OAGS Time Nazis

Soldat

Soldat
The goons of the Time Nazi army. They likely die in large numbers.

Character Points: 15

Defence: 3
Marksmanship: 3
Melee: 2
Strength: 3
Toughness: 3

Athletics: 2 (3)
Intelligence: 2
Perception: 2
Socialize: 2
Willpower: 2

Hit Points: 15
Weapon: Assault Rifle (8 damage, Two shots), 1x Ubernade (10 damage, small area, half soak)
Armour: Snappy Uniform (1 soak)

Advantages:

  • Military Weapon Training

Disadvantages:

  • Major Foible: Time Nazi Indoctrination 2

Soldat Offizier
The sergeants and other petty officers of the Time Nazis. Their uniforms are snappier and they get a sword to wave around, but they are not much more effective than base soldats.

Character Points: 20

Defence: 3
Marksmanship: 3
Melee: 4
Strength: 4
Toughness: 3

Athletics: 2 (3)
Intelligence: 2
Perception: 2
Socialize: 2
Willpower: 3

Hit Points: 15
Weapon: Rail Luger (10 damage, subtle), Einvolk Duelling Sword (14 damage while using pistol)
Armour: Snappy Uniform (1 soak)

Advantages:

  • Theta Weapon Training: Time Nazis 6
  • Sword and Pistol Style 1

Disadvantages:

  • Major Foible: Time Nazi Indoctrination 2

Venomkommando
The heavy weapon division of Soldat. Their Armor is painted a snappy SS brown with Time Nazi insignia engraved on it.

Character Points: 30 (20)

Defence: 3
Marksmanship: 4
Melee: 5 (4)
Strength: 6 (4)
Toughness: 3

Athletics: 3
Intelligence: 2
Perception: 3
Socialize: 2
Willpower: 3

Hit Points: 25
Weapon: Heavy Machine Gun (10 damage, 3 shots, heavy), Mortar (8 damage, large area, indirect fire, heavy), 2x Panzernade (20 damage, no soak)
Armour: Earthquake Armor (6 soak, +2 Strength, Fast 1)

Advantages:

  • Military Weapon Training 3
  • Powered Armor 4
  • Theta Armor Access 3
  • Heavy Weapons Training 1

Disadvantages:

  • Major Foible: Time Nazi Indoctrination 2

Soldat Starkkommando
The selection process for these sadistic monstrosities requires not only for the commando in question to be experienced and incredibly effective in combat, but also abject lack of the commonest of moral fiber and incredible physical strength. Lackings in both of these requirements can be 'remedied' with Time Nazi 'science'.

Character Points: 40 (30)

Defence: 4 (5)
Marksmanship: 3
Melee: 5
Strength: 7 (5)
Toughness: 5

Athletics: 1 (4)
Intelligence: 2
Perception: 2 (3)
Socialize: 2
Willpower: 3

Hit Points: 25
Weapon: Starkrustung Klaw (9 damage each), Ripper Saw (34 Damage, Crazy Man's Burden, -1 athletics, -1 defense), Rail Luger (10 damage, subtle)
Armour: Starkrustung Powered Armor (9 soak, +2 Strength, -1 Perception, -2 Athletics)

Advantages:

  • Theta Weapon Training: Time Nazis 6
  • Theta Armor Access 3
  • Powered Armor Training 4
  • Pain Resistance 2

Disadvantages:

  • Major Foible (Bloodthirsty) 2

She Wolves

The she wolves are an elite fighting sisterhood and perhaps the most dangerous of the Zeitkommando's forces. They are trained into the ways of wolf tactics and pack traditions & mentality before finally being 'gifted' with lycanthropy by the matriarch herself. This particular pack has has an increased libido even when the moon is waning and use it to stop themselves transforming at inopportune times. They are allowed a ration of a restricted drug called 'Aveoic' which dulls the effects of the new moon syndrome all werewolves are susceptible to. They jealously track down and murder any time nazi werewolves not in their order, and treat lesser soldiers as their 'playthings'.

She-Wolf Initiate
Only the most ruthless Time Nazi soldat women are invited to join the she-wolves.

Character Points: 28 (23)

Defence: 3
Marksmanship: 4
Melee: 3
Strength: 3
Toughness: 3

Athletics: 3 (4)
Intelligence: 3
Perception: 3
Socialize: 3
Willpower: 4

Hit Points: 15
Weapon: Assault Rifle (8 damage, 2 shots)
Armour: Snappy Uniform (1 soak, -1 athletics)

Advantages:

  • Military Weapons Training 3
  • Stealth 3

Disadvantages:

  • Trying to act feral 1

She-Wolf Ripper
Not all initiates have the fortitude to see through or even survive she-wolf training. Those that do are blessed with the matriarch's strain of lycanthropy.

Character Points: 20 (27)
Green items are gained in wolf form.

Defence: 4/5
Marksmanship: 4/1
Melee: 4/5
Strength: 4/9
Toughness: 4/9

Athletics: 4/6
Intelligence: 3
Perception: 3/8
Socialize: 4/1
Willpower: 4/5

Hit Points: 20/45
Weapon: Assault Rifle (8 damage, 2 shots), Claws x2 (11 damage each)
Armour: Snappy Uniform (1 soak, -1 athletics)

Advantages:

  • Military Weapon Training 3
  • Stealth 3
  • Intimidator 1
  • Regeneration
  • Natural Weapon
  • Pain resistant

Disadvantages:

  • Uncontrolled Werewolf 14
  • Addiction: Aveoic 1
  • Foible: Hypersexuality 1
  • Allergy: Wolfsbane
  • Weakness: Silver
  • Foible: Bloodlust
  • Animal Intelligence
  • Mute, No Hands, Nonhuman Appearence

She-Wolf Sister
More experienced she-wolves who have had long and frequent exposure to Aveoic find themselves a tad more lucid whilst in wolf-form and can remember their actions as such. With a small amount of special training, they gain enough focus to control their transformations. The feralness of their wolf form seeps through into their conscious thought, however, and they begin to lose any patience they once had for the use of firearms.

Character Points: 50 (32)
Green items are gained in wolf form.

Defence: 4/6
Marksmanship: 3
Melee: 4/6
Strength: 4/9
Toughness: 4/9

Athletics: 5/7
Intelligence: 4
Perception: 3/8
Socialize: 5
Willpower: 5

Hit Points: 20/45
Weapon: Shotgun (12 damage, Triples soak) Claws x2 (+1 hit, 12 damage each)
Armour: Snappy Uniform (1 soak, -1 athletics)

Advantages:

  • Stealth 3
  • Intimidator 1
  • Weapon Specialist (Claws) 1
  • Wrestling 1
  • Spy 1
  • Controlled Werewolf 14
  • Regeneration
  • Natural Weapon
  • Pain resistant

Disadvantages:

  • Addiction: Aveoic 1
  • Foible: Hypersexuality 1
  • Allergy: Wolfsbane
  • Weakness: Silver
  • Foible: Bloodlust
  • Mute, No Hands, Nonhuman Appearence

Freaks and Loonies

Manus Fuhrer
After the fall of The Vatican, those of the Manus Dei who did not join The Master Church decided to side with Dr. Strom's Time Nazis and serve a more wholesome master - Hitler. They have vowed to see the master church crushed and the Vatican restored.

Character Points: 45

Defence: 4(5 with magick sword)
Marksmanship: 4
Melee: 4(6 with magick sword)
Strength: 4
Toughness: 4

Athletics: 4
Intelligence: 3
Perception: 4
Socialize: 2
Willpower: 4

Hit Points: 20
Weapon: Fuhry (6 damage, 3 shots, Half Soak) and Magick Sword (8 damage)
Armour: Steelcloth Robe (Soak 4)

Advantages:

  • Time Nazi Weapon Training 6
  • Dabbler 3 (Bless, Exorcism, Last Rites, Mass, Seal Portal)
  • Pain Resistance 2
  • Hand of Hitler Style 1
  • Minor Magickal Item(Magick Sword) 3
  • Minor Magickal Item(Steelcloth Robes) 3

Disadvantages:

  • Major Foible: Time Nazi Indoctrination 2
  • Foible: Hates the Master Church 1

Time Nazi Witch
The sinister witch cabal of the the Time Nazis are some of their most potent operatives and their gateway to the past, giving them a considerable advantage over the other Theta Factions that would have trounced them without it.

Character Points: 30 (23)

Defence: 3
Marksmanship: 4
Melee: 2
Strength: 3
Toughness: 3

Athletics: 3
Intelligence: 4
Perception: 4
Socialize: 3
Willpower: 4

Hit Points: 15
Weapon: Spark (10 damage), Handcannon w/ Cold Iron bullets (9 damage, Quick draw)
Armour: Steelcloth Robe (Soak 4)

Advantages:

  • Witch 7
    • Supernatural Attack: Spark
  • Telepathic Communication 2

Disadvantages:

  • Major Foible: Time Nazi Indoctrination 2

Stromseekers
The personal guards and servants of Dr. Strom, Reichsfuhrer of the SS Zeitkommando. They are laden with his various 'inventions' to improve their effectiveness.

Character Points: 45 (23)

Defence: 4
Marksmanship: 5
Melee: 2
Strength: 3
Toughness: 4

Athletics: 3
Intelligence: 4
Perception: 3
Socialize: 2
Willpower: 3

Hit Points: 20
Weapon: Fiend Glove (7 damage), Rail Luger (10 damage, Quick Draw, Subtle), Strom Rocket Rifle (15 damage, two shots, splash damage, long range)
Armour: Jetpack Suit + Helmet (6 soak)

Advantages:

  • Armor Training 3
  • Theta Weapon Training: Time Nazis 6
  • Strom Goggles 3 (Aura Sight, +1 marksmanship, +1 perception)
  • Strom Rocket Rifle 6 (15 damage, two shots, splash damage, long range)
  • Strom Jetpack Suit 6 (Kevlar Suit, Flight, Speed 1, +2 soak)

Disadvantages:

  • Major Foible: Time Nazi Indoctrination 2