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From: P Ward <P.Ward@**.CF.AC.UK>
Subject: Re: Questions: making ammo
Date: Tue, 6 Jun 1995 21:47:25 BST
Paul J Adam :-
> Got it: you can tighten the groups for a well-made handload. Tweaking it
> and getting it right needs about a month of tinkering and a *lot* of
> patient range work, finding the load that groups best for your gun.
> And it won't work as well even in another example of the same weapon.

Ah, now that's something I;m going to have to remeber, I watched a
program on BBC2 a while back on the subject which implied (if not stated)
that it was _easy_ to make handloads that were more accurate than the
mass-produced factory stuff..

But if it takes a month or so to get the 'formula' right for the stuff,
and if you have to re-do it every time you re-bore your barrel (I do it
a lot, when you constantly use the same pistol, it is _nice_ to have a
different ballistic signature when the Star come round), maybe I'll
re-evaluate my rules for making the stuff...

Gary C Wrote :-
> What would you require to be purchased for a group
> to make their own ammo...
> Are there rules out there on this? Other than the raw
> materials, what would they need? What kind of skill would
> it require and what kind of time to make:
> normal rounds, explosive rounds, apds rounds, caseless, etc...
> i.e. - spend 10,000 for equipment + 5000 for each different
> kind of ammo wanted to make. Then a skill in Ammo B/R.
> TN# 4 - +2 for caseless, +4 for explosive or APDS, etc...

right, I have some suggested rules on this subject, but "I don't
have them on me right now" (bye-bye greedo), so here goes :-

You defeintely use FirearksmB+R, for which their should be an 'ammo'
concentration, and maybe a specialisation in type explosive/flechhete/etc
or class SMG/HPistol, etc.

The gear you need is a Firearms Kit for some things
Hollowpoint, cross-head, dum-dum from jacketed,
handloads, custom rounds, Teflon (maybe not even a
shop for that), buckshot, regular ball ammo.


or maybe a _shop_ for fiddly stuff, say
explosive, XX, flechette, glaser, AP, AD, and all
the other stuff I;ve added to make ammo more fun.

Panther cannon rounds, Missiles (not rockets), APDs should definitely
not be producable by the PC's, or you're gonna find that Supply/Demand
starts to suffer in your campaign.


Oh yeah, it probably takes a shop to make 'safe' Gel and stun rounds too.




Phil (Renegade

NB. in the back of 'listen up you primitive screwheads', the CP2020
GM's book, you'll find some rules for manufacturing home-grown explosives,
ala Anarchists and terminator, easily modifiable for SR purposes, I'm
working on that already.

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