History
By mid-January of 1945, things were looking very bleak for the German Reich. The Allied armies are closing in on all sides and Unternehmen Wacht am Rhein ("Operation Watch on the Rhine") is a total failure. The Fuhrer’s only hope now rests in the Vergeltungswaffen, the Vengeance Weapons. History has taught us about the V-1 and the V-2 weapons. Few know of the V-3 and almost none alive today know about the V-4 weapon.
The V-3 was a multi-charge supergun designed to shoot artillery shells onto London from France. It saw only minimal use with some test rounds being fired into Luxembourg before the Allies overtook them.
The V-4 weapon is a virus developed in a secret laboratory in Alsace, France. The weapon, which was intended to be delivered by artillery in conjunction with a poisonous gas, was capable of reanimating the dead into mindless beings. The idea was that besides killing enemy personnel, the fact that they reanimated would cause enough shock and logistical problems to create havoc within the enemy’s territory, destroying their capability to wage war and destroying the population’s willingness to continue the fight.
Tests on Russian prisoners showed that although fairly mindless, there was an uncontrollable nature within the reanimated dead. Additionally, a nasty side-effect of the V-4 was that the reanimated dead had acquired a voracious appetite for the flesh of the living. Attacks spread the virus to the victim and the epidemiology showed that this horizontal transmission was successful in nearly 100% of the cases – resulting in the creation of another zombie. The scientists determined that the risk of a “zombie apocalypse” was greater to Germany than those risks currently faced.
To mitigate this risk, development on the V-4 was augmented to include efforts to control the reanimated dead. A handful of military units were formed from German soldiers that “volunteered” for service in a planned SS regiment of undead soldiers. Controller devices were implanted in the volunteers and then they were killed and reanimated. There were successes in some of these efforts, but there were also disastrous failures.
In spite of the risks and perhaps due to misinformation from his scientists (no doubt fearing for their own lives) Hitler decided to move forward with the deployment of the V-4 by February of 1945. This was announced by a surprise visit by Hitler to the secret bunker complex in Alsace.
Luckily, the V-4 weapon was never used in combat thanks to a small band of soldiers on a secret mission: Operation Winter Harvest. Few men survived the mission, and stories of the horrors they faced are today treated as nonsense. Without their heroism and sacrifice, our world would be unimaginable.
Through a short campaign of several linked-scenarios, we’ll recreate the conditions of this ultra-secret mission that saved the world. Will you be able to save the world? Or will you fail in the mission, dooming mankind to the worst apocalypse imaginable?
The Campaign
Campaign games will take place on select Friday Night Fights and Sunday club meetings and will consist of four or five scenarios. There are certainly four scenarios, but player decisions can cause a fifth scenario. All of these scenarios have already been designed by Binhan, Matt and myself.
Scenario Map
The goal of the campaign is to locate the secret bunker and capture the mad-scientist (Doktor Dannenberg) and return him to Allied Intelligence.
Scenarios will be executed using the excellent and extremely fun All Things Zombie (and Nuts!) by Two Hour Wargames. Incredibly fun games have resulted within our club using these rules for “modern-day” zombie games!
The campaign is open to all club members and will be played on a “drop-in and out” basis. Players that can play regularly will be Allied soldiers, while others may be asked to manage the German forces, both living and dead.
Players will retain the use of their surviving soldiers for use in subsequent scenarios. Soldiers could increase (or decrease) in capabilities as the campaign progresses. Players will be awarded victory points per scenario for actions undertaken during the games.
Each player earns victory points when men under his command do any of the following:
- 1 Point – Kill a zombie or a German soldier.
- 5 Points – Obtaining, but failing to use an intact “pinger” device (per distinct device).
- 10 Points – Obtaining and using an intact “pinger” device (per distinct device).
- 20 Points – First to reach Doktor Dannenberg in “The Bunker” scenario.
- 10 Points – Destruction or capture of German vehicles (some could be rated at higher or lower value based upon vehicle type and referee discretion).
- ? Points – As awarded by scenario rules and/or referee discretion.
Player Forces
An Allied player’s forces represent hand-picked men for this critical mission. As a result, the forces are highly customizable to suit the player’s ideals for mission success.
How Many Men?
Each player may have up to 5 miniature soldiers in his “section”. The exact number is up to the player, yes, you can choose to have 5 or 4 or 3. Although I don’t know why you’d want less than 5 – unless you plan on lobbying the referees for extra victory points given your handicap of fewer men.
What Kind of Men?
One of your men is a “Star” with a “Rep” of 5. This soldier should represent the player on the tabletop and is an officer. You may choose your own rank (lieutenant to colonel), but be careful, a high rank may just place you in command!
The rest of the men in the section are “Grunts” and all have a “Rep” of 4 (these are hand-picked men). One of these men is an NCO (sergeant or corporal) and the remainder privates.
What Kind of Section?
Each player must choose what type of unit he wishes to operate during the campaign. The choices are listed here:
Infantry Section
Yes, the foot soldiers are the true heroes in battle. By selecting this type of unit, you have the most flexibility in the type of weaponry available to you.
If the unit is an infantry unit, it is as follows:
- 1 Officer. A “Star” with REP: 5 Armament: Large Caliber Pistol, Submachine-gun, Grenades
- 1 NCO. A “Grunt” with REP: 4 Armament: Large Caliber Pistol, Submachine-gun, Grenades
- 3 Riflemen. “Grunts” REP: 4 Armament: Semi-automatic Rifle, Grenades
- Replace 1 Rifleman with a Medic. Normally medics are unarmed, but for this mission, they are armed with a Large Caliber Pistol for self-defense. They may only shoot at zombies or German soldiers that charge them. If desired, the medic may be equipped with a gas mask and a bullet-proof vest.
- Replace 1 Rifleman’s Semi-automatic Rifle and Grenades with a Bolt-action Rifle and Sniper Scope.
- Replace 1 Rifleman’s Semi-automatic Rifle with a Bazooka and a Large Caliber Pistol (the rifleman may keep his grenades).
- Outfit the NCO with a gas mask and a bullet-proof vest.
- Outfit the Star with a gas mask and a bullet-proof vest.
- Replace 1 Rifleman’s Semi-automatic Rifle with a Combat Shotgun (the rifleman may keep his grenades).
- Replace 1 or 2 Rifleman’s Semi-automatic Rifle with a Browning Automatic Rifle (the rifleman may keep his grenades).
- Equip one rifleman with a short-range radio. The radio is only good for contacting other short-range radios on the gaming table.
- Replace 1 Rifleman’s Semi-automatic Rifle and grenades with a Flamethrower and a Large Caliber Pistol. This includes 1 fuel tank with 4 bursts. Up to 3 additional fuel tanks may be taken, but must be carried by other individual soldiers or in a vehicle.
Sweet, we’ll flatten those zombies in a tank! But, what about those German tanks? What about panzerfausts? What about fuel? Having some armor would be great, but combined arms is still a valid concept. Oh, vehicles are noisy, that’s a dinner bell for zombies.
If the unit is a tank unit, it is as follows:
- 1 Officer. A “Star” with REP: 5 Armament: Large Caliber Pistol and Submachine-gun
- You are in the role of the vehicle commander.
- 1 NCO Crewman. “Grunt” REP: 4 Armament: Large Caliber Pistol and Semiautomatic Carbine
- 3 Crewmen. “Grunts” REP: 4 Armament: Large Caliber Pistol and Semiautomatic Carbine
- The vehicle is equipped with a short-range radio. The radio is only good for contacting other short-range radios on the gaming table.
- Outfit the Officer with a gas mask and a bullet-proof vest.
- Outfit the NCO with a gas mask and a bullet-proof vest.
- Replace 1 Crewman’s Semi-automatic Carbine with a Combat Shotgun.
Nice compromise perhaps. Mobility, protection and decent firepower. But, fuel is still a concern – and only 4 men can ride in the vehicle – so, you lose one soldier right off the bat. Oh, vehicles are noisy, that’s a dinner bell for zombies.
If the unit is an armored car unit, it is as follows:
- 1 Officer. A “Star” with REP: 5 Armament: Large Caliber Pistol and Submachine-gun.
- You are in the role of the vehicle commander.
- 1 NCO Crewman. “Grunt” REP: 4 Armament: Large Caliber Pistol and Semiautomatic Carbine
- 2 Crewmen. “Grunts” REP: 4 Armament: Large Caliber Pistol and Semiautomatic Carbine
- The vehicle is equipped with a short-range radio. The radio is only good for contacting other short-range radios on the gaming table.
- Outfit the Officer with a gas mask and a bullet-proof vest.
- Outfit the NCO with a gas mask and a bullet-proof vest.
- Replace 1 Crewman’s Semi-automatic Carbine with a Combat Shotgun.
Cool weapon, easily concealed, and it comes with a jeep (and plenty of fuel cans) to tow it. It takes three men to operate the weapon; that leaves two extras to pick off enemy soldiers.
105MM Howitzer Gun Crew
Hmmm. Sounds like a safe assignment to hang back and bombard distant targets. It also comes with a jeep (and plenty of fuel cans) to tow it. It takes three men to operate the weapon; that leaves two extras to pick off enemy soldiers.
Heavy Machine-gun Crew
Firepower, baby! Mow down those zombies and the living too. But, you have to man-pack this thing to the battle. It takes three men to operate the weapon; that leaves two extras to zap enemy soldiers.
Heavy Mortar Crew
Man-packed, no jeep, but can be a nice weapon. Blowing zombies (and living soldiers) to bits works well. It takes three men to operate the weapon; that leaves two extras to pick off enemy soldiers.
Gun Crew Options
If the unit is a gun crew unit, it is as follows:
- 1 Officer. A “Star” with REP: 5 Armament: Large Caliber Pistol and Submachine-gun.
- 1 NCO. A “Grunt” with REP: 4 Armament: Large Caliber Pistol and Submachine-gun.
- 3 Crewmen. “Grunts” REP: 4 Armament: Large Caliber Pistol and Semiautomatic Carbine.
- Outfit the Officer with a gas mask and a bullet-proof vest.
- Outfit the NCO with a gas mask and a bullet-proof vest.
- Replace 1 Crewman’s Semi-automatic Carbine with a Combat Shotgun.
Obviously, the gas mask’s purpose is clear. So is the vest, except that its value in the Nuts! game system is likely to be unknown to most players. So, on the melee and ranged combat table, the vests allow the wearer to make a 1d6 Rep test to convert a result of “Obviously Dead” or “Out of the Fight” to a result of “Duck Back”.
Explosives
Each player may elect to take a number of Satchel Charges with them. They are useful in assaulting vehicles and blowing up doors and walls. Each player may take up to 3 satchel charges. A single model can carry up to 3 and a vehicle can carry any number.
The Star and NCO
Your Star and your NCO can each have one special attribute. There is no need to roll a die, simply use the following information to select one attribute for both your Star and your NCO.
- Tank Killer: +1 to Rep when taking Who Wants to be a Hero, Being Charged or Wanting to Charge tests.
- Agile: Do not take shooting penalties when making a Fast Move.
- Brawler: Add 1d6 when in melee.
- Marksman: +1 Rep when shooting
- Hard as Nails: Treat the first result of either Out of Fight or Obviously Dead as Stunned instead.
- Driver: +1 Rep to all driving tests.
- Lucky: Per mission, this character can re-roll a total of 3 individual dice.
The craziness of the German scientists seemingly knows no bounds. Allied intelligence has reported numerous things that the players should be aware of. Although intelligence has been unable to prove or disprove all of them, being fore-warned is being fore-armed.
We have had reports of German soldiers in some type of powered or electro-motive suits of armor. The suit probably has substantial defensive capabilities along with integrated weaponry and is likely to offer enhanced speed and strength to the enemy soldier.
Additionally, there are rumors of an advanced, discus-shaped aircraft. Such an aircraft likely exhibits unprecedented maneuverability. Allied Intelligence is desperate to know more about this aircraft.
There are also reports of the existence of some sort of ‘psychological warfare unit’ that seems able to induce hallucinations. Perhaps this is through the use of some type of chemical agent or radio wave manipulation.
Lastly, intelligence has confirmed the existence of units of the living-dead. The reports indicate that these soldiers use no weapons to kill, but do consume the flesh of those they kill. In addition to attacks by the V-4 weapon, the virus can be spread to the living by bites inflicted by the dead soldiers. The virus results in death within 24 to 48 hours – followed by reanimation within minutes of death.
The zombies are known as “Untotesoldaten” (undead soldiers) to the Germans and as “Zacks” to the Allies. It has been rumored that some Soviet prisoners have been moved to the area, murdered and converted into German Untotesoldaten. In some cases, living German soldiers have appeared to be controlling or influencing the actions of the zombie soldiers. These men are known as “pingers” to Allied Intelligence. It is imperative that an example of the controlling device be captured.
A note to the players – don’t trust us referees. Some of the above may or may not be red-herrings, after all, this would be unbelievable stuff to a person in 1945. Also, there are nasty (but fun) surprises that we’re holding back from this intelligence report.
Scenario One
To begin the operation, the command will sweep an area of countryside in which intelligence has recently identified suspicious activities. After clearing the area, the command is to strike eastwards into enemy territory – cautious of counterattack – proceeding towards the village of Bivange or the airfield. Be aware that French Resistance fighters are operating in the entire area of operations.
It is possible that you will be able to acquire fuel for any vehicles in the command at either of those locations. Without locating fuel, your vehicles (if you have any) may not be able to complete the mission – forcing their crews to walk and fight dismounted.
The village of Bivange can be bypassed at the commander’s discretion since other Allied forces are already scheduled to attack that village in the near future. The exact location of the bunker is not known, but it is believed that knowledge of its location can be obtained at the airfield and possibly in Bivange.
No comments:
Post a Comment