From: | Gary Carroll <gary@****.COM> |
---|---|
Subject: | Re: Questions: making ammo & hospital |
Date: | Tue, 6 Jun 1995 14:38:01 -0700 |
>> 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...
>Sebastian replies:
>Making ammo should fall under Fireams B/r, one circle away
>from firearms. The eqipment sounds abot 10 times to expensive-
>its a pretty siple job, unless your talking about from scratch,
>not just hand loads, in which case someone will need specks
>( from some design or physical science skill, or a "blueprint")
>on whatever they are making.
OK - no I wasn't thinking from scratch... But I was Thinking
you would need a machine to make the bullet heads. And I would
guess that normal bullets would be pretty cheep and easy while
explosive & apds would be a pretty expensive machine to allow
the construction... Also a reload for caseless well... this
I guess would be construction. So a simple reload machine
1000nY (covers loads for all normal rounds aprox 1000rds/hr)
5000ny + 100nY for each bullet molding type (9mm,45cal,etc...)
this is for making the actual bullet head. or as someone
suggested make them buy a shop. +???? for teflon, or caseless
or flechette, or gel, or explosive. And as also suggested
don't allow production of APDS.
Then figure 30% of cost for buying the raw materials.
*PS. Does anyone know where it states how many rounds a gun can
fire in a simple action/complex action (for normal full auto)
Your suggestions are appreciated.
Thanks
Gary C.
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