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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 |
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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 |
|
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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 |
|
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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 |
|
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