Thursday, January 30, 2014

CYBER-PULP FANTASY CORE-Nazi's

CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)

NPC and Monsters 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)

Stealth +8, may Pounce attack if attacking from stealth 

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