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!
This rifle was first captured during the battle of Hamel on July 4. It had only just been issued to certain divisions; other divisions were equipped with it later on … It was too conspicuous and too slow a weapon to be really effective against tanks, though it could easily penetrate them at several hundred yards range.
‒ John Fuller, Tanks in the Great War, 1914-1918 (1920)
The Tankabwehrgewehr 18 (“antitank rifle model 1918”) or Tankgewehr 18 ‒ both designations have been observed in official material ‒ is the first purpose-designed antitank weapon produced anywhere. The T.-Gew.18 appears in the last year of the Great War to combat the Allied tanks on the Western Front. Intended as a stop-gap measure until the MAN-Maxim T.u.F.-M.G.18 antitank/antiaircraft machine gun reaches production ‒ which it never does ‒ it is a single-shot bolt-action design produced by the Mauser-Werke of Oberndorf, Germany.
You want to be a gunfighter, huh?
– LAPD Detective Tom Ludlow in Street Kings (2008)
Street Kings (2008) is about LAPD Detective Tom Ludlow (Keanu Reeves), a member of the Vice Special unit that seems to be inspired by the real LAPD’s controversial Special Investigations Section (SIS), a unit that got a reputation as a “gunfighting” outfit in the late 1980s. Ludlow is a renegade “gunfighter” caught up both in his own post-traumatic stress disorder and in larger issues having to do with in-service corruption and power struggles.
OK, I wanna introduce you to a personal friend of mine: This is an M41A pulse rifle, 10mm, with an over-and-under 30mm pump-action grenade launcher.
‒ CPL Dwayne Hicks, 1st Platoon, A Company, 2/9 USCM, in Aliens (1986)
The Armat M41A is the famous weapon arming the US Colonial Marines in Aliens (1986) and the Weyland-Yutani Corporation security forces in Alien 3 (1992) ‒ also, for some obscure reasons, the bank robbers in The Simpsons #13.12 (2002) … It accounts for a lot of the pseudo-realistic setting of Aliens, giving the main characters a mean-looking yet functional weapon to combat the dangerous Xenomorph XX121. Ultimately, the powerful, effective carbine ‒ and all the other ultra-tech gear of the year 2179, from nukes to sharp sticks ‒ does not mean much against the swarm intelligence, evolutionary perfection, and insidious breeding habits of Internecivus raptus, giving the Alien saga a distinct, rather desperate Lovecraft-esque vibe.