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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
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 07:45 PM. |
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