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

Saturday, March 7, 2026

Punch A Nazi Week - Modern Nazi Scum

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


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

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

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

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

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

Friday, March 6, 2026

Punch a Nazi Week - Nazi Devil

 


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

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

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

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

Thursday, March 5, 2026

Punch A Nazi Week - Hook and the Waxmen

 

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

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

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

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

Wednesday, March 4, 2026

Punch A Nazi Week - Number 40

 

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

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

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

Tuesday, March 3, 2026

Punch A Nazi Week - Von Monsta

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


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

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

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

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

Monday, March 2, 2026

Music Monday - American Idiot

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


And now for the music video:

Punch A Nazi Week - Mold

 

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

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

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

Plot Hooks

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

Sunday, March 1, 2026

Punch A Nazi Week - Captain America (Steve Rogers)

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

Captain America (Steve Rogers)

  • Super Soldier
  • Nazi puncher
  • The first Avenger

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

Starting Equipment

Shield, armored costume, Avengers ID card

Statistics

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


Background

Super soldier out of time


Hit Points & Hit Die

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


Weapons & Armor

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

Captain America's Shield

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

Super Soldier Serum

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

Advancement Options

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

Captain America as an NPC

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

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

Saturday, February 28, 2026

Punch A Nazi Week Reminder

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

Sunday, February 22, 2026

Punch A Nazi Week Returns

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


Friday, February 20, 2026

The Swedish Chef Knows What's Up

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

Saturday, February 14, 2026

Truth, Justice, and…

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

This piece by kevintranart_ and wanted to share.

Tuesday, February 10, 2026

Pathetic

 Here’s another anti-I.C.E. piece I found. This time we get DCAU Batman expressing his thoughts. The piece was created by Jordan Gibson.

Tuesday, January 27, 2026

Sugar, Spice…

Just another reminder, Fuck I.C.E (and the Border Patrol while we’re at it)!”

Art by Delaney’s Art

Wednesday, January 14, 2026

If They Keep Making Them…

…I’ll keep sharing them. The artist created it to stand in solidarity with Daniel Warren Johnson.

Monday, January 12, 2026

And Another One

Transformers and Absolute Batman artist Daniel Warren Johnson created this fantastic piece featuring Optimus Prime defending citizens from ICE.


His regular collaborator Mike Spicer colored it.

Sunday, January 11, 2026

I Just Help The Little Guy

I’m a huge fan of Ollie and I think this piece by Conner Coker is true to his character. I also agree 💯 with the sentiment expressed.

Tuesday, November 4, 2025

G.I. Robot Was Right

I found this while scrolling yesterday. I love GI and just ordered a “GI Robot Was Right” shirt yesterday. 

I think it might be time for another Punch A Nazi week. Not sure the exact week I’ll do it but expect another one by the end of the month.


Saturday, July 12, 2025

Punch A Nazi Week - Atom Man

Today's entry is topical because I'm going to watch Superman in a bit. I'm going to take the opportunity to plug one of the best Superman books with this one. If you haven’t read Superman Smashes The Klan you need to asap. It’s a great story and sadly even today timely. The main villain is Atom Man (who also appears in Superman & Lois). 


Atom Man is a villain who gained his powers through Nazi experimentation with Kryptonite. He has super strength, a kryptonite belt, flame-thrower, and jet pack.

Atom Man (4th-level warder): Init +1; Atk +d6+1 flamethrower (range 50', 1d10 plus catch fire), +d6+5 fist (1d8+5); Crit V/1d10; AC 16; HD 4d12+12; HP 46; Mov. 30', 60 fly; Act 1d20; SP No pain, no gain, enhanced strength +6, mighty deed of prowess, gadgets; SV Ref +1; Fort +2; Will +2; Path PoV +4

Gadgets: Kryptonian belt, flamethrower, jetpack

Kryptonite belt: While wearing this built, Atom Man's damage done to Kryptonians can't be reduced. When a Kryptonian takes an action against Atom Man have their die type reduced twice.

Friday, July 11, 2025

Punch A Nazi Week - Hollow Men

Even if you don't include Nazi villains, you can still have remnants of their mad science and occult power sprinkled into your game. 

An example of this is  Di-Namo Fluid. By replacing human blood with the fluid, the Nazi sympathizing villain could turn people into mindless zombies. These "hollow men" were effectively unstoppable short of totally destroying the body.

Hollow Men: Init +0; Atk +4 claw (1d4); Crit U/1d10; AC 13; HD 4d6; Mov. 20', climb 30'; Act 1d20; SP un-dead, unstoppable, unturnable; SV Ref +2; Fort +4; Will +2; Path WtL

Un-dead: Hollow men are un-dead and don't need to eat, drink, or breathe. As un-dead, they are immune to sleep, charm, paralysis spells and powers, as well as other mental effects and cold damage.

Unstoppable: Unless their body is destroyed, for example by fire or total dismemberment, a hollow man can continue to function at 0 hit points. 

Unturnable: Despite their un-dead nature, Hollow Men cannot be turned by clerics.