7/29/2019 Zombie Kill
1/8
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
7/29/2019 Zombie Kill
2/8
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
7/29/2019 Zombie Kill
3/8
Amazig Wa Stis: Pulp Acti i Wld W
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!
7/29/2019 Zombie Kill
4/8
Amazig Wa Stis: Pulp Acti i Wld Wa II
4
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.
7/29/2019 Zombie Kill
5/8
7/29/2019 Zombie Kill
6/8
Amazig Wa Stis: Pulp Acti i Wld Wa II
6
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 -- -- -- -- -- -- -- -- --
7/29/2019 Zombie Kill
7/8
Amazig Wa Stis: Pulp Acti i Wld W
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
7/29/2019 Zombie Kill
8/8
Amazig Wa Stis: Pulp Acti i Wld Wa II
8
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