Zombie Kill

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    T Bat Ti Ft!A solo or two player scenario for the new

    Amazing War Stories: Pulp Action in WWIIsupplement.

    by

    Richard A. Johnson

    Copyright 2006 by Rattrap productions LLC

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    Amazig Wa Stis: Pulp Acti i Wld Wa II

    Terror BeneATh TheIr FeeT

    by Sam Wolverton

    Sarge! Sarge! One of thems rabbiting!

    Sergeant Bill Drummond spun, Thompson M1A1 submachinegun rising to his shoulder, and

    saw the white ghost of a lab coat slip around a corner in the bunker laboratory.

    Secure the prisoners! barked Drummond. Dreiberg! Kovacs! With me!

    The three men moved swiftly down the bunker corridors, the barrels of two M1s and a

    Thompson scanning every doorway and shadow, nding the way to the entrance steps clear. The

    scientist was out in the open.

    Rain pounded down from the sky as Drummond rose from the ruins of the breached

    steel door. Located beneath a simple French farmhouse in Mulhouse, beneath panels of frail

    wood disguising a security door so very far from weak, the Nazis had maintained the perfectcamouage for a top secret weapons lab. OSS operatives had secured intelligence of the labs

    location and security compliment, but not its purpose. That was Drummonds task: breach the

    structure, secure prisoners and intelligence, and make the whole damn thing a crater.

    The eld behind the house was a mire and the rain a curtainzero visibility. Icy rain poured

    down Drummonds helmet and into his eld jacket. The eeing scientist was nowhere in sight.

    Damn it all to Hell Drummond cursed through clenched teeth.

    A bolt of lightning split the sky. In its ash, the white of a lab coat stood out against the

    muddy eld.

    Drummond raised his Thompson and squeezed a short burst in the direction of the fading

    afterimage of the coat. The echo of the submachine guns report faded from his ears, and then heheard the pained screams.

    He, Dreiberg, and Kovacs made their way through the mud and to the spot where the

    scientist lay sprawled on his stomach, right leg chewed by several .45 rounds, arms desperately

    clawing at the mud for freedom and nding no purchase.

    Halt! ordered Dreiberg. Auslieferung!

    The wounded man slowly rolled over. His eyeglasses were blind with rainwater. His left hand

    clenched a control box, thumb hovering over a button.

    Bomb, thought Drummond. Suicide. He thought of three graves in the swamp of a ooded

    French eld.

    The scientist pushed the button. Drummond pulled the trigger.A second later, Drummond and his men stood over the dead scientist.

    What was that box for? asked Kovacs. Not a bomb. An alarm . . . ?

    Before Drummond could answer, Kovacs gasped, pinwheeled his arms, and then

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    disappeared under the mud. The muck began to churn. Hands emerged from the ground and

    reached out for Drummond.

    Drummond was backpedaling, his Thompson spitting re from one hand and his M1911A1

    from the other, trying to get clear of the tangle of hellish things in earth-stained SS regalia. He

    functioned on training alone because stark terror overwhelmed rational thought.Dead things. Buried, damned things. But the control box . . . the button. Science? Are these

    the weapons?

    Round after round tore through the horde. Flesh tore, bone broke, and foul uids splattered.

    Sweet God, theyre not falling. . . .

    One of the things lunged, a Sturmmann insignia on its collar and rotten jaws snapping.Drummond met the lunge with his pistol, muzzle ush against the undead stormtroopers

    forehead. He squeezed.

    The thing folded like a jackknife and fell into the mud and gore.

    A shot to the head! The brains are still alive. The box controls the brains. Take out one or the

    other and theyre no damn good.

    Drummond had to fall back, reload, get to the bunker entrance. He had to nd Dreiberg, but

    Dreiberg was nowhere to be seen. He had to be dead.

    Real dead. Not dead like these things.

    Drummond was almost to the farmhouse now and the rest of rd Platoon was pounding up

    the bunker steps and stopping short at the insane sight before them.Wha? Sarge? The hell?

    Charlie! Drummond screamed as he rammed a clip into the Thompson and racked the

    slide. Go for head shots! Dont stop till theyre scraps! Dont stop till theyre dead and gone!

    FIRE!

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    The Scenario

    A small band of Allied GIs have to ght their way

    through the undead horde of Nazi Zombies and nd

    the Axis ofcer controlling them. But the zombies

    keep coming. Just when you think their all dead-aga

    another batch pops up. Can the GIs get through? Canthey kill the zombie controller? This scenario can be

    played solo using the solo rules below or a second

    player can take the part of the Axis models.

    The Table

    The table should be long and wide. Players sho

    feel free to set up any terrain they would like for the

    scenario but there should be plenty of cover for the

    zombies to move through. The only thing needed is

    room (if indoors) or a building/bunker (if outdoors) fthe controller to be in when he is revealed.

    Set-Up

    The Allied Player sets up at the edge of the board farthest from the building/room that the Axis Ofce

    will appear in. The Axis models are not placed until they are revealed by Encounter Cards.

    Characters

    The Allied gets one Grade 3 Ofcer, one Grade 2 NCO, and up to two Grade 1/2 Green Soldiers.

    The Axis side should have a Grade 3 Axis Ofcer and an unlimited number of Grade 1/2 Nazi Zombi

    Victory Conditions

    The Allied player wins if he can kill the Axis Ofcer controlling the Nazi Zombies.

    Encounter Cards

    Players should use a deck of standard playing cards. They should take out Ace through 10 in one suit

    and a through 10 in another suit. There should be nine encounter markers numbered through 10.

    nine markers should be placed around the board at least 6 from any table edge and no more than 4

    from the Allied players starting point. Unlike normal.45 Adventure games, the Encounter Markers a

    not removed as they are revealed. Each marker will correspond to an Encounter Card. At the beginninof each turn, a card from one suit should be turned over. This card will determine where the encounte

    appears (i.e. if the player turns over a 2, then the encounter will correspond to Encounter Marker 2).

    After this, a card from the second suit should be turned over. This will reveal what the encounter. Onc

    10 zombies have been killed, the Ace should be shufed into the Encounter Cards set and any played

    cards should be added back in as well. If at any point the entire Encounter Deck has been played

    through, both decks should be reshufed.

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    Special Abilities

    Directed Fire: Models with this ability can direct group members to shoot at a weak spot in an oppos

    model (model being attacked must be designated as having a weak spot). The model with this ability

    spends an action to direct re, all other friendly models within 6 are assumed to have Dead Shot aga

    the target model(s).

    Cause Fear: Cause Fear comes in three Grades (just like model archetypes). The Grade level reects

    which Grade type and lower the Fear effects. Cause Fear (Grade ) will cause Models of Grade , Gr

    1, or Grade 1/ to make a GUTS (GT) check or suffer the effects of panic. Any model that comes with

    6 of a Fear-Causing model must take the panic check.

    Use Invention: Use Invention is a new ability that allows a model to use an Invention without having

    the Inventor archetype in play.

    Zombie: Models with this ability have no free will and no physical sensations. As such, they are

    immune to any test that requires a BRAINS or GUTS check, also, poisons have no effect on them. Thcannot use weapons of any sort and they cannot check clues (but they can trigger traps). Zombies can

    carry items but only after the item has been given to them by a non-zombie model.

    Nazi Zombie (Grade 1/2)

    Location (Die Roll) Base DR Wound Level

    Head (1) Brains=N/A 6 BR=N/A Killed*

    Torso (2-5) Brawn=3

    Guts=N/A

    6 BW=3

    GT=N/A

    No Effect

    BW=3

    Arms (6-7) Heater=N/A

    Shiv=2

    6 HT=N/A

    SH=2

    HT=N/A

    SH=1

    No effect

    SH=1

    Legs (8-10) Dodge=2

    Speed=4

    6 DG=2

    SP=4

    DG=1

    SP=2

    No effect

    DG=1; SP=1

    *Weak Spot

    Special Abilities: Cause Fear (Grade 1), Zombie

    Weapon

    Close Combat Short Medium Long

    Range TH WS Range TH WS Range TH WS Range TH WS

    Claw/Bite 0 0 BW+2 -- -- -- -- -- -- -- -- --

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    7

    Name: Captain Miller Class: AlliedOfcer (Grade3)

    Location (Die Roll) Base DR Wound Level

    Head (1) Brain=3 4 BR=3 BR=2 Unconscious

    Torso (2-4) Brawn=3

    Guts=8

    4 BW=3

    GT=8

    BW=2

    GT=8

    BW=2

    GT=8

    BW=1

    GT=7

    Unconscious

    Arms (5-7) Heater=4

    Shiv=3

    4 HT= 5

    SH=3

    HT=5

    SH=3

    HT=4

    SH=2

    HT=3

    SH=1

    HT=5

    SH=3

    No attacks

    Cannot carry

    Legs (8-10) Dodge=3

    Speed=5

    4 DG=4

    SP=6

    DG=4

    SP=5

    DG=3

    SP=4

    DG=3

    SP=3

    DG=2

    SP=2

    Crawl Only

    Weapon

    Close Combat Short Medium Long

    Range TH WS Range TH WS Range TH WS Range TH WS

    Fist 0 0 BW -- -- -- -- -- -- -- -- --

    Submachine Gun -- -- -- 10 +2/x2 6 20 0/x2 5 -- -- --

    Skills: Dead Shot, Quick +1, Sharpshooter +1, Directed Fire, Inspiring Leadership, Sprinter +1, Supreme Effort

    +1 ExplosiveTypeII(2)

    Weapon: SMG Ammo: qqqqqqqqqqqqqqqqqqqqqqqqqqqqqq

    Weapon: Ammo: qqqqqqqqqqqqqqqqqqqqqqqqqqqqqq

    Mount (50%) Dodge=

    Speed=

    DG=

    SP=

    DG=

    SP=

    DG=

    SP=

    DG=

    SP=

    DG=

    SP=

    Mount Dead

    Name: Sgt. Stebbins Class: NCO (Grade2)

    Location (Die Roll) Base DR Wound Level

    Head (1) Brain=3 6 BR=3 BR=2 Unconscious

    Torso (2-4) Brawn=3

    Guts=7

    4 BW=3

    GT=7

    BW=1

    GT=6

    BW=1

    GT=6

    Unconscious

    Arms (5-7) Heater=3

    Shiv=3

    4 HT= 5

    SH=3

    HT=5

    SH=2

    HT=4

    SH=2

    HT=3

    SH=1

    No attacks

    Cannot carry

    Legs (8-10) Dodge=3

    Speed=5

    4 DG=3

    SP=5

    DG=2

    SP=3

    DG=2

    SP=2

    DG=1

    SP=1

    Crawl Only

    Weapon

    Close Combat Short Medium Long

    Range TH WS Range TH WS Range TH WS Range TH WS

    Fist 0 0 BW -- -- -- -- -- -- -- -- --

    Submachine Gun -- -- -- 10 +2/x2 6 20 0/x2 5 -- -- --

    Skills: Sharpshooter+2,NervesofSteel+1 ExplosiveTypeII(2)

    Weapon: SMG Ammo: qqqqqqqqqqqqqqqqqqqqqqqqqqqqqq

    Weapon: Ammo: qqqqqqqqqqqqqqqqqqqqqqqqqqqqqq

    Mount (50%) Dodge=

    Speed=

    DG=

    SP=

    DG=

    SP=

    DG=

    SP=

    DG=

    SP=

    DG=

    SP=

    Mount

    Dead

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    Name: Pvt. Wilkins & Pvt Grassley Class: GreenSoldiers(Grade1/2)

    Location (Die Roll) Base DR Wound Level (1)

    Head (1) Brain=2 6 BR=2 Killed

    Torso (2-4) Brawn=3

    Guts=5

    4 BW=3

    GT=6

    Killed

    Arms (5-7) Heater=3

    Shiv=2

    4 HT= 3

    SH=2

    HT=1

    SH=1

    No attacks

    Cannot carry

    Legs (8-10) Dodge=3

    Speed=5

    4 DG=3

    SP=5

    DG=1

    SP=3

    Crawl Only

    Weapon

    Close Combat Short Medium Long

    Range TH WS Range TH WS Range TH WS Range TH WS

    Fist 0 0 BW -- -- -- -- -- -- -- -- --

    Rie -- -- -- 12 +1 6 24 +2 5 36 +1 5

    Skills: Nerves of Steel +1

    Weapon: Rie Ammo: qqqqqqqqqqqqqqqqqqqqqqqqqqqqqq

    Weapon: Rie Ammo: qqqqqqqqqqqqqqqqqqqqqqqqqqqqqq

    Mount (1) (50%) Dodge=Speed=

    DG=

    SP=

    DG=

    SP=

    DG=

    SP=

    DG=

    SP=

    DG=

    SP=

    Mount

    Dead

    DR Wound Level (2)

    6 BR=2 Killed

    4 BW=3

    GT=6

    Killed

    4 HT= 3

    SH=2

    HT=1

    SH=1

    No attacks

    Cannot carry

    4 DG=3SP=5

    DG=1SP=3

    Crawl Only

    Mount (2) (50%) Dodge=Speed=

    DG=

    SP=

    DG=

    SP=

    DG=

    SP=

    DG=

    SP=

    DG=

    SP=

    Mount

    Dead

    Name: Reichmarshall Luden Class: AxisOfcer (Grade3)

    Location (Die Roll) Base DR Wound Level

    Head (1) Brain=3 5 BR=3 BR=2 UnconsciousTorso (2-4) Brawn=3

    Guts=8

    5 BW=3

    GT=9

    BW=2

    GT=9

    BW=2

    GT=8

    BW=1

    GT=7

    Unconscious

    Arms (5-7) Heater=3

    Shiv=3

    4 HT= 4

    SH=3

    HT=4

    SH=3

    HT=3

    SH=2

    HT=2

    SH=1

    HT=2

    SH=1

    No attacks

    Cannot carry

    Legs (8-10) Dodge=3

    Speed=5

    4 DG=4

    SP=5

    DG=3

    SP=4

    DG=3

    SP=3

    DG=2

    SP=2

    DG=2

    SP=1

    Crawl Only

    Weapon

    Close Combat Short Medium Long

    Range TH WS Range TH WS Range TH WS Range TH WS

    Fist 0 0 BW -- -- -- -- -- -- -- -- --

    Pistol(+1WS) 0 -1 5 10 +2 5 18 0 5

    Skills: Dead Shot, Quick +1, Sharpshooter +1, Iron Will, Nerves of Steel +1, Use Invention

    Weapon: Pistol Ammo: qqqqqqqqqqqqqqqqqqqqqqqqqqqqqq

    Weapon: Ammo: qqqqqqqqqqqqqqqqqqqqqqqqqqqqqq

    Mount (50%) Dodge=

    Speed=

    DG=

    SP=

    DG=

    SP=

    DG=

    SP=

    DG=

    SP=

    DG=

    SP=

    Mount Dead