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#1
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Defense Distributed Weapon Stats
So I just saw the following video on my favourite shooter blog, http://www.thefirearmblog.com/blog/2...ys-experience/ and it made me think of the campaign I'm building (soon as I find local players haha)...
Anyone want to take a crack at these DD/printed weapon stats? Doesn't matter what version, it's more a mental exercise. I'll post mine once I hammer them out. I realize this might seem to some wusses like it's a political statement thread. It's not, it's a genuine interest and apropos for a T2k game set in a modern-breakout environment... Please blame the strong IPA before politics. |
#2
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These things have no accuracy (no proper barrel so no proper rifling etc. etc.) so the stats would have to reflect this with very low range even if they do include sights on the weapon.
But what's worse, they might do this... http://www.smh.com.au/digital-life/d...524-2k59g.html |
#3
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Certainly marginal utility, but in campaign with the fall being 2011+ they have their place. (Now, "80% Lowers" might be more useful, eg for arming a militia... hmmm...) The DEFCAD pack is really for expanding upon, the Liberator from it is a proof of concept only. Even polished, though, range and reliability would yeah probably be factors. I'll be hammering them out for T2k13... the maintenance numbers will be horrendous. Probably impossible to improve wear level. That would at least fit the thematic purpose of them: One-n-done, disposable weaponry. Hmmm...
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#4
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The Cyberpunk 2020 RPG was way ahead on this. It had disposable weapons very much like the 3D printed ones produced by Defense Distributed, on sale from vending machines. They came pre-loaded and were designed to last long enough to empty the internal magazine. You can reload them round by round through the ejection port but they rapidly become unreliable to the point of catestrophic failure. Maybe that's the direction we're heading in IRL?
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