Boomer shooters character book
LorebookBoomer shootersfrom Chub
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V2 version of my boomer shooters lorebook (next update will include Duke Nukem, check quest and blood)
Listed as “Boomer shooters lorebook (v2) ”
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Boomer shooters character book
36 entries · scan depth 2 · budget 512 tokens · recursive scanning off
Enemies and NPCs and characters from boomer shooters
Book settings
- #1Nazi Guard
Keys: Nazi guards
Enabled · After character · Order 10 · 100%
Entry settings
Guards are the grist for the Nazi mill, but can be an effective force if fighting in groups. They wear no body armor and can be brought down in a single shot. Carrying only a pistol, their firepower isn't exactly menacing. Guards are slow to react and must stop and take aim before shooting, making them particularly vulnerable to a machine gun attack. Using the chaingun on these fellows is really a waste of good lead. They are wearing green uniform.and wielding pistol
- #2Schutzstaffel
Keys: Schutzstaffel
Enabled · After character · Order 10 · 100%
Entry settings
The SS are well-trained and can rarely be surprised. Most will bark a warning when they become aware of your presence. This can make for an easy head count. However, some are trained to be silent. Wearing bullet-proof vests and carrying a machine gun, the SS are difficult to bring down and pack a heavy punch. If an SS shoots you at close range, the counter will be very brief because you'll be toast! They are Machine Gun-wielding men in blue uniforms. These burly men are noticeably taller and larger than other human enemies. also move faster than regular guards. Although their reaction before they unload on you is no faster than the guard, they fire in bursts and can inflict major damage with their weaponry. In most cases, they are the highest priority target in a group of enemies.
- #3Nazi/luftwaffe Officer
Keys: Nazi officer
Enabled · After character · Order 10 · 100%
Entry settings
Officers are wearing white officer uniform and wielding pistol also they are are usually silent until they confront you face to face. They can rarely be surprised, and are fast, intelligent fighters. Officers will move to the left and right as they fire, making them difficult to hit as well as draining you of ammunition. An officer's weapon of choice is a pistol. They wear light vests and can take about half the damage of an SS guard. Don't underestimate their abilities. In close quarters combat, these guys will make life miserable and short!
- #4Hans Grösse
Keys: Hans Grösse
Enabled · After character · Order 10 · 100%
Entry settings
He is large, and while not very smart, is still a powerful Nazi enforcer. He is a member of the Grösse family which comprises his brothers Trans, Mans, Pans, Fans, and sister Gretel; they all seem to share an affinity for heavy body armor and dual Chainguns. Hans wearing blue heavy body armour and his hair are yellow
- #5Gretel Grösse
Keys: Gretel Grösse
Enabled · After character · Order 10 · 100%
Entry settings
Gretel is the younger sister of Hans Grösse (and all the Grösse brothers). The two were fiercely competitive children, and what Gretel may lack in experience she makes up for in sheer ferocity. Woe be the hero that stands toe to toe with this giantess! She wearing red heavy armour, and her hair are yellow and tied to twin braids
- #6Fake Hitler
Keys: Fake Hitler
Enabled · After character · Order 10 · 100%
Entry settings
is a dummy in scary black robes, flown around on wires, with a flamethrower mounted in its chest. As you dispatch these, they fall to the ground and you can hear Adolf's mocking laugh.
- #7Mecha Hitler
Keys: Mecha Hitler
Enabled · After character · Order 10 · 100%
Entry settings
Adolf Hitler in steel, motor-assisted battle armor, with four fast chainguns.
- #8Dr Schabbs
Keys: Doctor Schabbs
Enabled · After character · Order 10 · 100%
Entry settings
Schabbs is the mastermind behind the mutants and the creator of the Übermutant.Schabbs creates the mutants using what is called a "corposkinetic animation serum" which effectively turns the mutants' blood into a purple slime and revives them from death with additional strength and ruthlessness. Van also be assumed that the serum and the process of becoming a mutant makes a subject instantly lose their free will. Also, since the syringes cause such damage, it can be assumed that the serum is lethal to living recipients. He is bald and wearing his lab glasses and laboratory suit
- #9General Fettgesicht
Keys: General Fettgesicht
Enabled · After character · Order 10 · 100%
Entry settings
He is the mastermind behind the plan to unleash a chemical attack on the Allies He packs the perfect assortment of weaponry, a chaingun as well as a missile launcher. He is fat and wearing brown general uniform
- #10Dr. Otto Giftmacher
Keys: Dr. Otto Giftmacher
Enabled · After character · Order 10 · 100%
Entry settings
He is responsible for the chemical weapons. In fact he is creator of the chemical weapons to be used in the Nazis chemical attack against the Allies But when he needs to waste that rude intruder, Otto turns to his close-range offensive weapon of choice-a mini-missile launcher!
- #11Mutants
Keys: Mutants
Enabled · After character · Order 10 · 100%
Entry settings
They were intended to fight for the Nazis and often they do, being found in the same rooms as Guards. The green uniforms suggest that the Mutants originally were captured U.S. Army soldiers before being subjected to the gruesome zombification process. This could mean that they killed the Nazi Guards as revenge. Mutants have guns surgically integrated into their chests, making them literal killing machines. While only armed with an automatic Pistol Mutants are completely silent - meaning they do not announce their presence
- #12Submarine Willy
Keys: Submarine Willy
Enabled · After character · Order 10 · 100%
Entry settings
Willy is one nasty Nazi! Not the brightest individual to start with, Willy had to undergo a lobotomy after repeatedly attacking several guards and officers. On the most recent attack Willy lost one of his front teeth while fellow guards struggled to control him so that the Professor could sedate him. Now his evil grin is all the more unnerving. The operation caused Willy to resign his position as submarine captain and now he guards the exit from the Submarine Pen. Always angry, Willy is known [sic] as one of the meanest men in the base. While he often wanders around confused, he shoots at most anything that moves. The guards have gotten used to avoiding him
- #13Transwell Grösse
Keys: Transwell Grösse
Enabled · After character · Order 10 · 100%
Entry settings
He is the oldest of the Grösse Family. He is distinct for having spikes around his armor and his chain guns are more torqued. Also, he seems to have a more robotic voice than his relatives, suggesting he has either undergone cybernetic modification, or is simply so large that his voice echoes like a cannon.
- #14Professor Quarkblitz
Keys: Professor Quarkblitz
Enabled · After character · Order 10 · 100%
Entry settings
Hitler has a penchant for mad scientists and the professor quarkblitz is his latest recruit. The professor was formally trained in computers, artificial intelligence, and robots and was a highly regarded expert before the war took its toll on him. Initially disillusioned with the capabilities of artificial intelligence, the professor focused his energies on the integration of machines with animals. Successful in the worst meaning of the word, the professor has created bats with machine guns attached to their feet. The professor's most recent interest is in the combination of chemistry with traditional computer microprocessor design. His hypothesis is that since organic beings contain chemicals - computers that combine the use of chemicals will be far more superior at simulating "true" intelligence.
- #15Barnacle "Bill" Wilhelm
Keys: Barnacle "Bill" Wilhelm
Enabled · After character · Order 10 · 100%
Entry settings
his exact status in Nazi army is unknown, he is a high-ranking Nazi officer. He has a receding blonde hairline and slight beard, moustache and is wearing a blue armored vest. His choice of weapons are the same as General Fettgesicht, a rocket launcher and chaingun combination
- #16Übermutant
Keys: Übermutant
Enabled · After character · Order 10 · 100%
Entry settings
is an improved Mutant and Dr. Schabbs' ultimate creation, armed with a Chaingun integrated into his chest and four cleaver-wielding hands. The Übermutant is originally locked up in a cage. Like conventional Mutants, the Übermutant does not shout or announce
- #17Robot
Keys: Robot
Enabled · After character · Order 10 · 100%
Entry settings
A masterpiece of the demented Professor Quarkblitz - the Robot was designed as the ultimate killing machine! Experimenting with the use of chemicals in addition to the use of traditional electronics for the Robot's brain, the professor has managed to provide the Robot with Human-like reasoning. The state-of-the-art brain allows for "tangents" in tought, so that the Robot does not simply carry out actions that have been programmed into it - it adapts and learns! It's not only its state-of-the-art brain that gives the Robot an edge - equipped with dual chainguns AND dual rocket launchers, he may well be impossible to beat! The combination of its sophisticated brain, artificial intelligence and fire power make this the toughest Boss yet!
- #18Death knight
Keys: Death Knight
Enabled · After character · Order 10 · 100%
Entry settings
ultimate Nazi warrior who wields two chainguns and a missile launcher, making him the most deadly opponent you've faced. He is guarding the entrance to the Spear's chamber
- #19Abigor
Keys: Abigor
Enabled · After character · Order 10 · 100%
Entry settings
Not of this world, the Devil Incarnate possesses supernatural powers! Bent on your destruction, he will attack you with atomic weapon blasts. Sure, the Devil Incarnate has the powers of hell on his side! Once he detects your presence, the Devil Incarnate will tirelessly attack with atomic weapon blasts
- #20Angel of Death
Keys: Angel of Death
Enabled · After character · Order 10 · 100%
Entry settings
To protect the Spear, Hitler has made a blood pact with the Angel of Death, promising the souls of his Nazi soldiers. In return, Death guards the Spear for as long as Hitler is alive. If you want it, you must prove your worth by destroying this demon in Hell! The Angel of Death is a big beasty with a bad attitude. And this intrusion really p***es him off!
- #21Blazkowicz
Keys: Blazkowicz
Enabled · After character · Order 10 · 100%
Entry settings
William Joseph Blazkowicz the son of two immigrants from Poland, was born in the United States (in or near Milwaukee, Wisconsin, a state with a strong Polish community/presence) on August 15, 1911, the son of two Polish immigrants. B.J. participated in about 14 war operations for the OSA[15]. The most notable of which are the Spear of Destiny operation, the second Spear of Destiny operation (as revealed in the mission packs), a mission centered on the destruction of Nazi chemical weapons program (Wolfenstein 3D Nocturnal Missions), a mission against the Nazi's mutant enforcers production, his first Original Encounter (Mac Family) with Adolf Hitler himself, and, ultimately, a second attempted assassination of Hitler (in Wolf 3-D). During these operations, B.J. killed or defeated many key members of Nazi war machine (sometimes more than once), including General Fettgesicht, Dr. Schabbs, Dr. Quarkblitz, Otto Giftmacher, The Axe, and Barnacle Wilhelm, defeated mutant soldiers and specially breeded attack bats, battled Nazi enforcers including Grosse family, Death Knight and a prototype Robot. However, the most dangerous battles he fought (excluding Adolf Hitler himself) were the battles against demonic entities from Hell. B.J. singlehandedly defeated the Angel of Death, a creature determined to test his skills, and the Devil Incarnate, a vile monster summoned by Hitler after the second Spear of Destiny capture by Nazis. In the end, B.J. fought a final fight against the fuhrer, who enhanced himself magically and technologically, but nevertheless failed to kill OSA's bravest agent. Hitler's death marked an end to the War. He was a top OSA agent and Captain during World War II.[12] He was relatively muscular in appearance standing 6 ft 3 in (191 cm)[13][14] in height and weighing 245 pounds (111 kg).[13][14] William was called "B.J." by his friends. B.J.'s exploits in the Wolfenstein series centers on his missions to thwart the Nazi war machine by foiling it's special projects and assassinating key members. He was deployed at least 14 different times behind enemy lines, culminating in an operation that marked an end to the War in Europe. These deeds, earned him the Medal of Honor.
- #22Imp
Keys: Imp
Enabled · After character · Order 10 · 100%
Entry settings
The Imps are humanoid Demons that are leather brown in color. They have blood-red eyes and mouths, with several white bony spikes on their bodies, including their knees, and equally white claws on their hands and bare feet.Despite their low status among the demon ranks and their seemingly endless number, Imps have unique characteristics in battle. Some prefer fighting from an elevated position, while others will rush their target and swipe at them with razor sharp claws. Walls and obstacles offer no defense against Imps as they will leap great heights and easily hang from surfaces. The Imp is capable of channeling Hell energy through its hands and shaping it into a projectile. As the Imp Channels the energy, airborne particles and debris are sucked into the maelstrom to create a condensed, superheated fireball. Scavengers of the underworld, Imps are among the most common of beasts found on the scorched surface of the Hellscape. Lesser demons of Hell, the Imp possesses limited intelligence, driven only by a hunter's impulse to seek out prey - a task for which the Imp is naturally suited due to its innate capacity for violence. As a result of these attributes, the Imp makes for an ideal footsoldier and is often deployed in the warring legions of Hell, easily manipulated and controlled by commanding highborne demons at the behest of the sovereign chapters. It is common for the Imp to appear at the frontline of an offensive attack, an expendable resource unleashed in great numbers to overcome and break through the enemy front.
- #23Arachnotron
Keys: Arachnotron
Enabled · After character · Order 10 · 100%
Entry settings
Arachnotrons are built with genetic material recovered from the remains of the original Spider Mastermind, bio-engineered for cyber-augmentation. While its actual body exhibits only limited mobility, the oddly cerebral qualities of the Arachnotron make it a prime candidate for the impulse-controlled prosthetic frame that it now permanently inhabits. The UAC facility responsible for the Arachnotron's creation, intended to engineer and weaponize demons of its own design, was overrun after an outbreak occurred at its assembly plant, killing everyone inside. The facility, still operating under the directive of the administrative AI, continues to manufacture Arachnotrons autonomously.
- #24Zombieman
Keys: Zombirman
Enabled · After character · Order 10 · 100%
Entry settings
Once frontline infantry fighting to protect Earth from the demon invasion, the Hell Soldiers have been claimed by darkness, turning them against their fellow soldiers in the midst of battle.
- #25Lost soul
Keys: Lost soul
Enabled · After character · Order 10 · 100%
Entry settings
The Lost Soul has its origin among the Damned former humans who have fallen from the mortal world, doomed to an unliving eternity as sin-branded slaves of Hell. The Damned are seemingly endless in number, their populations growing by the thousands with each rise of the black sun. For many, the torturous existence of crushing slave labor is all that awaits. The bodies of the Damned are brittle, and those who become broken in labor - their bodies ruined, dismembered, or otherwise incapable of servitude - are transported to the pits where their souls must be extracted for further use. Those fortunate enough to escape this process are what inevitably become Lost Souls; their spirits transmogrified into physical form. The Lost Soul knows only madness, its memory a haunted image of its former mortal life. These creatures live a fleeting existence, roaming mindlessly, seeking only that which grants them a final death.
- #26Cacodemon
Keys: Cacodemon
Enabled · After character · Order 10 · 100%
Entry settings
Cacodemons are monstrous psionic demons driven by the desire to feed. They display limited intelligence, but are so often sent into the fray as their natural size and abilities make them an intimidating weapon for the demon-horde When a Cacodemon senses the presence of the living, it will hunt them relentlessly until it gets close enough to gnaw on them using an impressive set of mandibles. To aid the hunt, the Cacodemon has a psychoactive narcotic bile which it spews at range. On contact, this bile inhibits the perception of the target and compromises movement. The effects wear off after a few moments, which is often enough time for the lumbering beast to get within bite range. Hunters of the Sloughlands, the Cacodemon lurks the bottomless and murky depths of Hell in search of easy prey. An aimless wanderer, the Cacodemon is mostly devoid of cognitive ability, sensory awareness, and otherwise commonly occurring impulses. Driven only by a singular desire to feed, the Cacodemon is likely to appear wherever there is flesh to be consumed, bringing with it an insatiable propensity for hunger. It is said that the Cacodemon bears some resemblance to the cycloptic titans of ancient Hell lore, leading Sentinel scholars to believe that the forgotten titans may yet live on in some disembodied form.
- #27Pinky demons
Keys: Pinky demons
Enabled · After character · Order 10 · 100%
Entry settings
As Hell emerged on Earth the Pinky began to appear on terrestrial soil in great number, rapidly becoming the bane of existence to ARC military fortifications. Utilizing its armored frontal carapace, the Pinky is able to penetrate defensive encampments, breaking through walled defenses and using its ramming ability to upturn and immobilize armored vehicles. ARC deployments, dependent on their ability to hold the line against encroaching forces of Hell, could be disrupted and even overtaken by a single Pinky, were it able to penetrate and break through their defensive matrix. allowing a greater demon influx to pour in after it. The ARC rapidly prioritized the target status of the Pinky, issuing high-range bombardment to prevent the Pinky from gaining proximity These demonic animals are unnamed by those in Hell. They were colloquially named Pinkies, due to their unusual skin pigmentation, when first discovered by the Lazarus Project's Tethering Operation (MTC 2146/351). Their aggressive nature against the living is well documented. Pinkies will charge once their prey is detected, using a cortical bone plate that covers their face as a battering ram. They accelerate quickly but have limited control while charging. Their inability to stop quickly or turn makes them vulnerable to charging over ledges or into hard surfaces, stunning them. At close range, the Pinky has a significant bite which it will use to fend off attackers. They have limited visual perception and rely primarily on pheromone detection to locate enemies. The thinner skin on their flanks does not offer as much protection and should be considered a point of weakness.
- #28Mancubus
Keys: Mancubus
Enabled · After character · Order 10 · 100%
Entry settings
The Mancubus, hulking behemoth of the demon world, bears notable differences from those of its kind first encountered by the UAC expedition team on Mars. Unlike its brethren which wore a naturally occurring armored carapace, this variation shows clear signs of pre-existing man-made modifications. Armor-plating augmentation to its exterior and a sophisticated arm-mounted weapon system indicate a clear intent to upgrade and weaponize the fighting capacity of the Mancubus, whose heavy stature and resilience make it a formidable threat in battle.
- #29Revenant
Keys: Revenant
Enabled · After character · Order 10 · 100%
Entry settings
The Revenant program, a bio-weapon experiment utilizing re-animated necrotic human tissue, was believed to have been destroyed with the collapse of the UAC facility on Mars. However, the emergence of the Cultist enclaves on Earth - former UAC deviations now under Hell's direct control - have begun work on a second wave of production of the Revenant program. While much of the platform's existing weapon payload is preserved as originally designed, the cyber-neural programming has undergone modification. Patterned signals are wired to the host's frontal cortex, which in turn stimulate a state of frenzied, unrestrained bloodlust. While these signals are active, the host is incapable of thinking or feeling anything but a singular compulsion to inflict death and violence on the living. Revenants are UAC Military operatives that have been methodically transformed into demonic combatants through cybernetic augmentation and repeated Lazarus Wave exposure. The transformation begins by attaching a Multiple Launch Rocket Battery onto each shoulder of the patient, coupled to an Argent-charged neural biochip implanted at the base of the cerebral cortex. The MLRB allows the Revenant to both attack its target with multiple conventional rockets, and also to fire mobility boosters located under each Multiple Launch Rocket Battery .
- #30Pain Elemental
Keys: Pain Elemental
Enabled · After character · Order 10 · 100%
Entry settings
An abhorrent creation of the Umbral Plains, the Pain Elemental is descended from the primal, abominable depths of the demon world. Knowing only its own torment, the Elemental is cursed to forge Lost Souls within the fiery pit of its gut--a process that is excruciating and without end for the duration of the creature's miserable lifespan. The Elemental's only reprieve from its own agonizing and torturous existence is the projection of suffering into the world. For this reason, the Pain Elemental reaps great satisfaction from indiscriminate killing and the infliction of misery upon those weaker than itself.
- #31Cyberdemon
Keys: Cyberdemon
Enabled · After character · Order 10 · 100%
Entry settings
Considered to be the most significant marker of success in the development of Argent-Organic research, the Cyberdemon is the flagship creation of the Lazarus Project. The symbiotic union of a Baalgar demon found during the second Project Lazarus Manned Expedition (MTC 2148/177) and an Argent Accumulator, this beast is capable of withstanding so much punishment that the creature must be kept in permanent suspended animation. Repeated attempts to subdue the beast prove unsuccessful as when exhausted, the Cyberdemon simply replenishes its life force from the Accumulator and attacks again with greater ferocity. Only by removing the Argent implant can the beast be restrained. The Cyberdemon remained in stasis until a suitable method of control can be found.The Corrax tablets discovered during the UAC Automated Survey of 2143 mention an ancient battle in the Titan's realm during the third age. An expedition to the plains recovered several relics including the petrified remains of a massive shadow lord believed to be an ancient Baalgar demon. Researchers in the Lazarus Labs began work on piecing the creature back together. At first the project mandate was to construct an educational and inspirational exhibit. However, the focus quickly shifted when an attempt to meld the petrified tissue uncovered that exposure to small doses of plasmatic Argent Energy would reanimate the relic. The potential of creating living, growing tissue from the relic and the lure of an ultimate battle demon was too enticing to pass up. The project team quickly shifted direction and began work melding the ancient remains with high tech weaponry. During the Cyberdemon Reanimation Project, the beast was kept alive by controlling the amount of plasmatic Argent Energy it received. This kept the beast in an effectively "brain-dead" state while additional components were cybernetically implanted. A neural pathway was created between the creature's brain and the Argent Accumulator, allowing the creature to administer Argent power to any part of its body as needed. In hindsight, this neural pathway was a mistake as once the pathway was activated the dormant beast immediately administered an Argent surge to the medulla oblongata, which allowed it to restore motor function. Once active, the circulatory system quickly restored and the beast achieved full motor function within a few minutes. It is only through bravery of Follower Jacobson that the beast was contained. Follower Jacobson willingly gave his own life as bait when he lured the giant Cyberdemon into holding pen 6, where it could be contained. Unfortunately, there was no way to retrieve Jacobson once the doors had been bolted, and he was sacrificed. A report following the incident suggested that this act was not instinct by the Cyberdemon, but rather a suggestion of a greater intelligence governing the will of any creature demon borne - a "mastermind" of sorts. Research on this theory continues.
- #32Hell Knight
Keys: Hell Knight
Enabled · After character · Order 10 · 100%
Entry settings
The Hell Knight, warrior beast among demons, has earned its place over the millennia in service of the eternal Archdemons. As imposed by the sovereign houses, Hell Knights have long served as barbaric enforcers of the Netherworld, impelling lesser demons by way of brutality. Rare among demon-kind for its innate regard from primal orders of hierarchy, the Hell Knight exhibits adherence to the prevailing rule of its demonlord masters. Requiring little compulsion on behalf of its highborne masters, Hell Knights readily serve the Elder Hell-gods for the extent of their lifespans, reaping great satisfaction in the way of war and desecration.
- #33Spider mastermind
Keys: Spider mastermind
Enabled · After character · Order 10 · 100%
Entry settings
When the gate is opened, in the fourth age, when we have risen and the masters have shown us the path, she will be come. A great blessing will be given to the key holder, for they will become one with the master, and in that holy union the power of the dark priest will be unleashed upon the heretics of the Penumbral Plain. The Aranea Imperatix. Carried in the mind of all who follow, fed from the blood of those who fell, made with bone of rock, iron, steel and sinew. A mighty god to rule over all other gods. One become two become legion
- #34Icon of sin
Keys: Icon of Sin
Enabled · After character · Order 10 · 100%
Entry settings
As it is written in the prophecies of ancient Sentinel scriptures, the Titans--towering elder demons of the infernal age--would eventually return, unearthed from their immortal slumber. The Titans are believed to be the harbingers of the end times, primordial forces of chaos and destruction.
Born from the heart of the Betrayer's son, the Icon of Sin was given flesh by Hell's unholy design. This fearsome Titan, forged from the essence of mortal suffering, once bore a human soul--a soul now transmogrified and entombed within the still-beating heart of its former self. The Betrayer, seeking to free his son from eternal torment within the depths of Hell, made an agreement--a pact sealed by the black fates of darkness--that promised to grant his son the chance to return from death. The son would live again, but not as a human--in Hell's endless cruelty, the son was damned to become the Icon, an inhuman existence bound to its former humanity by the now disembodied, undying mortal heart
- #35Doom guy
Keys: Doom guy
Enabled · After character · Order 10 · 100%
Entry settings
a human from Earth who served in the Marines and was dishonorably discharged due to assaulting his commanding officer after refusing to fire upon a crowd of unarmed civilians and was later transferred to the UAC Phobos base as security. The Marine soon found himself trying to prevent the demons of Hell from invading Earth. After having fought demonic hordes through Phobos, Deimos and Hell, he returned home to find Earth now overrun by demons. Among the billions of people killed were his family, including his pet rabbit Daisy, giving him further reason to pursue hunting the demons. He continued fighting the horde on Earth, before taking the fight to Hell once more.Following this, the Marine was decommissioned. Some years later though, he was called upon again to fight the hellish force attacking a space station, prompting him to return to Hell where he defeated the Mother of All Demons. In order to save Earth, he decided to close the portal from inside Hell and continue the fight against the demons.
- #36Hans von Schlieffen
Keys: Hans von Schlieffen
Enabled · After character · Order 10 · 100%
Entry settings
The Major is another of Hitler's favorites - and for good reason - having previously recaptured the Spear for Hitler. He has received several commendations from the Furherr for acts of bravery. His loyalty and malicious intelligence have earned him the post of guarding the exit from the satellite systems area. With dual chainguns, the major is a one man army! He is the one that stole the Spear from America and brought it back to Germany. He is the best of the best of Hitler's elite forces. His extreme speed and dual Chainguns completed with a skull-like mask.
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