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Attack of the Nazi Saucermen

by Rich Redman
Editing: Marc Schmalz
Layout and Typesetting: Marc Schmalz


Introduction

"Attack of the Nazi Saucermen" was the title I chose for an adventure in my modern d20 System campaign. It cemented the idea in my players' heads that every adventure had to include the undead, Nazis, or undead Nazis. In the adventure, a special unit of German soldiers and scientists went into cryogenic hibernation at the end of World War II. They woke up in the strange new world of the 21st Century and, quickly realizing that the Third Reich had vanished into history, began using the frighteningly advanced devices at their disposal to make their way toward South America in a mostly-invisible flying base.

Here are some of the stat blocks, and equipment, that we used in that game.

A Note

In case it's not perfectly obvious already, all these rules work with the d20 Modern Roleplaying Game and Urban Arcana Campaign Setting, both from Wizards of the Coast, Inc.

Background

This material may help you use the people and things presented later, or it may spark ideas for your own adventures.

Nazi Aerospace Engineering

After World War II, the advances of German scientists astounded the Allies. Operation: Paperclip was the name applied to Allied attempts to get scientists out of Germany before Soviet occupation forces captured them. Those scientists went on to found many scientific projects in the United States, including the American space program. All sides snatched up designs for jet engines, flying wings (Reimar and Walter Horton got their Ho 5-B flying wing off the ground in 1938, two years before Northrop's flew in the United States, and they accidentally discovered stealth technology in 1944), and myriad inventions that never left the drawing board.

In 1950, rumors started surfacing that the Nazis had developed a flying saucer called the V-7. Rumors of extraterrestrial involvement and Nazi trips to the Moon and Mars flourished. While there is no proof of this to date, my adventure assumed that strange, pulp-era technology allowed such saucers to function.

ODESSA

Towards the end of World War II, a group of former SS officers went to Argentina and set up a Nazi fugitive network code-named ODESSA (an acronym for Organisationderehemaligen SS-Angehörigen) with tentacles in Germany, Switzerland, Italy and the Vatican, operated out of Buenos Aires, which helped AdolfEichmann, Josef Mengele, Erich Priebke and many other war criminals find refuge in Latin America.

The Philadelphia Experiment

In 1943, the U.S. Navy commissioned Destroyer Escort 173, the USS Eldridge. An uncredited photographer snapped a picture of the ship being fitted with tons of electrical equipment, including two massive electrical generators. The purpose of the generators and the cables wrapped around the hull was the degaussing of the ship to prevent the activation of magnetic mines.

According to conspiracy theory, the Eldridge was doing a lot more than just degaussing its hull. Project: Rainbow, the theory claims, was meant to bend radar and light waves around ships, making them completely invisible. Supposedly it was an investigation into Albert Einstein's Unified Field Theory, allegedly published in a Prussian scientific journal between 1925 and 1927 and later withdrawn as incomplete. The story, now famous as the Philadelphia Experiment, says that the Eldridge disappeared from its dock in Philadelphia Naval Yard, appeared miles away off Norfolk, Virginia, then disappeared again and reappeared back at its dock in Philadelphia--but with its crew driven mad, and some few fused to bulkheads or decks!

Bringing It Together

As GM, you should fill in details and motivations befitting your home campaign, but here is one method for bringing these elements together.

One particular secret Nazi installation (on Svalbard Island, above the Arctic circle) was working on the V-7 and practical stealth applications of the Unified Field Theory. Before the end of the war, all personnel entered cryogenic suspension and now they've awoken in the 21st century. Base leadership has learned of the fall of the Third Reich, but is withholding this information from most base personnel while they make plans to meet with ODESSA agents. If the civilian research staff were to learn the truth, the officers would quickly lose control.

Base scientists are amazed to find many of their experiments are now functioning, and are working feverishly to find out why. They are unaware of Shadow, and its rise over the past six decades is affecting their strange inventions.

The base, now mobile and mostly invisible due to these newly-functioning technologies, has begug its journey to South America. Only the occasional glitch reveals its existence to the world below and slows its flight as civilian and military agencies both search for the truth behind several strange sightings.

Nazi Personnel

The flying base is primarily a military weapon, but not all the people on board are loyal Nazi soldiers. Though the base seems impregnable and super powerful, its inhabitants are frail humans, torn by politics, religion, and fear.

Everyone on board believes that their section contains agents of the Sicherheitsdienst (Security Service), or SD, who once reported disloyal words and actions to Reichsfuehrer Heinrich Himmler, and now report to the base commander.

Anwendungstechniker

The applications engineers are the people who make things work. They also get the less pleasant jobs, like cooking and cleaning, which they feel are beneath them. They are in fact skilled technicians. While some are native Germans, most are captives drawn from nations conquered by Nazi Germany.

Low-level Technician (Smart Ordinary 1/Dedicated Ordinary 1): CR 1; Medium-size human; HD 1d6+1 plus 1d6+1; hp 9; Mas 12; Init +0; Spd 30 ft.; Defense 11, touch 11, flat-footed 11 (+1 Class); BAB +0; Grap +1; Atk +1 melee (1d3+1 nonlethal, unarmed strike), or -3 melee (1d6+1, improvised club); Full Atk +1 melee (1d3+1 nonlethal, unarmed strike), or -3 melee (1d6+1, improvised club); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Svalbard installation; SV Fort +2, Ref +0, Will +4; AP 0; Rep +2; Str 13, Dex 10, Con 12, Int 15, Wis 14, Cha 8.

Starting Occupation: Technician (Craft [electronic], Craft [mechanical], Craft [structural] are all class skills)

Skills and Feats: Computer Use +4, Craft (chemical) +6, Craft (electronic) +9, Craft (mechanical) +9, Craft (structural) +7, Disable Device +6, Knowledge (physical sciences) +7, Knowledge (technology) +7, Profession +7, Read/Write English, Read/Write German, Read/Write Russian, Repair +8, Speak English, Speak German, Speak Russian, Treat Injury +6; Builder, Gearhead, Simple Weapons Proficiency.

Possessions: Either a basic electrical or a basic mechanical tool kit, gas mask, knife, various personal belongings.

Mid-level Technician (Smart Ordinary 3/Dedicated Ordinary 3): CR 5; Medium-size human; HD 3d6+3 plus 3d6+3; hp 27; Mas 12; Init +0; Spd 30 ft.; Defense 13, touch 13, flat-footed 13 (+3 Class); BAB +3; Grap +4; Atk +4 melee (1d3+1 nonlethal, unarmed strike), or +0 melee (1d6+1, improvised club), or +3 ranged (2d6, Walther P-38 pistol); Full Atk +4 melee (1d3+1 nonlethal, unarmed strike), or +0 melee (1d6+1, improvised club), or +3 ranged (2d6, Walther P-38 pistol); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Svalbard installation; SV Fort +4, Ref +2, Will +6; AP 0; Rep +2; Str 13, Dex 10, Con 12, Int 16, Wis 14, Cha 8.

Starting Occupation: Technician (Craft [electronic], Craft [mechanical], Craft [structural] are all class skills)

Skills and Feats: Computer Use +9, Craft (chemical) +9, Craft (electronic) +12, Craft (mechanical) +12, Craft (structural) +10, Disable Device +9, Knowledge (physical sciences) +10, Knowledge (technology) +10, Listen +6, Profession +9, Read/Write English, Read/Write German, Read/Write Russian, Repair +12, Sense Motive +7, Speak English, Speak German, Speak Russian, Spot +6, Treat Injury +8; Advanced Firearms Proficiency, Builder, Burst Fire, Gearhead, Simple Weapons Proficiency.

Possessions: Walther P-38, hip holster, 2 spare box magazines, either a basic electrical or a basic mechanical tool kit, gas mask, knife, various personal belongings.

High-level Technician (Smart Ordinary 5/Dedicated Ordinary 5): CR 9; Medium-size human; HD 5d6+5 plus 5d6+5; hp 45; Mas 12; Init +0; Spd 30 ft.; Defense 15, touch 15, flat-footed 15 (+5 Class); BAB +5; Grap +7 Atk +7 melee (1d3+2 nonlethal, unarmed strike), or +2 melee (1d6+2, improvised club), or +5 ranged (2d6, Walther P-38 pistol); Full Atk +7 melee (1d3+2 nonlethal, unarmed strike), or +2 melee (1d6+2, improvised club), or +5 ranged (2d6, Walther P-38 pistol); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Svalbard installation; SV Fort +5, Ref +2, Will +8; AP 0; Rep +4; Str 14, Dex 10, Con 12, Int 16, Wis 14, Cha 8.

Starting Occupation: Technician (Craft [electronic], Craft [mechanical], Craft [structural] are all class skills)

Skills and Feats: Computer Use +13, Craft (chemical) +11, Craft (electronic) +14, Craft (mechanical) +14, Craft (structural) +12, Disable Device +11, Knowledge (physical sciences) +18, Knowledge (technology) +18, Listen +8, Profession +15, Read/Write English, Read/Write German, Read/Write Russian, Repair +14, Research +5, Sense Motive +9, Speak English, Speak German, Speak Russian, Spot +8, Treat Injury +10; Advanced Firearms Proficiency, Builder, Burst Fire, Educated (Knowledge [physical sciences] and Knowledge [technology]), Gearhead, Simple Weapons Proficiency.

Possessions: Either a basic electrical or a basic mechanical tool kit, gas mask, knife, various personal belongings.

Atomforscher

The atomic scientists are mostly loyal members of the Nazi party. Heinrich Himmler insisted on that as he did not want traitors and spies divulging the existence of a functioning atomic power plant to the Allies. However, atomic physicists were even more rare in the 1940s than they are today, so Himmler was forced to settle on taking some non-party members, two of whom are Jewish and kept under watch at all times (in my campaign, those two escaped using senkrechstarters described under Equipment, were captured by conspiracy theorists, and rescued by the heroes).

Low-level Research Scientist (Smart Ordinary 2): CR 2; Medium-size human; HD 2d6; hp 7; Mas 10; Init +1; Spd 30 ft.; Defense 12, touch 11, flat-footed 11 (+1 Dex, +1 Class); BAB +1; Grap +0; Atk +0 melee (1d3-1 nonlethal, unarmed strike); Full Atk +0 melee (1d3-1 nonlethal, unarmed strike); FS 5 ft. by 5 ft.; Reach 5 ft.; AL varies; SV Fort +0, Ref +1; Will +4; AP 0; Rep +1; Str 8, Dex 12, Con 10, Int 15, Wis 14, Cha 13.

Starting Occupation: Academic (Knowledge [physical sciences], Knowledge [technology], and Research are class skills).

Skills and Feats: Computer Use +7, Craft (chemical) +7, Craft (electronic) +7, Craft (mechanical) +7, Craft (pharmaceutical) +9, Knowledge (earth and life sciences) +9, Knowledge (physical sciences) +9, Knowledge (technology) +7, Profession +7, Repair +7, Research +7, Treat Injury +4; Educated (Knowledge [earth and life sciences] and Knowledge [physical sciences], Medical Expert, Simple Weapons Proficiency.

Possessions: Slide rule, pencils, pens, notebooks, various personal possessions.

Mid-level Research Scientist (Smart Ordinary 6): CR 5; Medium-size human; HD 6d6; hp 21; Mas 10; Init +1; Spd 30 ft.; Defense 13, touch 11, flat-footed 12 (+1 Dex, +2 Class); BAB +3; Grap +2; Atk +2 melee (1d3-1 nonlethal, unarmed strike); Full Atk +2 melee (1d3-1 nonlethal, unarmed strike); FS 5 ft. by 5 ft.; Reach 5 ft.; AL varies; SV Fort +2, Ref +3; Will +5; AP 0; Rep +2; Str 8, Dex 12, Con 10, Int 16, Wis 14, Cha 13.

Starting Occupation: Academic (Knowledge [physical sciences], Knowledge [technology], and Research are class skills).

Skills and Feats: Computer Use +11, Craft (chemical) +11, Craft (electronic) +11, Craft (mechanical) +11, Craft (pharmaceutical) +13, Decipher Script +5, Investigate +5, Knowledge (earth and life sciences) +13, Knowledge (physical sciences) +13, Knowledge (technology) +11, Profession +11, Repair +11, Research +13, Sense Motive +4, Treat Injury +5; Attentive, Educated (Knowledge [earth and life sciences] and Knowledge [physical sciences], Medical Expert, Simple Weapons Proficiency, Studious.

Possessions: Slide rule, pencils, pens, notebooks, various personal possessions.

High-level Research Scientist (Smart Ordinary 10): CR 9; Medium-size human; HD 10d6; hp 35; Mas 10; Init +1; Spd 30 ft.; Defense 14, touch 11, flat-footed 13 (+1 Dex, +3 Class); BAB +5; Grap +4; Atk +4 melee (1d3-1 nonlethal, unarmed strike); Full Atk +4 melee (1d3-1 nonlethal, unarmed strike); FS 5 ft. by 5 ft.; Reach 5 ft.; AL varies; SV Fort +3, Ref +4; Will +7; AP 0; Rep +4; Str 8, Dex 12, Con 10, Int 16, Wis 14, Cha 14.

Starting Occupation: Academic (Knowledge [physical sciences], Knowledge [technology], and Research are class skills).

Skills and Feats: Computer Use +15, Craft (chemical) +15, Craft (electronic) +15, Craft (mechanical) +15, Craft (pharmaceutical) +17, Decipher Script +7, Investigate +5, Knowledge (earth and life sciences) +17, Knowledge (physical sciences) +17, Knowledge (technology) +15, Profession +15, Repair +15, Research +17, Sense Motive +4, Treat Injury +10; Attentive, Educated (Knowledge [earth and life sciences] and Knowledge [physical sciences], Medical Expert, Simple Weapons Proficiency, Studious, Surgery.

Possessions: Slide rule, pencils, pens, notebooks, various personal possessions.

Kommandotruppe

These men are the elite of the Schutzstaffel (Defense Echelon), or SS. The elite of the Nazi Party, the SS was composed of the most thorough-going adherents of the Nazi cause, pledged to blind devotion to Nazi principles, and prepared to carry them out without any question and at any cost, including the deportation and Germanization of inhabitants of conquered territories, enslavement of foreign labor and illegal use of prisoners of war, concentration camps for the extermination of Jews, and planning and waging aggressive war. The Kommandotruppe aboard the installation are the elite among the SS, handpicked by Heinrich Himmler for their duty. A world where Adolph Hitler committed suicide and the Allies crushed the Thousand Year Reich is inconceivable to them, and they are frightened and confused by the modern day. They fear what could happen if the scientists and technicians discover that the soldiers onboard have no larger army or government behind them anymore.

Low-level Trooper (Strong Ordinary 2): CR 1; Medium-size human; HD 2d8+4; hp 13; Mas 15; Init +2; Spd 30 ft.; Defense 14, touch 12, flat-footed 12 (+2 Dex +2 class); BAB +2; Grap +3; Atk +3 melee (1d6+1 nonlethal, unarmed), or +3 melee (1d4+1/19-20, bayonet), or +4 ranged (2d6, Walther P-38 pistol), or +4 ranged (2d10, SturmGeveher 44 assault rifle); Full Atk +3 melee (1d6+1 nonlethal, unarmed), or +3 melee (1d4+1/19-20, bayonet), or +4 ranged (2d6, Walther P-38 pistol), or +4 ranged (2d20, SturmGeveher 44 assault rifle); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Nazi party, Adolph Hitler, Svalbard installation; SV Fort +4, Ref +2, Will +1; AP 0; Rep +0; Str 13, Dex 14, Con 15, Int 10, Wis 12, Cha 8.

Starting Occupation: Military (Drive and Pilot are class skills)

Skills and Feats: Drive +7, Knowledge (tactics) +7, Pilot +7; Advanced Firearms Proficiency, Brawl, Personal Firearms Proficiency, Simple Weapons Proficiency

Possessions: Uniform, helmet, gas mask, Walther P-38 (9mm autoloader), 2 spare box magazines, hip holster, Sturmgeveher 44 (7.92mm assault rifle), 6 spare box magazines, 2 "potato masher" hand grenades, bayonet, various personal belongings.

Mid-level Trooper (Strong Ordinary 3/Soldier 3): CR 5; Medium-size human; HD 3d8+6 plus 3d10+6; hp 42; Mas 15; Init +2; Spd 30 ft.; Defense 16, touch 12, flat-footed 14 (+2 Dex +4 class); BAB +5; Grap +7; Atk +7 melee (1d6+2 nonlethal, unarmed), or +7 melee (1d4+2/19-20, bayonet), or +7 ranged (2d6, Walther P-38 pistol), or +7 ranged (2d10, SturmGeveher 44 assault rifle); Full Atk  +7 melee (1d6+2 nonlethal, unarmed), or +7 melee (1d4+2/19-20, bayonet), or +7 ranged (2d6, Walther P-38 pistol), or +7 ranged (2d10, SturmGeveher 44 assault rifle); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Nazi party, Adolph Hitler, Svalbard installation; SV Fort +6, Ref +5, Will +3; AP 0; Rep +0; Str 14, Dex 14, Con 15, Int 10, Wis 12, Cha 8.

Starting Occupation: Military (Drive and Pilot are class skills)

Skills and Feats: Drive +11, Knowledge (tactics) +9, Navigate +6, Pilot +11; Advanced Firearms Proficiency, Aircraft Operation (Jet Pack), Aircraft Operation (V-7 saucer), Brawl, Personal Firearms Proficiency, Simple Weapons Proficiency

Possessions: Uniform, helmet, gas mask, Walther P-38 [9mm autoloader], 2 spare box magazines, hip holster, Sturmgeveher 44 [7.92mm assault rifle], 6 spare box magazines, 2 "potato masher" hand grenades, bayonet, various personal belongings.

High-level Trooper (Strong Ordinary 3/Soldier 7): CR 9; Medium-size human; HD 3d8+9 plus 7d10+21; hp 82; Mas 16; Init +2; Spd 30 ft.; Defense 18, touch 12, flat-footed 16 (+2 Dex +6 class); BAB +8; Grap +10; Atk +10 melee (1d6+2 nonlethal, unarmed), or +10 melee (1d4+2/19-20, bayonet), or +7 ranged (2d6, Mauser C-96), or +10 ranged (2d10, SturmGeveher 44 assault rifle); Full Atk  +10/+5 melee (1d6+2 nonlethal, unarmed), or +10/+5 melee (1d4+2/19-20, bayonet), or +10/+5 ranged (2d6, Mauser C-96), or +10 ranged (2d10, SturmGeveher 44 assault rifle); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Nazi party, Adolph Hitler, Svalbard installation; SV Fort +10, Ref +7, Will +4; AP 0; Rep +1; Str 14, Dex 14, Con 18, Int 10, Wis 12, Cha 8.

Starting Occupation: Military (Drive and Pilot are class skills)

Skills and Feats: Drive +15, Gamble +3, Intimidate +5, Knowledge (tactics) +13, Navigate +10, Pilot +15; Advanced Firearms Proficiency, Aircraft Operation (Jet Pack), Aircraft Operation (V-7 saucer), Brawl, Confident, Personal Firearms Proficiency, Simple Weapons Proficiency

Possessions: Uniform, helmet, gas mask, Mauser C-96 (9mm autoloader), 2 spare box magazines, hip holster, Sturmgeveher 44 (7.92mm assault rifle), 6 spare box magazines, 2 "potato masher" hand grenades, bayonet, various personal belongings.

Conspiracy Theorists

Naturally, any adventure that brings up ODESSA, Nazis, and strange technology has to rile up and involve conspiracy theorists. These particular NPCs are very aggressive about exercising and defending the rights guaranteed them by the Constitution of the United States and the Bill of Rights. Allen and Kurt get their own stat blocks because Allen was a leader, and Kurt has some…special qualities that he keeps secret even from his fellow theorists.

Allen Weick: male human Tough hero 1/Dedicated hero 1/Charismatic hero 2; CR 4; medium humanoid; HD 1d10+1 plus 1d6+1 plus 1d6+1; hp 17; Mas 12; Init  (+1 Dex); Spd 30 ft.; Def 17, touch 11, flat-footed 16; BAB +1; Grp +0; Atk: +0 melee (1d4-1/19-20, knife), or +2 ranged (2d8, S&W M29), or +2 ranged (2d8, Ruger Mini-14); Full Atk: +0 melee (1d4-1/19-20, knife), or +2 ranged (2d8, S&W M29), or +2 ranged (2d8, Ruger Mini-14); Space/Reach 5 ft./5 ft.; SQ Fast-Talk, Robust, Skill Emphasis (Computer Use); AL Conspiracy group; AP 2; Rep +3; SV Fort +5, Ref +3, Will +4; Str 8, Dex 13, Con 12, Int 14, Wis 16, Cha 10.

Starting Occupation: Technician (Computer Use, Knowledge [technology], and Repair are class skills).

Skills and Feats: Bluff +4, Computer Use +9, Decipher Script +4, Diplomacy +4, Gamble +0, Intimidate +4, Investigate +4, Knowledge (popular culture) +6, Knowledge (technology) +6, Profession +8, Repair +6, Research +4, Sense Motive +8, Speak Spanish; Armor Proficiency (light), Attentive, Personal Firearms Proficiency, Simple Weapons Proficiency, Studious .

Possessions: S&W M29 (.44 magnum revolver), hip holster, 38 rounds .44 magnum ammunition, speedloader (loaded), Ruger Mini-14 (5.56mm assault rifle)*, 10 rounds 5.56mm ammunition, knife, cell phone, laptop, cellular modem, various personal belongings.

*See d20 Modern Weapons Locker or substitute another weapon.

Conspiracy Theorist: various human Tough ordinary 1/Dedicated ordinary 1; CR 1; medium humanoid; HD 1d10 plus 1d6; hp 9; Mas 10; Init  (+1 Dex); Spd 30 ft.; Def 16, touch 11, flat-footed 15; BAB +0; Grp -1; Atk -1 melee (1d4-1/19-20, knife), or +1 ranged (2d10, Remington 700); Full Atk: -1 melee (1d4-1/19-20, knife), or +1 ranged (2d10, Remington 700); Space/Reach 5 ft./5 ft.; AL Conspiracy group, chaos; AP 0; Rep +1; SV Fort +2, Ref +1, Will +3; Str 8, Dex 13, Con 10, Int 14, Wis 15, Cha 12.

Starting Occupation: Technician (Craft [chemical, electronic, mechanical, or structural], Knowledge [technology], and Repair are class skills).

Skills and Feats: Craft (chemical, electronic, mechanical, or structural) +6, Gather Information +5, Knowledge (popular culture) +6, Knowledge (technology) +6, Profession +5, Repair +6, Sense Motive +5, Speak Spanish; Armor Proficiency (light), Personal Firearms Proficiency, Simple Weapons Proficiency.

Possessions: Remington 700 (7.62mm hunting rifle; they could have any rifle or shotgun with a restriction less than Restricted), 15 rounds of 7.62mm ammunition (or other ammunition appropriate to weapon), knife, cell phone, undercover vest, firearms license, armor license, various personal belongings.

Kurt Loaiza: Tough ordinary 1/Dedicated ordinary 1; CR 1; medium humanoid; HD 1d10 plus 1d6; hp 9; Mas 10; Init  (+1 Dex); Spd 30 ft.; Def 13, touch 11, flat-footed 12; BAB +0; Grp -1; Atk: -1 melee (1d4-1/19-20, knife), or +1 ranged (2d10, Remington 700); Full Atk: -1 melee (1d4-1/19-20, knife), or +1 ranged (2d10, Remington 700); Space/Reach 5 ft./5 ft.; AL Conspiracy group, chaos; AP 0; Rep +1; SV Fort +2, Ref +1, Will +3; Str 8, Dex 13, Con 10, Int 14, Wis 15, Cha 12.

Starting Occupation: Technician (Craft [chemical, electronic, mechanical, or structural], Knowledge [technology], and Repair are class skills).

Skills and Feats: Craft (chemical, electronic, mechanical, or structural) +6, Gather Information +5, Knowledge (popular culture) +6, Knowledge (technology) +6, Profession +5, Repair +6, Sense Motive +5, Speak Spanish; Magical Heritage, Personal Firearms Proficiency, Simple Weapons Proficiency.

Spells Known: 0-level-- daze, haywire, read magic (once per day, caster level 1, save DC 12).

Possessions: Remington 700 (7.62mm hunting rifle), 15 rounds of 7.62mm ammunition, knife, cell phone, PDA, firearms license, various personal belongings.

UFO Enthusiasts

When you have jet packs, flying saucers, and an occasionally visible flying base, you're going to attract UFO enthusiasts. Here is the stat block I used for them during the adventure.

UFO Enthusiasts: various human Charismatic ordinary 2; CR 1; medium humanoid; HD 2d6; hp 7; Mas 10; Init +1 (+1 Dex); Spd 30 ft.; Def 12, touch 11, flat-footed 11; BAB +1; Grp +2; Atk -2 melee (1d6+1, improvised club); Full Atk: -2 melee (1d6+1, improvised club); Space/Reach 5 ft./5 ft.; AL various UFO enthusiast groups; AP 0; Rep +2; SV Fort +2, Ref +3, Will -1; Str 12, Dex 13, Con 10, Int 15, Wis 8, Cha 14.

Starting Occupation: Creative (Craft [visual art] and Craft [writing] are class skills.

Skills and Feats: Bluff +7, Craft (visual art) +10, Craft (writing) +10, Diplomacy +7, Gather Information +7, Knowledge (art) +9, Knowledge (popular culture) +7, Knowledge (theology and philosophy) +9, Profession +4; Creative, Educated, Simple Weapons Proficiency.

Possessions: Club (improvised), cell phone, laptop, cellular modem, various personal belongings.

New Equipment

This adventure presents several pieces of equipment not covered in the core rulebook.

Note: No Purchase DCs are given for any of this equipment. Mint condition versions of World War II era equipment are collector's items, with a minimum Purchase DC of 33. Actual price should be a matter of negotiation between buyer and seller.

Equipment

The only general equipment used in this adventure is mustard gas. This was a common gas agent used in both World Wars and rules for it can be found in Chapter Two: Skills of the core rulebook, under Craft (see Table 2-5: Poisons).

Vehicles

In addition to the V-7 technology, the base scientists were developing personal flight units for assault troops.

Table X-1: New Vehicles

Vehicle Crew Pass Cargo Init Maneuver Top Speed Defense Hardness Hit Points Size
Senkrechstarter 1 0 0 +1 +1 176 (18) 10 5 4 M
V-7 Saucer 3 0 0 -2 -4 1760 (176) 6 5 38 G

Senkrechstarter: In its current state of development, this jet pack is not intended for extended flights. Its primary purpose is to serve as a sort of powered parachute for those who need to abandon the base in a hurry.The pack consists of two units. One duct is strapped to the user's chest, the other to his back. Both are small, low-powered rockets, working on a pattern known as the Schmidt pulse-tube. The front unit provides slightly lower power than the back. This disparity in thrust produces a tendency towards forward movement. Both tubes must be ignited at exactly the same time; otherwise the user can expect disastrous results. A special, protective coverall must be worn to protect from heat injuries (World War II technology coveralls would use asbestos and eventually kill the wearers).The sound of the rocket is incredibly loud, almost unbearable, and more a scream than something more identifiably a rocket noise. Two hand controls control the pack with considerable accuracy. It weighs about 120 pounds and can only fly for 5 rounds.

V-7 Saucer: This "flugmaschine" (flying machine) is a circular three-person aircraft powered by jet engines. The exhaust from the jets can be vectored downward, to the rear, or slightly forward by louvered vents controlled by the pilot. It is more properly a flying wing, in that the entire body of the aircraft provides lift when moving forward, and it does not spin. The crew consists of a pilot and a gunner (both members of the kommandotruppe) and a flight engineer (an anwendungstekniker). Treat the V-7's weapons as 25mm cannons (see Table 4-15: Vehicle Weapons in the core rulebook). The V-7 has four such cannons firing forwards. In game terms, this means that the cannons cover four 10 foot-by-10 foot areas with automatic fire. These areas are always forty feet wide and ten feet deep.

Weapons

Svalbard's research did not include personal weaponry, so most of the base staff only has access to World War II military hardware.

Table X-2: New Firearms

   Weapon Damage Critical Damage Type Range Increment Rate of Fire Magazine Size Weight Restriction
Handguns (require the Personal Firearms Proficiency feat)
   Luger P-08 2d6 20 Ballistic 30 ft. S 8 box Small 3 lb. Lic (+1)
   Mauser C-96 2d6 20 Ballistic 30 ft. S, A 10 box Small 3 lb. Res (+2)
   Walther P-38 2d6 20 Ballistic 30 ft. S 8 box Small 2 lb. Lic (+1)
Longarms (require the Personal Firearms Proficiency feat)
   SturmGeveher 44 2d10 20 Ballistic 70 ft. S, A 30 box Large 12 lb. Res (+2)
 
   Weapon Damage   Type Range Burst Rad. Reflex DC Size Weight Restriction
Grenades and Explosives
   Stielhandgranate 3d6   Concussion 10 ft. 20 ft. 15 Med. 1.4 lbs. Mil (+3)

Luger P-08: This pistol is a 9mm autoloader. The German Navy adopted the Luger model 1904, in 9mm, following the German army (Reichswehr) in 1908. Since then Lugers have been adopted by many countries and served until probably the 1950s. Lugers were very economical and accurate pistols, especially for their time. However they were too sensitive to fouling and loose manufacturing tolerances, as well as too pricey, when compared to modern designs like the Browning High Power or Walther P-38.

Mauser C-96: This pistol is a 9mm autoloader. The "broomhandle" Mauser (so called because of its wooden pistol grip) is one of the most distinguishable semi-auto pistols in the history, also one of the first practical designs in its class. It was too heavy, too bulky, and slow to reload, but offered great effective range and firepower, along with good reliability. In short, it is a classic. Originally developed at the end of the 19th-Century, it was adopted by the German Army (Reichswehr) during the First World War to supplement the supply of Lugers. They were manufactured in Russia, China, and Spain as well as in Germany, and in a variety of different calibers. Only the final model, version 712, could fire on automatic (treat as a machine pistol).

The Mauser C-96 came with a wooden hip holster designed to attach to the pistol grip and function as a shoulder stock (requires a standard action to attach, size changes to Medium). This was really the only way to fire version 712 on automatic with any degree of accuracy. The Mauser C-96 also had a 20-round box magazine.

Stielhandgranate: Used by the German Army throughout World War II. The stick grenade or "potato masher" consisted of a hollow wooden staff with a pull-out string, fuse and detonator, and the canister of thin sheet steel with the powder charge. The stick grenade had to be activated before use by unscrewing the safety cap on the stick end and then inserting one of the detonators brought along in small cases. The stick grenade could not only be used individually, but also as a concentric charge.  These were used in numerous situations when more power was needed.

SturmGeveher 44 (StG.44): The StG.44 is a 7.93mm assault rifle. This weapon, known as the world's first assault rifle ("SturmGeveher" means "Storm Rifle"), was developed in Hitler's Germany during World War II. The total number of weapons produced was about 500 000, and these guns proved very effective, but not without some flaws. By modern standards, the StG.44 was too heavy, was not too comfortable to fire from prone positions, and the butt attachment was not too strong and could easily be damaged in hand-to-hand combat; but it was the first gun of its class, and it was more effective than submachine guns.

Although it did not have priority for production in Germany until July 1944, the troops of this installation are an elite group who received their stock early.

Walther P-38: This pistol is a 9mm autoloader. When Hitler came to full power in Germany in the mid-1930's, he began preparations for war. The development of a new pistol, to replace aging Lugers, was one such preparation. Carl Walther Company began development of the new military pistol in the mid-1930s and in 1938 the Werhmacht (German Army) adopted the Walther MP model experimental pistol as "Pistole 38". The Walther Company still manufactures P38s for commercial markets. All in all, the P38 was a very advanced (for its time) pistol, reliable, accurate and comfortable to carry and fire, and it obviously set the trend for post-WW2 combat double-action pistols.

Parting Shots

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