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CT Only: Wild West Fanning Hammer idea for firearm

jaz0nj4ckal

SOC-12
So, I got finished watching WestWorld.... wow!!!...I am hooked. It is due to the latter, I am making a huge lost O'Neil cylinder that is given a western theme with a twist.

I have the theme down, but I am having a hard time with some equipment stats. For example... I drafted up some black powder weapons, which fail on a roll of 2-3, but I want to give a special feel or ability to fan the hammer. I understand this is due to the action being single, but I want it to stand out against double-action weapons. But since already established double-action pistols get no benefit, not sure if I should provide a benefit for 'fanning hammer'.

What do you think?

I am trying to make situations that someone might pick a single-action weapon over the double-action model.

Thanks.
 
I'd say that fanning the hammer will empty the gun in one round, giving the effect of a burst, but reducing the accuracy.


Hans
 
I'd say that fanning the hammer will empty the gun in one round, giving the effect of a burst, but reducing the accuracy.


Hans
Hmmm, I don't have the books with me right now, but burst is Two Attacks right? Maybe a -1 penalty to hit, but gives Two Attacks?
 
Hmmm, I don't have the books with me right now, but burst is Two Attacks right? Maybe a -1 penalty to hit, but gives Two Attacks?

Two attacks on the primary target, 1 on anybody within 1.5m of him, and uses up all 6 rounds... yeah, sounds about right.
 
However, it can't be done from cover, or while moving, or most any other situation where the simple mechanics of it won't work.

You can argue that it can not be an aimed shot as well (discarding any skill in point shooting that the character might have).

In fact, I would argue that "hammer fanning" be a specific skill for the character, and not something that's inherent in the operation of the firearm. (Obviously it takes a particular firearm to be "hammer fannable", but doing it, and being at all effective with it I believe are two different things.)

Also I don't know if a "hammer fanner" would get any benefit in the quick draw over someone who does not (i.e. someone who actually cocks the hammer on draw).

I don't believe any of the modern quick draw performers hammer fan, they cock it on the draw (very quickly, it's part of the draw motion). The cock on draw is shown really well in the shootout in the movie Tombstone.

But cinematically, the fast draw plus a quick hammer fan to get off one shot is stereotypical cowboy.

Anyway, both require training, but I think that hammer fanning (not having ever done it) would require more training simply because of managing the impact of the hand on the hammer and how it upsets the aim point on the gun - I think it would naturally pivot the barrel up, and that would have to be compensated for more than simply cocking the hammer (which is more a thumb strength and dexterity exercise).
 
On one occasion British Western author J.T. Edson has his hero Dusty Fog (the fastest AND most accurate gun in the West) fan his revolver, emptying it of all five bullets and only hitting with the third and fourth. Which is lauded as a feat on a par with Dusty Fog's other amazing accomplishments with a gun.


Hans
 
With an hour or so practice you can do a cowboy style draw and fire in under a second. That's using the shooting hand's thumb to cock the revolver and not aiming at all. With a lot of practice the good people can push near 0.300 and hit a round chest sized target at 15 feet. My person best is still in the 0.700 range.

Fanning is a little faster than normal cocking, However, it tends to be very inaccurate and no faster than a double action. That's why people went to the doubles. One reason for keeping singles is complexity. Fewer moving parts and easier to find someone who could fix it. Also, a lot more spare parts in the general store.
 
I am just trying to give the feel of the old West and I am looking at making it cinematic for a nice change of pace. I am going to throw in some odd stuff in there as well, but not too over the top.

thanks for all the suggestions.
 
On one occasion British Western author J.T. Edson has his hero Dusty Fog (the fastest AND most accurate gun in the West) fan his revolver, emptying it of all five bullets and only hitting with the third and fourth. Which is lauded as a feat on a par with Dusty Fog's other amazing accomplishments with a gun.


Hans

I will check out his books - I have been on the hunt for a good Western book... was looking for something dark, and gritty... something along the lines of the 60s Spaghetti Westerns - where the main character is really the lesser of the evil characters.
 
So, I got finished watching WestWorld.... wow!!!...I am hooked. It is due to the latter, I am making a huge lost O'Neil cylinder that is given a western theme with a twist.

I have the theme down, but I am having a hard time with some equipment stats. For example... I drafted up some black powder weapons, which fail on a roll of 2-3, but I want to give a special feel or ability to fan the hammer. I understand this is due to the action being single, but I want it to stand out against double-action weapons. But since already established double-action pistols get no benefit, not sure if I should provide a benefit for 'fanning hammer'.

What do you think?

I am trying to make situations that someone might pick a single-action weapon over the double-action model.

Thanks.

Fanning would be pretty well covered under a the panic fire rule in LBB4. Empties the gun, allows 3 normal fires at -2DM each. Which really is pretty much the effect you seem to be reaching for.

As for single vs. double action: you could allow for a +1DM to hit with a single action revolver since the trigger is much lighter on those in RL. The double action ones have a long, heavy pull from rotating the cylinder and setting the hammer. Usually revolvers will not have stacking on the pull, but it can be a long one before the gun goes off. That does require more practice to achieve the same accuracy as you would have with a light, single-action trigger.

Compare it with set triggers on long range target rifles: the first trigger takes up the tension and has a longer pull, when if clicks in place you switch to the set trigger behind it to actually fire the gun, and that trigger is very light and hardly travels once it is "set". Some types of set triggers come in a single trigger configuration, too, and work the same way.

You could also look at some like a Mateba Single-action Revolver.

They are kinda futuristic looking - a character on Ghost In The Shell uses one for the light trigger and revolver durability/reliability. The first shot is either single-action (if you manually cock the hammer, or double action if you don't, but all the rest of the shots are single-action ones for fast accurate targeting. That's a pretty zoomy looking gun, too, and might appeal to future Travellers who think a wheelgun is too old-fashioned.

Finally....consider that it is easier to selectively load a revolver on the fly with different types of rounds without swapping out the entire magazine - just pop the cylinder, swap the round, snap it closed and ready to go. You can also have an assortment of rounds loaded and ready if you wanted to for special tasks. Snub Pistols are revolvers (for the most part) for that reason. Revolvers also don't jam (or if they do it's because you beat on it with a hammer and broke it) often if at all - the malfunction drill is to just pull the trigger again till it goes bang, or you figure out that you've fired all six shots. Revolvers can use much heavier loads (more damage, greater range, better accuracy especially with a longer barrel and light trigger) than autopistols can.

So figure out some DM's and a few types of revolvers for them to use, show the advantages of them (they'll already know the only real disadvantage in Traveller: 6 shots, but you can sometimes squeeze in a 7th or 8th - and speedloaders will reduce reload times to one round) and they'll probably want to try one. Especially if you make them common and effective among your NPC's.

If that fails then just shoot a player a few times with one and they'll run to the nearest gunstore and buy them for themselves.
 
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