots, Mecha and personal armor DR that is above DR 10, but not magical DR or DR bought as per GURPS Supers /Compendium I .
Use the Old ST to New ST columns to convert Bestiaryl, Dinosaurs, Vehicles, Robot and Mecha ST values if they are above ST 30, as these were built on a linear fashion. Do not convert ST for supers or aliens, as these are intended to be semi- logarithmic.
For lifting purposes, convert new ST to old ST to determine effective ST for carrying stuff.
|
Old Dice |
New Dice |
Old DR |
New DR |
OldST |
NewST |
|
3d |
3d |
10.5 |
10 |
30 |
30 |
|
5d |
4d |
17.5 |
14 |
50 |
40 |
|
7d |
5d |
24 |
18 |
70 |
50 |
|
10d |
6d |
35 |
21 |
100 |
60 |
|
15d |
7d |
52.5 |
24 |
150 |
70 |
|
20d |
8d |
70 |
28 |
200 |
90 |
|
30d |
9d |
105 |
32 |
300 |
90 |
|
45d |
10d |
157.5 |
35 |
450 |
100 |
|
70d |
11d |
245 |
38 |
700 |
110 |
|
100d |
12d |
350 |
42 |
1000 |
120 |
|
150d |
13d |
525 |
46 |
1500 |
130 |
|
200d |
14d |
700 |
49 |
2000 |
140 |
|
300d |
15d |
1,050 |
52 |
3000 |
150 |
|
450d |
16d |
1,575 |
56 |
4500 |
160 |
|
700d |
17d |
2,450 |
60 |
7000 |
170 |
|
1,000d |
18d |
3,500 |
63 |
10,000 |
180 |
|
1,500d |
19d |
5,250 |
66 |
15,000 |
190 |
|
2,000d |
20d |
7,000 |
70 |
20,000 |
200 |
|
3,000d |
21d |
10,500 |
74 |
30,000 |
210 |
|
4,500d |
22d |
15,750 |
77 |
45,000 |
220 |
|
7,000d |
23d |
24,500 |
80 |
70,000 |
230 |
|
10,000d |
24d |
35,000 |
84 |
100,000 |
240 |
|
15,000d |
25d |
52,500 |
88 |
150,000 |
250 |
|
20,000d |
26d |
70,000 |
91 |
200,000 |
260 |
|
30,000d |
27d |
105,000 |
94 |
300,000 |
270 |
|
45,000d |
28d |
157,500 |
98 |
450,000 |
280 |
|
70,000d |
29d |
245,000 |
102 |
700,000 |
290 |
|
100,000d |
30d |
350,000 |
105 |
1,000,000 |
300 |
|
150,000d |
31d |
525,000 |
108 |
etc. |
etc. |
|
200,000d |
32d |
700,000 |
112 |
|
|
|
300,000d |
33d |
1,050,000 |
116 |
|
|
|
450,000d |
34d |
1,575,000 |
119 |
|
|
|
700,000d |
35d |
2,450,000 |
122 |
|
|
|
1,000,000d |
36d |
3,500,000 |
126 |
|
|
|
1,500,000d |
37d |
5,250,000 |
130 |
|
|
|
2,000,000d |
38d |
7,000,000 |
133 |
|
|
|
3,000,000d |
39d |
10,500,000 |
136 |
|
|
|
4,500,000d |
40d |
15,750,000 |
140 |
|
|
|
7,000,000d |
41d |
24,500,000 |
144 |
|
|
|
10,000,000d |
42d |
35,000,000 |
147 |
|
|
|
15,000,000d |
43d |
52,500,000 |
150 |
|
|
|
20,000,000d |
44d |
70,000,000 |
154 |
|
|
|
30,000,000d |
45d |
105,000,000 |
158 |
|
|
If a result falls between two numbers, use the lower. For armor divisors, multiply damage by divisor to get Old Dice, then find new dice, then halve the result and replace with a simple (2) divisor.
EXAMPLES:
FN-FAL rifle
doing 7d = 5d.
Tank cannon
doing 6d X 30 (i.e., 180d) = 13d.
Elephant with ST 300 = ST 90.
M1 Abrams battle tank frontal armor with
DR 1,680 = DR 56.
Reinforced
Kevlar body armor with DR 35 = DR 21.
Light anti-tank
rocket with 6d x 4(10) (240d for penetration) = 7d(2).
0.50 caliber
AP machine gun bullet doing 12d(2) = 4d(2).
1-kiloton
nuclear bomb doing 6d x 4,000,000 (24,000,000d) = 44d damage.
Superhero
with ST 200 = stays ST 200. Moreover, his damage stays the same as well,
so his 21d punch actually is equivalent to 3000d! However, he is effectively
ST 20,000 for lifting things.
MORE RULES
Blow-through is ignored.