GURPS 3e 9x19mm stats are: 2d+2 crushing, RoF 3, Acc 3, 1/2D 150, Max 1,900
GURPS 4e 9x19mm stats are: 2d+2 pi, RoF 3, Acc 2 Range 160/1,800
GURPS: Supers (for third edition, 4th printing) gives range stats of 10 * power for the max range and 1/2D is half that.
So power 1 gives Max of 10, power 2 Max of 20, etc...
Each power level of the crushing attack Stone Missile costs 6 points. So a base of 12 points to get to 2d crushing, Acc 1, 1/2D 10, Max 20.
Accuracy enhancement for Acc 3(+10%).
Rapid Fire enhancement for RoF 3 (+80%).
And no means of increasing the range without increasing the damage too...
To get the 150 1/2D of a Glock, you need 30 levels and will now do 30d and cost 405 points. The max range still falls way short at 300. Yes, that's more than twice what a .50 BMG does for damage... at the same range as a pistol...
Since halving the range is a -5% limitation, one could argue that doubling the range is, likewise, a 5% enhancement. To get from a 1/2D of 10 to 150ish... needs to be doubled four times or +20% to (mostly) match a 9mm pistol. Still short some damage. +2 is a half die, so... 2.5 levels of Stone Missile?
32 points and the 1/2D range is slightly better than a 9mm. 2d+2 crushing, Acc 3, 1/2D 200, Max 400.
How about 4th edition?
You start with Inate Attack - Piercing. 5 pts/level (1d pi per level). Acc 3, RoF 1, 10/100.
2.5 levels for 2d+2 pi. 13 points, base.
Increased Range at 10% per level needs 4 levels, or +40% to get 200/2,000 (close enough to 9mm).
Rapid fire for RoF 3 is +50%.
Accuracy will be reduced by 1 for a -5% limitation.
23 points for 2d+2 pi, Acc 2, RoF 3, Range 200/2,000.
Unlimited ammo in both the 3e and 4e cases, as a super should have.
Once again, 4th edition is MUCH simpler to work out what I wanted to do and it really underscores why we stopped trying to use GURPS 3eR for supers and went back to Champions/Hero.
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