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'''Gun Smithing Press'''<br />Model: ShiMath Incorporated Slug press<br />Type: Fire arm ammo creation device<br />Skill: Fire arm Repair : Ammo creation<br />Cost: 4500 credits press on own<br />Availability: 2F, R<br />Game Notes: The Gun smithing press comes with an integrated small furnace for melting metal to be used in the ammo creation process. It includes the punch, a set of scales, small tools and calipers and calibration items. To successfully use the press, one must possess the Technical skill Firearm Repair (S) Round making or (A) Fire arm engineering. Each day the press is used, it can crank out a set # of rounds of ammo dependent on having all the materials present and a successful skill check is made. To make rounds for all weapons bar the larger .50 caliber units, the total # of regular shells that can be created is 50, with a successful (10) Easy firearm check. Failing a roll by 1-4 still makes a usable shell, but if the to hit rolls a 1 or 2 on the wild die when using these shells, the weapon jams up requiring an additional action (and an easy fire arm repair roll) to unjam it. Failing the roll by 5 or more results in an unusable batch of rounds which must be discarded, or smelted down for reuse. Making armor piercing rounds, is 40 a day with a moderate (14) roll. Failing this roll by 1-5, just results in a lessened AP value for the shells. Normal AP value is 1d of physical protection for pistols/assault rifles and SMGs, 1d+1 of physical protection for the long tom or 1d+2 of physical protection for the barret. The failed AP values drop to just +1/+2/+1d. Failing the roll by 6 or more results in a batch of unusable ammo. Making Explosive tipped are 30 a day with a (20) Difficult check. Failing this roll by 5 or more results in an explosion of 5d damage which not only totally ruins that batch but can damage the press and the person operating it. Failing the roll by 4 or less creates just a bad / unusable batch of ammo. For the large guns such as the Ranthar arms long tom, or the Irridiam systems heavy hunting rifle (barret .50 cal) the rates are 30 a day for regular rounds, 30 a day for the long tom/25 a day for the 50 cal for armor piercing rounds and 20/15 a day respectively for explosive tipped shells. When purchasing metal materials suitable for smelting down to create the bullet slugs/cartridges it costs; Small and medium sized pistols - 78 credits for 100 rounds<br />Large pistols 88 credits per 100 rounds<br />Sub Machine guns (SMGs) - 96 credits per 100 rounds<br />Hunting rifles - 105 credits per 100 rounds<br />Assault rifles (ARs) - 113 credits per 100 rounds<br />Light and medium Machine guns (and Long tom rifles) - 148 credits per 100 rounds<br />and for Heavy machine guns and .50 cal rifles - 186 credits per 100 rounds. Gunpowder primer packs come in barrels of 5kg and usually are availability 1 or 2 with a cost of 30 credits per barrel. Each barrel can be used to create; 270 shells for small and medium pistols<br />230 shells for large pistols and SMGs<br />215 shells for normal hunting rifles<br />175 shells for Assault rifles and Light Machine guns (LMGS)<br />160 shells for Medium machine guns and the Long tom rifle<br />and 115 rounds for .50 rifles and HMGs<br /> Explosive charge tips are normally an availability 2R (or 2x for core realms) and cost; 855 credits for 200 tips for all forms of pistols<br />935 per pack of 185 tips for SMGS and ARs<br />1170 per pack of 150 tips suitable for Long tom rifles<br />and 2450 credits per pack for 120 tips suitable for the .50 rifle.<br /> Armor piercing mix is usually an availability 2r and creates/costs; 485 credits per 150 rounds for small and medium pistols<br />540 credits per 150 rounds for large pistols and SMGs<br />575 credits per 100 rounds for hunting rifles<br />600 credits for 120 rounds for ARs and LMGs<br />765 credits per 100 rounds for MMGs and Long toms<br />and 910 credits per 100 rounds for HMGs and .50 rifles.<br /> Created by David "Garhkal" Stairs
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