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Old July 30th, 2009, 09:24 PM
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Nazi Zombies

Hu uhh Hu uhh

“Look…behind you!”
“Oh my God they’re everywhere”

Countless Zombies appear at windows and doors trying to break in and get to the Marines inside. They are the dead of WW2, the dead of the Nazi’s. Nazi Zombies.

Well by now you should be wondering what that was all about. Well Troubleman23 and I have turned everyone’s favorite game into a playable form of Heroscape.

For those of you who do not know what Nazi Zombies is, Nazi Zombies is a minigame you get after beating Call of Duty: World at War. You are inside of a old building and Zombies are trying to break in and kill you. The goal? Last as long as you can.

You start out with these basic stats with a Colt. Your starting Weapon.

Move: 6
Range: 5
Attack: 1
Defense: 2

At the start you are in the main room with 4 windows that are barricaded. Thay are marked by an upsidedown glyph. The Zombies must break through them to get to you. When a Zombie Lands on a glyph he must stop. At the next turn the barricade breaks and the Zombie can get in.

The Zombies start out with these stats but every 3rd turn the Move and Attack go up by one. The Zombies move towards and attack the closest enemy.

Move: 4 ( +1 every 3rd round)
Range: 1
Attack: 1 (+1 every 3rd round)
Defense: 2

So how long is a round? 1 round is from the start till all Zombies are eliminated. For instance. Round1 has 4 Zombies. You start and a few turns later you kill all 4 Zombies. That is the end of the Round. The Next round would have more Zombies. You continue till the Zombies are too overwhelming and they kill you.

Around the map you will see a bunch of face up glyphs. These are weapons, Exception glyph of Brander we’ll cover that in a minute. Weapons act as special attack and you can carry only one plus the starting Colt. To pick up a weapon you step on the glyph and roll the D20. If you roll the requirements the weapon is yours. You can then finish the remainder of your move and attack. If you fail to do so you may still finish any remaining movement points attack or try at another weapon.
When you see the pictures of the map that Archkyrie11 will post you will see some things Labeled.

Help ~ Help Room
Stair 1 ~ Main Staircase
Stair 2 ~ staircase in Help Room

These areas are blocked by the Castle gate except the Stair 2.


To open any of these areas. Two Requirements must be met
  • It must at least be Level 3
  • You roll a 15 or higher on the D20
Beware as you open these areas you have more space and opportunity for better weapons and even the Random weapon box. But you are giving the Zombies more places to start.

The glyph of Brander which is located in the Help Room is a special weapon box. When you land on it you roll the D20. How you roll depends on what weapon you can get.

So lets get on with the stats of the Weapons. Here are the glyph Weapons…

Astrid ~ Kar98k
Attack: 2
Range: 7
Special: none
D20: 3 or higher

Gerda ~ M1A1 Carbine
Attack: 2
Range: 6
Special: Double Attack
D20: 7 or higher

Dagmar: Thompson
Attack: 4
Range: 6
Special: Roll any combination of dice until 4 total dice have been rolled (Similar to Queglix Gun)
D20: 12 or higher

Valda ~ BAR
Attack: 5
Range: 5
Special: none
D20: 14 or higher


Ivor ~ Trench Gun
Attack: 6
Range: 4
Special: Affects one adjacent Zombie to target.
D20: 17 or Higher

Now the Mystery Box located in the Help Room…
If you roll a 1 – 7 on the D20 you do not receive a weapon.

M1 Garand
Attack: 3
Range: 6
Special: none
D20: 8 – 9

Sawed – Off Shotgun
Attack: 4
Range: 4
Special: Double Attack, and Can only attack every other turn.
D20: 10 – 11

FG42
Attack: 3
Range: 6
Special: Deadly Strike
D20: 12 – 13

MG42
Attack: 4
Range: 6
Special: Double Attack, and Subtracts 1 from your move.
D20: 14 - 15

Panzershrek
Attack: 7
Range: 7
Special: Explosion (Like DW9K), and 1 use only.
D20: 16 - 17

Flamethrower
Attack: 4
Range: 8
Special: Fireline (Like Mimring)
D20: 18 – 19


Laser (It’s really in the game!)
Attack: 5
Range: 5
Special: Triple Attack
D20: 20

Finally we get to the Bonuses…

Barricades:
At the end of a round you may roll the D20 for every broken barricade. If you roll a 10 or higher a barricade can be repaired.

Wounded: (not really a bonus)
You are wounded when a Zombie Inflicts damage on you. When you are wounded you cannot move, but you can still fire your Colt (basic stats) at any Zombies. If you are attacked and receive damage while wounded you lose any special weapons and cannot return until the start of the next round.

Revive:
A remaining member can revive a wounded ally under two circumstances…
1. There are no Zombies adjacent to you or wounded.
2. You roll an 8 or higher on the D20.

The next two you roll the D20 after killing a Zombie.

Insta – Kill:
D20: 1- 2
For only one next attack. If you roll 1 skull the Zombie is instantly killed. If you fail to roll a skull the Insta – Kill is gone.

Nuke:
D20: 19 – 20
Kills every single Zombie in the round.

Now the final few things…

Every Round add 3 Zombies to the count so it would be
1: 4 zombies
2: 7 zombies
3: 9 zombies

and so on

Map Requirements:
4 Rise of the Valkyrie (Mainly 24 hexes)
2 Castles
1 Road to the Forgotten Forest (Walls only)


Records:
Troubleman23 and Archkyrie11 – Round 8
Archkyrie11 (solo) – Round 8

We spent hours play testing. Edited the rules, stats, and map numerous times. We will come out with updates like new maps and rules too so stay alert.

Please comment or make suggestions

Troubleman23 and Archkyrie11


Here is the First map...
Nazi Zombies


Alderaan shot first

Last edited by Archkyrie11; August 6th, 2009 at 08:45 PM.
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  #2  
Old July 31st, 2009, 09:57 AM
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Re: Nazi Zombies

Very nice work there simulating this idea into a Heroscape scenario! Seem to be a lot of fun especially with more than 2 players and ... a lot of zombies of course! Keep it up!

Any chance making a smaller map for this scenario? With 2ROTV 1FOTA and 2RTTFF perhaps? I hope I'm not asking much...
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  #3  
Old July 31st, 2009, 10:24 AM
Lucas the beast Lucas the beast is offline
 
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Re: Nazi Zombies

This is so cool When me and some other guys were playing Nazi Zombies the other day I was thinking if I could translate this into heroscape. I'll agree with L3viathan and could you just make this with one fota. That would be great. Also how many life does the marine have? And maybe you could add like three to your attack when attacking adjacent figures like the knife.

Lucas
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  #4  
Old July 31st, 2009, 10:43 AM
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Archkyrie11 Archkyrie11 is offline
 
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Re: Nazi Zombies

Quote:
Originally Posted by L3viathan View Post
Very nice work there simulating this idea into a Heroscape scenario! Seem to be a lot of fun especially with more than 2 players and ... a lot of zombies of course! Keep it up!

Any chance making a smaller map for this scenario? With 2ROTV 1FOTA and 2RTTFF perhaps? I hope I'm not asking much...
Possibly My Troubleman23 picked up a secound Rttff set a few days ago.

Alderaan shot first
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  #5  
Old July 31st, 2009, 01:40 PM
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Re: Nazi Zombies

This is awesome! I am so trying this! I'm going to use Sgt. or the AE for the marines!

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Last edited by roostertail9000; July 31st, 2009 at 01:45 PM.
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  #6  
Old July 31st, 2009, 02:03 PM
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Re: Nazi Zombies

This sounds really fun... and it calls for Weapons Cards!

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  #7  
Old July 31st, 2009, 02:46 PM
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Re: Nazi Zombies

Zombies in Texas

Good times...


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Old July 31st, 2009, 04:38 PM
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Re: Nazi Zombies

This is really cool! I'll have to try a map with fewer sets, though. I did make a Left 4 Dead 'scape a while back, and this would work as the survival variant (with a few changes) for that as well.

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  #9  
Old August 2nd, 2009, 01:27 PM
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Archkyrie11 Archkyrie11 is offline
 
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Re: Nazi Zombies

I'm Currently working on with 2 RotV 1 Castle and possibly Lava

I'll keep you updated

Alderaan shot first
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  #10  
Old August 4th, 2009, 09:28 AM
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Re: Nazi Zombies

Ah, I made a Halo set long long ago maybe i could dig up a couple pics. and the rules!


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  #11  
Old August 4th, 2009, 09:09 PM
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Re: Nazi Zombies

Awesome, I'm gonna have to try this.
Will you guys be making Zombie Verruckt, Shi No Numa, & Der Riese eventually?

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Last edited by Wike the Great; August 4th, 2009 at 09:13 PM. Reason: Question
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Old August 4th, 2009, 10:35 PM
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Re: Nazi Zombies

Sounds like the IFC Movie Dead Snow!

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