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EFSZ Basic Training Manual v02

This document provides an introduction to a solo/co-op miniatures wargame campaign set during a zombie outbreak in WWII-era Europe. Players will take on the role of a special forces team infiltrating a secret Nazi base called Project Riese to find a scientist and cure for the zombies. The introduction sets the scene and context for the first scenario.

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0% found this document useful (0 votes)
501 views26 pages

EFSZ Basic Training Manual v02

This document provides an introduction to a solo/co-op miniatures wargame campaign set during a zombie outbreak in WWII-era Europe. Players will take on the role of a special forces team infiltrating a secret Nazi base called Project Riese to find a scientist and cure for the zombies. The introduction sets the scene and context for the first scenario.

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Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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01

THIS SET OF RULES IS A WORK IN


PROGRESS. ANY COMMENTS OR
QUESTIONS CAN BE MADE BY
EMAILING
Marco Pecota at
[email protected].
Thank you for checking it out.
BASIC TRAINING MANUAL
READ ME FIRST

Escape from Projekt Riese is a miniatures solo/co- This game takes several sittings to complete but you can
op/versus campaign game of tactical combat set in save your progress easily. This manual is intended to
the horrific zombie plague of World War II. The game help you learn to play the game by guiding you through
plays out over a series of linked scenarios forming a the first 5 scenarios. Play the game as you read through
campaign and ongoing story. Each previous scenario in the text.
the campaign affects the start of the next.
When you see this icon , finish reading the marked
As you play each scenario, your character will come section then immediately carry out its instructions
closer to escaping the Riese facility and completing their before returning to this document and reading further.
personal objectives. Along the way, they will need to
The first 5 scenarios are meant to be played until
defeat swarms of zombies and recover essential clues,
thoroughly understood. If you failed the objective or
as well as gear, weapons and ammo. They will also be
are unsatisfied with the results, feel free to play the
gaining experience and unlocking unique skills.
them again. When you proceed beyond these first few
scenarios, you will start to have choices as to which
scenario you would like to play next. These decisions, the
path you choose, can lead to several possible conclusions
to the narrative story campaign.

You hear the shuffling of feet and moaning of the


dead below. Time to figure out how the hell you are going
to get out of this mess. Grab the scenario book and turn
to page 3.

2
INTRODUCTION
Welcome player to grim history as seen through the cracked surprised at her voice anymore, they’ve all worked together
lens of the supernatural… for a long time. Behind and below the flight deck, the two
“pongos” patched into the plane’s intercom nod, then
It is June 24th 1943 and you and your team have been
motion to their team. In the red-lit womb of the Stirling’s
tasked with the infiltration of the secret Nazi base known
fuselage, the eight paratroopers check each other’s gear and
only as Projekt Riese. Fly into the Owl Mountains in
hook their d-rings to the rail. The jumpmaster jerks the hatch
southern Poland and paradrop outside the Riese facility.
open and the American Sergeant, 2IC for this op, moves
Rendezvous with the resistance. Grab Dr. Hinzelmann.
to stand up. The British Lieutenant makes a slight gesture,
Grab the cure and get out.
unhooks and re-attaches in front of the yank.
Watch out for Nazi experiments and tests. Gather any
From the forest floor below, a breathtaking panorama of
information you can and destroy everything else. You
stars, ice-bright, is framed by the absolute dark of upthrust
will have no backup and no resupply. Once you are in
pines and the mass of the great
you are on your own.
[Grab your reader’s attention with a great quote from the
You will need to bring all of your skills, equipment
document or use this space to empsize a key point. To place
and knowledge to bear. There is more than one path to
this text box anywhere on the page, just drag it.][Grab your
success.
reader’s attention with a great quote from the document or
Adapt as necessary.
use this space to emphasize a key point. To place this text
Innovate as required.
box anywhere on the page, just drag it.][Grab your reader’s
Overcome as expected.
attention with a great quote from the document or use
this space to emphasize a key point. To place this text box
The last six months since Stalingrad Z
anywhere on the page, just drag it.
The world is reeling from the Zombie outbreak in Central
castle on the ridge above. If she is nervous or cold, no
Europe. From the Volga in the East to the Vistula in the
tremble betrays it. Wrapped in black wool, hidden in
West stretches an undead-infested wasteland. Only isolated
the shadows, a French woman far from home scans the
fortress cities, held tenuously together by railroads and
heavens with sniper’s eyes. There, a tiny fleck, visible only
river networks, still harbour the living. The greatest war in
as an eclipse in the right place at the right time. Now is the
human history grinds slowly on as the Empires of Europe
time of greatest risk for her and her tiny cell of spies and
try to stop the contagion from spreading while still seeking
defectors. She pulses a quick signal flash, precisely aimed.
advantage over each other. This is the world into which you
Then a sequence. She is answered, releasing a breath she
will drop.
was not aware she’d taken, only now hearing the faint echo
From above, it is a featureless black mass over which the of aircraft motors. The woman shifts minutely, answers one
bomber hunts. With no moonlight to reflect and blackout in final time and stands, rolling shoulders and scrunching toes
full effect the aircraft navigator re-checks his chronometer and fingers. She will move out to the drop zone and guide
and returns to peering anxiously through the Perspex of her new allies into the heart of the enemy fortress.
his nose bubble. Four Bristol Hercules engines overwhelm
Thunder roars. A titanic muzzle flashlights the castle
hearing and vibrate the crewman to his core as the Stirling
battlements. An 88 opens fire, joined by its lesser brethren.
hurtles through the hemispheres of starlight and void. There,
A spark strikes the distant bomber, turning into a comet
in the black, a pinprick of light, just for an instant, followed
tail of flame. The aircraft holds steady. Chains of brightly
deliberately by two more, a third green one and one more
coloured fireballs reach out, connecting it to the weapons on
white. He answers with a series of flashes of his own and
the keep. More big guns sound. The bomber falters, flares
sees an acknowledgement.
brightly and plummets. Only then do the air raid alarms
“Bang on, Skipper. Proper verification. The pongos are sound.
go.” Relief fills his voice as the engine notes change and the
The woman thins her lips in frustration, then hurries back
aircraft levels out.
inside the sally port left open for her. This mission, your
“Roger”, answers the pilot. “You get that, Lieutenant? Tell mission is not over, it has just begun!
your mob to hook up. We are on final.” No one on the crew is

4
SCENARIO 1A: HARD LANDING
First, we’ll cover the core concepts that you’ll need to know before you setup and play scenario A1, Hard Landing. If
you are playing with printed character sheets, when the instructions refer to “placing a marker” you will instead be
updating the character sheet using a pencil.
CORE CONCEPTS GAME STRUCTURE
Core concepts are common terms that are frequently In Escape from Projekt Riese, you will alternate between
referenced throughout the rules. They are included now playing a scenario and then performing a between
so as to make it easier to understand future rules. scenarios stage. In the between scenarios stage, you’ll
perform a little housekeeping, and your heroes might
ADJACENCY get the chance to recuperate. But more on that later, let’s
Many rules in Escape from Projekt Riese use the term start getting ready to play the first scenario.
“adjacent.” This term specifically refers to orthogonal
SET UP PLAY
adjacency (except where it explicitly states “diagonally
adjacent”). So, for example, a zombie is adjacent to With that out of the way, we can start preparing to play
a character if it is in one of the four squares to the the first scenario.
immediate left, right, in front of, or behind the character.
MARKERS
FACING
Punch out all of your markers and place them in the
This concept denotes the direction in which the figure small baggies, grouping the zombie figures and the
is “looking.” All characters must face one of the four hero hero/trooper figures separately. It is up to you how
adjacent squares. The facing of characters will also you would like to separate and bag the balance of the
determine their arc of fire, covered in the next scenario. markers.

• The direction the character is facing CHOOSE YOUR HERO


is denoted by the blue hue on their
marker. Pick one hero from Group A (Kelly, Jackson, Frost or


Rai), retrieve their figure and character dashboard.
Zombies are considered to be facing
in all directions at the same time.

FIGURES
When on a scenario map, whatever is used to represent
a character, trooper, zombie, POW or NPC is referred to
as a figure - whether it be a marker, standee or miniature.

CONFLICTING RULES
If there is ever a contradiction of rules between the
manual and the scenario book, the scenario book rules
take precedence. TEAM CONTROL SHEET

DICE Print out or photocopy the team control sheet (Appendix


1 in the Field Manual) and write your hero’s name in the
Escape from Projekt Riese is played using twelve-sided first hero spot. As you recruit new heroes and troopers,
dice (d12). Players may be required to roll one or more they will be added to this sheet as well. If you want to
dice to resolve an action. The number of dice required put the game away and save your progress, you will do
for a roll is abbreviated as Xd12 where “X” represents the that on this sheet. The threat track should be penciled
number of twelve-sided dice to be rolled. The result of in at zero.
each die is read separately.

5
PLAY AREA
It is now time to set up your play area and scenario A1,
A
HARD LANDING.
The instructions on how to set up the scenario and
any special rules are contained on the left page. The
map on which your heroes will traverse (and complete
objectives) is on the right page. C B
We are setting up for a solo game but the setup for co-op
is identical. The 2nd player takes control of the second
D F
hero introduced in scenario B1, Best Laid Plans.
E G
SETUP
Place your character dashboard below the scenario
book (1). Insert a red peg in the hole above the “4” of
your health track (2), and set aside one white peg and 9
black pegs (3), for future use. Grab your 3 dice. G
Place your hero figure on A 4, an objective marker H
on O and P (5) and five Beta zombie and one armoured
zombie marker in the zombie pool (face down) (6).
I
Shuffle the zombie markers. Then draw two and,
keeping them facedown, place one on each of the two
squares marked with a Z. 6
Place the round track marker on the first space of
the round track (7). At the end of each round, you will
advance it one square. When the round track marker
would move off the end of the round track, it resets,
E. SECONDARY OBJECTIVES. Optional objectives you can
moving back to the first space of the track.
choose to complete. In this case you may pick up an
Designate an area next to the scenario book as your item at P and search the squares marked with an O for
“discard area”. You’ll place the markers of eliminated supplies.
zombies here. F. SPAWN. Rules for when and where a zombie will spawn
Designate a 2nd area, away from the discard area, as on the map.
your “in-play area”. Zombie markers will be placed here
G. THINGS TO REMEMBER AND WHAT YOU CAN FIND. Useful
while that zombie is in play if you are using standees or information for helping you play the scenario. These
miniatures. appear for the first 5 scenarios.
SCENARIO BOOK RULES LAYOUT H. BETWEEN SCENARIOS. The details in this section are
used in the between scenarios stage that follows each
Here is a summary of the rules that you will find on the
scenario.
left hand page.
I. EXIT. Read this after you have successfully completed
A. INTRODUCTION TEXT. You can read this now. the scenario. Follow its instructions and you will be told
B. FORCES. The figures that will be used in the scenario. what your next scenario is or whether you may choose
C. SETUP. Details on where the figures and markers are one.
placed on the scenario map. **Read Entry. At various points during a scenario,
you may be instructed to read an entry – you can find
D. OBJECTIVE. The primary objective(s) that needs to be
the entry in the Entries section of the Field Manual
completed to finish the scenario. In this case it is to exit starting on pXX.
the map at the point marked by the green arrow without
Please read only the designated entry and follow its
allowing a zombie to activate while it is adjacent to your instructions as directed.
hero.

6
5 INITIATIVE SEGMENT
Take two different colored dice, choosing one colour
for the heroes and one for the zombies, and roll them
together. Subtract 4 from the zombie die and see which
5 result is higher.
• The higher roll gains the initiative and chooses who
will take the first turn.
• If the zombies win, they always choose to go first.
• In the event of a tie, roll again.
In the first round of the scenario let’s assume the heroes
win initiative and you will take the first turn.
TURN SEGMENT
5
It’s time to get your hero moving. Once you complete
the three phases in your heroes’ turn the zombies will
take their turn, repeating the three phases. The round
proceeds to the end segment after the final phase of the
2nd turn has been completed.
START PHASE: On the player’s turn, remove covering and
attacked markers from their characters. Since it is the
4 first turn of the scenario there are no markers to remove.
ACTION PHASE: In this phase you will activate your hero
7 and declare if the character is stationary, walking,
running or performing a special action.

1 2 • STATIONARY: hero does not move (0 MPs) – place a


marker beside your hero.

3 • WALKING: hero gets 4 MPs. Place a marker beside


your hero after finishing movement actions.

• RUNNING: hero gets 8 MPs. Place a marker beside


your hero after finishing movement actions.

PLAYING A SCENARIO • SPECIAL ACTION: The hero receives 0 MPs but performs
A scenario is set up! Let’s dive into the action. a special action, which will be searching for supplies
The game is played out over a series of rounds. Each in the 1st scenario. Place an attacked marker
round is comprised of the Initiative Segment where we beside your hero.
find out who will take the first turn, heroes or zombies, You might be wondering what those markers we place
then two turn segments, and lastly an End Segment, were all about. The markers with numbers on them are
where certain scenario effects may be triggered - more covering markers. They tell us the hero may still make an
on this later. attack this round and the number is the penalty on that
Each turn segment is itself made up of a start phase, an attack. There is no combat in this scenario, so we’ll cover
action phase, and a final phase. these in detail later on.
So, put all together, each round will have the following The attacked marker tells us that the hero has used up
structure: their attack action or, in this case, never received one - a
1. INITIATIVE SEGMENT hero performing a special action doesn’t get an attack.
2. TURN SEGMENTS (one hero and one zombie) FINAL PHASE: Nothing to do here on the heroes turn
I. Start Phase II. Action Phase III. Final Phase END SEGMENT
3. END SEGMENT
Advance the round marker on the round track by one.

7
TERRAIN • To move diagonally at least one of the adjacent
squares being moved past must be unobstructed and
There are three types of terrain you will encounter in
this first scenario - clear, hindering and obstructive. unoccupied. If both squares are obstructed and/ or
occupied then diagonal movement is prohibited. If
Clear terrain is the default state of a map square and
both squares are hindering terrain then the move
has no impact on movement or combat, hindering
incurs the penalty. If two different penalties exist
terrain slows your movement and can provide cover,
then the player chooses.
while obstructive terrain blocks movement and can’t be
attacked through.
MOVING YOUR HERO Nicole declares running, giving her 8 MPs.
She moves diagonally, paying 2 MPs. She
MOVEMENT POINTS (MP)
then moves diagonally again and pays 3 MPs
Movement points (MPs) are what your heroes will spend because she is moving into hindering terrain
to move, open doors and to take most other physical which costs +1 MP. All squares within a yellow
actions, all of which are collectively known as movement border are hindering terrain so her next move
actions. of 1 square forward costs another 2 MPs. She
Sometimes a rule will show two costs for a movement has spent 7 MPs; the last MP is wasted as they
action separated by a “/”, e.g., 1MP/2 MPs. The cost before can’t be carried over between rounds.
the slash is the walking cost and the one after the slash HINDERING
is the running cost. We’ll talk more about what it means TERRAIN
for a hero to be walking or running shortly.
• A character may perform as many movement actions
as their MPs will allow, in any order.
Nicole wants to move to square A diagonally.


She will be moving between the fire (rules
Hindering terrain (outlined in yellow on the map) later on fires) and the rubble pile (hindering
has a penalty of one additional MP to move onto.

terrain). She chooses to take the penalty from
Characters may not move through a space occupied the hindering terrain rather than get burned,
by another figure.

so it will cost her 3 MPs: 2 to move diagonally
Heroes may only move off the map at an exit point, and 1 for the hindering terrain. If the rubble
marked with a green arrow. Assume the off-map pile was an obstructive terrain (like stacked
square being moved into is an empty square and pay crates outlined in red), she would be forced
the normal MP cos to take the penalty from the fire, which is a

• Characters may not move through walls, closed


doors, or anywhere else the map shows a solid barrier
wound.

or squares outlined in red - these are collectively Nicole is declared walking, giving her 4 MPs.
known as obstructive terrain. She moves diagonally first, costing 2 MPs,
then she elects to open the door for 1 MP and
MOVEMENT ACTIONS then uses her last MP to move one square
forward. If she was running it would have
ACTION WALK MPs RUNNING MPs cost her 2 MPs to open the door.
One space forward 1 1
Turn 90 degrees 1 2
Open/Close door * 1 2
One space sideways 2 n/a
One space backwards 2 n/a SEARCHING - SPECIAL ACTIONS
Move diagonally forward 2 2 Special actions are only possible when specified by a
Move diagonally backward 3 n/a scenario. Searching requires a special action. So, any
time a scenario mentions searching, your hero will need
Hindering terrain +1 +1 to perform a special action to do this.
Pick Up Gear ^ 1 2
• A character who is performing a special action may
not perform any movement or attack actions. Instead,
* To open/close a door, the door must be adjacent to the activated character.
they spend their entire activation performing the
^ To pick up gear the character must be on or adjacent to the square it is on.
special action.

8
• The scenario will provide details on where (usually a
• designated
REVEALING ZOMBIES: Do not look at the zombie markers
map square) the special action is when you are placing them during setup or when
performed. spawning. You won’t know the identity of the zombie
• The character must be on or adjacent to the
designated square to perform the special action.
until your hero has a Line of Fire to it and it is revealed.
Zombie markers are flipped, revealing the zombie,
• Ifzombie
a search results in a zombie appearance, place the
marker on the closest available unhindered
as soon they are in a character’s LOF. This is done
immediately, regardless of when it occurs (e.g., during
and unobstructed square (player’s choice). spawning, zombie/ character movement or a scenario
effect). If you are using standees or miniatures, replace
SUPPLIES the revealed marker with the appropriate standee/
Supplies are tracked in the supply tracks on your hero’s miniature and place the marker in the in-play area.
dashboard, located directly left of the photo. If you gain Unrevealed zombies are treated as Beta zombies for
a supply during a search, place a peg in the bottom hole movement.
of the appropriate supply track, indicated by the icon B
below it.
LINE OF FIRE (LOF) A
A LOF establishes if there is a sight line between two
squares. You’ll be using LOF to determine when to
Sergeant Kelly at position A has a LOF to the zombie to his right so that zombie is
reveal zombies in this scenario. It will also be used in revealed. He does not have that benefit with the zombie on his left, so it remains
combat, but we’ll cover that later on. concealed. If Kelly moves to position B then the hidden zombie is revealed.

• To determine LOF, trace a straight line from the


center of the hero’s square to the center of the ACTIVATING ZOMBIES: All zombies on the map must be
zombie’s square. activated. Activate each zombie one at a time, starting
• Any squares the line passes through are considered
when checking if a LOF exists between the two
with the one closest to a target figure. If two zombies
are of equal distance to a hero, then the player chooses.
Note that in the first scenario, if a zombie activates
figures.
• Line of fire is blocked by obstructive terrain (doors,
walls, squares outlined in red, red lines etc.).
adjacent to the hero, the player loses and the scenario
is over.

• If a LOF only hits the corner of a square, that square


is not considered when checking LOF.
ZOMBIE ZONE OF CONTROL (ZOC): The four squares adjacent
to a zombie are its zone of control. If a hero moves into
one of these squares, the following rules apply:
ZOMBIES • A character must stop when their move takes them
Zombies are the main threat to your success in the into any square adjacent to a non-stunned zombie.
mission.
You will be running from them very soon so let’s find
• The hero may not perform any further movement
actions, except to turn and face the zombie.
out how they work.
SPAWNING: Zombies are spawned (placed on the map) in
• The character may still attack the zombie and if
the zombie is stunned or killed, continue taking
the final phase of the zombie turn when the current movement actions normally.
round space shows a spawn location (as listed in the
• Stunned zombies do not have a ZOC.
Spawn section of the scenario). When this occurs, draw
(from the zombie pool) and place a face-down zombie • If a character is activated in a zombie’s zone of
marker on each matching spawn location on the map. control, they may move out of it normally – the zone
and can provide cover, while obstructive terrain blocks of control is only triggered by a character moving
movement and can’t be attacked through. into it.
In this scenario, the Spawn section says, “Zombies • Characters may not move diagonally between two
spawn on S.” When the current round space (the third zones of control.
one in this case) contains an “S”, in the zombie’s final
phase you draw and place a face-down zombie marker
on each square marked with an “S” on the map.

9
• A zombie will not move if already adjacent to a target.
For each move, determine where the zombie goes by
using the first option from this list that the zombie can
complete successfully:
The sqares numbered 1-4 are
• Move adjacent to a target.
• Move diagonally adjacent to a target.
a zombie’s zone of control.

• Move towards the closest target, using the shortest


path.
If there is more than one valid square the zombie could
MOVING ZOMBIES: Unless otherwise specified, all zombies move into for one of the options, the player may choose
follow the movement rules as listed below. which the zombie moves into.

• A zombie will always move towards the closest target If a zombie cannot successfully complete any option
(because the relevant squares are all occupied by other
(hero, trooper, NPC or prisoner), which is the target
that could be moved adjacent to in the smallest zombies), then it does not move.
number of moves (regardless of any zombies that are
blocking the shortest path). 2 3 Zombie #1 is closest to the hero, so

• Zombies can move up to a number of squares equal


is activated first. They move to B as
it is adjacent to the hero. Zombies
to their move value. In this scenario, all the zombies #2 and #3 are both two moves away
from Kelly, so the player can choose
have 1 move. C
• Zombies may not move into or through obstructing
their activation order. They choose
to activate #2 first, the zombie can’t
move diagonally to C so doesn’t move
or hindering terrain. B at all. Finally, zombie #3 is activated

• They can move in any direction, including diagonally


and moves to C.
1
which counts as one move. A
• A zombie can only move diagonally if at least one of
the adjacent squares it is moving past is empty.
• Zombies will not move diagonally across the corner
OBSTRUCTIVE TERRAIN

of a fire square.

PERSONAL OBJECTIVES
These are individual character objectives which when fulfilled, unlock access to certain 3rd level skills. The character
dashboard lists the personal objective on the left side. You can find the details on how to fulfill it with the character
sheets at the back of the Field Manual (pXX).
When you complete your first step towards your personal objective, place a black peg in the first hole above the
objective name. Then advance it one place upwards for each subsequent completed step.
COMPLETE SCENARIO A1
You are now armed with all the information you need to play to the end of scenario A1. Give it a try.
Have you escaped the clutches of the wandering zombies? If so, congratulations! Read the exit text and either mark
any final notes on your team control sheet, including writing A1 in the Last Scenario Played box and put away the
game for a later play or continue to scenario A2.
If you failed, or are unclear about any rules, feel free to replay this scenario as many times as you need.
Scenario A2, Down the Chimney, will introduce you to the concepts of combat. Good luck, we’ll see you there.

10
SCENARIO 2A: HARD LANDING
Welcome to scenario A2. Set up is pretty much identical to A1, so go ahead and open the scenario book to A2 and
lay it out flat in front of you. Follow the SETUP instructions as you did in the first scenario (see pg. 4).
In this scenario you will be introduced to the rules on combat for both your hero and the zombies. Experience points
will also be covered.
HOLDING MULTIPLE WEAPONS ARC OF FIRE
READY WEAPON: A character can only attack with a A figure has four arcs of fire:
weapon that is readied. When you pick up the club, front, right, left and rear.
place its marker in the Ready Weapon slot at the top of These are 90-degree arcs
the hero’s dashboard. You can switch the Ready Weapon as shown in the diagram. A
with one in a gear slot for 1 MP. figure may only attack a figure
within its front arc. *Zombies
OFF HAND WEAPON: Some weapons are one-handed so if
have a 360-degree arc of fire.
you have two such weapons you may ready both.
• One-handed weapons have an asterisk on the
weapon marker.
• To ready two weapons, both must have an asterisk.
HAND TO HAND (H2H)

• Place the weapon marker of the secondary weapon


in the Off Hand slot.
Hand-to-hand combat must be used when an enemy is
adjacent to the character. The H2H Stun/Wound values


of a weapon are listed in its top right corner of the
Any attacks with off-hand weapons are penalised marker and must be used when attacking H2H.
• An
with a +2 attack modifier - we’ll explain what that
means shortly. unarmed character has a H2H H2H S/W VALUE
S/W of 10/12.
• Unless otherwise specified the PBR
SUPPLIES
When you character obtains supplies, track them in the
of a H2H weapon is 1.
three Supplies columns, ammo, medkits and grenades.
In this scenario you will be able to obtain 1 ammo. When
you do place a black peg in the bottom hole of the ammo RESOLVING AN ATTACK
track to indicate this.
All attacks use the following core process. We’ll explain
ATTACKING each step, and the terms used in those steps, in the
All rules in this section pertain to characters - zombie following sections.
attacks are covered in the Zombies section. Determine the target of the attack. This must be the
While a character is activated, they may use an attack closest (i.e., shortest range) zombie in the character’s
action, if they have one. The character may use their front arc that the character has a line of fire to. The
attack before, after, or in-between movement actions. player may choose if there is a tie.
When using an attack action, a character must: • Determine the range to the target.
• Select an attack type: normal fire or hand-to-hand • Calculate the attack modifier(s).


-additional attack types will be discussed later.
Select a readied weapon. A weapon is readied if it
• Roll a number of d12 equal to the rate of fire of the
weapon being used in the attack.
appears in either the Ready Weapon or Off Hand
slot of the character dashboard.
• Resolve the effect of the attack.

• Resolve the attack. DETERMING RANGE


• Place an attacked status marker next to the
character after it attacks to show they have attacked.
When performing an attack, determine the range by
counting the number of squares from the attacking
If a character has an attack action and does not use it, character to the target figure, including the target’s
place the appropriate covering status marker (see Action
square but not the attacking figure’s square.
Phase on page 6) next to the character. This allows them
to use their attack action later. When calculating range, any diagonals count as 2, as
they do when moving.

11
WEAPONS CHARACTERISTICS
Listed below are the c haracteristics of most of the weapons you will find in the game. Some of the terms mentioned
in the descriptions have not been explained yet but will come to light as you read a little further on.

RATE OF FIRE (ROF) H2H STUN/WOUND VALUES


The number of d12 to roll when attacking. The numbers you need to roll equal to or higher than
on a d12 to, respectively, stun or wound your target in
ASTERISK hand-to-hand combat.
Indicates a one-handed weapon.
Two weapons may be readied,
one in the off-hand slot, RANGE MODIFIER (RM)
if both show the asterisk. Add +1 to your attack modifier each time
you increase the weapon’s range past PB
range by this amount.

STUN/WOUND VALUES (S/W) PB RANGE (PBR)


The numbers you need to roll equal to or Any target within the indicated range is
higher than on a d12 to, respectively, stun or considered to be at point-blank range.
wound your target if it is within PB range.

• The Colt pistol shown has a rate of fire of 1, which means it rolls 1d12 when attacking.
• Its S/W is 6/9, meaning it will cause a stun on a 6+ or a wound on a roll of a 9+ (before attack modifiers are
applied).
• The range modifier is 1, adding a +1 attack modifier for every 1 square the target is beyond the PBR. E.g., using
the Colt on a target at range 5, the attack modifier would be +1, at range 6 it would be +2, and so on.

ATTACK MODIFIERS
Various factors may make it harder or easier to hit your target. This could be the type of attack conducted, the range
of the target, or perhaps a figure is firing through hindering terrain. These circumstances create attack modifiers
(AM) which are applied to your weapon’s stun/wound values to give a modified S/W that you will roll against when
rolling your attack dice.

• A positive modifier makes it harder to hit a target while a negative modifier makes it easier.
• Modifiers are cumulative and are applied to the weapon’s S/W values prior to rolling the attack dice.
• It is possible for a figure to have enough modifiers to make an attack impossible.
• A roll of 1 is always a miss.
• A character may also have modifiers from their dashboard, e.g., The Proficiency skill which grants a -1 attack
modifier to all attacks with a specific weapon.

12
ATTACK MODIFIERS CONT. ATTACK EXAMPLE
Kelly has his Colt pistol at the
There are three types of attack modifiers, regular (listed ready and declared walking when
in the table below), line of fire and ranged. activated. He chooses the normal
fire attack type and now must
REGULAR ATTACK MODIFIERS 2 choose his target.
To start things out easy, we can
see that Kelly could not target
ACTION AM zombie 4 as his LOF is blocked by
1 an obstructive terrain square. Also,
Stunned Zombie -3 it is not the closest zombie and not
in his front arc.
Figure Stationary -2 Next, let’s look at zombie 3. Notice
that Kelly’s LOF crosses the exact
Figure Walking 0 corner of the obstructive terrain,
but corners do not count as
Figure Running +2 3 blocking or hindering LOF, so he
does have a LOF to this zombie.
Stationary Covering 0 However, at range 6 this zombie is
4 not the closest.
Walked Covering +2
He may choose to target either zombie 1 or 2 because they are both at range 3 (remember
Ran Covering +4 diagonals increase range by 2) which makes them the closest.
Attacking Off-hand +2
If he chooses zombie 1, his attack crosses a hindering terrain square but since he is
LINE OF FIRE MODIFIERS adjacent to it there is no LOF modifier.
LOF modifiers represent adjustments for intervening If he chooses zombie 3, his attack crosses 2 hindering terrain squares. The first is ignored
terrain and
Stunned figures that hinder but do not block a
Zombie since he is adjacent to it but the 2nd hindering terrain square creates a +2 attack modifier
character’s LOF to the target. The maximum total LOF making it more difficult for Kelly to successfully attack that zombie. So, he chooses to
Figure Stationary
modifier that can be applied to an attack is +4.
• Figure
attack zombie 1.
When Walking
an attack traces LOF through any portion of Now let’s figure out what Kelly needs to roll to stun or wound his target, zombie 1.
a square containing hindering terrain or a figure, a We start with the weapon’s stun and wound values, 6 and 9. Next, we add any standard
Figure Running
penalty is incurred for each hindering terrain square/ attack modifiers, Kelly was declared walking so there is no modifier. There is also no LOF
Stationary Covering
figure in the LOF between the attacker and defender. modifier as the only hindering terrain is adjacent, so does not give a penalty. The zombie

• Hindering
Walked terrain squares will be highlighted in
Covering
is at range 3, which is within his weapon’s PB range so there is no ranged attack modifier
either.
yellow.

Ran Covering
If the attacking character is adjacent to a hindering
Attacking Off-hand
So, a roll of 6 to 8 would result in a stun and a roll of 9+ would inflict a wound, removing
the zombie from play.
terrain square in their LOF, then it does not cause a Let’s also look at how it would play out if Kelly chose to attack zombie 2. The range is also
penalty. 3 but the hindering terrain square gives a +2 AM. We apply the +2 to the stun and wound
values, so a roll of 8 to 10 would result in a stun and a roll of 11+ would inflict a wound,
LOF MODIFIERS (MAX +4)
removing the zombie from play.
If neither zombie 1 or 2 were there, Kelly would have to target zombie 3. There is no LOF
Attacking post a figure +2 per figure
modifier but the zombie’s range is 6 and the point blank range (PBR) of the Colt is 4, so
Hindering terrain +2 there will be a ranged attack modifier. The Colt has a range modifier (RM) of 1 per square
beyond the PBR. The range is 2 past the PBR, so a +2 is applied to the stun and wound
values. A roll of 8 to 10 would result in a stun and a roll of 11+ would inflict a wound,
RANGED ATTACK MODIFIERS
removing the zombie from play.
The accuracy of a weapon begins to drop when attacking
targets outside of its PB range - the further away the
target is the more difficult the shot. This varies by
weapon type and is represented by the weapon’s range
modifier (RM).
When attacking a target outside of the PB range add the
RM to the PB range as many times as is required to reach
the target. However, each time you add the RM to the
PB Range, add a +1 to the ranged attack modifier.

13
ROLLING ATTACK DICE COVERING
Once the attack modifie r has been calculated and In combat you are often in a “wait-and-see” situation
applied to get the modified S/W values, you roll the where you know there are enemies “out there,” but you
attack dice. The number of D12 (when rolled in an attack, do not yet have a target. Soldiers train their weapons in
are then referred to as “attack dice”) rolled is equal to the the direction where they “feel” the enemy will present
ROF of the weapon. The attack dice are rolled one at a themselves, waiting for a shot. This is represented by the
time, applying the rules below after each roll. All attack
covering rules.

• A figure that does not use its attack while activated


dice must be rolled, even if the target has already been
eliminated.

• If you roll a 2 and there are one or more intervening is placed on covering. Place a covering marker with
the appropriate modifier (see below) next to the
figures in the LOF, the first intervening figure takes
coverin2g figure.
1 wound.

• A roll equal to or over the weapon’s stun value caused • Covering attacks may take place at any point during
the round, including the zombie turn.
the target to be stunned. See Attack Effects below for
details on stunning a zombie. • The covering attack uses the normal combat rules
• A roll equal to or over the weapon’s wound valu e and restrictions (e.g. must have LOF to target and
the target must be in front arc, etc.).
causes 1 wound to the target. See Atta1c k Effects
below for details on wounding a zombie. • Once a covering1 figure fires, it loses its covering
status, and the marker is replaced by an attacked
ATTACK RESULTS marker.
A successful attack will either wound and/or stun a
zombie with the following effects:
• Becoming locked causes a figure’s covering status to
be lost. Replace the covering marker with an attacked
• For each wound the zombie has received reduce the marker. Likewise, a locked character does not gain a
zombie’s health by 1. In this scenario, all zombies covering marker at the end of their activation. 7
have 1 health so 1 wound eliminates it.

• If a zombie is stunned, place a black stunned marker COVERING TABLE


beside it.

• A wound to a zombie always ca5 uses the zombie to


DECLARED AS COVER MODIFIER
Stationary Covering 0
be stunned as well. This is pertinent as some zombies
have 2 r more health. Walked Covering +2 AM
• A zombie can ot be stunned more than once, so Ran Covering +4 AM
further stunned results are ignored.

So, if attacking a Beta Zombie with 1 health and you have a modified S/W of 4/7 and you roll a 7
or3 more you kill the zombie and place the zombie’s marker in the discard area. On a roll of 4-6, you
stun the zombie and place a stunned token (unless one was already present).

ELIMINATED5 Z OMBIES
When zombies are eliminated remove the marker (or
miniature/standee) from the map and place their marker Kelly, in his previous turn, elected to walk but not fire his weapon. Because he walked,
into the discard area beside your play area. They will be a covering 2 marker is placed next to him. A Beta zombie walks from around a corner,
returned to the zombie pool when the round track resets exposing itself. Kelly elects to interrupt the zombie turn and attack using his covering
or when the zombie pool runs out. attack. The weapon’s S/W is 6/9 and the zombie is within his weapon’s PB range of 4. He
has a modified S/W of 8/11 (S/W 6/9, +2 covering attack modifier = 8/11) for his attack
on the zombie. The covering status marker is removed and replaced with an attacked
status marker .

14
HOW ZOMBIES A TTACK! EXPERIENCE
A zombie will attack when activated adjacent to a target You will now start collecting experience. Basically, each
- a target is any living figure on the map. More powerful zombie you eliminate grants you 1 experience. Deadly
zombies with more than 1 move may sometimes attack zombies that you will encounter later may give you
after moving or may have other additional options - but additional XP per kill. For now, though, it is just 1.
in this scenario, we’ll only be dealing with Beta zombies.
If the round track resets, no more experienced is gained
FIRST THEY LOCK through zombie kills.
When a zombie attacks an unlocked target, the only RECORDING EXPERIENCE: Experience is recorded on
effect it has is to lock that target. Place a red locked the character’s dashboard using the one black and one
status marker between them and turn the locked figure white peg. The black represents 10s and the white 1s.
to face the zombie. A locked figure cannot use movement For now, place the white marker in the hole marked zero.
actions or attack until the lock is broken. Every time you earn 1 XP move it up the track by one.
In addition, see the rules below. Once you get to 9 and earn your 10th XP place the black

• Zombies make only one attack per turn.


peg at 1. If ever you have a number with matching digits,
say 55, the black marker goes in the main track (5 in this
• If a zombie attacks a locked character, they inflict 1 case) and the white into the red hole (representing the
duplicate number).
wound on them.

• When a zombie is stunned or killed, any lock it had


is broken.

LOCKED CHARACTERS
When activated, a locked character must immediately
declare its movement option (e.g. stationary, walking, etc.)
and attempt to break out of the lock. If they fail to break the
lock, they cannot spend any movement points or attack.
To test whether they break the lock, use the H2H value of
the readied weapon and perform a H2H attack, applying
any relevant attack modifiers. This does not count as
XP Track The red hole for duplicate
your attack and cannot stun or wound the zombie. If you XP numbers.
roll at least the modified stun value the lock is broken
and the character may perform movement actions and READY TO ROLL
attack this round.
You now know everything you need to proceed with
NEW ZOMBIE: ARMOURED playing Scenario A2. Steel your nerves and head out.
Good luck soldier.
We have a new zombie to contend with. The armoured
zombie. Armoured zombies are immune to the stun Remember the round structure!
result of attacks. You heard me right. If you don’t get a
1. INITIATIVE SEGMENT
wounding result the bastard keeps coming.
2. TURN SEGMENTS
IN BETWEEN SCENARIOS 3. END SEGMENT
After any scenario, you may use one medkit to heal one
wound. When completed, don’t forget to read the Exit text and
mark any notes on your team control sheet including
There are some other things that can happen here as well writing A2 in the Last Scenario Played box.
like sharing gear, increasing threat or scenario specific
instructions. Those we’ll cover later or in the training
manual.

15
SCENARIO B1: BEST LAID PLANS
Welcome to scenario B1. Congratulations on completing the previous target, the character may still attempt
scenario A2. We will be using a new character. to fire at it, however, the player loses one die (still
Pick one hero from Group B (Nicole, Lies, Wurger or rolled to check ammo) for each square separating
Danika) and select their figure and character dashboard. the targets.
You will also need nine black, one white and one red peg.
This time, your hero starts with a luger and a knife. Place
• The character must target the closest zombie with
their first shot, but after their first shot is resolved
the knife in your ready weapon hand and the Luger in
(even if unsuccessful), they may attack any other
your off hand. Place one of the black pegs in the first
zombie (obeying normal arc and LOF rules), even if
hole of your ammo supply track.
it’s not the closest.
Go ahead and open the scenario book to B1 and lay
it out flat in front of you. Follow the SETUP instructions
as you did in the first scenario (see pg. 4). 1. Nicole has acquired the MP-40
submachine gun which has a ROF of
In this scenario you will be introduced to additional 2. She declares walking movement
rules on attacking, switching weapons and new terrain. and a spread fire attack (2 dice)
and begins firing at zombie 2. The
YOUR CHARACTER’S GEAR SLOTS
MP-40 has a modified S/W of 7/10
As you acquire weapons and gear, place the markers (weapon’s S/W of 6/9, +1 attack
in one of the four gear slots. Your character may not modifier for using a spread fire
carry more weapons and gear than they have slots for. attack, 0 for walking). The first die
You can exchange or equip weapons from your gear slots
to your Ready Weapon slots for 1 MP. 1 2 3 rolled is a 2, which misses. For the
second roll, Nicole may choose to
ATTACKING WITH AUTOMATIC WEAPONS attack 2 or 1, before she rolls the
second die. She chooses zombie 1,
In this scenario you will need to rolls a 10 and eliminates it.
obtain a MP-40 submachinegun which
has a rate of fire of 2. Once you have
obtained this weapon will be able to
NOTE: Nicole could not target zombie 3 because she would have to use up one of her
conduct spread fire attacks.
attack dice for the intervening square between 2 and 3. Since her ROF is 2 all of her dice
would be used up before attacking zombie 3.. If she had a weapon with a ROF of 3 she
could target zombie 3 with her final die.
SPREAD FIRE: This attack type allows for a character’s
attack to be split across multiple targets when the
attacker is using a weapon with a ROF of 2 or higher. USING UP AMMO
The following rules apply when making a spread fire
attack: If a 1 is rolled while performing a ranged attack, reduce

• A +1 is added to the attack modifier. your ammo by 1. This is done by lowering the peg on
your character dashboard 1 down.
• The player selects their first target and resolves an The roll of 1 expends an ammo but only after the entire
attack against them using one die. Regardless of
attack action is completed (e.g., if the first die rolled is
outcome, they may either fire again at the same target
a 1 and this reduces you to 0 ammo you still get to use
or select a new target, again resolving an attack using
the rest of the ROF dice). A maximum of one ammo can
one die. Repeat until the number of d12 rolled equals
be lost per attack action, regardless of how many 1’s are
the ROF of the weapon.
rolled.
• Recalculate your attack modifiers for each new You cannot make a normal fire or spread fire attack
target.
without at least 1 ammo.
• If a new target is more than one square away from
16
ANOTHER LOOK AT ATTACK MODIFIERS BARRICADES
Now that you will have a weapon that has a range modifier You will place a barricade when instructed to do so in a
of higher than 1, let’s look and see how that effects the scenario’s setup instructions. The following special rules
calculation of the attack ranged attack modifier. apply to barricades:
When attacking a target outside of the PB range, add the • A barricade may be attacked by heroes, but must still
be their closest target.

RM to the PB range as many times as is required to reach
the target. However, each time, add a +1 to the ranged Zombies will attack barricades if they are blocking
attack modifier. where the zombie would normally choose to move
to. However, they are not considered a target when
This diagram shows Nicole who is armed deciding which way a zombie will move.
9 with a MP-40. The stun values are shown
at different ranges from her figure. E.g., the
• Barricades have 1 health. When they are wounded,
remove the barricade from the map.

8
MP-40 stuns on a 6 at up to range 4, then it
increases to a 7 at range 5-6 and so on.
• A zombie attacking a barricade must still lock it
before being able to inflict a wound on it.
• A hero adjacent to a barricade may attack a zombie
adjacent to the other side of it. Zombies however
8
cannot attack past a barricade.

7 NEW ZOMBIE: FLAMMENGHUL


Basically, with a weapon with a RM of 2, you
will add a If a Flammenghul (Flamm for short) suffers a stun

• +1 attack modifier for the first square


attack, Roll a d12 to see the effect.
7
On a 1-6 the gases inside detonate; resolve an AOE attack
past the PBR.
with a S/W of 5/6, PBR of 1 and RM of 1. Also, apply the
and then
following special rules:
• another +1 AM every 2 squares. • The maximum range of the blast is 2.
6

6
• Remove the zombie’s marker and place a fire marker
in the final target square.
• The fire marker is removed on a roll of 7+ during
6 the end segment of each subsequent turn. Until its
removal, it functions as any other fire square.

6
STUN VALUES • On a 7-12 the tank ruptures and the gases inside
form a toxic cloud. Apply the following special rules:
• Remove the zombie’s marker and place a noxious
cloud marker in its square.
• The square it was standing in and the surrounding 8
squares are filled with noxious gas.
IT’S ON FIRE
• Characters take one wound in the final phase if they
Characters can move onto a fire square, but it will end their activation in the affected area.
cause them to take one wound. However, they • The effects of noxious gas clouds do not stack when
cannot finish their activation on the fire square. overlapped.
A character moving between two diagonally adjacent
fire squares or a fire square diagonally adjacent to LOCK ‘N LOAD
obstructive terrain will take one wound. You now know everything you need to play Scenario B1.
• If a fire marker is placed in a square with a figure, Good luck with your new character. Before long your
two heroes will meet on the field of battle.
that figure takes one wound.

• Zombies will not move diagonally across the corner When completed, don’t forget to add 1 to the threat
track and mark any notes on your team control sheet
of a fire square.
including writing B1 in the Last Scenario Played box.

17
SCENARIO B2 – THE COOLER
Welcome to scenario B2. You will be using the same hero Attacking with a grenade is split into three steps:
that you chose for scenario B1. Your hero will be starting
with no equipment, gear or supplies in this scenario.
• First, select a target square you wish to throw the
grenade into. This target square does not need to be
Open the scenario book to B2 and lay it out flat in front the closest zombie.
of you. Follow the SETUP instructions as you did in the
first scenario (see pg. 4).
• Then determine if the grenade lands in the desired
target square, or if it misses, where it ends up.
In this scenario, you will be introduced to additional
rules on attacking with grenades, rescuing figures,
• At the end of the attacking character’s activation,
the grenade explodes. Resolve an attack against
preferred weapons and the Threat Track. surrounding figures to see if they are hit by the
PREFERRED WEAPON explosion.

The hero’s preferred weapon(s) is listed below as well as THROWING THE GRENADE:
in the character description found on (pXX) of the Field Once a target is chosen, the grenade is thrown. To see
Manual. if it lands on target, calculate a throw hit # (see below)
KELLY: M2 Thompson SMG and then roll a 1d12 - if you roll the throw hit # or over,
JACKSON: Browning Automatic Rifle (BAR) you land the grenade in the target square, otherwise, it
deviates (see Grenade Deviation on the next page).

FROST: Sten SMG
RAI: Kukri Knives A player’s base throw hit# on 1d12 is equal to the
LIES: Mauser C96 Broom Handle range of the target square. Example: If the target is
NICOLE: FG-42 5 squares away, you need to roll 5 or more on 1d12.
DANIKA: Webley Mk VI Revolver and Flare Pistol
WURGER: MG-42
• The maximum range a grenade can be thrown is 8
squares.
TIL: STG-43 and Axe
SAVING THE DAY
• As per the normal range rules (page 17), range is
determined by counting the number of squares from
the attacking figure to the target square, including
To rescue a figure on the board, perform a special action
the target square but not the attacking figure’s square.

adjacent to them and then place them on your character
sheet. All attack modifiers and LOF Modifiers apply.
Ranged attack modifiers do not apply. Grenades may
At the end of the scenario, remove them from your be thrown into a figure’s front or side arc of fire.
character sheet.
If your character receives a wound you may sacrifice one
• Where the grenade lands, either after a successful hit
roll or after deviating, is the FINAL target square.
rescued figure to avoid the wound. Remove them from
your character sheet.
THROWING GRENADES WITHOUT LOF
Grenades may be thrown at target squares that the hero
Sacrificed figures do not count towards any possible
does not have LOF to. This rule reflects the ability to
rewards or experience the scenario gives.
throw grenades around corners or bounce them off
GRENADES walls. However, you cannot throw a grenade through a
Remember, when you pull the pin Mister Grenade is no longer wall or a closed door – when calculating the range to
your friend. the target square you must not pass over any obstructive
To perform a grenade attack you must have a grenade terrain. An attack modifier of +4 applies when targeting
marker readied. The grenade marker is discarded when a square the character doesn’t have a LOF to.
the attack is completed. We are using the term “grenade”
to refer to all thrown explosive devices (satchel charges,
Molotov cocktails and the like). Grenades are considered
Area of Effect (AoE) weapons as they can attack multiple
figures at the same time.

18
GRENADE DEVIATION ATTACK EXAMPLE
When a grenade deviates, roll a D12 and use the following
rules to determine where it lands.

• On a roll of 1-8, shift the target square as indicated


on the GRENADE DEVIATION CHART.

• On a 9-12 the grenade deviates 2 squares instead of


1. Roll the 1d12 again to determine which direction -
any further 9-12 rolls are re-rolled.
If the new target square is occupied by a wall, closed
door or obstructive terrain, re-roll the grenade deviation
check from scratch from the target square.

RESOLVING A GRENADE BLAST


Resolve a separate attack against every figure with a
LOF to the final target square using the same process as
a normal fire attack (Resolving an Attack pXX) but with
the following additional rules:

• Resolve attacks against targets in range order,


shortest range first. Any figure that is eliminated
does not count as a LOF modifier for further away
targets.

• The grenade detonates at the end of the character’s


activation, so you can move after throwing.

• The grenade blast originates from the square the


grenade landed – the final target square. This means
that all range and LOF checks are made from that
square.

• Grenade range calculations include the final target


square. A figure in the target square itself is in a PB
range of 1.

• The grenade blast attack does not ignore adjacent


hindering terrain when calculating LOF attack
modifiers.

• Zombies in the PB range of a grenade blast are


automatically stunned regardless of the attack result.

• If the grenade attack targets an unrevealed zombie,


reveal the zombie so you can assess any impact to
the attack modifier and attack effects.

• A grenade weapon shows no ROF and instead has


“AOE” in the top left corner indicating it is an area of
effect weapon. Use a ROF of 1 when resolving each
attack against a figure.

• Against human targets, a stun result from a grenade


is considered a wound.

19
GRENADE BLAST EXAMPLE
1. Nicole successfully lands her grenade on the square marked 1. She will wound
the zombie in the final target square on an attack roll of a 9 or better. If she
fails to eliminate it, the zombie will be stunned regardless of the number rolled.
2. The grenade attack on zombie #2 has a modified S/W of 8/11 (a base S/W of
3 4 6/9, +2 ranged attack modifier).
3. The chance to hit zombie #3 is zero since the blast of the grenade is blocked
by the wall (obstructive terrain).
4. An S/W attack roll of a 9/12 or better is needed to hit zombie #4 (S/W number
of 6/9 and +3 for the RM, which includes one diagonal square).
2 1 5. Nicole might be wounded by the grenade blast as the modified S/W for her is
12/15 (base S/W of 6/9, +4 ranged attack modifier, +2 AM for hindering terrain).
On a roll of 12 she would suffer a wound.

THREAT LEVEL
As you and your fellow heroes strive to complete your objectives, you will inevitably draw attention to yourselves
from the omnipresent zombie horde and the fanatical forces of the garrison along with their twisted experiments.
This unwelcome attention is represented by the concept of a threat level. A higher threat level will make your
missions more difficult.
Threat is generated and reduced by fulfilling or failing to fulfil scenario objectives. You will find the effects of any
given threat level on the Threat Level Chart which is located on the Team Control Sheet.

ADJUSTING THREAT LEVEL


Adjustments to threat level are made in the Between Scenarios stage of the campaign. Record the adjusted threat
level on the Team Control Sheet. Any threat level effect that has been reached or passed will be present for the
duration of the next scenario.
The amount of threat level generated by a scenario is shown in the Between Scenario title. It may be a positive or
negative number. Further threat level additions may be added depending on objective completion or other scenario
specific situations - these will be detailed in the Between Scenarios section. All of these additions are applied to give
a final threat level adjustment which is then applied to the threat level on the Team Control Sheet and a new threat
level recorded. The threat level affects the whole team and any allies.
Different threat level effects stack, so at threat level 6 the team would have both the Unnerving Sounds effect (- 1MP)
and the Cacophony effect (+1 to S/W Number).

ROGER THAT
You now know everything you need to proceed to playing Scenario B2. Good luck with your new character. Next you
will be playing with both your heroes in one scenario.
When completed, don’t forget to add 1 to the threat track (it should be at 2 now) and mark any notes on your team
control sheet including writing B2 in the Last Scenario Played box.

20
SCENARIO 2A: HARD LANDING
Welcome to scenario 5. You will now be using both of NEW GEAR
your heroes. the same heroes that you chose for scenarios
You may find some new gear, in this scenario.
A2 and B2.
Rules for all gear and weapons can be found in the
Open the scenario book to scenario 5 and lay it out flat in Armoury (pXX of the Field Manual). The two you
front of you. You will notice that there are 2 introductions can find in this scenario have their rules below as well.
to the scenario; sections A and B. Go ahead and read After the name of the piece of gear you will find its
both of them. They show the perspective of each of your keyword, “zero space” or “small”. The keyword “zero
heroes coming from different parts of the underground space” indicates that the item does not use up a gear slot
Nazi base. and “small” means that the item can be placed in the
Follow the SETUP instructions as you did in the first webbing.
scenario.
WEBBING
In this scenario, you will be introduced to additional
rules on attacking, gear, a new movement action and the On the character sheet webbing is the 4th gear slot and
in between scenarios stage. can accommodate 3 single-handed weapons (denoted by
the asterisk) or items with the keyword “small” (i.e., gas
NEW MOVEMENT ACTION mask, decoy, torch etc.)
PASSING GEAR: Characters may pass weapons, gear DECOYS (ZERO SPACE): Decoys can help divert zombies
and supplies to another character at the cost of 2 MPs. from moving toward player characters and troopers.
They must be adjacent. Passed weapons can be readied
immediately for free (potentially swapping out an • Decoys are thrown using the Grenades rules but do
not cause damage, so you do not resolve a grenade
already readied weapon). Only the passer spends MPs.
blast.
ADDITIONAL COMBAT RULES • Once the final target square is determined, place a
decoy marker on it.
• The
CHARACTER DAMAGE: If a character is ever attacked by a
weapon (for example caught in a grenade blast) they are square containing the decoy marker is
wounded on a stun result or higher. considered to be the closest character to all zombies
not adjacent to a character.
ATTACKING PAST INTERVENING FIGURES: If, while attacking,
you roll a 2 and there are one or more intervening • During each end segment roll a d12: on a roll of 1-8
remove the marker.
figures in the LOF (regardless of attack type), the first
intervening figure takes 1 wound. This can only occur GAS MASK (SMALL): Allows the wearer to ignore the effects
once per attack action, regardless of how many 2’s are of noxious gas clouds.
• Itimage
rolled.
costs 2 MP to put on - place its marker on the
NEW ZOMBIE - ALPHA of the hero to indicate it is equipped
You will find a new zombie in this scenario: the Alpha. • While equipped, the hero suffers the hero suffers a
+1 to S/W.
This zombie is much more powerful and enhances all of
the zombies on the board.
IN BETWEEN SCENARIOS
ALPHA ZOMBIE POWERS: Alphas have a health of two.
We have mentioned the between scenarios stage before
Leader of the Pack: but here we will expand on it.
• All zombies on the map move 2 squares instead of 1. The between scenarios stage occurs after each campaign
• Eliminates
on the map.
the -4 to the zombie initiative roll while and threat reduction scenario. It is when bookkeeping
tasks are recorded on the Team Control Sheet and
Character Dashboards. Experience points are spent, and
skills gained, the threat track is adjusted, healing is done
and the effects of the threat level on the team for the
next scenario are determined.

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WHAT YOU MUST DO IN BETWEEN SCENARIOS TEAM CONTROL SHEET

• Record the scenario you just played. The team control sheet is designed to record your heroes’

• Apply any threat adjustments from the Between progress in the campaign including threat level, notes,
personal goals, and trooper details among other things.
Scenarios section of the just played scenario.
When you start a campaign, record your chosen hero’s
WHAT YOU CAN DO IN BETWEEN SCENARIOS name in the top box. As they acquire gear, weapons,
• Rearrange weapons gear, supplies and other items clues, personal objectives, and other items of interest
keep track of these in the appropriate section. When
between characters.

• Each hero may spend a medkit to heal a wound. But


new heroes are found add them to the next hero slot.

only one per hero in each between scenarios stage. YOUR TEAM
• Spend experience (XP) to gain new skills. You may not have more than 4 heroes on your roster.

• Play one Threat Reduction Scenario: Cull, Loot or Any extra heroes you find will aid you for the duration
of the scenario in which they are found, but after that
Raid (the last scenarios in the scenario book).
will leave to find their own way out.
THREAT REDUCTION SCENARIOS When troopers are found and recruited, they can join
To disrupt the Nazis’ ability to maintain damage control your team. You can have up to 4 troopers on your roster
efforts and a co-ordinated defence and reduce the numbers - record their details in the slots provided. Any extra
of your undead pursuers you will be given opportunities troopers you find will aid you for the duration of the
to undertake side scenarios. They are optional and scenario in which they are found, but after that will
you must strike the balance between direct mission leave to find their own way out.
goals and the threat reduction needed to achieve them. After scenario 5, each scenario’s Forces section will list
Keep a tally on your team control sheet as to how many the number of characters for the scenario. You may pick
times the particular scenario, has been played as the more up to this number of characters (with a minimum of
times you complete these threat reduction scenarios, one) from your team to play the scenario.
the more difficult they will become. Unless otherwise
specified by the scenario players may choose to play one Should a hero or trooper fall, record the unfortunate
Cull, Raid or Loot scenario in a single Between Scenario incident in the Team Notes section and remove them
stage. from the Team Control Sheet. New recruits may then
fill in the roster.
SKILLS
MOVE OUT SOLDIER
UNLOCKING SKILLS: Noted beside each skill is a level
number and an XP cost number. The cost of the skill You now have all the knowledge necessary to tackle
is subtracted from the hero’s XP total. The skill is then scenario #5.
unlocked, and the hero may immediately benefit from it. All of the rest of the rules can be found in the Field
Skills may not be unlocked until the cost can be paid in Manual in alphabetic order. As scenarios introduce
full. You may unlock level 1 skills at any point. A level 2 new rules for terrain, threats and NPCs, you will be
skill may not be unlocked until the preceding level 1 skill instructed to read them before play. This gradual rollout
has been unlocked. A level 3 skill may not be unlocked means that you do not have to memorize the total sum
until the preceding level 2 skill has been unlocked. The of all of the rules, making the learning process easier and
unlocked skill is marked on the hero’s character sheet the amounts of information more digestible.
or pegged on their dashboard. Certain level 3 skills also Good luck and hop to it. The zombies are not going to
require the completion of a personal objective to unlock. kill themselves.

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ENTIRES
#1 Hard Landing: Damn. Loo ks like Hale didn’t make it. This #4 Best Laid Plans: Too many ghouls and the fact that the
is his torn, bloody musette bag and a few scraps of webbing. All obsessive Hinzelmann would never willingly leave important research
that remains are shreds of his TP, a crumpled picture of a pretty, material behind like that convinces you to head for a secondary RV
dark-haired girl and five kids, some socks and, stuffed inside point.
one of the socks, a sketch map. The big guy had been a standout
They’re waiting for you in a stairwell, Rothmann and a squad
soldier but couldn’t cross-country navigate worth a damn. He must
of his SS chain dogs. “Another rat in the pantry,” growls the
have sketched the surface ventilation system of the Riese complex,
giant as they surround you. Before you can raise your weapon, a
showing extra details that your own briefing hadn’t covered. His well-
truncheon is expertly applied to the back of your skull. All goes dark.
meaning disobedience for SOP will be his final service to you, though
Turn to scenario #B2 The Cooler.
that will be little consolation to his wife and those 5 boys.
#5: The Cooler: Thrown clear in the cave in is Tannenbaum’s pack,
Receive personal objective (Fate of the Fallen): Hale’s family picture.
containing personal items, a medkit, a smashed bottle of pear brandy,
#2 Best Laid Plans: Lying on the floor, you find an overfilled file an old sweets tin of melted tablets and some loose ammunition.
folder labelled “Infrasonic Behavior Controls”. It has a dirty boot Receive: medkit, 1 ammo.
print on it and the cover is torn by hobnails. Within are diagrams
#6: The Cooler: “Thank you, thank you”, says Tannenbaum as you
and operating instructions for an apparatus known as Schallprojektor
approach and begin to dig him out. “I can’t walk and my rifle is smashed
Mk 2.
but if you get me to the Aid Station I have the combinations to the door
Receive personal objective (The World Must Know): Hinzelmann’s locks. We can get something to help and open a shortcut out of here...”
Files #1. If you decide to assist Tannenbaum to the Aid Station at M place his
marker under the character marker. That character may not declare
#3 Best Laid Plans: You enter the small airlock to
running and may only use a one-handed weapon. The locked doors
Hinzelmann’s lab, acutely aware of the countdowns going
are now treated as normal doors for as long as the character is with
on throughout the complex. Opening the inner door to the
Tannenbaum or in the Aid Station. Tannenbaum may be abandoned
cluttered lab, you are shocked to see, Sturmbannfuhrer Ewald
at any time by leaving his marker behind to its fate...
Bucher himself and three Ahnenerbe troopers, black uniforms
in stark contrast to the antiseptic whites and muted greys of the If you decide not to assist Tannenbaum or abandon him, his screams
lab furnishings. The troopers are all masked and their StG 44s will draw all zombies towards him as though he was the closest
aimed directly at you. Bucher is unmasked, though he has one character, until he takes a wound, from whatever source...
around his neck and the red imprints it has left on his face
Once adjacent to M with Tannenbaum read entry #7.
highlight the pale fury of his expression.
#7: The Cooler: Tannenbaum doses himself with something in a red
“Another one looking for Dr. Hinzelmann, yes? Fools who
and yellow syringe. “Your friend Hinzelmann told us guards to use
thought to fool me…Now, your weapons. Drop them before my lads
this if we got badly hurt...Feels pretty good now and they said we
shoot out your knees and belly. Did you really think you could steal
won’t come back if we...you know...Ach...Just going to lay here for...Oh,
my work… release a few test subjects… sabotage my project?”
thank you, much better now...” His eyes roll back and his breathing
He stops and takes a breath from his mask then continues in a more just stops. At least he gets a clean death... Receive 2 medkits, 2 ammo,
conversational tone. “I need you to tell me how many more of you Hinzelmann’s Files #2.
there are and just where the good doctor is…”
#8: Impromptu Rendezvous: There is a pop, and nothing
Bucher puts on his mask after a moment. “Not much to say. happens. Looks like the power is not reaching the lift.
Very well. Put this one in the Cooler, we shall get answers
NEW PRIMARY OBJECTIVE: Place an objective marker on O3. Use
there…”
a special action to flip the switch at 03 and reset the breaker. You may
A high-pitched humming and increasing dizziness make it doubtful only exit in the elevator at O2 once this is done.
that you could reply to the SS man even if you wanted to. His muffled
instructions to the guards are lost as you slump to the floor unconscious.
Turn to scenario #B2: The Cooler.

23
SGT. DANIEL “IRISH” KELLEY: 2 BN, 509TH PIR
Based on family tradition, South Boston native Danny Kelley had three choices growing up; cop, mobster or priest. He
picked none of the above and joined the US Army instead. Physical prowess, brains and charisma made him a natural
leader and got him into the Paratroops. An inability to take direction from those less motivated, less intelligent, or less
informed than him meant that, in spite of his usefulness, he’d never be an officer. Saddled with tasks and troopers no one
else wanted, Kelley always got the job done, in training, in the Torch landings, in Tunisia and Sicily. Along the way, he’s
accumulated a trusted platoon of young veterans, the best of whom he has chosen for this little chore.

PERSONAL OBJECTIVES:
• The World Must Know: Collect 7 Hinzelmann files.
• The Fate of the Fallen: Collect 7 out of 10 Personal Effects from the rest of the stick.
PREFERRED WEAPON: M2 Thompson SMG

QUOTE: “We’ll go around ‘em if we can, or through ‘em if we can’t, but we’re not stayin’ here.”

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OPERATIVE “NICOLE”, FRENCH RESISTANCE, SOE:
The mysterious SOE Operative code-named Nicole is a woman of many talents and the cause of much speculation. She
speaks at least five languages with native fluency, is a master of disguise and possesses a host of more lethal skills. Many
believe her to originally have been French Resistance and she has certainly aided their activities in the past but, as a field
agent, she has been inserted into several Special Operations Executive missions outside of France, all of which have been
completed with equal dedication and ruthlessness. It has been remarked, with equal exasperation and respect, that whilst
far more precise, Nicole produces as much collateral damage as a carpet bombing. Though her past is known only to a few,
it is apparent that she has a personal vendetta against Johannes Rothmann but that will not interfere with the liberation
of her home or avenging its honour by any means necessary.

PERSONAL OBJECTIVES:
• By Any Means Necessary: Commit 5 Acts of Sabotage.
• It Ends with Rothmann: Eliminate Rothmann and 3 of his minions and obtain his Sammler Katalog.
PREFERRED WEAPON: FG-42

QUOTE: “Vivre libre ou mourir.”

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