Saturday, March 7, 2026

Punch A Nazi Week - Modern Nazi Scum

Most of these are rehashes, but I wanted to update and reshare my stats for various Neo-Nazi and racist assholes your heroes can pummel. 


Ku Klux Klan Member: Init +0; Atk +1 baseball bat melee or +0 shotgun ranged (3d6); AC 13; HD 2d6; MV 30; Act 1d20; SP Flammable, visibility issues ; SV Fort +2, Ref +0, Will +0; Any 

Flammable: Klan robes are highly flammable and if a klansman takes fire damage they ignite, taking an additional 1d4 points of fire damage at the beginning of their turns. This continues until they take an action to extinguish the flames.

I can't see fuckin' shit outta this thing: Klan hoods hinder sight and all search/spot/notice checks are made at a -1 penalty.

Neo-Nazi: Init +2; Atk +2 5' chain melee (1d6-1) or +2 tiki torch (1d2+1d2 fire); AC 12; HD 1d10; MV 30; Act 1d20; SP Cowardly; SV Fort +2, Ref +2, Will -2; Any

Xenophobe: Init +1; Atk +1 unarmed (1d2); AC 11; HD 1d6; MV 30; Act 1d20; SP +1 to hit and damage for each ally within 10'; SV Fort +1, Ref +1, Will -2; Any

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