Escape from Projekt Riese
Escape from Projekt Riese Rulebook
Table of Contents
Table of Contents
Rule Hierarchy
If a scenario's special rule contradicts a rule in this Field Manual, the scenario rule takes precedence.
Glossary
A
ACTION PHASE
See ROUND.
ACTIVATE / ACTIVATION
Every FIGURE must activate to be able to perform its movement actions, attack(s) or any other actions. The exception to this is a COVERING attack, which can be used to interrupt another figure's activation.
Each figure may only be activated during the relevant turn, and only once within that turn. A figure must complete its activation before another figure is activated.
See ROUND for the details on when activations occurs and HERO ACTIVATION, NPC ACTIVATION and ZOMBIE ACTIVATION for the rules of their activations.
ADJACENT
This term specifically refers to being orthogonally adjacent, except where it explicitly states "diagonally adjacent". So, for example, a zombie is adjacent to a character if it is in one of the four numbered squares to the immediate left, right, in front of, or behind the character and it is diagonally adjacent if it is in one of the four unnumbered squares.
[Diagram: a 3x3 grid around a character, with the four orthogonal squares numbered 1 (top), 2 (right), 3 (bottom) and 4 (left); the four corner squares are unnumbered.]
AM
See ATTACK MODIFIERS
AMMO
Ammo is one of the three types of SUPPLIES that a hero can carry and is required to use either the normal fire (as described in ATTACKING) or the SPREAD FIRE attack types.
AREA OF EFFECT ATTACK
An area of effect (AOE) attack is resolved when an AOE weapon explodes. This may be from a THROWN EXPLOSIVE or a fixed device such as a mine or a planted bomb.
Resolve a separate attack against every FIGURE that has a Line of Fire (LOF) to the AOE blast and is within the weapon's Point-Blank Range (PBR).
[Diagram: a grenade weapon card with callouts labelled RATE OF FIRE (ROF), AOE WEAPON, PB RANGE (PBR) and STUN/WOUND VALUES (S/W #).]
AOE WEAPON
Perform the attack(s) using the normal attack process but with the following changes:
- Do not perform attacks against FIGURES outside of the weapon's PBR.
- Unlike all other attack types, you do not apply any attack modifiers to the weapon's Stun/Wound (S/W) values.
- OBSTRUCTIVE TERRAIN (Appx. 3) blocks the explosive blast effect.
- The AOE blast originates from the square containing the AOE weapon. This means that all range and LOF checks are made from that square.
- When calculating range do not count the square containing the AOE weapon. It is considered to be range 0.
- Figures at range 0 are automatically stunned regardless of the attack result.
- If the AOE attack targets an unrevealed zombie, reveal the zombie so you can assess any impact to the attack modifier and attack effects.
AOE ATTACK EXAMPLE
-
Nicole has successfully thrown a grenade onto the square occupied by zombie #1 and will now, at the end of her activation, resolve the grenade's AOE attack.
-
When resolving the blast, she will resolve attacks on herself, zombie #1 and zombie #2 as all three of them are within the grenade's point-blank range of 2 and have a LOF to the square containing the AOE weapon.
-
There will be no attacks on zombies #3 and #4 - zombie #4 is out of range and zombie #3 is both out of range and has no LOF to the final target square.
-
When resolving the attack on zombie #1, she will eliminate it on an attack roll of 9 or better. If she fails to eliminate it, the zombie will be stunned regardless of the number rolled, because it is at range 0.
-
When resolving the attack on zombie #2, she will need to roll a 6, 7 or 8 to stun it, or to roll a 9 or better to eliminate it.
-
Finally, the attack roll on Nicole will wound her on a 6 or better, as stuns cause wounds on heroes and NPCs.
See ATTACK/ATTACKING.
ARC OF FIRE
A hero has four arcs of fire: front, right, left and rear. These are 90-degree arcs as shown in the diagram. A hero may normally only attack a target within its front arc.
[Diagram: a top-down room showing the front, right, left and rear arcs of fire around a hero figure.]
Zombies have a 360-degree arc of fire.
ATTACK DICE
See ATTACK/ATTACKING.
ATTACK / ATTACKING
The rules in this entry cover the use of the normal fire attack type which is normally only available to heroes and NPCs. However, some ZOMBIE POWERS can allow a zombie to use this attack type, otherwise zombies attack as described in ZOMBIES ATTACK.
The rules for the normal fire attack type are also the base rules for all other attack types. See each attack type's entry for details. Please note that when using an attack type other than normal fire, all rules in this entry still apply except where specifically modified by the rules for that attack type.
While a hero is activated, they may perform an attack, if their choice of HERO ACTIVATION allows it. The hero may use their attack before, after, or in-between movement actions.
When using an attack, a hero must:
- Select an attack type: normal fire, SPREAD FIRE, THROWN EXPLOSIVE or HAND-TO-HAND (which must be selected if adjacent to a non-stunned enemy).
- The hero must have at least one ammo to select the normal fire or spread fire attack types.
- Select a READIED WEAPON suitable for the attack type. For a normal fire attack type, the weapon is suitable if its Ranged Modifier is a numeric value (so, not "A" or "H"). See WEAPON CHARACTERISTICS and Appendix 1, ARMOURY for more information.
- Resolve the attack.
- Place an attacked status marker next to the hero to show they have attacked.
If a hero has an attack and does not use it, place the appropriate COVERING status marker next to the hero. This allows them to use their attack action later.
RESOLVING AN ATTACK: The following process is used to resolve a normal fire attack and is also the core process for all other attack types.
- Determine the target of the attack. This must be the closest (i.e., shortest range) enemy in the figure's front ARC OF FIRE that the figure has a LINE OF FIRE to. The player may choose if there is a tie.
- Determine the range to the target.
- Calculate the attack modifier(s).
- Roll a number of d12 equal to the rate of fire (ROF) of the weapon being used in the attack.
- Resolve the effect of the attack.
Any special rules or variations to this process for each of the attack types will be covered in the section on that attack type.
DETERMINING RANGE: When performing an attack, determine the range by counting the number of squares from the attacking figure to the target figure, including the target's square but not the attacking figure's square. When calculating range, any diagonals count as two.
CALCULATE ATTACK MODIFIER: See the ATTACK MODIFIERS section for details on how to do this.
ROLLING ATTACK DICE: Once the attack modifier has been calculated and applied to the weapon's S/W values to get the modified S/W values then you can proceed with this step. The number of attack dice to be rolled is equal to the ROF of the weapon. The attack dice are rolled one at a time, applying the rules below after each roll. All attack dice must be rolled, even if the target has already been eliminated.
- Attack modifiers are recalculated after each die is rolled. I.e., if the first die stuns the zombie, the stunned zombie attack modifier is applied before rolling the second die.
- A roll of 1 is always a miss.
- If any of the attack dice roll a natural 1 during the attack, reduce the attacking hero's ammo by one after the attack is complete. A maximum of one ammo can be lost per attack, regardless of how many 1's are rolled.
- If you roll a natural 2 and there are one or more intervening figures in the LOF (regardless of attack type), the first intervening figure takes one wound. This can only occur once per attack, regardless of how many 2's are rolled.
- If there are any rolls equal to or over the weapon's modified stun value, the target is stunned. See ATTACK RESULTS.
- Each roll equal to or over the weapon's modified wound value causes 1 wound to the target. See ATTACK RESULTS.
ATTACK MODIFIERS
Various factors may make it harder or easier to hit your target. This could be the type of attack conducted, the range of the target, or perhaps a figure is firing through hindering terrain. These circumstances create attack modifiers (AM) which are applied to your weapon's S/W values to give a modified S/W that you will roll against when rolling your attack dice. A positive modifier makes it harder to hit a target while a negative modifier makes it easier. The following rules apply to attack modifiers:
- Modifiers are cumulative and are applied to the weapon's S/W values prior to rolling the attack dice.
- It is possible for a figure to have enough modifiers to make an attack impossible.
- A character may also have modifiers from their dashboard, e.g., a Proficiency skill which grants a -1 attack modifier to all attacks with a specific weapon.
- There are three types of attack modifiers, regular (listed in the table below), line of fire and ranged.
LINE OF FIRE MODIFIERS: LOF modifiers represent the additional difficulty of hitting a target when firing past intervening figures and HINDERING TERRAIN (Appx. 3). Apply the following rules to calculate an attack's LOF modifier:
- When attacking, trace a LOF between the attacker and the target.
- Each square the LOF passes through containing a figure or hindering terrain applies a penalty to the attack as shown in the table below.
- If the attacking figure is adjacent to or in a hindering terrain square in their LOF, then it does not cause a penalty.
- The maximum LOF attack modifier that can be applied to an attack is +4.
- If a LOF only touches the corner of a square, that square is not considered when checking LOF.
| LOF MODIFIERS (MAX +4) | AM |
|---|---|
| Attacking past a figure (per figure) | +2 |
| Hindering terrain (per square) | +2 |
REGULAR ATTACK MODIFIERS
| ACTION | AM |
|---|---|
| Stunned zombie | -3 |
| Spread fire | +1 |
| Attacking figure is stationary | -2 |
| Attacking figure is walking | 0 |
| Attacking figure is running | +2 |
| Stationary covering | 0 |
| Walked covering | +2 |
| Ran covering | +4 |
| Attacking with off hand | +2 |
| Throw grenade without LOF | +4 |
RANGE ATTACK MODIFIERS: The accuracy of a weapon begins to drop when attacking targets outside of its PB range - the further away the target is the more difficult the shot. This varies by weapon type and is represented by the weapon's range modifier (RM).
When attacking a target outside of the PB range add the RM to the PB range as many times as is required to reach the target. However, each time you add the RM to the PB Range, add a +1 to the ranged attack modifier.
[Diagram: two weapon cards, A (Luger) and B (MP-40).]
EXAMPLE: This diagram shows the Luger's (A) and MP-40's (B) stun values with the ranged attack modifier applied at different ranges. E.g. the MP-40 stuns on a 6 at up to range 4, then it increases to a 7 at range 5-6 and so on.
[Diagram: a range chart showing the stun values for the Luger (A) and MP-40 (B) at each range.]
ATTACK RESULTS
A successful attack will either wound and/or stun a zombie with the following effects:
- For each wound the zombie has received, reduce the zombie's health by 1.
- If a zombie's health is reduced to 0, then it is eliminated with a gruesome killing blow to the head, remove the zombie figure from the map and place their marker in the ZOMBIE DISCARD AREA. Otherwise, track the damage by placing a wound marker next to the zombie.
- If a zombie is stunned, place a black stunned marker beside it. Note that a roll that causes a wound will also stun a zombie if it hasn't been eliminated by the wound. Further stun results against a stunned zombie have no effect - do not add additional stun markers.
- If a hero or NPC is ever attacked by a weapon (for example caught in a grenade blast) they are wounded on a stun result or higher.
EXAMPLE: If you are attacking a Beta zombie with 1 health and you have a modified S/W of 4/7 and you roll a 7 or more, you kill the zombie and place the zombie's marker in the discard area. On a roll of 4-6, you stun the zombie and place a stunned token (unless one was already present).
ATTACK TYPES
The ATTACK types are normal fire, SPREAD FIRE, THROWN EXPLOSIVE and HAND TO HAND.
ATTACKING EXAMPLES
-
Nicole (#1) is declared walking and uses her FG-42 to fire at zombie B. The GREEN line indicates her LOF which passes through Kelley (#2), giving a +2 LOF AM. With the target at range 4, Nicole has a modified S/W of 8/11 (weapon S/W of 6/9 and a +2 LOF AM for the intervening figure). Nicole rolls a 6, missing zombie B. Note that if Nicole rolled a natural 2 then she would hit poor Kelley, inflicting one wound on him.
-
Kelley (#2) is declared walking and is using his M1 Thompson to fire at zombie B. The M1 has a S/W of 5/9 with a point-blank range of 4. The RED line indicates the figure's line of fire. At this range (2), and with no attack modifiers, Kelley requires a 5, 6, 7 or 8 result to stun and will wound on 9+. His ROF is 2 so he will roll 2 dice. His first die roll is a 7, which is a stun result. Since the zombie is now stunned the second die roll will have a -3 AM making it easier to kill the zombie. A roll of 4+ would inflict a wound. A second stun result would have no effect as stun tokens do not stack. Kelley may not attack zombie C as it is not the closest target.
-
The GREEN line indicates Nicole's (#1) LOF over one square of hindering terrain (+2 LOF AM) to zombie A. She is activated and declared running (+2 AM). At this range (6 due to diagonal), Nicole, with her FG-42, has a modified S/W of 10/13. (weapon S/W of 6/9, +2 terrain LOF AM, +2 AM for running). This makes it impossible for Nicole's attack to inflict a wound.
-
Kelley (#2), armed with a Colt M1911, is attacking zombie B across hindering terrain; his LOF is depicted in BLUE. He is declared as stationary giving his attack a -2 AM, but he still has to contend with the LOF AM of +2 for the hindering terrain. He is 5 squares away from zombie B, so he also has a ranged attack modifier of +1 giving a total attack modifier of +1 (-2 stationary AM, +2 hindering terrain LOF AM and +1 ranged AM). His modified S/W is therefore 7/10.
-
Kelley (#1), walking, is attacking the Flammenghul (A) along the green LOF. He has a +2 AM (0 for walking, 0 for the adjacent square of hindering terrain and +2 for the second square of hindering terrain). His final stun/wound (S/W) number is 8/11.
B
BARRICADES
See Appendix 3, TERRAIN.
BETWEEN SCENARIOS STAGE
The between scenarios stage occurs after each scenario is successfully completed (regardless of whether it is a campaign scenario or a THREAT REDUCTION SCENARIO). In this stage, you will perform a few housekeeping tasks that will require you to update the TEAM CONTROL SHEET. It also gives your team a brief respite to organize themselves and tend to their wounds.
WHAT YOU MUST DO BETWEEN SCENARIOS
Update the following on the TCS:
- Record the campaign scenario you just played in the scenario completed box (erasing any previously played scenario number).
- Update the number of replays used in the Replays Used box, if you used any completing the last scenario.
- Update the THREAT LEVEL by applying any threat adjustments from the Between Scenarios section of the just played scenario.
WHAT YOU MAY DO BETWEEN SCENARIOS
- Freely rearrange weapons, gear, supplies and other items between heroes.
- Use a Medkit. When a Medkit is used by a hero, increase any hero's HEALTH by one. Health cannot be increased beyond the hero's maximum. A hero cannot benefit from more than one Medkit between scenarios.
- Spend EXPERIENCE (XP) to gain new SKILLS.
- Play one Threat Reduction Scenario: Cull, Loot or Raid (scenario numbers 47, 44 and 45), or make a Between Scenario Trade.
BREAKING A LOCK
See LOCKED FIGURES.
C
CABINETS
See Appendix 3, TERRAIN.
CAMPAIGN
STRUCTURE: As you play through the campaign you will alternate between playing a scenario and resolving a between scenarios stage. The between scenarios stage occurs after every scenario played, regardless of whether you were successful or not. The only exception is if you use a replay, in which case you immediately repeat the just played scenario without performing a between scenarios stage.
STARTING A NEW CAMPAIGN: For your first campaign, start by using the Basic Training Manual. If you are starting a second campaign, choose a DIFFICULTY LEVEL, then start with scenario 1A: Hard Landing.
CHARACTERS
In Escape from Project Riese, you play as a TEAM of characters and TROOPERS, collectively known as HEROES, attempting to complete a vital mission and escape the Nazi facility Projekt Riese.
Characters have a CHARACTER DASHBOARD, a marker, and possibly a miniature.
All rules that apply to heroes and FIGURES apply to characters. Rules that are specific to characters will use the term "character" to indicate this.
CHARACTER DASHBOARD
A character's dashboard is used to track their HEALTH, SUPPLIES, EXPERIENCE, SKILLS, PERSONAL OBJECTIVE, what weapons are in their READY WEAPON SLOT and OFF HAND SLOT, and what spare items they are carrying in their GEAR SLOTS.
A character's dashboard is shown at the top of their CHARACTER SHEET which can be found in Appendix 4, CHARACTER SHEETS.
CLEAR TERRAIN
The default type of terrain. It has no effect on movement or combat.
COVERING
Covering represents a soldier's ability to anticipate an enemy's movements, train their weapons in that direction and attack as the enemy emerges from cover.
- If a hero or NPC has an attack and doesn't use it, they gain the covering status. Place a covering status marker with the appropriate modifier (see below) next to them.
COVERING TABLE
| DECLARED AS | COVER MODIFIER |
|---|---|
| STATIONARY | COVERING 0 |
| WALKED | COVERING +2 AM |
| RUN | COVERING +4 AM |
- Covering attacks may take place at any point during the round and may interrupt an enemies' turn segment and even another figure's activation.
- A covering figure can select normal fire, spread fire or hand-to-hand combat as their covering attack.
- The covering attack uses the normal combat rules and restrictions (e.g., must have LOF to target and the target must be in front arc, etc.).
- Once the covering attack is complete, replace the covering status marker with an attacked status marker, and resume the interrupted phase or segment.
- Becoming locked causes a figure's covering status to be lost. Replace the covering marker with an attacked marker. Likewise, a locked figure does not gain a covering marker at the end of their activation.
[Diagram: a map with a figure marked BETA beside a blocked square and a figure named Kelley with a covering 2 marker; an arrow shows the Beta zombie's movement. A COLT M1911 weapon card (S/W 6/9, ROF 1) is shown.]
Example: Kelley, in his previous turn, elected to walk but not fire his weapon. Because he walked, a covering 2 marker is placed next to him. A Beta zombie walks from around a corner, exposing itself. Kelley elects to interrupt the zombie turn and attack using his covering attack. The weapon's S/W is 6/9 and the zombie is within his weapon's PB range of 4. He has a modified S/W of 8/11 (S/W 6/9, +2 covering attack modifier = 8/11) for his attack on the zombie. The covering status marker is removed and replaced with an attacked status marker.
D
DARKNESS
See Appendix 3, TERRAIN.
DASHBOARD
See CHARACTER DASHBOARD.
DAMAGE
A WOUND result, especially against terrain features, objective markers, barricades and other objects, is sometimes referred to as damage.
DETERMINING RANGE
See ATTACKING.
DIAGONALLY ADJACENT
See ADJACENT.
DICE
Escape from Projekt Riese is played using twelve-sided dice (d12). Players may be required to roll one or more dice to resolve an action. The number of dice required for a roll is abbreviated as Xd12 where "X" represents the number of twelve-sided dice to be rolled. The result of each die is read separately.
DIFFICULTY LEVEL
Choose a difficulty level for your campaign playthrough. We recommend playing at the regular difficulty for most gamers and at green difficulty for less experienced players. Elite is only for the most committed player or one who has finished the campaign multiple times.
REPLAYS: The difficulty level sets how many replays are available to you. You may use a replay to restart any scenario. However, if a scenario's primary objective is not met, you must use a replay to attempt it again. Should the scenario's primary objectives not be met and no replays are available, the campaign is over and the player(s) have lost.
When replaying, your heroes' health, threat level, supplies and gear revert to what they were when you started the scenario. If you wish, record these details in the Notes section of the TEAM CONTROL SHEET at the start of each scenario so you know what to revert to.
The difficult levels are as follows:
GREEN: Recommended for inexperienced gamers or the chronically unlucky. Up to 2 replays per scenario - keep track of how many you've used in the Replays Used box on the TCS. If a scenario is replayed, that result must be kept, even if the outcome is worse.
REGULAR: The default setting will provide a rewarding and challenging experience for most players. Six scenario replays are allowed per campaign - record how many replays you've used in the Replays Used box on the TCS. If a scenario is replayed, that result must be kept, even if the outcome is worse.
ELITE: Hardcore players and/or those who have already completed one of the paths out of the Nazi base may want to try this setting. It is not for the faint of heart. Zero scenario replays are allowed.
DOOR
See DOORS and LOCKED DOORS in Appendix 3, TERRAIN.
E
END SEGMENT
See ROUND.
ENEMIES
By default, any figure not on the same side of the acting figure. Some special scenario rules can change this definition.
ENTRIES
Entries may appear in scenarios where there is additional text to read. You can find these entries in Appendix 5, ENTRIES.
Please read only the designated entry and follow its instructions immediately or as directed. Then, resume play or continue between scenario activities. Supplies received are immediately added to your inventory.
ESCAPING A LOCK
See LOCKED FIGURES.
EXPERIENCE
EARNING EXPERIENCE: Experience is a measure of a hero's growing skills, confidence and abilities, represented by the awarding of points known as experience points or XP. Experience is earned by killing enemies and completing both scenario and personal objectives, as shown in the table.
YOU DO NOT RECEIVE XP FOR KILLING ZOMBIES AFTER THE ROUND TRACK RESETS.
| ACHIEVEMENT | XP |
|---|---|
| KILL BETA ZOMBIE | 1 |
| KILL ADVANCED ZOMBIE | 1 |
| KILL ALPHA ZOMBIE | 2* |
| KILL ALPHA PRIME ZOMBIE | 3* |
| KILL OMEGA ZOMBIE | 4* |
| KILL ENEMY NPC | 1* |
| RESCUE PRISONER OR CIVILIAN | 1 |
| COMPLETE SCENARIO | 1^ |
| COMPLETE ALL SECONDARY OBJECTIVE(S) | 1^ |
| COMPLETE PERSONAL OBJECTIVE | 50 |
*On multi-wound enemies, XP are earned only when the final wound is inflicted.
^All team members get this XP.
RECORDING EXPERIENCE: Record trooper XP by writing it in their section of the TEAM CONTROL SHEET. Characters record their XP by either writing it on a printed copy of the dashboard (Travel Book Set) or by keeping track of it with pegs on the character dashboard.
To record a character's XP on their dashboard, use the black and white pegs and the Experience track. Use the black peg to represent 10s and the white to represent 1s. So, for example, to record 5 XP you would place the white peg in the 5 position, and for 25 XP you would additionally place the black peg in the 2 position. If ever you have a number with matching digits, say 55, the black marker goes in the main track (5 in this case) and the white into the red hole (representing the duplicate number).
SPENDING EXPERIENCE: Heroes may spend their XP to unlock SKILLS. Heroes may only spend points that they have themselves earned. See the Unlocking Skills section of SKILLS and the relevant sections of each hero's dashboard, character sheet or trooper slot on the TCS. XP are awarded as they are earned, but skills are not purchased until the BETWEEN SCENARIOS stage. Once purchased, skills take effect immediately.
F
FACING
This concept denotes the direction in which the figure is "looking." All heroes must face one of the four ADJACENT squares. Heroes' facing determines their ARCS OF FIRE.
The direction the hero is facing is denoted by the blue hue on their marker. Miniatures and standees have clearly denoted front facings.
Zombies are considered to be facing in all directions at the same time.
[Illustration: a hero marker showing the facing hue, labelled DANIKA.]
FIGURE(S)
When on a scenario map, whatever is used to represent a character, trooper, zombie, POW, civilian, or NPC is referred to as a figure - whether it be a marker, standee or miniature. When a rule uses the term "figure", this indicates that the rule applies to everyone.
FINAL PHASE
See ROUND.
FIRE
See Appendix 3, TERRAIN.
FLAMMENGHUL
See Appendix 2, ZOMBIE TYPES AND POWERS.
FORCES
The Forces section of each scenario lists the HEROES, NPCs and ZOMBIES that will be used in that scenario.
HEROES: Under the Team heading, it will list the maximum number of characters and Troopers you can select from your TEAM to play the scenario, e.g., if it has "Character x 3", you may select up to 3 characters.
You may also choose to substitute troopers for characters, two troopers per character. So, if a Forces section specifies "Character x 2", you can select either 2 characters, 1 character and 2 troopers, or 4 troopers to play that scenario with.
If a named trooper is listed, e.g., "LCpl Durnford", this indicates that this is the first time you have encountered this trooper and that they must be selected for the scenario, despite not being in your team. Retrieve the marker for the trooper in question and add it to your selected forces. You may also optionally add them to your team at the end of the scenario.
You must always select at least one character, or two troopers, from your team for a scenario.
NPCS: Gather the listed NPC markers and their weapon markers. Place the NPC markers on the map as specified in the Setup section of the scenario. Place their weapon markers either under, on, or with the NPC marker, or in another easy to refer to location.
ZOMBIES: Under the Zombie Pool heading is a list of the zombies for the scenario. Gather the required number of zombie markers for each type listed. Check the Setup section - if any zombies need to be put to one side, do that now. The remaining zombies are placed face down (so their identities are hidden), shuffled, and then placed into the ZOMBIE POOL.
G
GEAR
Gear is a type of ITEM that has special rules associated with it and can usually be used in scenarios but is not a WEAPON or SUPPLIES.
Gear is usually stored in a GEAR SLOT. However, zero-space gear does not take up a gear slot and is instead recorded in the Notes field of the hero carrying it, in their section of the TEAM CONTROL SHEET. The gear's listing in The Armoury will indicate if it is zero-space or not.
See Appendix 1, THE ARMOURY for the full list of gear and their rules.
GEAR SLOTS
A character's gear slots, found on the right-hand side of their CHARACTER DASHBOARD, are used to carry any weapons not presently readied and GEAR.
Normally, only one weapon or piece of gear can be stored in each slot. However, the top gear slot marked as "webbing" can accommodate up to three single-handed weapons (denoted by the asterisk) or gear marked as small (i.e., Gas Mask, Torch etc.) in any combination.
As you acquire weapons and gear, place their markers in one of the four gear slots. When all slots are full, your character may not carry any more weapons or gear, excepting zero-space gear as described in the GEAR entry.
You can use the MOVEMENT action switch weapon to move weapons between readied slots and gear slots.
GRENADES
Grenades are one of the three types of SUPPLIES.
When attacking with a grenade, use the rules in the THROWN EXPLOSIVE entry.
[Illustration: a grenade weapon card showing ROF 1, S/W 6/9, PB range 2 and the AOE marker.]
H
HAND TO HAND (H2H)
Hand to hand combat is one of the four ATTACK TYPES. If you are ADJACENT to an enemy, then the H2H attack type is the only attack type that can be selected.
H2H uses the same rules as the normal ATTACKING process with the following changes:
- A WEAPON can be used in H2H combat if it has H2H S/W values, which are shown in the top-right corner of the weapon marker.
- You must use the H2H S/W values when performing a H2H attack with a weapon.
- If you have no weapon suitable for H2H you are considered to be unarmed. An unarmed hero has a H2H S/W of 10/12.
- Weapons that show an "H" in the bottom right corner are specialized for H2H, use the weapon's PBR and ROF normally.
- Weapons that do not show an "H" in the bottom right corner are not specialized for H2H - do not use their PBR or ROF. They are considered to have a PBR and ROF of 1.
- H2H attacks never consume ammo, regardless of the type of weapon used.
HEALING
When a hero is healed, usually by a MEDKIT, increase their HEALTH by one if it is not already at its maximum value.
HEALTH
Health tracks the physical health of figures and is reduced when they are wounded and is increased when they are healed.
When a character is wounded, move the peg as many positions left as the number of wounds taken. If their health is reduced to zero, the character has died. See HERO DEATH for details on what this means.
When a character receives HEALING, move the peg right as many spaces as wounds healed or health gained. Health cannot be increased past 4, any further healing has no effect.
When a TROOPER receives a wound place a WOUND marker next to the figure. When a trooper receives healing remove a WOUND marker.
A figure which has equal wound tokens to its Health is killed.
HERO
The word "hero" is used to mean both CHARACTERS and TROOPERS, both of whom can potentially be added to your TEAM.
Any rule using the word "hero" applies to both characters and troopers.
HERO ACTIVATION
When activated, you must immediately declare if the HERO is stationary, walking, running or performing a special action. This will determine the hero's MPs and what actions are available to them.
- STATIONARY: The hero gets 0 MPs and may perform an ATTACK.
- WALKING: The hero gets 4 MPs and may perform an ATTACK.
- RUNNING: The hero gets 8 MPs and may perform an ATTACK.
- SPECIAL ACTION: The hero receives 0 MPs and may perform a SPECIAL ACTION (no attack).
While activated and in any order, a hero can spend their MPs to perform MOVEMENT ACTIONS and perform an attack if allowed.
At the end of a hero's activation, if they attacked or declared they were performing a special action, place an attacked marker next to them. Otherwise, place the appropriate COVERING marker.
HERO DEATH
When killed, a hero will immediately rise up as a zombie. Leave their marker, or miniature, in the square they were killed. The dead hero is now a Beta zombie with the power: Antihero. See Appendix 2, Zombie Types and Powers.
If the antihero zombie is not eliminated during the scenario, their marker is added to each subsequent scenario's zombie pool until they are killed.
At the end of the scenario, if you choose not to use a replay or don't have any, erase any killed heroes from the TEAM CONTROL SHEET. They are permanently out of the campaign and may not be selected for future scenarios.
If all characters have been killed and you have no replays remaining, you have lost the campaign.
HINDERING TERRAIN
See Appendix 3, TERRAIN AND MAP ELEMENTS.
I
INITIATIVE SEGMENT
See ROUND.
INTERVENING FIGURES
Figures in an attacking figure's LOF are referred to as intervening figures and will cause an ATTACK MODIFIER to be applied. They are also at risk of being hit by the attack, as described in the Rolling Attack Dice section of ATTACKING.
ITEM
The term "item" is an all-inclusive term for anything your heroes can carry with them. This includes weapons, supplies, gear and personal objective items - though usually a rule will refer to those specific types.
However, your heroes may come across something interesting that is not in any of the above categories, in such a case we just call this an item. These items may become useful at some later point, or not.
Record such items on the TEAM CONTROL SHEET, in the notes of the hero carrying it.
Items that are specific to a scenario and can't be used outside of it will be identified as a scenario item. Record them normally to track how many you have and who has them, but they can be erased when the scenario ends.
An item that can progress a character's PERSONAL OBJECTIVE will be identified as a personal objective item and followed, in brackets, by the personal objective(s) it qualifies for. Unless otherwise specified, a single item progresses the relevant personal objective track one step.
INVENTORY
A collective term referring to all ITEMs carried by a hero. This includes supplies, weapons, gear and items recorded in a hero's notes.
J
JUMP TEST
When moving off a higher elevation to a lower elevation, or where noted in a scenario's special rules, you must perform a jump test.
To perform a jump test, roll 1d12:
- 1: Fail - Take 2 wounds and end the hero's activation on the square they jumped to.
- 2-4: Fail - Take 1 wound and end the hero's activation [on] the square they jumped to.
- 5-8: Success - End the hero's activation.
- 9+: Success - Complete the hero's activation normally.
L
LADDERS
See Appendix 3, TERRAIN.
LETHAL TERRAIN
See Appendix 3, TERRAIN.
LINE OF FIRE (LOF)
A LOF establishes if there is a sight line between two squares. LOF is used when REVEALING ZOMBIES during a scenario and when ATTACKING, as an attacker can only target something if they have a LOF to it.
To determine LOF, trace a straight line from the center of the first figure's square to the center of the second figure's square. Any squares the line passes through are considered when checking if a LOF exists between the two figures.
Line of fire is blocked by OBSTRUCTIVE TERRAIN (Appx. 3). If a LOF only hits the corner of a square, that square is not considered when checking LOF.
[Diagram: Nicole (#1) can attack zombie B because it is in her front arc and she can trace a line of fire to the center of its square. Her LOF crosses a square with another figure in it so she will receive a +2 attack modifier. If Nicole rolls a natural 2 she hits Kelley. Nicole (#1) cannot target zombie A because her line of fire crosses a wall. Kelley (#2) cannot target either zombie because neither is in his front arc of fire.]
LOF
See LINE OF FIRE.
LOCK
See ZOMBIE ATTACK for how a hero or NPC gets locked, and LOCKED FIGURES for escaping a lock.
LOCKED FIGURES
When activated, a locked figure must immediately declare its movement option (e.g., stationary, walking, running) and attempt to break out of the lock. If they fail to break the lock, they cannot spend any movement points or attack.
To test whether they break the lock, use the H2H value of the readied weapon and perform a H2H attack, applying any relevant attack modifiers. This does not count as an attack and cannot stun or wound the zombie. If you roll at least the modified stun value the lock is broken, and the figure may perform movement actions and attack this round.
LOSING
If you fail to complete a scenario's primary OBJECTIVES and have no replays remaining, either because all heroes died playing it or the objective became unattainable, you have lost the campaign.
Additionally, certain decisions may result in your defeat, causing you to lose the campaign. If this occurs, you will be informed in the relevant entry.
M
MAX THE DOG
Max is a trooper with the following changes.
He has a movement of 5/10 and H2H attack of 3/6 versus zombies and 6/10 versus humans. After he conducts an attack Max may move 2 squares in any direction. Max may also carry up to 3 supplies. He will not rise from the dead. Max has the power Dodge against ranged attacks.
Max may not use items, or conduct special actions except searches.
[Illustration: Max's trooper marker, labelled MAX.]
MEDKIT
Medkits are one of the three types of SUPPLIES and are used to restore HEALTH. They may only be used in the BETWEEN SCENARIOS STAGE.
When a medkit is used by a hero, increase any hero's HEALTH by one. Health cannot be increased beyond the hero's maximum. A hero cannot benefit from more than one medkit between scenarios.
MOVEMENT
In Escape from Projekt Riese, heroes move, open doors, pass/pickup gear and change weapons by spending movement points (MPs). Zombies use different rules for moving - see ZOMBIE MOVEMENT for details.
The following rules apply to all movement actions:
- When separated by a "/", a movement action's costs differ for a hero declared running or walking. E.g., "1 MP/2 MPs" means the hero pays 1 MP if walking and 2 MPs if running.
- Only an activated hero may take movement actions.
- A hero is allocated its base MPs, which will usually be 4 for walking and 8 for running. A hero who is stationary or performs a special action receives 0 MPs and cannot perform any movement actions.
- Heroes may not move through a space occupied by another FIGURE.
- When moving off a map, assume you are moving into an empty square and pay the normal MP cost.
- A hero may perform as many movement actions as their MPs will allow, in any order, and may perform them both before and/or after an ATTACK action.
- HINDERING TERRAIN (Appx. 3) costs an additional MP to move onto or over.
- Heroes may not move through OBSTRUCTIVE TERRAIN (Appx. 3).
- When moving diagonally, at least one of the adjacent squares being moved past must be unobstructed, unoccupied and not a zombie's ZOC.
- When moving diagonally, you must choose one of the adjacent squares you are moving past and apply any penalties/effects from that square. You may only select a square that you could have moved both into and out of to reach the target square.
- A hero is not required to use all of its movement points, but any points not used are lost.
PASS ITEM: Heroes may pass weapons, gear, supplies or any other ITEMs to an adjacent hero at the cost of 2 MPs. Passed weapons can be readied immediately for free (potentially swapping out an already readied weapon). Only the passer spends MPs.
PICKUP ITEM: A hero may pick up any ITEM that is in plain sight (so doesn't require searching for) in a square they are on or adjacent to for 1 MP, or 2 MPs when running. If a weapon was picked up, the hero may ready it (in either main or off-hand) for free (even if this requires swapping out a different weapon, rearranging or discarding gear).
FIRE SQUARES: Heroes can move onto a fire square, causing them to take 1 wound, but cannot finish their activation on it. Additionally, if a fire marker is placed in a square with a figure, that figure takes 1 wound.
MOVEMENT ACTIONS
| ACTION | WALKING MPS | RUNNING MPS |
|---|---|---|
| One square forward | 1 | 1 |
| Turn 90 degrees | 1 | 2 |
| Open/close door* | 1 | 2 |
| One square sideways | 2 | N/A |
| One square backwards | 2 | N/A |
| Move diagonally forward | 2 | 2 |
| Move diagonally backward | 3 | N/A |
| Move into hindering terrain | +1 | +1 |
| Pick up item ^ |
* To open/close a door, the door must be adjacent to the activated hero.
^ To pick up gear the hero must be on or adjacent to the square it is on.
$ Figures must be adjacent. Only passer spends MP.
MOVING AND ATTACKING
Heroes may perform movement actions and their attack action in any order. So, for example, a hero can spend some MPs to perform a movement action, make an attack, and then continue taking movement actions using their remaining movement points.
MOVEMENT POINTS (MP)
Movement points (MPs) are what your heroes will spend to move, open doors and to take most other physical actions, all of which are collectively known as movement actions. For more information see MOVEMENT.
Movement points cannot be saved between rounds - any unspent MPs are lost at the end of a hero's activation.
MOVEMENT EXAMPLES
Nicole declares running, giving her 8 MPs. She moves diagonally, paying 2 MPs. She then moves diagonally again and pays 3 MPs because she is moving into hindering terrain which costs +1 MP. All squares within a yellow border are hindering terrain so her next move of 1 square forward costs another 2 MPs. She has spent 7 MPs; the last MP is wasted as they can't be carried over between rounds.
Nicole wants to move to square A diagonally. She will be moving between the fire and the rubble pile (hindering terrain). She chooses to take the penalty from the hindering terrain rather than get burned, so it will cost her 3 MPs: 2 to move diagonally and 1 for the hindering terrain. If the rubble pile was obstructive terrain (like stacked crates outlined in red), she would be forced to take the penalty from the fire, which is 1 wound.
Nicole is declared walking, giving her 4 MPs. She moves diagonally first, costing 2 MPs, then she elects to open the door for 1 MP and then uses her last MP to move one square forward. If she was running it would have cost her 2 MPs to open the door.
N
NATURAL ROLL
A natural roll is a die roll result before any AM or other modifiers have been applied. A natural roll triggers certain effects, including a 1 resulting in the loss of an ammo marker or a 2 causing friendly fire damage.
NORMAL FIRE
See ATTACKING.
NPCS
NPCs (non-player characters) are the people, usually enemies, that your team may encounter during the campaign.
Like zombies, NPCs have their own NPC TURN, are not controlled by the player and have rules that determine their actions during their NPC ACTIVATION.
TURN: The NPC turn occurs between the Human and Zombie turns or Zombie and Human turns depending on who went first.
ENEMY: Unless otherwise stated, an NPC will consider all heroes and zombies their enemies.
NPC CHOICES: If you are unsure as to what a NPC would do, choose a course of action that makes the most tactical sense for the NPC, without considering what is of benefit to the player.
[Editor's note: in the printed Field Manual the NPC CHOICES entry appears twice on the NPCS page (once in the left column, once in the right column). Both copies are transcribed as printed. The Riese Errata companion lists this duplication.]
NPC CHOICES: If you are unsure as to what a NPC would do, choose a course of action that makes the most tactical sense for the NPC, without considering what is of benefit to the player.
OBJECTIVE: An objective is a specific square, or squares, that the NPC is trying to move onto. If an NPCs objective is to exit the map, then their objective square is the imagined square that sits adjacent to the square marked with a green arrow.
GENERAL RULES
- NPCs are facing in all directions at the same time, so their arc of fire is a full 360 degrees around them.
- They have 2 health. When they are wounded, place a wound marker adjacent to their figure.
- Like heroes, when attacked with a weapon, they suffer a wound on a stun result or better.
- They are a valid ZOMBIE TARGET.
- If killed, immediately replace the NPC with a Beta zombie, who will activate on the next zombie turn.
- A zombie is revealed if an NPC inflicts a hit against it.
NPC TURN
The NPC turn is always the second turn of the round. On the NPC turn, perform an NPC ACTIVATION for each NPC on the map, starting with the closest to a hero first and continuing in order to the furthest away (same as zombies), with the player choosing on ties.
NPC MOVEMENT
NPCs do not have MPs and don't perform movement actions like heroes.
- They have a standard move of 3. When wounded, this is reduced to 2.
- Once per activation, one of their moves may be to a diagonally adjacent square.
When determining where an NPC moves to, apply the following rules:
- When NPCs move, they will choose the safest shortest path to an enemy or destination square possible, while still fulfilling their purpose. However, if it makes more tactical sense to do so, they may use any available path, even one where the path includes squares that are further away from their enemy or objective than the NPC is now.
- An NPC with a ranged weapon will not move adjacent to a zombie.
- An NPC can move into or through hindering terrain without penalty.
- They may move through other NPC occupied squares but may not end their movement on an occupied square.
- In certain scenarios, NPCs can open doors. Each door opened costs them one square of movement.
If an NPC is trying to move toward the closest enemy, they will attempt to do so while avoiding zombies, staying out of a ranged enemy's LOF or, if they can't do that, they will move increasing the range between them and the attacker and so on.
NPC ATTACKING
TARGET: An enemy that the NPC can perform an attack against, where the attack will inflict a wound on an attack roll of 12 or lower.
GENERAL ATTACKING RULES:
- For all attacks, treat the NPC as if they declared walking.
- An NPC will attack even if their LOF passes over another NPC's square and will hit the first intervening figure on the roll of a 2, as per normal attacking rules.
- They will always attack with the maximum ROF of their weapon.
- They will not use the spread fire attack type.
- NPCs do not consume or run out of ammo.
- Wounded NPCs receive a +2 AM when performing an attack.
DETERMINING AN NPC'S ACTIONS: The following sections describe how an NPC should act given its current situation.
LOCKED NPC:
- They attempt to break the lock, apply no AM.
- If the lock is broken, they attack the zombie using the H2H rules and have a +1 AM.
- End the NPC's activation.
RANGED WEAPON WITH TARGET:
- If adjacent to an enemy, they move away from the enemy.
- They attack the target use the normal fire attack type rules described in ATTACKING.
- If the NPC has not yet moved, they may move to either a safer position or toward an objective if they have one.
- End the NPC's activation.
H2H WEAPON WITH TARGET:
- They attack the target, using the rules described for the HAND-TO-HAND attack type.
- If the NPC has not yet moved, they may move to either a safer position or toward an objective if they have one.
- End the NPC's activation.
RANGED WEAPON WITH NO TARGET:
- They move toward their objective if they have one.
- If they have no objective, they move toward the closest enemy, stopping if they obtain a target.
- If they have obtained a target, they attack it. This ends the activation.
- If they have not yet obtained a target, they move a 2nd time toward the closest enemy, stopping if they obtain a target.
- If they have obtained a target, they attack it.
- End the NPC's activation.
UNARMED:
- They move toward their objective if they have one. While doing this, they will attempt to keep as far away as possible from any enemies.
-
- If they have no objective, they move to keep as far away from all enemies as possible.
O
OBJECTIVE
A scenario's objectives are specific goals that you can achieve in that scenario. There are two types of objectives, primary and secondary. Both types are listed on the scenario's information page, though some ENTRIES can change, or add to, a scenario's objectives.
The primary objective(s) are shown in the Objectives section of the scenario and must be achieved to successfully complete the scenario and move onto the next one. See DIFFICULTY LEVEL for details on failing primary objectives.
Secondary objectives, listed in the scenario section of the same name, are optional, but usually give some reward, bonus or advantage when completed.
OBSTRUCTIVE TERRAIN
See Appendix 3, TERRAIN AND MAP ELEMENTS.
OFF HAND WEAPON SLOT
A CHARACTER's off hand weapon slot is located on their DASHBOARD. For a TROOPER, it's the #2. box under Weapons and Gear, if used to hold a weapon.
You may only place a WEAPON in the off hand slot if it is one-handed and the READY WEAPON SLOT contains a one-handed weapon, allowing two one-handed weapons to be READIED at the same time.
Placing a weapon in the off hand slot is done by either a MOVEMENT action (pass item, pick up item or switch item) or as a result of SEARCHING.
An attack using an off hand weapon will have a +2 ATTACK MODIFIER applied to it.
P
PASSING ITEMS
Heroes may pass weapons, gear, supplies and other items to another hero. The following rules apply:
- Both heroes, the one passing and the one receiving, must be adjacent to each other.
- The hero passing items spends 2 MPs to pass any amount of items and supplies and the hero who receives the item(s) does it for free.
- Passed weapons can be readied immediately for free (potentially swapping out an already readied weapon).
PERSONAL OBJECTIVE
Each character has a personal objective which, when completed, gives a 50 EXPERIENCE points reward. A character's dashboard lists their personal objective on the left side. You can find the details on how to complete them on the character sheets in Appendix 4.
The character who acquires performs the necessary task, is the only character who benefits from it.
Items can be traded freely but only 1 character may get the benefit from it.
PERSONAL OBJECTIVE ITEM
This is an ITEM that counts towards one or more character's PERSONAL OBJECTIVE. See ITEM and PERSONAL OBJECTIVE.
PLAYER ACTIVATION
See ROUND.
PREFERRED WEAPON
The character's preferred weapon(s) is listed in the character description found in Appendix 4, CHARACTER SHEETS.
PRIMARY OBJECTIVE
See OBJECTIVE.
R
RANGED
See ATTACKING.
RANGED ATTACK MODIFIERS
See ATTACK MODIFIERS.
RANGED ATTACK
A ranged attack is any attack made using a WEAPON that displays a numeric value for its ranged modifier. Such attacks are only possible when using either the normal fire ATTACK type or the SPREAD FIRE attack type.
READY WEAPON SLOT
A CHARACTER's ready weapon slot is located on their CHARACTER DASHBOARD, to the left of the health track. For a TROOPER, it's the #1. box under Weapons and Gear, if it's used to hold a weapon.
A weapon in this slot is considered to be READIED.
Placing a weapon in the ready weapon slot is done by either a MOVEMENT action (pass item, pick up item or switch item) or as a result of SEARCHING.
READY/READIED WEAPON
A readied WEAPON is one that the hero has in his hands and is ready to attack with. Apart from THROWN EXPLOSIVES, a hero can only ATTACK with a weapon that is readied (i.e., in the READY WEAPON SLOT or the OFF HAND WEAPON SLOT). Having two readied weapons does not mean the hero makes two attacks, it just allows a choice of weapons when attacking.
REPLAY
See DIFFICULTY LEVEL.
RESCUE
To rescue a figure on the board, perform a special action adjacent to them and then place them on your character dashboard or, for troopers, on their slot on the Team Control Sheet.
- A rescued figure does not use up a gear slot or have any other effect on the hero rescuing them.
- At the end of the scenario, remove them from your character dashboard or TCS.
- If your hero receives a wound, you may sacrifice one rescued figure to avoid the wound. Remove them from your character dashboard or TCS.
- Sacrificed figures do not count towards any possible rewards or experience the scenario gives.
RESOLVING AN ATTACK
See ATTACKING.
REVEALING ZOMBIES
See ZOMBIE REVEALING.
ROUND
Each scenario is played out over a series of rounds. Each round is comprised of an initiative segment, three turn segments (one for the player, one for the zombies and one for the NPCs), and finally an end segment.
The turn segments, which will usually be referred to as turns, each contain a start, action and final phase.
The turn order varies, with either the player going first and the zombies last, or the other way around. The NPCs always take their turn in between the other two.
SUMMARY OF ROUND AND TURN STRUCTURE
- INITIATIVE SEGMENT
- TURN SEGMENT x 3
- Start Phase
- Action Phase
- Final Phase
- END SEGMENT
INITIATIVE SEGMENT
Take two different colored d12s, choosing one colour for the heroes and one for the zombies, and roll them. Subtract 4 from the zombie die and see whose result is higher.
The higher result gains the initiative and chooses who will take the first turn. If the zombies win, they always choose to go first. In the event of a tie, repeat the process.
TURN SEGMENT
Each turn segment is made up of a start phase, an action phase, and a final phase. See PLAYER TURN, ZOMBIE TURN, and the NPC Turn section of the NPCs entry for the details of their respective turns.
The round proceeds to the end segment after the final phase of the last turn segment has been completed.
START PHASE
On the player's turn, remove covering and attacked markers from the heroes. On the NPC's turn, remove covering and attacked markers from the NPCs.
ACTION PHASE
In this phase one at a time, perform a HERO, ZOMBIE or NPC ACTIVATION. Each applicable figure must complete their activation before the next one begins theirs.
FINAL PHASE
In the Final Phase zombies and NPCs spawn, timed explosives detonate and scenario specific events may occur.
END SEGMENT
Advance the round marker on the ROUND TRACK by one. Some scenarios may have other steps you need to perform in the end segment.
ROUND TRACK
The round track is used to keep track of the ROUND you are playing in. Advance the marker on the round track one position to the right when you reach the end segment of each round. Ignore any * in the round spaces, they are only applied after the round track resets.
When the round track marker would move off the end of the round track, this triggers a round track reset. When this happens, the following rules now apply:
- Move the round track marker back to the first space of the track.
- No more EXPERIENCE points are gained through zombie kills in this scenario.
- Return all eliminated zombies in the ZOMBIE DISCARD AREA to the ZOMBIE POOL.
- When you now advance the round tracker onto a space containing an *, increase the threat level by 1.
S
SCENARIO SETUP
- Open the scenario book, turn to the scenario you are to play and place the book flat on the table in front of you.
- Designate three areas around the scenario book to be the ZOMBIE POOL (usually below), the ZOMBIE DISCARD AREA (usually to the right) and, if you are playing with standees or miniatures, a ZOMBIES IN-PLAY AREA (usually to the left).
- Read the scenario's introduction text.
- Gather the hero, NPC and zombie FORCES for the scenario. See FORCES for the full rules.
- Place heroes on, or as close as possible to, the square(s) marked A.
- Place doors on blue and purple doorways.
- Place objective markers on all squares marked with an "O". This includes everything that starts with a "O", e.g. "O1", if present, would also have a objective marker placed on it.
- Perform the instructions in the scenario's Setup section.
- Draw face-down zombie markers from the zombie pool and place one on each square marked Z, REVEALING ZOMBIES as needed.
- Place the round track marker on the first space of the round track.
- Read the remaining information on the scenario's information page, except the Exit section.
- Start playing - see the ROUND entry.
SCRATCH RULE
Whenever a team member rolls a natural 1 when attacking, the player can either discard a scratch token to reroll it or obtain a scratch token for use later. A scratch token can be used at anytime to reroll any die roll. This includes initiative dice, attack dice and dice rolled to determine a search result.
The team can never have more than 3 scratch tokens and they cannot be carried over to future scenarios.
SEARCHING
Searching an objective marker requires that a hero be adjacent to or on the square containing that marker and that they perform a SPECIAL ACTION. The hero's facing does not matter.
Once the special action is complete, a roll is made on a scenario directed search chart, or scenario instructions are followed to determine the results of the search. If items are found, the searcher may freely rearrange their weapons and gear to include them.
See ZOMBIE SPAWNING for spawning a zombie discovered while searching.
SECONDARY OBJECTIVES
See OBJECTIVES.
SELECT FIRE
You may increase the RATE OF FIRE of a select fire weapon by one, but if you do so, you also receive a -1 AM.
SKILLS
Each character has skills which can be unlocked by spending EXPERIENCE attained while playing scenarios. Each character has three skill groups, each containing a level 1, 2 and 3 skill, giving them access to nine skills. These skills are listed on the character's dashboard and their full rules can be found in Appendix 4, CHARACTERS.
UNLOCKING SKILLS: Noted beside each skill is a level number and an XP (experience points) cost. The cost of the skill is subtracted from the hero's XP total. The skill is then unlocked and the hero may immediately benefit from it.
Skills may not be unlocked until the cost can be paid in full. You may unlock level 1 skills at any point. A level 2 skill may not be unlocked until the preceding level 1 skill has been unlocked. A level 3 skill may not be unlocked until the preceding level 2 skill has been unlocked. Record the unlocked skill on the hero's character sheet or pegged on their dashboard.
ENHANCED VERSIONS: Some skills are the enhanced versions of a previously gained skill - the names of these will be the same except the number at the end of them increases. E.g. Tactics 2 is the enhanced version of Tactics 1. In these cases the enhanced version, the one with the higher number, entirely replaces the earlier version of the skill - e.g., once you gain Tactics 2 you cannot use Tactics 1.
AT ANY TIME: The term "at any time" means just that - the action can be done during the initiative or end segments or on the player's turn or (as an interrupting action) on the zombie turn.
ADDITIONAL ATTACKS: Additional attacks from a skill use the same process and rules as a hero's normal attack action but do not need to occur at the same time. E.g., a hero could attack, use a movement action, then use a skill to perform an additional attack.
ANY DIRECTION: The term "any direction" means both in straight lines and diagonally. E.g., if a hero may "move 1 square in any direction" they can move to any adjacent, or diagonally adjacent, square.
MAY NOT USE THIS IN COMBINATION: When a skill states it may not be used in combination with another skill, this means both prior to and after using that skill, e.g., the Hero skill cannot be used in combination with Tactics 1, so the character cannot use the Hero skill if they already had Tactics 1 used on them and cannot have Tactics 1 applied to them if they already used Hero.
ADDITIONAL RULES
- Skills may only be used on the character with the skill unless otherwise stated on that skill.
- A modifier to a die roll must be applied prior to rolling the dice.
SPAWNING
See ZOMBIE SPAWNING.
SPAWN LOCATIONS
See ZOMBIE SPAWN LOCATION
SPECIAL ACTIONS
Special actions are only possible when specified by a scenario. These include searching and rescuing. So, any time a scenario mentions either, your hero will need to perform a special action to complete that objective.
- A hero who is performing a special action may not perform any movement or attack actions. Instead, they spend their entire activation performing the special action. Place an attacked marker next to the figure.
- The scenario will provide details on where (usually a designated map square) the special action is performed.
- The hero must be on or adjacent to the designated square to perform the special action.
- If a search results in a zombie appearance, place the zombie marker on the closest available unhindered and unobstructed square (player's choice).
- If a search result is one or more items, the active hero immediately gains them. If a weapon was found, they may perform a free switch weapon action.
[Diagram: Kelley declares himself performing a special action, so he can search the objective marked O on the map. The marked square is behind him, but he still may search it as it is adjacent to him. Kelley may not move or attack this round.]
SPREAD FIRE
This ATTACK type allows you to target multiple enemies when using a WEAPON with a ROF of 2 or higher. The following rules apply when making a spread fire attack:
- A +1 ATTACK MODIFIER is applied.
- Like a normal fire attack, the attacker must initially target the closest enemy.
- Then, after rolling and resolving the first attack die, regardless of its outcome, the attacker may change their target to any figure adjacent, or diagonally adjacent, to the previous target, even if it's not the closest enemy to the attacker.
- As per the normal rules, recalculate your attack modifiers before rolling each die, taking into account the change of target.
[Diagram: Sergeant Kelley's spread fire example, showing zombies 1, 2 and 3 on a map.]
Example: Sergeant Kelley has scrounged an MG42 light machine gun, which has a ROF of 3 as noted in its top left corner, and is ready to try it out. He declares walking and immediately performs an ATTACK, choosing the spread fire attack type. He must make zombie 1 his initial target, as it's the closest enemy in his front ARC. After rolling and resolving the effect of his 1st attack die on zombie 1, his options for his two remaining attack dice are:
- Use them to attack two different zombies, e.g., he might change his target to zombie 2, then roll and resolve a 2nd attack die. Then change his target to zombie 3, or even back to zombie 1 if it is still alive, and roll and resolve his 3rd attack die against the chosen zombie.
- Use them to attack just one other zombie, e.g., he might roll his second attack dice against zombie 1, then change his target to zombie 2 or 3. Or he might immediately change his target, and roll twice against the newly targeted zombie.
- Use both of them on his initial target, zombie 1.
Note that you can decide whether to change targets after seeing the outcome of each attack die roll. For example, despite declaring a spread fire attack, you might use all three attack dice on zombie 1 if the first two attack dice rolled were misses.
STAIRS
See Appendix 3, TERRAIN.
START PHASE
See ROUND.
STUN
- The numbers you need to roll equal to or higher than on 1d12 to stun your target if it is within PB range.
- When a zombie is stunned, any lock it had is broken.
- A stunned zombie may only remove its stun marker when it activates, it may not move or attack.
- A stunned zombie's powers remain in effect.
- Stunned zombies do not have a ZOC.
SUPPLIES
Supplies are the three types of resources your heroes can carry: AMMO, MEDKITS and GRENADES. A hero can carry up to a maximum of 3 of each type.
For CHARACTERS, use the Supplies tracks on their dashboard and three black pegs to track how many of each type they are carrying. The type of supplies for each track is indicated by the icon below it - see the icons at the bottom of this entry for their meanings. Insert a peg, or move it up or down, to show the current number of that type carried, with the bottom row being 1 and the top 3, and a track with no peg being zero.
For TROOPERS, record their supplies in the Supplies box of their slot on the Team Control Sheet.
[Icons: AMMO, MEDKITS, GRENADES.]
T
TCS
See TEAM CONTROL SHEET.
TEAM
Your team consists of up to eight HEROES that you may select from to play a scenario during SCENARIO SETUP. You may have a maximum of four CHARACTERS and four TROOPERS. Apart from your starting character, you may only add additional heroes to your team when they are encountered and the scenario specifies that this is allowed.
Heroes are added to your team by entering their details into a vacant slot on your TEAM CONTROL SHEET. If you do not have any empty slots available for the type of hero in question, they will aid you for the duration of the scenario in which they are found, during which time you control them as normal, but after that, they will leave to find their own way out.
Newly gained characters start with 4 health and no weapons, gear or supplies unless the scenario instructs you otherwise. Likewise, unless otherwise stated, a new trooper starts with 2 health, no weapons, supplies or gear. The scenario will also specify any XP the new character starts with (if any).
Heroes are only removed from the team when killed. See HERO DEATH for the full details on what to do if this happens.
TEAM CONTROL SHEET (TCS)
The Team Control Sheet tracks your campaign progress, the details of who is on your TEAM and your current threat level.
RECORDING CHARACTERS: When adding a new character to your team, find the first empty character slot and record their name in the top-left box next to their Character #.
A character's health, gear, supplies, XP, unlocked skills and personal objective progress are tracked on their CHARACTER DASHBOARD. However, they can also be recorded either as a "save" between gaming sessions or before each scenario to reference when using a replay (see DIFFICULTY LEVEL).
RECORDING TROOPERS: When adding a trooper to your team, find the first available empty trooper slot and record their name (if they have one - feel free to make one up if they don't) next to their #. A trooper's health, weapons, gear and supplies are recorded and tracked in the boxes provided within the trooper slot, and their XP is recorded in their notes.
RECORDING SCENARIOS: As each scenario is completed, record its number in the Scenario Last Played box, erasing any previous scenario number there. Additionally, track the number of Cull, Raid and Loot scenarios completed in the boxes provided. These numbers will affect the difficulty of subsequent plays of those scenarios.
RECORDING THREAT LEVEL: Track your team's current THREAT LEVEL on the Threat Tracker at the bottom of the Team Control Sheet. You'll update this in the BETWEEN SCENARIOS STAGE. The Team Control Sheet can be found in Appendix 4, CHARACTER DASHBOARDS/TEAM CONTROL SHEET.
TERRAIN
See Appendix 3, TERRAIN AND MAP ELEMENTS.
THREAT LEVEL
As you and your fellow heroes strive to complete your objectives, you will inevitably draw attention to yourselves from the omnipresent zombie horde and the fanatical forces of the garrison along with their twisted experiments. This unwelcome attention is represented by the concept of a threat level. A higher threat level will make your missions more difficult.
Some increases to the threat level are unavoidable, but you will also be able to reduce, or avoid increasing, threat by fulfilling scenario objectives.
ADJUSTING THREAT LEVEL: The threat level, also referred to as just "threat", is adjusted in each BETWEEN SCENARIOS stage of the campaign. The adjustment is calculated as follows (note that values can be negative or positive):
- Start with any increase shown in the brackets following the Between Scenarios section title.
- Add to that any adjustments listed in the Between Scenarios section whose conditions have been met.
Once you have the adjustment, apply it to the current threat level. Erase the old threat level and replace it with the new adjusted value.
For example, we look at a just completed scenario's Between Scenarios section. Its title is followed by "(Increase threat by 2)" and its text reads "Decrease threat by 1 for each Armoured zombie killed". Starting with the 2 from the section title, we then subtract 1 for the one Armoured zombie we killed, giving us a threat adjustment of 1. Our current threat level is 2, so we increase it to 3.
THREAT LEVEL EFFECTS: The threat level effects, shown under the threat tracker, take effect when the threat level above them is reached or exceeded. This means that its effects stack.
[Diagram: THREAT TRACKER, a numbered strip from 0 to 12 with the following effects shown under the threat levels.]
- Threat 0-3: No effects.
- Threat 4: Distracting Cacophony: +1 AM.
- Threat 6: Unnerving Sounds: -1 MP.
- Threat 8: Undead Agitation: All zombies gain Dodge.
- Threat 10: Undead Aggression: All zombies gain 1 Mv (max 2 for beta and advanced).
- Threat 11: Distracting Cacophony: +1 AM.
- Threat 12: The Horde Gathers: Beta zombies respawn immediately at the closest spawn point.
So, for example: At threat level 6 the team would have both the Unnerving Sounds effect (-1 MP) and the Cacophony effect (+1 to S/W values).
All such effects affect the whole team and any allies. Once the threat level is adjusted, any new effects will be applied in the next scenario and onwards.
THREAT REDUCTION SCENARIOS
To disrupt the Nazis' ability to maintain damage control efforts and a coordinated defence, and reduce the numbers of your undead pursuers, you will be given opportunities to undertake side scenarios. They are optional and you must strike the balance between direct mission goals and the threat reduction needed to achieve them.
Keep a tally on your Team Control Sheet in the provided boxes as to how many times each type of scenario has been played. The more times you complete these threat reduction scenarios, the more difficult they will become.
Unless otherwise specified by the scenario, players may only play one Cull, Raid or Loot scenario between campaign scenarios.
Threat reduction scenarios come in three types:
- CULL (scenario 47 in the scenario book), providing the opportunity for the greatest threat reduction.
- RAID (scenario 44 in the scenario book), giving results with a mix of threat reduction, sabotage, personal objective completion and gathering supplies.
- LOOT (scenario 45 in the scenario book), which offers little threat reduction, but a greater chance of obtaining the weapons, supplies and other gear you will need to succeed.
THROWN EXPLOSIVE ATTACK
The thrown explosive attack type is used when throwing weapons such as grenades, satchel charges and Molotov cocktails - all of which are collectively known as area of effect (AOE) weapons.
Unlike other attack types, the hero does not need to have the weapon readied and the attack does not consume ammo. Instead, when the attack is completed the weapon used is consumed - discard the marker or reduce your supply of grenades by one.
Attacking with a thrown explosive is split into three steps:
- First, select a target square you wish to throw the AOE weapon into. This target square does not need to be the closest enemy.
- Then determine if the explosive lands in the desired target square or, if it misses, where it ends up.
- At the end of the attacking hero's activation, the weapon explodes and you resolve an AREA OF EFFECT ATTACK from the explosive.
THROWING AN AN EXPLOSIVE: To throw an explosive, use the following steps:
- Select a target square in the thrower's front or side arcs, that they have a LOF to, and is within a maximum range of 8.
- Determine the number you will need to roll to successfully land the weapon on the target square. This will be the range of the target square plus any standard attack modifiers - LOF modifiers and ranged attack modifiers don't apply.
- Roll 1d12 - if your roll is equal to or greater than the calculated number, you land the explosive in the target square, otherwise, it deviates (see the Thrown Explosive Deviation section below).
THROWING GRENADES WITHOUT LOF: This rule reflects the ability to throw grenades around corners or bounce them off walls. Grenades, and only grenades, may be thrown at target squares that the hero does not have LOF to.
- You cannot throw a grenade through OBSTRUCTIVE TERRAIN (Appx. 3). When calculating the range to the target square you must trace a path that goes around any obstructive terrain. An attack modifier of 4+ applies when targeting a square the hero doesn't have a LOF to.
Example: Nicole's LOF is blocked by the wall, but there is a path available around the wall (with a range of 5), allowing her to throw the grenade without LOF. She needs to roll a 9 to land the grenade in the square containing the beta zombie. The arrow shows Nicole's lack of LOF, while the squares count out the range of the path leading around the wall.
THROWN EXPLOSIVE DEVIATION
When a thrown explosive weapon deviates, roll 1d12 and use the following rules to determine where it lands:
- On a roll of 1-8, shift the target square as indicated on the Thrown Explosive Deviation Chart shown below.
- On a 9-12, the thrown explosive deviates 2 squares instead of 1. Roll 1d12 again to determine which direction. Any further 9-12 rolls are rerolled.
- If the new target square is occupied by obstructive terrain, reroll the deviation check from scratch from the target square.
[Diagram: THROWN EXPLOSIVE DEVIATION chart. A 3x3 grid around a central TARGET SQUARE, numbered 1 (top), 2 (top right), 3 (right), 4 (bottom right), 5 (bottom), 6 (bottom left), 7 (left) and 8 (top left).]
RESOLVING AN EXPLOSIVE ATTACK
At the end of the attacking hero's activation, the weapon explodes.
Resolve an attack against all figures within the blast range and LOF of the target square by rolling attack dice equal to the ROF of the weapon against each.
- An explosive shows no Range Modifier, but instead has "A" in its place.
- No LOF modifiers apply.
- LOF is measured from the target square.
- Blast range calculations do not include the target square but does include the attacked figure's square.
- If the explosive attack targets an unrevealed zombie, reveal the zombie so you can assess any impact to the attack modifier and attack effects.
- Against human targets, a stun result from an explosive is considered a wound.
THROWN AOE ATTACK EXAMPLE
-
Nicole has successfully thrown a grenade onto the square occupied by zombie #1 and will now, at the end of her turn, resolve the grenade's AOE attack.
-
When resolving the blast, she will resolve attacks on zombie #1 and zombie #2 as both of them are within the grenade's point-blank range of 2 and have a LOF to the square containing the AOE weapon.
-
When resolving the attack on zombie #1, she will eliminate it on an attack roll of 9 or better. If she fails to eliminate it, the zombie will be stunned regardless of the number rolled.
-
When resolving the attack on zombie #2, Nicole will need to roll a 6, 7 or 8 to stun it or eliminate it on an attack roll of 9 or better.
-
There will be no attacks on zombies #4 and #3 - zombie #4 is out of range and zombie #3 is both out of range and has no LOF to the final target square.
-
Nicole is outside the grenade's PBR and will not be affected by it.
TIMERS
A timer allows for a delayed trigger on whatever the timer is set on, usually an AOE weapon.
- A timer is made up of one or more timer markers on a map square, or on an item placed in a map square. The number of timer markers controls how long the timer runs for. Each marker represents one round regardless of its colour.
- Place one marker per round that the scenario rules indicate or as desired for satchel charges.
- You may only set a timer on something if its rules specify that you can.
- In the end segment of each ROUND, for each map square that contains one or more timer markers, remove one timer marker.
- When the last timer marker on a square is removed, immediately perform any "when the timer runs out" effects for the square or item the timer was placed on.
For example, a hero sets a Satchel Charge (Appx. 1) on a square with a two-round timer (2 x marker). In the end segment of the same round, one timer marker is removed. Then, in the end segment of the following round, the second timer marker is removed and the Satchel Charge explodes causing an AOE Attack.
TROOPERS
Troopers are allied soldiers, HEROES who will fight alongside your characters and might offer to join your TEAM. They are fully player-controlled and are represented on the map by a marker.
As troopers are heroes, all rules that use the word "hero" also apply to them. This means they activate, perform movement actions and attack using the same rules as characters. However, some rules are applied differently to a trooper, as opposed to a CHARACTER, and the relevant entries will use those terms when specifying those differences.
- Troopers only have 2 health. When they are wounded, place a wound marker beside the figure. Wounded troopers receive a +2 AM and may not be declared as running.
- Troopers have no dashboard. Instead, you'll be recording their details on the TEAM CONTROL SHEET.
[Illustrations: trooper markers for Durnford, Vogel and Dasha.]
TURN SEGMENT
See ROUND.
U
UNLOCKED FIGURE
A figure that is not currently locked in H2H combat with a zombie. Being locked is indicated by a red locked status marker, so any figure not marked by one of these is an unlocked target.
UNREVEALED ZOMBIES
The rules for unrevealed zombies are covered in the following sections: REVEALING ZOMBIES, ZOMBIE MOVEMENT, AREA OF EFFECT ATTACK and ZOMBIE SPAWNING.
V
VICTORY CONDITIONS
Simply escaping Project Riese alive will be victory enough for most, but some may wish to measure their success compared to others in the community.
Victory Levels are as follows:
- MARGINAL: One character survives.
- SIGNIFICANT: Two characters survive.
- DECISIVE: Three characters escape.
- OVERWHELMING: All four characters escape.
- EPIC: Five characters escape...Is this even possible?!!
Remember: One character is equivalent to two troopers.
W
WEAPON
A weapon is a type of ITEM that can be used when performing an ATTACK. They must be stored in either a hero's READIED WEAPON SLOT, OFF HAND WEAPON SLOT (for conditional use of one-handed weapons only) or a GEAR SLOT.
Listed below are the characteristics of most of the weapons you will find in the game.
[Diagram: weapon card anatomy. Callouts: RATE OF FIRE (ROF), the number of d12 to roll when attacking; ASTERISK, indicates a one-handed weapon, two weapons may be readied, one in the off-hand slot, if both show the asterisk; H2H STUN/WOUND VALUES, the numbers you need to roll equal to or higher than on 1d12 to, respectively, stun or wound your target in hand-to-hand combat; RANGE MODIFIER (RM), add +1 to your attack modifier each time you increase the weapon's range post PB range by this amount; STUN/WOUND VALUES (S/W), the numbers you need to roll equal to or higher than on 1d12 to, respectively, stun or wound your target if it is within PB range; POINT-BLANK RANGE (PBR), any target within the indicated range is considered to be at point-blank range; CHEVRON (^), indicates a weapon with Select Fire. Also shown: AOE WEAPON (grenade card) and H2H WEAPON (knife card, marked H).]
Example:
- The Colt M1911 pistol shown has a rate of fire of 1, which means it rolls 1d12 when attacking.
- Its S/W is 6/9, meaning it will cause a stun on a 6+ and a wound on a roll of a 9+ (before attack modifiers are applied).
- The range modifier is 1, adding a +1 attack modifier for every 1 square the target is beyond the PBR. E.g., using the Colt M1911 on a target at range 5, the attack modifier would be +1, at range 6 it would be +2, and so on.
WEBBING
On the character dashboard, webbing is the top gear slot and can accommodate up to three single-handed weapons (denoted by the asterisk) or gear with the keyword "small" (i.e., gas mask, decoy, torch etc.) in any combination.
For more information on webbing see Appendix 1, THE ARMOURY.
WINNING
You win the campaign simply by having one or more characters escape Project Riese. Also see VICTORY CONDITIONS.
WOUND
- When a zombie is wounded it is also stunned and any lock it had is broken.
- When a figure is wounded, reduce its HEALTH total by 1 for each wound it takes.
WOUND VALUE
The numbers you need to roll equal to or higher than on 1d12 to wound your target if it is within PBR.
Z
ZERO-SPACE
See GEAR.
ZOC
See ZOMBIE ZONE OF CONTROL.
ZOMBIES
For more information on the different zombie types, see Appendix 3, ZOMBIE TYPES AND POWERS.
ZOMBIE ACTIVATION
- All zombies on the map must be activated.
- Activate each zombie one at a time, starting with the one closest to a target figure.
- If two zombies are of equal distance to a hero, then the player chooses.
- When a zombie is activated it moves and/or attacks.
- If the zombie has a stunned marker, remove the stunned marker and skip its movement and/or attack.
However, if the zombie has a stunned marker, remove the stunned marker and skip its movement and/or attack.
ZOMBIE ATTACK
A zombie will attack if it is activated adjacent to a ZOMBIE TARGET or moves adjacent to a target and has moves remaining.
When a zombie attacks an unlocked target, the only effect it has is to lock that target. Place a red locked status marker between them and turn the locked figure to face the zombie.
In addition, see the rules below.
- If a zombie attacks a locked target, they inflict 1 wound on them.
- If a zombie could attack multiple targets: the zombie will always attack a locked target. Otherwise, it's the player's choice who they attack.
- When a zombie is stunned or killed, any lock it had is broken.
ZOMBIE DISCARD AREA
The zombie discard area is where a zombie's marker is placed when it is eliminated.
If you are playing with miniatures or standees, you will be taking the zombie marker from the ZOMBIES IN-PLAY AREA, otherwise you will be taking it off the map.
ZOMBIES ELIMINATED
When zombies are eliminated, remove the marker (or miniature/standee) from the map and place their marker into the ZOMBIE DISCARD AREA. They will be returned to the zombie pool when the round track resets or when the zombie pool runs out.
ZOMBIES IN-PLAY AREA
The zombies in-play area is where you place a zombie's marker when it is replaced by a miniature or standee. This occurs when REVEALING ZOMBIES.
ZOMBIE MOVEMENT
Unless otherwise specified, the zombie will follow the movement rules as listed below.
- A zombie will always move towards the closest ZOMBIE TARGET.
- Zombies can move up to a number of squares equal to their move value.
- Unrevealed zombies have a move value of 1.
- Zombies may not move into or through OBSTRUCTIVE TERRAIN (Appx. 3), HINDERING TERRAIN (Appx. 3) or FIRE (Appx. 3).
- Zombies can move in any direction, including diagonally, which counts as one move.
- A zombie can only move diagonally if at least one of the adjacent squares it is moving past is empty.
- Zombies will not move diagonally across the corner of a fire square.
- A zombie will not move if already adjacent to a target.
- If a zombie has no way to reach any targets, because all paths are blocked by obstructive terrain, the zombie does not move at all.
For each move, determine where the zombie moves by using the first option from this list that the zombie can complete successfully:
- Move adjacent to a target.
- Move diagonally adjacent to a target.
- Move towards the closest target, using the shortest path that doesn't pass through obstructive terrain.
If there is more than one valid square the zombie could move into for one of the options, the player may choose which the zombie moves into.
If the zombie cannot complete any option because either of the relevant squares are occupied by other zombies, then it does not move.
[Diagram: a map showing zombies 1, 2 and 3 and the squares A, B and C, with Kelley's figure.]
Example: Zombie #1 is closest to the hero, so is activated first. It moves to B as it is adjacent to the hero. Zombies #2 and #3 are both two moves away from Kelley, so the player can choose their activation order. They choose to activate #2 first, the zombie can't move diagonally to C so doesn't move at all. Finally, zombie #3 is activated and moves to C.
ZOMBIE POOL
The zombie pool is a designated area next to the scenario book. This is where you place the face-down zombie markers during scenario setup, and then draw them from when spawning zombies.
See ZOMBIE SPAWNING.
ZOMBIE REVEALING
Zombie markers are flipped, revealing the zombie, as soon they are in LOF (in any ARC OF FIRE) of a hero. This is done immediately regardless of when it occurs (e.g. during scenario setup, spawning, zombie/ hero movement or a scenario effect).
If you have the zombie miniatures or standees: When a zombie is revealed, replace the marker with the appropriate miniature or standee and place the zombie marker in the ZOMBIES IN-PLAY AREA.
ZOMBIE SPAWN LOCATION
Spawn locations are squares on the scenario map on which ZOMBIE SPAWNING will occur. These squares are marked with a one or two character alphanumeric code that will also appear on either one or more of the ROUND TRACK spaces and/or in the Spawn section.
ZOMBIE SPAWNING
Zombies are spawned (placed on the map) in the final phase of the zombie turn when the current round space shows a ZOMBIE SPAWN LOCATION. When this occurs, draw (from the zombie pool) and place a face-down zombie marker on each spawn location that matches the one in the current round space.
Some scenarios will also instruct you to place a specific zombie that was set aside during setup, rather than draw one from the pool, for a specified spawn location.
Zombies may also spawn as the result of an unlucky search. If the search result is a zombie, place the zombie marker on the closest available unhindered or unobstructed square (player's choice).
The following rules apply to all zombie spawns:
- If you need to spawn a zombie and there are none left in the zombie pool, take all the zombie markers in the DISCARD PILE, shuffle them, and place them face down into the zombie pool. If none remain in the discard or pool, skip the spawn.
- If a spawn location is occupied by a zombie, place the spawning zombie face down off the board, near the spawn location. As soon as the spawn location is empty, place the waiting zombie - it does not activate if this occurs during the zombie turn. Multiple zombies may queue for the same location in this manner.
- If a spawn location is occupied by a hero, the hero takes 1 wound. The zombie waits off-map as per the rules for a zombie occupied spawn location.
The following rule applies to spawning a specific zombie:
- If you are instructed to spawn a specific zombie, first use any that were set aside during setup, then any in the discard, then any in the zombie pool (reshuffle after looking).
- If all zombies of that type are currently on the map, skip the spawn.
ZOMBIE TARGET
A zombie will target any heroes, prisoners, civilians or NPCs on the map. When there is more than one target, the zombie will choose the target that could be moved adjacent to in the smallest number of moves along an unobstructed path (regardless of any zombies that are blocking the shortest path).
ZOMBIE TURN
On the zombie turn, each zombie on the map performs a ZOMBIE ACTIVATION, starting with the one closest to a ZOMBIE TARGET. If two zombies are of equal distance, then the player chooses.
Finally, once all zombies have been activated, perform a ZOMBIE SPAWNING if the round track shows a SPAWN LOCATION.
ZOMBIE ZONE OF CONTROL (ZOC)
The four squares adjacent to a zombie are its zone of control. If a hero moves into one of these squares, the following rules apply:
- Stunned zombies do not have a ZOC.
- A hero must stop when their move takes them into any square adjacent to a non-stunned zombie.
- The hero may not perform any further movement actions, except to turn and face the zombie.
- The hero may still attack the zombie and if the zombie is stunned or killed, continue taking movement actions normally.
- If a hero is activated in a zombie's zone of control, they may move out of it normally - the ZOC is only triggered by a hero moving into it.
- Heroes may not move diagonally between two zones of control.
[Illustration: a figure leaping through a broken wall, with zombie hands rising below.]
Appendix 1 - The Armoury
This section lists all the GEAR that you may encounter in the game and their special rules. If a piece of gear is considered to be "small" or "zero-space", this will be shown in brackets after the gear's name.
BLITZ (ZERO-SPACE)
[Icon: BLITZ.]
Blitz has been developed to enhance a soldier's performance but has dangerous side effects. Still, desperate times call for desperate measures. Blitz has an enhancement effect and a crash effect.
- It may be taken at any point in a scenario and wears off at the end of that scenario.
- Enhancement effect: gain an additional attack, +1 MP and -1 AM.
- If a team member has taken Blitz and participates in the next scenario, during that scenario they are subject to the drug's crash effects which are -1 MP, +1 to AM.
- A hero suffering from the crash effect may not take more Blitz.
DECOYS (ZERO-SPACE)
[Icon: DECOY.]
Decoys can help divert zombies away from heroes and troopers.
- Decoys are thrown using the THROWN EXPLOSIVE rules.
- Once the final target square is determined, place a decoy marker on it.
- The square containing the decoy marker is considered to be the closest target to all zombies not adjacent to a target.
- During each end segment roll 1d12 for each decoy marker on the map: on a roll of 1-8 remove the marker.
FLAMMENWERFER FMW 41
[Icon: FMW 41, N/A 10/12, N/A 6 A.]
The portable German FmW 41 flamethrower is a difficult weapon to use, but lethal in the right hands.
- A FmW 41 occupies 2 gear slots.
- A figure equipped with a flamethrower may only perform an attack action if they choose stationary as their movement.
- A flamethrower attacks all figures in the attacker's front arc out to a range of 6, dealing 2 wounds.
- Obstructive terrain will block this attack so long as there is no opening (e.g., open door) in the AOE.
- Neither hindering terrain nor dodging have any effect on the FmW's attack.
- Any searchable area, civilian, objective or toxic gas marker in the AOE is destroyed, and a fire marker is placed on that square.
- Flamethrowers have enough fuel for 2 shots. Flamethrowers may not be refilled.
- If a figure carrying a flamethrower takes a wound by firearms or explosive blast, roll 1d12. On a 12 the tank explodes with the effect of a Molotov cocktail. The wearer is killed and does not rise.
[Diagram: a map with a red shaded area showing a flamethrower's attack area in front of a hero.]
FLARE (SMALL)
[Icon: FLARE.]
The flare candle may either be dropped in the character's current square or thrown using the THROWN EXPLOSIVE rules - in either case place the marker on the relevant map square. Darkness penalties are then negated within 5 squares of the marker. The flare candle lasts until the end of the scenario, at which point the marker is discarded.
FG-42
[Icon: FG-42, 1^ 8/11, 6/9 9 4.]
May use SELECT FIRE.
GAS MASK (SMALL)
[Icon: MASK.]
Any figure with this item in a gear slot ignores the effects of toxic gas.
GRENADE
[Icon: GRENADE, 1, 6/9 2 A.]
See SUPPLIES.
See THROWN EXPLOSIVES.
KEYS (ZERO-SPACE)
[Icon: KEY.]
Keys are used to open locked doors or other locked storage units. Details on what and how they work will be described in the scenario in which you find them. Keys only work within the scenario they are found.
MOLOTOV COCKTAIL (SMALL)
[Icon: MOLOTOV, 1, 5/6 2 A.]
Use the THROWN EXPLOSIVE rules with the following changes:
-
If the attack roll is a natural 1, the Molotov cocktail detonates in the thrower's square.
-
Molotov cocktails detonate immediately upon impact in their final target square - immediately resolve the AREA OF EFFECT ATTACK, rather than waiting until the end of the hero's activation.
-
After detonation, place a fire marker in the final target square.
-
The fire marker is removed on a roll of 7+ during the end segment of each subsequent turn.
OILED COAT (ZERO-SPACE)
[Icon: OILED COAT.]
Grants the wearer a -2 AM when breaking a lock (see LOCKED CHARACTERS).
PANZERFAUST
[Icon: PANZERFAUST, 1, 4/7 3 A.]
This weapon, a type of rocket launcher, is not thrown like other AOE weapons. When attacking with it, use the following rules:
- It can target any square the attacker has a LOF to within a range of 16.
- Use the THROWN EXPLOSIVE rules, but instead of using the range of the target square, always use a base of 6 when rolling to attack, the attack is successful on a base of 6+ plus/minus AM. If it misses, use the THROWN EXPLOSIVE deviation rules to determine a final target square.
- From the final target square, resolve an AOE attack.
- Discard the Panzerfaust marker after the attack.
- If a scenario indicates that a satchel charge can destroy an objective, a panzerfaust attack that hits the objective square will also destroy it.
- This weapon causes 2 wounds in the final target square and 1 wound in the area of effect.
SATCHEL CHARGE
[Icon: SATCHEL CHARGE, 1, 3/6 3 A.]
A Satchel Charges is an explosive device that can be used in either a THROWN EXPLOSIVE attack or set in place using a TIMER. When used as a weapon in a thrown explosive attack, use the following rule modifications:
- Satchel charges have a max throwing range of 5.
- Apply an additional +1 AM to the throw.
To set a Satchel Charge, a hero must perform a special action and then follow these steps:
- Select an adjacent target square and place the Satchel Charge marker on it.
- Place 1-6 TIMER markers on top of the placed Satchel Charge marker.
- When the timer markers run out, the Satchel Charge explodes. Resolve an AOE Attack as normal.
- Some scenario special rules may specify an effect from exploding a Satchel Charge on a specific square. Any such effects are resolved in addition to the AOE Attack.
STG-43/44
[Icon: STG-44, 1^ 7/10, 6/9 5 3.]
May use SELECT FIRE.
TORCH (SMALL)
[Icon: TORCH, 1 5/10, 5/10 1 H.]
A torch is used as both a weapon and to illuminate the surrounding area. When readied, apply the following special rules:
- Darkness penalties are negated within 5 squares of the hero.
- The torch marker must be discarded when either swapped out or at the end of the scenario.
[The printed page 34 opens with the following bullet, whose item heading is not printed on that page. It is transcribed as printed:]
- Grants a -2 AM when attempting to escape a lock (see LOCKED FIGURES).
VAMPIR II IR TARGETING SYSTEM (ZERO-SPACE)
[Icon: VAMPIR IR.]
This newly developed technology provides a -2 AM to ranged attacks and allows the wearer to ignore the effects of darkness.
WEBBING
The webbing slot can hold 3 small items. Any weapon with an asterisk is also considered small, i.e., knife, Luger etc.
WEBLEY #1 MK V FLARE PISTOL
[Icon: FLARE PISTOL, 1 4/8, 2/10 2 1.]
- DAMAGE: Place a flare marker on the figure hit by this weapon.
- A ranged attack uses up 1 x Ammo.
- Thereafter the figure takes 1 wound every END SEGMENT. After this wound is applied roll 1d12: On a 7+ the flare is removed.
- While lit it acts the same as a FLARE.
Appendix 2 - Zombie Types and Powers
Here you will find a list of the zombies that you will encounter during the game along with their default powers. Zombie types, or even specific zombies, may gain or lose powers due to a scenario's special rules. Zombie powers remain in effect, even if they are stunned.
Zombie Types
BETA
| MOVE | ATTACK | HEALTH |
|---|---|---|
| 1 | 1 | 1 |
Powers: None.
ARMOURED
| MOVE | ATTACK | HEALTH |
|---|---|---|
| 1 | 1 | 1 |
Powers: ARMOURED - Can not be stunned.
FLAMMENGHUL
| MOVE | ATTACK | HEALTH |
|---|---|---|
| 1 | 1 | 1 |
Powers:
FLÜCHTIG: If a Flammenghul (Flamm for short) suffers a stun attack, roll 1d12 to see the effect.
- On a 1-6 a Flüchtig is created. The gases inside detonate.
- Resolve an AOE attack with a S/W value of 5/6, PBR of 2.
- Remove the zombie's marker and place a fire marker in the final target square.
- The fire marker is removed on a roll of 7+ during the end segment of each subsequent turn. Until its removal, it functions as any other fire square.
- On a 7-12 the zombie pops and a Toxic Cloud is created.
- Remove the zombie's marker and place a toxic cloud marker in its square.
- The square it was standing in and the surrounding 8 squares are filled with toxic gas.
- Heroes take one wound in the final phase if they end their activation in the affected area.
- The effects of toxic clouds do not stack when overlapped.
ALPHA
| MOVE | ATTACK | HEALTH |
|---|---|---|
| 2 | 1 | 2 |
Powers:
LEADER OF THE PACK: Beta, Armoured and Flamm zombies on the map move 2 squares instead of 1. Eliminates the -4 to the zombie initiative roll while on the map.
ALPHA PRIME: GROß KARL
| MOVE | ATTACK | HEALTH |
|---|---|---|
| 2 | 1 | 3 |
Powers: These zombie's powers will be revealed in the scenarios you encounter them in.
ALPHA PRIME: ILSE
| MOVE | ATTACK | HEALTH |
|---|---|---|
| 2 | 1 | 3 |
Powers: These zombie's powers will be revealed in the scenarios you encounter them in.
OMEGA
| MOVE | ATTACK | HEALTH |
|---|---|---|
| 2 | 1 | 4 |
Powers: This zombie's powers will be revealed in the scenarios you encounter them in.
Zombie Powers
ANTIHERO: All attacks on this zombie receive a +1 AM.
ARMOURED: This zombie cannot be stunned.
CANNIBAL: When this zombie is wounded, once per activation it will, if able, spend one move to wound an adjacent Beta or Armoured zombie (preferring Beta's, otherwise the player chooses) to remove one wound from itself.
DODGE: When an attack die is rolled and would cause a stun or wound to this zombie, roll 1d12. On a 9-12, the stun or wound has no effect.
FAUST: When this zombie is eliminated, immediately resolve a grenade blast originating from its square.
FLAK 38: Unlimited range, ROF of 2, 8/8 S/W value.
- Move the zombie normally. If after moving it is not adjacent to its target, it performs a normal fire attack on the closest enemy it has a LOF to (if any).
- When performing a normal fire attack, treat the zombie as declared walking and ignore any LOF modifiers.
- If the zombie rolls a 1 while performing a normal fire attack, it runs out of ammo and can no longer use this power.
FLÜCHTIG: A stun against this zombie makes it "POP" (killing it). When this occurs, roll a d12 to determine what happens next.
- On a 1-6, a Flüchtig is created. The gases inside detonate.
- Resolve an AOE attack with a S/W value of 5/6, PBR of 2.
- Remove the zombie's marker and place a fire marker in the final target square.
- The fire marker is removed on a roll of 7+ during the end segment of each subsequent turn. Until its removal, it functions as any other fire square.
- On a 7-12, the zombie pops and a Toxic Cloud is created.
- Remove the zombie's marker and place a toxic cloud marker in its square.
- The square it was standing in and the surrounding 8 squares are filled with toxic gas.
- Heroes take one wound in the final phase if they end their activation in the affected area.
- The effects of toxic clouds do not stack when overlapped.
FRENZY: When this zombie attacks, instead of locking its target it inflicts one wound.
HOWL: While not stunned this zombie howls cause great fear and disruption in the human ranks. All heroes' MPs are reduced to 3 (6 if running) and all attacks receive a +1 AM.
LEADER OF THE PACK: While this zombie is on the map, all zombies, including unrevealed zombies, that would normally move one square now move two and the -4 on the zombie initiative roll is eliminated.
LEAP: This zombie may freely move through hindering terrain and other zombies but may not end its move on a square containing any of these.
MAW: Once a figure is locked by this zombie they receive 2 wounds from it on subsequent rounds.
MG-42: Unlimited range, ROF of 3, unlimited ammo with 10/10 S/W values.
- Only moves to get LOF to the closest enemy or to improve LOF attack modifier.
- If after moving it is not adjacent to its target, it performs a normal fire attack on the closest enemy it has a LOF to (if any).
- If an enemy is adjacent, they will perform a normal zombie attack.
SHUTZSHILD: This zombie may not be stunned and attacks against it receive a +2 AM.
SMASH: This zombie may freely move through hindering terrain. When blocked by another zombie while moving toward its target, this zombie swaps positions with the blocking zombie for 1 move.
STRONG: A figure locked by this zombie receives a -2 modifier when attempting to break out of that lock.
THICK SKIN: Stun results have no effect on this zombie. If this zombie is wounded, roll 1d12. On a 1-2, this zombie is stunned instead of wounded.
VAMPIRE: When this zombie inflicts 1 wound, it heals 1 wound. This may not take it over its starting health.
Appendix 3 - Terrain and Map Elements
Terrain is the surface over which figures move and fight in the game. Naturally, different types of terrain will have different effects on both the movement and actions of those figures. To represent this in the game, we have three terrain types: clear, hindering or obstructing.
Every square on a scenario map is assigned a terrain type. Hindering and obstructing terrain squares are indicated by a coloured border that encloses them, yellow for hindering and red for obstructive. Each square within that enclosing border is considered a separate hindering or obstructing terrain square for the purposes of all rules. Every square not enclosed within such a border is clear terrain by default.
In addition to this, the edge of a square may be assigned a terrain type different to the type of the square. This is indicated by a yellow or red line. In these cases, the rules for a terrain type should be applied to any move that would pass over that line and to any attack whose LOF crosses over it.
Terrain denoted by a dotted line effects movement but not attacks.
[Diagram: legend showing Obstructive Terrain (red border and red dotted/solid edge lines) and Hindering Terrain (yellow border), with an example map.]
BARRICADES
You will place a barricade when instructed to do so in a scenario's setup instructions. The following special rules apply to barricades:
- Barricades are considered hindering terrain for the purpose of AMs. They are considered obstructive terrain for the purposes of movement.
- Barricades have 1 health. When they are wounded, remove the barricade from the map.
- A barricade may be attacked by heroes but must still be their closest target. However, when it is the closest target, it may be ignored in favor of attacking a zombie.
- A barricade is a zombie's valid Target.
- A zombie attacking a barricade must still lock it before being able to inflict a wound on it.
- A hero adjacent to a barricade may attack a zombie adjacent to the other side of it. Zombies however cannot attack past a barricade.
CABINET - LOCKED
Locked cabinets will be identified as such in the scenario rules.
- Locked cabinets may be opened using the proper key for 2 MPs. The scenario special rules will tell you which key is required.
- A hero can also perform a special action to force open a locked cabinet.
CLEAR TERRAIN
Clear Terrain has no effects on movement or combat. It is the default condition of all squares.
DARKNESS
A scenario's special rules will tell you when darkness is in effect. When the attribute darkness is in effect the following rules apply:
- Darkness is always applied to the entire scenario map. There is no symbol marking it.
- Heroes in darkness may only attack targets at a range of 2 or less.
- Zombie markers in darkness, are only revealed when they enter a hero's LOF at range 2 or less.
- If any hero is in darkness, the zombies do not suffer the initiative penalty of -4.
Also see Terrain Attributes.
DOOR
Door standees are placed on blue doorways printed on the scenario map during scenario setup. Doors may be opened using the open/close door movement action.
[Illustration: a blue doorway on the scenario map.]
DOOR - LOCKED
[Illustration: a purple locked doorway on the scenario map, marked Z.]
- Locked doors are represented by purple doorways.
- Locked doors may be opened using the proper key for 2 MPs. The scenario special rules will tell you which key is required.
- A hero can also perform a special action to force open a locked door. Once forced open, a locked door cannot be closed again.
FIRE
Each square where a fire is present is marked, either with a pre-printed fire or one of the provided fire markers.
- Zombies will not move diagonally across the corner of a fire square.
- Heroes can move onto a fire square, causing them to take 1 wound, but cannot finish their activation on it. This damage also occurs if a hero moves between two diagonally adjacent fire squares or a fire square diagonally adjacent to obstructive terrain.
- If a fire marker is placed in a square with a figure, that figure takes 1 wound.
- Spawn locations with fire on them do not spawn. They are inactive until the fire is removed.
See also TERRAIN ATRIBUTES.
HINDERING TERRAIN
Hindering terrain is marked on a scenario map with a yellow line and represents physical barriers and obstacles that partially, but not fully, block line-of-fire and are difficult to move through. Typically, you will see hindering terrain on a map as either a single square or a group of squares enclosed by a yellow border. Each square within that border is considered a separate hindering terrain square for the purposes of all rules.
Sometimes, hindering terrain may be marked on just the border between one or more squares, rather than fully enclosing them. In these cases, the hindering terrain rules should be applied to any move that would pass over that line and to any attack whose LOF crosses it.
For the rules on attacking over hindering terrain, see the LOF section of ATTACK MODIFIERS, and for moving into or over hindering terrain, see MOVEMENT.
LADDERS
A ladder allows a hero to move up (3 MPs), or climb down (2MPs). Zombies cannot climb ladders.
LETHAL
Lethal terrain will be indicated by the scenario. Any figure that moves into a terrain square that has been marked as lethal is immediately killed.
OBSTRUCTIVE TERRAIN
Terrain which blocks movement and sight, preventing combat through it.
- Obstructive terrain is marked on the map with a red line.
- A red dashed line indicates that the obstructive terrain prevents movement but doesn't block a LOF and can be attacked through.
- All walls and closed doors are considered to be obstructive terrain.
STAIRS
Stairs connect terrain at different elevations.
- It costs 1 MP/2 MPs to climb stairs and 1 MP/1 MP to descend them.
- Zombies may move up and down stairs.
TERRAIN ATTRIBUTES
Terrain attributes do not change the type of terrain but instead apply their own special rules to figures that are on the terrain that has the attribute applied. Darkness, fire and lethal are terrain attributes.
Appendix 4 - Characters
[Diagram: the character dashboard of Sgt. Daniel Kelley, with callouts 1 to 7 explained below.]
- READY WEAPON / OFF HAND: The space for the weapon you are currently wielding. Some weapons are one-handed, allowing your character to ready two weapons. Place the secondary weapon marker in the off hand slot.
- SUPPLIES: Keep track of supplies here. You can carry a maximum of 3 of each.
- PERSONAL OBJECTIVES: Where you keep track of your character's personal objectives.
- HEALTH: Where you keep track of health. If it falls below 1, your character turns into a zombie.
- EXPERIENCE: Record your experience here.
- SKILLS: Your character's unique skills which unlock as you gain experience.
- GEAR: Spaces to hold additional weapons and gear obtained along the way.
Sgt. Daniel "Irish" Kelley
Biographical text is omitted from this transcription (flavour).
Personal Objective: Fate of the Fallen: Collect 6 Personal Effects from the rest of the stick.
Preferred Weapon: M1 Thompson SMG
| Level | XP | Weapon Craft | Command | Support |
|---|---|---|---|---|
| 1 | 15 | Knife Proficiency | Inspiring | Brawler |
| 2 | 35 | Preferred Weapon | Tactics 1 | "An eye for the good stuff" |
| 3 | 75 | Chicago Piano | Tactics 2 | Resolve |
- Knife Proficiency (Lvl 1): When attacking with a knife: apply a -1 AM.
- Inspiring (Lvl 1): Once per round, a team member activating adjacent to Kelley may: gain one additional MP OR receive a -1 AM on their attack. Either must be used during that activation.
- Brawler (Lvl 1): When attempting to break a lock: apply a +2 to the roll.
- Preferred Weapon (Lvl 2): When attacking with a M1 Thompson SMG: apply a -1 AM.
- Tactics 1 (Lvl 2): Once per round you may either: apply +2 to an initiative roll OR, at any time, have a team member either apply a -1 AM to an attack, move one square in any direction or open an adjacent door.
- "An eye for the good stuff" (Lvl 2): You may apply a +/-2 to search rolls.
- Chicago Piano (Lvl 3): When attacking with a M1 Thompson SMG: increase its ROF to 3 and use its ranged S/W values for H2H attacks.
- Tactics 2 (Lvl 3): Once per round you may either: apply +4 to an initiative roll OR, at any time, have a team member either perform an additional attack, apply a -2 AM to an attack or move two squares in any direction.
- Resolve (Lvl 3): At the start of the between scenarios stage, reduce threat by one.
Cpl. Isaac "Zac" Jackson
Biographical text is omitted from this transcription (flavour).
Personal Objective: Justice for All: Rescue 8 prisoners.
Preferred Weapon: Browning Automatic Rifle (BAR)
| Level | XP | Weapon Craft | Gunner | Support |
|---|---|---|---|---|
| 1 | 15 | Big Time Operator | Controlled Burst | Airborne |
| 2 | 35 | Preferred Weapon | Extra Mags | Team Player |
| 3 | 75 | BAR Proficiency | Full Metal Jacket | Brick Wall |
- Big Time Operator (Lvl 1): When performing a spread fire attack with the BAR, do not apply the +1 spread fire attack modifier.
- Controlled Burst (Lvl 1): Any 2's you roll during a ranged attack may be rerolled, but you must keep the new result.
- Airborne (Lvl 1): Apply a +4 on rolls when performing a jump test and add one to vision range in darkness.
- Preferred Weapon (Lvl 2): Apply a -1 AM when attacking with the BAR.
- Extra Mags (Lvl 2): Any 1's or 2's you roll during a ranged attack may be rerolled, but you must keep the new result.
- Team Player (Lvl 2): Any team member adjacent to you when attacking receives a -1 AM.
- BAR Proficiency (Lvl 3): When attacking with the BAR, increase its ROF to 3.
- Full Metal Jacket (Lvl 3): When attacking with the BAR, ignore LOF attack modifiers.
- Brick Wall (Lvl 3): When your team successfully completes a scenario, heal one of your wounds.
Lt. Anthony Frost
Biographical text is omitted from this transcription (flavour).
Personal Objective: King and Empire: Collect 4 Hinzelmann files and Collect 4 Enigma dials.
Preferred Weapon: Sten SMG
| Level | XP | Weapon Craft | Command | Support |
|---|---|---|---|---|
| 1 | 15 | Preferred Weapon | Inspiring | Airborne |
| 2 | 35 | Extra Mags | Tactics 1 | "Wahai Mohammed!" |
| 3 | 75 | Sten Gun Proficiency | Tactics 2 | Lovably Eccentric |
- Preferred Weapon (Lvl 1): Apply a -1 AM when attacking with the Sten gun.
- Inspiring (Lvl 1): Once per round, a team member activating adjacent to Frost may either: gain one additional MP or receive a -1 AM on their attack during that activation.
- Airborne (Lvl 1): Apply a +4 to your roll when performing a jump test and add one to your vision range in darkness.
- Extra Mags (Lvl 2): Any 1's or 2's you roll during a ranged attack may be rerolled, but you must keep the new result.
- Tactics 1 (Lvl 2): Once per round you may either: apply +2 to an initiative roll OR, at any time, have a team member either apply a -1 AM to an attack, move one square in any direction or open an adjacent door.
- "Wahai Mohammed!" (Lvl 2): Apply +4 to your initiative roll.
- Sten Gun Proficiency (Lvl 3): When attacking with a Sten gun SMG: increase its ROF to 3 and use its ranged S/W# for H2H attacks.
- Tactics 2 (Lvl 3): Once per round you may either: apply +4 to an initiative roll OR, at any time, have a team member either perform an additional attack, apply a -2 AM to an attack or move two squares in any direction.
- Lovably Eccentric (Lvl 3): When selecting heroes during scenario setup, you may select an additional trooper. When placing heroes on the map, place the additional trooper adjacent to Frost.
L Cpl Ganju Rai
Biographical text is omitted from this transcription (flavour).
Personal Objective: My Blades Thirst: Get 10 Kills with Kukri knives. Betas are unworthy and do not count.
Preferred Weapons: Kukri knives and Lee Enfield No. 4
| Level | XP | Weapon Craft | H2H | Support |
|---|---|---|---|---|
| 1 | 15 | Preferred Weapon | Bladesman | Scrounger |
| 2 | 35 | Grenadier | Proficient | "Better to Die..." |
| 3 | 75 | 5 Rounds Rapid | Dervish | Mongoose |
- Preferred Weapon (Lvl 1): Apply a -1 AM when attacking with Kukri knives.
- Bladesman (Lvl 1): Any 1's or 2's you roll during a H2H attack may be rerolled, but you must keep the new result.
- Scrounger (Lvl 1): You may apply a +/-1 to search rolls.
- Grenadier (Lvl 2): When throwing an explosive, apply a -2 to the roll. When resolving an AOE attack, apply a -1 AM.
- Proficient (Lvl 2): When attacking with Kukri knives increase the ROF to 2.
- "Better to Die..." (Lvl 2): You are immune to threat effects.
- 5 Rounds Rapid (Lvl 3): When attacking with the Lee Enfield No. 4, increase its ROF to 2.
- Dervish (Lvl 3): When attacking with Kukri knives, you may attack all adjacent and diagonally adjacent enemies. Conduct each attack separately.
- Mongoose (Lvl 3): You are not affected by zombie's ZOC. You automatically succeed when attempting to break a lock.
Dr Lies Spiering
Biographical text is omitted from this transcription (flavour).
Personal Objective: The World Must Know: Rescue 5 Prisoners and Obtain 5 Hinzelmann Files.
Preferred Weapon: Mauser C96 Broom Handle
| Level | XP | Weapon Craft | Covert Ops | Support |
|---|---|---|---|---|
| 1 | 15 | Preferred Weapon 1 | Quick | Scrounger |
| 2 | 35 | One in the Pipe | Sure Footed | Healer |
| 3 | 75 | Surf and Turf | Stealthy | Self Assured |
- Preferred Weapon 1 (Lvl 1): Apply a -1 AM when attacking with the Mauser C96.
- Quick (Lvl 1): When you declare walking, you receive 5 MPs instead of 4. This does not affect running.
- Scrounger (Lvl 1): You may apply a +/-1 to search rolls.
- One in the Pipe (Lvl 2): Any 1's or 2's you roll during a ranged attack may be rerolled, but you must keep the new result.
- Sure Footed (Lvl 2): Ignore the +1 MP penalty for moving into or through hindering terrain.
- Healer (Lvl 2): All medkits now increase health by two, rather than one.
- Surf and Turf (Lvl 3): Apply a -2 AM when attacking with the Mauser C96 or a knife.
- Stealthy (Lvl 3): When you declare walking or running, you receive +2 MPs. Always considered to be the furthest target from a zombie unless adjacent to that zombie.
- Self Assured (Lvl 3): At the start of the between scenarios stage: reduce threat by one.
Operative "Nicole"
Biographical text is omitted from this transcription (flavour).
Personal Objective: It Ends with Rothmann: Kill one of each Boss zombie (Omega, Ilse, Karl) and 5 NPCs.
Preferred Weapon: FG-42 and knife.
| Level | XP | Weapon Craft | Assassin | Support |
|---|---|---|---|---|
| 1 | 15 | Big Time Operator | Braced | It's all in the Reflexes |
| 2 | 35 | Preferred Weapon | Killing Blow | Hero |
| 3 | 75 | Precision Strike | Locked on Target | Coup de Grace |
- Big Time Operator (Lvl 1): When performing a spread fire attack with the FG-42, do not apply the +1 spread fire attack modifier.
- Braced (Lvl 1): When you declare stationary, apply an additional -1 AM when attacking.
- It's all in the Reflexes (Lvl 1): Discard your covering status marker, replacing it with an attacked status marker, to move 1 square in any direction.
- Preferred Weapon (Lvl 2): Apply a -1 AM when attacking with the FG-42.
- Killing Blow (Lvl 2): Apply a -2 AM when attacking with a H2H weapon.
- Hero (Lvl 2): Once per round, during your activation, you may either: move up to 2 squares in any direction, perform an additional attack or apply -2 AM to your attack. May not be used in combination with Tactics 1 or 2.
- Precision Strike (Lvl 3): Any 1's, 2's or 3's you roll during an attack may be rerolled, but you must keep the new result.
- Locked on Target (Lvl 3): When determining the target of an attack, you are not forced to attack the closest target.
- Coup de Grace (Lvl 3): When resolving attack results, all stuns are considered to be wounds.
Flight Sergeant Danika Sobieska
Biographical text is omitted from this transcription (flavour).
Personal Objective: Nest Egg: Obtain 4 Loot and obtain 4 Hinzelmann Files.
Preferred Weapons: Webley & Scott Mk VI Revolver, Webley No 1 Mk V Flare Pistol
| Level | XP | Weapon Craft | Survival | Support |
|---|---|---|---|---|
| 1 | 15 | Preferred Weapon | Resourceful | Light Fingers |
| 2 | 35 | Quick Load | Mechanical Aptitude | Good |
| 3 | 75 | Ambidexterity | Deep Pockets | Lucky |
- Preferred Weapon (Lvl 1): Apply a -1 AM when attacking with the Webley & Scott Mk. VI revolver or flare pistol.
- Resourceful (Lvl 1): After rolling to determine a search result, add one to the quantity of any one type of supplies item found.
- Light Fingers (Lvl 1): Reduce both the walking and running cost of the pick up gear action to zero.
- Quick Load (Lvl 2): When attacking with the Webley & Scott Mk. VI revolver, increase its ROF to 2.
- Mechanical Aptitude (Lvl 2): You may spend 3 MP to perform a special action.
- Good (Lvl 2): Once per round, at any time, this hero may either: move up to 1 square in any direction, perform an additional attack or apply a -2 AM to their attack.
- Ambidexterity (Lvl 3): When attacking, do not apply either the +2 off hand AM or the +1 spread fire AM. While you have two weapons readied, you may perform an additional attack but each attack must use a different weapon.
- Deep Pockets (Lvl 3): Your gear slots can now hold 2 items each.
- Lucky (Lvl 3): Once per scenario: you may change a die roll result to any number.
Unteroffizier Hugo Wurger
Biographical text is omitted from this transcription (flavour).
Personal Objective: Bear Testament: Rescue 5 prisoners and kill 1 of each Boss zombie (Omega, Ilse and Karl).
Preferred Weapons: MG-42
| Level | XP | Weapon Craft | Fallschirmjaeger | Support |
|---|---|---|---|---|
| 1 | 15 | Preferred Weapon | Airborne | Home Base |
| 2 | 35 | Tuned | Sure Footed | Hero 1 |
| 3 | 75 | Buzz Saw | Run and Gun | Hero 2 |
- Preferred Weapon (Lvl 1): When performing a spread fire attack with the MG-42, do not apply the +1 spread fire attack modifier.
- Airborne (Lvl 1): Apply a +4 to your roll when performing a jump test and add one to your vision range in darkness.
- Home Base (Lvl 1): When this hero searches, roll twice on the result table and pick either result.
- Tuned (Lvl 2): Apply a -1 AM when attacking with the MG-42.
- Sure Footed (Lvl 2): Ignore the +1 MP penalty for moving into or over hindering terrain.
- Hero 1 (Lvl 2): Once per round, during your activation, you may either: move up to 1 square in any direction, open an adjacent door or apply a -1 AM to your attack. May not be used in combination with Tactics 1 or 2.
- Buzz Saw (Lvl 3): When attacking with the MG-42, increase its ROF to 4.
- Run and Gun (Lvl 3): If you declare running, do not apply the running +2 AM when attacking. If you are placed in covering after running, then use the +2 covering marker instead of the +4.
- Hero 2 (Lvl 3): Once per round, during your activation, you may either: move up to 2 squares in any direction, perform an additional attack or apply a -2 AM to your attack. May not be used in combination with Tactics 1 or 2.
Gefrietor Til
Biographical text is omitted from this transcription (flavour).
Personal Objective: Burn Out the Infection: Complete 5 threat interdiction scenarios and 5 acts of sabotage.
[Editor's note: the printed Personal Objective reads "threat interdiction scenarios"; the Riese Errata companion corrects this to "Threat Reduction scenarios".]
Quote: "Fire in the Hole."
Preferred Weapon: Til's Axe
| Level | XP | Weapon Craft | Pionier | Support |
|---|---|---|---|---|
| 1 | 15 | Preferred Weapon | Demolitions | Witness |
| 2 | 35 | Mighty Swing | Grenadier 1 | Hero 2 |
| 3 | 75 | True as Steel | Grenadier 2 | Berserker |
- Preferred Weapon (Lvl 1): Apply a -1 AM when attacking with an axe.
- Demolitions (Lvl 1): You may spend 2 MPs to set a satchel charge or to open a locked door.
- Witness (Lvl 1): Apply a -1 AM when attacking with a STG-43.
- Mighty Swing (Lvl 2): Once per round: when attacking with an axe, you may attack each zombie in range and in your front arc. Resolve each attack separately.
- Grenadier 1 (Lvl 2): When throwing an explosive apply a -2 to the roll. When resolving an AOE attack, apply a -1 AM.
- Hero 2 (Lvl 2): Once per round, during your activation, you may either: move up to 2 squares in any direction, perform an additional attack or apply a -2 AM to your attack. May not be used in combination with tactics 1 or 2.
- True as Steel (Lvl 3): If you are locked when activated, inflict one wound on the locking zombie and break the lock.
- Grenadier 2 (Lvl 3): When throwing an explosive apply a -4 to the roll. When resolving an AOE attack, apply a -2 AM.
- Berserker (Lvl 3): When you receive a wound: if locked, you immediately break the lock. Then move up to 1 square in any direction and perform a H2H attack.
Team Control Sheet
The printed Team Control Sheet is a record form. Its fields are listed below; the threat tracker printed on it matches the Threat Tracker described under THREAT LEVEL.
- Scenario Last Played, Cull, Loot and Raid: scenario tallies, recorded as described under TEAM CONTROL SHEET (TCS).
- Character #1 to #4: name, XP and character notes for up to four characters.
- Team Notes: free notes for the team.
- Trooper #1 to #4: health, weapons and gear (slots 1 and 2), supplies (three counters labelled A / R / M), notes, and two trooper upgrade boxes:
- EXP (20): +1 Proficiency
- EXP (50): +1 MP
Appendix 5 - Entries
Entries may appear in scenarios where there is additional text to read. Read only the designated entry and follow its instructions (see ENTRIES).
#1 Hard Landing
Damn. Looks like Hale didn't make it. This is his torn, bloody musette bag and a few scraps of webbing. All that remains are shreds of his tp, a crumpled picture of a pretty, dark-haired girl surrounded by five grinning kids, and some socks, stuffed inside which is a sketch map. The big guy had been a standout soldier but couldn't cross-country navigate worth a damn. He must have sketched the surface ventilation system of the Riese complex, showing extra details that your own briefing hadn't covered. His well-meaning disobedience of SOP will be his final service to you, though that will be little consolation to his wife and those five boys.
- Receive: Hale's Map (zero-space item).
- Receive: Personal Objective (Fate of the Fallen) item: Hale's family picture (zero-space item).
#2 Best Laid Plans
You find an overfilled file folder labelled "Infrasonic Behavior Controls" lying on the floor. It has a dirty boot print on it and the cover is torn by hobnails. Within are diagrams and operating instructions for an apparatus known as Schallprojektor Mk 2.
- Receive: Personal Objective: Hinzelmann's File #1: Infrasonic Behavior Controls.
#3 Best Laid Plans
You enter the small airlock to Hinzelmann's lab, acutely aware of the countdowns going on throughout the complex. Opening the inner door to the cluttered lab, you are shocked to see Sturmbannfuhrer Ewald Bucher himself and three Ahnenerbe troopers, their black uniforms in stark contrast to the antiseptic whites and muted greys of the lab furnishings. The troopers are all masked and their StG-43s are aimed directly at you. Bucher is unmasked, though he has one around his neck and the red imprints it has left on his face highlight the pale fury of his expression.
"Another one looking for Dr. Hinzelmann, yes? Fools who thought to fool me...Now, your weapons. Drop them before my lads shoot out your knees and belly. Did you really think you could steal my work... release a few test subjects... sabotage my project?"
He stops and takes a breath from his mask then continues in a more conversational tone. "I need you to tell me how many more of you there are and just where the good doctor is..."
Bucher puts on his mask after a moment. "Not much to say. Very well. Put this one in the Cooler, we shall get answers there..."
#4 Best Laid Plans
The number of ghouls, and the fact that the obsessive Hinzelmann would never willingly leave important research material behind, convince you to head for a secondary RV point.
Waiting for you in a stairwell are Rothmann and a squad of his SS chain dogs. "Another rat in the pantry," growls the giant as they surround you. Before you can raise your weapon, a truncheon is expertly applied to the back of your skull. All goes dark.
- Go to scenario 82: The Cooler.
#5 The Cooler
Thrown clear in the cave-in is Tannenbaum's pack, which contains personal items, a medkit, a smashed bottle of pear brandy, an old sweets tin of melted tablets and some loose ammunition.
- Receive: 1 x Medkit, 1 x Ammo.
#6 The Cooler
"Thank you, thank you", says Tannenbaum as you approach and begin to dig him out. "I can't walk, and my rifle is smashed but if you get me to the Aid Station I have the combinations to the door locks. We can get something to help and open a shortcut out of here..."
If you decide to assist Tannenbaum to the Aid Station (square O3) place his marker under the assisting character's marker. That character may not declare as running and may only use a one-handed weapon. The locked doors are now treated as normal doors for as long as the character is with Tannenbaum or in the Aid Station. Tannenbaum may be abandoned at any time by leaving his marker behind to its fate...
Once adjacent to square O3 with Tannenbaum, read entry #7.
If you decide not to assist Tannenbaum or if you abandon him, his screams will draw all zombies towards him as though he was the closest character, until he takes a wound, from whatever source.
#7 The Cooler
Tannenbaum doses himself with something in a red and yellow syringe. "Your friend Hinzelmann told us guards to use this if we got badly hurt...Feels pretty good now and they said we won't come back if we...you know...Ach...Just going to lay here for...Oh, thank you, much better now..." His eyes roll back and his breathing just stops. At least he gets a clean death...
- Receive: 2 x Medkit, 2 x Ammo and Hinzelmann's File #2: Preventative Measures for Casualty Reanimation.
- If you exit the map via the square marked by the green arrow in this room, you will generate 0 threat for this scenario.
#8 Impromptu Rendezvous
There is a pop, and nothing happens. Looks like the power is not reaching the lift.
- The scenario now has the following additional objective: Perform a special action at O3 to flip the switch and reset the breaker. You may only exit the elevator at O2 once this is done.
#9 Groß Karl
Jammed onto the coat hook that holds the Alpha to the wall is a sheaf of badly stained and torn papers with Ahnenerbe letterhead. The only legible words are "...effects of deliberate exposure to low.... time." The boffins back home might be able to recover more.
- Receive: Hinzelmann's File #3 and 1 x Ammo.
#10 Für Ilse
The first two manuscripts you find bearing Hinzelmann's initials were incomplete and made little sense. Only when you discover the third set of papers containing the titles and the indexes, stuffed inside a gas mask in a storage box, does it all start to make sense. Hinzelmann's file #8: "Afrika Expedition Findings: Chemical Controls for Undead Aggression" looks very important indeed and includes instructions for dispensing the volatile compound NatronG into the air circulation system. Helpfully, a small note paperclipped to the side of the document details the location of a small bag of the dangerous chemical here within the Archivraum.
- Receive: Hinzelmann's File #8.
- Receive: 1 x Gas Mask. You now have an additional secondary objective:
- Disperse NatronG into the base via the ventilation system. If you complete this objective, immediately reduce threat by 2.
- The following additional special rules now apply:
- You may perform a pick up gear action at O1 to gain the item Bag of NatronG.
- If a hero has the Bag of NatronG, they may remove it from their inventory and perform a special action at O2 to disperse the substance across the base via the ventilation system. When this is completed reduce threat by 2 immediately.
#11 The Show Must Go On
When you open the prisoner's cage, you are relieved to find him alive. As dirty and badly beaten as he is, the soldier's dog tags are the only thing that allows you to identify him as American. PFC Bogle, or Vogel actually, a young New Yorker, had a spare set of tags hiding his Jewish faith and ancestry in case of capture. Now he presses them into your hand, saying "Take these and send them home to Ma so she doesn't think I'm being tortured in some kinda Nazi, well, Nazi shithole like this. I'll slow you down, so I'm gonna find my way out on my own, but listen, the CO of these SS bastards is Rothmann, a straight-up hardass legbreaker. He did this to me without knowing about my circumcision, y'know what I mean, and he might not be the worst of 'em."
"Bucher, who runs the show next door isn't just a sadist, that guy cuts living people up and uses them for experiments. Everyone is terrified of going there, even some of the guards."
"The third Kraut officer is a para guy, he's on the outs right now. Better than the other two, but the shit they do over there with poisons, fuels and chemicals is deadly too, or so I'm told. Somebody caps one of those mooks, you wouldn't be the worst, you know."
You reassure Vogel that you'll get him out, but you can see in his eyes he doesn't believe it. Still, you set a rendezvous at the Level 4 Reservoir Outlet Pipe. Vogel also passes along the locations of prisoner storage pens he knows about.
- You may choose to skip playing scenario 13: Seuchenkontrolle! and instead play scenario 15: Deadliest of the Species or scenario 17: Escape from Stalag VIII/Z, starting on A1.
- Receive: Personal Objective (Fate of the Fallen) item: Vogel's Dog Tags (zero-space item).
#12 Green Devil's Brew
"Bloody Hell. It's good to see you lot. More of us made it than I thought." Durnford says. "One of the lads has gone up ahead to try to throw a spanner in the works of the doodlebug factory, whilst I've come back to spring a few more from the glasshouse. Ran into that Hinzelmann chappie on the way too. He said that if I insisted on going to the lads, I should find the way clear. Told me he'd left a little something in Jerry's poteen." The paratrooper pauses. "Nasty bit, that. He told me that the guards would be piss drunk and knocked down. Instead, we got this...and that's his own blokes he's done this to. Don't trust that one. Seems like he doesn't care who he tries his little tricks on. Hinzelmann said he'd meet us at that bunker in the central core, that place the Hun call "der Holle" and gave me these to take to stop me from becoming one of those things if I copped it." He shows you two yellow injectors labelled EV XVII. "We should get a move on, if we're to get there in time - I don't think he plans to hang around for long."
- You may add Trooper Dunford (Weapon: Sten) to your team.
#13 No Entry
[No entry text is printed under this number.]
#14 Green Devil's Brew
After finishing Trooper Durnford, you remove his dog tags and cover the body in one of the nearby bedsheets. You vow that his parents will never know the exact manner of his passing, only that he died doing his duty. In his clenched fist, you find an injector labelled EV XVII with the cap off and a bent needle tip. There is another in his pack, along with a full magazine.
- Receive: Personal Objective (Fate of the Fallen) item: Durnford's Dog Tags (zero-space item), 1 x Sten gun and 1 x Ammo.
#15 Firestorm
The world goes white, then black when the fuel tanks blow in an apocalyptic secondary explosion.
You awaken to a whistling scream of air being sucked in through small gaps around the blast-warped doors. Both you and the Germans recover around the same time. It is too late for one of them. Knocked out too close to the breached door, the semi-conscious technician is drawn screaming back in through it, leaving rapidly charring bits of flesh on the heated metal before vanishing. Shakily, the two groups gather their wits and leave in opposite directions. As you walk away, the wind plucks at your clothing trying to draw you into the conflagration behind.
- Reduce the threat track to 0 and go to scenario 30: Himmelfahrt.
#16 Escape from Stalag VIII/Z
The Sturmbannfuhrer, a medical officer, from his badges and the green piping on his waffenfarbe, shrieks in terror and cowers behind his heavy desk. Though the wounds you inflicted look bad, he has plenty of energy left to scream into an intercom pickup, "Reinforcements, where are my reinforcements?! I am wounded...They've opened the cell doors! The specimens..." He trails off staring at your weapon. Suddenly, the squawk box on the wall crackles to life. You recognize Rothmann himself speaking. "Leitze, you Golden Pheasant fool! Deal with this yourself. Unleash one of those things you brought back from Stalingrad. I don't give a shit. I'm sealing your section." Outside, you hear blast doors slam shut.
"They're right outside, you can't." Leitze moans, fumbling behind the desk with one hand while shielding his face from you with the other. He weakly throws a small object towards you. It is a warden's key. "Take it," he mouths silently.
You may take the key and shoot him anyway. If so, read entry #17.
You may take the key and leave him. If so, read entry #18.
#17 Escape from Stalag VIII/Z
"Animals..." is all he has time to say before you cut him down.
"Leitze?" asks the loudspeaker. "When you report your success to me, I shall open your cage. If I don't hear anything back in the next five minutes, I will flame-purge the whole place. Nothing to say? Good." Imagining Rothmann's hand hovering over a red button somewhere, you quietly back away.
- Receive: Leitze's Key.
- Resume play with the following changes:
- The scenario objective becomes to exit at the square marked with the blue arrow. Heroes may not exit the map any other way.
- When the round track resets for the second time, any figures on the map are killed, regardless of any wounds remaining.
Substitute the following text in place of the text in the scenario's Exit section: Just in time, you get the door open with Leitze's key. Everyone scrambles clear, as nozzles begin to spray misted diesel fuel into the room. You dog the latches and flee down the hall. Another holding area is in the distance to the left, while a storeroom is not far to the right.
- If you choose left, go to scenario 21: The Price of Failure.
- If you choose right, go to scenario 22: Panzermädchen.
- Additionally, ignore the scenario's Between Scenarios section and instead reduce the threat to 0.
#18 Escape from Stalag VIII/Z
"Leitze?" asks the loudspeaker.
"When you report your success to me, I shall open your cage. If I don't hear anything back in the next five minutes, I will flame purge the whole place. Nothing to say? Good."
"It was nothing, sir. I will do my duty, but I need more time". The officer shoes you away, holding the mic.
Imagining Rothmann's hand hovering over a red button somewhere, you quietly back away and close the door, key in hand. A furious roaring sounds from a nearby medical cell and a monstrosity emerges. Did that craven bastard betray you after all?
- Receive: Leitze's Key.
- Resume play with the following additional special rule: When the next S1 spawn would occur, instead spawn on Omega (powers: Maw, Strong) on the square marked S0. If it is killed, remove it from the scenario.
#19 Panzermädchen
You may perform a special action to search the area for supplies. If you do so, roll 1d12 on the following chart.
SUPPLIES CHART
| D12 ROLL | RESULT |
|---|---|
| 1 | Zombie |
| 2-3 | 1 x Ammo |
| 4-5 | 2 x Ammo |
| 6-8 | 2 x Ammo, 1 x Grenade |
| 9-10 | 1 x Medkit, 1 x Ammo |
| 11 | 2 x Medkit, 2 x Molotov Cocktail, 2 x Ammo |
| 12 | 2 x Ammo and roll on the Special Chart |
SPECIAL CHART
| D12 ROLL | RESULT |
|---|---|
| 1-2 | 3 x Decoy |
| 3-4 | 1 x Shovel, 1 x Satchel Charge |
| 5-7 | 1 x Spear, 2 x Grenade |
| 8-9 | 3 x Molotov Cocktail, 1 x Medkit |
| 10-11 | 1 x Axe, 2 x Satchel Charge |
| 12 | Bucher's Briefcase*, Filthy Commissar Cap^ |
* Counts as a "wild" personal objective item, allowing any character to advance an item-based personal objective one step. Zero space item.
^ Grants 1 reroll for this scenario only. 1 space item.
#20 Panzermädchen
While wrapping the sturdy bottles in an old magazine pouch that looks purpose modified to hold them, you find a typewritten checklist with two signatures on it. The legible portion of the checklist has notations for a Stalingrad genus Beta specimen, an Alpha, the thing called a Kugelfisch, and the three that have achieved legend status; Tankistka, Der Grinser and the Omega. You can also make out most of the date, December something 1942, and the signatures, Drs Bucher, Kavilov and Hinzelmann.
- Receive: 1 x Medkit.
#21 Totenkopf
Finally, the officer goes down, cursing and swearing gives way to wet choking as his lungs no longer hold breath. One of you give him another burst, nearly severing his right arm. He somehow manages a last "Sieg Heil" before collapsing. The fallen soldier gives a final death rattle and stills. Though you expect him to turn, you are still surprised by the violence of the resurrection. Uniform and webbing burst asunder and the body swells as it rises, roaring its dominance and glaring around for challengers. Other ghouls call back in acknowledgement. It locks gazes with you... And the bastard smirks, caressing the Iron Cross that still hangs about its thick neck. It charges.
- Add the following objective to the scenario: Kill the Omega. Completing this objective counts towards the Killing Rothmann personal objective.
- Place the Omega (Power: Leader of the Pack) on the square where Rothmann was slain. It activates immediately.
#22 Totenkopf
Vogel half-heartedly volunteers to join you. You tell him to stay with the more severely wounded POWs and escort them to escape and safety.
- In the next Between Scenario stage, adjust threat normally, then reduce threat by 2.
#23 Totenkopf
It is always a surprise how fast they turn. There is no time for remorse or regret, just action. As quick as they turn on you, you must put them down. You will tell yourself later that you were doing your duty, that it was an act of mercy or a cruel necessity of survival, and maybe those things are true, but they don't matter at all to Vogel and they are only a distraction for you right now. You pick up his tags and move on.
- Receive: Personal Objective (Fate of the Fallen) item: Vogel's Dog Tags (zero-space item) if you do not already have them.
#24: Schräge Musik
You shake the dazed fallschirmjaeger to his senses. Though stunned, he recovers quickly. "Kameraden. You took your time, but Hinzelmann said I should not give up hope." he says, looking around at the swarming ghouls. "I'm Dobler." He draws a leaf-bladed dagger from his boot and grins. "Bitch missed this at least. And what is that awful bloody noise?" Together you wade in.
- You may add trooper Dobler (Weapon: Knife) to your team.
#25 Schräge Musik
You get the door open, but even without entering you can tell it is too late for those within. Three bodies are held nearly upright, strapped to steel platforms. Behind them, three countdown clocks spin. Lights on the two outside ones are green, indicating that the pneumatic auto-injectors they regulate have already discharged their contents into the motionless paratroopers affixed to the tilted tables.
The light on the center clock remains red. The man trussed to the center platform twists a little and looks up; the bonds tighten. His eyes, dark brown, above an intubation mask, dart frantically around before finally settling on you. In the instant it takes to absorb the situation, the clock's sweep hand passes the 12 and the lamp turns green. A click followed by the sibilant hiss of the plungers on the injectors. The straps on all three racks fall away. The two bodies on the outside racks arise, moaning, while the center one begins to shake and swell.
- Replace the objective markers on the squares marked O2 with zombie markers from the zombie pool and place Groß Karl on O3.
- These zombies will activate in the next zombie phase. Hope you didn't break the door down!
- Groß Karl will treat doors as barricades.
- Groß Karl Powers: Smash.
#26 Schräge Musik
"I guess I owe you my life. I will help you put these mad dogs down, but do not ask me to harm my brothers."
"Good enough for now," you reply," So, what do you know?"
Dobler has heard that Goring's pet project, something called "Vril", is about to be taken by the SS. Oberst Kunst is rumoured to have been instructed to get at least a portion of this mystery substance back to Karin Halle for the disgraced Reichsmarschall. Maybe that's what's in his chalet at the top of the mountain. He also knows that Kunst has complained to Berlin that neither Rothmann nor Bucher is particularly concerned with finding an actual cure for the plague, only weaponizing it further.
#27 Deadliest of the Species
Folded within the pages of a series of love letters addressed to one Dr Lies Spiering, is a small piece of paper with a 10-digit number and a sketch of a locket. While the love letters paint a picture of a man juggling duty and the love of at least two women, the sequence of numbers might prove the more valuable item to anyone who is not named within the pages.
- In the active hero's notes record "10-digit Combination".
#28: Deadliest of the Species
Two pages have been torn from a duty log, against all regulations. They are an authorization for the termination of five wounded fallschirmjaeger and five prisoners of war. They are all named, and the termination order is signed by Bucher and Rothmann, followed by another name that cannot be deciphered, and witnessed by D. Knobelbecher. Wrapped in the pages is a small metal dial.
- Receive: Personal Objective items: 1 x Enigma Dial (zero-space).
#29 The Lights of Perverted Science
Below you, two greatcoated guards are talking. They are unaware of your presence. One of them removes his mask and takes a long pull from a flask. He then offers it to his squad mate.
"Christ, man. Be careful with that. She catches you piss drunk, you're dead for sure." warns the other one, turning away, making a show of re-seating his own mask. "The shit happening on the other levels has got the Golden Pheasants all stirred up. They're looking for any reason."
"This is the only reason I can take it at all. This place is a madhouse. Outside is a madhouse...Wait, what was that?" A howl echoes from the hallway below.
"Uhh, they are waking Mama for the next round of tests. Let's go. And put that away".
#30 The Lights of Perverted Science
In the room below, an officer, his face concealed by a gas mask, looks furtively around before spraying himself with an aerosol can and setting down a metal briefcase, quite heavy by the effect on his posture. He stashes the briefcase under a floor tile and picks up another one identical to it. He then slips out the door into the hall and vanishes.
- Record "Hidden Briefcase Location" in the active hero's notes.
#31 The Lights of Perverted Science
"I want Mama", whines a small girl, one of two children being escorted by guards down the hall below.
"Shut her up," grumbles one trooper in a flat monotone, gesturing with a truncheon.
Another laughs, amused, but with a hint of madness. "You will see Mama soon enough."
You watch, unable to intervene, as they are taken through a set of doors.
- You automatically win the initiative for the first turn of your next scenario.
#32 The Lights of Perverted Science
The center of the laboratory cell is dominated by a huge quiescent mass of bloated flesh, punctured by a multitude of IV lines, leads and other intubations, two of which have been pulled out. A small glittering blue metallic shard lies high up on the bloated thing, near her normal-sized head. In repose, there is something pathetic about the woman's face, moisture-slicked, bruised and swollen. What horrors has she been subjected to, in life, and now in death? You lean closer to the grille as you consider how to ease her suffering if you could just get closer...Her eyes snap open. Raw hunger shines redly out of them. Her sinuous pink tongue laps up the shard while she holds your eyes. A loud shot shocks you back to the battle. Below you, as you turn away, the mass of flesh is still, as if its previous movement was a fevered imagining.
- The observing hero gets 10 XP.
#33 Dora! Dora! Dora!
With a series of loud clacks, all the remaining closed doors open.
"Scheiße...Hinzelmann again. Always two steps ahead", growls Dora, equal parts admiring, frustrated and fearful.
- Remove all doors from the map.
#34 Dora! Dora! Dora!
"No, no, no..." Dora moans, as she collapses from her wounds. "This is not how it is supposed to be. Not fair." She petulantly tears her shattered gas mask off and flings it away, dislodging her cap. Long bloodied blonde hair spills down over her ruined face. "This was to be MY time. My time, Ilse. I would finally surpass your accomplishments, sister... My time Alfred, who left me for that Dutch whore... and Ewald, I guess I'll join you in Hell." With a last bit of energy, she pulls an injector from her pocket and pops the needle cap off, almost reflexively. Suddenly noticing you, the only witness to her last moments of life, she manages a bitter bark of laughter. "MY time, Hinzelmann." She drops the syringe and lays back waiting for your shot.
You don't get the chance as she leaps up with inhuman speed, skin already darkening and blue eyes filling with red.
- Dora has reanimated as an Ilse type zombie with the powers Dodge and Leap. Remove Dora's marker and place an Ilse figure in its place to represent the undead Dora. Dora will activate in the next zombie turn.
- Your objective remains to kill Dora and search her body.
When you do so, read entry #58.
#35 Ekhidna
Cautiously advancing, you approach the closest door. As you arrive, the lamp above it turns red and it locks automatically. Hoping that you are not the cause of this, you quickly move to the farther door and open it, just before the lock engages.
You find yourselves in an observation post, lined with instrument panels and six distracted guards, all intently watching through the large windows and open door on the south wall of the room. Through the windows, you can see across the central lab and into the command center, giving a view of more troopers, an officer and a child. In an instant, two of you are across the room and two guards are down, grasping their fountaining throats. Seeing the threat almost too late, the remaining guards whirl, screaming "Alarum, Alarum!" and raising their weapons.
With the invisible speed of a snake strike it happens, the guards nearest the door are yanked away, ensnared in ropes of mucous laden flesh. Then they are gone, dragged through the doorway into the lab itself. A monstrous shadow looms in the windows and the terrified screams of the victims choke off abruptly. Ekhidna is awake.
#36 Ekhidna
Cautiously advancing, you approach the closest door and ease through it. Engrossed in their tasks, two guards and their officer don't see you enter. The farthest away trooper yanks two children with him as he steps up to another door, which opens at the officer's command.
"There's Mama," laughs the near guard, just before one of your hands covers his mouth and the other drives your blade deep into his liver. Whirling in surprise, the other two nazis each grab a girl, using them as shields. While the g uard you stabbed writhes in a red puddle at your feet, the other one steps back from you fumbling to raise his weapon while keeping control of the wildly thrashing child. The officer removes his mask and regards you with irritation.
"This is a delicate project you interrupt", he says, shaking the petrified girl he hides behind as if for emphasis. "We have a standoff. Leave be..."
With the invisible speed of a snake strike, the guards nearest the door are yanked away, ensnared in ropes of mucous laden flesh. Then they are gone, jerked through the doorway into the lab itself. A monstrous shadow looms in the windows and the terrified screams of the victims choke off abruptly. Ekhidna is awake.
- Set up the team on or adjacent to square A1 and also win initiative for the first round.
#37 Ekhidna
Gasping, shaking, you struggle for the exit. The ruined head lolls back, almost hidden by the torso. You lift the small girl off of the slippery, sticky morass of the floor, feeling her trembling, turning to face her away from the lab chamber. She squirms and stares back as you leave. You are so close to the exit now; your companions are already at the door. So low that you can barely hear it, the child in your arms whispers "Mama."
The answer from behind you is terrible in its weary desperation and love. "My babies." Like Lot's wife, you look back.
Tired and gore-streaked, bloated, and set against a grotesque backdrop, she is still recognizable, a human, a mother. Head erect and fully alert, she locks eyes with you for an instant, then looks to her daughter...
The child twists from your grasp and runs back in. Ekhidna convulses. The captured trooper manages a final lamblike bleat as he is slurped inside the creature. She flings possessive tentacles around her daughter. Your final glimpse, as your companions drag you through the lab door and slam it shut, is of the mother's face switching back and forth from love to hunger. The door's locks sound like pistol shots as they deploy. The green light above it winks out and the red lamp lights. No coincidence there, it must be Bucher. He has been watching this all along.
Sickened to the core, you move out, determined more than ever to bring this whole place down. Time to head to the central shaft, bringing the fight to wherever you can. You just pray that you'll be able to wash away the sights you have seen with the blood of your enemies.
- Go to Scenario 30: Himmelfahrt.
#38 Cull
You finish off the ghoul in the room, but the sudden silence is broken by banging and cursing in Gaelic. The heavy wardrobe beside the bed shakes furiously. You call out to the occupant of the wardrobe and open the door. Out staggers PFC Stewart. The little man's face is as red as his beret as he explains that he accidentally locked himself in the wardrobe while evading the hungry ghouls. Armed only with his Fairbairn Sykes fighting knife he nonetheless offers to join you.
- You may add trooper PFC Stewart to your team roster permanently if you have room. Regardless, he will join you for the rest of this scenario.
- Receive: Personal Objective (Fate of the Fallen) item: Stewart's crucifix (zero-space item).
- Stewart may only be found once. Any further encounters will always be the Flamm.
- Return to the scenario.
#40 Loot
When you open the cabinet and start rummaging amongst the packing material for anything useful or valuable, you hear a strange double click, echoed by the same thing coming from a large specimen tank next to you. Vapour vents from relief valves in the top of the armoured cylinder and a countdown dial starts.
- Groß Karl: (Powers: Smash, Thick Skin) will spawn on the square marked X the next time a spawn is indicated on the round track.
#41 Loot
You've found something extra special here. Receive 1 loot and roll on the Special Items Chart. If you roll a 12, you may substitute the Vampir IR sight for the following:
Nestled in an elegant ermine lilac-scented ushanka, itself wrapped in clean but utterly nondescript shop rags, is an exquisite gold and mother-of-pearl egg. Opening it reveals a hen of gold and brilliant diamonds, picking a sapphire egg out of a wicker basket. It is heavy, of breathtaking beauty, and obviously extremely valuable. Such a thing could be sold for many lives, or one very opulent one, if the right buyer were to be found.
- The Ornate Egg counts as 5 Loot and takes up no spaces or slots.
- Record it on the team roster.
- Finding the Ornate Egg will only occur once (zero-space personal objective item).
#42: The Weakness of Flesh
Those of you stationed in FsL No. 8 all have some personal knowledge of Herr Oberst Alfred Kunst. He is universally respected as an excellent pilot and charismatic leader, analytical but also impulsive and exceedingly ambitious, at least until relatively recently. Whether it be the constant political infighting, the stress of managing the V-programs or confronting the impossible, irresistible fact of the undead uprising, Alfred Kunst is beginning to lose his edge. His increasingly negative reports back to his Luftwaffe superiors, constant requests for transfer back to a flying command and, on a personal level, uptake in alcohol consumption, heated arguments with colleagues as well as other department heads, and open criticism of high command's policies, may mark him as someone who can be turned, or failing that, bought. Kunst's knowledge of current programs, and new ones, such as the Vril powered Hummel projekt would be invaluable, and the fact that he is close to Dr. Hinzelmann makes contacting him even more enticing.
Others in your group know from pre-ops briefings that Kunst has played a major role in the development of the V-weapons that have wrought so much damage to English cities, and his combat record speaks of operations directly responsible for heavy casualties to both allied servicemen and civilians. Disgraced and disgruntled though he may be, Kunst needs to be eliminated as much as Rothmann or Bucher. Justice demands it. But, killing or kidnapping this high-profile Kraut flyboy and getting out with a sample of the wondrous Nazi Vril, or maybe even stealing a prototype would be killing two birds with one stone.
#43 Raid
The team functions smoothly for the most part. As you leave the control room, all lights on the board are green and you can feel the vibration of everything running smoothly. Soon there will be unimaginable destruction as the charges you planted ignite the fully pressurized fuel system, but you better be far away when that happens.
- Reduce threat level by 2 for each charge placed. If you have managed to plant charges on all three fuel pumps and have the system pressurized, the resulting explosion achieves total destruction and counts as an Act of Sabotage for any team member who participated in the scenario and has that as a personal objective.
#44 Raid
Suddenly, multiple red lamps light up on a nearby control console. These fault indicators are labelled fuel pressure fluctuation. The whole system powers down. Yellow manual restart lights flash demandingly. Unfortunately, when the charges go off, the damage will be severe locally, but will not spread. And next time, the Krauts might be ready. Perhaps Boche damage control teams will be caught in the explosions if there are any.
- Increase threat by 3. If you placed any charges roll 1d12. On a roll of 7+, you catch the damage control parties in a cave-in. This counts as a personal objective for Til and reduces threat level by 1.
#45 Himmelfahrt
First, making sure that the upstream valve is tightly sealed, you open the access hatch into the drainpipe. It's a tight, but not an impossible fit for someone on hands and knees. According to the schematics, this line eventually finds its way out through the hillside vents that brought you into the complex in the first place. Those too weak to fight will evacuate by this route. It won't be easy, but it's better than the chances they had in here. Hurriedly, the prisoners enter the hatch, and you close it behind them so as not to give any pursuers a clue as to their escape route. Then, obligation to your comrades fulfilled, it's time to return to your duty.
- Reduce threat level by 1 immediately.
#46 The Weakness of Flesh
You decide to free your stricken comrade and leave them a pistol and ammo.
Subtract the pistol and ammo from your inventory and read the following:
They thank you as you as you leave them to their fate. You see the logic in their actions. Maybe that will let their memories rest a little easier.
-
Roll 1d12.
-
If the roll result is 1-4, do the following: Add the character marker to the zombie pool. They will rise up as an Alpha Prime. If the hero was male, they have the powers Smash and Thick Skin. If they are female, they have the powers Dodge and Leap.
-
If the roll result is 5-12 read the following:
The door closes behind you. As you move off you hear a muffled shot. But, maybe that shot was an echo from the lab beyond...Maybe. You keep moving and don't look back.
#47 The Weakness of Flesh
As fast as you get the door open, it still feels like an eternity. The figure affixed to the almost upright stainless-steel table turns their head wildly and looks at you. The arm-mounted rack close by holds a frightening variety of liquid-filled syringes, a neck collar and a mask hooked to a vile green gas bottle.
- Flip the marker in this room over. If the marker is a trooper, read entry #50.
- If the marker is a character, do the following:
- If this is the first character you have found, read entry #47B.
- If this is the second character you have found, read entry #49.
#47B The Weakness of Flesh
"Damn, damn, damn. Thought I was a goner there, but listen. Bucher and Rothmann, the two heads of this snake pit, are both here and so is another one of us, captured the same time as me." Gasping for breath and trying to talk anyways, the comrade you just freed continues. "That bastard Rothmann got himself badly shot up and Bucher's going to 'fix' him. The whatever-they-call-it-lieutenant left me alive to calibrate their monster control system. I was next on the list," they pause a moment." Pretty sure we've got to destroy it," they add wryly.
- You may add the character to your team. They have no gear or supplies, but you may give them some of for free right now, or later via the normal gear passing rules. Once released they activate as part of the team. They have 75 XP.
- Add the following secondary objectives to the scenario:
- Destroy the Zombie Control Module at the square marked O4.
- Pick up the new hero's preferred weapon on the square marked O.
#48 The Weakness of Flesh
"I can feel it. I'm already starting to change. If you will not grant the mercy of finishing me right now, at least free me and leave me a pistol," says the wretched figure on the rack before you.
If you chose to leave them with a pistol, then read entry #46 now.
Otherwise keep reading.
You know what must be done to end you comrade's suffering. You automatically succeed and do not need to roll. Remove them from the game. That hero is treated as a dead hero and can no longer be part of the team. You do not gain any more XP in this scenario.
As you walk out of the room, gun still in hand, words echo in your head. Don't look back. Don't look back. Don't look back. I did not do this. I did not.
#49 The Weakness of Flesh
"You're late, but I am glad to see you." The figure on the rack says to you. "The good Doctor Herr Bucher has already started his work I am afraid. I can feel...changes... happening. And it is already quite painful..."
You hurry to pull the IV from their arm and release them.
"No", they say flatly. "We know how this will end. I..."
#51 The Weakness of Flesh
"Negative," you reply. "We need you to finish this one. Maybe Bucher or Hinzelmann does have a cure. Maybe you'll pack it in anyways, but right now we need you. So, we're moving out."
Red lights begin to flash throughout the complex. Alarms sound briefly but fall silent. "Attention, attention," says a calm voice over the loudspeakers. You recognize it from earlier encounters. It is Bucher himself. "Security breach. Prototype Omega is going active. Initiating combat test. All personnel do not engage Prototype Omega. Repeat, do not..."
A roar resounds throughout the lab suite, followed by the screech of torn metal.
"Revise that. All personnel are clear to engage Prototype Omega."
- If you want to add this hero to your team, perform a special action to release them. They have no gear or supplies but you may give them some of for free, right now.
- THE HERO HAS BEEN INFECTED: Note this on the Team Control Sheet. They have 3 health remaining and may never be healed. If the hero is killed in a scenario: they will raise as a Beta zombie with the Power Antihero.
- If you do not wish to add the hero to your team read entry #48.
#50 The Weakness of Flesh
The man on the rack stares at you through red-rimmed eyes. He is the guard you saw knifed earlier. Blood has soaked through the shroud over his midsection and has coagulated in a pool around the base of the pedestal he is mounted on. An IV bottle plugged into his left hand drains a yellowy-green solution into his veins and the excess rolls slowly down his fingers, dripping onto the floor. He tries to say something but fails. He tenses and tries again. Is it "mutti"? Despite all the commotion outside, you lean closer. What does this man, your enemy, have to say to you as he passes from life?
With great effort, he moans until his lungs are empty and then starts inhaling once more. And keeps inhaling. His chest swells. The straps creak in protest, and the shroud falls away. Again, he moans and you back away raising your weapon.
A green light blinks fitfully on the collar around its neck. From the main room, you can barely hear an alarm bell pulsing over the ringing of your ears, but the howl in front of you is loud and clear, as is another, far deeper, and even more rage-filled howl sounding from farther within the complex.
The monster before you screams hysterically, rising in frequency and volume and paralyzing in intensity, wavering only as vocal cords shred under the force.
- Do the following:
- Replace the trooper marker with an Alpha marker. The Alpha will activate on the next zombie turn.
- The alarm is raised.
- Add the following secondary objective to the scenario:
- Destroy the Zombie Control Module at the square marked O4. It has 1 wound and cannot be stunned.
- When the Zombie Control Module is destroyed, zombies treat NPCs as enemies and NPCs treat zombies as enemies.
#52 The Weakness of Flesh
The office is a mess of scattered files and overturned furniture. The plaster on the right-side wall is bowed in, as if struck by a titanic blow from outside. There is no sign of Bucher, but a piece of wainscotting on the left-hand wall is clearly ajar. The good doctor couldn't have gotten past you on your way in and Bucher can't have much of a head start. There may be clues as to his escape route in the smashed cabinets and the skewed wainscotting looks promising. Of course, you may be following him right into a trap.
- You must search the smashed shelf at the square marked O5. When you do read entry #87.
- Add the secondary objective: Search the safe at the square marked O7. If you do read entry #88.
#54 Highballing
When you fling the door open, you are confronted by two frightened Germans, a mechanic with an MP-40 and a nurse, who is wearing an incongruously luxurious fur coat and holding a Luger. The two do not want a fight, intending instead to desert.
- If you decide to fight anyway, read entry #89.
- If you decide to question them and let them go, read entry #90.
#55 Highballing
Opening the door, you immediately smell the sharp, sour tang of wood alcohol and hear a growling chuckle from the giant ghoul in the corner beside a torn open fuel distiller.
- Place Groß Karl (Powers Smash, Thick Skin, Faust, and treats doors as barricades) diagonally adjacent to the square marked O4.
#56 True as Steel
Introducing yourself, you say to the woman "Good job".
"Da. I am Dasha", she replies tersely.
- You may add her to your team if you have room.
#58 Dora, Dora, Dora
When Dora goes down the second time, one of your comrades grimaces and spits. "She looks an awful lot like that other one, that "Ilse" broad that's been dogging our asses." Remembering Ilse's speed and ferocity, you shudder. You may very well see more of them. "Doesn't matter if they're bloody sisters, or copies, or what. Just call 'em Ilse when you spot 'em. Knock them down and leave the rest for the debrief."
When you search the body, you find bullet riddled, but still legible dossiers on both Dora and Ilse Knobelbecher, with notes by Dr. Hinzelmann, titled Commonality in Undead Morphology. These form Hinzelmann File #8.
- Receive: Hinzelmann File #8.
- Dora is one of Bucher's Minions for the personal objective It Ends with Bucher.
[Entry numbers #53 and #57 do not appear in the printed Appendix 5 and are not transcribed.]
#61 Horrido!
No matter what the others may think, a leopard does not change its spots. Only Christ himself may offer redemption for the crimes this man has committed, and you have given him the chance. In the confusion of the firefight, it was easy enough to take your kill shot. Now, because this is duty, not just pleasure, you must check the Boche animal for any items of intelligence value.
He is not quite dead. "Don't let them get the Hummel... Then he expires."
- Once the last wound is inflicted on Kunst, place an objective marker under Kunst's figure. The next time any spawn is indicated, replace the Kunst figure with Groß Karl (representing Kunst) as well as the indicated spawns.
- Gain the following secondary objective: search Kunst's body before it rises. If you do so, read entry #64.
- Groß Karl; Powers: Smash, Thick Skin, Frenzy.
#62 Horrido!
The former base commander no longer cuts the dashing figure he once did. He is ghostly pale, and his gasps for breath have a bubbling wheeze to them. Fever heat radiates from him, matching the intensity of his stare.
"Listen. I know I've done things, horrible things, in the name of duty, yes, but sometimes just because it was easier than not doing them. I respect you too much to offer any kind of apology, and I cannot even say I'm about to do this because it's good, or for redemption...It's that I cannot bear to lose to that Ahnenerbe prick Bucher like Rothmann did. Get me to the Hummel and I'll fly that poison-powered abomination into the sun."
"Yes, I said the sun. It's a true wunderwaffe, a ship that flies in space, not just pops up and then down like von Braun's toys. Powered by vril, it can do miracles, but it drives its crew mad before it kills them and, according to Hinzelmann, it accelerates the virulence of the ghoul plague a hundredfold. No one on earth is ready for this power, least of all these madmen."
"I'm already infected. My number is up. Lies, my love, even if it was mostly for show... Wurger, good friend, loyal comrade. Don't let your allied friends on that ship, don't go there yourself. If I don't make it, destroy it on the pad." Before the rest of your group arrives, he passes you a small packet.
#63 Horrido!
With a final, frustrated curse Kunst goes down. He soon rises again, literally swelling with rage.
Once the last wound is inflicted on Kunst, place an objective marker under Kunst's marker. The next time any spawn is indicated, replace the Kunst marker with Groß Karl (Powers: Smash, Thick Skin, Frenzy) in addition to normal spawning. If Lies or Wurger are present, he is under player control. Otherwise, unless adjacent to an enemy figure, Groß Karl will treat the Omega as if it were the closest enemy.
- Gain the following secondary objective: search Kunst's body before it rises. If you do so, read entry #64.
#64 Horrido!
There is a small packet containing a love letter addressed to Dr. Lies Spiering, a note from Hinzelmann to Kunst outlining the dangers of prolonged exposure to vril material and the fields it creates during sustained operations, and a diagram for connecting an engine magneto in a Fieseler Storch.
- Receive: Hinzelmann File #15: Meteoric Vril Toxicity, and an Engine Diagram (zero-space item). Record Engine Diagram on Team Control Sheet.
#65 Horrido!
Darting ahead, the Luftwaffe commander retreats out of sight. Whatever secrets he was carrying are lost to you now.
- Record Kunst escaped on your Team Control Sheet.
- Finish the scenario.
#66 The Henge
Kunst makes it up the ramp into the odd-looking ship under his own power. Only his will, and perhaps spite, keep him moving now. He turns back and calls to you.
"Thank you for this. Now, you must get as far from here as you can. If you want, you can take my little Bumblebee out of here; she's at the auxiliary airstrip. Good luck, and..." he trails off, sniffling and wiping his nose. A bright smear of crimson rewards his efforts. "Hell. I'm almost out of time. Auf Wiedersehen. I'll see you in Valhalla." With that, he closes the hatch.
The Hummel buzzes louder and louder. The surrounding pylons are linked almost constantly by multicoloured arcs of man-made lightning and spit showers of white-hot sparks from their glowing tops. You all shield your eyes as the night becomes day; even the ghouls turn away. Then there is a crack, a vast wave of nausea, and the ship is gone, lost to your dazzled eyes. Before the ghouls recover, you unsteadily move off.
- The rest of the team now must exit the map at the area marked by the green arrows to complete the scenario.
#67 The Henge
As you ascend the ramp, your skin crawls under the caress of unseen magnetic fields, and something else, some sense of foreboding, a warning message from your hindbrain. Maybe it is the odd angles and curves that make up the contours of the outer hull. The ship bobs greasily under you, as though it is already levitating slightly. Though its pastel green inner surfaces are spotlessly clean, it smells and tastes of ozone and rubber, and the longer you spend in here, of copper.
The two-seat side-by-side cockpit is conventional enough in layout. The space is cramped, much like a fighter, with deep cushioned seats nested in a complex system of wires and leads, but the controls and instruments are surprisingly simple. You feel that any one of you could fly this thing. Behind the seats, a heavily armoured box with brightly stenciled warnings hums with increasing urgency.
You do not need the fact that there are only a pair of flight suits, masks and helmets present to tell you that only two of your party will be able to fly out in this ship. As you absently wipe at your tickling nose, you must think about who you want to fly the ship out of here. You probably won't need a gunner on this run.
- Select one or two team members playing the scenario to fly the Hummel. Once these heroes, and only these heroes, are in the Hummel, read entry #91.
#68 The Henge
While some of you have your doubts, Kunst's conviction backed up by your own experience with Hinzelmann's and the Nazi's perverse super science persuade you that no one can safely control this new weapon. Stealing it is too risky; the knowledge that you bear must be returned to the allies. Therefore, you must destroy it.
The Hummel may be destroyed by using one of the three following methods:
- Set a satchel charge at either of the squares marked B. When the satchel charge detonates, the Hummel is destroyed.
- A hero on the square marked O2 may spend 2 MPs and the Vril Sample to place the Vril Sample in the Containment Module. Alternatively, a hero may spend the item Hinzelmann's Briefcase in place of the Vril Sample.
- If any hero has recorded "10-digit Combination" in their notes, then any hero adjacent to O1 may spend 2 MPs to open the safe. Alternatively, any hero may perform a special action at O2 to force open the safe.
- A hero who opens the safe gains the item Vril Sample.
- Any hero who starts their activation adjacent to O2 after the safe has been opened loses 1 health.
- If the Vril Sample has been placed in the Containment Module, a hero may perform a special action at B1 or B2 to overload the ship's engines. This immediately seals the ship, trapping any heroes inside. A hero inside the ship may then perform a second special action to detonate the engines, destroying the Hummel and killing everything on the map.
The campaign may be continued at scenario 37: Crossroad, with the remaining heroes still on the Team Control Sheet and any who exited the map before the Hummel was scuttled. It may also be ended in a victory, albeit one that only the enemy will know the true magnitude of.
#69 The Henge
All the controls are neatly labelled and in familiar places. With relative ease, you seal the hull and power up. You hear someone trying to contact you over the radio, but your drive field is interfering like crazy, and you don't want to hear what they have to say anyway. Your head pounds and your heart races. It feels like your skin is on fire inside your suit, as the power builds for takeoff. Strange primordial shapes, one-celled and voracious swim in your vision.
You launch.
There is a crush of acceleration, but that pressure is nothing to that in your head, an agonizing eternity that only ends when your world goes white...
- Any team members and their gear that are on the Hummel are removed from the game and presumed lost.
- Resume play with the team members who are left, or if none are left, or make it out, the remainder of the team from the Team Control Sheet may continue the campaign at scenario 37: Crossroad. It may also be ended in a victory, albeit one that only the enemy, and probably Dr. Hinzelmann, will know the true magnitude of.
#70 The Flight of the Bumblebee
Somehow, it is no surprise to find Alain "Frenchie" Clothier rummaging around in a tool chest in a makeshift hangar in the middle of ghoul-infested Silesia. Legendary for his resourcefulness and grit, as well as his hygiene issues, the former trapper, lobsterman, and God knows what else - pilot apparently - is a welcome sight.
"Hsst. Hey Frenchie. Thunder. Thunder. What are you doing here?", you say as quietly as you can, to the wiry man in the olive drab balaclava and filthy jump jacket.
"Tabernac...Flash. Flash." He replies, half swinging a Luger in your direction before his grimy face spits in a beaming, gap-toothed smile. "Stealing a goddam plane, eh! It's good to see you all mes amis. When the goddam Boche run to their shelter, I see my chance. I lock the wings, fill her up but she won't start. Something in the electrics I think." He pauses. "How many with you."
You tell him, about those you found, and those who didn't make it, but about what you've achieved despite it all. You also tell him your plan to fly the medical and espionage material out.
"Sounds good. I can fly her out, or you got someone better, maybe? This little puddle jumper, she'll take off on a dime, but she only 'old her pilot and one passenger with all the gas we're gonna need. The rest, they gotta walk..." Frenchie stops, considers." Or steal that truck, eh!"
"We'll worry about that when that plane is in the air," you reply.
#71 The Flight of the Bumblebee
It's just no good. This plan needed too much to go right, and just one thing to go wrong to fail. Maybe if the field hadn't been cratered, or if casualties hadn't been so high, or...whatever. There's no time for anything else right now but to run for it. Attracted by the noise, more and more ghouls arrive, led by the monster Omega. It's time to cut your losses and get out.
- Change your primary objective to "Obtain the truck keys at the square marked O1 and exit at the square marked with the green arrow." When you complete this objective, instead of reading the scenario's Exit section, read entry #92 instead.
#72 The Flight of the Bumblebee
Finally, the Storch's Argus engine is up to temp, its oil pressure's good, and you're ready for takeoff. Someone gives you a thumbs up that the field is clear, and you are good to roll out. Time for one last look at people you will probably never meet again but will see in memory forever, then it's throttle at 2200 rpm, mixture rich and flaps at 15 degrees. You let out the brakes and that's it. In less than 70 yards you are airborne, out over the dark valley and away, flying between the peaks in case any radars are still operational.
Your final glimpse in the rearview mirrors is of orange flames and blue lightning erupting from the castle and the mountain.
Later, you will climb to altitude and send a signal prearranged an eternity ago to rendezvous with ground support and a Lysander to fly you the rest of the way home but for now low and slow is the way. You head south and over the darkness of no-man's land below. Though you are weary, the Storch is not a plane that allows relaxation or introspection. Beside you, your passenger's head drops to their chest, asleep or lost in their own thoughts. The skies lighten over your left shoulder.
The information you are returning with should provide valuable aid in the resolution of the ghoul, or "zombie" as the Yanks are calling them, plague, even if you never found Dr Hinzelmann himself.
Congratulations, you have escaped Projekt Riese.
- If you wish to carry on with those left behind read entry #73, otherwise their stories will remain untold.
#73 The Flight of the Bumblebee
The field is clear. You flash a thumbs up and the ungainly Storch pulls out of the little hangar at the base of the castle wall. It pivots slowly into the wind, revs its engine and rolls forward. Almost instantly, it is airborne and vanishes into the inky pre-dawn sky. Mentally wishing them Godspeed, you feel the shackles of duty loosen. It's all about your own safety now. Is it best to try for the truck and smash through the hordes or just run for it?
- If you are going to try for the truck, change your primary objective to "Obtain the truck keys at the square marked O1 and exit at the square marked with the green arrow." and read entry #74 when you do.
- To run for it and try to elude the ghouls on foot, read entry #75.
#74 The Flight of the Bumblebee
Climbing aboard a nearby truck, you manage to get it started and quickly drive off, getting clear of the plateau after a hair-raising drive down a backtrail.
- You will now immediately play Scenario 37: Crossroad.
#75 The Flight of the Bumblebee
Pursued by ghouls, you run.
Some of you try to be stealthy, but the inhuman senses of Ilse and her sister Dora are too keen. They drag you down and the betas close in for the kill.
Others stand and fight. You bravely hold out until your weapons run dry or the roaring Omega cuts you down with its autocannon. Side by side you stand, knives flashing.
Groß Karl matches your desperation and skill with his rage and the hordes drag you down.
For some the terror in the darkness is just too much, you flee, but you tire, when your foe does not, and the hunting cries of the Alphas are drowned out only by your final screams... but this is not the end.
You rise, and you hunger.
You have lost the campaign.
#76 Crossroads
You hurl the door open, surprising two SS guards. Three badly beaten prisoners are strapped to racks, semiconscious or dying. Not knowing if this is a rescue or an avenging, you tear into the Krauts.
- Place trooper markers on the squares T1, T2 and T3.
- RESCUING THE TROOPERS: The troopers are bound in place and you will have to perform a rescue to free them.
- The ones at T1 and T3 are wounded and disorientated, follow the normal rescue rules for both of them.
- The one at T2 is in better shape and made of sterner stuff. You recognize Pfc Beauregard. The lanky Georgia moonshiner is ready to get back in the fight and is placed on T2 as a trooper under your control once freed although he has no weapons. If you have room on your roster, you may add him to it.
- FAILING TO RESCUE THE TROOPERS: If the prisoners are injected they turn, or will have already turned, into zombies. Replace the trooper at T1 with an Armoured zombie, the trooper at T2 with Groß Karl (Power: Smash) and the trooper on T3 with a Beta zombie. They automatically free themselves when turned and will activate normally on the next zombie turn.
#77 Crossroads
Preoccupied with his task and leering at the two female prisoners on the stainless-steel racks before him, the SS orderly in this building is unaware of your arrival and the doom about to overtake him. You also must deal with the ladies, one way or the other...
- Place prisoner markers on the squares marked P1.
- RESCUING THE PRISONERS: The prisoners are bound in place and you will have to perform a rescue to free them.
- FAILING TO RESCUE THE PRISONERS: If the prisoners are injected they turn, or will have already turned, into zombies. Replace the civilian on P1 with a Beta zombie and the civilian at P2 with Ilse (Power: Dodge). They automatically free themselves when turned and will activate normally on the next zombie turn.
#78 Crossroads
You open the door to Building 3, mockingly labelled Kindergarten. An orderly whirls around in surprise, dropping the syringe in his hand and reaching for the Luger at his waist. Behind him, in an enclosure, two children are curled in the corners. Have you reached them in time?
- Place child markers on the squares marked P3 and P4.
- RESCUING THE CHILDREN: The children will not move but the child markers may be rescued.
- FAILING TO RESCUE THE CHILDREN: If one or both children are injected, they turn into Beta zombies with the following special rules:
- P4: Has the Howl power but is unable to move.
- P3: Has the Leader of the Pack power but is unable to move.
#79 Crossroads
The office is labelled Kommandant, but there is no sentry posted, and the door opens easily at your touch. You hear the crackle of radio static and the voice of the Funker.
"...Processing of substandard candidates is complete. The biomass transfer will begin when the other stations have reported in. I need confirmation that the other buildings have completed their operations. I do not care how hungry that abomination over there is. Keep it quiet with the sonics...Uh, yessir. It's risky, sir. Nossir...Of course sir."
That's enough of that. From the sounds of it, the other team is in for a rough ride. You've got to end this fast.
#80 Teufels Kirche
As the Schrage Musik volume and field coverage diminish with each projector destroyed, a horrible mewling sound comes from the partially opened crypt under the altar. A fleshy frond rises questingly from the hole into the basement. The guards scatter, as it darts for the nearest. This must be Der Hongriger Sohn, the Hungry Son, that the girl warned you about. To kill it, you will need the flamethrower in the sacristy, or maybe enough Molotovs will do the trick...Three landing on the exact spot should clean out this abomination.
- Add to your primary objective kill Der Hongriger Sohn. Now that he is awake, he is a little more vulnerable. He is also trying to feed himself...
- Der Hongriger Sohn:
- Der Hongriger Sohn's attack, a tentacle that shoots out at his victims, has a ROF of 1, range of 4, 7/10 S/W values and is not affected by LOF modifiers.
- If he inflicts a stun result on his target, he doesn't inflict 1 wound, instead, lock the target and move it two squares directly towards Der Hongriger Sohn.
- If he inflicts a wound result, he does 1 damage and, if the target survives, locks the target. Otherwise, it is removed (and eaten).
- Der Hongriger Sohn automatically wounds a figure he has locked with on his next activation.
- If you attack Der Hongriger Sohn with the FmW 41, he is automatically killed.
- He can also be killed by landing 3 Molotov Cocktails exactly on the square marked T. Follow the normal rules for Thrown Explosives and Molotov Cocktails, except you do not make an attack roll against Der Hongriger Sohn.
- When 3 fire markers are on the square marked T, Der Hongriger Sohn is dead.
#81 The Womb
Though the footing is treacherous and the air thick and malodourous, you cannot help but feel pride in the skill with which your team co-ordinates and executes their tasks, spinning the great filth-encrusted wheels that open the drainage valves to the pools, all the while engaging ravenous ghouls. The green-lit chamber strobes to bright muzzle flashes, and the tile and steel walls reflect the snap of gunfire while the roars of the Omega reverberate back in disorienting echoes. Now it is your turn. Frantically, you work the priming lever back and forth on the main power panel until the yellow primed lamp turns green. You mash the start button down and hold it for an eternity-long two seconds. There is a rising hum, the overhead lights dim, and then the pumps are on, draining the turbid liquid from the vats and revealing their vile occupants to your guns. As the fluid lowers, the stench becomes almost unbearable, and none of you let your gazes linger on what is revealed by the receding waters.
As you leave the control room to rejoin the fight, one of your comrades yells, "Shit, there's a kid over here!" From the largest pool, Ekhidna croons to her progeny, and the Omega snarls his challenge...
- Increase the threat by 3 and apply any effects immediately.
#82 The Womb
The damned creatures in the pools are dead, or at least silenced, that much you know. Your group of weary survivors climb the stairwell from the crypts, driven as much by the need to leave the sights and smells behind as to flee any remaining ghouls and the flames from the burning church above. You are the last to leave, needing to ensure that no one else is left behind, not wanting to add to the ghosts that will haunt you in the future. The rush of cool night air funneling in from above as your point man opens the door at the head of the stairs is a balm and almost immediately the crackle of flames below intensifies to a blast furnace roar, but was that a howl from the Omega as well? No matter, if it is and the flames don't get him, thousands of tonnes of collapsing marble and stone will.
You exit the stairwell against the pull of the air and emerge into a small perimeter your group has formed. Despite the evening's events so far, they remain sharp. Someone is in the cab of the big FAMO half-track you were tracking earlier and, as you watch, the Maybach engine cranks and starts right up. Sparing a last glance at the still open door at the base of the flaming church, you are relieved to see that nothing moves. Soon everyone is aboard and the half-track is moving away through the town. You leave weapons for the survivors who stay and pick up those who want to be dropped off a safer distance from here. Wandering ghouls will soon replace those you have slain this night.
Above you, the fire glow in the castle is steady but it has already diminished since you left. The church blaze towers above the trees, banishing the darkness and hiding the dawn that is coming. The half-track pulls smoothly onto the valley road and lumbers through the darkness towards the highway crossroad. There will be time to decide on your egress options later, but for now, you reload your weapon but put the safety on, relaxing to the rocking of the vehicle and the warmth of the other bodies beside you.
- If you rescued the child, read entry #83.
- Otherwise read the following:
A cautious tap to your outstretched foot awakens you, and your weapon is partway up, before you realize where you are.
"Easy, easy. We are at the crossroads and there is someone here".
The glow of the rising sun is in your face. You see the crossroads dominated by a gallows and a thicket of signposts silhouetted in the distance. A man astride a motorcycle combination sits there. Before you can approach closer to talk to him, he wryly snaps you an old-style Imperial German army salute, waves vaguely to the southwest and then kicks the bike's starter and pulls out onto the main road. His greatcoat flaps like a raven's wings and he rattles into the east.
A machine gun tracks the receding figure, but you wave it off. "Hinzelmann, I think. We may need him later."
You have no way of knowing whether the damage you did to the castle will put Festungsandlage Nr 8 out of action for long, but you have certainly dealt Bucher's sideshow mortal damage, even if he's still at large. The files and data that you carry will also be of significant value if you can get it back to Allied command.
While the road ahead is long and uncertain, you are in charge of your destiny now. A fresh dawn breeze brushes your face.
Congratulations, you have escaped Projekt Riese.
#83 The Womb
"It's dawn," says a soft voice, bringing you gently to wakefulness. It is the girl, Thessa, who has migrated to the crook of your arm while you slept. The FAMO is gearing down, drawing up to the crossroads leading onto the main metaled highway. Makeshift gallows stand tall, surrounded by signposts whose direction boards are smashed or hanging askew. Faintly painted by the orange glow, a shadowy figure detaches itself from the thicket of signposts and approaches the party, hands raised.
"You've wrought well, my friends," says Doctor Hinzelmann. "We meet at last."
You and your comrades gather around the scientist, at a loss for words as you shake the proffered hand of the man you've come so far and gone through so much to find.
"I am sure you have many questions," he says, "and I hope that you have found some answers. These may provide help also, or, if it is your wish, make you all very rich, in this brave new world." He passes you two bulging document satchels and a very heavy briefcase. His eyes widen as he takes in the girl standing, no, sheltering beside you. He smiles widely, and for some reason, your hand strays partway to the receiver of your weapon.
"Easy, easy, I mean her no harm. I must tell you, however, that locked within this child, Thessa, I believe is her name, may very well be the first step in finding a cure for the plague. Guard her carefully and get her home. Even more so than the materials I have given you, and that which you have obtained yourselves, get her home. Now, regrettably, I will not be able to return with you. There is far too much work left to be done out here in the wild lands, where evolution is happening before our eyes, not shut up in a laboratory. Perhaps I can even find one of her sisters. Ewald Bucher always has a backup plan; I trained him that well at least."
As bands of red and orange creep across the heavens, illuminating the doctor's grinning face, he holds up a hand to forestall any protest. "I've given you all the knowledge I can. You can do with it as you wish. Try to make for Switzerland, or down through Iraq or the Balkans, or even Russia, though I suspect the latter not to be such a wise move." Hinzelmann smiles again, though in this light you cannot see if it reaches his eyes. "Our ways part again. I would not linger much longer. It's not so safe, here. Good luck, and may we meet again one day."
He spins abruptly and walks into the gloom surrounding the signposts, mounts his motorbike and is gone.
You turn back to the group. Some of you want to pursue Bucher, but you all realize the importance of getting Thessa and the data back to headquarters. Here, at the crossroads, you will decide your own fate. Some of you will head south with the girl while others head east, chasing Hinzelmann and Bucher into the wasteland.
Congratulations, you have escaped Projekt Riese.
#84 The High Castle
- Add the Alpha marker to the zombie pool, and spawn Groß Karl (Powers: Shutzshild and Smash) on the left-side S3 square. (Surprise!).
#85 The High Castle
Without warning, a column of fire erupts from the centre of the castle above and behind you. Only once you regain control of the wildly bucking truck, do you have time to realize that the bomber you saved did indeed hit something vital with its payload.
- The base is destroyed, its monsters slain. You drive on.
#87 The Weakness of Flesh
You hear a mechanical click and find a medkit and a small silk bag full of exquisite jewelry and a large unset diamond. If you take them this counts as 1 Loot personal objective.
#88 The Weakness of Flesh
- THE SCENARIO'S OBJECTIVE MAY BE NOW CHANGED TO: Exit the map at the point marked by the purple arrow.
- The spawn point S* beyond becomes active. It will spawn any time an S1 is indicated on the spawn track.
- If searching O7, roll 1d12 and consult the following chart.
| D12 ROLL | RESULT |
|---|---|
| 1-3 | TRAPPED. Place a toxic gas marker on the square marked O7. |
| 4-6 | NOTHING. If you took the contents of O5 apply result 1-3. |
| 7-9 | Hinzelmann File #11 Induced Conversion Results: Knobelbecher Control Group. |
| 10-12 | Gain the 7-9 result and read entry #93. |
#89 Highballing
- Choose two squares adjacent to the square marked O3 and place a German NPC marker in each of them (the first is the nurse and the second the mechanic). One is armed with an MP-40 and the other with a Luger.
- If you kill them, you may search the bodies. If you do so, on the nurse you find a Luger, 1 Ammo and 1 Medkit and on the mechanic you find an MP-40 and 1 Ammo.
- There are no truck keys in O3, just empty hooks and a notification that extra keys are kept in the locker room cabinet (the square marked C).
#90 Highballing
The relieved couple warn you that they had to lock a sick fallschirmjaeger in the fuel storage room (the square marked O4). But if you need fuel, the skid of bags (at O5) next to the office door contains fuel pellets identical to those kept in the fuel storage room. The mechanic adds that the keys you need to start the truck are actually in the cabinet (the square marked C). Lastly, they tell you that the Kettenkrad is booby trapped, so be careful if you search it. They then wish you good luck and flee.
- When searching the Kettenkrad, apply a +1 to the roll. Re-roll any results of 1 or 2.
#91 The Henge
Bidding the others farewell, you seal the ship. As you reach for the flight suit, you realize that your nose is bleeding. Maybe this might not be the best course of action after all, but what you have seen of this terrible, wondrous craft convinces you that it cannot remain in enemy hands. In terms of a prize, It alone might be the equal of a cure for the plague.
If you choose to try to fly the Hummel to allied airspace, pull your suits on, mask up and hook in.
- You cannot launch until all other team members have exited the map at a square marked by a green arrow. Once this has happened, read entry #69.
OR
- If you think it's a suicide flight, read entry #68.
#92 Flight of the Bumblebee
Climbing aboard a nearby truck you all manage to get clear of the plateau after a hair-raising drive down a backtrail.
When the trail becomes too steep and overgrown for the vehicle to continue, you abandon it and proceed on foot to the bottom of the mountain. Fortunately, if anything can be called fortunate about this whole snafu, there is a small pack containing a medkit and some ammunition and a 98k in a rack in the cab.
- Receive: 1 x Medkit, 3 x Ammo, 1 x Mauser 98k.
- Increase threat level by 2, or if you started the airplane engine, reduce threat level by 3.
- Go to scenario 37: Crossroads next.
#93
It's hiding placed marked by your call-sign, a cloud with a jagged lightening bolt emerging from it - the thunder-flash, you discover a well-hidden case.
- If you have already found Hinzelmann's Briefcase: You open the large steel case. It contains ammunition, grenades and a handwritten note that simply says, "Compliments of Dr. H." Gain: three ammo and three grenades.
- If you have not previously found Hinzelmann's Briefcase, read the following:
The briefcase is double depth and very heavy, even so. Its brown leather is unpleasantly warm to the touch and shows signs of darkening in the center, as though it has been subjected to heat from within. The latches are sturdy, but plain, and securely locked. A small book is chained to the loop on the carrying handle. A prominent "Caution" notice catches your eye immediately, and you quickly scan the document.
The case contains a small sample of a refined meteoric metal the Germans have codenamed Vril. In sufficient quantities and purity Vril generates fantastic amounts of energy with many useful, and some extremely dangerous, side effects. It can also be alloyed with terrestrial metals to add extreme strength and savings in weight. It is also quite toxic, even in relatively small exposures and, appears to accelerate the process of change and power level enhancement in ghouls. All interesting stuff for the eggheads at home, no doubt, but according to what you've just read, best to leave it closed for now.
- Receive: Hinzelmann's Briefcase (1 space item).
#94 Highballing
The white knuckle plunge down the narrow asphalt ribbon of road is a blur of branches, ghouls and rubble strewn obstacles reaching out of the dark to pull you to your doom. You are forced to clear a flipped over Sdkz 222 from your path at one point, and barely make it past a burning check point, pursued all the while by the Omega, Rothmann, and his pack. Finally, when the old Opel is battered to the limits of drivability and your ammo nearly spent, the grade levels out. You soon leave your pursuers behind in the night.
At the intersection to the valley road you shut the Opel down before the old girl catastrophically overheats. Amidst the sharp stink of overheated brakes and burnt gear grease and the pinging of cooling metal you savour the crisp night air. To the left the village lays in darkness, though a glow silhouetting some of the outbuildings betrays the presence of a large moving vehicle.
To the right, the forest of signposts and gallows of the crossroads at the main metalled road show faintly in the Aurora Borealis. You collectively decide to take the truck as far as it will run and meet your contacts for exfiltration. Tiredly, you mount up and pull onto the road to start your long journey home...
Congratulations. you have escaped Projekt Riese. Thank you for playing.
...of course, Bucher and Hinzelmann remain unaccounted for, and some of your people are still MIA. This galls you, and it would just mean a turn of the wheel to head into the village and scenario 37 Crossroads...Still, it's your call.
Appendix 6 - Extended Scenarios
On the following pages are the scenario pages and rules that cannot be present in the scenario book.
17: Escape from Stalag VIII/Z
Out of the fire into the frying pan, you can't help but think as you advance towards the gunfire and the cursing. Several SS bodies, all headshot or decapitated tell you that the fight has not been one sided. The tunnel opens into a large chamber subdivided into rooms and cells, presided over by a giant gilt eagle. Like you, ghouls have been drawn to the commotion, joining reanimated guards and prisoners of war, and just as intent on reaching the living. More shots, and yells ring out from within. You are not too late...The breakout is on!
SETUP
- Place the new character on the square marked B. They start with their preferred weapon, a knife and 3 health. The character has 15 XP.
- Place the SS Mannen with MP-40s on the squares marked G.
- Place the SS Sturmbannfuhrer officer with Luger on the square marked G1.
- Place prisoner markers on squares marked O2.
FORCES
- TEAM: Character x 3, New Character
- ZOMBIES: Beta • Armoured x 3 • Flamm x 2
- NPCs: SS Man (Weapon: MP-40) x 2; SS Sturmbannfuhrer (Weapon: Luger)
OBJECTIVES
- Exit the map from a square marked with either a green or blue arrow. All characters must exit a square with the same arrow colour.
- Rescue at least one of the prisoners who are located at squares marked O2.
SECONDARY OBJECTIVES
- Pick up 1 x Ammo and 1 x Grenade at the squares marked O.
- Search officer's cabinet at the square marked O1 to receive Leitze's key and 2 x Ammo.
SPECIAL RULES
Prisoners
- Each square marked O2 contains a shackled prisoner.
- To rescue a prisoner, use the Rescue rules in the Field Manual, or, if you have Leitze's key, spend 2 MPs.
- If you don't have a trooper on your team when you rescue a prisoner: roll 1d12, on an 8+ add a wounded trooper to your team. On a 1, the prisoner expires and becomes a zombie; spawn a zombie as per rules for spawning on a search result.
Locked Cell Doors
Cell doors may be unlocked with Leitze's key. The locked door in the square with the blue arrow may only be unlocked with Leitze's key.
SS Mannen
The SS Mannen will target characters and zombies.
SS Sturmbannfuhrer
- He will not leave his post behind the desk at G1.
- Characters, prisoners and zombies are targets.
- When he receives his first wound read entry #16.
BETWEEN SCENARIOS (INCREASE THREAT LEVEL BY 2)
- Decrease threat level by 1 per prisoner rescued.
EXIT
IF YOU EXITED FROM THE GREEN ARROW
Hastily you retreat out of the guard room, rescued comrades in tow. Whilst you quickly redistribute spare ammo, they ask about the fates of two other troopers from your stick who had gone to the lower level to sabotage the V-weapons down there. Others tell of the terrible things being carried out in Bucher's lair upstairs. Then they split up to find their own way out. You may go to scenario 18: Green Devil's Brew to stop the V-1 attacks on Allied cities. Or you may choose to play scenario 16: Schräge Musik to disrupt the horrors going on in the labs. If you have played either of those scenarios already, you may not play them again, the damage you caused has blocked the way back.
IF YOU EXITED FROM THE BLUE ARROW
You get the door open and pass into a hall leading farther into the mountain. Dogging the hatch against the ghouls, you have a brief respite to consider your actions. Another holding area is to the left, while a refrigerated storage room is to the right. Go left to play scenario 21: The Price of Failure. Go right to play scenario 22: Panzermädchen.
30: Himmelfahrt (Continued)
The opening page of scenario 30 is not reproduced in this Field Manual; this section transcribes the continuation page as printed.
ARRIVAL PATH SCENARIO 29: EKHIDNA
Whether pursuing Bucher, or fleeing his creations, the path is the same, up the stairs to the central labs and the missile control room, but it's never that simple. Hinzelmann may have left a drop in the stairwell somewhere.
SETUP
- Remove Ilse and Karl from the zombie pool.
- Set up team on or adjacent to square A2.
FORCES
Add Groß Karl (Powers: Faust, Frenzy and Thick Skin) and Ilse (Powers: Dodge, Leap and Vampire) to the zombie pool.
OBJECTIVES
- Find anything Hinzelmann may have left for you by searching the squares marked O1 and O2.
- Exit the map at the point marked with a green arrow.
SECONDARY OBJECTIVES
Destroy spawn points S1 and S2. They have 1 wound and ignore stun results. Once you have inflicted 1 wound to a spawn point, it is destroyed.
SPAWN
- Groß Karl spawns on the square marked with a GK.
- Ilse spawns on the square marked with an I.
SPECIAL RULES
Searching
- The squares O1 and O2 must be searched. Roll on the table below to determine the search result.
- If you noted "Observed Hidden Briefcase Location" on the TCS, you may choose a roll of 7-9. You may only find the briefcase once.
SEARCH TABLE
| D12 ROLL | RESULT |
|---|---|
| 1-3 | Nothing |
| 4-6 | 1 x Medkit |
| 7-9 | Hinzelmann's Briefcase. Read entry #93. |
| 10-12 | As 7-9 plus 1 x Satchel Charge |
BETWEEN SCENARIOS (INCREASE THREAT LEVEL BY 5)
- Decrease threat level by 2 for each door sealed shut.
- Decrease threat level by 1 for each spawn point destroyed.
- Increase threat level by 1 for each Alpha Prime in play when the last character exits.
EXIT
You've done it, finally reaching the top of the stairwell. Jamming the doors behind you as best you can, you are just a few rooms over from the colossal Laboratory nexus which is the true heart of all three of the base's main departments. Whether or not you can find Hinzelmann and his secrets, or the zombie cure, destroying this area will cripple Projekt Riese, maybe kill it, and buy the free world more time. Only then will you allow yourselves to ascend to the castle and escape.
Go to scenario 31: The Weakness of Flesh.
31: The Weakness of Flesh (Part 1)
Exiting the stairwell, you cautiously enter the halls overlooking the great subterranean missile silo. There are no alarm bells, no smell of smoke, no signs at all that anything is amiss. Only two masked guards man the entry post flanking the large entry door. They stand as still as statues. As if none of the confusion below has even happened. Can they be this arrogant or is this all a well orchestrated trap?
The two guards stiffly turn as one, away from you. An electric tow motor pulling two flatbed trailers laden with wounded and dead, all strapped down to stretchers, purrs to a halt before them. A tall officer, Bucher himself, unfolds from the passenger seat of the tractor and approaches the masked guards. While the four troopers accompanying the ambulance debus, Bucher touches his lapel and waves perfunctorily to them.
"Open it", he says. At that moment one of the bodies on the second trailer shrieks and flings itself free of its bindings. You think you recognise her. Silver flashes and a trooper is down, screaming like a rabbit. One of his comrades lashes out with a rifle butt, ending the escape before it has really started. Other bodies twist against their bonds, moaning and calling for aid.
"Help them secure the load", Bucher commands the guards as he and his driver remount. In moments, everything is back in order save for the man on the floor, being tended to by his squad mates. One of the guards grabs the wounded man and lifts him effortlessly onto the vehicle. It jerks into motion and vanishes through the doors.
The escort detail move to follow, but the guards bar their way. A moment of confusion follows. The feldwebel loudly objects, to no avail. After a few heated minutes, discipline asserts itself and the escort move off, vowing to return for their friend. One of the guards moves off to insure their departure. Now's your chance to get inside, quietly!
SETUP (ONLY SET UP THE PART 1 MAP TO START)
- Randomly select two unused character markers, one male and one female, as well as one trooper marker and randomly place them on squares O1, O2 and O3.
- Remove the Alpha from the zombie pool.
- Place Beta zombie markers on squares marked Z.
- Place a SS Mann (Weapon: MP-40) on squares marked G1.
- Place a SS Mann (Weapon: spear) on the square marked G.
- Place the Untersturmfuhrer on the square marked U.
- Place doors on blue and purple doorways.
- Place an objective marker on the square marked O4.
- Place 1 Ammo marker and 1 Medkit on the square marked D.
FORCES
- TEAM: Character x 3
- ZOMBIES: Beta x 10 • Armoured x 3 • Flamm x 2 • Alpha x 1
- NPCs: SS Man (Weapon: Spear) x 1; SS Man (Weapon: MP-40) x 2; Untersturmfuhrer (Officer marker) (Weapon: Luger) x 1
SPAWN (ONLY PERFORM SPAWNING ONCE THE ALARM IS RAISED)
- SS Mannen with MP-40s spawn on squares marked SM1.
- SS Mannen with spears spawn on squares marked SM2.
OBJECTIVES
- Open the locked cells and spend 2 MPs at squares O1, O2 and O3 to release the characters and trooper held there. Read entry #47 as soon as you enter a cell.
- Enter map 2 to find Bucher and search his office.
- Exit the map by the square marked with the green arrow.
SECONDARY OBJECTIVES
- Pick up the Medkit and Ammo from the square marked O4.
- Kill the Untersturmfuhrer and search his body for a key.
SPECIAL RULES
Raising the Alarm: Until the alarm is raised the characters win the initiative roll automatically. Spawning does not occur until the alarm is raised.
- The alarm is raised if the Untersturmfuhrer's office door is opened.
- The alarm may be raised if a ranged attack is carried out. Any time a ranged attack is made roll 1d12. On a result of 7+ the alarm is raised.
Untersturmfuhrer: The Untersturmfuhrer is an NPC.
- He will stay in his office until the alarm is raised.
Zombie Control Module: Zombies will not target NPCs.
Round Track: If the door between Part 1 and Part 2 is open immediately start the round track on Part 2. When the second round track ends reset to the first round track.
Starting Part 2: Part 2 begins when the door between the Part 1 and Part 2 maps is opened, read entry #51.
31: The Weakness of Flesh (Part 2)
SETUP (PART 2)
- Place zombies from the discard pile into the zombie pool.
- Place Beta zombie markers on the squares marked Z.
- Place a SS Mann (Weapon: MP-40) on the square marked G2.
- Place Bucher on the square marked B.
- Remove any doors still on purple doorways from the Part 1 map.
- Place doors on blue and purple doorways.
- Place objective markers on squares marked O5 and O6.
- Place 1 Ammo marker on the square marked WR.
- Remove the Omega marker from the zombie pool.
SPAWN
- Zombies spawn on the squares marked S1 and S2.
- The Omega spawns on the square marked OM.
FORCES
- ZOMBIES: Continue using the zombie pool from Part 1. Add Omega (Powers: Leader of the Pack, Smash).
- NPCs: Add to NPC forces: 1 x SS Mann with MP-40; SS Man (Weapon: Spear) x 2; Bucher (Gear: gas mask; Weapon: Luger).
OBJECTIVES
Find Bucher and search his files at O5. Read entry #52 when you open the door to his office.
SECONDARY OBJECTIVES
- Eliminate the Omega Rejuvenation Apparatus at square O6.
- Pick up Ammo from racks at square WR.
- Eliminate the Omega.
SPECIAL RULES
Omega (Powers: Leader of the Pack, Smash): The Omega's priority is to destroy the door next to him. After that, he has no specific priority.
- The Omega treats all normal and locked doors as barricades.
- If the Omega starts his turn adjacent to the square marked WR, he picks up an MG-34 and receives the power MG-34.
- If killed, the Omega is placed in the zombie pool and will respawn with the added power Frenzy.
Bucher: Read entry #52 when you open the door to Bucher's office.
- Zombies will not attack him while he is in his office.
Ammo Racks at square WR: These ammo racks never run out. For 2 MP you may pick up 3 Ammo.
Rejuvenation Apparatus: The module at square O6 may be destroyed by setting and detonating a satchel charge, a panzerfaust attack or by causing 4 wounds. Stuns do not affect it.
SS Mann: They do not activate until Bucher's office door is opened.
BETWEEN SCENARIOS (INCREASE THREAT LEVEL BY 3)
- Decrease threat level by 1 if the Omega was killed.
EXIT
The monstrosity that was Rothmann is dead, along with many of his minions. You have collected much valuable data and done much damage to the heart of Projekt Riese. Though Bucher may yet live and Hinzelmann is still unaccounted for, it is time to plan your escape. Read entry #42. Hinzelmann could still be found in the castle heights, perhaps trying to fly out with Kunst's mysterious Vril. Rothmann might be dead, but some of his minions remain. Taking them out, loading a truck, and driving out will potentially give the highest return on intelligence assets. Not only that but with the right contacts and the contents of Bucher's safe, everybody could be a winner. Bucher is still out there, and someday must pay for his crimes. No matter what some may think, you cannot rest until that monster is slain. Can this vendetta be reconciled with the mission aims?
If you follow Hinzelmann to Kunst's lair, go to scenario 36: Horrido.
If you want to secure the truck and head out overland, go to scenario 38: The High Castle.
To follow Dr. Bucher into the ancient Templar delved tunnels of the castle and wrest his secrets from his dying body, go to scenario 32: Blood Trails.
39: The Henge (Continued)
The opening page of scenario 39 is not reproduced in this Field Manual; this section transcribes the continuation page as printed.
SPECIAL RULES
Energy Fields: As the Hummel spacecraft builds power for its vril drive, it bleeds off excess energy into the Henge energy modulation system. These unstable energy fields are vented or absorbed as necessary by shunting them between the pylons.
The blue, purple and green coloured squares on the map represent the energy fields passing between the pylons.
During a round, only the squares of the colour(s) listed in the marked row of the Energy Field Chart are active with energy, starting with green at the beginning of the scenario.
In the end segment of the round, if a ^ is shown in the current round space, roll 1d12 to determine if the active colour changes, moving the marker to the rolled value in the Die Roll column.
The active squares have the following special rules:
- Any figure entering, or activating on, an active square immediately suffers a stun result. This effect overrides any other special rules regarding stuns, e.g. Armoured zombies can be stunned and Flamm zombies are stunned rather than exploding.
- Ranged attacks through active squares receive a +2 AM (per square).
- A H2H or zombie attack into an active square causes the attacker to receive a stun result.
- Zombies treat active squares as clear terrain and yes, will be stunned when they move into them. Humans take a wound.
ENERGY FIELD CHART (Active Colours)
| DIE ROLL | ACTIVE COLOURS |
|---|---|
| 1 | None |
| 2-3 | Blue |
| 4-5 | Blue, Purple |
| 6-7 | Purple |
| 8-9 | Purple, Green |
| 10-11 | Green *Starts Here |
| 12 | All |
EXIT
As polychromed lightning fills the skies behind you, you all hope that the pilot gets what they deserve, wherever they end up. As for your team, the path home is still a long one.
To attempt to escape by plane, or if all team members have been killed, go to scenario 41: Flight of the Bumblebee.
On the other hand, if that is too risky, you may try the overland route instead. Go to scenario 35: Crossroads.
40: Teufels Kirche (Continued)
The opening page of scenario 40 is not reproduced in this Field Manual; this section transcribes the continuation page as printed.
SPECIAL RULES (CONTINUED)
Der Hongriger Sohn
Der Hongriger Sohn is asleep, soothed by the Schräge Musik projectors and protected in his underground nest in the square marked T.
- The only way to destroy Der Hongriger Sohn is to perform an attack with the FmW-41 with the square marked T in its AOE.
BETWEEN SCENARIOS (INCREASE THREAT LEVEL BY 4)
- Decrease threat level by 1 for each projector destroyed.
- You may not play any threat reduction scenarios.
EXIT
With relief, you see your comrades from the village assault arrive. Flames are beginning to take hold in the church, but the catacombs below must hide Bucher. You head down the stairs vowing to dig him out. Go to scenario 43: The Womb.
41: Flight of the Bumblebee - Part 1
The little airstrip stretches to the far end of the plateau on which the castle sits. Light from the burning fortress and the continuing energy discharge of the Henge scarcely reach it. As you cautiously approach the camouflaged hangar, it appears that only the dead remain. You soon realize your error. On the nearest remaining wall tower, the faint flash of a lighter and the telltale orange spark of a cigarette heater betray the presence of a manned antiaircraft gun. The piece should not depress far enough to threaten you now, but the moment the plane you plan to boost lifts off, they'll have you. Not only that but the turf taxiway is pitted by craters and debris thrown from explosions within the castle. The worst of these must be filled. On the plus side, within the shadows under the netting, a Feiseler Storch awaits. This must be Kunst's beloved Bumblebee. If anything can fly out of here, that is the kite to do it. Only a closer examination will prove it for sure, but this just might work.
But who is this? Someone else moves quietly, but purposefully in the gloom, rummaging in a tool chest. Not a ghoul, although a few of them lurk nearby. The distinctive ting of metal-on-metal pierces the background cacophony of explosions and energy discharges, followed by a hiss of distinctively foul French invective. It can only be Clothier, and that should be no surprise. Frenchie is as resourceful and tough as a cockroach, and usually quieter. The guards have not heard him, but the ghouls are moving his way...
SETUP
- Place Cpl Clothier on the square marked A1. Use a prisoner marker.
- Place Fallschirmjaeger on the squares marked FJ.
- Remove the Alpha from the zombie pool.
- Draw and place zombies on the squares marked Z.
- Return the Alpha to the zombie pool.
- Place rubble markers on all squares marked R, R1, R2 and R3.
FORCES
- TEAM: Character x 4
- ALLY: Cpl Clothier (Weapon: Luger, 1 x Ammo and Knife)
- ZOMBIES: Beta x 10 • Armoured x 3 • Flamm x 2 • Alpha x 1
- NPCs: Fallschirmjaeger (Weapon: FG-42) x 2
OBJECTIVES
- Make contact with Frenchie Clothier.
- Eliminate the Fallschirmjaeger AA crew by killing or bribing them.
- Fill all craters in the landing strip.
SPAWN
- Zombies spawn on the squares marked S1, S2, S3, R1, R2 and R3.
- Spawn points covered by rubble markers are inactive.
SPECIAL RULES
Pilots: Danika, Lies, Wurger and Frenchie Clothier are pilots. If you have no pilots you may run for it, read entry #75, or you can go for the truck read entry #71.
Feiseler Storch: The Feiseler Storch is the STOL airplane that will fly you out of here if it can be started, and the taxiway repaired. Only a pilot can start the engine. To start the plane, do the following:
- Perform a special action, or alternatively spend 2 MPs if you have the Engine Diagram item, at the square marked O2 to connect the magneto wires on the aircraft.
- A pilot must perform a special action while on the square marked D1 (not adjacent) to start the engine. Once the engine is started, they must remain in that square. However, they may attack normally (this also applies to a passenger in D2).
In addition, the following rules apply:
- Once the engine is started the squares marked with a P become lethal terrain. Zombies will attempt to move into them to reach a character or trooper.
- Zombies treat the doors of the aircraft as barricades.
SPECIAL RULES CONTINUED ON NEXT PAGE
- When the engine is started, Part 2 of the scenario is started. Immediately follow the Setup instructions for Part 2 and read its Special Rules. All Special Rules from both Part 1 and Part 2 are now in effect.
Fallschirmjaegers (FJs)
- The FJs will not attack the team members until they are either shot at, the Part 1 round track resets or the Storch engine starts.
- If the FJs have not been attacked, a character within range 3 of one of them may perform a special action to bribe them. They will accept either 2 Loot or the Egg (update your notes accordingly). If they are bribed, remove the FJ from the map.
- As soon as an FJ is killed, place the Groß Karl (Powers: Smash, Thick Skin, Faust) marker in the zombie pool. If either FJ is on the map when the plane takes off, the aircraft is destroyed and all aboard are lost.
- The FJs will not move.
Round Track: Only use the Part 1 round track until Part 2 is started. Use part 2 only from then on.
41: Flight of the Bumblebee - Part 1 (Continued)
Frenchie Clothier: Frenchie is an ally and acts as a Trooper in this scenario.
- You may add him to your roster, if you have room.
- Make contact with Frenchie Clothier by moving a team member within range 3 of him. If you do so, read entry #70.
Filling Craters
- Each crater consists of one or more adjacent squares marked with a C.
- A crater is filled when all its squares contain a rubble marker. A filled crater is considered to be clear terrain.
- While declared walking, a hero may spend 1 MP to pick up a rubble marker.
- Figures carrying rubble may not be declared running or conduct an attack.
- A hero may only carry one rubble marker at a time.
- A hero may freely drop their rubble marker on their square or an adjacent square at any time during their activation.
- A locked hero automatically drops their rubble marker on their square.
Exposing Spawn Points
- Spawn points covered by rubble markers are inactive until the rubble marker is removed.
41: Flight of the Bumblebee - Part 2
With a hurried pre-flight check complete, you work the controls and flick the starter switch. The Storch fires up right away. The bumblebee buzz of her engine fills the night and echoes from the castle walls. You can all too well imagine ghoulish heads swivelling around, locking on this new sound and heading straight for it.
Holding the brakes, you plug in your headset while you watch the voltage levels and engine temps. You look out to your companions, only one of whom will get to escape with you. They shake hands and hug those who will not be coming. Painful, but maybe the more merciful for its necessary brevity, the ritual is soon over and the chosen one and their bundle of lifesaving secrets are settled into the surprisingly roomy cabin.
The rest of the team has already scattered to complete the mission of getting you two safely airborne. For now, all you can do is sit, as the plane warms up and fluids circulate. Wrapped in your cocoon of engine noise only the firefly flickers of tracer fire in the predawn darkness tell you that your friends are laying it all on the line for you.
SETUP
Add the Omega and both Alpha Primes to the zombie pool.
OBJECTIVES
When Part 2 begins any incomplete objectives from Part 1 are still in effect. In addition, if you have a pilot, add one of the following objectives:
- Take off from the landing strip.
Or:
- Abandon the plane and escape on the truck. Get the truck keys at the square marked O1 and exit at the area marked by the green arrow. Read entry #71.
Or:
- Make a run for it, read entry #75.
SECONDARY OBJECTIVE
Have a character on the square marked O2 when the plane takes off to have them fly out as a passenger.
SPECIAL RULES
Taking Off: When the round track marker reaches the space marked W, the plane is warmed up. After this has occurred, if the following conditions are met when the pilot is activated, the Storch takes off.
- The crater squares must all be filled in with rubble.
- The Fallschirmjaeger have been bribed or killed.
- No more than 5 zombies may be on the map and none of those may be an Alpha Prime or Omega.
As soon as the aircraft takes off:
- Remove the pilot and passenger figures from the map, they are out of the game, and read entry # 72.
- The squares marked with a P are now clear terrain.
- All squares within range 4 of the lower right corner of the map are clear.
Boss Zombies
- Whenever the Omega respawns, its FlaK 38 is reloaded.
- Omega (Powers: Leader of the Pack, Schutzschild, FlaK 38.) If the FlaK 38 runs out of ammo, they also gain Frenzy.
- Alpha Prime Ilse (Powers: Vampire, Dodge, Frenzy, Leap).
- Alpha Prime Groß Karl (Powers: Smash, Thick Skin, Strong, Faust).
BETWEEN SCENARIOS (INCREASE THREAT LEVEL BY 4)
- Follow the instructions as outlined in the entry you have just read.
EXIT
That's it, the plane is gone, for better or worse. Duty done; it is time for your escape.
- If you went for the truck keys, read entry #92.
- If you are walking, read entry #75.
43: The Womb
As the reunited team hastily organizes itself and descends to the main lab in the catacombs under the church, the fire spreads above. Even if you were not intent on pursuing Bucher and destroying his creations, there would be no way out but downward.
Musty air feeding the flames is drawn from below. It brings with it the foul miasma of earthy decay and rotting meat that some of you remember from the obscenity of Projekt Ekhidna. Emerging from the medieval stairwells into a sinister blue and green lit laboratory, your fears are confirmed. Lipid-filmed waters lap thickly in multiple pools or open vats. The dark fluid and sullen reflections hide the contents but drag marks on the offal-encrusted decking testify that the pools are inhabited, though nothing shows itself. Spent brass and a broken spear hint at the fate that befell the staff when you knocked out the control systems above.
"Shit. That thing we toasted. I think it's not dead. Hurt bad maybe but not dead. Bastard ducked back underwater..." murmurs one of your troopers.
"Yes, yes he did. My Hongriger Sohn is quick when he needs to be. An admirable fusion of terrestrial science and xenobiology, this so-called plague is the next step in human evolution. You will all be interesting additions to the data pool as well." You recognise the voice coming over the tannoy. It is Bucher, the man you have come to kill, the greatest monster in this room. "Regrettably, I must leave to continue my studies elsewhere, but I shall return to examine your test results... That or send my esteemed colleague. I believe you know him..."
"I'll see you hang, Squarehead.", you yell, but the only answer you get is the echoes of your voice and his laughter off the tile and stone walls. More ripples spread from the centers of the pools, and shuffling forms emerge from side passages.
"Drain these pools so we can kill these things and get after him", you say, but it probably won't be that straightforward.
SETUP
- Remove the Alpha, Groß Karl, Ilse and the Omega from the zombie pool.
- Draw and place zombies on the squares marked Z.
- Return the Alpha to the zombie pool.
- Place any NPC marker on K, HS, E, ST and M.
FORCES
- TEAM: Heroes x 6
- ZOMBIES: Beta x 9 • Armoured x 3 • Flamm x 2 • Alpha x 1 • Groß Karl (Powers: Smash, Thick Skin, Faust) • Ilse (Powers: Dodge, Leap, Vampire) • Omega (Powers: Flak 38, Frenzy, Shutzshild)
SPAWN
- Groß Karl spawns on the square marked GK. If you have recorded "Pen 1 Destroyed" in your character notes, then Groß Karl respawns only when shown on the round track, otherwise return his marker to the zombie pool.
- Ilse spawns on the square marked I. If you have recorded "Pen 2 Destroyed" in your character notes, then Ilse respawns only when shown on the round track, otherwise return her marker to the zombie pool.
- The Omega spawns on the square marked OZ. If you have recorded "Pen 3 Destroyed" in your character notes, then the spawn points marked * are not used in this scenario.
OBJECTIVES
- Drain the pools.
- Destroy der Hongriger Sohn, the Three Sisters and Ekhidna after the pools are drained.
- Exit the map via the green arrow.
SECONDARY OBJECTIVES
- Pick up 1 x Satchel Charge and 3 x Ammo at square O5.
- Pick up a FmW-41 and 2 x Ammo at square O6.
- When the pools are drained, rescue the girl (Thessa).
SPECIAL RULES
The Abominations: Ekhidna, der Hongriger Sohn and the Three Sisters are referred to as the Abominations. They share the following rules:
- While the pools are full, they are sedated and will not attack.
- While the pools are full, the abominations may not be attacked.
- None of the abominations will move.
- When activated, an abomination will attack each team member within range (see individual sections for range) with a ROF of 1 and S/W values of 7/10.
- An attack on a target they have locked will automatically cause 1 wound result (no roll required).
- Their attacks ignore LOF modifiers.
- If they inflict a stun result on a team member, they lock the target instead of wounding them.
- If they inflict a wound result on a team member, this does one wound to the team member.
- If a team member is wounded by an abomination and survives, place a lock on the team member.
- If a team member is killed by an abomination attack, they are then eaten and the abomination heals 1 wound.
- If an abomination is stunned, all locks it had are removed.
43: The Womb (Continued)
Ekhidna: Ekhidna has been weakened but she is still dangerous.
- Ekhidna is located in the square marked K. Treat this square as occupied.
- Ekhidna activates first in the zombie turn.
- Her attack has a range of 4.
- When the pool is drained, Ekhidna may be damaged. She has 6 wounds.
Der Hongriger Sohn:
- Der Hongriger Sohn is located in the square marked HS. Treat this square as occupied.
- He activates second in the zombie phase.
- His attack has a range of 2.
- When the pool is drained, he may be killed by inflicting 4 wounds, or instantly by a satchel charge, flamethrower or panzerfaust attack.
- When killed he will rise as an Alpha zombie but will not attack. Instead, he moves onto the S1 square and exits the map.
The Three Sisters (Projekts Stentho, Euryale and Madi):
- The Three Sisters are located at the squares marked ST (Stentho), E (Euryale) and M (Madi). Treat these squares as occupied.
- The Three Sisters activate third in the zombie phase starting with the one closest to a hero.
- They have an attack range of 2.
- When the pool is drained, a sister may be killed by inflicting 4 wounds, or instantly by a satchel charge, flamethrower or panzerfaust attack.
- When each sister is killed, they rise again as an Alpha zombie. While an Alpha, they will not attack and instead will move as quickly as possible to the square marked S1 and exit the map.
The Pools:
The five pools, marked HS, E, ST, K and M, start the scenario full and can be drained during the scenario to expose the abominations within.
How to Drain the Pools:
- Open the valves at the three squares marked O1, each one requiring a special action.
- Then activate the pump at the square marked O2 with a special action.
When both of the above tasks have been completed the pools all immediately drain, read entry # 81.
While the pools are full the following rules are in effect:
- Treat the pool squares as hindering terrain for movement purposes.
- They do not affect zombie movement.
When the pools are drained the following rule comes into effect: A movement action to enter a drained pool costs an additional 2 MPs.
The Omega:
- The Omega considers itself to be the true leader, the embodiment of Fuhrerprinzip. It will ignore and be ignored by the pool inhabitants until the pools are drained. From then on, it will consider Ekhidna to be a target, in addition to the normal zombie targets, and vice versa. It will also consider a pool inhabitant a target if that inhabitant attacks it.
- It respawns fully loaded when the round track resets, if not on the map already.
- When attacked by Ekhidna, a stun result doesn't stun the Omega. Instead, place a locked status marker on the Omega and follow the rules for a locked character. The Omega will break the lock on a 1d12 roll of 3+.
The Locked Exit Door:
- This door may only be opened with the key.
- You may attempt to find the key to the locked door by performing a search at the square marked O4 and, once the pools are drained and their inhabitants killed, the squares marked K, M and ST.
- When you search for it, roll 1d12. On a result of 10+, you found it.
- If the key is not found by the time the last eligible square is searched, the roll is automatically successful.
The Girl (Thessa):
- When the pools are drained, a cyst containing a young girl is exposed at the square marked O3. No attacks will damage her while she is encysted.
- Thessa may be rescued by using a special action. She occupies one gear slot.
- She is unaffected by noxious clouds and no pool inhabitant will hurt her.
- If someone carrying her is eaten place her in that square, she is immediately encysted there.
- If a figure carrying her is otherwise killed, place her marker where they died.
- She has 2 wounds and will not rise as a zombie.
EXIT
Discarded brass and corpses in varying stages of decomposition litter the stairwell and tunnel leading to the surface. Wary of traps or ambush, you move carefully into the night outside. Behind you, flames are beginning to eat through the roof and blackout shutters of the church, forming a kind of infernal symmetry with the conflagration on the mountaintop. You've done all you can. Your foes are either dead or fled. Read entry #82.
44: RAID Threat Reduction Scenario (Continued)
The opening page of scenario 44 is not reproduced in this Field Manual; this section transcribes the continuation page as printed.
9-12 SETUP (SABOTAGE IS A FINE FRENCH WORD)
- Place objective markers on squares marked O2 and O3.
- Place a satchel charge marker on the square marked O4.
OBJECTIVES
- Set a satchel charge on a fuel tank at a square marked O3.
- Pressurize the fuel tank by performing a special action at the square marked O2.
- Exit the map at the point marked by the green arrow.
BETWEEN SCENARIOS
- Adjust threat level as indicated by mission type Exit section.
- Record that you have played this scenario on your Team Control Sheet.
EXIT
"Vivre libre ou mourir, but now we must go, oui?"
If the team has exited the map before the round track resets for the second time, and pressurized the system, read entry #43, otherwise read entry #44.
45: LOOT Threat Reduction Scenario (Continued)
The opening page of scenario 45 is not reproduced in this Field Manual; this section transcribes the continuation page as printed.
9-12 SETUP (MIDNIGHT REQUISITION)
- Place the team on squares marked A, B or C.
- Draw and place zombies on squares marked Z and Z1.
- Place a door on the blue and purple doorways. Once opened doors may not be closed.
- Place objective markers on squares marked O1, O2, and O3.
OBJECTIVES
- Search at least 1 storage location on the squares marked O1. Determine the result of each search using the Search Results table whose criteria, found on its left side, is met.
- Exit the board at any of the squares marked with a start location or survive until the round tracker resets.
SECONDARY OBJECTIVES
- Search each of the lockups on the squares marked O2. Roll on the Search Results 2 table to see what you find.
- Search the cabinet on O3. If you do so, read entry #40.
SPAWN
- Randomly determine zombie spawn squares by rolling 1d12 on the chart.
- The amount of zombies to be spawned is 1, 2 or 3 based on the number beside the S.
SPAWN LOCATION CHART
| ROLL | LOCATION | ROLL | LOCATION |
|---|---|---|---|
| 1-2 | A | 7-8 | D |
| 3-4 | B | 9-10 | E |
| 5-6 | C | 11-12 | F |
SPECIAL RULES
SEARCH CHARTS
Search Results #1: Use if Zombies Forces Result Was 1-9
| D12 ROLL | RESULT |
|---|---|
| 1 | Zombie. Draw from the pool. |
| 2-6 | 1 x Ammo |
| 7-8 | 1 x Ammo, 1 x Decoy |
| 9 | 2 x Ammo |
| 10 | 1 x Medkit, 1 x Ammo |
| 11 | 1 x Medkit, 1 x Blitz, 2 x Ammo |
| 12 | 2 x Medkit, 1 x Blitz, 2 x Ammo, 1 x Grenade |
Search Results #2: Use if Zombies Forces Result Was 10-15
| D12 ROLL | RESULT |
|---|---|
| 1 | Zombie. Draw from the pool. |
| 2-3 | 2 x Grenade |
| 4-5 | 2 x Ammo |
| 6-7 | 2 x Medkit, 1 x Ammo |
| 8-9 | 1 x Medkit, 2 x Ammo, 1 x Grenade |
| 10-11 | 1 x Panzerfaust |
| 12 | Roll on the Special Items table. |
Search Results #3: Use if Zombies Forces Result Was 16+
| D12 ROLL | RESULT |
|---|---|
| 1 | Zombie. Draw from the pool. |
| 2-6 | 3 x Grenade |
| 7-8 | 3 x Ammo |
| 9 | 2 x Medkit, 2 x Blitz |
| 10 | 3 x Ammo, 3 x Grenade |
| 11 | 1 x Panzerfaust, 2 x Grenade |
| 12 | Roll on the Special Items table. If you roll a 12, read Entry #41. |
Special Items: Use only when instructed.
| D12 ROLL | RESULT |
|---|---|
| 1 | Read entry #93.* |
| 2-3 | 5 x Flares, 3 x Decoys |
| 4-5 | 1 x Gas Mask and 1 x Oiled Coat |
| 6-7 | 1 x StG-43, 1x Ammo |
| 8-9 | 2 x Satchel Charges |
| 10-11 | 2 x Panzerfaust |
| 12 | 1 x Vampir IR Sight, 3 x Ammo, 3 x Blitz Doses |
* Hinzelmann's Briefcase may only be found once. Treat any further results as 3 x Ammo, 3 x Grenade.
EXIT
Gear adrift is a gift.
47: CULL Threat Reduction Scenario (Continued)
The opening page of scenario 47 is not reproduced in this Field Manual; this section transcribes the continuation page as printed.
9-12 SETUP (RESCUE/HEAD HUNT)
- Take 1 x Flamm zombie marker from the zombie Forces and the marker for trooper Stewart, flip them to their concealed side and shuffle them together. Place one of them on O1, keeping its identity hidden. The other is set aside, without looking at it.
- Place an objective marker on square marked O3.
OBJECTIVES
- Reveal the identity of the marker on O1. If it is Stewart, read entry #38. Otherwise, you gain the additional secondary objective of killing the revealed Flamm.
- Exit the map at the square marked with a green arrow.
SECONDARY OBJECTIVES
- Pick up 1 x Ammo and 1 x Medkit from the square marked O3.
SPAWN
- Zombies spawn on S1 and S3 when the purple S is shown.
EXIT
If you discovered Stewart or killed the Flamm revealed at O1, decrease threat by 3. Decrease threat by 2 if you kill the Omega.