Pulp Lotta's Guns

Page history last edited by Michael 1 wk ago

The "Lotta Gang" of pirates carry and use several unusual weapons, many of them designed by Mr. Fury. Ammunition, hand grenades, aerial bombs, and other explosive devices have also emerged from the destructive workshops of the pirates.

 

Weapons

 

name              caliber        Range, yds   Shots  Damage  Capacity   Loading    malf  Weight, lbs  Cost  Year

 

4 ga rifle        4 ga Special       60        1/2  2d10+1      3       magazine   98%        10      unk   1933

   : a large pump-action rifle. Some single- or double-barrel break-open prototype versions may also exist.

     The tungsten-core armor-piercing round (the listed round) can penetrate 1/2" of steel.

 

 

 

 

37mm launcher     37mm "flare"       10         2    var        2       2 barrel   00%        ~6      $50   1920s

   : short barrel, smooth bore. Many flares, smoke and gas rounds available. Single-barrel launchers are actually more common.

 

 

 

45mm Fury Gun     45mm Fury          20         1    var        2       2 barrel   00%        18      unk   1933

   : a smooth-bore break-open side-by-side double-barrel gun. Muzzle velocity is relatively low (relative to cannons and most rifles!), but even so a powerful set of springs are fitted to tame recoil. The trigger allows the user to choose whether to fire the left or right barrel. Hand-made, no two are quite the same. Overall length with stock attached, 33" -- with stock detached, 23". The weapon can be fired without the buttstock, but it's not recommended. Sights go out to 250 yards (use 60 yards as the Call of Cthulhu range value against vehicles).

 

     Available are beanbag, shaped-charge, tear gas, buckshot, explosive, inciendary, and smoke cartridges, each about 1.4 lbs.

 

 

Special Ammunition

 

  • beanbag "less lethal" projectiles
    • Typically a canvas bag filled with sand or fine-grained lead. The non-lethality of these rounds is dubious, of course.
      • 4 gauge:  unsafe range 20 yards (1d10+1 + probable stun), effective range 35 yards (1d6+2 + possible stun), max range 70 yards (1d4)
      • 10 gauge:  unsafe range 3 yards (1d10 + probable stun), effective rnage 6 yards (1d6+1 + possible stun), max range 20 yards (1d4-1)
      • 12 gauge:  unsafe range 3 yards (1d8+1 + probable stun), effective range 6 yards (1d6 + possible stun), max range 20 yards (1d3)
      • 37mm flare:  unsafe range 5 yards (1d10 + probable stun), effective range 12 yards (1d6+1 + possible stun), max range 50 yards (1d4-1)
      • 45mm Fury:  unsafe range 5 yards (1d10+1 + probable stun), effective range 12 yards (1d6+2 + possible stun), max range 50 yards (1d4)
  • shaped charge explosive projectiles
    • 4 gauge Special:  3d6+2. Will perforate 3" of masonry, 1/2" of plain steel (about 12 HP)
    • 37mm flare:  3d6 out to 2 yards, minus 1d6 for every 2 yards beyond that. Will perforate 6" of masonry, 1" of plain steel (about 20 HP)
    • 45mm Fury:  3d6+1 out to 2 yards, minus 1d6 for every 2 yards beyond that. Will perforate 6" of masonry, 1" of plain steel (about 20 HP)
  • noxious gas projectiles (tear gas or similar)
    • 37mm flare:  produces cloud 3 yards wide by 5 yards long (oriented along flight path) in open; POT 16 or cough, can't see, etc.; save to nearly no effect
    • 45mm Fury:  produces cloud 3 yards wide by 5 yards long (oriented along flight path) in open; POT 16 or cough, can't see, etc.; save to nearly no effect
  • canister/buckshot
    • 45mm Fury:  range 10/20/40, damage 4d6+3/2d8+2/1d10
    • 4 ga Special:  range 10/20/40, damage 4d6+1/2d6+1/1d8
  • explosive projectiles
    • 12 gauge (lead azide, very dangerous):  effective range 50 yards. Malfunctions are VERY DANGEROUS
    • 10 gauge (lead azide, very dangerous):  effective range 50 yards. Malfunctions are VERY DANGEROUS
    • 37mm flare: 3d6 out to 2 yards, minus 1d6 for every 4 yards beyond that (includes fragmentation)
    • 45mm Fury: 3d6 out to 2 yards, minus 1d6 for every 4 yards beyond that (includes fragmentation)
  • inciendary projectiles
    • 37mm flare: covers 3 yards wide by 5 yards long (oriented along flight path), 1d6 damage per round, plus shock and stuff
    • 45mm Fury: covers 3 yards wide by 5 yards long (oriented along flight path), 1d6 damage per round, plus shock and stuff
  • smoke, signal, marking rounds
    • the usual sorts of these are available for 37mm flare guns and 45mm Fury guns

 

 

Explosives

 

  • 1/2 pound stick of dynamite:  5d6 out to 2 yards, minus 1d6 for each 2 yards beyond that
  • 3 stick bundle of dynamite:  6d6 out to 2 yards, minus 1d6 for each 2 yards beyond that
  • 1 pound block of nitrostarch:  6d6 out to 3 yards, minus 1d6 for each 3 yards beyond that
  • blasting cap:  1d6
  • fragmentation hand grenades (e.g., Mills bomb, or Mk II):  4d6 out to 4 yards, minus 1d6 for each 4 yards beyond that
  • blast hand grenades (e.g. German stick grenade):  4d6 out to 2 yards, minus 1d6 for each 2 yards beyond that
  • 100 pound aerial bomb:  17d6 out to 2 yards, minus 1d6 for every 2 yards beyond that
  • 250 pound aerial bomb:  18d6 out to 2 yards, minus 1d6 for every 2 yards beyond that

 

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