08-21-2015, 01:42 AM | #41 |
Join Date: Mar 2013
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Re: Post-Apocalypse Firearms
You aren't the only one reading this, and I didn't know.
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08-21-2015, 07:09 AM | #42 | |
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Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Post-Apocalypse Firearms
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Though denying them access to TL5 steel armor isn't a stretch, unless they have a steel refinery down in that bunker... they probably do have a number of ballistic vests and helmets (possibly even riot gear) at TL8 hanging around. Last edited by evileeyore; 08-21-2015 at 07:16 AM. |
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08-21-2015, 09:06 AM | #43 | |
Join Date: Aug 2015
Location: Kenai, Alaska
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Re: Post-Apocalypse Firearms
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08-21-2015, 10:28 AM | #44 | |
Join Date: Jan 2005
Location: Down in a holler
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Re: Post-Apocalypse Firearms
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A really competitive IPSC/IDPA shooter will burn 50k rounds a year just training pistol. |
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08-21-2015, 11:20 AM | #45 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Post-Apocalypse Firearms
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A more reasonable method would be to use the stats from Low-Tech, but reduce the cost at TL5+. Even Good-quality armour would get a price reduction (probably available at Cheap prices) and Hardened Steel and Duplex Steel would get massive price reductions.
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08-21-2015, 12:22 PM | #46 |
Join Date: Jan 2006
Location: Central Europe
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Re: Post-Apocalypse Firearms
Although ... I doubt that most shooters before 1945 could shoot as much as American sports shooters do today, because they could not afford it and their weapons usually needed more time to ready and maintain, but I am sure some of them were very good shots. Probably not as good as today's elite sports and professional shooters, but plenty good enough for adventuring.
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08-22-2015, 01:23 PM | #47 |
Join Date: Aug 2015
Location: Kenai, Alaska
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Re: Post-Apocalypse Firearms
Question concerning the prices of the equipment my PCs will be buying. Since there community is based out of the alaskan wilderness they don't really have access to a steady supply of metal ore or other harder to obtain resources so I'd like to have the items price reflect that, but I'm unsure how to go about it. My first instinct is to set the campaign's TL at 8 to reflect all the old world knowledge that is still around, but have a lower TL economy like 0, 1, or 2.
What are your thoughts evileeyore? you've been trying to convince me to go TL5 for a while now. |
08-22-2015, 05:29 PM | #48 |
Join Date: Aug 2015
Location: Kenai, Alaska
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Re: Post-Apocalypse Firearms
Yet another question, I'm assembling an equipment list for my players to buy from while in play and am assigning finite stock to most items as well as a production time if they want to commission more. Now I can't seem to find any numbers on how long it would take to actually make most weapons in GURPS, anyone have any ideas for where to locate them or how to improvise?
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08-22-2015, 05:59 PM | #49 |
Join Date: Sep 2007
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Re: Post-Apocalypse Firearms
Low-Tech Companion 3 has some rules for manufacturing. Basically, you divide the labor portion of the cost of the item (list price minus materials cost) by the pay for the artisan that creates it to get time required. See LTC3 for details and example numbers. Your setting might of course vary on how expensive it is to get copper, steel, etc.
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08-22-2015, 06:57 PM | #50 | |
Join Date: Aug 2015
Location: Kenai, Alaska
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Re: Post-Apocalypse Firearms
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after the end |
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