| 
  • If you are citizen of an European Union member nation, you may not use this service unless you are at least 16 years old.

  • You already know Dokkio is an AI-powered assistant to organize & manage your digital files & messages. Very soon, Dokkio will support Outlook as well as One Drive. Check it out today!

View
 

Pulp Lotta's Guns

Page history last edited by Michael 4 years, 11 months ago

Back to the Equipment List or the Index

 

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

 

 

weapons of the Lotta Gang

name

caliber

range

shots

damage

capacity

loading

malf

weight

cost

year

4 gauge rifle

4 Gauge Special

60 yds

1/2

2d10+4

3

pump

98

10 lbs

n/a

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 ammunition) can penetrate 1/2" of steel.

name

caliber

range

shots

damage

capacity

loading

malf

weight

cost

year

37mm launcher

37mm flare

10 yds

2

varies

2

break-open

00

~6 lbs

$50

1920s

  • short barrel, smooth bore; this double-barrel flare gun is known among Our Heroes as the "Fury Pistol". Many standard flares, smoke and gas rounds are available. Illumination, smoke, gas, beanbag, and other non-explosive rounds weigh about 0.4 lbs complete each; Fury's custom-made HE and shaped-charge rounds are about 0.66 lbs each. Outside the Lotta Gang, single-barrel launchers are actually far more common, and weigh about 2 to 4 pounds, depending on barrel length. Absolute maximum range is 150 yards.

name

caliber

range

shots

damage

capacity

loading

malf

weight

cost

year

45mm Fury Gun

45mm Fury

20 yds

1

varies

2

break-open

00

14 lbs

n/a

1933

  • a smooth-bore break-open side-by-side double-barrel gun. Muzzle velocity is relatively low at about 350 feet per second (relative to cannons and most rifles!), but even so a powerful set of buffer 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, and very few exist. 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). Absolute maximum range is roughly 1000 yards when fired at a 45 degree angle (except for canister, which goes to about 150 yards before becoming ineffective as an attack, and about 400 yards before falling below the horizon if fired upwards at 45 degrees).

 

 

 

45mm Fury shaped charge round

 

45mm Fury canister round

 

     Available 45mm Fury rounds are beanbag, shaped-charge, tear gas, canister/buckshot, explosive, incendiary, and smoke cartridges, each about 1.2 lbs complete. The generic projectile mass is about 6 ounces; canister rounds fire 14 lead balls, each 0.429" in diameter. The recoil energy of about 400 foot-pounds is mostly absorbed by the buffer system (by comparison, the largest big game rifles generate less than 100 foot-pounds of recoil energy).

 

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

    • 37mm flare:  3d6+2 out to 2 yards, minus 1d6 for every 2 yards beyond that. Will perforate 5" of masonry, 3/4" of plain steel

    • 45mm Fury:  3d6+4 out to 2 yards, minus 1d6 for every 2 yards beyond that. Will perforate 6" of masonry, 1" of plain steel

  • 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 4d8 / 2d8 / 1d8

    • 4 ga Special:  range 10/20/40, damage 4(d6+1) / 2(d6+1) / 1(d6+1)

  • 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). Skin contact blast:  3d6+2; internal blast:  3d6+5

    • 45mm Fury: 3d6 out to 2 yards, minus 1d6 for every 4 yards beyond that (includes fragmentation). Skin contact blast:  3d6+2; internal blast:  3d6+5

  • incendiary 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

 

Comments (0)

You don't have permission to comment on this page.