Thursday, July 8, 2010

Converting D20 to Unisystem, Weapons

D20 Weapons

Ranged, Thrown
Bolas [ Rng:3/5/8/10/13, Dmg:D4x2(4)2/0, Mode:SS, Cap:1, EV:2/0, Cost:50, Tech:A, Avail:C, Src:R3.5SRD ]
Dart [ Rng:3/5/8/10/13, Dmg:D4x2(4)2/0, Mode:SS, Cap:1, EV:0.5/0, Cost:5, Tech:A, Avail:C, Src:R3.5SRD ]
Javelin [ Rng:3/5/8/10/13, Dmg:D6x2(6)0.5/0, Mode:SS, Cap:1, EV:2/0, Cost:10, Tech:A, Avail:C, Src:R3.5SRD ]
Javelin [ Rng:3/5/8/10/13, Dmg:D6x2(6)2/0, Mode:SS, Cap:—, EV:2/0, Cost:20, Tech:M, Avail:C, Src:D20M.SRD ]
Shuriken [ Rng:3/5/8/10/13, Dmg:(1)2/0, Mode:SS, Cap:—, EV:0.5/0, Cost:12, Tech:M, Avail:C, Src:D20M.SRD ]

Ranged, Sling
Sling [ Rng:3/7/10/13/20, Dmg:D4x2(4)4/1, Mode:SS, Cap:1, EV:0/0, Cost:—, Tech:A, Avail:C, Src:R3.5SRD ]
Sling [ Rng:3/7/10/13/20, Dmg:D4x2(4)0/0, Mode:SS, Cap:—, EV:0/0, Cost:12, Tech:M, Avail:C, Src:D20M.A.SRD ]
Slingshot [ Rng:3/7/10/13/20, Dmg:D4x2(4)0/0, Mode:SS, Cap:—, EV:1/0, Cost:20, Tech:M, Avail:C, Src:D20M.A.SRD ]

Ranged, Blowgun
Blowgun [ Rng:3/7/10/13/20, Dmg:dart(1)9/4, Mode:SS, Cap:1 Int., EV:2/0, Cost:20, Tech:M, Avail:C, Src:D20M.A.SRD ]

Ranged, Shortbow
Shortbow [ Rng:5/13/40/65/100, Dmg:D6x2(6)5/2, Mode:SS, Cap:1, EV:2/0, Cost:300, Tech:A, Avail:C, Src:R3.5SRD ]
Shortbow, composite [ Rng:5/13/40/65/100, Dmg:D6x2(6)2/0, Mode:SS, Cap:1, EV:2/0, Cost:750, Tech:A, Avail:C, Src:R3.5SRD ]

Ranged, Longbow
Longbow [ Rng:10/30/50/100/200, Dmg:D4x4(8)8/3, Mode:SS, Cap:1, EV:3/1, Cost:750, Tech:A, Avail:C, Src:R3.5SRD ]
Longbow, composite [ Rng:10/30/50/100/200, Dmg:D4x4(8)3/1, Mode:SS, Cap:1, EV:3/1, Cost:1000, Tech:A, Avail:C, Src:R3.5SRD ]
Compound bow [ Rng:10/30/50/100/200, Dmg:D4x4(8)3/1, Mode:SS, Cap:—, EV:3/1, Cost:120, Tech:M, Avail:C, Src:D20M.SRD ]

Ranged, Crossbows
Crossbow, hand [ Rng:5/13/40/65/100, Dmg:D4x2(4)2/0, Mode:SS, Cap:1, EV:2/0, Cost:1000, Tech:A, Avail:C, Src:R3.5SRD ]
Crossbow, hand [ Rng:5/13/40/65/100, Dmg:D4x2(4)2/0, Mode:SS, Cap:1 Int., EV:3/1, Cost:150, Tech:M, Avail:C, Src:D20M.A.SRD ]
Crossbow, light [ Rng:10/30/50/100/200, Dmg:D4x4(8)16/7, Mode:SS, Cap:1, EV:4/1, Cost:350, Tech:A, Avail:C, Src:R3.5SRD ]
Crossbow, repeating light [ Rng:10/30/50/100/200, Dmg:D4x4(8)4/1, Mode:SS, Cap:5 box, EV:6/2, Cost:2500, Tech:A, Avail:C, Src:R3.5SRD ]
Speargun [ Rng:10/30/50/100/200, Dmg:D6x4(12)6/2, Mode:SS, Cap:1 Int., EV:5/2, Cost:120, Tech:M, Avail:C, Src:D20M.A.SRD ]
Crossbow, heavy [ Rng:7/40/65/150/250, Dmg:D10x2(10)3/1, Mode:SS, Cap:1, EV:8/3, Cost:500, Tech:A, Avail:C, Src:R3.5SRD ]
Crossbow, repeating heavy [ Rng:7/40/65/150/250, Dmg:D10x2(10)8/3, Mode:SS, Cap:5 box, EV:12/5, Cost:4000, Tech:A, Avail:C, Src:R3.5SRD ]
Crossbow [ Rng:7/40/65/150/250, Dmg:D10x2(10)12/5, Mode:SS, Cap:1 int., EV:7/3, Cost:90, Tech:M, Avail:C, Src:D20M.SRD ]
Crossbow, grapple-firing [ Rng:7/40/65/150/250, Dmg:D4x2(4)7/3, Mode:SS, Cap:1 Int., EV:12/5, Cost:200, Tech:M, Avail:C, Src:D20M.A.SRD ]
Crossbow, repeating [ Rng:7/40/65/150/250, Dmg:D4x4(8)12/5, Mode:SS, Cap:5 Int., EV:16/7, Cost:275, Tech:M, Avail:C, Src:D20M.A.SRD ]

Ranged, Light Pistol
Air pistol [ Rng:3/10/20/60/120, Dmg:D4x1(2)14/6, Mode:SS, Cap:1 Int., EV:2/0, Cost:55, Tech:M, Avail:C, Src:D20M.A.SRD ]
Beretta 92F [ Rng:3/10/20/60/120, Dmg:D6x4(12)2/0, Mode:SS, Cap:15 box, EV:3/1, Cost:650, Tech:M, Avail:C, Src:D20M.SRD ]
Colt M1911 [ Rng:3/10/20/60/120, Dmg:D6x4(12)3/1, Mode:SS, Cap:7 box, EV:3/1, Cost:500, Tech:M, Avail:C, Src:D20M.SRD ]
Derringer [ Rng:3/10/20/60/120, Dmg:D6x4(12)3/1, Mode:SS, Cap:2 int., EV:1/0, Cost:350, Tech:M, Avail:C, Src:D20M.SRD ]
Falcon .45 [ Rng:3/10/20/60/120, Dmg:D6x4(12)1/0, Mode:SS/SA, Cap:20 box, EV:2.5/1, Cost:1200, Tech:M, Avail:C, Src:D20M.F.SRD ]
Flare gun [ Rng:3/10/20/60/120, Dmg:D4x4(8)2.5/1, Mode:SS, Cap:1 Int., EV:2/0, Cost:150, Tech:M, Avail:C, Src:D20M.A.SRD ]
Glock 171 [ Rng:3/10/20/60/120, Dmg:D6x4(12)2/0, Mode:SS, Cap:17 box, EV:2/0, Cost:1200, Tech:M, Avail:C, Src:D20M.SRD ]
Paint ball gun [ Rng:3/10/20/60/120, Dmg:paint2/0, Mode:SS, Cap:40 Int., EV:2/0, Cost:70, Tech:M, Avail:C, Src:D20M.A.SRD ]
Pathfinder [ Rng:3/10/20/60/120, Dmg:D10x2(10)2/0, Mode:SS, Cap:6 cyl., EV:1/0, Cost:350, Tech:M, Avail:C, Src:D20M.SRD ]
SITES M9 [ Rng:3/10/20/60/120, Dmg:D6x4(12)1/0, Mode:SS, Cap:8 box, EV:2/0, Cost:500, Tech:M, Avail:C, Src:D20M.SRD ]
Walther PPK [ Rng:3/10/20/60/120, Dmg:D10x2(10)2/0, Mode:SS, Cap:7 box, EV:1/0, Cost:500, Tech:M, Avail:C, Src:D20M.SRD ]

Ranged, MP (Machine Pistol)
Beretta 93R [ Rng:3/10/20/60/120, Dmg:D6x4(12)22/10, Mode:SS/SA, Cap:20 box, EV:3/1, Cost:1200, Tech:M, Avail:R, Src:D20M.SRD ]
MAC Ingram M10 [ Rng:3/10/20/60/120, Dmg:D6x4(12)3/1, Mode:SS/SA, Cap:30 box, EV:6/2, Cost:500, Tech:M, Avail:R, Src:D20M.SRD ]
Skorpion [ Rng:3/10/20/60/120, Dmg:D10x2(10)6/2, Mode:SS/SA, Cap:20 box, EV:4/1, Cost:900, Tech:M, Avail:R, Src:D20M.SRD ]
TEC-9 [ Rng:3/10/20/60/120, Dmg:D6x4(12)4/1, Mode:SS/SA, Cap:32 box, EV:4/1, Cost:350, Tech:M, Avail:R, Src:D20M.SRD ]

Ranged, Heavy Pistol
Colt Double Eagle [ Rng:4/15/30/90/180, Dmg:D6x4(12)20/9, Mode:SS, Cap:9 box, EV:3/1, Cost:650, Tech:M, Avail:C, Src:D20M.SRD ]
Colt Python1 [ Rng:4/15/30/90/180, Dmg:D6x4(12)3/1, Mode:SS, Cap:6 cyl., EV:3/1, Cost:30, Tech:M, Avail:C, Src:D20M.SRD ]
Desert Eagle [ Rng:4/15/30/90/180, Dmg:(D6x6)+1(18)3/1, Mode:SS, Cap:8 box, EV:4/1, Cost:1200, Tech:M, Avail:C, Src:D20M.SRD ]
Glock 201 [ Rng:4/15/30/90/180, Dmg:D6x4(12)4/1, Mode:SS, Cap:15 box, EV:3/1, Cost:1200, Tech:M, Avail:C, Src:D20M.SRD ]
Ruger Service-Six [ Rng:4/15/30/90/180, Dmg:D6x4(12)3/1, Mode:SS, Cap:6 cyl., EV:2/0, Cost:350, Tech:M, Avail:C, Src:D20M.SRD ]
S&W M29 [ Rng:4/15/30/90/180, Dmg:(D6x6)+1(18)2/0, Mode:SS, Cap:6 cyl., EV:3/1, Cost:500, Tech:M, Avail:C, Src:D20M.SRD ]

Ranged, Shotgun
Benelli 121 M1 [ Rng:5/50/100/200/300, Dmg:(D6x6)+1(18)2/0, Mode:SS, Cap:7 int, EV:8/3, Cost:900, Tech:M, Avail:C, Src:D20M.SRD ]
Beretta M3P [ Rng:5/50/100/200/300, Dmg:(D6x6)+1(18)8/3, Mode:SS, Cap:5 box, EV:9/4, Cost:650, Tech:M, Avail:C, Src:D20M.SRD ]
Browning BPS [ Rng:5/50/100/200/300, Dmg:D6x7(21)9/4, Mode:SS, Cap:5 int., EV:11/5, Cost:650, Tech:M, Avail:C, Src:D20M.SRD ]
Mossberg [ Rng:5/50/100/200/300, Dmg:(D6x6)+1(18)11/5, Mode:SS, Cap:6 int., EV:7/3, Cost:500, Tech:M, Avail:C, Src:D20M.SRD ]
Sawed-off shotgun [ Rng:5/50/100/200/300, Dmg:(D6x6)+1(18)7/3, Mode:SS, Cap:2 int., EV:4/1, Cost:500, Tech:M, Avail:C, Src:D20M.SRD ]

Ranged, Sporting Rifles
Air rifle [ Rng:10/50/150/600/1000, Dmg:D4x1(2)3/1, Mode:SS, Cap:1 Int., EV:5/2, Cost:70, Tech:M, Avail:C, Src:D20M.A.SRD ]
Remington 700 [ Rng:10/50/150/600/1000, Dmg:D6x7(21)5/2, Mode:SS, Cap:5 int., EV:8/3, Cost:900, Tech:M, Avail:C, Src:D20M.SRD ]
Winchester 94 [ Rng:10/50/150/600/1000, Dmg:D6x7(21)8/3, Mode:SS, Cap:6 int., EV:7/3, Cost:500, Tech:M, Avail:C, Src:D20M.SRD ]

Ranged, Sniper
Barrett Light Fifty [ Rng:15/75/250/1200/5000, Dmg:D6x9(27)8/3, Mode:SS, Cap:11 box, EV:35/15, Cost:3500, Tech:M, Avail:C, Src:D20M.SRD ]
HK PSG11 [ Rng:15/75/250/1200/5000, Dmg:D6x7(21)35/15, Mode:SS, Cap:5 box, EV:16/7, Cost:3500, Tech:M, Avail:C, Src:D20M.SRD ]
TacMil sniper [ Rng:15/75/250/1200/5000, Dmg:D6x7(21)16/7, Mode:SS, Cap:15 box, EV:14/6, Cost:2750, Tech:M, Avail:R, Src:D20M.F.SRD ]
Rail gun [ Rng:15/75/250/1200/5000, Dmg:D10x8(40)14/6, Mode:SS, Cap:20 box, EV:18/8, Cost:6500, Tech:S, Avail:R, Src:D20M.F.SRD ]

Ranged, Assault
AKM/AK-47 [ Rng:10/50/150/600/1000, Dmg:(D6x6)+1(18)EV, Mode:SS/SA, Cap:30 box, EV:10/4, Cost:500, Tech:M, Avail:R, Src:D20M.SRD ]
HK G3 [ Rng:10/50/150/600/1000, Dmg:D6x7(21)10/4, Mode:SS/SA, Cap:20 box, EV:11/5, Cost:1500, Tech:M, Avail:R, Src:D20M.SRD ]
M16A2 [ Rng:10/50/150/600/1000, Dmg:(D6x6)+1(18)11/5, Mode:SS/SA, Cap:30 box, EV:8/3, Cost:650, Tech:M, Avail:R, Src:D20M.SRD ]
M4 Carbine [ Rng:10/50/150/600/1000, Dmg:(D6x6)+1(18)8/3, Mode:SS/SA, Cap:30 box, EV:7/3, Cost:650, Tech:M, Avail:R, Src:D20M.SRD ]
OICW assualt [ Rng:10/50/150/600/1000, Dmg:(D6x6)+1(18)7/3, Mode:SS, Cap:30 box, EV:18/8, Cost:12000, Tech:M, Avail:R, Src:D20M.F.SRD ]
Steyr AUG [ Rng:10/50/150/600/1000, Dmg:(D6x6)+1(18)18/8, Mode:SS/SA, Cap:30 box, EV:9/4, Cost:1500, Tech:M, Avail:R, Src:D20M.SRD ]

Ranged, SMG (Sub-Machine Gun)
HK MP51 [ Rng:3/15/30/100/200, Dmg:D6x4(12)1/0, Mode:SS/SA, Cap:30 box, EV:7/3, Cost:2000, Tech:M, Avail:R, Src:D20M.SRD ]
HK MP5K [ Rng:3/15/30/100/200, Dmg:D6x4(12)7/3, Mode:SS/SA, Cap:15 box, EV:5/2, Cost:1500, Tech:M, Avail:R, Src:D20M.SRD ]
Uzi [ Rng:3/15/30/100/200, Dmg:D6x4(12)5/2, Mode:SS/SA, Cap:20 box, EV:8/3, Cost:1200, Tech:M, Avail:R, Src:D20M.SRD ]

Ranged, MMG (Medium Machine Gun)
M-60 [ Rng:10/150/300/1000/4000, Dmg:D6x7(21)3/1, Mode:SA, Cap:Linked, EV:22/10, Cost:2750, Tech:M, Avail:R, Src:D20M.SRD ]

Ranged, HMG (Heavy Machine Gun)
M2HB [ Rng:15/200/400/2000/6000, Dmg:D6x9(27)3/1, Mode:SA, Cap:Linked, EV:75/34, Cost:3500, Tech:M, Avail:R, Src:D20M.SRD ]
Twin thunder machine gun [ Rng:15/200/400/2000/6000, Dmg:D6x7(21)75/34, Mode:SA, Cap:Linked, EV:42/19, Cost:3500, Tech:M, Avail:R, Src:D20M.F.SRD ]

Ranged, Gernade Launcher
Mini-grenade launcher [ Rng:5/50/100/200/300, Dmg:per gernade11/5, Mode:SS, Cap:1 int., EV:4/1, Cost:2000, Tech:E, Avail:R, Src:D20M.F.SRD ]
Tangler gun [ Rng:5/50/100/200/300, Dmg:net4/1, Mode:SS/SA, Cap:20 box, EV:8/3, Cost:650, Tech:E, Avail:C, Src:D20M.F.SRD ]
M79 [ Rng:5/50/100/200/300, Dmg:per gernade8/3, Mode:SS, Cap:1 int., EV:7/3, Cost:350, Tech:M, Avail:R, Src:D20M.SRD ]
Net launcher [ Rng:5/50/100/200/300, Dmg:per gernade7/3, Mode:SS, Cap:1 Int., EV:20/9, Cost:500, Tech:M, Avail:C, Src:D20M.A.SRD ]

Ranged, Rocket Launcher
Mini-rocket launcher [ Rng:10/150/300/1000/4000, Dmg:per rocket4/1, Mode:SS, Cap:1 int., EV:5/2, Cost:5000, Tech:E, Avail:R, Src:D20M.F.SRD ]
M72A3 LAW [ Rng:10/150/300/1000/4000, Dmg:D20x7(70)5/2, Mode:SS, Cap:1 int., EV:5/2, Cost:500, Tech:M, Avail:R, Src:D20M.SRD ]

Ranged, Taser
Taser [ Rng:3/10/20/60/120, Dmg:D4x2(4)7/3, Mode:SS, Cap:1 int., EV:2/0, Cost:55, Tech:M, Avail:C, Src:D20M.SRD ]

Ranged, Liquid
Flamethrower [ Rng:30/40/50/60/65, Dmg:D8x5(20)1/0, Mode:SS, Cap:10 int., EV:50/22, Cost:900, Tech:M, Avail:R, Src:D20M.SRD ]
Super watergun [ Rng:30/40/50/60/65, Dmg:water50/22, Mode:SS, Cap:5 Int., EV:2/0, Cost:20, Tech:M, Avail:C, Src:D20M.A.SRD ]
Water cannon [ Rng:30/40/50/60/65, Dmg:water2/0, Mode:Special, Cap:20 Int., EV:50/22, Cost:1500, Tech:M, Avail:C, Src:D20M.A.SRD ]
Cryonic rifle [ Rng:30/40/50/60/65, Dmg:D8x5(20)50/22, Mode:SS, Cap:10 box, EV:8/3, Cost:2750, Tech:S, Avail:C, Src:D20M.F.SRD ]

Ranged, Sonic
Concussion rifle [ Rng:10/30/40/60/80, Dmg:D4x1(2)18/8, Mode:SS, Cap:—, EV:6/2, Cost:3500, Tech:S, Avail:C, Src:D20M.F.SRD ]
Sonic beam [ Rng:10/30/40/60/80, Dmg:D4x1(2)6/2, Mode:SS, Cap:50 box, EV:3/1, Cost:1200, Tech:S, Avail:C, Src:D20M.F.SRD ]

Ranged, Laser
Laser pistol [ Rng:10/70/200/800/1200, Dmg:(D6x6)+1(18)42/19, Mode:SS, Cap:50 box, EV:3/1, Cost:900, Tech:E, Avail:C, Src:D20M.F.SRD ]
Laser rifle [ Rng:10/100/300/1000/3000, Dmg:D6x9(27)3/1, Mode:SS/SA, Cap:50 box, EV:8/3, Cost:1500, Tech:E, Avail:R, Src:D20M.F.SRD ]
Laser sniper [ Rng:15/200/400/2000/6000, Dmg:D6x9(27)8/3, Mode:SS, Cap:50 box, EV:14/6, Cost:2750, Tech:E, Avail:R, Src:D20M.F.SRD ]

Ranged, Energy
Disintegrator [ Rng:4/15/30/100/200, Dmg:D6x9(27)5/2, Mode:SS, Cap:10 box, EV:6/2, Cost:5000, Tech:S, Avail:R, Src:D20M.F.SRD ]
Gravity snare [ Rng:4/15/30/100/200, Dmg:special6/2, Mode:SS, Cap:—, EV:7/3, Cost:900, Tech:S, Avail:C, Src:D20M.F.SRD ]
Lightning gun [ Rng:4/15/30/100/200, Dmg:D8x5(20)7/3, Mode:SS/SA, Cap:30 box, EV:30/13, Cost:6500, Tech:S, Avail:R, Src:D20M.F.SRD ]
Plasma pistol [ Rng:4/15/30/100/200, Dmg:D6x7(21)30/13, Mode:SS, Cap:50 box, EV:3/1, Cost:900, Tech:S, Avail:U, Src:D20M.F.SRD ]
Plasma rifle [ Rng:4/15/30/100/200, Dmg:D10x7(35)3/1, Mode:SS/SA, Cap:50 box, EV:8/3, Cost:1500, Tech:S, Avail:R, Src:D20M.F.SRD ]
Pulse rifle [ Rng:4/15/30/100/200, Dmg:D10x7(35)8/3, Mode:SS/SA, Cap:50 box, EV:11/5, Cost:2750, Tech:S, Avail:R, Src:D20M.F.SRD ]


Design Notes
Often, when converting weapons, I try to use a simple formula to mass convert items. In this case:

After comparing the D20 'average damage' to similiar items 'average damage', then averaging the differnce, I came up with multiplying the D20 damage by 2.06 (rounding normally). Then I compared this damage to normal die rolls in AFMBE.

Cost is odd, since I had to either use PDC or gold to convert to $$$. Needless to say, change to fix your campaign, as the numbers get way off.

Tech is based off of PL... I included a "A" category for "Archaic".

Avail I based of off restriction... A +1 or less was "C", A +2 was "U" and anything else was "R"

Range was based on the weapon type, just like in AFMBE.

Type ::: Ranges
Hold Out ::: 3/10/20/60/120
Light ::: 3/10/20/60/120
Heavy ::: 4/15/30/90/180
Assault ::: 10/50/150/600/1000
Sporting ::: 10/50/150/600/1000
Sniper ::: 15/75/250/1200/5000
Shotgun ::: 5/50/100/200/300
SMG ::: 3/15/30/100/200
LMG ::: 10/100/300/1000/3000
MMG ::: 10/150/300/1000/4000
HMG ::: 15/200/400/2000/6000
Cannon ::: 15/200/400/2000/6000

Notes


I'll be cleaning this up more, but its a good initial conversion I think

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