Pyramid #3/100: Pyramid Secrets includes my latest article “Infinite Weapons,” which contains descriptions, GURPS stats, and campaign suggestions for firearms that historically never went beyond prototype or even drawing board, but might have become important in alternate timelines.
I recently came upon an article in the Chicago Daily Tribune entitled “Seize 12 in Bomb Factory” (01-AUG-1929). The article recounted the “breaking up” on 31-JUL-1929 of the so-called “Belcastro Gang” in Chicago, Illinois. Its capo James “Mad Bomber” Belcastro was a member of the Gas Fillers and Owners’ Association, one of the many union rackets then in operation. In reality, he was not the boss of an independent criminal gang but a member of Al “Scarface” Capone’s Outfit. He and his men produced and sold homemade bombs. Explosives were used with alarming regularity in the 1920s in Chicago for black mail, disrupting the political process including in the “Pineapple Primary” of 1927, and outright attacks on competitors. Belcastro emerged unscathed of the raids in 1929, was shot and wounded in 1931, but lived on until 1945. He had been arrested more than 150 times but had never been convicted … Read More
Few are the sights that Gotham has to offer
Of greater interest and instructive aid,
Than the rare contents of this famous coffer
From all the earth’s ransacked corners here displayed.
‒ Francis Bannerman Sons Military Goods Catalogue (1927)
Between 1865 and 1959, Francis Bannerman Military Goods ‒ from 1918, Francis Bannerman Sons Military Goods ‒ was probably the largest and certainly the most important military surplus store in the entire USA. From 1905, it had its primary outlet at 501 Broadway in New York, New York (GURPS High-Tech: Pulp Guns 1, p. 5; GURPS High-Tech: Pulp Guns 2, p. 24; Investigator Weapons 1, p. 25).
Vincent: Under the bridge, by the river, how did you know it was an ambush?
Sam: When ever there is any doubt, there is no doubt. That is the first thing they teach you.
– Ronin (1998)
I have discussed John Frankenheimer’s Ronin (1998) in a previous post, dissecting a scene using GURPS. This time I look at how the same scene would play out using Delta Green: The Role-Playing Game. The latter is based on the Basic RolePlaying rules engine also used by Call of Cthulhu, but differs in many details. Watch just the scene here (the action starts at 1:56).
One’s backfire, three is gunplay.
– Joe Sarno in The Way of the Gun (2000)
Christopher McQuarrie’s The Way of the Gun (2000) is an imperfect cult movie. Its main characters “Mr Longabaugh” (Benicio del Toro) and “Mr Parker” (Ryan Philippe) are of course named after the famous Hole in the Wall Gang members “Butch Cassidy” (née Robert Parker) and “The Sundance Kid” (née Harry Longabaugh), and there are several references to George Hill’s Butch Cassidy and the Sundance Kid (1969), including the location where the showdown was shot. Unlike that brilliant Western, the story about two drifters who decide to finally pull a major score by kidnapping a surrogate pregnant woman suffers from plot holes, is irregularly paced, and has a good deal of forced dialogue. However, I have no issue with the dubious moralities displayed; the main characters are criminals and no more reprehensible than other fiction criminals ‒ or indeed, many nominally good guys. On the plus side, the film boasts first-class acting performances by the likes of Benicio del Toro, James Caan, and Geoffrey Lewis, an ace score, and, unsurprisingly given its title, some very cool shootouts.
Happy trails, Hans!
‒ John McClane in Die Hard (1988)
John McTiernan’s Die Hard (1988) is the ultimate action movie for the festive days. Like most such films made in the 1980s, it ticks many boxes of the genres covered by GURPS Gun Fu. NYPD Detective John McClane (Bruce Willis) is the ultimate badass in both body and spirit, and the shooting shown is in the same vein ‒ “Yippee ki-yay, motherfucker!”
Call of Cthulhu, Seventh Edition, has made a lot of detail changes to the weapons available to investigators. Focusing on my particular interests and insights, I went through the Keeper Rulebook to check what works and what does not.
Many of the mistakes were already present in the Call of Cthulhu, Fifth Edition, and Call of Cthulhu, Sixth Edition, but it would have been a good opportunity to deal with them. Others are unique to the new edition.
A three-barrelled high-velocity .25 calibre air rifle that could be switched from triple volley to full auto, hung from the flexible mounting above the cockpit. A ground-crewman checked the two racks inside the cockpit filled with 180-round magazines … With a comparatively high rate of fire of one hundred and eighty rounds a minute, they were able to direct an almost continuous rain of nickel-coated lead …
‒ Patrick Tilley, The Amtrak Wars 1: Cloud Warrior (1983)
Patrick Tilley’s The Amtrak Wars (1983-1990) is a six-part epic chronicling the events in 2989/2994 AD prior to the fulfilment of the “Talisman Prophecy.” It is set in a devastated and substantially changed North America, with several factions involved in a deadly struggle for supremacy. These include various tribes of Mutes, the Iron Masters, and the Amtrak Federation ‒ inexplicably changed to the Lone Star Confederation in the later reissue, making the many train connections obsolete. It is perfect as a setting for a GURPS After the End campaign.
This a practical review of the H&K MR223 semiautomatic carbine, with an eye towards its performance in games like GURPS, Call of Cthulhu, and Delta Green: The Role-Playing Game.
Fellow Hellion Douglas Cole of Gaming Ballistic has a Kickstarter going for his book called Dungeon Grappling, which promises to add more oomph to grappling and gripping using the Dungeons & Dragons game engine (all editions, as I understand).
Check it out!