Showing posts with label Punch A Nazi Week. Show all posts
Showing posts with label Punch A Nazi Week. Show all posts

Saturday, July 4, 2026

Punch A Nazi Week - Zombie Hitler

Sgt. Rock vs the Army of the Dead was a Weird War II story written by Bruce Campbell. Its a fun story about Sgt. Rock and Easy Company taking on Nazi zombies. Created by the application of special drugs and large amounts of electricity applied to a dead body (in a very Frankenstein manner).

Adolf Hitler, Undead Führer: Init +4; Atk +6 unarmed (1d8) or +5 pistol (1d8); Crit U/1d10; AC 13; HD 6d12+18; HP 66; Mov. 30'; Act 1d20+1d14; SP un-dead. half damage from non-magical sources, cannot be turned, undead overlord; SV Ref +4; Fort +10; Will +5; AL C

Undead overlord: Hitler can command all undead creatures of lesser hit dice. Intelligent undead can make a Will save (DC 15) to resist his orders.

Friday, July 3, 2026

Punch A Nazi Week - Maniac of the Opera

Hans Shroder was a German spy who used the legend of Noric, a Phantom of the Opera-like in Washington DC to serve as an assassin. 

Noric, The Maniac of the Opera: Init +4; Atk +3 claw (1d6) or +5 dart (1+poison); Crit I/1d10; AC 13; HD 4d6; Mov. 23'; Act 1d20; SP poison dart (DC 12 Fort save or die); SV Ref +3; Fort +1; Will +2; AL C

Thursday, July 2, 2026

Punch A Nazi Week - Killer Apes



I’ve done similar stats in the past for Punch A Nazi Week. However, I’ll take any excuse I can to talk about apes in comics.

Appearing in Nedor’s Black Terror #3, the killer apes are a species of giant, highly aggressive apes discovered in a remote part of Africa. Nazi agent, Herr Kraft, use a hypnotic serum to control the apes, gives them machine guns, and tries to use them to help the Nazi cause. Unfortunately for Kraft they would encounter the Black Terror and Tim. They accidently killed many of their own trying to take down duo. Eventually they were abandoned by their Nazi captors, whom they’ve violently beat to death before retreating to the jungle.

Killer Apes: Init +2; Atk +5 bite (1d4+3), +4 machine guns (1d12 [5 RoF]), +5 dagger (1d4+3); Crit M/1d10; AC 13; HD 3d8; Mov. 20', climb 30'; Act 1d20; SP +10 to hide in jungle; SV Ref +3; Fort +4; Will -2; Path WtL


Wednesday, July 1, 2026

Punch A Nazi Week - Spear of Destiny


Today's Punch A Nazi Week post is a little different. Instead of an ally or enemy, here's a powerful artifact used by Hitler (and DC to explain why the superheroes didn't just take him out).

Spear of Destiny
The Spear of Destiny is the actual weapon used to pierce the side of Jesus Christ. It the ability to create a "Sphere of Influence" that allowed him to control all magical and superpowered individuals within 100'. When used as a weapon the magical spear grants a +3 to attack and damage rolls. Creatures struck by it lose any regeneration/accelerated healing for 1d3 hours. Finally Hitler used a magic ritual to taint the artifact, corrupting wielders and instilling a sense of powerlust and greed.

Tuesday, June 30, 2026

Punch A Nazi Week - Böse Kinder

I decided to go through my collection to find some Nazi horrors. Issue 102 of Weird War Tales has one of the most depressing and dark stories from that series. The Creature Commandoes encounter child soldiers empowered by drugs and totally loyal to Hitler. While they can't bring themselves to fight the children (they aren't that kind of monsters), their soldier handler has no qualms. Eventually the children burn out because of the drugs and become lifeless husks.

Böse Kinder: Init +3; Atk +2 punch (1d6); Crit III/1d14; AC 14; HD 2d12; Mov. 20'; Act 1d20; SP burn out, who can who can kill a child?; SV Ref +3; Fort +1; Will -2; AL C

Burn out: On a critical failure the chemical cocktail empowering the 
Böse Kinder's causes it burn outm reduce it's HP to 0, and leaves a lifeless husk.
Who can kill a child?: When encountering a Böse Kinder intelligent non-chaotic individuals must make a Will save (DC 14) to be able to attack it.

Monday, June 29, 2026

Punch A Nazi Week - Killer Shark


General Haifisch was a Nazi super-soldier loved by Hitler, himself. He was called a "model soldier" by the Führer. Codnamed Killer Shark due to his special underwater training. A master of hand to hand, he often came in conflict with the Blackhawks.

Killer Shark: Init +4; Atk +d7+5 unarmed (1d6+5); Crit V/1d12; AC 14; HD 6d12+24; HP 53; Mv 30'; Swim 40; Act 1d20+1d14; SQ mighty deeds of action; SV Ref +3; For +7, Will +1; AL C

Sunday, June 28, 2026

Punch A Nazi Week - The Holy Roller

This time the first Punch A Nazi Week is a little different. I recently picked up the Holy Roller collection. I've decided to give a short review of the miniseries before statting out the titular Nazi bashing hero. 

Holy Roller is a collaboration between some different celebrities. It was written by comedian Andy Samberg (SNL and The Lonely Island), Joe Trohman (Fall Out Boy), and Rick Remender (Deadly Class, Uncanny X-Force). It features art by Roland Boschi. As you might expect from the creative team, the story has a comedic edge. It's one part satire and one part loving tribute to comic books. The humor is off-kilter, but endearing (and delightfully dumb at times).

The story follows Levi Coen, a man who returns home to help his ailing father. He finds that his hometown has been taken over by Neo-Nazis. After being forced to defend himself with his bowling balls, he teams up with his child hood friend to become the Holy Roller, a trick bowl  bowling ball wielding vigilante. Levi looks like a muscular Samberg and I couldn't help but hear his voice when I read Levi's lines.

The plot of this one isn't too original, but it works. There are some plot beats borrowed from the first Kingsmen movie, but that's alright. The story has a cinematic vibe and I wouldn't mind seeing a live action or animated adaptation. If you want to see a Jewish vigilante beat the shit out of Neo-Nazis and rich assholes, then check this one out.

Holy Roller in Your Game

Levi is an athlete with gadgets, so I figured I'd stat him using the DCC crimefighter class from Gunzo! True Vigilante #1. For the kind of racist shitsheads Levi smashes with his balls, use these stats.

Holy Roller (Level 4 Crime Fighter): Init +2; Atk +4 bowling bowl (1d8+1) or +5 bowling bowl (1d8+2) [range 20'/40']; Crit III/1d10; AC 15; HD 4d6+8; HP 24; Mv 30'; Act 1d20; SQ disguise self +3, investigation, subterfuge; SV Ref +5; For +4, Will +3; AL L

Gear: Armored costume (+3 to AC, -2 fumble), bowling ball (1d8), exploding bowling ball (1d8+2d8 fire damage to all creatures within 20' radius), EMP bowling ball (1d8 + 3d6 to unprotected electronic devices within 50' radius)

Sunday, June 21, 2026

Punching Nazis Is Always The Right Choice

I've decided its time for another Punch A Nazi Week. Come back in a week for new allies and foes for your DCC supers game.


Happy Father's Day to my fellow father's and I can't wait to let y'all know how Origins went.

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

Friday, March 6, 2026

Punch a Nazi Week - Nazi Devil

 


Today's Nazi villain never actually appeared in a comic story. He only appeared on the cover of Speed Comics #28, where he's fighting Captain Freedom. I decided to expand the character and I like what I came up with.

Zebos was a lowly tormentor demon in the circles of Hell. With the onset of WWII he found himself busier than normal. While torturing a damned soul killed by Captain Freedom, he became curious about the conflict that lead to the influx of souls to Hell. He plotted and succeeded in escaping Hell. On the mortal plane he found his size and power greatly increased. He used magic to create a garish costume like one the soldier described. He then offered his services to Hitler and his party as the Nazi Devil. While the devils of Hell aren't happy with Zebos for abandoning his position, they allow him to cause chaos on Earth, knowing one day he will have to return home to face punishment. 

Nazi Demon (Type III Demon), Init +4, Atk claw +8 melee (1d6+1 damage); Crit DN/2d20; AC 17; HD 8d12; MV 40'; Act 2d20; SP infravision, darkness (+12 check), immune to weapons of less than +2 enchantment or natural attacks from creatures of 5 HD or less; half damage from fire, acid, cold, electricity, and gas, Crit Threat range 18-20);  SV Fort +10, Ref +6, Will +10; AL C

Plot Hooks
  • A devil rival of Zebos tips the players off to the fiend's location. 
  • A wizard summons a different demon to protect his city from Nazi Demon. Unfortunately he is unable to command the fiend because he miscast the summoning and is now having to deal with two rampaging demons.

Thursday, March 5, 2026

Punch A Nazi Week - Hook and the Waxmen

 

Appearing in Four Favorites #4, the Hook leads a Nazi saboteur group. He is served by the Waxmen, constructs made of wax that are impervious to gunfire and mundane weapons. 

Hook
: Init +1; Atk +4 hook (1d6+1); Crit II/1d10; AC 12; HD 6d8; HP 34; Mov. 30'; Act 1d20; SV Ref +3; Fort +4, Will +4; AL C

Waxman: Init +0; Atk +3 slam (1d6); Crit M/1d10; AC 14; HD 3d8; HP 15; Mov. 30'; Act 1d20; SP immune to non-magical weapons, fear/heat attacks deal double damage; SV Ref +1; Fort +4, Will +0; AL N

Plot Hooks
  • Hook has lost control of his Waxmen and they begin rampaging throughout the city.
  • A new factory is opening and will bring work to the city and help the war effort. The Nazis can't have that and have sent Hook to sabotage the opening. Several disguised waxmen lurk among the crowd.
  • A modern villain familiar to the heroes discovers one of Hook's hidden labs and starts creating his own Waxmen. He has begun giving them themes and selling them to other villains in need of loyal muscle.

Wednesday, March 4, 2026

Punch A Nazi Week - Number 40

 

Appearing in Our Flag Comics #4, Number 40, born Martin Benson, was one of the captured infants turned to a super soldier by Von Monsta. He was a ruthless soldier and enforcer. Despite his enhanced physical abilities, he had the mind of a simple child in regard to anything but fighting. While facing off with Flag, his true innocent nature is restored by a head injury. He turned on Von Monsta and was reunited with his family (which had to be a shocker to them).

Number 40: Init +3; Atk +7 shield slam (1d8+3); Crit IV/1d16; AC 18(dex, serum, shield); HD 6d12; HP ; Mov. 35'; Act 1d20; SP: throw shield; SV Ref +5; Fort +7, Will +2; AL L

Nazi Shield: While no where as powerful as Captain America's shield, Von Monsta's soldier used . It provides a +3 bonus to AC and has a fumble die of 1d4. They deal 1d8 damage and can be thrown (range 20'/40'60'). They will bounces back and return to their owner (as long as its user has a Luck score higher than 5).
Plot Hooks
  • While captured by Von Monsta, the heroes learn about the nature of his super soldiers. Can they convince one to betray his master and free them?
  • While on a mission the heroes face off with a group of Von Monsta's supersoldiers. Greatly outnumbered will they find a way to survive?
  • The players are asked to help mentor the Number 40. With his child-like mental capabilities, can they put in on the path to be a hero?

Tuesday, March 3, 2026

Punch A Nazi Week - Von Monsta

For the most part the first picture on these posts don't have too much to do with the character. I just like the first image on the posts being Nazis getting punched. That being said if you want Nazi apes like those pictured below, check out Das Primate Patrol.


 Appearing in Our Flag Comics #4, Von Monsta is a German sympathizer. After WWI he kidnapped 200 infants to be his special soldiers. He raised, trained, and brainwashed them, eventually giving them a form of supersoldier serum and making them his private enforcers.

Von Monsta: Init +0; Atk +4 pistol (1d8); Crit I/1d10; AC 10; HD 4d10; HP 28; Mov. 30'; Act 1d20; SV Ref +2; Fort +5, Will +2; AL L

Von Monsta (Post-Serum): Init +3; Atk +8 slam (1d10+3); Crit IV/1d16; AC 16 (dex, serum); HD 8d10; HP 60; Mov. 35'; Act 1d20; SP immune to mold disease; SV Ref +5; Fort +7, Will +2; AL L

Plot Hooks
  • Von Monsta begins kidnapping scientists seeking to perfect his supersoldier serum.
  • One of Von Monsta's descendants discovers their grandfather's journal and decides to continue his legacy.

Monday, March 2, 2026

Music Monday - American Idiot

It's been a while since I've posted a bezerkartwerk music mashup piece. Considering the state of the US and that this is another Punch A Nazi Week, this one seemed appropriate. 


And now for the music video:

Punch A Nazi Week - Mold

 

Originally appearing in Top Notch Laugh Comics #29, Mold is an insane Nazi scientist that created a deadly biochemical weapon. Those affected rapidly decayed, flesh greying, and mold growing on the body.

Mold: Init +0; Atk +2 infected scalpel (1d4+mold disease); Crit I/1d10; AC 10; HD 4d4; HP 10; Mov. 30'; Act 1d20; SP immune to mold disease; SV Ref +1; Fort +1, Will +2; AL C

Mold disease: This bioweapon is spread via contact. Victims must make a Fortitude save (DC 14) or contract the disease. The victim loses 1 point of stamina each round until they expire as their body starts decaying and poisonous mold grows from their flesh. Anyone touching the infected body risks exposure. There is an antidote, but any Stamina lost and deformities are permanent.

Plot Hooks

  • The heroes are must meet up with a contact/informant. They find them dead, decayed, and covered in a strange mold, despite speaking with them the day before. 
  • A modern villainous organization threatens to unleash the mold disease if their demands are not met.
  • A nature oriented villain sees the disease as a way to cleanse the Earth of humanity.

Sunday, March 1, 2026

Punch A Nazi Week - Captain America (Steve Rogers)

What better way to start out Punch a Nazi Week than with the greatest Nazi fighter in comics, Steve Rogers, the original Captain America. This post is another attempt at statting out a hero using Amazing Adventures In The Public Domain. You can read my first, Malcom Dragon, here. 

Captain America (Steve Rogers)

  • Super Soldier
  • Nazi puncher
  • The first Avenger

Despite his physical infirmities, Steve Rogers just wanted to serve his country and fight Nazis in World War II. His innate goodness and sense of morality caught the attention of Dr. Abraham Eskine who chose Steve to undergo his super soldier creation process. Eskine was killed in the process, leaving Steve to be the only successful recipient of the original Super Solider Serum. Cap fought Red Skull and the Germans until he was frozen in the Arctic. Unfrozen in modern times, Cap learned that his enemies were still around, though they went by new names. He has become a paragon among of the superhero community and an example of what it means to be a truly good person. 

Starting Equipment

Shield, armored costume, Avengers ID card

Statistics

  • Strength 18 (+3)
  • Agility 18  (+3)
  • Stamina 18 (+3)
  • Personality 18 (+3)
  • Luck 18 (+3) 
  • Intelligence 18 (+3) 
  • Action Die: 1d20+1d14
  • Attack Bonus: +5
  • Saves: Ref +2, Fort +5, Will +2


Background

Super soldier out of time


Hit Points & Hit Die

Captain America starts with 44 HP or 5d12HD. Additional Hit Dice earned through gifts are d12s.


Weapons & Armor

As a soldier, Captain America is a master of all weapons, whether they be ranged or melee. 

Captain America's Shield

This tool for justice in the age of marvels is made of adamantium, vibranium, and other rare elements. It  has both offensive and defensive capabilities. Anyone wielding it gains a +4 bonus to AC, but unlike other shields doesn't have a fumble die. In addition they can use it as a weapon, dealing 1d8 damage. It can be thrown (range 20'/40'60') and bounces back to it's owner (as long as its user has a Luck score higher than 5).

Super Soldier Serum

Erskine's Super Solider Serum granted Steve peak human potential (which is why all his attributes are 18). His unarmed attacks deal 1d4 damage. Due to increased healing capabilities, he is immune to the effects of all non-magical diseases, illness, poisons, drugs, and alcohol. His aging was slowed and he regains all HP when sleeping. 

Advancement Options

  • America's ass - +1 to Personality
  • Peak human durability - +1 Strength, can be chosen more than once
  • Peak human strength - +1 Strength, can be chosen more than once
  • Peak human  health - +1 HD, can be chosen more than once
  • Star Spangled Man - upgrade all save dice +1d

Captain America as an NPC

Captain America: Init +3; Atk +8 unarmed (1d4+3) or +8 shield (1d8+3); Crit IV/1d16; AC 19 (costume, dex, shield); HD 5d12+15*; HP 59/44*; Mov. 30'; Act 1d20+1d14; SP super soldier serum; SV Ref +5; Fort +8, Will +5; AL L

*As presented in Amazing Adventures In The Public Domain his HD should be 5d12 and his HP should be 44. However, I think he should have his Stamina bonus added.

Saturday, February 28, 2026

Punch A Nazi Week Reminder

Just a reminder that my next Punch A Nazi Week will start tomorrow. Here's one more Joe Flanders Comics that is totally not related to the theme of the announcement

Sunday, February 22, 2026

Punch A Nazi Week Returns

I'm going to do another Punch A Nazi week starting the first week of March. Like the last one, I'm going to include a few Nazi punchers in addition to the bastards getting punched. Cap will be one of those heroes. Speaking of Cap, check out these pieces by Joe Flanders Comics


Friday, February 20, 2026

The Swedish Chef Knows What's Up

This is the first of a few Joe Flanders Comics pieces I'll be sharing in the next few days. 

Saturday, February 14, 2026

Truth, Justice, and…

 Whether it’s “Truth, Justice, and the American Way” or “Truth, Justice, and a Better Tomorrow” Superman would absolutely be anti-I.C.E.

This piece by kevintranart_ and wanted to share.