ZOMBIEKRIEG 848
WWII Solo Play Horror Wargames Rules

by Steve Blease and Matthew Hartley

March 1945 — the Thousand Year Reich is entering its last weeks as Allied troops advance deep into Germany from both east and west. The period is categorised by desperate fighting as Nazi hold outs attempt to resist long enough for their Fuhrer to deliver his oft-promised miracle.

It was in this period that a small number of Allied troops encountered an enemy that history does not record and engaged them in a small series of battles that are, even today, shrouded in secrecy.

In the shattered towns and cities of Nazi Germany, numbers of American, British and Soviet troops found themselves under attack by the reanimated dead, controlled by a secret German organisation, known as Abteilung 848.

The battles that the Allied troops found themselves embroiled in, where short, bloody affairs, with few survivors (and those that survived found themselves reassigned to secret Allied units created to combat the threat of Abteilung 848).

This set of rules is designed to allow you to recreate those secret battles…

Zombiekrieg 848 is a simple set of rules that can be played solo if desired. All players take the side of Allied troops, with the Abteilung 848 zombies being controlled by a reaction table.

The Allies

Each player takes control of a section of allied troops (either American, British or Soviet Infantry).

An American Infantry section comprises of two NCO’s with Thompson or Burp smgs (Sergeant & Corporal), eight M1 Garand riflemen and one BAR gunner.

A British Infantry section comprises of one NCO with Sten smg (Sergeant), one NCO with Lee-Enfield rifle (Corporal), eight Lee-Enfield riflemen and one Bren lmg gunner.

A Soviet section comprises of one NCO with PPsh smg (Sergeant), one NCO with a Tokarev rifle (Corporal), one soldier with PPsh smg, six Mosin-Nagant riflemen and one lmg gunner.

The Allied troops operate under a system called GUTS. GUTS is a deceptively simple system that reflects the increasing stresses and strains that affect troops on the battlefield through the use of a friction score called GUTS.

Each figure has a GUTS score, when it tries to perform an action, a die roll is made. If the score is equal or less than the GUTS score then the action is successful, if not then the action fails and the GUTS score might be permanently reduced affecting their ability to successfully undertake actions. Consequently when things start to go wrong, things start to deteriorate with growing rapidity.

The starting GUTS score for all the troops except the Sergeant is determined randomly at the beginning of the game according to the table below (roll 1D6 per soldier):

D6 Score

GUTS Level

1

9

2, 3, 4

8

5, 6

7

 

The Sergeant automatically has a starting GUTS level of 9.

An accurate record of all soldiers GUTS level must be kept at all times in the game.

Command decisions must come from an NCO, either the Sergeant, or if he has been killed, the Corporal. If both are killed, then the game is over and the Allies are deemed to have lost.

The Sergeant can command (issue an ORDER) to any soldier within 12 inches of him.

The Corporal can command (issue an ORDER) any soldier within 6 inches of him.

There are three types of action which an Allied soldier can undertake. These are MOVE, FIRE and ORDER. The NCO’s can undertake all three, the other troops only the first two.

Each soldier can only undertake one action per turn. 2D6 are rolled for each attempted action.

An action is successful if the score is equal or less than the figures current GUTS score.

A successful ORDER action by an NCO allows the player to (for this move) modify the GUTS level of any one of his soldiers within his command range (see above) by 2 who wishes to attempt a MOVE or FIRE action in the Allied turn.

A successful MOVE action allows the soldier to move up to 6 inches in any direction.

To FIRE his weapon, a soldier needs to be able to draw a clear line of sight to the intended target.

Figures have a 180 degree arc of fire from their front.

Each weapon has an individual set of stats:

Weapon

Fire Type

GUTS modifier

Short Range to:

Effective Range to:

Long Range to:

Lee Enfield rifle

SS

0

10

20

30

M1 Garand rifle

SS/CB

+1

10

20

30

Mosin-Nagant M1891/30 rifle

SS

0

10

20

30

Tokarev M1940 rifle

SS

+ 1

10

20

30

PPsh smg

CB/B

0

4

12

20

Sten smg

CB/B

0

4

12

20

Thompson smg

CB/B

+1

4

12

20

Burp gun

CB/B

0

4

12

20

Bren lmg

MGB

+1

10

20

30

Browning AR

SS/B

0

10

20

30

Soviet lmg

MGB

+1

10

20

30

Fire Types

SS Single Shot — single aimed shot at the target.

B Burst — wild burst in general direction of the target.

CB Controlled Burst — series of short bursts in the area of the target.

MGB Machine Gun Burst — as Burst, but from a light machine gun.

GUTS Modifiers

-1 Firing a burst.

+1 Firing at short range

-1 Firing at long range

-1 Target in light cover (hedges, light woods)

-3 Target in moderate cover (low walls, smoke)

-2 Shooting at night or in poor weather

To fire at the enemy the player rolls 2D6 and compares the result to his current GUTS level, modified by any modifiers shown above or arising out of the weapon type.

A score of equal to or lower than the modified GUTS level is a Success.

A natural double score (eg. Player rolls two 1’s or two 2’s) that is equal to or lower than the modified GUTS level is a Critical Success.

A score higher than the modified GUTS level is a Failure.

A natural double score (eg. Player rolls two 5’s or two 6’s) that is higher than the modified GUTS level is a Critical Failure.

Single Shot/Controlled Burst

Result Effect

Critical Success Kill Target. Firer gains +1 Guts.

Success Target knocked down.

Failure Miss target.

Critical Failure Miss target. Weapon jams for 1D6 turns. —1 Guts to firer.

Burst:

Result Effect

Critical Success Kill Target. Knock down any other figures within two inches of target. Firer gains +1 Guts.

Success Target and any other figures within one inch knocked down.

Failure Miss target.

Critical Failure Miss target. Weapon jams for 1D6 turns. —1 Guts to firer.

Machine Gun Burst:

Result Effect

Critical Success Kill Target and any other figures within two inches of target, and knock down any other figures within four inches of target. Firer gains +1 Guts.

Success Target and any others within four inches of target knocked down.

Failure Miss target.

Critical Failure Miss target. Weapon jams for 1D6 turns. —1 Guts to firer.

Modifiers to GUTS from Critical Hits and Misses are permanent, modifiers to GUTS as a result of a successful ORDER last only to the end of that turn.

Shooting at knocked down zombies

Allied troops can shoot at ant knocked down zombie. However only a Critical Success has any effect. Success results are ignored.

Melee Combat

Allied troops will not willingly engage Abteilung 848 zombies in hand to hand combat but will defend themselves if attacked (see Melee Attacks by zombies below).

The Axis

Abteilung 848 always try to ensure that any zombie units put into battle, outnumber the opposition by two or three to one. The exact number will reflect your miniatures collection but a minimum of twelve will be required for most games.

The Zombies operate as one big unit and will always attempt to remain within two inches of each other (except when within four inches of an Allied figure when the desire to engage in combat takes over any ideas of unit integrity).

When it is the Axis turn to move (see The Game below), the players consult the following table and roll 1D6 to see the resulting action the zombies take. If more than one column applies, then the furthest left applies:

Roll

Zombie killed last turn

Over 50% of unit killed

Enemy less than 10"

Enemy 11" & 30"

Enemy over 30"

1

R

R

H

H

H

2

H

R

A

H

H

3

H

H

A

A

A

4

A

H

C

A

A

5

A

A

C

C

A

6

C

C

C

C

C

A Advance — move towards Allied troops at up to six inches a move.

C Charge — move towards Allied troops at up to twelve inches a move.

H Halt — do not move for a turn.

R Retreat — move away from Allied troops at a rate six inches.

Firing

Zombies cannot fire any weapons.

Taking Hits from Allied Fire

Zombies that are successfully kit by Allied weapons fire are either Killed or Knocked Down.

Killed figures are removed from play or placed face down on the table. They take no further part in the game.

Knocked Down figures are placed back down on the table and cannot make any move whatsoever in the next move, regardless of what the rest of the unit is ordered to do on the above table.

A the start of the move following their immobile move before the Allied player rolls to see whether the Allies or Axis move first, the miniature is stood up again and becomes part of the zombie unit again.

Melee Attacks

Any zombie within one inch of an Allied soldier will attempt to engage him in hand to hand combat.

The Allied player rolls 2D6 and compares the score to his current GUTS level.

A score of equal to or lower than the modified GUTS level is a Success and the Zombies is knocked down.

A natural double score (eg. Player rolls two 1’s or two 2’s) that is equal to or lower than the modified GUTS level is a Critical Success and the Zombies is killed.

A score higher than the modified GUTS level is a Failure and the Allied soldier is killed (it is irrelevant whether the failure is a Failure or Critical Failure in melee against zombies).

The Game

The game is basically simple. Each turn the Allied player rolls 2D6 against his lead NCO’s current GUTS level and consults the following table:

Critical Success

Allied player may make an action with any or all of this available figures. The Axis zombies miss a turn.

Success

The Allied player makes any actions before the Axis Zombies make their action roll.

Failure

The Axis zombies make their action roll before the Allied player can take any actions with his troops.

Critical Failure

The Axis Zombies make their action roll.. The Allied player misses a turn.

Terrain:

The effects of terrain are generally ignored, however if the terrain is cluttered (eg. Dense woodland, rubble), instead of moving six inches, figures should move up to 1D6 inches.

Zombies charging through cluttered terrain move up to 2D6 inches.


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