THIS IS A WORK IN PROGRESS!
Multiply the SR weapon's damage figure by 4/7 to get an approximate number of dice. Apply the stage 3 procedure from Adjusting Damage (GURPS High-Tech, page 166) to convert this to dice+modifiers. Or use this table:
| SR4 | GURPS |
| 1 | 1d-2 |
| 2 | 1d |
| 3 | 2d-1 |
| 4 | 2d+1 |
| 5 | 3d |
| 6 | 3d+2 |
| 7 | 4d |
| 8 | 4d+2 |
| 9 | 5d |
| 10 | 6d-1 |
Convert armour penetration (AP) values thus:
| SR4 | GURPS |
| -5 | 0.2 |
| -4 | 0.25 |
| -3 | 0.3 |
| -2 | 0.5 |
| -1 | 0.75 |
| 0 | 1 |
| +1 | 1.5 |
| +2 | 2 |
SA weapons have a RoF of 3. BF weapons have a RoF of 10. FA weapons have a RoF of 30. Super machine guns (HVWs) have a RoF of 36.
Range, ST, Bulk and Rcl can be roughly assigned by weapon class, but should be subject to GM tweaking as seems appropriate.
| SR4 | Damage | Range | ST | Bulk | Rcl |
| Pistols | |||||
| Hold-out Pistol | pi- | 55/1,200 | 6 | -1 | 2 |
| Light Pistol | pi | 55/1,900 | 10 | -2 | 3 |
| Heavy Pistol | pi+ | 65/2,000 | 11 | -3 | 4 |
| Automatics | |||||
| Machine Pistol | pi | 55/2,000 | 10 | -2 | 3 |
| SMG | pi | 165/2,100 | 9+ | -3 | 2 |
| Assault Rifle | pi | 600/4,000 | 9+ | -4 | |
| Longarms | |||||
| Shotgun (flechette) | pi | 65/500 | 10+ | -5 | 4 |
| Shotgun (slug) | pi+ | 165/7501 | |||
| Sporting Rifle | pi | 820/4,200 | 9+ | -5 | 2 |
| Sniper Rifle | pi | 1,650/4,500 | 10+ | -5 | 2 |
| Heavy Weapons | |||||
| Light Machine Guns | pi | 875/4,000 | 9B+ | -5 | 2 |
| Medium/Heavy Machine Gun | pi | 1,300/5,800 | 11B+ | -6 | 3 |
| Assault Cannon | pi | 1,650/8,500 | 20B | -2 | 2 |
"+", "B" and "M" have their usual meanings.
Reduce Rcl by the weapon's RC value.