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Hot Dogs, Horseshoes & Hand Grenades/Revolvers: Difference between revisions

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==Smith & Wesson Model 500==
==Smith & Wesson Model 500==
Added in the 7th alpha build of Update #59, the [[Smith & Wesson Model 500]] makes its mark as the most powerful (per-shot) non-fictional handgun in the game.  
Added in the 7th alpha build of Update #59, the [[Smith & Wesson Model 500]] makes its mark as the most powerful (per-shot) non-fictional handgun in the game. The subsequent build added a 2.75"-barreled ES (Emergency Survival) variant, known in-game as the "Junior" version.
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith & Wesson Model 500 - .500 S&W Magnum]]
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith & Wesson Model 500 - .500 S&W Magnum]]
[[File:H3VR M500 Left.jpg|thumb|none|600px|In awe at the size of this lad. Absolute unit.]]
[[File:H3VR M500 Left.jpg|thumb|none|600px|In awe at the size of this lad. Absolute unit.]]
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[[File:H3VR M500 Armor.jpg|thumb|none|600px|Attacking a downed Sosig; while there are many things that .500 S&W tracers can accomplish, piercing rifle-grade body armor isn't one of them, leaving the player little option other than to simply perpetually stunlock an enemy with the round's blunt kinetic force alone. Or just, y'know...]]
[[File:H3VR M500 Armor.jpg|thumb|none|600px|Attacking a downed Sosig; while there are many things that .500 S&W tracers can accomplish, piercing rifle-grade body armor isn't one of them, leaving the player little option other than to simply perpetually stunlock an enemy with the round's blunt kinetic force alone. Or just, y'know...]]
[[File:H3VR M500 Bypass.jpg|thumb|none|600px|Shoot the bits that aren't armored.]]
[[File:H3VR M500 Bypass.jpg|thumb|none|600px|Shoot the bits that aren't armored.]]
[[File:500-es.jpg|thumb|none|350px|Smith & Wesson Model 500 ES (Emergency Survival) - .500 S&W Magnum]]
[[File:H3VR M500 ES.jpg|thumb|none|600px|Okay, now you're just being ridiculous.]]
[[File:H3VR M500 ES Loading.jpg|thumb|none|600px|Loading some rounds into the 500 ES. Its intended purpose is as a part of a woodland survival kit, in case one should encounter a bear, or some other large animal. <br> <br> No, seriously.]]
[[File:H3VR M500 ES Cocking.jpg|thumb|none|600px|Cocking the hammer...]]
[[File:H3VR M500 ES Firing.jpg|thumb|none|600px|...and putting a half-inch hole in the target. If the normal 500 kicks like a mule, then the Junior kicks like a mule on steroids. And meth.]]
[[File:H3VR M500 ES Roulette.jpg|thumb|none|600px|''"[[Saw (2004)|Would you like to play a game?]]"'']]
[[File:H3VR M500 ES Flash.jpg|thumb|none|600px|''"You lose."'']]


==Smith & Wesson Model 629 Stealth Hunter/686P Hybrid==
==Smith & Wesson Model 629 Stealth Hunter/686P Hybrid==

Revision as of 03:04, 27 January 2019

Revolvers

Chiappa Rhino

Update #39 added the Chiappa Rhino to the game's arsenal; rather than simply choosing one version, H3 made the rather impressive choice of adding all of them - the 20DS, the 40DS, the 50DS, and the 60DS.

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Chiappa Rhino 60DS - .357 Magnum
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We've got Papa Rhino...
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Chiappa Rhino 50DS - .357 Magnum
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...Mama Rhino...
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Chiappa Rhino 40DS - .357 Magnum
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...Junior Rhino...
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Chiappa Rhino 20DS - .357 Magnum
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...and the ever-adorable Baby Rhino.
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One big, happy Rhino family. Cue the impossible-to-get-out-of-your-head intro theme!
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Right, enough hoping for more good family-based sitcoms. Back to work.
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Loading the 60DS with a speedloader; this 6-shot .357 speedloader was added along with the Rhino, since the Rhino was the first 6-shot .357 added to H3.
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Cocking the Rhino's "hammer"...
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...which immediately falls back forward, because it's not actually a hammer. This is one of the Rhino's unique features; instead of an external hammer, it has a shrouded hammer with an external cocking lever, which is always down (regardless of the hammer's position), unless it's actively being pulled back.
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Attempting to scare a target into submission with a well-executed Harries technique (which actually works in-game; 2-handed handgun stabilization can be performed with certain objects in the off-hand, including flashlights).
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With this inevitably failing, seeing as paper targets are only scared of the FBI technique, other methods become necessary.
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Papa Rhino spills his spent casings all over himself, while a laugh track plays in the background NO. Just accept it, man. We're never going to have another That 70's Show. Just move on.

Colt Single Action Army

Update #42 made the Colt SAA available for use in-game, specifically the 5.5" barreled model; this was the first single-action revolver added to H3. Of note is that the weapon will fire if it is dropped on the hammer, provided that the hammer is uncocked and resting on a loaded chamber. This interesting, realistic touch is a trait shared by the other single-action revolvers added to the game later, including the Reichsrevolver M1879 and the Nagant M1895.

The SAA was actually present in the game long before Update #42, albeit not in physical form; the "Amendment 35" poster in the indoor shooting range features 2.

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Colt Single Action Army with 5.5" barrel known as the "Artillery" model- .45 Long Colt
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Behold, the greatest handgun ever made.
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Pressing the appropriate touchpad key readies the weapon for loading and unloading, half-cocking the hammer and opening the loading gate.
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Loading the revolver. As expected, the weapon holds more than enough rounds to kill anything that moves- which is to say, 6.
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Pointing the SAA at a target.
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Fanning the SAA's hammer. A fast, enjoyable way to fire, if not a terribly accurate one.
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The Amendment 35 poster, as it appears in the indoor range, revolver-wielding eagle and all.
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A clearer image of the poster, taken from the official RUST LTD website.

LAPD 2019 Blaster

Update #43 introduced the LAPD 2019 Blaster from Blade Runner, referring to it as the "LAPD 2019 Special" (another one of its common names). It is perhaps one of the most intricate depictions of the weapon in any piece of media (and most certainly the most complex weapon in the game):

The weapon, at its core, is a 5-shot, swing-out cylinder DAO revolver, chambered for the proprietary (and fictional) 10mm DSM (Discarding Sabot Magnetic) cartridge. This cartridge has a variety of available ammo types, including:

  • "Slugger" rounds (the weapon's default ammunition type; a hard-hitting, high-impact round),
  • Fragmentation rounds (yes, the weapon can fire grenades),
  • "Swarm" rounds (multi-projectile, shotgun-like rounds),
  • Tracer rounds
  • "Turbo Penetrator" rounds (a high-velocity armor-piercing round that doesn't impart much energy, but can penetrate a variety of targets),
  • and highly sensitive, surface-adhering, low-velocity, motion-sensitive proximity mine rounds (while the sensitivity is nice for dealing with enemies, it also means that they can be detonated by other things, including miscellaneous nearby moving objects, other proximity mines as they fly through the air, and even simply being fired in the charged mode, meaning that their sensitivity can be either a benefit or a hazard).

Furthermore, the hollow underneath the weapon's barrel is storage for the weapon's batteries (which bring the profile fully into line with the original prop, complete with LEDs that change color as the battery loses charge) used in the railgun-assisted mode, which dramatically increases muzzle velocity, at the cost of creating massive amounts of heat (as one would expect from a railgun).

To help slow the weapon's overheating, heat sinks (called "thermal clips" in-game) are placed into what was the Steyr Mannlicher Model SL's chamber on the original prop (the bolt handle is turned to expose the heat sink, and pulled back to eject it if necessary); these have to be replaced regularly to prevent the weapon from overheating critically. As the weapon overheats, its barrel will begin to put off steam, then glow progressively brighter and brighter, while the accuracy and battery efficiency suffer; eventually, if the weapon reaches its highest heat level, its barrel will be permanently damaged, causing a significant drop in accuracy even after the weapon cools down.

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The original prop from Blade Runner.
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This weapon can either be viewed as the result of countless years of scientific research and development, or as the result of firearm kitbashing, but either way, it's undeniably beautiful.
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The revolver's cylinder, open and ready for loading. Note the red dot on the ground; this is from the weapon's integrated laser sight (the small rod just to the left of the cylinder, with a red end), which is active whenever the weapon is held.
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The various ammo types available for the weapon. From top to bottom: Swarm-Shot, Slugger, Fragmentation, Prox-Mine, Tracer, and Turbo-Penetrator. Decisions, decisions...
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Loading the weapon up with some "Slugger" rounds.
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Firing the weapon. The fact that this is a faithful recreation of the original movie prop means that it doesn't have any iron sights, though the integrated laser makes that a bit of a moot point.
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As impressive as the weapon is, one can't help but feel like something's missing...
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Ahh, much better!
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A closeup of the battery. The color of the LEDs changes as their power is drained; they start out green, changing to yellow, orange, and eventually red when empty. The markings read "L.A.P.D. MODEL 2019 A.N.2. 10MM DSM".
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Firing a charged shot from the LAPD produces some impressive particle effects. The back of the laser sight doubles as a capacitor charge indicator; when the weapon is set to auto-charge, there is a short, but noticeable, delay between shots, wherein power is drained from the battery and transferred to the capacitor.
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Opening up what was once a chamber reveals the downside of this increased power is an increase in excess heat, which is stored in these heat sinks. The markings here read "MADE IN CALIFORNIA" and "10816", the latter presumably being a serial number.
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Failure to replace the heat sinks frequently enough results in... this.
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If this problem is ignored even further, it only gets worse; the particles close to the weapon are actually pieces of the inside of the barrel, the ejection of which has a rather predictable effect on the weapon's accuracy.
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Firing a proximity mine round, whilst simultaneously ignoring just about every rule of every shooting range ever. The mine is the red hexagonal object, currently flying through the air. How an object that size can fit into a 10mm barrel is anybody's guess.
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The blast of the aforementioned mine, which was detonated by throwing a spare round at it.

Nagant M1895

The Nagant M1895 was added through Update #47. It holds 7 rounds of 7.62x38mmR Nagant ammunition, of which only it uses. Notably, it is treated as single-action only, the reasons for this being twofold: the weapon was built to use the same code set as the Colt SAA and Reichsrevolver M1879, and the Nagant has a notoriously heavy trigger pull in double-action due to its unique gas-seal mechanism; while it wasn't the original intended purpose, this also allows the weapon to be effectively suppressed, a capability that is emulated in-game. This single-action behavior could also be indicative of the so-called "Private's Model" variant of the Nagant, which was in fact SAO.

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Nagant M1895 - 7.62x38mmR Nagant
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The Nagant in-game. An excellent choice for dealing with any approaching soldier, be they enemy or ally.
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Loading in a round. The round isn't a spent casing; the brass case of the 7.62x38mm cartridge extends beyond the bullet, in order to make the gas-seal system work.
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The Nagant's sights. A bit cramped, but workable.
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Interestingly, the Nagant's hammer can be fanned in-game; this is likely the first piece of media wherein such a thing is done with a Nagant.
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A closeup of the Nagant's cylinder, which shows an interesting detail: when the hammer is cocked...
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...the cylinder actually moves forward, creating a gas-tight seal between the chamber and the barrel.
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The Nagant's unique gas seal system also allows for... this.

Reichsrevolver M1879

Added through the long-awaited Update #45, the Reichsrevolver M1879 is available for use in-game, and is (understandably) the only weapon in-game to use the 10.6x25mmR cartridge.

Images courtesy of Reddit user Shubishu.

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Reichsrevolver M1879 - 10.6x25mmR German Ordnance
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Behold, a revolver that's been around for 139 years, and outdated for just as many.
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The other side. Note the unusual presence of a manual safety on a revolver; this can only be engaged with the hammer de-cocked, and doesn't do anything but prevent it from being cocked, making it a bit pointless. Nevertheless, it's rather unfortunate that it's not usable in-game; there's no real way around it, since there aren't any buttons left on the controller to map it to.
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Loading in a few 10.6mm rounds. As with the Colt SAA, one-at-a-time gate-loading with the hammer half-cocked is the modus operandi.
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Finishing the other half of the revolver's cocking...
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...and firing a shot off.
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Ejecting a spent case. The Reichsrevolver in-game uses standard ejector rod behavior despite lacking one; the actual ejection method of the Reichsrevolver (using a separate ejector rod - or, for that matter, a stick - to punch out spent cases by hand) simply isn't possible with the game's current code-base.

Smith & Wesson Bodyguard 38

One of the gifts from the final day of the 2018 Meatmas event, the Smith & Wesson Bodyguard 38 (not to be confused with the Smith & Wesson Model 38, which is also often called the "Bodyguard") makes its first documented video game appearance in H3VR.

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Smith & Wesson Bodyguard 38 - .38 Special
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Popping open one of the smaller gift boxes sitting around the Meatmas tree reveals a snubnose revolver, cartridges and all.
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Examining the revolver. Something rather strange seems to have happened to the trigger...
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Luckily, this doesn't stop you from pulling it. Crisis averted.
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Swinging open the Bodyguard's 5-shot cylinder...
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...loading in some .38 Special tracer rounds (which do, for the record, actually exist)...
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...and closing the cylinder with a wince-inducing flick of the wrist.
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Attempting to threaten the ground into giving up its gift cards, which shows off the dot from the revolver's Crimson Trace integrated laser.
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These attempts being met with limited success, our merry mugger decides to show he means business by firing his revolver into a wall.
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With the ground remaining distinctly unimpressed, the mugger decides to just eject their empties and call it a day.

Smith & Wesson Model 10

A 5"-barreled Smith & Wesson Model 10 is one of the available firearms in-game, added in the Wurstworld update.

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Smith & Wesson Model 10 Revolver - .38 Special
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When presented with such a myriad of wheelgun options as that in Wurstworld, always opt for the gun that cost the most to order from Montgomery Ward.
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Taking a look at the revolver's load- 6 rounds of .38 Special, ready for firing.
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Aiming the revolver at a metal jug.
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6 rounds later, it's time to use this new-fangled "ejector" technology to remove the spent cases.
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Giving the now-empty revolver a spin.

Smith & Wesson Model 29

The Smith & Wesson Model 29 is one of the available firearms in-game, having been added in the very first update to the game after its release.

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Smith & Wesson Model 29 revolver with 8 3/8" barrel - .44 Magnum
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One of the perks of being in the middle of absolutely nowhere (A.K.A. Arizona) is that nobody can hear your groan-inducing Dirty Harry puns.
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A closeup of the M29, which shows off something rather interesting:
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As the controller's trigger is pulled, the revolver's trigger, hammer, and cylinder all visibly move.
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Alternatively, the weapon can simply be cocked manually.
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Opening the M29's cylinder...
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...loading in some loose .44 Magnum rounds...
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...and closing the revolver with a wince-inducing flick of the wrist. While this isn't the only way to close a revolver in H3, it's unfortunately one of the more common ones.
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With that lesson in revolvery aside, the M29 is pointed at a dueling tree...
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...and fired, scoring a direct hit. Such a feat would be far more impressive were the target further than 2 meters from the "Firin' Line" (yes, that's actually how it's written in-game).
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Giving the revolver a twirl, full of unjustified pride.
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Bringing in a full speedloader, while now residing in a place that isn't completely isolated from the rest of humanity.
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While speedloaders tend to be a bit finicky, they can be managed rather easily with some practice.
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Ejecting the spent casings from the revolver's cylinder, after making the indoor range's paper target feel 6 rounds of Magnum Force. (C'mon. Did you seriously think that I wasn't going to make at least one pun in this entire section?)
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On a sidenote, the icon for the "Lightning Reflexes" category in M.E.A.T.S. features the M29 as well.

Smith & Wesson Model 327 R8

The Smith & Wesson Model 327 is one of the available firearms in-game, added in the 2016 Meatmas update. Uniquely, the revolver in-game is a left-handed model, the cylinder swinging out to the right instead of the left as is normally the case.

Screenshots courtesy of Reddit user Shubishu.

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Smith & Wesson Model 327 Performance Center M&P R8 - .357 Magnum
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Examining the R8's left side in the Proving Ground scene.
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The right side, which looks much the same as the left. It's not every day that you see a revolver with rails.
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And speaking of things that you don't see every day...
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Loading the R8 with a proprietary 8-round speedloader.
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Aiming the revolver at an armored Sosig; the R8 has luminous 3-dot sights, another unusual feature for a revolver.
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Firing the R8.
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Ejecting a load of spent cases (using the ejector rod, fortunately) after 8 failed attempts at Sosig-killing. To be fair, landing a shot between the Sosig's armor plates at this distance with an iron-sighted handgun is no mean feat.

Smith & Wesson Model 500

Added in the 7th alpha build of Update #59, the Smith & Wesson Model 500 makes its mark as the most powerful (per-shot) non-fictional handgun in the game. The subsequent build added a 2.75"-barreled ES (Emergency Survival) variant, known in-game as the "Junior" version.

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Smith & Wesson Model 500 - .500 S&W Magnum
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In awe at the size of this lad. Absolute unit.
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A close-up of the behemoth's frame reveals, that, while most of the markings are gone, the "500" is still visible and intact.
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Opening up the M500's cylinder, and pausing to wonder at the sheer size of the round it fires.
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Loading some rounds into their chambers, which you can rent out for $500.00 a month, utilities not included OKAY WE GET IT, IT'S A BIG GUN, CAN WE MOVE ON NOW PLEASE
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(Mis)aligning the sights with a Sosig's head...
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...pulling back the trigger, tensing in anticipation...
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...and giving the Sosig an unsolicited quadruple lobotomy. Yes, it does, in fact, kick that much.
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Ejecting some spent casings, 4 rounds and just as many trips to an orthopedic surgeon later.
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Attacking a downed Sosig; while there are many things that .500 S&W tracers can accomplish, piercing rifle-grade body armor isn't one of them, leaving the player little option other than to simply perpetually stunlock an enemy with the round's blunt kinetic force alone. Or just, y'know...
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Shoot the bits that aren't armored.
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Smith & Wesson Model 500 ES (Emergency Survival) - .500 S&W Magnum
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Okay, now you're just being ridiculous.
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Loading some rounds into the 500 ES. Its intended purpose is as a part of a woodland survival kit, in case one should encounter a bear, or some other large animal.

No, seriously.
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Cocking the hammer...
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...and putting a half-inch hole in the target. If the normal 500 kicks like a mule, then the Junior kicks like a mule on steroids. And meth.
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"Would you like to play a game?"
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"You lose."

Smith & Wesson Model 629 Stealth Hunter/686P Hybrid

One of the weapons added in the first Meatmas update was a strange hybrid of Smith & Wesson revolvers, with the overall appearance of a Model 629 Stealth Hunter, but the .357 Magnum chambering and 7-shot cylinder of a Model 686P.

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Smith & Wesson Model 629 Stealth Hunter - .44 Magnum‎
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Smith & Wesson Model 686P w/3" barrel - .357 Magnum
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Holding the revolver at the right angle gives a good idea of just how shiny it is.
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Opening the revolver's cylinder, which shows its 7-round capacity.
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This, of course, necessitates a proprietary 7-round speedloader.
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Sometimes, this happens. Due to the way in which speedloaders are handled in H3, with each visual round being an actual, physical, independent round, sometimes there can be one or two "odd men out".
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Fortunately, there is an alternate hand pose for the revolvers, which makes this easier. It also makes loading them easier for lefties.
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Snapping the cylinder back into place with a rather ill-advised flick of the wrist. Note that the revolver has not spontaneously grown an underbarrel laser; that's just an empty M1911A1 sitting on the table.
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Taking aim with the... "Model 686P Stealth Hunter"? That seems like the best name. Alright, taking aim with the Model 686P Stealth Hunter.
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Firing off a shot.
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That shot plus 6 later, and the now-empty revolver is given a twirl.
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As if this entire ordeal wasn't strange enough already, here we see a strange aspect of the ejection process. The casings appear to have either clipped back through the revolver after being ejected, or to have been spawned outside of the cylinder to begin with.
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There, that's more like it.

Webley Mk. VI

The Webley Mk VI has been added with the release of Update #47. It was initially chambered for the ".454 Webley" round, a mis-writing of .455 Webley; this error was later corrected. Notably, it is also the first top-break revolver in the game.

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Webley Mk. VI - .455 Webley
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The Webley in-game. While its attachment point is still present, the lanyard loop on the base of the grip seems to have been removed.
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The Webley broken open for loading. Due to its re-use of some existing swing-out revolver code, the extractor sadly doesn't pop up when the revolver is opened, at least for now.
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Loading the Mk. VI. These are tracer rounds, hence the red tips.
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Firing the Webley, heedless of the fact that this indoor range is a no-smoking zone.
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Fortunately, despite the lack of a moving extractor, breaking the revolver open still produces a satisfying shower of spent casings.

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