CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)
Nazi's are a group of Humans, Dwarves, and Hobgoblins who believe
themselves to be genetically superior to all of the other races of
Humanity. They are marked by their
specific hatred of Elves. Any other race
is just considered inherently inferior and can simply be subdued. The Elves and especially Half-Elves must be
exterminated for their crimes against Humanity.
(Anti-Elfism is the technical term.)
The specific causes of this animus are beyond questioning (and any
explanation) to the Anti-Elfists.
Though hated and even outlawed in most corners of the world
(only Humanoid-dominated nations are sympathetic), the National Socialist Party
does one thing very well in the future: genetic engineering. In their hidden labs, they are constantly
trying to create a “master race,” as well as trying to resurrect past
leaders. Psychokinetic abilities in
Humans, Dwarf cloning, the Gnome Extermination, and even the entire Hobgoblin
race have attributed to their research by conspiracy theorists, correctly or
not. The Nazi’s seem to have unlimited
sources of funding for their experiments.
Just for fun seemingly, they’ve even recreated dinosaurs (kept in hidden
habitats, of course). In spite of their
knowledge and money, Nazi is still a curse word in civilized society. They are a dangerous group of lunatics, but
thankfully, a small, fringe one.
The Nazis are continually concocting schemes ranging from
the theft of high-tech weapons and genetic research to knocking over gold
depositories and museum art theft.
They’re perpetually preparing for masterstroke against civilization that
will likely never happen. The government
seems to be covering up their activities and blaming them on the Radical
Humanoid Movement (who are just as bad).
Some speculate that certain corporations are sympathizers with the
cause, or they are cynically using them to illegally advance genetic
science.
Nazi Officers (Brains) of any race will typically have a
variety of Implants and upgrades, some of an experimental nature.
Master Men
Genetically engineered human warriors, one of the pinnacles
of Nazi science. Unfortunately, all of
their ability upgrades have had the side effect of rendering them dumb as
posts. While the scientists continue to
work on upgrading their brains, the Master Men are typically used wherever
brute force is needed with little subtly.
HD 5 (d12), Hp 80 (maxed out), AC 18 (+4 Dex Bonus, +4 Flack
Jacket)
Fort Sv +8, Ref Sv +8, Will +0
Melee: Power Punch +9 to hit, 1d6+4, Natural 16 and
up hit, DC 12 Fort Sv or KO 1 turn
Ranged: Machine Gun +9 to hit if braced, +4 to hit if
holding, 48 bullet drum, L
2d10 x
1d2 burst (DC 12 Ref Sv ½ damage) 4 bullets
2d10 x
1d2 spray, up to 4 adjacent targets (DC 12 Ref Sv ½ damage) 8 bullets
Hobgoblin Shocktrooper
While more powerful and disciplined than the typical
Humanoid warrior, Hobgoblins are generally insane in combat. They are fanatically devoted to the cause and
volunteer enthusiastically for any suicide mission. The cause is paramount, the mission
all-important, survival is not a consideration.
HD 3 (d8), Hp 15, AC 14 (+4 Flack Jacket)
Fort Sv + 4, Ref Sv +1, Will +2
Melee: Short Sword +4 to hit, 1d6+1
Once per encounter, may make 2 melee attacks and on
Natural 17 and up hits, max damage is scored.
Ranged: Assault Rifle 30 rd clip, M (they never use
single shots)
+3 to
hit, 2d8 x 1d2 burst (DC
12 Ref Sv 1/2 damage), 3 bullets
+0 to
hit, 2d8 x 1d2 spray, up to 3 adjacent targets (DC 12 Ref Sv ½ damage), 6
bullets
Depending on the mission, they may be rigged with a Deadman
switch that arms (with an audio warning) upon death and explodes 2 rds
later. 1d4 x 10 damage, 20’ radius, DC
12 Ref Sv ½ damage.
Infravision
Dwarven Stormtrooper
Typical Nazi facility guard and commando troops. They are highly disciplined and determined.
HD 5 (d8), Hp 30, AC 16 (+4 Flack Jacket, +2 Riot Shield)
Fort Sv +6, Ref Sv +1, Will Sv +2
Melee (+5 Rage damage added): Combat Knife +7 to hit,
1d6+7, or may make 2 att/rd at +2 to hit
Shock Lance (used when riding T-Rex to take captives,
can only be used once per rd), 1d8+7 or Shock mode DC 12 Fort Sv or KO 1 turn
Ranged: Assault Rifle 30 rd clip, M, may make 2
att/rd in single shot or burst mode at +0 to hit
+5 to hit, 2d8 single shot
+5 to
hit, 2d8 x 1d2 burst (DC
12 Ref Sv to 1/2 damage), 3 bullets
+0 to
hit, 2d8 x 1d2 spray, up to 3 adjacent targets (DC 12 Ref Sv ½ damage), 6
bullets
RPG +5 to hit, 1d4 x 10 (DC 12 Ref Sv
1/2 damage), 20’ area
Immunities: Poison, paralysis, petrifaction
Infravision
Tyrannosaurus
Trained mount.
They’re not quite as large and aggressive as the originals. Its mouth is kept muzzled if they are trying
to take captives.
HD 18d8, Hp 72, AC 14 (Natural)
Fort +16, Ref +12, Will +8
Melee: Slam (if muzzled) +10 hit, 1d8+9
Bite +10 to hit, 3d6+9
A Bite hit on a Natural 16 and up, means the victim is held
in its mouth. Unless at least 10 hp of
damage is done, the victim is swallowed the next rd. The swallowed creature
takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round
from the tyrannosaurus’s gizzard. A swallowed creature can cut its way out by
using a light slashing or piercing weapon to deal 25 points of damage to the
gizzard (AC 12).
Raptor
Kept as trained attack creatures. They are constantly attended by a handler,
who controls it via an electric collar, otherwise they will attack anything.
HD 4d8+16, Hp 34, AC 16 (Natural), Enhanced Init +3
Fort +8, Ref +6, Will +2
Melee: 3 att/rd, 2 foreclaws +1 to hit, 1d3+2 and bite
+1 to hit, 2d4+2
(For a Pounce attack, 3 att, 2 Talons +6 to hit,
2d6+4 and bite +1 to hit, 2d4+2)
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