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Weapons from Return to Castle Wolfenstein


Susano

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I've playing this a lot recently as a way of passing the time. I've also decided these two weapons would make great "mad science" devices for PCs to have to deal with. These write-ups use 6E HERO.

 

[b]33	GP-VG Mark II "Venom Gun":[/b]  RKA 2d6+1, +1 Increased STUN 
Multiplier (+¼), Armor Piercing (+¼), Autofire (40 shots; +2), 
Invisible Power Effects (no rifling marks on bullet; +¼), 
500 Charges (+1); Cannot Use Targeting (-½), Extra Time (Extra 
Segment, Only to Activate, -¼), OAF Bulky (-1 ½), Inaccurate 
(½ OCV; -¼), Real Weapon (-¼), Required Hands Two-Handed (-½), 
STR Minimum 20 (STR Min. Cannot Add/Subtract Damage; -1 ½), 
[b]plus[/b] +4 OCV; OAF Bulky (-1 ½), Real Weapon (-¼) [b]plus[/b] +1 RMod; 
OAF Bulky (-1 ½), Real Weapon (-¼), [500]

 

Description:
The GP-VG “Venom Gun” is a fearsome 6-barreled belt-fed machine gun. The most powerful man-portable firearm in the world, it is capable of reducing an otherwise unprotected human being into a little more than a bloody cloud in a single 3 second burst. Capable of firing 2,000 rounds per minute, the GP-VG can eliminate a platoon of soldiers in an eye-blink, not to mention being capable of virtually “chewing” its way through doors and walls, as well as destroying large and/or static objects as parked aircraft, jeeps, trucks, and other lightly-armored vehicles.

 

About the only draw-back to the weapon is its sheer size, which makes it somewhat unwieldy to use (it’s notoriously inaccurate at anything but close range) and requires an operator of great strength. In addition, extended firing will require a cool-down period (In game terms the GP-VG needs 1 Segment of cool-down for every 4 Segments of firing. Game Masters should keep a running total and once the weapon needs 12 Segments (1 Turn) of cool-down the GP-VG will stop working. While this rule will normally only come into play if the Venom Gun is used for Suppression Fire, GM’s may want to consider any use of the weapon to have taken a default of 3 Segments. While not directly reflected in the write-up, the over-heating issue can be considered part of the Real Weapon Limitation).

 

12	[b]Tesla Gun:[/b]  RKA 1d6, Area Of Effect (25m Cone; +¾), Autofire 
(4 shots; +1 ½), Constant (+½), 300 Charges (+1); Cannot Use 
Targeting (-½), OAF Bulky (-1 ½), No Knockback (-¼), No 
Range (-½), Real Weapon ("real electricity"; -¼), Required Hands Two-
Handed (-½), STR Minimum 18 (STR Min. Cannot Add/Subtract 
Damage; -1 ¼) [300]

 

Description:
Developed from (or named after) Nikola Tesla’s notes, the Tesla Gun projects gouts of electricity which arc from the weapon’s rotating generator to any nearby conductive object -- such as trees, metal frameworks, pipes, walls, and people. While a single discharge only causes minor burns, the Tesla Gun quickly becomes lethal to anyone unlucky enough to be caught in the weapon’s discharge area. It will continue to project electrical energy as long as the trigger is held down, and will do so over a broad arc. Capable of striking targets 25 meters away, the Tesla Gun can easily dispatch a dozen men in a matter of moments.

 

Operators must be careful when using the Tesla Gun. It takes a few moments for the full effect of the weapon’s discharges to eliminate a target, the electricity tends to arc to nearby conductive surfaces, the weapon is quite loud, and produces brilliant blue-white flashes. Use of the Tesla Gun in water, the rain, or similar conditions is not recommended.

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