The Forces of the Iron Reich

While Nazis make the perfect villain for the 20th century ... they have been done. It can be challenging to make an encounter with Yet Another Black Shirted Stooge in any way interesting. One way to solve this problem is through thematic elements ... another is through unexpected  antagonists. This file addresses the latter issue by presenting a diverse collection of Nazi soldiers, officers, weapons, vehicles and more which should not only give heroes a run for their money, but do it in unexpected and interesting ways. Many of these ideas come from the pages of history books, some are borrowed from other games, and all have been given a spin that makes them fit to the particular needs of Crucible City.

Minions

    Wehrmacht (Regular Army; Basic)

These are generic German soldiers. They will actually be used seldom against heroes, as they are simply not powerful enough to put up much of a challenge. However, they are often seen manning vehicles or super weapons. Note the Wehrmacht rifles are extremely accurate at short range, giving them +1 attack and damage within 30 feet.

Wehrmacht Soldier: PL 2 Minion (32 pp); Init +1; Spd 30 ft. (run); Defense 12 (+1 base, +1 Dex); BAB +2; Atk +3 melee (+6L bayonet), +3 ranged  (+5L assault rifle), -3/-3/-3 ranged (autofire +5L rifle); SV Dmg +3, Fort +1, Ref +1, Will +0; Str 12, Dex 12, Con 12, Int 10, Wis 10, Cha 10. (14 pp)
    Skills: Hide +3, Listen +2, Move Silently +3, Spot +2 (4 pp)
    Feats: Toughness.  (2 pp)
    Equipment: Assault Rifle (+5 lethal weapon; Extras:  Autofire; Stunts: Point Blank Shot, Melee (bayonet); Cost: 2+2; Total: 12 pp). (12 pp)


    Waffen-SS (Elite Army; Basic)
   
The SS serve most of the same roles as the regular army, including infantry, armor, and air divisions. This means you can use them in pretty much any situation when you want the soldiers manning the vehicles to put up a bit more of a fight. They have more resilience to mental powers thanks to their indoctrination training, so make a good choice in those sorts of battles. They still don’t pose much of a threat to your average Power.

SS: PL 3 Minion (51 pp); Init +1; Defense 13 (+2 base, +1 dex); BAB +3; Atk +4 melee (+7L bayonet), +4 ranged (+6L rifle) or -2/-2/-2 ranged (+6L rifle); SV Dmg +3, Fort +1, Ref +1, Will +2; Str 12, Dex 12, Con 12, Int 10, Wis 10, Cha 10. (19 pp)
    Skills: Hide +5, Listen +4, Move Silently +5, Spot +4 (8 pp)
    Feats: Toughness, Iron Will (4 pp)
    Equipment: Body Armor (+3 armor; Cost: 1; Total: 3 pp); Assault Rifle (+6 lethal weapon; Extras: Autofire; Stunts: Point Blank Shot, Melee weapon; Cost: 2+2; Total: 14 pp); Radio (Radio hearing; Flaw: Device; Cost: 1; Total: 1 pp). 19 pp


     SS Officer (Basic)
  
    This is your basic goose-stepping, sadistic, SS Captain, Major, or Colonel. They are there to command operations but they will have little authority over Nazi Powers, who are generally high ranking officers themselves and party officials. Use one per encounter, to give heroes something to focus on besides the villain.
    You may want to treat the officer as an actual character rather than a minion, meaning that he does not automatically go unconscious when he fails a Damage save. Regardless, note his body armor and his relatively high BAB. This allows him to make Power Attacks that can penetrate defenses that his pistol would otherwise bounce off of. And, if all else fails,  he can always grab a spare assault rifle.

SS Officer: PL 5 Minion (75 pp); Init +1; Spd 30 ft. (run); Defense 17 (+5 base, +2 Dex); BAB +5; Atk +6 melee (+3L dagger), +7 ranged (+4L pistol); SV Dmg +4, Fort +2, Ref +2, Will +3; Str 12, Dex 14, Con 14, Int 12, Wis 12, Cha 12. (41 pp)
    Skills: Hide +6, Intimidate +5, Listen +5, Move Silently +6, Spot +5, Taunt +5 (10 pp)
    Feats: Assessment, Iron Will, Leadership, Power Attack, Toughness. (10 pp)
    Equipment: Pistol (+4 lethal weapon; Stunts: Point Blank Shot; Cost: 1+1; Total: 5 pp), Dagger (+2 lethal weapon; Cost: 1; Total: 2 pp), Radio (radio hearing and broadcast; Flaws: Device; Cost: 2; Total: 2 pp), Reinforced uniform (+3 armor; Cost: 1; Total: 3 pp). (12 pp)


    Werewolves (Werewolf Commandos; Basic)

    In real life, the werewolves (G: Werwolf) were a unit of guerillas who formed up in the closing days of World War II, when the Reich was on the verge of defeat. They considered themselves a resistance movement, like the French underground. They were paramilitary, working behind the lines to create diversions and generally fighting in uniform. They were famous for issuing pamphlets with crude threats on them like, “We shall punish every traitor and his entire family. Our revenge will be deadly!” They were never very effective, but their name is too good to pass up. Many were recruited from among the Hitler Youth.
    In the Iron Reich, the Werewolves are a unit of commandoes who have been genetically crossbred with wolves. They can masquerade as ordinary people before transforming into a sort of “wolf-man” shape. Highly trained and ruthless, they are perfect for commando raids, infiltration, and assassination work. To keep their historical air, use the pamphlet gimmick ... use an airdrop of leaflets as a distraction to give the Werewolves one round of free action before the heroes get there, or leave a few pamphlets behind after a failed assault. Also, many of the werewolves may be surprisingly young, perhaps in their mid teens.
    In combat, remember the Werewolves many defenses. They have body armor for +3 protection and natural resilience in wolf form for another +4. That makes them immune to attacks of +6 or less. But because they are minions, if they fail a damage save, they go unconscious. They use assault rifles for ranged work but their +9 lethal claws are enough to threaten even some Powers, so that is where they will shine. Note their Combat Reflexes, which keeps them from being flat-footed.

Werewolves: PL 5 Minion (78 pp); Init +2; Spd 30 ft. (run); Defense 14 (+2 base, +2 dex); BAB +4; Atk +6 melee (+9L fangs and claws), +6 ranged (+5L assault rifle) or +0/+0/+0 ranged (+5L autofire assault rifle); SV Dmg +3, Fort +3, Ref +2, Will +1; Str 14, Dex 14, Con 16, Int 10, Wis 12, Cha 8.
    Skills: Hide +6, Move Silently +6, Spot +5, Listen +5.
    Feats: Darkvision, Identity Change  (in human form the Werewolves  do not possess their Super-Feats or Powers), Scent .
    Powers: Combat Sense +2 (Source: Training;  Cost: 1; Total: 2 pp), Natural Weapon  (fangs and claws) +3 (Source: Mutation; Cost: 2; Total: 6 pp), Super-Skill (Survival) +4 (Source: Mutation; Cost: 1/2; Total: 2 pp), Super-Strength +4 (Source: Mutation; Extra: Protection; Cost: 5; Total: 20 pp).
    Equipment: Assault Rifle (+5 lethal weapon; Extras: Autofire;  Cost: 2; Total: 10 pp), Body Armor (+3 armor; Cost: 1; Total: 3 pp), Radio (Radio hearing; Flaw: Device; Cost: 1; Total: 1 pp). (14 pp)
    Weakness: Transformation (the Iron Reich Werewolves risk transformation in combat situations).


    Roketkommados (Basic)

    The rocket commandos come right out of Dave Stevens' comic "The Rocketeer," in which the Germans were in a race with American inventor Doc Savage (Howards Hughes for the feature film) to be the first nation to perfect a man-portable jet pack. There's an animated section of the film, a Nazi propaganda film that ends, "Today, America! Tomorrow, the World!" And that's what we have here.
    Rocket Commandos are recruited for their fearlessness and their ability to endure crash landings at great speed. They are members of the Luftwaffe, highly skilled and equipped with particle beam rifles based on a Nikolai Tesla design. They are perfect fast assault troops for places where jet fighters cannot fit, such as superhero headquarters or other important buildings.
    Use the rocketeers in squads of four to six. Note that their flight is Full Effect; that means they must move a minimum of 60 feet per round. Their Move-By Attack feat lets them fire their Tesla rifles anywhere along this path. Note their +3 armor.

Rocket Commandos: PL 4 (63 pp); Init +2; Spd. 30 ft. (run), 60 ft. (fly), 220 mph (maximum speed); Defense 16 (+4 base, +2 dex), BAB +4; Atk +5 melee (+1S unarmed strike), +6 ranged (+8L rifle); SV Dmg +3, Fort +1, Ref +2, Will +2; Str 12, Dex 14, Con 12, Int 10, Wis 10, Cha 10. (28 pp)
    Skills: Pilot +6, Spot +4.  (4 pp)
    Feats: Aerial Combat, Move-By Attack, Toughness, Iron Will. (8 pp)
    Equipment: Armor +3 (Total: 3 pp), Tesla Rifle (+8 lethal weapon; Stunts: Far Shot; Cost: 1+1; Total: 9 pp), Rocket Pack (Flight +6; Extras: Super-Flight +3; Flaw: Device, Full Effect; Cost: 1; Total: 6), Goggles (Sensory Protection +2; Extras: Telescopic Vision; Stunts: Darkvision; Cost: 2+1; Total: 5 pp). (23 pp)


    Aquakommandos (Basic)

    The aquacommandos are the elite of the Navy's special operations  units. Working so close together for extended periods in deadly missions, these men are far more loyal to one another and to their captain than to any SS officer, or even Hitler himself. Indeed, they consider stubborn independence to be a source of pride, even if it gets them purged every few years. None of this apparent disloyalty keeps them from doing their job and doing it well.
    Note their high-tech wetsuits provide some bullet resistance. When on missions they are armed with demo-packs which they can affix to targets below the waterline and detone by remote or by timer. Underwater Combat allows an individual commando to add +1 to either attack or defense on any given round, provided the soldier is in the water at the time.

Aquakommando
: PL 6 Minion (90 pp); Init +2; Spd 30 ft. run, 60 ft. swim (with hydrojet, sprint speed 27 mph); Defense 17 (+5 base, +2 dex);  BAB +5; Atk +6 melee (+3L knife or +1S punch), +7 ranged (+6L penetrating x2 needle rifle or +3L pistol); SV Dmg +4, Fort +2, Ref +2, Will +0; Str 12, Dex 14, Con 14, Int 10, Wis 10, Cha 10.
    Skills: Demolitions +6, Disable Device +4, Drive +6, Hide +6, Listen +4, Move Silently +4, Pilot +4, Spot +6, Survival +6, Swimming  +8.
    Feats: Toughness, Underwater Combat
    Equipment: Needle Rifle (+6 lethal weapon; Extra: Penetrating x2; Cost: 1+2; Total: 8 pp), Skinsuit (+3 armor; Cost: 1; Total: 3 pp), Knife (+2 lethal weapon; Cost: 1; Total: 2 pp), Pistol (+3 lethal weapon; Cost: 1; Total: 3 pp), Demolition Pack (+12 lethal weapon; Extra: Area, Delay; Flaw: Uses--4; Cost: 1; Total: 12), Aqualung (Ampibious; Flaw: Device; Cost: 1 pp), Personal Hydrojet (Swimming +3; Flaw: Device: Cost: 1; Total: 3 pp), Radio (Radio Listen; Flaw: Device; Cost: 1 pp).


Totenkommandos (Chemical Weapon Troops; Intermediate)

    The SS-Totenkopverbande (Death’s Head Brigades) were, in real life, concentration camp guards. They were recruited from among the toughest of the Wehrmacht and earned their name for the skull-and-bones insignia on their black tunics. In the Iron Reich, the Totenkommandos are chemical warfare units who attack in strike teams, causing hideous death and destruction through the use of their poison and acidic gas weaponry.
    The chemical weapons of the Death’s Head Commandos lay down a combination Obscure effect (thick clouds of green gas that cannot be seen through), Disintegrate (reducing anything with a hardness of 6 or less, which includes most cars, to pitted scrap) and Disruption (which attacks everyone with a +6 lethal attack). Alternately, they can use a poison gas which replaces the disintegration attack with a +6 Drain (the target gets a DC 16 Fort save or reduces all ability scores by 6; this is in addition to the +6 lethal attack). Thanks to their suits, the commandos are immune to all of their own powers, so can see freely in their gas clouds.
    The Totenkommanos are considered Intermediate complexity because of the large-scale property damage and loss of life they tend to cause.

Totenkommados: PL 4 Minion (63 pp); Init +0; Spd 30 ft. (run); Defense 12 (+2 base); BAB +3; Atk +4 melee (+1S unarmed strike), +3 ranged (+6 area disintegrate/drain plus  disruption), SV Dmg +2, Fort +4, Ref +0, Will +1; Str 12, Dex 10, Con 14, Int 10, Wis 12, Cha 8.
    Skills: Medicine +5, Spot +5
    Feats: Toughness
    Equipment: NBC suit (Armor +4; Stunts: Immunity--Suffocation, Poison and Chemical, Power Immunity, Radio Hearing; Flaw: Device; Cost: 1+5; Total: 9 pp), Chemical Gas Gun (Disintegrate +6; Extras: Area, Disruption, Obscure; Stunts: Drain (attributes); Flaw: Device, Uses--8; Cost: 3+1; Total: 19 pp).


    German Psychics (Intermediate)

    German parapsychology research focused on Jung’s theories of the collective subconscious.  The Nazis appreciated Jung’s theories because they meshed well with the Nazi emphasis on mythology, intuition, and ancestral memory.
    In the Iron Reich, psis are awakened to the collective subconscious through the use of LSD or other hallucinogenic drugs. Psychic masters of Jung’s theories on synchronicity can ignore space and time enough to teleport considerable distances and even be in more than one place at the same time.
    German-trained psychics are indoctrinated into the Gestapo, Hitler's secret police. They possess virtually unlimited authority and use intimidation and their reputation as "thought police" to conceal the fact that they are horribly overworked and thinly spread. They are all sharply attired in the infamous black and silver uniform of the SS.
    Note that the psychics can use Extra Effort to access just about any other mental power, from Group Link to ESP, Telekinesis, or Mind Control. They can appear in more than one place for up to an hour by using the extra effort rules to get Duplication as an extra on their Teleport. The duplicates will not be in the same battle, but rather will be coordinating multiple strikes from different locales or spying on multiple heroes at once.
    Because of their flexibility and their use of extra effort, these minions are of Intermediate complexity.

German Psychic: PL 5 Minion (81 pp); Init +1; Spd 30 ft (run), 50 ft. (teleport), 1.2 mile (extended teleport), Defense 14 (+3 base, +1 Dex); BAB +2; Atk +2 melee (+2L dagger), +3 ranged (+4L pistol), +4 mental (+5S Mental Blast); SV Dmg +0, Fort +0, Ref +1, Will +4; Str 10, Dex 12, Con 10, Int 16, Wis 14, Cha 12.
    Skills: Intimidate +5, Science (parapsychology) +7, Sense Motive +6, Spot +6, Taunt +5.
    Feats: Iron Will, Mind Link (with another Psychic), Psychic Awareness.
    Powers: Telepathy +5 (Extras: Mental Blast, Mental Protection, Teleport, Extended Teleport; Cost: 6; Total: 30 pp).
    Equipment: Reinforced uniform (Armor +3; Cost: 1; Total: 3 pp), Knife (+2 lethal weapon; Cost: 1; Total 2), Pistol (+4 lethal weapon; Cost: 1; Total 4 pp).


     The Men With Green Gloves (Tibetan Mystics; Intermediate)

    The story goes that the Nazi expeditions to Tibet resulted in a meeting between Hitler and a legendary Tibetan sorcerer called “the man with green gloves” in 1926. Further trips to the Himalayas by German anthropologists and soldiers escorted back Tibetan mystics who used their astral powers to exalt Hitler and strengthen Nazism. So if you want some occult firepower to throw your players a loop, here you go.
    The Tibetans can use all their sorcery powers at once and while in Astral Form (invisible and incorporeal), making them extremely hard to pin down. They can appear as anyone (shapeshift), see inside buildings a mile away (ESP), possess innocent people or even heroes (Will save DC 14 to resist), strike heroes down with mental blasts or dupe them with illusions. Thanks to their Dimensional Travel, they can even report back to the Iron Reich, making them a key intelligence component. Their great weakness is their living bodies, which can be located anywhere -- even on another dimension!
    Because of their relative invulnerability (using all their powers while invisible and incorporeal) and the flexibility inherent to sorcery, the Men With Green Gloves are of Intermediate Complexity.

The Men With Green Gloves: PL 5 Minion (75 pp); Init +1; Spd 30 ft. (run), 40 ft (astral travel); Defense 13 (+2 base, +1 dex); BAB +2; +2 melee (+0S unarmed strike), +3 ranged, +5 mental (+4S mental blast); SV Dmg +0, Fort +0, Ref +1, Will +5; Str 10, Dex 12, Con 10, Int 14, Wis 16, Cha 12.
    Skills: Knowledge (Occult) +8, Listen +7, Medicine +7, Spot +7, Search +6 (10 pp)
    Feats: Detect (magic), Iron Will (4 pp)
    Powers: Sorcery +4 (Source: Mystical; Effects: Possession, Immunity (heat,cold, poison, suffocation), ESP, Illusion, Mental Blast, Shapeshift, Dimensional Travel; Extra: Astral Projection; Cost: 11; Total 44 pp)
    Weakness: Vulnerable (The Tibetan mystics can be thwarted by heroes with occult knowledge. By making a Knowledge: Occult check DC 18 the hero can find a way to bypass the monk’s defenses and make him Vulnerable to the hero’s attack).


    The Black Order (Nazi Occultists; Advanced)

    Himmler constructed his SS as an inverted model of the Jesuit order. Although his attempts to ban Christmas, institute polygamy, and otherwise de-Christianize Germany found only intermittent success, in the SS he may have made more progress. "After all," in the words of Ken Hite, "if an organization dresses in black uniforms, wears death's-head decor, attempts to excise all human decency from its membership and replace it with quite literally zombie-like Kadavergehorsam (cadaver-like obedience), has a secret inner directorate of thirteen that meets in an ancient pagan ley-line nexus and sponsors work praising Lucifer -- let's just say you shouldn't rule Satanism out."
    On Earth-N the Black Order is the name reserved for the magicians who train at Wewelsburg. Frances Yockey, the American Nazi, is their titular leader though not, it must be noted, the head of the SS. They are unrepentant Satan worshippers, and not the kind to be laughed at or casually dismissed. Everyone who "graduates" from study at Wewelsburg is a psychopath.
    While the individual members of the Black Order are competent and skilled, they are relatively fragile. Their first action will always be to use their ritual paraphernalia to boost their sorcerous powers to +10. They use Deflection to block incoming attacks while striking foes with blasts of flame or paralysis. Demons can be conjured with Animation while Illusions allow them to confuse the foe. One tactic would be for a member of the Order to use Telepathy on a hero to learn his tactics, then tell the rest of his comrades. This could grant a +2 bonus to Defense or Reflex saves. The best tactic the Order has is to focus their attacks on one enemy at a time in an attempt to overwhelm him with sorcery. Another possible tactic against heroes who focus on melee combat is to cover for one of their members using illusions, while that officer runs forward and tries to plant his cursed knife in the hero's chest.
    Removing or destroying the amulets, rods, and other magical items they bear sends the magician's Sorcery ranks back down to +8. Because the Black Order are high-powered for Minions but so fragile and require great care to use in an effective manner, they are considered to be of Advanced Complexity. It is also likely an emitter may have to run 12 of them at once and Yockey, should the heroes assault Wewelsburg.

The Black Order: PL 10 (150 pp); Init +1; Spd 30 ft. (run), 80 ft. (teleport); Defense 15 (+1 dex, +4 base); BAB +4; Atk +6 melee (+5L dagger with DC 14 Strength Drain), +5 ranged (+8 Sorcery or +5L pistol); SV Dmg +1, Fort +3, Ref +3, Will +6; Str 12, Dex 12, Con 12, Int 20, Wis 18, Cha 16. (50 pp)
    Skills: Concentration +6, Diplomacy +5, Knowledge (Occult) +11, Language (German native, Latin, Greek, Hebrew, Sanskrit), Medicine +6, Search +7 (9  pp)
    Feats: Connected, Detect (Magic), Psychic Awareness, Wealth. (8 pp)
    Powers: Amazing Save (Fort, Ref, Will) +2 (Cost: 3; Total: 6 pp), Sorcery +8 (Spells: Energy Blast, Element Control (fire), Neutralize Magic, Telepathy, Illusion, Teleportation, Animation; Stunts: Deflection, Paralysis; Cost: 7+4; Total: 60). 66 pp
    Equipment: Dagger (+4 lethal weapon; Extra: Drain Strength; Cost: 2; Total: 8 pp), Pistol (+5 lethal weapon; Stunts: Point Blank Shot; Cost: 1+1; Total: 6 pp), Ritual Paraphernalia (Boost Sorcery +2; Flaw: Device; Cost: 1; Total: 2 pp). (17 pp)

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Vehicles


    M-619 Valkyrie (Sentient Fighter Jet; Basic)

    The Valkyrie is reprinted from Time of Crisis by Green Ronin.

    The cutting edge of German tactical air-support craft, the ME-619 Valkyrie incorporates a state-of-the-art vectored-thrust propulsion system. Its devastating array of weaponry can engage both hard and soft ground targets. Against small bands of poorly armed resistance fighters, the Valkyrie is nearly invincible, and can provide considerable fire support in combined operations against more threatening opposition.
    In combat, the Valkyrie relies on strafing attacks with its chain-guns, using missiles only when confronted with targets under some sort of cover, or truly formidable foes (like the player characters). In an armor support role, they focus their attention on those targets who have strayed too far from the tanks.
    Like the Lowe, below, disembodied brains cybernetically pilot each Valkyrie and directly interface with all the vehicle's various systems. This allows a superhuman degree of control over the most minute of the ME-619's functions. In addition to no longer requiring rest or nourishment, the disembodied brains are psychologically  conditioned to be incapable of acting out of fear, pity, or pain. While they can operate on their own intiative when required, the disembodied brains cannot disobey their superiors when given a direct order, no matter how foolhardy or suicidal it might be.
    With four levels of Growth, the Valkyrie is a Large creature with Protection +4, Super-Strength +4, and Immovability +4. If it does not move, the jet  can fire the machine guns twice at +5, three times at +3 or four times at +1. The rocket launchers can fire twice at +5. Otherwise, it can move up to 80 feet and make one attack from anywhere along its flight path. Most significantly, the Valkyrie is capable of speeds in excess of Mach 10. Few heroes are fast enough to escape it.
    Like the Lowe tank, below, the Valkyrie is of only Basic complexity because, while it looks like a vehicle, it is built like a character. It moves, attacks, and takes damage like a character, making it nice an easy for quick encounters with resistance heroes. Use one Lowe tank and one Valkyrie for every 2 heroes.

Messerschmidt ME-619 "Valkyrie": PL 10 (150 pp); Init +6; Defense 16 (+5 base, +2 Dex, -1 Size); Spd 80 ft. (fly); BAB +6; Atk +10 melee (+9S ram), +7 ranged (+10L penetrating rocket launchers) or +5/+5 (+10L machine guns); SV Dmg +5, Fort +5, Ref +2, Will +1; Str 20, Dex 14, Con 20, Int 10, Wis 13, Cha 1.
    Skills: Spot +15.
    Feats: All-Around Sight, Aerial Combat, Darkvision, Far Shot, Immunities (disease, poison, radiation, suffocation), Improved Initiative, Move-By Attack, Multishot, Point Blank Shot, Rapid Shot, Radio Broadcast, Radio Hearing.
    Powers: Flight +8 (Extras: Super-Flight; Cost: 2; Total: 16), Growth +4 (Flaw: Permanent; Cost: 5; Total: 20 pp).
    Devices: Chain-guns (+10 lethal weapon; Extra: Autofire; Cost: 2; Total: 20 pp), Rocket Launchers (+10 lethal energy blast; Extra: Area; Flaw: Full Power; Stunts: Penetrating Attack; Cost: 1+1; Total: 11 pp).


    XXVI-F Lowe (Sentient Tank; Basic)

    The Lowe is reprinted from Time of Crisis by Green Ronin.

    The Lowe (Lion) series of tanks was designed with the "bigger is better" paradigm firmly in mind. Literally as  big as a house at 20 feet square, the Lowe mounts a massive 155mm main cannon, in addition to an armory's worthy of machine guns covering every arc of fire. As a result of its slow speed, Lowen operate primarily as terror weapons, literally crushing the opposition before them. The machine guns are used as needed, and the main gun is saved for armored vehicles or other stubborn targets (like obvious superhumans).
    Like the ME-619s, disembodied brains conditioned for the task guide the Lowen. As a result they possess the same behavioral characteristics noted in the Valkyrie entry  above.
    The Lowe's permanent Growth power makes it a Huge creature with Protection +8, Immovability +8 and Super-Strength +8. It fills an area 20 feet square. Note their weaponry has the Far Shot feat, giving it a range modifier of -2 for every 150 feet. The machine guns can fire once at +7, twice at +5, three times at +3 or four times at +1, but remember that any round on which the tank fires at multiple targets it cannot move. If it does move, it can fire once anywhere along its path, thanks to the Move-By feat.
The Lowe are rated as Basic threats because while they look like vehicles, they're built as characters. That means you don't need to know the vehicle rules to use them, they only attack once per round (unlike vehicle crews, which may have several gunners aboard) and they take damage like characters.

Panzerkampfwagen XXVI-F "Lowe": PL 10 (150 pp); Init +6; Defense 11 (+1 base, +2 Dex, -2 Size); Spd 30 ft.; BAB +6; Atk +7 melee (+11L trample), +7 ranged (+10L penetrating main gun) or +3/+3/+3 ranged (+10L machine guns); SV Dmg +5, Fort +5, Ref +2, Will +1; Str 16, Dex 14, Con 20, Int 10, Wis 13, Cha 1.
    Skills: Spot +11
    Feats: All-Around Sight, Attack Focus (ranged), Darkvision, Far Shot, Immunities (disease, poison, radiation, suffocation), Improved Initiative, Move-By Attack, Multishot, Point Blank Shot, Rapid Shot, Radio Broadcast, Radio Hearing.
    Powers: Growth 8 (Flaw: Permanent; Cost: 5; Total: 40 pp)
    Devices: Machine Guns (+10 lethal weapon; Extra: Autofire; Cost: 2; Total: 20 pp), Main Gun (+10 lethal weapon; Stunts: Penetrating; Cost: 1+1; Total: 11 pp), Smoke Projectors (+10 Obscure; Cost: 1; Total: 10 pp). (81 pp)


    Fenris (Mechanized Walker; Intermediate)

    The German Panzerkampfschreiter “Fenris” is the front-line combat mecha of the Reich. Both the Wehrmacht and the SS have access to these machines, though the SS have more of them and they are better supplied with fuel and ammunition. The Fenris is a mecha walker, roughly humanoid in shape, with a crew of three. It stands about 24 feet high. The driver is in the “belly” just between the legs, the gunner and commander sit above the shoulders on a protected platform. There’s no head; the driver steers through the use of digital monitors. The left arm boasts a revolving cylinder of rockets which fire six at a time, with enough ammunition for 8 such bursts. The right arm bears a rapid firing machine gun. The Fenris is not intended for an anti-tank role, but rather for inner city fighting against Powers and resistance armies. Maximum speed is about 120 miles per hour.
    When you use the Fenris in a scene, it can do a lot at once. The driver can move the vehicle up to 100 feet with a Defense of 10 (this assumes a PL 2 Wehrmacht soldier. Raise Defense by 1 for SS. In all cases, give the driver a Drive skill of +5). The gunner typically fires the rockets (attack bonus +3 for Wehrmacht, +4 for SS) while the commander handles the machine gun (use the same attack bonuses, but an SS officer has a +7 total bonus). All of this happens at the same time, which makes for an awful lot of firepower in one round. Everyone in the mecha has +8 armor and can ignore the Penetrating feat.

Fenris Mecha: Huge Ground Vehicle; Spd 50 ft. (run), 32 mph (travel speed) (5 pp); Hardness: 8 (Impervious; 6 pp); Armor +8 (Impervious, 16 pp); Rocket Launcher (+10 lethal weapon; Extra: Area, Autofire; Stunts: Penetrating x2; Flaw: Uses--8; Cost: 2+2; Total: 22 pp), Machine Gun (+7 lethal weapon; Extra: Area; Cost: 2; Total: 14 pp).
Total Cost: 63 pp


    Maulwurf (Burrowing APC; Intermediate)

    The Maulwurf (German “Mole”) is a tunneling vehicle intended for surprise assaults. It uses a Tesla-designed drill of six rotating sonic cannons which vibrate the rock to dust. Of course it is heavily armored, but it also mounts two machine guns for keeping enemy soldiers at bay and can carry up to two squads of troops. The Maulwurf usually operates in subterranean assault platoons of over a dozen vehicles at once, but commando units will also sometimes use them for small but crucial assaults. The driver and copilot each have fully workable controls (Defense 10 for Wehrmacht, 11 for SS, Drive +5) and access to one of the machine guns (Atk +3 for Wehrmacht, +4 for SS, +7 for SS Officer).

Maulwurf: Huge Ground Vehicle; Spd 30 ft.(ground or tunnel), 8 mph (travel speed) (4 pp); Hardness 10 (Impervious; 13 pp); Armor +10 (Impervious; 20 pp); Machine Gun 1 (+7 lethal weapon; Extra: Area; Cost: 2; Total: 14 pp); Machine Gun 2 (+7 lethal weapon; Cost: 2; Total: 14 pp).
Total Cost: 65 pp


    Maus (Supertank; Intermediate)

Hitler’s pet project, the “Maus” supertank, would have been immense even by the standards of armored warfare... if it had ever been completed. In the Iron Reich, it was just the tip of the iceberg. This supertank is 120 feet long and four stories high, about the size of an apartment building. Far too heavy to be airlifted into battle, it is instead dropped from orbit within a reinforced “eggshell” with hardness 20. The vehicle’s own awesome armor plating allows it to survive the shattering eggshell when it impacts the earth. All the Maus are SS legions, the pride of the Reich’s strike forces.
    Each Maus has a crew of eleven SS, including a driver and copilot, a gunner and loader for the main gun, four men to man the machine guns on each corner of the vehicle, two engineers, and a commander. The driver (Drive +5) can steer the tank 80 feet with a Defense of 9. The gunner has a +4 attack bonus with the main gun, which has a range modifier of 210 feet and a maximum range of about half a mile with the capability of firing explosive rounds if desired. The four machine gunners also have a +4 attack bonus; various models of the Maus use other experimental weaponry on the machine gun mounts, such as wind cannons, sonic cannons, flamethrowers or chemical weapons.  For the commander, use the SS Officer template.

Maus: Colossal Ground Vehicle; Spd 40 ft (ground), 16 mph (travel speed) (4 pp); Hardness 12 (Impervious; 10 pp); Armor +12 (Impervious; 24 pp); Main Gun (+14 lethal weapon; Extras: Area; Stunts: Far Shot, Penetrating x3; Cost: 2+5; Total: 32 pp); Machine Gun x4 (+7 lethal weapon; Extras: Area; Stunts: Point Blank Shot; Cost: 2+1; Total: 15 pp x4 = 60 pp); Other Systems (Immunity to radiation, heat, cold, suffocation, pressure, chemical; radio hearing and transmit; darkvision; Flaw: Device; Cost: 1 each; Total: 9 pp)
Total Points: 139 pp


    Flugelrad V-16 (Flying Saucer; Intermediate)

    The infamous BMW Flugelrad V-3 “Dora” was one of Nazi Germany’s most bizarre experiments, looking something like the bastard child of a flying saucer mating with a Volkswagen. Legends have sprung up around the thing, and in the Iron Reich they are all true. The Dora was the flagship in a fleet of Nazi flying saucers, which have been further refined over the decades into a deadly strike branch of the Luftwaffe.
    The V-16 is made of “Luftschwamm,” a strong and light bronze alloy which reduces drag by eliminating turbulence.  It has a top speed of Mach 10. Weaponry consists of a charged particle beam cannon based on a 1943 design by Nikolai Tesla: effective range is about 4 miles. The saucer is manned by a crew of two SS, pilot and gunner. The ship has a normal Defense of 12, moving up to 220 feet in a round and still getting an attack with its death ray at a total +5 bonus.
    The saucers are fully space capable, working at the edge of the atmosphere. In the dimension of the Iron Reich, they patrol all the solar system colonies.

Flugelrad V-16 Saucer: Large Air Vehicle; Spd 110 ft. (fly), Mach 2 (travel speed) (11 pp); Hardness 10 (-1 pp); Armor +10 (10 pp); Tesla Cannon (+11 lethal energy blast; Extra: +1 attack, Range--Sight; Cost: 2+2; Total: 24 pp), Other Systems (Immunity to suffocation, pressure, heat, cold and radiation, radio listen and broadcast, darkvision; Flaw: Device; Cost: 1 each; Total: 8 pp).
Total Points: 52 pp


    Triebflugel (VTOL Interceptor; Intermediate)

    The Focke-Wulf Triebflugel was an early experiment in Vertical Take Off and Landing. It stood on its tail. Midway up the body three wings pointed outwards, evenly spaced, with ramjet pods at the tips. The Iron Reich version reflects 60 years of development, replacing the ramjets with more powerful and efficient turbojets and mounting a variety of machine guns and anti-aircraft rockets. The Triebflugel is ideal for intercepting high-flying Powers. It needs no runway, and can conceal itself in groups of 2-6 under cover of trees, hills, or even city buildings. When a hero flies overhead, the interceptor pops up from cover and gives chase.
    This version of the interceptor has a top speed of Mach 4. It has a single pilot. Assume he has a Pilot skill of +5 and can move 90 feet with a Defense of 10. Moving 180 feet prevents him from firing any weapons, but does not lower Defense. The machine guns can be used at a +3 attack bonus, or on multifire for 2 attack at -1 each. The missiles are self-guided, with a total +5 attack bonus, and ideal for destroying other aircraft.
   
VTOL Interceptor: Huge Air Vehicle; Spd 100 ft. (fly), 1,000 mph (travel speed) (10 pp); Hardness 5 (-7 pp); Armor +5 (5 pp); Twin Machine Guns (+9 lethal weapon; Extra: Multifire; Cost: 2; Total 18 pp), Air-to-air Missiles (+12 lethal weapon; Extras: +2 Attack bonus, Penetrating x3; Flaw: Uses--4; Cost: 1+7-2; Total: 17 pp).
Total Points: 43 pp


    Nichtjager (Flying Wing Fighter; Intermediate)

    It is no secret that the Germans experimented with flying wing aircraft during the war. Herman Goring learned of the prototype and backed the program, resulting in the Go 229 (the “Night Flyer”). When American forces occupied the Gotha plant in 1945, components for the one-seater had already been built and the designs for a two-seater were under way. The Iron Reich continued to develop the flying wing for its speed and maneuverability until they now make up the bulk of the air force. The jet has a wingspan of 55 feet and is about 24 feet long, but only 9 feet high.
    The Nichtjager has a top speed of just over Mach 2. The pilot can steer the craft 160 ft. (Pilot +5) and keep his normal Defense of 11. It mounts four linked machine guns and carries four powerful and long range missiles on wing pylons (gunners typically have a +3 attack or fire twice for -1/-1). These missiles can be replaced with additional fuel tanks for long range missions.

Flying Wing Fighter:  Large Air Vehicle; Spd 90 ft. (fly), 512 mph (travel speed) (9 pp); hardness 5 (-9 pp); Armor +5 (5 pp); Machine Guns (+10 lethal weapon; Extras: Multifire; Cost: 2; Total: 20 pp); Missiles (+14 lethal weapon; Extras: Area, Range--Sight; Flaws: Uses--4; Cost: 1; Total: 14 pp).
Total Points: 39 pp


    U-Boot Type 101 (Intermediate)

    The Kriegsmarine was always the least political branch of the German armed forces and was sometimes even hostile to Nazism. This is not to say they weren't still brutally efficient and willing to take the lives of innocents in the course of their work. With connections to old Prussian aristocracy, the navy was able to resist Hitler enough that he purged it in the Iron Reich, bringing this particular dog to heel.
    The Fuhrer's solution was to reduce the size of the typical naval vessel, so that when crews formed the inevitable social group that resisted the party line they were smaller in number, more easily contained, and less likely to contaminate other boats. To maintain the efficiency of the vaunted submarine fleet, each U-boat was optimized technologically, making it extraordinarily lethal. Crew is limited to a captain, first officer, two helmsmen, torpedo officer, a surgeon, a chief engineer and two assistants. A political officer was assigned to each ship to ensure cooperation.
    The Type 101 is the mainstay of the Nazi offensive navy. It is dropped from orbit in a teardrop-shaped shell which blasts apart as the sub nears the target area. Its hull is specially designed to penetrate the water with minimal resistance, so after a manageable shock the sub levels out and begins its task, often operating in packs of 3-5. Like the rest of the Iron Reich's nuclear weaponry, the U-Boot's atomic payload cannot survive dimensional transfer. It is therefore intended for an anti-shipping role, spreading havoc on the waves, attacking naval bases and the occasional undersea power. When forced to surface, it mounts twin machine guns. It has a top speed of over a hundred knots and a crush depth of 10,000 feet.
    The torpedoes travel at about 120 miles an hour and can be intercepted or outrun, though they have enough power for five minutes of travel and will continue to home in on their target until this fuel runs out or they hit something and explode (give the weapon hardness 10 should an enterprising hero try to destroy or disable it). They are not usable at ranges of less than 100 yards; the weapon simply will not arm.

U-Boot Type 101: Underwater Vehicle; Spd 50 ft. (swim), 32 mph (Travel Speed) (5 pp); Hardness 10 (-10); Armor +10 (10 pp); Torpedoes (+20 lethal weapon; Extras: Area, Homing; Flaws: Limited--Water Only, Limited--Missile; Cost: 1; Total: 20 pp); Sonar (ESP +6; Flaws: Device, Limited--Exterior surfaces only; Cost: 6-1; Total: 5 pp), Other Systems (Immunity to suffocation, pressure, poison, heat and cold, radio hearing and broadcast; Cost: 1 each; Total: 7 pp); Machine Guns (+7 lethal weapon; Extras: Multifire; Cost: 2; Total: 14 pp).
Total Points: 46 pp


    Flying Wing Bomber (Intermediate)

    Germany pursued various designs for a transatlantic bomber which would have allowed the Reich to strike at America. One of these designs was a flying wing, proposed by Reimar Horten. In the Iron Reich, the air force shifted towards flying wings by the end of the war and pretty much stayed there, with the exception of the occasional flying saucer or VTOL jet. With the discovery of alternate worlds, the Reich retooled some of its craft for the trip through the dimensional void.  While the ships have no dimensional translation device of their own, they can launch from Earth-N, come to Crucible City, unload their bombs and withdraw to their home dimension (all while escorted by fighters and saucers, of course).
    The 1-D is 130 feet wide and 62 feet long, but only 16 feet high, with the characteristic profile of all flying wings. It has a top speed of Mach 2 and has a crew of 3: pilot, gunner, and missile officer. Payload includes several guided smart  bombs.

Ho 1-D Dimensional Bomber: Huge Air Vehicle; Spd  90 ft (fly), 512 mph travel speed (9 pp); hardness 5 (-15 pp); Armor +5 (5 pp); Machine Guns (+9 lethal weapon; Cost: 1; Total: 9 pp); Smart Bombs (+20 lethal weapon; Extra: Area, Range--Sight; Flaw: Uses--8; Cost: 2; Total: 40 pp); Other systems (Immunity: suffocation, pressure, heat, cold, and radiation, radio listen and broadcast, darkvision; Cost: 1 each; Total: 8 pp).
Total Points: 56 pp


    Seelowe Submersible Carrier (Advanced)

    Named after the successful invasion of the British Isles in 1942, the Seelowe was inspired by Japanese designs for a carrier sub. As a precautionary measure, politicians in the Reich ensured that the craft was small, to keep the Navy from forming willful cabals that might resist SS pressure. Nonetheless, the Seelowe is one of the largest vessels in the Reich navy. With a flank speed of over 120 knots, it is fully 50% faster than anything a mundane navy can field, though it is limited to only about 1/3 this speed when not submerged. The nuclear power plant gives an endurance of about two years. Diesel fuel reserves could allow the sub to operate for 60 hours, with emergency electrical power for about one more hour. The sub has a crush depth of 2,000 yards, though a celebrated captain did break the record recently by diving to a mile and a half.
    The crew and weapon compartments are forward, with a rear bay that carries six VTOL Triebfluegel interceptors lined up in a row. The bay can be flooded and the interceptors launch from a depth of about a hundred feet, but the Seelowe must surface before the jets can land again. The carrier also keeps two fully amphibious aircraft designed for underwater recon or the bombing of off-shore targets. The Seelowe is armed with 16 long range torpedoes in fore and aft tubes, surface to air missiles, and rapid firing cannon meant to supply cover for amphibious assaults on coastal targets. Due to the political risk, the Seelowe are not assigned nuclear-tipped weapons.
    The torpedoes have a flat +10 attack bonus, move at an underwater speed of 64 miles per hour, and have an endurance of 8 minutes (range is a bit less than 3 miles). While they will never catch aquatic powers who are fleeing them, they are fast enough to hit any mundane military or civilian vessel. Should a torpedo miss a target with its +10 attack, it turns around and attacks again two rounds later, until its fuel runs out or the torpedo itself is destroyed.  If attacked, treat each torpedo as a Medium-size Vehicle with a Defense of 14 and hardness of 5; it detonates if it fails a damage save by 5 or more. The torpedo tubes can fire only every 15 seconds, but with two forward and two aft this allows a more or less constant barrage of fire, if necessary.
    Each Sealowe carries an amphibious assault platoon of 36 men, who can deploy using torpedo-sized diving vehicles which are launched out of the carrier's front or rear tubes (the capsules are fired 200 feet through the water before they break apart and release the divers within, who have personal hydrojets that grant the Amphibious feat). The men can also divide up into two reinforced squads to be carried aboard the amphibious flyers.

Seelowe: Colossal Water Vehicle; Movement 50 ft. underwater (tactical speed), 32 mph (travelspeed); hardness 16 (impervious; 12 pp); Armor +16 (impervious, 32 pp); Cannons (+12 lethal attack; Extra: Area; Cost: 2; Total: 24 pp), Torpedo Tubes (+20 lethal weapon; Extra: Area; Flaw: Torpedo; Cost: 1; Total: 20 pp), Missile Launcher (+18 lethal weapon; Extra: Area, Range--Sight; Cost: 3; Total: 54 pp), Life Support (Immunity to suffocation, cold, pressure; Flaw: Device; Cost: 1 pp each; Total: 3 pp), Radar (ESP +6; Stunts: Additional low-resolution radar out to 1,000 miles; Flaws: Radar; Cost: 1+1; Total: 7 pp), Sensors (Telescopic Vision +8; Stunts: Blind-fight, Blindsight, Darkvision, Radio Listen, Radio Broadcast; Cost: 1+5; Total: 13 pp).

HQ Features: Hangar, Fire Prevention System, Living Space, Computer (the computer scrambles all communication traffic, forcing anyone trying to eavesdrop on the Seelowe's communications to make a DC 40 Computer check) (2 pp).
Total Cost: 167 pp

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Heavy Weapons

    Sonic Cannon (Squad Heavy Weapon; Basic)

    Scientists in the Tyrol experimented with the use of parabolic reflectors to focus high -intensity sound waves  as a weapon. In the Iron Reich, this technology has been refined into a man-portable heavy weapon. SS-squads are each assigned one sonic cannon as a matter of course. Some care little for the weapon, thinking it of low power when compared to standard machine guns. Other units see it as a niche weapon not unlike a flamethrower -- extremely effective in the right circumstances. The Wallauschek generates sound by burning methane in oxygen; a 5 gallon tank holds enough for about 40 minutes of fire. A set of reflectors directs the sound at the target. The gun is fairly bulky, always assigned to a strong soldier who can heft it with speed.
     The direct target of the gun takes a +4 penetrating attack (Damage save DC 19) a +4 Dazzle attack (DC 14 Fort save) and a +4 Stun attack (DC  14 Fort save). Everyone else in a 20 foot radius saves for half  damage (+2 attacks), but if they fail the save they take the full effects.

Sonic Cannon (+4 stun weapon; Extras: Area, Stun, Dazzle--Hearing; Stunts: Penetrating; Cost: 4; Total: 16 pp).


    Wind Cannon (Alternative Heavy Weapon; Basic)

Developed at the same Lofer research base in Tyrol where the Sonic Cannon was researched, the authentic prototype for the wind cannon broke inch thick wood at a range of 200 yards. It has no projectile in the standard sense, instead firing a “plug” of highly compressed gas -- in this case liquid hydrogen and oxygen injected into a combustion chamber from separate tanks. The wind cannon is direct fire artillery with short range and an area effect.
    The smallest version of the Wind Cannon is useful as a squad support weapon, especially as the fuel tanks ensure that one man can handle the weapon once it is in place. The 60mm cannon could be found on armored personnel carriers. The largest version will be the primary weapon on specialized armored vehicles and take down everything from low-flying aircraft to buildings.
    Add this weapon to a scene when you want to emphasize German Weird Science. It’s also a good threat for heroes with Evasion and high Reflex saves, who avoid all damage thanks to speed. You can’t Evade an Area Attack.

40mm Wind Cannon (+6 lethal weapon; Extras: Area; Cost: 2; Total: 12 pp)
60mm Wind Cannon (+8 lethal weapon; Extras:  Area; Cost: 2; Total: 16 pp)
75mm Wind Cannon (+10 lethal weapon;  Extras: Area; Cost: 2; Total: 20 pp)


    Supergun (Long Range Artillery; Basic)

    Nazi superguns were built to bombard London from across the Channel. Allied bombing raids destroyed them before they were completed, but not before the death of one airman named Joseph P. Kennedy Jr. A few short versions were built for the Battle of the Bulge, but they only got off a few rounds. The whole idea behind a Supergun is that it can’t move but does have extremely long range. This makes them unlikely to be deployed on our Earth. Instead, they serve as defenses for the Iron Reich that counter-attacking Powers have to avoid and knock out.
    Treat the Supergun as a +12 lethal attack with a +6 attack bonus and a range modifier of -2 for every 6 miles. Satellite and other long range spotting data allows the superguns to attack out to a range of 30 miles, albeit at a -10 penalty. Major Iron Reich cities and military bases will  be defended by several such cannons, filling the air with deadly fire.


    V-38 Dimensional Rocket (Cruise Missile; Intermediate)

    Once the Iron Reich discovers the method for reaching other dimensions, it is only a matter of time before they find a way to bombard another planet across the barrier. The V-38 is an intercontinental missile which has been modified to survive dimensional translation. It has no dimensional movement itself, but depends on a “gate” or “window” which is opened and through which many rockets pass at once. Each will have a different target, but the vagaries of attacking over such long range means that any coordinate is largely guesswork.
    The V-38 always travels at its Top Speed of Mach 8 and has a Defense of 12. If heroes can penetrate its Hardness 11, they can cause it to make a Damage save. Failure by 1-5 gives a -1 penalty on future damage saves. Failure by 6-10 will knock the missile off course while failure by 11 or more causes it to explode prematurely. Trying to disarm the rocket while in flight has a DC so high as to make it effectively impossible (DC 75).
    Everyone within 100 feet of the missile's impact must save (Reflex DC 30) or take a +20 lethal attack (DC 35). A successful save results in half damage (+10, or a DC 25 save). The damage is reduced by 2 ranks for every 100 feet, out to 700 feet. To give some indication of the missile's environmental effects to buildings and earth in the area, the following table has been constructed:

Out to ...
Save DC
Full Damage Half Damage
Damages Destroys Shatters
100 feet
30 +20 +10 Steel Iron Stone
200 feet
28 +18 +9 Steel Iron Wood
300 feet
26 +16 +8 Steel Iron Wood
400 feet
24 +14 +7 Iron Stone Soil
500 feet
22 +12 +6 Iron Wood Glass
600 feet
20 +10 +5 Stone Soil --
700 feet
18 +8 +4 Wood Glass --

    The dimensional rockets are considered Intermediate in complexity because of the  large scale property damage and loss of life they cause. Attacks of this caliber should not be usedcasually.

V-38 Dimensional Rocket: Huge Air Vehicle; Spd 110 ft. (fly), Mach 2 (travel speed); Hardness 11 (-9 pp); Armor +0 (no passengers); Payload (+20 lethal weapon;  Extras: Area x7; Flaws: Uses--1, Range--Touch, Limited--Rocket self destructs, Limited--Weakens in power with range; Cost: 1; Total: 20), Navigational Systems (Super-skill--Pilot +10; Cost: 1/2; Total: 5 pp).
Total Cost: 16 pp


    The Amber Room (Sorcerous Battery; Intermediate)

    The Amber Room is a real object. It was a 1,000 square foot chamber constructed from six tons of solid amber, built for Fredrich Wilhelm I of Prussia in 1712 and given to Czar Peter I of Russia four years later. He installed it in his St. Petersburg palace and German troops captured it in the Russian offensive. The Amber Room was disassembled and packed up by the Russians who had meant to ship it to the interior, but the Germans got their first and sent it to Konigsberg, where it was reassembled. Amber is a potent magical substance. No one is quite sure what the room was meant to be used for, but it (all 6 tons of it) vanished in 1945.
    The Iron Reich, however, still has their version and they intend to ship it to our Earth and reconstruct it in a safe area to aid in the offensive. The Amber Room is a bit more than 30 feet on each side. Its amber walls, floor and roof serve as a massive collector for occult energies, particularly  those of the electro-magnetic variety. This energy can be harnessed and transmitted by SS occultists wherever it is needed, surrounding the aura of soldiers in the area. Those subject to the effects of the Amber Room feel their senses sharpened, their reactions accelerated, and they feel imbued with energy.
    In game terms the Amber Room generates 1 Villain Point every round and allows the 13 SS occultists who sit inside it to project their perceptions anywhere on Earth or the solar system. They may send their freshly-minted VP wherever they choose and spend it on the behalf of their chosen target, even if that person has already spent a VP in the round. The energy of the Amber Room cannot cross the dimensional barrier, and it would require thirteen individuals with the Sorcery power to operate. Since it only generates Villain Points, it is useless to heroes.
    The Amber Room is rated Intermediate in complexity because of its nature as a plot device and also because players will inevitably try to locate it and destroy it while in the middle of another fight, potentially leading to a "split scene."


    Oberth Solar Mirror

    Long before the real World War II, Hermann Oberth proposed a giant mirror floating in space. While he had many peaceful applications for this device, the warlike uses are what concern us here. After the war ended, records of German research on the solar mirror were found. This mirror assumes 60 years of further development into what is essentially an orbital death ray suitable for a strike team of space-worthy Powers.
    The mirror is 600 miles up and covers an area of about 28 square miles. It’s made of sodium layered over a wire mesh that spins itself out using centrifugal force, and then is aimed through small micro-rockets. It affects a target area about 6 miles in diameter.
    On the first round the solar mirror is targeted on a location, it  inflicts the equivalent of a +3 Obscure effect from the overwhelming glare. For the following ten rounds, the temperature rises by approximately 10 degrees every round. Once the temperature breaks 90, everyone in the area must make a DC 11 Fort save or be fatigued; this DC rises by 1 for every round that the temperature continues to increase. Characters that fall unconscious from fatigue begin to take damage; they must make a damage save every round at the same DC as the current fatigue save. Once the solar mirror has raised the temperature by 100 degrees it no longer escalates, but the effect continues until the mirror is re-aligned or destroyed.
    Centripetal force working on the mirror means that virtually any attack that damages it will ruin it utterly as it spins apart. Give it a hardness of 5 but any failed damage save destroys it.


    Atomic Weaponry

    The 22 kiloton bomb dropped in World War II was the equivalent of a +33 attack. Nuclear cruise missiles in the arsenal of the Iron Reich can be assigned an even +35 to represent something on the order of 1 megaton. While this no doubt sounds so high as to be ridiculously extreme, it is possible for high level heroes to survive an attack of this sort ... and just surviving a nuclear bomb is one of the ultimate tests of superheroic might.
    Inflict a +35 attack (DC 50 damage save) on everything within 1000 yards, reducing in strength by +2 for every 1,000 yards away from the target zone. Hardness 15 steel buildings are reduced to tiny fragments at a range of 10,000 yards (about 5 1/2 miles). Windows are blown out at a range of about 9 1/2 miles.
    For attacks of this caliber, it is appropriate to use the Optional Rules for instant death. Characters who fail their damage save by more than 20 are killed by the blast. Those who fail by more than 15 are dying. Those that fail by more than 10 are disabled.
This may sound extreme, but there are heroes who can survive this. For example: Paragon has Protection +12 and a +7 Damage save. The DC 50 save is reduced to a DC 38 and then he rolls with a +5 bonus. If he rolls a 10 or less, he is killed. If he rolls 11-15, he is dying but alive. An 16 or better leaves him Disabled, but not dying. Considering he was just hit with a nuclear bomb, that’s not bad.

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Villains


    Lohengrin (Super Soldiers; PL 10)

Lohengrin: PL 10 (150 pp); Init +3; Spd 30 ft. run, 100 ft. fly (mach 2 super-flight); Defense 16 (+3 base, +3 Dex); BAB +5; Atk +9 melee (+14S punch), +8 ranged (+14S thrown object or +10L eyebeams); SV Dmg +4, Fort +4, Ref +5, Will +2; Str 18, Dex 16, Con 18, Int 10, Wis 10, Cha 10.
    Skills: Spot +4
    Feats: Iron Will, Lightning Reflexes
    Powers: Super-Strength +10 (Extras: Protection, Flight, Immunities +8, Super-Flight +5; Cost: 6+13; Total: 73 pp), Energy Blast +10 (Extras: Telescopic Vision +5; Stunts: Penetration Vision; Cost: 2+7; Total: 27 pp)

    The Lohengrin are genetically engineered clones of an infant who might have grown up to become Brandon Peterson (aka Paragon) had he not been dissected in a Reich experiment. Their powers have been altered slightly and their personality hard-coded to make them fanatical fighters. An individual Lohengrin can fly at Mach 2, has protection at +10, a +14 punch and eyebeams which  inflict a lethal +10 attack. They have a -2 penalty to spot checks for every 320 feet and are immune to disease, heat, cold, exhaustion, poison, pressure, starvation, and suffocation.
    Thanks to their hyper-metabolism, their lifespan is only about two years, but as this is not likely to factor into the Earth-N invasion, this is not considered to be a Flaw. While still in their bio-womb they receive mental programming that tells them everything they need to know: how to fight and how to obey superiors. While capable of speech, the Lohengrin seldom actually say anything other than "Heil Hitler!" Of course, they all have blonde hair and blue eyes, and are dressed in a unique black and silver uniform marked with lightning badges and the swastika armband. All the Lohengrin are male and sterile.
    The scientists of the Iron Reich have perfected the engineering process of the Lohengrin so that they can be produced on a vast scale. There may be thousands of them ready to invade enemies of the Reich. Lohengrin do not operate with other Nazi units -- aircraft and tanks simply cannot keep up with them. Instead, start with two Lohengrn for every hero and add one more per hero per round.
    As artificial beings with no sense of personal identity, the Lohengrin have no Villain Points. If the Amber Room is in play, the mystics operating it may be able to spend 1 VP per round on the Lohengrin's behalf, but otherwise these vat-grown Nazi slaves must rely on their amazing powers and nigh-limitless numbers.


    Das Eisenmanner (Iron Men; PL 10)

Author: Miracleman

    As the story goes Hitler on N-Earth was just as obsessed with mysticism and the like as on Earth CC, towards this end he often sought out mystic solutions to mundane issues. In one such case he had some of his mystics scanning cirumambient dimensions for a means to defend his people against such things as mystical or mental assaults. Eventually they found such a place, the home of the Iron Men.
    Sadly, the portal to that dimension could not be held open for any length of time, and they only ever were able to recruit ten of Das Eisenmanner. One Eisenmann is deployed with every strike group of the flying nazis. Typically they simply walk along, smashing anything in their path, and providing a shield for their aerial counterparts' greatest weakness: Mental or Mystic assault. They are conditioned to obedience by a combination of psychological torture, and rewards -- the best of which is magnetism, they love being magnetized. To the point that it can kill them.

Notes: Alternate form and density increase provide the following: Immunities - Disease, Starvation, Aging, Exhaustion, & Poison. Protection & Super Strength 10. Mass 3 tons. Immovabiity +5.

Eisenmann: PL 10 Villain; Init +2; Spd 30 ft. run; Defense 23 (+10 base, +2 Dex); BAB +5; Atk +10 (+15S punch); Str 20, Dex 14, Con 20, Int 12, Wis 18, Cha 10.
    Feats: Dodge, Indomitable Will, Iron Will, Power Attack, Toughness.
    Skills: Languages (German, Japanese), Search +6, Spot +9
    Powers: Alternate Form +5 (Effect: Solid/Cold Iron; Extras: Density Increase; Flaws: Permanent; Cost: 9, Total: 45), Neutralize +10 (Extras: Area x5, Neutralizing Block, Nullification; Flaws: Range--Personal, Limited--Mental or Mystical Powers Only, Permanent; Cost: 4, Total: 40)
    Weakness: Fanatical, Vulnerable (Magnetic Attacks)


    Otto Skorzeny (Hitler's Commando; PL 18)

    The real Otto Skorzeny was known during his lifetime as "the most dangerous man in Europe," a soldier of indefatigable skill and daring who led a glider raid to free Mussolini from imprisonment, led the Reich in the wake of a failed assassination attempt on Hitler, kidnapped the Hungarian regent, sowed confusion at the Battle of the Bulge by leading English-speaking infiltrators behind enemy lines, and was considered such a danger that Eisenhower was kept isolated from his own men for fear of assassination. He survived the war, was acquitted of war crimes thanks to some very good lawyers, was arrested again, and then escaped from prison in 1948. All of this is well documented, but what comes after is conjecture. He is reputed to have been key to the formation of Odessa, he trained the PLO and bedded Eva Person before dying in his bed sometime in the 70s.
    In the Iron Reich, all of this is true except the last part. Too valuable to lose, Skorzeny was subjected to muscle grafts and cybernetic transplant as his body aged. Justifiably vain, the 6'4" handsome commando (dark blond hair, thin mustache, immaculate Waffen-SS uniform and ramrod posture) ensured that all his modifications were invisible to the naked eye. On the outside, he is vigorous as ever and still boasts twin dueling scars earned in the beer halls of Berlin, but the skin that covers him was grown in a vat and beneath it is a titanium-alloy combat frame.
    Otto is a perfect opponent for a team of heroes of PL 10 or more. While he is tough, he is not so tough that he can ignore their attacks (he has no Protection) and his own attacks, while certainly dangerous, aren't as bad as his PL 18 would suggest. He can run at up to 220 miles an hour and has a very high Defense, but area attacks or the occasional lucky hit can wear him down enough that he must withdraw or be disabled. Otto can fire once with his Tesla rifle or up to four times with his laser-luger (once at +17, twice at +15, three times at +13 or four times at +11 each).
    Put Otto in command of a squad or two of Werewolves. While the heroes are fighting the minions, Skorzeny himself can do what he came for. Heroes will have to get through the commandos fast if they want to stop their leader.

Otto Skorzeny, Hitler's Commado: PL 18 (276 pp); Init +9; Spd 60 ft. (run), Defense 25 (+6 base, +9 dex); BAB +12; +17 melee (+12L dagger or +7S or L unarmed strike), +17 ranged (+11L penetratingx3 tesla cannon  or +8L autofire laser luger); SV Dmg +10, Fort +8, Ref +9, Will +7; Str 20, Dex 20, Con 18, Int 16, Wis 20, Cha 20.
    Skills: Climb +11, Computers +9, Demolitions +9, Disable Device +9, Drive +11, Hide +11, Languages (German native, English, French, Italian, Japanese), Medicine +9, Move Silently +11, Pilot +13,Repair +9, Search +9, Sense Motive +11, Spot +11, Survival +11, Swim +11.
    Feats: Assessment, Attractive, Connected, Darkvision, Dodge, Durability, E ndurance, Heroic Surge, Immunity (age, cold, critical hits, disease, exhaustion, heat, poison, starvation), Improved Grapple, Infamy, Instant Stand, Leadership, Multishot, Point Blank Shot, Precise Shot, Quick Draw, Radio Broadcast, Radio Hearing, Rapid Shot, Surprise Strike, Toughness, Track,  Ultra Hearing, Wealth.
    Powers: Running +3 (Source: Super-Science; Extra: Leaping, Super-Running; Cost: 4; Total: 12), Super-Strength +4 (Source: Super-Science; Extras: Super-Constitution, Super-Dexterity; Stunts: Lethal, Lifting x4; Cost: 10+10; Total: 50 pp), Super-Wisdom +2 (Source: Training; Extras: Super-Charisma; Cost: 4; Total: 8 pp), Super-Intelligence +2 (Source: Super-Science;  Extras: Telescopic Sense (sight); Cost: 3; Total: 6 pp).
    Equipment: Heavy Tesla Rifle (+11 lethal weapon; Extras: Far Shot, Penetrating x2; Cost: 1+3; Total: 14 pp), Laser Luger (+8 lethal weapon; Extras: Autofire; Cost: 2; Total: 16 pp), Dagger (+3 lethal weapon; Cost: 1; Total: 3 pp).
    Weaknesses: Vulnerability (Electricity), Disabled (Otto requires specialized medical care and his body does not naturally heal. If he is Injured or Disabled from a lethal attack he cannot recover from those conditions by himself. He must be cared for by a skilled cyberneticist.)


    The Montauk Chair (Intermediate)

    Now try to keep up. This is all according to RL myth.
    Combined Allied and Nazi military know-how breached the time-space barrier in 1973 under the aegis of the US Military’s Project Rainbow (the Montauk Project), linking the Montauk base to the “electromagnetic time bottle” created by Tesla for the 1943 Philadelphia Experiment.  This breaching of interdimensional barriers contacted the Orion Empire in 1983, an extraterrestrial group found in the universe of the Iron Reich. Montauk project experts used something called the “Montauk Chair” to transmit human consciousness through space and time, meeting up with the MK-ULTRA Mind Control experiments of the CIA. The Chair worked best when occupied by a certain bloodline (with red hair) or by victims of the Philadelphia Experiment.
    The Chair exists in the Crucible City continuum and was the first actual contact with the world of the Iron Reich. The occupant of the chair, however, lost his mind and now moves through space and time issuing strange prophecies of the war to come. The Orion Empire have tried to apprehend him on numerous occasions, but his mental powers are simply too strong and the Chair too mobile.

The Montauk Chair:


    Frances Yockey (American Nazi Occultist)

    Frances Parker Yockey was a driving force in the American Neo-Nazi movement. Inspired by dealings with the old Silver Legion and meetings with Oswald Mosley in 1947, Yockey drove himself to resurrect the Fascist movement in postwar America. As a member of the American prosecution team during the post-Nuremberg trials of second-tier war criminals, Yockey regularly fed evidence to ODESSA lawyers and the Nazi underground in West Germany. He received US support from the Rev. Gerald Smith, former advisor to Huey Long, and collaborated with Sen. Joseph McCarthy during the Red Scare to press for the release of Nazi prisoners in Russian custody. Yockey ghost-wrote several of McCarthy's speeches in between flogging his own Mein Kampf-ish creed, Imperium, wherein he touted himself as one of an elite race of godmen. More recently, Yockey's followers have pushed their Neo-Fascism on a new generation, including fans of European satanic black-metal rock bands. They even courted Tolkien fans with a fascistic Woodstock-type festival in the Apennines called "Camp Hobbit."
    The Iron Reich found Yockey a willing agent, and his neo-Theosophical leanings made him a candidate for occult research at Wewelsburg. He spearheaded the destruction of the Vatican, though agents of the Catholic Church still operate in the Resistance and make periodic assassination attempts against him. In addition to being a fascist and rascist, the Yockey of Earth-N is also a Colonel in the SS and a worshipper of Satan. He is one of the most skilled magical practitioners on Earth-N and, considering the depth of Nazi research into the occult, that's saying something.
    Yockey's sorcery is powerful and diverse. He carries the same cursed dagger as the rest of the Black Order (which he now leads) and can use his ritual paraphernalia to boost his Sorcery to +14. Like the rest of his comrades, however, he is fragile, relying on deflection to avoid attacks. He can summon demons with Animation, confuse heroes with Illusion, and attack with blasts of fire or paralysis. He's very likely to flee if forced to battle heroes, but if in his stronghold of Wewelsburg he will fight to the death, trying to use the magic of that place to overwhelm his foes.
    As an American Neo-Nazi, Yockey will also have a role in the new invasion, recruiting from among the inhabitants of Earth-CC's America. He will have a disturbing amount of success.

Frances Yockey: PL 15; Init +2; Spd 30 ft., 100 ft. (teleport); Defense 19 (+3 dex, +6 base); BAB +6; SV Dmg +3, Fort +3, Ref +4, Will  +11; Str 14, Dex 14, Con 16, Int 20, Wis 20, Cha 20. (72 pp)
    Skills: Concentration +11, Diplomacy +11, Knowledge (Occult) +15, Language (German native, Latin, Greek, Hebrew, Sanskrit), Medicine +11, Search +11
    Feats: Assessment, Connected, Detect (Magic), Inspire, Leadership, Psychic Awareness, Wealth x2.
    Powers: Amazing Save (Fort, Ref, Will) +2 (Cost: 3; Total: 6 pp), Super-Intelligence +4  (Extras: Super-Wisdom, Super-Charisma; Cost: 5; Total: 20 pp), Sorcery +10 (Spells: Energy Blast, Element Control (fire), Neutralize Magic, Telepathy, Illusion, Teleportation, Animation; Stunts: Deflection, Paralysis; Cost: 7+4; Total: 88).
    Equipment: Dagger (+4 lethal weapon; Extra: Drain Strength; Cost: 2; Total: 8 pp), Pistol (+5 lethal weapon; Stunts: Point Blank Shot; Cost: 1+1; Total: 6 pp), Ritual Paraphernalia (Boost Sorcery +4; Flaw: Device; Cost: 1; Total: 4 pp).


    Hitler's Brain (PL 18; Staff Only)

    Little needs to be said here about Hitler's real life or even his personality. In 1944 a bomb nearly claimed his life; after this time his health rapidly deteriorated. On Earth-N, Nazi doctors were able to save him by transplanting his brain into a tank filled with nutrient fluid. From this new platform, he solidified his victories and took over the globe. He is now over 100 years old.
    There are two obvious versions of any battle with Hitler's brain. In the first, he is the ultimate challenge, requiring every Hero Point at the players disposal. In the other, he is tragically inept, a floating mass of tissue with no authority or power, just something to be scorned. Either way, the encounter ends with his summary execution. Only a hero with superhuman devotion to a code against killing would balk at executing the twentieth century's chosen incarnation of evil.
    This makes generating any suspense or surprise in such an encounter extraordinarily difficult. The writeup below assumes the first option: the brain tank is protected by a nigh-invulnerable force field and the Fuhrer himself has awesome mental powers. He can attack twice each round with his mental blast. Heroes that actually survive such a blow will get a Taunt followed by a second Mental Blast ... this time with a +9 damage bonus. Attacks that manage to actually penetrate the force field will be highly effective since, after all, Hitler is a disembodied brain.

Hitler's Brain: PL 18 (273 pp); Init +23 (-1 dex, +4 feat, +20 power); Spd 0 ft.; Defense 9 (-1 dex); BAB +10; Atk +13 or +11/+11 mental (+20S mental blast); SV Dmg -1, Fort +9, Ref -1, Will +15; Str --, Dex 8, Con 8, Int 16, Wis 16, Cha 10.
    Skills: Bluff +4, Intimidate +10, Knowledge (Occult) +9, Perform +6, Science (Psychology) +9, Taunt +10.
    Feats: All-Around Sight, Blind-fight, Blindsight, Connected (use Intimidate instead of Diplomacy), Headquarters, Improved Initiative, Indomitable Will, Infamy, Inspire, Iron Will, Leadership, Minions, Point Blank Shot, Psychic Awareness, Rapid Shot, Surprise Strike.
    Powers: Amazing Save (fort, will) +10  (Source: Training; Cost: 2; Total: 20 pp), Telepathy +20 (Source: Psionic; Extras: Improved Initiative, Mental Blast, Mental Link, Mental Protection +10, Mind Control; Stunts: Datalink; Cost: 7+12; Total: 152 pp).
    Device: Tank (+20 Force Field (Impenetrable); Extras: Immunity to age, disease, heat, cold, exhaustion, poison, starvation, suffocation; radio hearing and broadcast; Total: 30 pp).
    Weakness: Disturbing, Sessile (Hitler's brain cannot move by itself, it is floating in a jar filled with fluid).

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Headquarters

    Forward Command Post

    As the armies of the Reich cross the dimensional barrier and begin making beachheads on Earth, engineers rapidly set up prefabricated command bunkers from which to refuel and resupply. The command posts have a hospital, prison, and maintenance shop for vehicles, in addition to a large hangar and garage to house the many weapons used by the surrounding troops. The command center itself is services by a powerful computer and can tap into Earth communication systems, making it a powerful intelligence tool. A command post of this sort will serve as the base for a dozen aircraft and a similar number of ground vehicles (usually tanks or walkers). Approximately six squads of ground troops serve to defend the base, all with heavy weapons including sonic and wind cannons. Of course, the base itself has an automatic machine gun system to assist the troops.

Wehrmacht Command Post: PL 12 Headquarters; Communications; Computer, Defense Systems (Machine guns: +6 attack bonus, +6 lethal weapons with the Area Extra), Garage, Hangar, Holding Cells, Infirmary, Living Space, Power Systems, Reinforced Structure (hardness 18 walls), Security System (DC 32), Workshop.


    Concentration Camp

    When the Nazis arrive on Earth-CC, they are outraged to find such a surplus of mongrel races polluting the Aryan stock. They also take large numbers of prisoners in their conquest, and need a place to put them. Work Labor Camps are quickly constructed deep behind the lines. They serve as prisoner of war camps and are the place where captured heroes, their families and friends are likely to be found.
    Each Camp is protected by a force field dome. A company of about 180 Totenkommandos is stationed at each camp, assisted by a company of 12 Fenris mecha (alternately, use the Lowe tanks and Valkyrie fighters). Machine guns are mounted on turrets that surround the camp.

Concentration Camp: PL 10 Headquarters. Defense Systems x2 (+5 attack, +10L machine guns with the Area advantage), Garage, Hangar, Holding Cells, Infirmary  (for medical experiments), Living Space (for guards and administrators)
    Power Neutralization Clamps: Every prisoner wears collars which reduce all powers by 10 ranks. This counts as one feature.
    Force Field: The entire camp is protected by a rigid force field with hardness 10. This counts as one feature.
    Extermination Facilities: Treat these deadly gas-filled chambers as a Combat Simulator, generating various +10 lethal attacks on everyone inside. This counts as one feature.


    Base von Braun (Lunar Complex; Staff Only)

    The forces of the Iron Reich require a safe base on the far side of the dimensional barrier -- one unlikely to be attacked. Because of their technological advantage in space, the moon of Earth-CC was the logical choice for this base. Base Von Braun is the largest and most important military base in the Earth-CC vicinity. Even if the dimensional gate is destroyed, von Braun base can continue to operate and even generate new portals using the technology discovered in the recent invasion.
    What the Nazis do not know is that the moon of Earth-CC is not uninhabited. While the Artemisians, Diana, and  Gal Ileo are unlikely to make a direct attack on the warlike Reich, they may assist heroes who do. This is a perfect time to introduce the Artemisian cultures and provide an unusual side-trip in the middle of an otherwise very mechanistic war.
    The moon base is protected by four Superguns and a launcher with V-38 missiles. The launcher can fire only every other round, but it can equip the missiles with atomic warheads if necessary. A wing of 24 V-16 saucers protects the base, along with a company of 12 Fenris mecha and another company of 180 elite soldiers. Every 10 soldiers is backed up by two heavy machine guns (+7 lethal weapon with area) and a single rocket launcher (+10 lethal weapon with area).

Base von Braun: PL 17 Headquarters: Communications; Computer; Defense Systems x5 (four superguns and a V-38 rocket launcher); Fire Prevention System; Garage; Hangar; Infirmary; Isolated Location; Laboratory; Living  Space; Power System; Workshop.
    Special: Life Support System. This counts as one feature.


    Neuschwabenland (Ice Fortress)

    One of the largest and most important military bases on Earth-N, Neuschawbenland is the Nazi fortress in Antarctica. The product of Hitler's eccentric whim, it is composed entirely of ice, mixed with other fine particles which reinforce its strength. This makes it extremely impractical in glaring ways (it's very uncomfortable and has no security system) but its size and cathedral-like architecture grants it a dizzying majesty. The Antarctic fortress is more like the US Pentagon than a typical army base; it is a command and control facility largely staffed by bureaucrats. It does have a token garrison, but if attackers can get past its defensive artillery the base is surprisingly lightly defended.
    The base has been carved out of an ice shelf rising hundreds of feet above the frozen tundra. It is surrounded by four Superguns (see Heavy Weapons) which are perfect for keeping invading armies at bay but are less accurate when it comes to flying heroes. The base also maintains a missile silo capable of launching V-38 rockets at a limit of one every other round. Twenty four rockets are in storage; any of them can be converted to atomic warheads, but the Nazis will not use such a weapon in a way that would damage the ice fortress itself. Neuschwabenland is Hitler's vision and it must not come to harm.
    A flight of 24 flying saucers (see Vehicles) is permanently stationed at the base. Four to six of them are on patrol at any given time, the rest can scramble within minutes. The garrison battalion includes a company of 12 Fenris mecha and a second company of 180 soldiers. Each 10 man squad is supported by two machine guns (+7 lethal weapon with area) and a single rocket launcher (+10 lethal weapon with area). There are over a thousand scientists, administrators, and secretarial assistants at the base, organizing the campaign against Earth-CC.

Neuschwabenland: PL 16 Headquarters: Communications; Computer; Defense System x5 (four Superguns and one V-38 missile launcher), Fire Prevention System, Garage, Hangar, Infirmary; Isolated Location; Laboratory, Living Space; Power System, Workshop.
    Weakness: The entire ice fortress has Vulnerability to heat and flame. Anyone who can avoid the Fire Prevention System can destroy the equivalent of one feature with every damage save which is failed by more than 5.


    Wewelsburg (Occult Center)

    The castle of Wewelsburg, located in not far from the city of Paderborn, was chosen by Himmler to be the occult center of Nazi Germany. In the nearby Teutenberg Forest, German warriors slaughtered three legions of Roman troops in 9 AD. Within 20 miles lies the ley line nexus and ancient solar site of Exernsteine, a network of pillars, standing stones, altars and deep caves. Wewelsburg Castle was built by the Teutonic Knights in the 15th century. It sits on a low cliff overlooking a village and the Alme River valley. Built in the shape of a triangle with a large round tower holding the north point, it was identified as the occult heart of the Reich by Himmler's psychic Weisthor and the SS moved in by August of 1934. The castle was restored with concentration camp labor; more than 2,000 of the slaves died at the task and Himmler spent 13 million marks furnishing it. In 1941 he demolished the village church and expanded the castle.
    The north tower was renovated (after a lightning strike in 1815) as the center for occult research. A 16,000 volume library of Aryan arcane lore was moved in, along with -- so the story goes -- the Spear of Destiny. The high medieval dining hall was situated above a subterranean crypt where Himmler installed a Round Table with 13 seats of power circled by 13 hollow pillars. At the base of the crypt was a pool of water, possibly for scrying. In this "Black Camelot" Himmler's Thulist knights were rumored to conduct vile rituals involving the beheading of a pure Aryan, necromancy, and the "rite of the stifling air." By 1945, however, Himmler was evacuating the fortress in front of the American advance. Though orders were given to destroy the castle, it was largely intact when the dogfaces arrived. They proceeded to loot it to the bare walls.
    In Earth-N, Wewelsburg Castle continues to serve as the heart of occult power in the Reich. Indeed, it is the foremost magical center in the world, devoted entirely to black magic and Satanism. So long as it stands, the soul of every inhabitant of Earth-N is in peril. It is guarded not by soldiers but by SS trained in the mystic arts. There are never fewer than 13 such men here, enough to fill the Round Table and use the castle's magical powers in its own defense.

Wewelsburg Castle: Headquarters: Garage, Holding Cells (equpped with Drain and 18 hardness for two features); Infirmary, Library, Living Space.
    Scrying Pool: ESP +12. (This counts as a single feature.)
    Necromancy: Reincarnation +12; Extra: Never Say Die. (This counts as two features.)
    Rite of the Stifling Air: Suffocate +12;  Extra: Area, Range--Sight. (This counts as three features.)

    The Bunker

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Miscellaneous

    Colonel James Makepeace

    James Makepeace is a career military officer and a veteran of special operations on four continents. He has experience with Powers on both sides of the law and has been tabbed by the White House to act as Federal Liaison, coordinating Power activity from the government side. He can be present at the Field Hospital, meeting with teams, or debriefing heroes that have recently fought Nazi troops.
    Makepeace is a handsome officer in his mid-thirties, a Cherokee by birth. He is often accompanied by his aide, a pretty blonde named Lieutenant Jessica Walker. She is rumored to have powers, but no one knows for sure.

James Makepeace: PL 7 (111 pp); Defense 19 (+7 base, +2 dex); BAB +7; Atk +8 melee (+1S punch), +8 ranged (+5L pistol); SV Dmg +8, Fort +2, Ref +2, Will +12; Str 12, Dex 14, Con 14, Int 14, Wis 20, Cha 20. (69 pp)
    Skills: Bluff 4/+9, Diplomacy 4/+9, Gather Information 4/+9, Intimidate 4/+9, Listen 4/+9, Sense Motive 4/+9, Spot 4/+9 (14 pp)
    Feats: Assessment, Connected, Indomitable Will, Leadership, Toughness (10 pp)
    Powers: Amazing Save (Will) +7 (7 pp)
    Equipment: Pistol (+5 lethal weapon; Cost: 1; Total: 5 pp), Armored Vest (+4 armor; Cost: 1; Total: 4 pp), Communicator (Radio Listen and Broadcast; Flaw: Device; Cost: 1/feat; Total: 2 pp). (11 pp)

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