Incursion: SNAFU
Incursion: SNAFU Rulebook
Table of Contents
Table of Contents
Introduction
This book adds 19 scenarios to the Incursion universe, which cover a variety of firefights and desperate missions from the Siege of Gibraltar.
The first chunk is a hearty slab of two-player missions, with one three-player game thrown in for a night when you have an extra friend on hand. Many of these missions can be played with either the Lucky Seventh or MI-13 and you'll find them a very different experience depending on who you field. After that are six cinematic solitaire missions, which provide you with some of the juicier bits of the siege in a compact single-player format.
How to Use This Book
Each mission is laid out with the following elements:
- Mission Icons: an easy reference guide to the type of mission.
- Introduction: atmospheric background to the events around the mission.
- Map: doors marked in red. Any special counters, deployment areas and markers are illustrated on the map.
- Forces: the RP levels and restrictions for each side.
- Victory Conditions: what is required to win the mission.
- Special Rules: details of additional features specific to the mission.
- Background: short stories, illustrations and other background material throughout the book, to enhance your experience of the world of Incursion.
Some missions use models and/or materials beyond what is provided in the original game. For the two-board missions, you can either pick up a spare copy of the game for yourself or convince a friend to bring his copy over to pair up with your own. The additional models can be handled through proxies or by tracking down, purchasing and painting the Grindhouse miniatures.
The printed book's maps for each mission are images and are not reproduced in text. Where a mission's set-up depends on the printed map (room names, entry points, deployment areas and markers), the map in the book is the reference.
Choosing Your Forces
General Comments
Allied Forces: If a scenario says Allied forces, you may field either Lucky Seventh or MI-13 troops. You may not field both in the same force.
German Forces: Unless a scenario directs you otherwise, you must purchase at least 3 RPs worth of Sturmzombies for your force.
Named Characters: Named characters are the unique individuals who appear in the battles of Incursion. Characters with a limit greater than one are (obviously) not named characters. Of those with a limit of one: Slugger Murphy, Gretel, Ilsa, Hans the Hunter, Paddy Mayne, Zip Kelly and Gracie are all named characters. The APE Sarge, the MI-13 Corporal and the SWD Panzeraffe are not. Some scenarios may disallow you from choosing named characters to join your force.
CPs and Battle Cards: Unless a scenario directs you otherwise, calculate CPs and Battle Cards according to the rules in the Incursion rulebook. For the scenarios that give a set list of models and don't provide a specific amount of CP and Battle Cards, simply add up the RP value of the list.
Orders of Battle
MI-13
MI-13 is the United Kingdom's answer to enemy super science, occult activity, and, specifically, the German SWD. This intelligence agency has a powerful military arm.
In addition to specialized field agents, MI-13 deploys commando kill teams that bring with them the knowledge and equipment to get the job done on a mission by mission basis.
MI-13 Commandos are elite special-forces whose ranks are filled with the most decorated and fearless former LRDG and SAS as well as highly trained "specialists" with unique powers. They have seen it all. They have hunted vampires, launched impossible raids on fortified enemy laboratories, and on occasion even driven the Minions of Hell back through its burning gates. MI-13 elements provide intelligence and tactical support to US Lucky Seventh forces at Gibraltar.
Playing MI-13 Commandos: MI-13 is a stand-alone force. You either play MI-13 or you play Lucky Seventh. You may not mix and match models.
MI-13 does not benefit from the Allied Intelligence rule. However, their battlefield intelligence manifests itself through their own special rules.
MI-13 Weapons
- Corrigan Gut Gun: Shotgun with ROF 2 (1 DD on Reaction Fire). A model within 6 squares is Knocked Down on a DD roll of 4+ whether or not it suffers a DP. The model must pay 2 AP as the first action of its next Activation to stand back up. This effect only lasts for the duration of the affected model's next activation after which it is assumed the model has regained its footing. Knocked down models do not block LOS.
- Anti-Tank Gun: Functions as grenade launcher in all respects except that +2 is added to the DD roll on the target square. A successful DD roll on the target square also inflicts 2 DP instead of 1. Damage to models in surrounding squares is resolved exactly like a Grenade Launcher.
- PIAT-D: Functions as grenade launcher in all respects except that +2 is added to all DD rolls instead of +1. Instead of firing normal rounds, a Grenadier may fire incendiary phosphorus rounds. If incendiary phosphorus rounds are used then all affected squares within the blast are on fire in exactly the same way as if they had been flamed by a Flamethrower.
MI-13 Special Rules
- Infiltration: After Deployment but before the first player turn of the game, a model with this ability gains a one-time free activation. CP may not be used during this activation to make the model perform additional actions.
- Zombie Bait: May be thrown once per game per model so equipped. After paying 1 AP to initiate this attack, choose a square within LOS of this model in which to place the bait counter. In the following Axis Action Phase, before the German player activates any models, the Allied player activates and moves d6 enemy zombie models which are more than 3 squares away from an Allied model up to their base AP in the direction of the bait. The German player may not spend any AP on any model that has been previously activated by the Allied player in this turn however they may still use CP on the model.
- Flashbangs: MI-13 models may replace their Zombie Bait equipment with Flashbang grenades at the start of play. It costs 2 APs to throw a flashbang. A flashbang may be thrown up to 6 squares and may be thrown over intervening models. Any model with line of sight to the square where the flashbang detonates will lose its Reaction Fire status on the roll of 4+ on one die.
- Prescience: After he draws Battle Cards to replenish his hand, a model with this rule allows the MI-13 player to draw one extra card per turn but he must then discard one after viewing them all.
- Lucky: For each DP suffered by the model, roll a D6. On a roll of 5 or 6, the DP is ignored.
- Unstoppable: A model with this rule may pay an AP to move into a space occupied by an enemy model. This counts as a HTH attack. If the DD roll successfully kills the enemy model, then it may move into the vacated space. If the enemy model is not killed then it may not move into the space.
- Trample: For any DD rolled in an Unstoppable movement, the model with this rule adds +2 to the roll.
MI-13 Roll Call
Commando: MI-13 Commandos are deadly weapons. They aren't walking tanks like the APEs of the Lucky Seventh but they are steely-eyed veterans who have stared the devil in the face and come back to talk about it. They are armed with a variety of anti-zombie weapons and utilize speed and surprise to win the day.
Gut-Gunner: Some of the lads prefer to carry a Corrigan Gut Gun, especially in the claustrophobic confines of Gibraltar. The Gut Gun is a large bore shotgun that can take down an elephant or a Panzeraffe with one round. Many have found that this excellent beast of a weapon is the only way to make sure a zombie stays down for good!
Corporal: To be invited to join the elite ranks of the MI-13 Commandos bespeaks excellence on the battlefield and utter fearlessness. To be elevated to the rank of Corporal of a commando section, one must possess an ability to unerringly lead men under the most adverse conditions, an inhuman stoicism, and a keen tactical mind.
Grenadier: MI-13 is one of the few services who have been issued newly developed white phosphorus rounds for their PIAT-D RPGs. These incendiary rounds have many and varied uses but really do a job on the undead. Zombies and white phosphorus don't mix.
Gracie: MI-13 commando units are often in need of air-mobile heavy support that can squeeze into tight places and deal with difficult ground. "Gracie" is the affectionate name given to the light mech that has been developed for just such a purpose. In addition to boosting a team's firepower, Gracie serves as the pack mule, hauling supplies and extra ammo on extended missions.
Paddy Mayne: Colonel Paddy Mayne is the most decorated Commonwealth soldier in the war. This former rugby star turned warrior led SAS teams in bold raids that inflicted tremendous damage on enemy assets in the early war. In North Africa after his teams have been blown to hell and are short on supplies, they receive a withdrawal order. "What order?" he says as he tears it up. The top LRDG man exclaims, "but it's crazy to go on like this". Mayne responds, "Crazy? Crazy is what we do, mate". Paddy Mayne, it is said, is a man without fear.
Zip Kelly, the Hurricane: Zip Kelly, AKA the Hurricane, is one of the mystery men who have recently begun to pop up in Britain and the USA much to the dismay of the Axis powers. The Hurricane is a fighter pilot, a brawler, and a super commando who strikes at enemy forces deep within the heart of occupied Europe. That's where he picked up the brace of Mausers he sports. Like many of his comrades from the Sentinel program, he can always be found where action is the thickest and need the greatest. He joins forces with MI-13 to shut down the diabolical Von X schemes at Gibraltar.
Zip Kelly special rule (The Hurricane): For each AP spent on HTH attacks, he rolls 2 DD instead of 1 and adds +1 to the result of each die roll. Furthermore, Sturmzombies may never utilize their Strength in Numbers special rule against him.
Lucky Seventh Reinforcements
Bazooka APE: At the onset of the Incursion, the need for tank-busting firepower was seen as unnecessary. Who among the allied staff could have expected super powered monsters and armored behemoths in the dank and cramped tunnels? APE tactical squads are now regularly sent into the grind with a bazooka special weapons trooper to knock down Panzeraffes and Drohnes, and possibly get a shot at one of the Von X uber-soldiers.
- Bazooka: Same as an Anti-tank Gun as per the MI-13 entry.
German SWD
Drohne: Highly trained and fiercely loyal soldiers are hard to come by. Through the Drohne program, sons and daughters of the Reich who have suffered irreparable harm on the battlefield can still serve their country and gain a twisted sort of immortality. Drohne began in the scientific community to save the minds of great men but the utility of the technology as a weapon quickly became apparent.
- Brain on a Turret: A Drohne has a 360 degree LOS.
- Agile: A Drohne may make facing changes for free.
- Tweaker: When expending a CP on a Drohne, roll a D6. On a roll of 1, the brain "tweaks" on signal overload and the model's activation immediately ends.
Panzeraffe: Panzeraffes are the pinnacle of Hugo's bio/cybernetic experiments. Gorillas are injected with the super soldier serum causing them to become incredibly fast, strong, intelligent and resilient. They are surgically enhanced and carry an arsenal of ranged and close combat weapons with which to smite the foes of the Reich. They are very rare but nigh un-killable. Their only drawback is that their simian brains, enhanced as they are, lack the ability to grasp the finer points of tactical warfare.
- Unstoppable: A model with this rule may pay the AP necessary to move into an enemy occupied square and instead it will initiate a HTH attack. If the DD roll kills the enemy model, then it may move into the vacated space for no extra AP cost.
- Trample: For any DD rolled in an Unstoppable movement, the model with this rule adds +2 to the roll.
- Simian: It costs 2 CP to give the Panzeraffe 1 extra AP. Sir Yes Sir! means the Panzeraffe receives 2 AP for every 2 CP spent.
- Agile: A Panzeraffe may make facing changes for free.
Mission Dossiers
Regular Missions (Two-Player and Multi-Player)
Shell Game
Allied planners hoped the incursion into Gibraltar and the destruction of the von X doomsday device would also reopen shipping into the Mediterranean. However, the destruction of the Doctor's device did not end the attacks on Allied convoys. A squad would have to enter the Bomberzombie pens and finish off the one supplying direction to the Bomberzombies – Hans the Hunter.
Forces
- Allies: The Allied player chooses up to 14 RP of troops. They enter from either of the two Allied entry points.
- SWD: The German player receives Hans, two Bomberzombies and another 7 RP of troops (for a total of 14 RPs). He may not choose Gretel or Ilsa, who are busy elsewhere. Hans and the two bomberzombies have a special set up (see the map). The other German models enter play normally.
Victory Conditions: The scenario ends when all Allied units are dead (German victory) or Hans is slain (Allied victory).
Special Rules
-
Victory Points: At set up, the German player takes the victory markers numbered 1 through 3, looks at them and places one face down in each room marked on the map. Victory marker #1 corresponds to Hans, victory markers #2 and 3 correspond to Bomberzombies.
-
Unseen Threat: A victory marker is revealed when:
- an Allied model obtains a line of sight to its location, OR
- the German player chooses to reveal it.
Until then, the victory marker should be treated as a model with no facing and 4 action points. When it is revealed, the German player may face the model in any direction. Until a victory marker is revealed, the Allied player may not target it with the 'Rackley Hated His Mask' or 'Booby Trap' cards and the marker cannot be damaged by blast effects of explosive weapons. The German player may spend command points on victory markers normally.
Go Down Bloody
"Alright, everybody hold up. Murchinson, give me the damn map." "It says it's the way back to the surface, Sarge." "If this is the way back to the surface, then why is the tunnel sloping down?" "Shut up, you APEs, and let me think a minute." "Uh, Sarge, do you hear static? ...I hear static." "Aw, man, we got howlers!"
Forces
- Allies: 14 RPs worth of troops. All Allied models are deployed in one of the two set-up rooms at the start of play. At least one Allied model must be placed in each of the set-up rooms (the rest can be distributed between the rooms however the Allied player wishes).
- SWD: 14 RPs worth of troops. They enter from any of the entry points.
Victory Conditions: The Allied player wins if he has a model in the objective room at the end of any turn, beginning with the end of turn 7 (he should feel free to enter the room before then but it won't win him the game). The SWD player wins if all Allied models are eliminated.
Special Rules
- Forewarning: Skip turn bidding on the first turn, the Allied player automatically goes first. This does not use up his Allied Intelligence bonus.
- "There's a gap": The German entry point on the "wall" space converts it to a clear square. It may be traversed normally.
- Impassable: The GCPs are impassable to movement and block line of sight. Models may not cross them using Leap.
Things That Go Boom In The Night
The Jerries have hit us with no less than four attacks on that flank in the last two hours, Slugger. If they get through, they'll cut off the supplies to the main effort and our projections show the lead elements will chew through their ammunition in under twenty minutes. Tell me, sir, how much do we care about these tunnels? They're pretty much a dead end as best as we can figure, they lead straight down into the Sturmzombie pens and no one in their right mind would want to go there. Can we just blow them up? The ceiling in there's not very solid a well-placed grenade could probably bring it down. Hell, Slugger, this place used to belong to the Tommies. You can drop the whole thing into the ocean if it gets this campaign done and Uncle Sam will just shrug. Then I think I know how to handle this, sir.
Forces
- Allied: The Allied player has 16 RPs of troops.
- SWD: The German player has 16 RPs of troops.
Victory Conditions: The Allied player wins if he destroys all five German entry areas. The German player wins if he eliminates all Allied figures.
Special Rules
- Access Denied: An entry area has a Fortitude of 5, one damage point and may only be attacked with Grenades, Bazookas, Anti-Tank Guns or PIAT-Ds (please remember to add the bonus to the DD for these attacks). The card "Critical Hit" may not be played when attacking an entry area. German reinforcements may not enter through a destroyed entry area. Those assigned to a destroyed entry area may be reassigned to another entry area during the reinforcement phase of the following turn.
Hit The Button
If there's one lesson from his years in the service that he's taken to heart, it's that sergeants do not get asked to talk to Colonels. Not socially, not for mission briefings, not ever. And that's why sweat is building under his arms and his hands feel clammy: because here he is, a mere sergeant, and the only other person in the room is a full bird Colonel. The Colonel draws back the canvas tarp, revealing an ugly lump of metal with a solid looking antenna sticking out of its top. "Sergeant, have you ever seen one of these?" "No sir. It's got German on it so I'm guessing it's Nazi." "This is what we've taken to calling a Pinger. Somehow, it is able to supply direction to the zombies." "Can it tell them to turn off?" "Unfortunately, we don't understand it well enough to do that. But our boys back on the research ship are pretty certain that hitting this button right here will call the zombies to it." "Ok. So we never, under any circumstances, ever want to push that." The Colonel looks away. "Well, that's not quite it. The Nazis are getting close to setting off a weapon. We don't know all the details, but we can be certain it will be awful. There's a team in place to go in and storm the control room, but there are a hell of a lot of zombies down in those tunnels. Now if we can set this Pinger off nearby, then it can draw some of those zombies off, maybe give them a clear shot at the control room and let us put an end to this madness." "So you want us to go in and hit the button?" "Yes."
Forces
- Allies: The Allied player chooses up to 14 RP worth of troops.
- SWD: The German player chooses up to 14 RP worth of troops.
Victory Conditions: The Allied player wins if an Allied model carrying the Pinger reaches the objective room (top L corner of the map) and activates the device for 3 AP. The German player wins if all Allied models are slain or if a German model carrying the Pinger exits the board.
Special Rules
- The Pinger: Place one victory marker (after looking at them) on each Allied character card – the Allied model with victory marker #1 is carrying the Pinger. This model carries the device in secret until it wins the game, is killed (at which point the Pinger device is left in its square) or it voluntarily drops the Pinger. In the latter two cases, the device may be picked up and carried by other models using the rules on page 6 of the Incursion rulebook.
- A German model carrying the Pinger can exit the board from any German entry point.
The Blitz
Maintaining the push into Gibraltar requires immense quantities of supplies and ammunition. An APE platoon under attack can chew through a day's allocation of .30 cal in an hour. With the corridors too narrow for trucks or jeeps, Allied personnel end up wheeling old mine carts full of bullets and grenades to designated armory rooms. And sometimes, the Germans learn where one of these rooms is…
Forces
- SWD: 4 Bomberzombies, 2 Drohnes. 7 command points and 3 cards each turn.
- Allies: 13 Resource Points. All Allied models are placed inside the armory room.
Victory Conditions: The Germans win by moving a Bomberzombie into (not next to) the armory room and detonating it there for one AP.
Special Rules
- Need Brains: Sturmzombies are not used in this scenario. Brainwurst cards are shuffled into the deck normally, but are worthless when drawn.
- Constant Threat: The German player must enter at least one model each turn until all his models are deployed.
- The Fire Suppression Terminal: a model adjacent to the Fire Suppression Terminal may spend one AP to kill all "On Fire" counters on the map. This may be done any number of times per game.
- Impassable: The GCPs are impassable to movement and block line of sight. Figures may not cross them using Leap.
- "There's a gap": The German entry point on the "wall" space converts it to a clear square. It may be traversed normally.
Exfiltration
With the great Nazi machine destroyed, the MI-13 survivors head for the closest lift, hoping to escape back to the surface. The Germans have scraped together everything left in the vicinity to cut them off – Ilsa wants her revenge!
Forces
- SWD: 13 RPs worth of troops.
- Allies: 15 RPs worth of troops.
Victory Conditions: The Allies win by having two characters in the room with the lift at the end of any turn.
Special Rules
- Pickets: The German player may deploy his Turn 1 Sturmzombie reinforcements anywhere inside the picket zone before play starts.
- Impassable: The GCPs are impassable to movement and block line of sight. Figures may not cross them using Leap.
- Late Arrivals: One German Entry area only becomes available to the German player beginning with turn 5. German reinforcements may not be assigned to this entry area until the reinforcement phase of turn 5.
Let The Mecha In
The Commando bangs a fist on the door, pauses and knocks again. Nothing happens. "Told you it wouldn't work," says Owen. Paddy gives the door the once over. "Bet Gracie could get through it." "Too bad she can't climb down a ladder." "Remember that lift we saw? There must be a control panel around here. Spread out and search the area – and make it quick."
Forces
- MI-13: The British player selects 11 RPs of models to enter the map on turn 1. He also receives Gracie, who is stuck waiting on the lift.
- SWD: The German player enters 11 RPs of models on turn 1. On the turn after the lift is triggered, he deploys an additional 7 RPs of models.
Victory Conditions: To win the game, the British player must destroy the armored door by scoring a direct hit with Gracie's AT gun. To score a direct hit, he must have line of sight to the door from Gracie, fire the AT gun and roll a 2 or greater on a six-sided die. If he misses, he should probably try again.
The German player wins if he eliminates all MI-13 models before Gracie's lift is triggered or if he eliminates Gracie once she is on the map.
Special Rules
The labels are in German! At the start of play, mix Victory Markers 1 & 2 (without looking) and place one face down on each GCP. Do not look at them.
A character may activate the GCP by moving adjacent (not diagonal) to it, facing the generator and then spending one AP to hit the switch. When the GCP is activated, flip the victory marker over.
If the Victory Marker is #1, Gracie & the German reinforcements enter the map on the next turn. Open the door to Gracie's lift during the reinforcements phase.
If the Victory Marker is #2, then it activates German marching music. The SWD player must hum some Wagner or Holst at the Allied player until the Allies spend one AP to shut the damn thing off.
Command Points and Battle Cards: the players receive CPs and battle cards as if they are fielding a force of 11 RPs (i.e. 5 CPs and 2 battle cards each before character abilities are considered). They do not receive additional CPs or battle cards when their reinforcements enter.
"Gracie's like every other woman I've ever known; hard as iron, spiteful as hell and spitting fire in an instant... and I wouldn't have her any other way." – Engineer Reginald Bates
The Special Relationship
There's a flicker of movement from down the corridor and Harold, without hesitating, snaps off a burst from his Browning. He chases it with another five rounds and is just reaching for a grenade when Slugger wrestles his arm up. "Hold on a second." From up ahead, they hear cursing. "Bleeding stupid Yank nearly shot my head off…" Slugger smiles, "Never heard a zombie speak English." He lets go of Harold's bicep.
Forces
- Lucky Seventh: Slugger Murphy and an APE Grunt.
- MI-13: Paddy Mayne and two regular Commandoes.
- SWD: 16 RP worth of troops.
Victory Conditions: The Allied players both win if they destroy the Pinger device in the control room. The German player wins if he eliminates all Allied models.
Special Rules
- Three player scenario: This is a three player scenario. Each Allied player has their own supply of command points. They share one action phase and may activate within that action phase in any order they desire. For turn bidding, each Allied player bids secretly and their bids are combined and compared to the German bid (on a tied bid, the Allies go first).
- Once per game, the Lucky Seventh player (and only the Lucky Seventh player) may invoke the Allied Intelligence rule.
- The Allied players may also combine CP expenditures to kill cards. What they cannot do is expend their command points on the other player's models.
- Should all of an Allied player's models be eliminated, he may continue to bid his command points and draw and play battle cards. Not the most interactive of roles, but at least it's something.
- Communication: The Allied players are using an open channel to communicate and the German player may listen in to their conversations. However, if Paddy and Slugger are adjacent at the start or end of an action phase, the two Allied players may have a brief conversation out of hearing of the German player.
- We'll find them in the control room: At the start of play, the German player may set up Ilsa, Gretel and/or Hugo in the control room, rather than entering them on the first turn. This is optional – he may choose to enter them normally.
- Impassable: Units may not move through or fire/leap over the Generator Control Panel.
- The Pinger: The Pinger has a Fortitude of 5 and will be destroyed after taking 2 damage points. It blocks line of sight and characters may not move through or leap over it.
The control room layout is shown on the printed map.
Make It Glow
"Sir, I came to fight a war, not to run a damn power grid." "Johnson, if we don't get enough power to keep the elevators delivering fresh ammunition, then there's not going to be a war to fight. So unless you want to be like Sarge and wield a fire axe, I suggest you help me look for some generators."
Forces
- Allies: 26 RPs worth of troops.
- SWD: 26 RP worth of troops.
Victory Conditions: The first player to accumulate 10 power points wins the game. If both players reach 10 at the end of the same turn, then keep playing until one player has more power points than the other.
Special Rules
- Generators: There are three GCPs on the map. These may not be moved through, but characters may shoot and leap over them. All generators start the scenario on a neutral setting. A character adjacent to (not diagonal) and facing the generator may activate it for 1 AP to switch it to his side. Zombies cannot activate the GCPs (even if the guy had an electrical engineering degree in life, he's a zombie now), but everyone else is allowed to activate them.
- At the end of each turn, a player accumulates one power point for each GCP providing power to his side.
Grenade Drill
In the Pacific, Marines in danger of being overrun would drop a grenade just outside their foxhole and cover up at the bottom. Down in Gibraltar, there are no foxholes to take cover in, but the APE exoskeletons favored by the Americans are almost as good. When the Browning jams and the Sturmzombies get too tight, some APEs reach for a Mk 2 and drop it at their own feet. The blast won't always get through their armor, whereas the zombies eventually will. Veterans of a grenade drill often paint a small cartoon bomb on their right arm. The most foolhardy APE in the Division – "Boomer" Red – has twelve bombs stretching from his biceps to his wrist.
Resolving a grenade drill in Incursion is as simple as spending two AP to make a grenade attack and selecting the APE's square as the initial target of the explosion.
"You think you have power? I control the very origins of life!" – Herr Doktor Hugo Von X
All That Glitters
The Doomsday Device is defused and long gone, but men with guns still roam the tunnels beneath Gibraltar. "Think we're close to the gold?" asks Christopher. "Shut it – I hear something." And, indeed, just above his own breathing he can hear it: the chugging sound of a diesel engine, somewhere nearby. "The Americans must know too. What do we do?" "I didn't come all this way just to let some Yank swipe my retirement. We grab what we came for – and if they get in the way, we take care of them too."
Forces
- Lucky Seventh: 10 RPs worth of troops.
- MI-13: 12 RP worth of troops.
Neither player may select named characters to join his forces – the heroes of Gibraltar are better than this sordid larceny.
Victory Conditions: The player who makes it off the board with more gold markers wins. If there is a tie, the player who made it off the board first wins the game. If all characters are killed without getting any gold off, both players lose.
Special Rules
- All That Glitters: Mix the Victory Markers numbered 1-5 and assign them as indicated on the map. A character may search a victory marker by moving onto its square and spending 2 AP. Flip the marker over and consult the table below:
| Victory Marker | Discovery |
|---|---|
| 1-3 | GOLD! |
| 4 | BOOBY TRAP |
| 5 | AMBUSH |
- Gold: The victory marker is gold! Gold may be carried & passed per the rules on page 6 of the main rulebook.
- Booby Trap: roll one damage die against the model conducting the search.
- Ambush: the opponent immediately places 2 zombies two squares away from the searching model. He automatically controls these zombies for this game turn (do not check for proximity).
- Not Exactly Picked Men: Both players receive 2 fewer Command Points than usual (i.e. the Americans will receive 3, MI-13 will receive 4).
- The Zombie Menace: There are still Sturmzombies beneath Gibraltar and this battle will draw a crowd. Beginning with turn 2, three Sturmzombies enter the map each turn. Roll one die for each Sturmzombie and assign it to the entrance indicated on the map.
- At the end of the Maintenance Phase, determine which player controls each zombie. A player controls a zombie if an opposing model is closer to it than his nearest model. When calculating distance, count up & down and left & right – do not count diagonally.
- If a zombie is equally close to both players, they should each roll a die to see who controls it (reroll ties). The high roller controls the zombie. Reroll ties. If an entry point is equidistant, roll off once and the winning player controls all zombies entering through that entry point this turn. Players activate Sturmzombies they control during their Action Phase. They are allowed to spend their Command Points and Battle Cards on Sturmzombies. Just so it is crystal clear, control of Sturmzombies only changes during the Maintenance Phase – nothing that happens during the Action Phase can impact who controls a Sturmzombie.
- Sturmzombies are always considered enemy models for purposes of entering and using Reaction Fire status. As a rules refresher, models do not go on Reaction Fire until the end of the Action Phase, so a player will not be taking Reaction Fire shots at the Sturmzombies he controls.
- Initiative: Players bid for going first normally. On a tie, they should each roll a die – the high roller goes first (reroll ties). Once per game, the Lucky Seventh player may invoke the Allied Intelligence rule (as set out on page 5 of the Incursion rulebook) to go first.
"The question I always get stuck on, Sarge, is whether to bring along the flamethrower or the Vickers. As a good Texas boy, I vote for the flamethrower, sir. You can never have too much barbecue."
The entry point positions (Entry 1-3 and Entry 4-6) are shown on the printed map.
No Guts, No Glory
"Here's the situation. The only tunnel which leads towards the Doomsday Device runs straight through a dark sector." "A what?" "It's what the boys call it. There's no power for the lights – the only illumination is what the men bring in with them. But that's not the bad part. No, the real problem is what lives down there." "Another one of the von X children?" "We're not sure. It's big, and it's ugly, and whatever it uses for a gun makes the tunnels shake when it fires." "Ah, a Panzeraffe. I know just the men we need."
Forces
- SWD: Panzeraffe and 17 RPs of troops. The SWD player may not select Named characters as part of his forces. The Panzeraffe is deployed in one of the two rooms marked on the map.
- Allies: If playing the US, take two Bazooka APEs and another 17 RPs of troops. If leading MI-13, select two PIAT-D gunners and another 17 RPs of troops, however you may not take Gracie. The Allied player must enter at least one Bazooka APE or PIAT-D gunner through each entry point.
Victory Conditions: The Allied player wins by destroying the Panzeraffe. The SWD player wins by killing all the Allied models.
Special Rules
- Pickets: The German player may deploy his Turn 1 Sturmzombie reinforcements anywhere inside the picket zone before play starts.
- Darkness: This scenario is fought in a dark sector. Units may not trace line of sight past 4 squares – this applies to both ranged attacks and grenades. Players should remember that the blast radius on an explosive weapon might allow a character to attack an opponent six squares away.
- Power Surge: in this scenario, if the Power Surge card is played, ignore the normal card text. What Power Surge does in this scenario is to suspend rule #2 (Darkness) for one turn, allowing LOS to be traced out to unlimited range.
- You Cannot Walk Here: German models may not enter Allied entry point squares.
- To The Last: Each turn, the Allied player receives 4 extra Command Points which may only be used by Bazooka APE or PIAT-D models. They may be used for no other purpose and do not carry over from turn to turn.
- Empty Spaces: Take note when setting the scenario up that there are two empty spaces which cover walls. These should be treated as clear spaces and may be moved through or have line of sight traced through them.
- Impassable: The GCPs are impassable to movement and block line of sight. Figures may not cross them using Leap.
"RAARRRRR!!!" – Panzeraffe
Hold The Line
MAJOR WORTHINGTON. MEN IN SUBLEVEL C REPORTED HEARING THREE ELEVATORS (USING PREVIOUSLY UNDISCOVERED SHAFTS) PASSING THEIR POSITION, HEADED FOR YOUR FLOOR. G2 SUGGESTS YOUR POSITION IS BEING TARGETED FOR A COUNTERATTACK. SUGGEST YOU DIG IN AND HOLD YOUR GROUND UNTIL REINFORCEMENTS CAN REACH YOUR POSITION. COLONEL WALKER.
Forces
- Allies: 14 RP worth of troops.
- SWD: 14 RP worth of troops. The German player may not select any named characters.
Victory Conditions: The SWD player needs to exit a total of five points of models through the available exit areas by the end of turn 7 to win the game.
Exited German models are worth points according to the following list:
| Model | Value |
|---|---|
| Sturmzombie | 1 |
| Bomberzombie | 2 |
| Blitzhund | 3 |
| Drohne | 4 |
| Panzeraffe | 5 |
The exit areas (numbered 1 to 5) are shown on the printed map.
Special Rules
- Endless Tide: Eliminated SWD models can return to play. Sturmzombies follow the normal rules laid out in the Incursion rulebook. Other SWD models may return in the reinforcement phase of the third turn after they are killed.
- Scratch Force: The first Allied model eliminated during the game may return to play during the reinforcement phase of the following turn. After he's been replaced, that's it for the Allied player.
- Exit Locations: There are five exit spaces on the board, indicated with victory markers. An SWD model may only leave from an exit space if the turn is at least equal to the victory marker. Thus, German models may not exit from the "5" space until the fifth turn of the game.
- Empty Spaces: Take note when setting the scenario up that there are two empty spaces which cover walls. These should be treated as clear spaces and may be moved through or have line of sight traced through them.
- Impassable: The GCPs are impassable to movement and block line of sight. Figures may not cross them using Leap.
"Bonelli! Get up here." Sarge had a voice on him like you wouldn't believe. You had to, as an APE trooper, because it was the only way to be heard over the armor. A diesel engine ain't what you'd call quiet.
The Hive
The Drohne weapons deployed by the SWD have made the reconquest of Gibraltar far harder than the Allied commanders expected. However, MI-13 has finally pinpointed the location of the weapons factory. Rather than attack it directly, the British elect to go in underneath it and to plant charges there to bring the floor down.
"Oh... that is sneaky. Quite rude in fact. Certainly no way for a guest to behave... We really must ask them to leave now. Eliminate them." – Gretel von X
The two floors of the Hive are shown on the printed map (Floor One and Floor Two), with the target areas marked on each.
Forces
- MI-13: 24 RPs (9 command points, 4 battle cards).
- SWD: 16 RPs plus his reinforcements (7 command points, 3 battle cards).
Victory Conditions: The MI-13 player wins the instant he detonates charges at three of the four possible locations on the map. The SWD player wins if all Allied models are eliminated and all planted charges have been defused or detonated.
Special Rules
- Planting Charges: to plant a charge, an Allied model must move on to a victory marker and expend 2 APs. Place a die on the "3" face next to the victory marker. At the end of each turn, reduce the die by 1. When it reaches zero, the charge explodes, scoring for the Allied player and attacking anything in its square or an adjacent one with one DD at a +1 (these are shaped charges, so the majority of the blast is directed downwards). Gracie's manipulators are inadequate for complex tasks and she may not plant charges.
- Defusing a Charge: to defuse a charge, a German model must move on to a victory marker and expend 2 APs. Any die on the victory marker is removed. Zombies are not up to the job of defusing charges and are prohibited from doing so.
- Reinforcements from the Factory: on turn 5, the German player receives two Drohnes that may enter the map. These enter following the normal reinforcement rules. He does not increase his command points or battle card allotment.
- Two Levels: the board in Hive consists of two levels, placed one above the other. Units may only switch between levels or interact with units on another level at the ladder markers. Each ladder marker is numbered to correspond to a ladder marker on the other map. When units move between levels, they move to the corresponding ladder marker.
- Movement: A unit may slide down a ladder for 2 APs or jump down for 1 AP. If a unit jumps, roll one die. If the die roll is greater than the unit's base APs, it suffers one damage point. If a unit lands on another model, the model at the bottom also rolls to see if he takes damage as if he had jumped. Unstoppable models are too solid to take damage from jumping down or being jumped on and models landed on by unstoppable models must add 2 to their damage test.
- A unit may climb up a ladder for 3 APs. They haven't built the ladder strong enough to take her weight, so Gracie cannot climb up ladders.
- Line of sight: models on a ladder square can shoot at models on the corresponding ladder marker on the other board. Models may take reaction fire attacks at enemy models entering their square through a ladder marker or by jumping, but they shoot after all checks for damage from the jump attempt are resolved.
He'd died at Debrecen, when an IS 2 pumped two shells into the turret of his Panther. The last thing he'd seen was the white fire of igniting ammunition rising to consume him and the feeling of the tank blowing apart around him. He'd died at Debrecen, he was certain of it. And yet here he was. ... "Is this hell?" ... "Nein, at least not yet. You are in the SWD fortress laboratory of Gibraltar and your Reich has need of you. The Americans are coming and you must fight them." ... "Ah, Heinrich, now you see why we never load them until after the reveal."
Cinematic Missions
Cinematic solitaire scenarios are for players who want to game out some of the more dramatic moments of the Incursion campaign, but who lack a friend to play along with them (or who simply want to put off going to bed for another hour). The scenarios offer some unusual situations which would be too complex or imbalanced for a standard two-player game.
Cinematic Solitaire Rules
Replenish Hand Phase: The Replenish Hand phase works differently for solitaire play. Each scenario will tell you to construct an event deck as a subset of the normal battle card deck. You will flip some of these over each turn and resolve their effects. The game system will play all the cards available to it during this phase. You may play cards you receive during the Replenish Hand phase normally. When you play a card, roll a six-sided die. On a die roll of one, your card is killed – otherwise it takes effect normally.
You may also spend CP to kill hostile cards. When you wish to kill a card, spend CP equal to the card's kill value and roll a six-sided die. On a die roll of one, you fail to kill the card and your CPs are lost, otherwise the card is killed and your CPs are expended normally. If you fail to kill a card, you can spend its kill value in CPs to try again – surely you can't roll that many ones in a row…
If the card deck ever runs out, reshuffle it.
Turn Bidding: Turn bidding is abstracted in solitaire play. You will roll one die during this phase and check the mission instructions to see which player wins initiative and goes first.
If you are playing the Americans, then once per game, you may choose to automatically win the right to go first without rolling a die (decide before you roll!).
Zombie Country
Men dug the first tunnels beneath Gibraltar – British engineers, seeking to hold the fortress against the House of Bourbon and its Spanish Allies. But men tire and require food and rest. The dead, on the other hand, do not. They will dig even as rocks shower down and cave in bones – they will dig even as naval guns hammer the earth and the walls shake from explosions. They will dig because all they know is obedience. And because the dead dig, the maps of the fortress can no longer be trusted.
Forces
- Lucky Seventh: The Allied player receives two APE grunts. He receives four command points each turn.
- SWD: Three Sturmzombies enter the board each turn. The SWD will also receive reinforcements as you explore rooms and if you dally too long on a board (see below).
During the German reinforcement phase of turn 11, a Drohne enters board 1 (if the Allied models are still on the first map). During the German reinforcement phase of turn 21, a Drohne enters board 2. If the Allied player somehow reaches board 2 after 21 turns have passed, the Drohne enters the board on the turn he moves onto the map.
Special Rules
This is a solitaire scenario. The Allied player is trying to explore the rooms on the two maps and then get his men out. He must exit at least one APE and score 5 victory points to win. He scores 1 victory point for each room explored and 1 victory point for each Allied trooper who makes it off of board 2.
He starts on map 1 and plays until all Allied troopers are dead or have exited the map. He then turns the board over and plays on map 2 until all Allied troopers are dead or have exited the map. Once an Allied trooper leaves a map, it may not return to it.
Units cannot move, shoot or leap through the two squares occupied by Generator Control Panels on map 1.
Solitaire Rules
Turn Bidding: Roll one die during the turn bidding phase. On a six, the Germans win initiative and go first. Increase the Germans' chance of winning initiative to a five or six if a German model has an Allied figure in its line of sight during this phase. On any other result, the Allies go first. Once per game, the Allied player may choose to automatically win the right to go first without rolling a die.
Cards: Build a deck of 24 cards – use Power Surge, V-Stimulator, Major Injury, Wild Weasel (A), Medic Kit (A), Boosted Pinger, Pour It On! (A), Bucking for a Medal, 2x Lucky Devil (A), 2x Brainwurst, 3x Low on Ammo, 3x Booby Trap, 2x Rackley Hated His Mask, 2x Minor Injury, 2x Jammed Radio.
Beginning with the turn after the Allies enter a map, flip two cards over each turn. Cards marked (A) are played by the Allied player as he chooses – he may hold up to two cards at a time. The other cards are automatically played by the system – effect cards target a randomly determined Allied model. If an Allied model already has had the effect played on it, do not repeat the effect unless it is the only remaining model.
When (if) the Allied player advances from map 1 to map 2, kill all cards in play and reshuffle.
Entering German Reinforcements: Roll a die for each Sturmzombie and enter it through the entry point indicated on the map. Drohnes always enter through the Allied exit area when the requisite number of turns have passed.
Moving German Units: Sturmzombies and Bomberzombies always move along the shortest route possible to attack the closest APE. They use as many AP as possible to advance until they are adjacent and walk blithely into Allied line of sight – they do not try to lurk. If a corridor becomes choked off by German units, others will divert along other corridors. Once adjacent to an Allied model, they attack with their remaining APs.
Blitzhunds move along the shortest route possible to attack the closest APE but do not enter LOS if they would not have enough APs to move adjacent to their target.
Drohnes fire their LMGs at any Allied models present in or entering their line of sight. If there are no Allied models in LOS, they move to the space indicated Drohne Sentry Point near the Allied exit point and wait there. A Drohne will only enter a space where it would have LOS to an Allied model if it would have an AP to fire with.
A German model which moves adjacent to an Allied model during the German action phase receives one extra AP to make a hand-to-hand attack with.
German units will not open doors to unexplored rooms. Once a room has been explored, they will open its doors and enter it normally.
Exploring Rooms: At the start of the game, turn the victory markers face down, mix them and place one counter in each room on board 1 (you will have five left – place them to the side without looking at them). When the Allied player advances to board 2, mix the unassigned victory markers and place one in each room on board 2 (you will have two left – discard them without looking at them).
When an Allied model opens the door to a room, turn over the victory marker and place the contents inside the room. Randomly determine which model goes where in the room.
| Victory Marker | Room Contents |
|---|---|
| 1 | DROHNE WITH REACTION FIRE COUNTER |
| 2 | 4 STURMZOMBIES |
| 3 or 4 | BOMBERZOMBIE & 2 STURMZOMBIES |
| 5 or 6 | 2 STURMZOMBIES. PLUS ENTER BLITZHUND THROUGH RANDOM GERMAN ENTRY AREA NEXT TURN |
| 7 | APE GRUNT – HE MAY SPEND HIS APS UNTIL NEXT TURN. DO NOT INCREASE YOUR CPS |
| 8 | EMPTY! |
Placing Models: Models placed in a room are positioned with the dice-roll grids printed in the book (the grid diagrams are reproduced here as text):
- 2 x 3 Room: the room's squares are numbered 1 2 3 / 4 5 6.
- 3 x 3 Room: roll one die for the X axis and one die for the Y axis, using the ranges 1-2, 3-4, 5-6 on each axis.
- 3 x 5 Room: roll one die for the X axis and one die for the Y axis (reroll 6 on the Y axis). The X axis ranges are printed as 1-2 / 1, 2, 3, 4, 5 in the book.
"Did you just hear something? A kinda whirring, ticking noise? No? Okay, you can take point." – Private 'Spook' Venkman
Unstoppable
The Blitzhund comes around the corner right into a stream of Vickers fire. It takes ten, maybe twelve rounds, to the upper torso, spins and drops flat. Gretel sighs, "Well, that was disappointing." Ilsa giggles behind her mask and says, "Keep watching, mein schwester." The APE with the machinegun has turned around to joke with his comrades. He finishes the exchange and turns back just in time for the Blitzhund to bite his mask – and face – clean off. "Father made this one especially for me. Whatever gets shot off simply grows back. I normally use it for target practice, but I figured I'd let it out to play with the Americans for a while."
Forces
- Lucky Seventh: The Allied player receives the APE Sarge and two Grunt troopers representing all that is left of a once proud squad. He receives five command points each turn (not including the bonus for "Sarge in Charge" if Sarge is still alive).
- SWD: Six Sturmzombies enter the board each turn. The Blitzhund (Mark V) enters on turn two.
"I don't think it wants to play ball..." – Sergeant 'Hammer' Greenberg
Special Rules
This is a solitaire scenario. The Allied player is trying to kill the Blitzhund (Mark V). From the standpoint of the generals who are ensconced safely outside Gibraltar, that is the only thing which matters, but your men would sure appreciate it if at least one survived the scenario.
Solitaire Rules
Turn Bidding: Roll one die during the turn bidding phase. On a six, the Germans win initiative and go first. Increase the Germans' chance of winning initiative to a five or six if a German model has an Allied figure in its line of sight during this phase. On any other result, the Allies go first. Once per game, the Allied player may choose to automatically win the right to go first without rolling a die.
Cards: Build a deck of 20 cards – use Power Surge, V-Stimulator, Wild Weasel (A), Medic Kit (A), Boosted Pinger, 2x Lucky Devil (A), 3x Brainwurst, 2x Low on Ammo, 2x Booby Trap, 1x Extra Ammo (A), 3x Minor Injury, 2x Jammed Radio.
Beginning with turn two, flip two of these cards over each turn. Cards marked (A) are played by the Allied player as he chooses – he may hold up to two cards at a time. The other cards are automatically played by the system. Always target the Allied model closest to the GCP first. If an Allied model already has had the effect played on it, select another model unless it is the only one remaining on the board.
Entering German Reinforcements: Roll a die for each Sturmzombie and/or the Blitzhund (Mark V) and enter it through the entry point indicated on the map.
Moving German Units: Move the Blitzhund (Mark V) before moving any Sturmzombies. The Blitzhund moves towards the Allied model closest to the GCP. It will stop to attack and eliminate any Allied model that uses reaction fire against it.
German Sturmzombies always move along the shortest route possibly to attack the closest APE. They use as many AP as possible to advance until they are adjacent and walk blithely into Allied line of sight – they do not try to lurk. If a corridor becomes choked off by German units, others will divert along other corridors. Once adjacent to an Allied model, they attack with their remaining APs.
If a Sturmzombie finishes its movement and ends up adjacent to an Allied model, assign it one extra AP to attack with.
German units open doors normally.
Blitzhund (Mark V): Except where otherwise noted, the Blitzhund (Mark V) has the same stats as a normal Blitzhund. It has four damage points and adds the roll of a six-sided die to its action points when it activates. So far, not too bad, right?
But Ilsa wasn't kidding – the Blitzhund really is unkillable with bullets. When it runs out of damage points, it simply falls prone rather than being removed from the game. During the German Reinforcements Phase, the Blitzhund regains all of its lost damage points. When knocked down, the Blitzhund may only attack units in its square or spend one AP to stand back up. It does not count as an enemy model, which allows Allied units with LOS to its square to enter reaction fire mode.
The only way to kill the Blitzhund is by destroying the GCP in the generator room while the Blitzhund is in the room. An APE can choose to reaction fire at the GCP rather than the Blitzhund if the Blitzhund spends an AP in his line of sight. The GCP has a Fortitude score of 5 and one damage point. When it is destroyed, anything within the fifteen squares indicated as belonging to the room is instantly killed by the electrical discharge.
Sisterly Love
The Schmeisser stutters a burst and the APE topples over onto the floor with holes punched in the goggles of his gasmask. Sarge turns to the man next to him and says, "To hell with this – we have the murderous bitch trapped in there. Go get me a Bangalore." Ilsa is a good twenty feet ahead of the Sturmzombies and even the Blitzhund is having trouble keeping up with the von X sister. "Come on – faster! We have to save her…"
Forces
- SWD: The German player receives Gretel (with four damage points applied to her), Ilsa and 6 RPs worth of troopers. He receives 5 command points each turn, plus Gretel's four bonus command points.
- Allies: The Allies deploy the APE Sarge and four Grunt troopers.
Special Rules
This is a solitaire scenario. The German player needs to exit both Ilsa and Gretel from the map through a German entry point to win.
There is a ticking clock putting pressure on the German player here. Each turn, one Allied model (and only one) in the room outside Gretel's lair can spend 3 APs working on the Bangalore. After 6 turns worth of actions have been expended, the Bangalore is complete and Gretel (if she is still in her starting room) is blown to pieces.
Out of Grenades: Gretel is out of grenades and may not throw any over the course of the scenario.
Solitaire Rules
Turn Bidding: Roll one die during the turn bidding phase. On a five to six, the Allies win initiative and go first. Increase the Allies' chance of winning initiative to a four, five or six if an Allied model has a German figure in its line of sight during this phase. On any other result, the Germans go first.
If the German player plays the Intel Briefing card and it is not canceled by a die roll, he can play it to take back initiative from a successful Allied roll.
Cards: Build a deck of 25 cards – use 2x Minor Injury, 2x Brainwurst (G), 3x Armor-Piercing Ammunition, 2x Lucky Devil (G), 2x Bucking for a Medal (G), 2x Low on Ammo (G), 2x Extra Ammo (G), Power Surge (G), V Neutralizer, Screecher Gear, Blaze of Glory (G), Critical Hit (G), Intel Briefing (G), Hidden Tunnel (G), Crushing Blow (G), Battle Rage (G) and Major Injury.
Beginning with turn two, each turn flip three of these cards over. Cards marked (G) are held or played by the German player as he chooses – he may hold up to three cards at a time. The other cards are automatically played by the system – armor piercing ammunition targets Sarge if he is alive or a randomly determined Allied Grunt if he is dead or already has AP ammunition. Minor & major injury cards target Ilsa first and then Gretel if Ilsa is already affected by the card.
Allied Movement: Each Allied model has its own logic tree and moves through the following steps in order when spending APs. Start at the first step in the tree and go through it once for each AP (& CP), restarting the process whenever a point is spent.
- If there is a German model in line of sight, the Allied model fires at it with its LMG. If there are multiple German models, it shoots at the one worth the most RP.
- If Gretel remains in the back corridor and the Allied model is in the room with the Bangalore, it expends 3 APs to advance the Bangalore's progress by one turn. Only one Allied model may do this each turn.
- If the Allied model could turn and bring a German model in line of sight, it does so.
- If the Allied model could throw a grenade and roll a DD against a German model out of line of sight, it does so.
- If the Allied model is on defend orders, it remains in place.
- If the Allied model is on other orders, it will move towards its objective. However, an Allied model will not spend its last AP to move into line of sight of a German model. Allied models on reaction fire orders shoot at any German units entering their line of sight.
Allied Orders: Each turn, as long as Gretel is confined, the lowest numbered Grunt in the bomb room works on the Bangalore.
- Sarge: Moves relentlessly towards Ilsa and shoots her full of holes at the first opportunity. Receives d3 extra APs each turn.
- Grunt I: Remains at his starting location and works on the Bangalore. He covers the door to the room Gretel is trapped in and fires on Gretel if she shows herself. Receives d3 extra APs each turn once he fires his weapon or is attacked.
- Grunt II: Defends in place. If Grunt I is attacked or killed, he moves to the room to assist.
- Grunt III: Defends in place. If Grunt I is attacked or killed, he moves to the room to assist.
- Grunt IV: Moves to the location indicated on the map, faces to the south and opens the door. Once in place, he defends there – if Grunt I is attacked or killed, he moves to the room to assist. Receives d3 extra APs each turn.
Should Gretel escape the corridor where she starts the game, all of the Grunts change orders. They will now advance towards the closest von X sister and attempt to eliminate her before she can escape. While under these orders, each grunt receives d3 extra APs when activated.
"How dare they. HOW DARE THEY!!" – Gretel von X
The Killing Jar
When the last of the APEs has passed through the corridor, Ilsa flips the lever. The wall drops like a guillotine, neatly sealing the way back off. The Amerikaners turn, confused – one stitches the door with his machinegun, tracing a line of sparks across its surface to no effect. She smiles and depresses another button before leaning over to the microphone. Thick bilious gas begins to flood in from the sides of the tunnel. One of the Americans shrugs on his gas mask and heads into the cloud, only to come running back out clawing at his face. His mask is melting, along with the paint on his armor. "You're in my jar now, little caterpillars. And I am so looking forward to what you'll become…" – Ilsa von X
Forces
- SWD: 7 Sturmzombies each turn.
- Lucky Seventh: 14 Resource Points. Slugger Murphy is too much of a hero to be caught in this trap and so he may not be chosen for this scenario. 6 Command Points per turn.
Victory Conditions: The American player wins by having two Allied characters in the pump room with the doors sealed and the generator on at the end of any turn.
Special Rules
- The gas: At the start of play, the Doomsday marker is placed at the left side of the board. Beginning with round 1, at the start of each round, it advances d3 columns to the right. At the end of each turn, each Allied model in the row occupied by the gas marker or to the left of it suffers one or more DD. The first turn they are exposed, they suffer 1 DD, the second 2 DD, etc. If an Allied model is out of the gas at the end of its turn, then it goes back to taking 1 DD the next time it is exposed. Any Allied model killed by the gas becomes a Sturmzombie.
- The generator: An Allied model may activate the generator for the air pumps by moving adjacent to the generator and spending 1 AP. Once the generator is activated, Allied models in the room do not take a DD from the gas.
- Sealing the doors: An Allied model may seal a door to the pump room by closing it and then spending another AP to weld it shut. Once a door is welded shut, it may not be reopened.
Solitaire Rules
Turn Bidding: Roll one die during the turn bidding phase. On a six, the Germans win initiative and go first. Increase the Germans' chance of winning initiative to a five or six if a German model has an Allied figure in its line of sight during this phase. On any other result, the Allies go first. Once per game, the Allied player may choose to automatically win the right to go first without rolling a die.
Cards: Build a deck of 22 cards – use Major Injury, V Stimulator, Thousand Yard Stare (A), Boosted Pinger, Bucking for a Medal (A), Pour It On! (A), Wild Weasel Device (A), Medic Kit (A), Booby Trap (x3), Jammed Radio (x2), Lucky Devil (x2)(A), Brainwurst (x2), Low on Ammo (x2), Minor Injury (x3).
Each turn flip two of these cards over. Cards marked (A) are played by the Allied player as he chooses – he may hold up to two cards at a time. The other cards are automatically played by the system – effect cards target the Allied model in the rightmost column. If an Allied model already has had the effect played on it, play the card on another Allied model if it is the only one left. If multiple models are in the rightmost column, determine which gets the card by a random die roll.
Entering German Reinforcements: On turn one, enter two Sturmzombies through entry areas A and C and three through entry area B.
After turn one, look at the closest Allied model to the pump room. Enter three Sturmzombies through the nearest German entry area to this model and two Sturmzombies through the next two closest entry areas. If additional zombies are available due to the Brainwurst card, assign them randomly among these three entry areas.
Moving German Units: German units always move along the shortest route possibly to attack the closest APE. They use as many AP as possible to advance until they are adjacent and walk blithely into Allied line of sight – they do not try to lurk. If a corridor becomes choked off by German units, others will divert along other corridors. Once adjacent to an Allied model, they attack with their remaining APs.
A German model which moves adjacent to an Allied model during the German action phase receives one extra AP to make a hand-to-hand attack with.
The gas progress track (1 2 3…) and the pump room are shown on the printed map.
No More Noise
"No problem, sir, I'll round the lads up and we'll scout the entrance." "Great. There's just one more thing." "What?" "Errr… we can't have any firing in there. Can't let the Jerries hear we're coming, can we?"
Forces
- MI-13: Corporal and three Commandoes. 5 Command Points.
- SWD: 16 Sturmzombies. Place them as shown on the map.
Victory Conditions: The British player wins by eliminating all of the Sturmzombies on the board.
Special Rules
- Straight Silver: the MI-13 commandoes are under orders to do this quiet-like. If they discharge a gun or throw a grenade, they lose the scenario instantly.
- Right at the Base of the Neck: MI-13 commandoes add 1 to their hand-to-hand DD when attacking a German model from the rear (outside its LOS) in hand to hand combat.
- The Mission's Blown: The MI-13 commandoes can elect to use their submachine guns and/or grenades at the start of any MI-13 action phase. Doing so means they lose the mission, but the player may achieve a moral victory by getting a few men out alive.
- Reinforcement Sturmzombies: only arrive if the Brainwurst card is in effect or the mission is blown.
Solitaire Rules
Turn Bidding: Roll one die during the turn bidding phase. On a six, the Germans win initiative and go first. On any other result, the Allies go first.
Cards: Build a deck of 25 cards – use Boosted Pinger, V Stimulator, Liquid Courage (A), Savage Fury (A), Crushing Blow (A), Battle Rage (A)(x2), Lucky Devil (A)(x2), Bucking for a Medal (x2)(A), Jammed Radio (x2), Rackley Hated His Mask (x3), Brainwurst (x3), Booby Trap (x3), Minor Injury (x3).
Each turn flip two of these cards over. If the Corporal is alive, flip over one additional card and then discard the card of your choice without it taking effect.
Cards marked (A) are played by the Allied player as he chooses – he may hold up to two cards at a time. The other cards are automatically played by the system – effect cards target a random Allied model. If an Allied model already has had the effect played on it, play the card on another Allied model if it is the only one left.
The Allied player may kill cards normally using his CP allocation. When the Allied player plays a card, roll one die. If the roll is a one, the card is killed – otherwise it takes effect. Reshuffle the card deck if it runs out.
Entering German Reinforcements: There are normally no German reinforcements. If the Germans receive Sturmzombies from the Brainwurst card, enter them through a random entry area. If an Allied model fires a submachinegun or throws a grenade, six Sturmzombies enter each turn until all Allied models are dead or have left the board through the Allied entry point.
Moving German Units
I smell your brains!: At the start of the German turn, roll one die and add 2. All Sturmzombies within this range of an Allied model "lock on" to it and receive additional CP.
Locked On: Once "locked on" German units always move along the shortest route possibly to attack the closest commando. They use as many AP as possible to advance until they are adjacent and walk blithely into Allied line of sight – they do not try to lurk. If a corridor becomes choked off by German units, others will divert along other corridors. Once adjacent to an Allied model, they attack with their remaining APs. Always move the closest Sturmzombies first.
After a "Locked On" Sturmzombie has finished its normal allocation of APs, roll 1d6. On a 1-3, it receives an additional AP. On a 4-6, its move is complete. Keep rolling for additional APs until the Sturmzombie kills an MI-13 model or rolls a four to six.
Sturmzombies which do not "Lock On" patrol. Roll one die for each such Sturmzombie to determine which direction it moves in. Sturmzombies move two squares (do not worry about AP) in the indicated direction. If they hit a wall, they move along it – roll randomly to see which direction they move in. A Sturmzombie always ends its movement facing the direction it last moved in.
The directions are numbered 1 to 5 in the printed diagram (1 at the top, 2 to the right, 3 at the bottom, 4 to the left, 5 staying in place). On a (6), the Sturmzombie moves towards the closest Allied model but does not Lock On.
Zombie bait trumps the "Locked On" rule.
Newly entered Sturmzombies always move towards the closest Allied model on the turn they arrive.
The Guns of Gibraltar
"There are two of them and, as long as they are between us and the British, we'll never find out what's going on down in the tunnels. You need to take a few men in there and clear the machines out – and it needs to be done quickly, before the SWD executes whatever scheme it's cooking up."
Forces
- Lucky Seventh: The Allied player receives 11 RPs worth of models. He may not select any named characters.
- SWD: Six Sturmzombies enter the board each turn. Place a Drohne under reaction fire orders in each of the marked rooms.
Victory Conditions: This is a solitaire scenario. The Allied player is trying to kill the two Drohnes by the end of the ninth turn. If he fails, there is too little time to warn command about the coming SWD counterattack and a lot of good men lose their lives. Nicely done.
Special Rules
- Impassable: Units cannot move, shoot or leap through the four squares occupied by Generator Control Panels.
- Doing it the hard way: The Allied models do not have any grenades.
Solitaire Rules
Turn Bidding: Roll one die during the turn bidding phase. On a six, the Germans win initiative and go first. Increase the German chance of winning initiative to a five or six if a Sturmzombie has an Allied figure in its line of sight during this phase. Increase the German chance of winning initiative to a four, five or six if a Drohne has an Allied figure in its line of sight during this phase. On any other result, the Allies go first. Once per game, the Allied player may choose to automatically win the right to go first without rolling a die.
Cards: Build a deck of 24 cards – use Power Surge, V-Stimulator, Wild Weasel (A), Medic Kit (A), Boosted Pinger, Major Injury, 2x Lucky Devil (A), 2x Bucking for a Medal (A), 2x Extra Ammo (A), 2x Brainwurst, 2x Low on Ammo, 2x Booby Trap, 2x Minor Injury, 2x Jammed Radio, 2x Rackley Hated His Mask.
Beginning with turn two, each turn flip three of these cards over. Cards marked (A) are played by the Allied player as he chooses – he may hold up to two cards at a time. The other cards are automatically played by the system. Always target the Allied model closest to a Drohne first. If an Allied model already has had the effect played on it, select another model unless it is the only one remaining on the board.
Entering German Reinforcements: Assign one Sturmzombie to each German entry area and then roll randomly for where the remaining three enter.
Moving German Units: Move Sturmzombies before Drohnes.
German Sturmzombies always move along the shortest route possibly to attack the closest APE. They use as many AP as possible to advance until they are adjacent and walk blithely into Allied line of sight – they do not try to lurk. If a corridor becomes choked off by German units, others will divert along other corridors. Once adjacent to an Allied model, they attack with their remaining APs.
If a Sturmzombie finishes its movement and ends up adjacent to an Allied model, assign it one extra AP to attack with.
Drohnes will normally wait on reaction fire. If they could spend 3 or fewer APs and place an Allied model in line of sight, they do so. They then spend their bonus CP (see below) to fire.
German units open doors normally.
Bonus CP for Drohnes: Drohnes which have an Allied model in their line of sight after they have expended their normal allotment of action points receive CPs to conduct fire attacks with until all Allied models are dead or they tweak. Assign them one CP at a time and, each time you give them a CP, roll to see if their activation ends due to signal overload. The first CP assigned in a turn ends the Drohnes' activation on a die roll of 1, the second on a 1-2, the third 1-3, etc.
"It's not the spikes, crazy screams or even the decaying body parts that bother me about the zeds. It's the smell. They just smell real, real bad." – Private Chad 'The Nose' Bergerac, APE
Frequently Asked Questions
Source: the Incursion FAQ printed in the SNAFU book's Player Help section (pp. 53-56).
Maintenance Phase
Battle Cards and Command Points
Q: If players have differing numbers of Requisition Points for the mission does this mean that they might have differing numbers of Command Points and Battle Cards? A: Yes. If you have 14 RP and the other player gets 12, your hand would be 3 and your opponent's would be 2.
Q: Are the numbers of Command Points and Battle Cards based on the mission RP or the RP actually spent by each player? A: They are determined by the Mission RP level.
Deployment
Q: Do Sturmzombies have to be placed in groups of three at entry points or can they be divided as the SWD player wishes? A: Individual zombies may be deployed from any German entry point just like other German models.
Q: Do you get to choose a model's facing when it enters the board via an entry point? A: The model moves as if it had paid 1 AP to move forward into that space from whatever direction it would be eligible to do so. In the case of Hidden Tunnel, choose your facing.
Action Phase
Movement
Q: May a model move on a square with a Generator Control Panel on it? A: Yes. GCP's do not block movement or LOS.
Line of Sight
Q: Can a model in a corridor "face the wall" and go on Reaction Fire so he can have LOS in both directions? A: Yes. 180 degree LOS.
Q: Is it possible to draw a line of sight when the line drawn between the centre of the firer's square and the centre of the target square intersects the corner of a wall? A: Yes.
Reaction Fire
Q: If an action kills a model that is in reaction fire mode, does it still get to make the reaction fire? A: No. Action prior to reaction. You can't react if the action in question kills you.
Q: Do hits scored that cause an "Out of Ammo" result (i.e. a double) still cause damage? A: Yes.
Q: Does being Out Of Ammo prevent firing later in the turn (when, for example, the model is yet to activate)? A: No. He only loses Reaction Fire, not the ability to shoot in his own turn.
Grenades
Q: What is the area of effect of a grenade blast? A: Grenade blasts affect an area that is 3x3 squares. In a tunnel, walls absorb some of the blast, and the same applies in a narrower corridor.
Q: Is it permitted to throw a grenade when you don't have LOS to an enemy model? For example, when an enemy model is around a corner but will be caught in the blast area of a grenade thrown to a square that is within the throwing model's LOS. A: Yes.
Flame Thrower
Q: Do flamethrowers deal damage upon hitting an enemy or just later if the enemy spends AP in a square that is on fire? A: Yes, upon hitting and enemy then subsequently when AP are expended by the enemy.
Q: When you leave a square that's on fire do you take a DD roll? A: No.
Hand to Hand
Q: Can all of the Zombies attack the APE in HtH? A: Yes.
MI-13 Corrigan Gut Gun
Q: Do Corrigan Gut Guns follow the basic rules for shotguns in addition to their special rules? A: Yes.
Mission Dossiers (FAQ)
Twitcher
Q: When a model picks a VP counter that is a zombie, do they attack Germans too? A: Yes.
Q: Can the Allied player control zombies created in this way? A: Yes.
Orders of Battle (FAQ)
The US Lucky Seventh – Slugger Murphy
Q: Does a roll of 1 when firing Bambi mean that he can use no more APs (or CPs) at all that turn? A: Yes.
APE Sarge
Q: If an APE Sarge gets a battle card which allows him extra AP, can these be given to other models using his Tactical Fulcrum rule? A: Yes. In the case of pure extra AP and not "situational" AP (such as Bat Outta Hell).
Q: Can the Sarge's APs be used by other Lucky 7 members if he is yet to enter the board from his entry point? A: No. The Sarge must be both on the board AND activated in order to use the Tactical Fulcrum rule.
German SWD – Hans the Hunter
Q: Is a model on reaction fire able to react to being fired at by Hans' harpoon? A: If the model is not killed by the harpoon then the reaction fire shot happens prior to being dragged forward.
Q: What can a harpooned model do during his turn? A: Harpooned models can do everything but move.
Bomberzombies
Q: If a Bomberzombie has a card that allows it to roll extra DD in combat and/or to add to the DD rolled, do these apply to his Ka-BOOM! attack? A: This is a special close combat attack only in the sense that the attack is the detonation of the naval mine. It possesses an inherent strength as defined in the Bomberzombie rules. No buffs may be applied to the explosion.
Battle Cards (FAQ)
Bat Outa' Hell
Q: If a model uses Bat Outa' Hell to move into the LOS of an enemy model that is in Reaction Fire mode is the model subject to one Reaction Fire shot per two squares moved or is it targeted after each square moved? A: One shot per square moved. Though the model pays no points for the action, it's still an action.
Crushing Blow
Q: Does a model using this card get +1 to every dice it rolls in HTH, or a cumulative bonus for each HTH attack made in a turn? A: This is not cumulative, it's simply +1 as it says.
Q: Does a model rolling multiple dice in combat add this bonus to each die? A: Yes, per the card.
Medic Kit
Q: Can this card be used if a model takes multiple wounds from a single source that would result in its death? A: No. The card is clear. May only be used if model is not dead.
Pour it on
Q: Does this work during Reaction Fire? If so, can you cancel an "Out of Ammo!" result, rerolling one of the dice? A: Yes, any DD. Remember though, the rules say that by default no die may ever be rerolled more than once.
Rackley Hated His Mask
Q: Can this card be played on a model on your own side? A: Yes.
Q: If yes, then can the newly-created zombie be activated if the model that it replaced had already activated in that turn? A: No, that model already activated when it was still alive.
Snafu
Q: Can a SNAFU be used to cancel another SNAFU? A: Yes, and you can have chain reaction SNAFU.