Futuristic firearm design rules

Imperialus

Explorer
Does anyone know of any good design rules for high powered futuristic guns and for that matter armour? I have Grim Tales D20 Modern and D20 Future but neither modern or future have design rules at all (unless I'm blind which is a possiblity :p) and GT seems to break down when it comes to higher powered guns and I'm looking to make some stuff more on the scale of Warlord Ralt's Future Fun thread.

Basically my plan is to try and create a playable campaign based on the earlier RT and 2nd ed fluff from Warhammer 40K and while it makes sence that a stub gun some mook cultist is waving around do 2D10 damage a marine with a bolter (assuming we are going by fluff not actual gameplay) should do more like 9 or 10D10.
 

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Few supplements these days address game design, particularly in terms of weapons. As far as I know, the only supplement that addresses futuristic weapon design is Blood & Circuits.

Our resident sci-fi setting writer extraordinaire, Warlord Ralts, also let loose a weapons and armor design system for his Nova Wars (note: this link leads to a .rtf file, not a web page). Be warned, though... the average power level of Nova Wars weapons are far beyond those represented in d20 Future (and, strangely, better model weaponry from sci-fi novels and movies).

Actually, come to think of it, Noca Wars weapons and armors might be perfectly suited for WH40K.
 



Imperialus said:
Does anyone know of any good design rules for high powered futuristic guns and for that matter armour?

Well, there's Guns! Guns! Guns! My 3rd Edition copy was printed October 1991, but I see it's available as a PDF from here.

Cheers,
Liam
 

Well, if you are willing to wander away from D20 sources. G3G does not have a D20 conversion, and I vastly prefer GURPS Vehicles for guns, particularly futuristic ones.
 

well my gaming group is pretty loyal to D20... We branch out into Shadowrun and Paranoia occasionally but I don't have the time or the money to get into a whole new system.
 

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