[Fun Facts Home]
MORE WEAPONS OF THE 1920'S,
AND HOW TO BLOW AWAY CULTISTS WITH THEM
(or, When Tommy Guns Just Aren't Enough)
In deference to Katya's increasing confusion about the efficacy of armed
rebellion to achieve lasting social change for the better, this week's fun
fact will avoid references to the use of these weapons against the bloated
dead beached whale of capitalist culture, etc., and concentrate on their
efficacy in eviscerating cultists.
To begin:
FLAMETHROWERS:
Contrary to what we had thought, flamethrowers
were introduced fairly early on. They were first employed by the
Germans at the battle of Hooge on July 30, 1915. Flamethrowers
consisted of a backpack with a resevoir of compressed nitrogen and a
tank containing about ten pints of "liquid flame", usually a mixture
of coal tar and benzine. A hose ran from the fuel tank to a nozzle,
on which was an ignition device; on pressing the trigger, gas forced
the liquid through the nozzle and at the same time the ignition device
fired the liquid. The result was a stream of burning liquid with an
effective range of about 45 meters.
Flamethrowers proved to be a terrifyingly effective weapon, and they were
quickly adopted by the British, French, and American forces. They had a
somewhat shorter range than many of the other weapons of The Great War
which, in conjunction with their efficacy, meant that flamethrower operators
quickly became targets; no one wanted an enemy flamethrower anywhere near
them. It became customary for flamethrower operators to go into combat
surrounded by an infantry squad to protect them until they could be usefully
deployed.
An advantage of flamethrowers is that they don't require that much
skill to operate; anyone who can aim a garden hose can aim a
flamethrower, which makes them, oddly enough, a good weapon for
novices. Even an untrained combatant can cause massive damage against
large numbers of opponents, as long as they can get within range (as a
caveat, one should make sure the novices are bright enough to avoid
rather literal "friendly fire" casualties, which are somewhat easy to
achieve with this weapon.) In addition, their use as a psychological
weapon of terror is unparalleled. Katya suspects that flamethrowers
might also prove rather effective against creatures which are immune
to certain forms of more conventional weaponry.
- Katya rating of effectiveness against cultists: good
- Katya rating of effectiveness against "creatures": excellent
- Katya analysis: Could be crucial in certain situations. Let's get ourselves
some of that!
BAYONETS:
Bayonets (blades affixed to gun muzzles) were a
common weapon deuring The Great War; the French preferred a long
needle bayonet, the Germans adopted a "pioneer" bayonet with the rear
edge formed into a saw, and the British used the standard sword
bayonet. All were relatively useless ' by World War I, the bayonet
was an outdated weapon. Once guns became fairly reliable and
reloading time became negligable, they became pretty much unnecessary
- why stab when you can still shoot? There are, of course, situations
where they can be effective; if you run out of ammunition or your gun
jams, they allow you to turn your weapon into an unwieldy sword
instead of an unwieldy club. But it is a telling fact that bayonets
accounted for a whopping 0.3% of wounds received during World War I.
- Katya rating of effectiveness against cultists: hardly seems worth the
bother of getting them
- Katya rating of effectiveness against "creatures": might come in handy, if
we meet something that can be hurt be swords but not bullets
- Katya analysis: Don't bother unless you're really good with a sword and
don't want to take the time to draw one
HAND GRENADES:
Hand grenades (small missiles, usually containing an
explosive charge, and generally thrown by hand) can, in a pinch, be made
fairly easily at home. "Jam Bombs", for example, is a simple version that
can be handily created out of empty cans, gunpowder, stones, and cord (Katya
claims it's easy and fun!) Somewhat better are the manufactured versions
which were commonly issued to Great War infantry. The three most common
types after the War were the British Mills Bomb, the French pineapple
grenade, and the German stick grenade.
A trained soldier could throw a grenade about 35-40 meters. In untrained
hands there is, of course, the danger that they may not be thrown
accurately. Grenades were generally fitted with some sort of time fuse that
burnt for about 4 seconds - sufficient time for the grenade to reach the
enemy, but not enough time for it to be picked up and thrown back. A
modified version of the Mills Bomb, the number 23, was outfitted with a
steel rod at the base so it could fired from a rifle.
In addition to explosive grenades, smoke and gas grenades were also used.
Poison gasses used in World War I include acrolein, benzyl bromide, blue
cross gas, bromacetone, bromo-benzyl-cyanide, chlorine, chloropicrin,
cyanogen bromide, cyanogen chloride, dimethul sulphate, diphenylchorarsine,
ethyldichlorarsine, green cross gas, mustard gas, phenyldichlorarsine,
phosgene, xylyl bromide . . . all of them were quite nasty.
Both explosive and gas grenades are extremely effective, especially in
enclosed areas such as trenches, buildings, and underground cavern networks.
Both might prove useful against creatures which have resistances to more
conventional weaponry. Gas grenades should only be used if gas masks are
also purchased (which might be a good idea anyway, Katya opines), for
reasons which should be fairly obvious.
- Katya rating of effectiveness against cultists: good
- Katya rating of effectiveness against "creatures": good
- Katya analysis: Again, could prove to be a deciding factor. Let's get us
some of these babies! Er . . . does anyone besides me know how to throw
them?
GUNS:
Guns are, of course, the weapon of choice of the
discerning 1920's cult fighter. There are a great variety of types,
ranging from tiny Saturday Night Specials, which are eaily concealable
but do little actual damage, to Heavy Machine Guns, which are
difficult to move (much less conceal), but which can practically wipe
out entire armies by themselves if correctly positioned.
Most guns do require some training for effective use. The best weapon for a
novice is probably a shotgun, which has a wide spread and makes aim less
important. After that come submachineguns such as the already
much-discussed Tommy Gun, and portable Light Machine Guns such as the Lewis
Gun (the weapon of choice for Victoria Cross recipients, it was capable of
downing planes.) These produce such a high volume of fire that once again,
expert aim may not be quite as important. Both the shotgun and the Tommy
gun are short-range weapons; the Lewis Gun and similar LMG's are longer
range, but are heavy enough that they take a strong operator to use them.
The most common weapon of World War I was the rifle, with the best being the
British Lee-Enfield. In the hands of a trained soldier, these long-range
guns often had a distinct advantage over shorter-ranged weapons. Handguns
of a variety of types were also popular sidearms, and of course an expert
with a handgun is likely to be able to take out a duffer with any kind of
gun, except perhaps a heavy machine gun.
- Katya rating of effectiveness against cultists: quite good
- Katya rating of effectiveness against "creatures": quite good
- Katya analysis: A must. We should provide weapons-of-choice for the
experts, useful armament for the duffers, and at least one automatic weapon
for the volume of fire, if not more.
MORTARS:
The most common mortar weapon of the time was the
Stokes Mortar, invented in 1915, which was the prototype for every
mortar since designed. It consisted of a smooth-bore barrel with a
closed end, resting on a baseplate and held up at an angle of 45
degrees by a bipod. A screw mechanism allowed the barrel to be
adjusted for angles of elevation. It fired a simple cylindrical bomb
with a perforated tube at the rear end into which a shotgun cartridge
filled with gunpowder was fitted. The front of the bomb carried a
simple fuse based on the Mills grenade. The bomb was simply dropped
down the barrel, to strike a firing pin fixed at the base; this
ignited the shotgun cartridge and the explosion of the powder ejected
the bomb. The first bombs weighed about 9 kilograms and had a range
of about 900 meters. By 1925, bombs were lighter and had a much
greater range.
This is a nice weapon for seige or trench warfare, but Katya does wonder
about its efficacy in battling the cult. It takes a while to adjust the
aim, especially for untrained operators. Probably we should only look for
these if we find ourselves needing to beseige a cult stronghold. Against
fast moving enemies, they're pretty much useless.
- Katya rating of effectiveness against cultists: limited
- Katya rating of effectiveness against "creatures": bad
- Katya analysis: only acquire for a siege situation
ARTILLERY:
Artillery (extremely large guns which fire
explosive shells great distances) can be movable ("field" artillery),
relatively stationary, or mounted on a large vehicle such as a ship.
Larger artillery pieces in the Great War could have a range of fifteen
miles. As such, they were one of the real "nuke them from orbit"
options of World War I.
While of limited effectiveness against individual cultists, there are
several scenarios in which these might come in handy. Like mortars, they
are excellent seige weapons; however, unlike mortars, they are also useful
in the "to prevent There-Is-No-Peace from manifesting, you must utterly
destroy his Pyramid of Evil" scenario, or the somewhat less hopeful "Great
Cthulhu is ten miles to the east, coming this way, and he looks pissed"
scenario.
- Katya rating of effectiveness against cultists: limited
- Katya rating of effectiveness against "creatures": against certain
creatures, possibly the only reasonable recourse
- Katya analysis: we might want to pick some up "just in case" basis, if we
also get something we can carry them on, like a ship (see "ships" below)
TANKS:
Tanks (armored ground vehicles) were relatively
ineffective when they were first introduced in World War I, but by the
end of the war they had been modified sufficiently to be very handy
weapons: well-armored enough to protect their own crews, and able to
support an advance with their own gunfire. Once the bugs were worked
out of the caterpillar tread idea, they were pretty much all-terrain
vehicles.
Katya can think of numerous situations where they would be useful against
cultists; unfortunately, they are difficult to acquire, require multiple
people to operate, and are all but impossible to conceal. The drawbacks of
finding and operating such a vehicle probably outweigh the numerous
advantages of facing, say, rioting madmen in an armored battlewagon.
- Katya rating of effectiveness against cultists: quite good
- Katya rating of effectiveness against "creatures": all right, but it might
be worrisome to get trapped inside
- Katya analysis: the drawbacks probably outweigh the advantages
SHIPS:
Ships were among the premier fighting machines of
World War I; the larger ones were capable of practically unlimited
armor and firepower. With proper artillery, a ship could attack a
coastal city as easily as other naval vessels. Classes of ships
included battleships, battlecruisers, light cruisers, torpedo boats,
and submarines.
Ships were capable of both naval combat and offshore bombardment - and
both could be effective against cultists we know to both possess ships
and operate in seaside, lakeside, and riverside communities . . . or
at least, they could be useful in certain situations (see the section
on artillery.) Boats are also actually to some extent more
concealable than tanks, since the sea is enormous and (we fervently
hope) largely empty.
However, actually military vessels would be almost impossible to
obtain, short of piracy. Such vessels take ages to build, are
expensive to maintain, and are fantastically effective combat units,
which means that they are few in number and jealously guarded by the
governments (and other extremely wealthy, powerful organizations) that
have them.
It is, however, possible to outfit a ship for combat without actually
obtaining a military vessel, and this is in fact a favorite technique
of smugglers, pirates, and bankrupt governments worldwide. Although
an ordinary vessel will not have the armor of a true military ship, a
swift ship with some added artillery pieces can still be a powerful
weapon to have in a fight that takes place at sea or on seaside.
Ordinarily, Katya would judge such a ship to have some of the
insurmountable difficulties of tanks; they are complicated to crew and
expensive to obtain. However, she estimates that given the
connections of certain members of the current group, it may be
possible to overcome these drawbacks with a bit of ingenuity.
- Katya rating of effectiveness against cultists: excellent in limited
circumstances
- Katya rating of effectiveness against "creatures": excellent in limited
circumstances
- Katya analysis: May never come in handy, may prove indispensible. If the
difficulties are not insurmountable, making a vessel fight-capable might be
an extremely good "just in case" procedure (again, see artillery section)
ZEPPELINS:
Zeppelins (lighter-than-air flying units) saw
limited but effective use in World War I, and were the only German
units which actually did damage in London itself. Their use as a
military weapon was already rapidly fading by the end of the war,
however; advances in airplane technology made zeppelins seem slow,
unwieldy, and vulnerable. They might come in handy if there's a place
where a lot of bombs need to be dropped, but that's probably about it.
Besides, they're quite expensive, and difficult to pilot.
- Katya rating of effectiveness against cultists: poor
- Katya rating of effectiveness against "creatures": poor
- Katya analysis: probably not worth the bother
AIRPLANES:
The First World War saw the advent of the airplane
(heavier-than-air flying unit) as a viable military weapon. In a
period of only a few years, military aircraft advanced from
rudimentary flying craft to killing machines. Change was so fast that
aerial superiority during the war tended to change hands whenever new
designs were introduced. In 1916, the Germans controlled the skies
over the trenches, and the English developed three fighters to regain
control of the air war. The best and most famous of these three
designs was the Sopwith Camel, which became the most common plane
design and can serve as a representative example for period airplanes
in general.
Small and lightweight, the Camel represented the state-of the-art in fighter
design at the time. The Sopwith Camel shot down 1,294 enemy aircraft during
World War I, more than any other Allied fighter. However, it was so
difficult to fly that more men lost their lives while learning to fly it
than using it in combat. The pilot, engine, armament and controls were all
crammed into a seven foot space at the front of the airplane, which helped
give the plane its phenomenal performance, but it also made the plane very
tricky to control. In fact, the poor state of pilot training during most of
the war meant that in 1916 and 1917, the average life expectancy of an
English pilot was little more than two weeks.
In the hands of a skilled pilot, however, it was one of the deadliest
weapons of the war, and proved tremendously successful in combat. The Camel
featured twin Vickers machine guns which were mounted side by side in front
of the cockpit - a first for British fighters and a design feature that
became standard for nearly 20 years. Camels could also be fitted with up to
eight air-to-air rockets, which even in their relatively primitive World War
I state proved to be quite effective, and four bombs beneath the fuselage.
(In the last year of the War, the superior Sopwith Snipe was introduced,
which was similarly armed but had better speed, better handling, and a
higher flight ceiling than the Camel. They are somewhat rarer than the
Camel, but, had they been introduced into the combat theatre sooner, would
undoubtably have proved an even more effective weapon.)
Perhaps surprisingly, airplanes were both cheaper and eaier to obtain than
ships and tanks, largely because they were made mostly out of fabric and
wood (which also, unfortunately, made them somewhat susceptible to fire.)
Airplanes do have some drawbacks; they cannot be operated indefinitely
without refueling, and they are useless without a skilled pilot. However,
Katya considers neither of those problems insurmountable. In terms of
effectiveness against cultists, it is Katya considered opinion that there
are innumerable situations where air support could be of considerable value
- particularly against flying creatures (and, for that matter, creatures and
cultists who are unable to fly and therefore can fight back with only
minimal effectiveness.)
- Katya rating of effectiveness against cultists: quite good
- Katya rating of effectiveness against "creatures": quite good
- Katya analysis: Woo-hoo! Yes! I mean, er . . . definitely worth the effort
to obtain one - why not use whatever advantages the group has?
Of course, this is an interesting Fun Fact in light of the fact that ever
since Dashur, Katya won't even eat meat.
Pleasant dreams.
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