Now for my Italian team. The german leader was killed durring a demonstration of the two scientist's experiments and was saved using the two's knowledge.
Royal Italian Research Agency
Markus Von Wagner
Combat: 5 / 4/ 4 /3
Stamina: 6 / 5 / 4/ 4
Mental: 6 / 5 / 4 / 4
Move: 7 / 6 / 5 / 5
Metal Body: If Markus rolls a natural 10 on a Shock Roll, he cancels all the hits rolled in the corresponding Combat Roll. This is of no use against Mental Attacks.
Combat:
• M1879 Reichsrevolver: Close Combat Weapon: This 10.6mm Pistol, old that it is, still packs a punch. This weapon adds a 1-point bonus to the result of each die. Natural 1s do not get this bonus.
• Shock Grasp: Hand-to-Hand Weapon: The electricity that flows through his hands adds 2 additional hits in the event of a successful Combat Roll.
• Life Force Attack: Markus may use 1-point of his health to fire a bolt of energy at a target. There is no minimum range and it can be fired in Hand-to-Hand Combat. If he rolls at least one natural 10 on the Combat Roll, and your target does not roll a natural 10 on the corresponding Shock Roll, they are killed instantly.
Stamina:
• M1879 Reichsrevolver: (See Above)
• Enhanced Eyes: Enhanced Eyes permits Markus to ignore all Smoke Grenades penalties.
• Extra Ammo: (See the Book)
Mental:
• M1879 Reichsrevolver: (See Above)
• Immune to Pain: (See the Book)
• StielhandGranate: (See Grenade in the Book)
Royal Italian Research Agency
Dr. Piero Gustov
Combat: 4 / 4 / 4 / 3
Stamina: 4 / 3 / 3 / 3
Mental: 5 / 5 / 5 / 4
Move: 5 / 5 / 4 / 4
Packmaster: Dr. Gustov has two mechanical dogs which he controls. The dogs must stay within 1 path away from Dr. Gustov.
Combat:
• Dogs…Attack!: If any of Dr. Gustov’s dogs that are on the same path as Dr. Gustov gains a 1-point bonus to their current Combat value.
• Beretta Modello 1934: Close Combat Weapon: The Beretta Modello 1934 adds a 1-point bonus to the result of each die. (Except for natural 1s.)
• Extra Ammo: (See the Book)
Stamina:
• Dogs…Guard!: If any of Dr. Gustov’s dogs are on the same path as Dr. Gustov they gain a 1-point bonus to their current Stamina value.
• Beretta Modello 1934: (See above)
• Portable Repair Kit: Discard this token after use. If, on the same turn as one of Dr. Gustov’s dogs receives a wound that causes it’s death and Gustov can get to the fallen dog’s side and he spends his whole turn there. The dog did not die. Place it’s health indicator on the last row of it’s character sheet. If it had not yet been activated this turn, you can activate it and it’s sequence normally.
Mental:
• Mechanical Dog Whistle: Discard this token after use. All characters within a 5 circle radius from Dr. Gustov suffer a 2-point penalty to all of their die rolls this turn. This is a one shot item.
• Beretta Modello 1934: (See above)
• Oberleutnant: (See the Book)
Dr. Piero Gustov
Notes:
Mechanical Dogs:
Combat: 4 / 3
Stamina: 4 / 4
Mental: 1 / 1
Move: 8 / 6
Metal Body: If Dr. Gustov’s dogs rolls a natural 10 on a Shock Roll, he cancels all the hits rolled in the corresponding Combat Roll. This is of no use against Mental Attacks.
Razor Sharp Teeth: Hand-to-Hand Weapon: Add 1 additional hit in the event of a successful Combat Roll.
Keep Moving!: (See the Book)
Robotic Brain: Dr. Gustov’s dogs, because of their Robotic Brains, are immune to all Mental Attacks.
Royal Italian Research Agency
Dr. Natale Greco
Combat: 4 / 4 / 3 / 3
Stamina: 4 / 4 / 4 / 3
Mental: 6 / 6 / 5 / 5
Move: 4 / 4 / 4 / 3
Serum of the Dead: Mental Attack: If any character, whose health indicator token moves below the last row, dies and Dr. Greco can get adjacent to the fallen character, a mental duel is started between Dr. Greco and the fallen character using their highest Mental statistic. If Dr. Greco loses then nothing happens. If she wins, place the character in same circle they fell in, under her control. The new “Zombie” has the following stats: Combat: 3, Stamina: 4, Mental: 1, Move: 4. All their disposable weapons and gear are kept with them but offer no bonuses. (See Zombie Notes) They also gain the power of Undead. (See Zombie Notes) The Serum can only be used once per character.
Combat:
• Beretta 418: Close Combat Weapon
• Shot of Novocain: Hand-to-Hand Weapon: A successful hit causes no wounds but makes the target character use his last row’s statistics for the rest of the game, unless the character has a power that negates this effect. (IE: Supernatural Strength) Discard this Token after use.
• Amulet of Power: All Zombies under your control gain a +1-point to their Combat Values as long as Dr. Greco is in play.
Stamina:
• Beretta 418: (See above)
• First Aid Kit: (See the Book)
• Shot of Morphine: (See the Book)
Mental:
• Beretta 418: (see Above)
• First Aid Kit: (See the Book)
• Amulet of Power: All Zombies under your control gain a+1-point bonus to their Move Value as long as Dr. Greco is in play.
Notes:
Zombie Notes:
Weapons: Weapons provide just the basics. (IE: A Combat Knife is still a Hand-to-Hand Weapon but, if it had given any bonuses before, it loses them and becomes just a Hand-to-Hand Weapon.)
Abilities: Abilities and Powers such as GO! GO! GO! And Supernatural Strength become lost and provides no bonuses.
Undead: The Power: The Undead can take a lot of damage. Because of this they may Ignore 1 wound that was not cancelled by their Shock Roll. This also affects the Mandatory “10” roll from certain weapons.
Royal Italian Research Agency
Schwachkope (Zombie Troops)
Combat: 4 / 3 / 3
Stamina: 6 / 6 / 6
Mental: 2 / 2 / 1
Move: 4 / 4 / 3
Undead: The Schwachkope are Undead and can take a lot of damage. Because of this they may Ignore 1 wound that was not cancelled by their Shock Roll. This also affects the Mandatory “10” roll from certain weapons.
Combat:
• Miscellaneous Weapons: The type of weapon carried by the Schwachkope is determined at the start of the game. (IE: Hand-to-Hand, Close Combat, Heavy Weapon, Etc.) No bonuses are given to any weapon carried by the Schwachkope.
• Not Dead Yet!: (See the Book)
• Claws: Hand-to-Hand Weapon: Claws allows the Schwachkope to add 1 additional hit in the event of a successful Combat roll.
Stamina:
• Miscellaneous Weapons: (See Above)
• Not Dead Yet: (See Above)
• Brain Dead and Hard to Kill: Schwachkope are resilient. Thus, they are immune to all immune to all Mental Attacks and may re-roll the lowest die in their pool after making any Shock Roll.
Royal Italian Research Agency
Royal Security Forces (R.S.F.)
Combat: 5 / 4 / 4
Stamina: 4 / 4 / 4
Mental: 4 / 4 / 3
Move: 5 / 5 / 4
Cover Fire: If a friendly character on the same path as the RSF is fired on, The Royal Security Forces may elect to spend 1 additional Victory Point to Counterstrike along with the intended target. This only works on Range Attacks.
Combat:
• Beretta Modello 38/42: Automatic Weapon: The Beretta Modello 38/42 provides a 1-point bonus to the current Combat Value of its firer.
• Night Eyes: (See the Book)
• Smoke Grenade: (See the Book)
Stamina:
• Beretta Modello 38/42: (See Above)
• Keep Moving!: (See the Book)
• One For Country!: If a friendly character, on the same path and no more than 2 circles away from an RSF Agent is fired on; the RSF may elect to move, for free, into the path of the attack and take this hits. This must be announced prior to the attack dice being rolled.