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  HELL ON EARTH (HÖLLE AUF ERDEN) - A SUPPLEMENT FOR NUTS! 
  © 2009 ed teixeira – two hour wargames  
  1 
  TABLE OF CONTENTS 
  Prologue 
   
   
   
  1 
  Introduction 
  Project Hölle auf Erden 
   
  2 
   
  Historical Timeline 
  Note On The Rules 
  All Things Zombie 
  Reputation 
  Weapons 
  How Zombies Appear 
   
  Zombies and PEFS 
   
  Scouting the Tabletop 
   
  Zombies Table  
   
  3 
   
  Attracting Zombies By Gunfire 
  Activation 
   
  Zombie Actions 
   
  Zombie Feasting 
  Movement 
   
   
   
  4 
  Reaction Tests  
   
   
  5 
  New Reaction Tests 
   
  First Sight 
   
  See Zombie Feast 
  Shooting 
   
  Line of Sight 
   
  Determining Damage 
   
  6 
   
  Out of the Fight 
   
  Knock Down 
   
  Easy To Hit Rule 
   
  Auto-Kill 
  Melee 
   
  Hand to Hand Weapons 
   
  How to Melee 
  Flaming Zombies 
   
   
  7 
  "Private Are You Okay?" 
  "Sarge! The Jeep Won't Start!" 
  Running Over Zombies With Vehicles 
  Z-Troopers 
   
  Controlling Zombies 
  German Reinforcements 
   
   
  8 
  First Contact 
   
   
   
  8 
  Epilogue 
   
   
   
   
  9 
   
   
   
   
   
   
  PROLOGUE 
  Der Fuehrer sat motionless, lost in his thoughts as the 
  official droned on. Werner felt a small bead of sweat 
  forming on his brow. When the Fuehrer was quiet like 
  this, even Werner feared for his safety. Nervously he 
  cleared his throat and continued. Minutes later he 
  finished his report and stood silently in place. After what 
  seemed like an eternity the Fuehrer finally spoke. 
  “Finished? Good,” Hitler said. With a wave of his hand 
  he dismissed the junior grade official, “You may go.”  
  With a crisp salute Werner spun in place and headed for 
  the door. Entering the hall he closed it behind him. The 
  portly Werner dug into his coat pocket withdrew a 
  cigarette and began to think. 
   “Things are getting worse, casualties are mounting… 
  the Russians and Allies are closing in. What am I to do?” 
  Werner decided better to run than to stay. As he headed 
  outside he began to formulate his plan. 
  In his office Der Fuehrer had made his decision. Slowly 
  he lifted the phone and began dialing.  
  ******************************************* 
  “Sieg Heil!” 
  The black haired man hung up the phone and closed his 
  eyes. “He’s insane,” he thought. “But what does that 
  make me?”  
  “Karl,” he yelled. “Come here immediately!” 
  The young intern hurried into the room.  
  “It is time to set our plan in motion.” 
  With a confused look the intern asked,” But Herr Doktor, 
  are we ready? Can we control them?” 
  “It does not matter. Der Fuehrer has spoken. Project 
  Hölle auf Erden has been ordered and may God forgive 
  us.” 
  ******************************************* 
  
  HELL ON EARTH (HÖLLE AUF ERDEN) - A SUPPLEMENT FOR NUTS! 
  © 2009 ed teixeira – two hour wargames  
  2 
  INTRODUCTION 
  World War Two... The Big One, what’s not to 
  like? Big tanks, rat-a-tat-tat machine guns, pin up 
  art on airplanes. Oh yeah, what’s better than 
  that? 
  Zombies! You know, the walking dead, brains, 
  scary things that go bump in the dark. What is it 
  about Zombies? Oh yeah, what’s better than 
  that? 
  How about a WW2 game with Zombies? Now 
  you’re talking! Welcome to Hell on Earth (Hölle 
  auf Erden) or HOE for short.   
  What you have here is the blending of NUTS, the 
  WW 2 skirmish game from Two hour Wargames, 
  and All Things Zombie - Better Dead Than Zed, 
  the game of surviving during a zombie breakout.  
  HOE is about Allied forces in WW2 running into 
  hordes of the undead as a result of Hitler’s last 
  big gamble to win the war.  
  HOE is a supplement to NUTS and not a stand-
  alone game. So you’ll need to have a copy of 
  NUTS to play.  
  If you’re looking for something a little bit different 
  you’ve come to the right place. Go grab some 
  figures and let’s get it started!  
  PROJECT HÖLLE AUF ERDEN 
  It’s late in the war and things are not going well 
  for Germany. Hitler has seen the reports, the 
  increasing casualties, the displeasure at home, 
  and always the gains being made by the Allies. In 
  desperation he has turned to Herr Doktor. Once a 
  ludicrous idea has now become, in Der Fuehrer’s 
  mind, his last hope to turn the tide and achieve 
  victory. 
  What is Project Hölle auf Erden? Simply put, it is 
  the reanimation of the dead. Not the undead that 
  would randomly wreck havoc on the world but a 
  controlled force led by the minions of Der 
  Fuehrer. However, exactly how much control is 
  debatable and yet to be seen.   
  HISTORICAL TIMELINE 
  Zombies are added to the NUTS campaign in 
  January 1945 just as the Battle of the Bulge is 
  winding down. They can appear on both the 
  Eastern and Western fronts. 
  A NOTE ON THE RULES 
  The rules in HOE are in addition to and not a 
  replacement for those in “NUTS!”  
  WHERE TO FIND FIGURES 
  For 28mm I recommend the 28mm Alternate WW2 line 
  of figures from East Riding Miniatures.  
  www.eastridingminiatures.co.uk/erm/25aw.htm 
  For 15mm I recommend the 15mm Dead To Reich WW2 
  line of figures from Rebel Minis.    
  http://www.rebelminis.com 
  ALL THINGS ZOMBIE 
  In NUTS you got Basic Training on fighting the enemy 
  but that was against a human foe. In HOE we’ll tell you 
  how to fight zombies. And the first rule you need is… 
  know your enemy.  
  The zombie is a fearless foe never panicking and always 
  moving relentlessly forward. He has only one goal and 
  that’s to feed on the living. Here’s a brief rundown of 
  your undead enemy.  
  REPUTATION 
  All Zombies have a Rep of 4. 
  WEAPONS 
  Zombies cannot use weapons of any type. They can only 
  inflict damage in melee and count as having an Impact of 
  1. 
  HOW ZOMBIES APPEAR 
  There are three ways to run into zombies. They are: 
  1. By revealing a PEF as outlined in the Special 
  Instructions section on page 62 of the NUTS 
  rules book. 
  2. When having an LOS to a piece of terrain as 
  outlined in the Scouting The Tabletop section on 
  page 62 of the NUTS rules book. 
  3. Attracting them by gunfire. 
  ZOMBIES AND PEFS 
  Unless specified differently by the scenario, when you 
  reveal a PEF there is a chance that it will consist of 
  zombies instead of normal German troops.  
  
  HELL ON EARTH (HÖLLE AUF ERDEN) - A SUPPLEMENT FOR NUTS! 
  3 
   
  After you reveal the PEF as per page 62 of the 
  NUTS rules book you must check the Zombies 
  Table (page 2) instead of proceeding to the 
  appropriate Contact Table found on page 63 or 
  67 of the NUTS rules book. 
  SCOUTING THE TABLETOP 
  Unless specified differently by the scenario when 
  you scout a piece of terrain there is a chance that 
  it will be occupied by zombies instead of normal 
  German troops.  
  After using the Terrain Scouting Table found on 
  page 62 of the NUTS rules book you must check 
  the Zombies Table instead of proceeding to the 
  appropriate Contact Table found on page 63 or 
  67 of the NUTS rules book. 
   
  2                                     ZOMBIES! 
  (Taken versus the EAL of the area) 
   
  # Dice 
  Passed 
  Result 
  Pass 
  2d6 
  Zombies! 
  • 
  There are 2d6 x the EAL of the 
  area Reich zombies heading 
  your way. They will have 1 Z-
  Trooper 12" behind them. 
  Pass 
  1d6 
  Possible enemy force! 
  • 
  Roll 1d6 versus the EAL of the 
  area.  
  • 
  If pass 1d6 count as if passed 
  2d6. 
  • 
  If pass 0d6 count as if passed 
  0d6. 
  Pass 
  0d6 
  No Zombies! 
  • 
  Roll on the appropriate Contact 
  Table found on page 63 or 67 of 
  the NUTS rules book.  
  ATTRACTING ZOMBIES BY GUNFIRE 
  This is the most common way that the zombies 
  will be attracted to the table. Other ways similar 
  to gunfire that attract zombies would be the noise 
  of a vehicle being started (6 shots) or an 
  explosion of some sort (12 shots). All signal 
  dinnertime for the walking dead. Here’s how it’s 
  done. 
  1. Each time a shot is fired mark the spot 
  that the shot was fired from and how 
  many shots were fired. Or if it isn’t 
  gunfire then mark the spot that the noise 
  originated from. This is for all gunfire and 
  not limited by nationality! 
  2. After both sides have completed their activation 
  roll 1d6 for each shot fired. Note that some other 
  noises may attract zombies and require more d6 
  to be rolled. 
  a. If the EAL is 1 or 2 then for each 6 rolled 
  one zombie is generated. 
  b. If the EAL is 3 or 4 then for each 5 or 6 
  rolled one zombie is generated. 
  c. If the EAL is 5 then for each 4, 5, or 6 
  rolled one zombie is generated. 
  3. Be sure to remember which shot generated a 
  zombie and the spot it was fired from. That 
  determines where the zombie is placed.  
  a. Roll 1d6 for each generated zombie. On 
  a roll of 1, 2, or 3 it is placed 12" from 
  the spot to the front of where the shot 
  was fired. On a 4, 5, or 6 it is 12" from 
  the spot but to the rear. 
  Zombies placed in this manner do not trigger an In Sight 
  Reaction Test. 
  ACTIVATION 
  All zombies will activate at the same time. To reflect this 
  all zombies will move before any humans may take any 
  necessary Reaction Tests, fire, or conduct melee. 
  ZOMBIE ACTIONS 
  When zombies activate they will move with the following 
  priorities. 
  1. Zombies will move towards the closest human 
  that they can see. If no human within sight… 
  2. Zombies will move towards the sound of gunfire 
  regardless of intervening terrain. If no gunfire 
  occurs that turn… 
  3. Zombies will move straight ahead until they 
  reach a solid object or the edge of the table. 
  They will then turn towards the largest group of 
  zombies whether visible or not. 
  ZOMBIE FEASTING 
  Here's another action zombies will do. It's called zombie 
  feasting. If humans lose a melee to a zombie they will 
  become OOF or OD. In either case all zombies not in 
  melee within 6" and sight of the downed human will 
  move directly to it and spend 1/2d6 turns of activation 
  feasting on the body. If another human can reach the 
  downed figure before the zombies begin to feast he may 
  be dragged to safety. 
   
  
  HELL ON EARTH (HÖLLE AUF ERDEN) - A SUPPLEMENT FOR NUTS! 
  © 2009 ed teixeira – two hour wargames  
  4 
  MOVEMENT 
  Zombies move with the following restrictions. 
  1. Normal Movement - Zombies will move 
  at 6” per turn and may not fast move. 
  2. Stairs - Zombies can climb stairs 
  normally.  
  3. Ladders - Only 1 in 6 Zombies can climb 
  a ladder. To determine this roll 1d6 
  whenever the opportunity arises and on 
  a score of 6 that zombie can climb. 
  4. Knocked Down - Zombies that are 
  knocked down will spend one full turn of 
  activation regaining their feet and nothing 
  else. 
  5. Entering and Exiting Doors – When a 
  zombie reaches a door, whether open or 
  not, it will stop its move. However, if 
  following another zombie it will move as 
  that zombie does.  
  a. It may then enter or exit through 
  the unlocked door at normal 
  speed when next active.  
  b. Zombies encountering locked 
  doors will spend one additional 
  turn of activation before moving 
  through it.  
  c. Those encountering barricaded 
  doors will fight the door in melee 
  counting the door as Rep 4. 
  When a result of out of the fight 
  or worse is scored on the door it 
  has been cleared to enter. Any 
  result of out of fight or worse on 
  the zombie is ignored.  
  d. There is no limit to the number of 
  zombies that can try and break 
  down the door. 
  6. Entering and Exiting Windows – 
  Zombies may only break through and 
  enter or exit door size windows.  
  a. When a zombie reaches a door 
  sized window whether open or 
  not, it will stop its move. It may 
  then enter or exit through the 
  open window at normal speed 
  when next active. 
  b. Zombies encountering closed 
  windows will spend one 
  additional turn of activation 
  busting it out. 
  c. Those encountering barricaded windows 
  will fight the window in melee counting 
  the window as Rep 3. When a result of 
  out of the fight or worse is scored on the 
  window it has been cleared to enter if 
  door sized. 
  d. Zombies may not enter smaller than 
  door size windrows but can reach 
  through them 
  e. Up to two zombies can reach through 
  smaller windows at the same time and 
  conduct melee with a person at the 
  window.  
  f. 
  There is no limit to the number of 
  zombies that can try and bust out any 
  size window. 
  7. Moving In Buildings – When moving in a 
  building, zombies may only move 4” per 
  activation. This represents the difficulty the 
  zombie has in navigating around furniture and 
  going from room to room.  
  8. Impassable Rock Formations - Movement not 
  allowed and treated as a dead end. 
  9. Wooded Area Or Rough Terrain -  Movement 
  reduced to 3” through these areas. Visibility 
  penalties inside these terrain features do not 
  apply to zombies. Those at the edge of these 
  terrain features count as in concealment and can 
  see and be seen. Those 1” or farther inside from 
  the edge cannot.  
  10. Definite Road - Move on roads normally. 
  11. Hills - Move on hills normally. 
  12. River And Other Bodies Of Water – Zombies 
  move into and through water at the rate of 3” per 
  turn. They walk on the bottom of the water 
  maintaining their current direction and are not 
  attracted by noise or gunfire. Humans that may 
  be in the water will attract them. They can only 
  exit the water if the ground under it slopes 
  upwards. Zombies in a pool are unable to walk 
  out of the water and will stay on the bottom. If 
  encountering a net, rope or anchor chain in the 
  water they will climb up it.   
   
   
   
   
   
   
  
  HELL ON EARTH (HÖLLE AUF ERDEN) - A SUPPLEMENT FOR NUTS! 
  © 2009 ed teixeira – two hour wargames  
  5 
  REACTION TESTS 
  Zombies do not have to take any Reaction Tests.  
  NEW REACTION TESTS  
  When zombies are introduced into NUTS the 
  following new Reaction Tests are used. 
  FIRST SIGHT 
  When seeing the undead for the first time it can 
  be difficult to determine exactly what you are 
  looking at. To reflect this we use the First Sight 
  Test. 
  This test is not to be confused with the In Sight 
  Test. The First Sight Test and is actually taken 
  the first time and only the very first time, the 
  character sees a zombie within 6". This test is 
  taken only once in the lifetime of the soldier 
  unless specified differently by the results of a 
  Sanity Test. 
  German soldiers, unless Z-Troopers must take 
  this test as well. 
   When the zombie first appears an In Sight is 
  taken normally. When the In Sight test is taken 
  the zombie will appear as an unarmed, 
  surrendering, and perhaps wounded German 
  soldier so the player may not shoot at it. Once 
  the zombie is within 6” and LOS of the tester the 
  First Sight Test is taken.  
   
  2 
                 FIRST SIGHT   
  (Taken vs. Rep) 
  All must take this test, including Stars. 
   
  # Dice 
  Passed 
  Result 
  Pass 2d6 
  “Holy crap! What in the hell is that?” 
  Tester fires. 
  Pass 1d6 
  “Halt!” Tester does not fire and 
  zombie charges into melee. 
  Pass 0d6 
  “Yikes!” Tester does not fire and 
  zombie charges into melee adding 
  2d6 to their 1d6 normally used in 
  melee. 
   
   
   
   
  SEE ZOMBIE FEAST 
  Take this Reaction Test when a figure sees a zombie 
  feast (page 3) for the first time ever. It doesn’t matter 
  who’s being served up as lunch, or whether it’s friend or 
  foe, it’s just plain ugly. So if it happens within 6” and LOS 
  of a figure it will take the test.       
   
  2 
             SEE ZOMBIE FEAST   
  (Taken vs. Rep) 
  All must take this test, including Stars. 
   
  # Dice 
  Passed 
  Result 
  Pass 2d6 
  Carry on and never have to take the 
  test again. 
  Pass 1d6 
  Duck back and take the Sanity Test. 
  Pass 0d6 
  Retire and take the Sanity Test. 
   
  2 
                     SANITY   
  (Taken vs. Rep) 
  All must take this test, including Stars. 
   
  # Dice 
  Passed 
  Result 
  Pass 2d6 
  Stunned. Still subject to taking the 
  See Zombie Feast Test. 
  Pass 1d6 
  Retire.  Still subject to taking the 
  See Zombie Feast Test. 
  Pass 0d6 
  Retire, hunker down, and never 
  recover. If retrieved by friends will 
  be sent home. Figure never returns 
  to fight.  
   
   
   
   
   
   
   
   
   
   
  
  HELL ON EARTH (HÖLLE AUF ERDEN) - A SUPPLEMENT FOR NUTS! 
  © 2009 ed teixeira – two hour wargames  
  6 
  SHOOTING 
  Zombies cannot use ranged weapons of any 
  type. However, ranged weapons will affect them 
  in the following ways.  
  LINE OF SIGHT  
  You still need to see the zombie to hit it. But the 
  good news is that zombies aren’t smart enough 
  to use cover. So this means they never count it 
  on the Ranged Combat Table. 
  But they do count concealment. 
   
   
  Example - Pfc. Billy Pink sees a zombie walking 
  on the edge of the woods. Although the zombie 
  isn’t smart enough to get behind a tree he still is 
  concealed and harder to hit. Billy fires with his SA 
  rifle and scores a net result of 8 (miss due to 
  concealment) and 9 (hit as the zombie cannot 
  count cover). 
  DETERMINING DAMAGE   
  Once you’ve scored a hit on the zombie you have 
  to see what kind of damage you inflict. They are 
  a little bit different than humans. After all, they are 
  already dead. 
  OUT OF THE FIGHT 
  Any result of out of the fight, whether from 
  shooting or melee, is treated as a result of 
  obviously dead.  
  KNOCK DOWN 
  Any result of knock down means the zombie is 
  knocked down. The zombie is laid prone in the 
  spot that it occupies. It must spend one full turn 
  of activation regaining its feet. 
  EASY TO HIT RULE 
  Zombies are pretty easy to hit with a ranged 
  weapon. I mean think about it. Slow walking 
  target usually coming straight towards you.  
  To reflect how easy it is to hit them in the head 
  we have the Easy to Hit Rule. 
  When firing at a zombie at anytime, except when 
  the shooter is being charged, use the Rep of the 
  shooter to score a result of obviously dead 
  instead of the Impact of the weapon.  
  Example – Pfc. Billy Pink (Rep 5) sees a zombie and 
  shoots his SA rifle (Impact 3). He scores a hit then rolls 
  for damage. He rolls a 4, less than his Rep, and the 
  zombie is obviously dead. Later in the turn he shoots 
  and scores a hit on a zombie that is charging him. He 
  rolls a 4 again but this time the zombie is only knocked 
  down. 
  AUTO-KILL  
  Anytime an active human is adjacent to a zombie he can 
  declare that he is “popping the weasel”.  
  1. The human rolls the minimum number of d6 
  allowed for the weapon. 
  2. Any result is an automatic obviously dead.  
  3. The human does count any ones rolled for out of 
  ammo purposes. 
  4. If desired the human may fight a round of melee 
  with the zombie not fighting back. 
  5. In either case, the human can continue any 
  movement he may have left.  
  MELEE 
  When zombies come into contact with you they enter 
  into melee or hand-to-hand combat.  
  HAND-TO - HAND WEAPONS 
  Zombies cannot use any type of weapon in melee. This 
  includes improvised weapons as well. Zombies will 
  melee by grabbing their opponents, biting and ripping 
  them to pieces.   
  HOW TO MELEE 
  Zombies are handled a bit differently in melee. 
  • 
  They only roll 1d6 in melee. 
  • 
  They have an Impact Rating of 1 but never count 
  the -1 for using a lower Impact weapon in melee.  
  • 
  They do count the –2d6 for being prone or 
  attacked from the rear. If a zombie has less than 
  1d6 to use in melee it cannot melee. The human 
  still must roll to melee, as he may score zero 
  successes. 
  • 
  All results of out of the fight are treated as 
  obviously dead instead. 
   
   
  
  HELL ON EARTH (HÖLLE AUF ERDEN) - A SUPPLEMENT FOR NUTS! 
  © 2009 ed teixeira – two hour wargames  
  7 
  Example – Pfc. Billy Pink (Rep 5) and two 
  zombies (A & B) are in melee.  
  1. Billy starts with 5d6 for his Rep. However he 
  must divide them between the two zombies. 
  He decides to use 3d6 versus zombie A and 
  2d6 versus zombie B. 
  2. Both zombies are allowed to roll 1d6. 
  3. Billy rolls 3d6 against zombie A and scores 1, 
  4 and 5 for one success. He rolls 2d6 and 
  scores a 5 and 6 versus zombie B for zero 
  successes. 
  4. Zombie A rolls 1d6 and scores a 5 for zero 
  successes.  
  5. Zombie B rolls 1d6 and scores a 4 for zero 
  successes. 
  6. Billy has scored 1 more success than zombie 
  A, so scores a result of out of the fight which 
  means the zombie is obviously dead.   
  7. Billy and zombie B have scored zero 
  successes so are evenly matched. They 
  remain in melee.  
  8. If Billy activates first he can break off or 
  continue the melee.      
  FLAMING ZOMBIES 
  There may come a time where a zombie catches 
  on fire. Flaming Zombies will burn out and count 
  as OD on a roll of 6.  Roll this check at the end of 
  each turn. If charged by a burning zombie the 
  target will roll 1d6 less when taking the Being 
  Charged Test. 
  If in melee with a flaming zombie the target will 
  roll 2d6 less.    
  "PRIVATE, ARE YOU OKAY?" 
  If a character receives an out of the fight result 
  when in melee with a zombie note this for 
  checking after the game is over. This assumes 
  that he avoids being feasted on by the zombies. 
  After the game the character must roll 1d6. Add 
  his Rep to the score and if the total is 9 or higher 
  he is okay. If the total is 8 or less then the 
  character will turn into an uncontrollable zombie. 
  Zombies are not your friends so a decision must 
  be made as to what to do with your character. 
  Zombies left on the battlefield will act as 
  uncontrolled zombies. 
  "SARGE! THE JEEP WON'T START!" 
  In HOE if a character must start a vehicle and there are 
  zombies within 12”, in sight, and heading towards him he 
  must roll 1d6 when active to try and start the vehicle. It 
  will only start on a 1d6 roll of 1 – 3.  This may be tried 
  only once per turn but for as many turns as desired. 
  RUNNING OVER ZOMBIES WITH VEHICLES 
  As zombies do not take Reaction Tests running over a 
  zombie is an auto-hit at an Impact of 3. When the 
  Zombie is hit and a result of OD is not scored they will fly 
  3” away from the vehicle either to the left (1-3) or right 
  (4-6) and counting as if knocked down. After hitting all 
  targets the driver must roll 1d6 and compare the score to 
  the number of targets hit. If the die score is equal or less 
  than the number of targets hit the driver must test to see 
  if he has lost control of the vehicle.  
   Z-TROOPERS 
  Thanks to the wonders of German science zombies are 
  easily controlled. They can move and respond upon 
  command exactly as you desire. What’s that you say? 
  That’s not correct? Yes, that’s not quite how it works. 
  Here’s the real deal. 
  Only specially equipped SS officers, called Z-Troopers 
  have been trained to control the Reich Zombies.  
  • 
  All are Rep 5 and armed with a Medium Caliber 
  Pistol.  
  • 
  All have the Nerves of Steel Attribute, which 
  allows them to ignore any Duck Back result.  
  • 
  Z-Troopers will avoid combat at all costs but will 
  defend themselves.  
  • 
  They will seek cover when possible. 
  • 
  They will always place themselves in a position 
  where the Reich Zombies are between them and 
  the enemy. 
  • 
  Z-Troopers are subject to normal Reaction Tests 
  as explained on page 16 of the NUTS rules 
  book. 
  CONTROLLING ZOMBIES 
  Reich Zombies (those that have been reanimated by the 
  scientists of the Third Reich) have special receivers 
  implanted into the base of their neck that allow them to 
  be controlled from afar.  
  Only a Z-Trooper can control a Reich Zombie. There are 
  only two things that you can control about the zombies. 
  They are: 
  
  HELL ON EARTH (HÖLLE AUF ERDEN) - A SUPPLEMENT FOR NUTS! 
  © 2009 ed teixeira – two hour wargames  
  8 
  1. "Don't kill us!" -  Reich Zombies will 
  ignore any humans that are within 12” of 
  the Z-Trooper whether in LOS or not. 
  This means that the Reich Zombie will 
  ignore the humans for determining what 
  action it will take. However, if German 
  troops are outside of this area the 
  zombie will treat them just like any other 
  human, which means they are subject to 
  being attacked.  
  2. Bedtime for Bonzo - Whenever a Z-
  Trooper is Active they can choose to put 
  the Zombies to sleep. When this occurs 
  the zombies will immediately drop to the 
  ground and will no longer function. The 
  Z-Trooper can then reanimate the 
  Zombies by declaring his intent to do so 
  during any Active turn. When a zombie 
  reanimates he will immediately regain its 
  feet but may not move until next Active. 
  Putting zombies to sleep comes in handy 
  if you want to load them in a truck and 
  transport them to another area. 
  There is a second type of zombie besides the 
  Reich Zombie. These are zombies that occur due 
  to infection and therefore do not have a receiver 
  implanted on them. This type of zombie is always 
  uncontrollable and may only be used if instructed 
  by the scenario. 
  GERMAN REINFORCEMENTS 
  When zombies are being used in your NUTS 
  game substitute this German Reinforcement 
  Table for the one you would normally use. 
   
  1                 GERMAN REINFORCEMENT   
  (Roll 1d6 and read the result) 
   
  # 
  Reinforcement 
  6 
  Truck load o' zombies.   
  5 
  Infantry squad w/Panzerfaust 
  4 
  LMG team 
  3 
  Infantry Squad 
  2  
  Infantry Squad 
  1 
  Infantry Squad 
  Truck Load o' Zombies - A truck with 2 Rep 4 
  drivers armed with BA Rifles and 1 Z-Trooper 
  arrives on the table. In the back there are 5 + 1d6 
  Reich Zombies asleep. When active the truck will 
  move to within 24" of the closet enemy and stop.  
  On the next activation the Z-Trooper will awaken 
  the zombies who can then function normally beginning 
  on their next activation.   
  Rest of Platoon - If the player has less than a full 
  platoon on the board then the balance of the platoon will 
  arrive. In addition he also receives one soldier with a 
  panzerfaust if his platoon does not already have one. If 
  the whole platoon is already on the field then he receives 
  a LMG team. For ease of play all the platoon members 
  are Rep 4. 
  Infantry squad w/Panzerfaust- The player receives an 
  infantry squad and one soldier with a panzerfaust. For 
  ease of play all the squad members are Rep 4. 
  LMG Team - The player receives a two man LMG team. 
  For ease of play the LMG team members are Rep 4. 
  Infantry squad - The player receives an infantry squad. 
  For ease of play all the squad members are Rep 4. 
   
  FIRST CONTACT 
  Word from the top is to expect another attack within the 
  hour. You'd think with all the casualties the Germans 
  took they'd think twice before coming back. Guess not.  
  Wait, here they come! 
  OBJECTIVE 
  • 
  Your objective is to hold your position and 
  prevent the enemy from exiting the table to your 
  rear.  
  • 
  To be successful you must prevent any enemy 
  forces from exiting the table through sections 7, 
  8, or 9. The Mission is over when you have 
  chased off or destroyed all enemy forces on the 
  table. 
  FORCES 
  • 
  You may choose up to a platoon. We 
  recommend at least two squads. 
  • 
  Do not worry about gathering the German force 
  as all enemy forces, if any, are determined in the 
  Special Instructions section.  
  TERRAIN 
  • 
  Set up terrain as outlined in PART FOUR Terrain 
  found on page 55 of the NUTS rules book.  
  
  HELL ON EARTH (HÖLLE AUF ERDEN) - A SUPPLEMENT FOR NUTS! 
  © 2009 ed teixeira – two hour wargames  
  9 
  DEPLOYMENT 
  After you have placed the terrain on the table 
  divide the board into nine equal sized sections as 
  you did when generating terrain.  
   
   
  • 
  You can set up anywhere in sections 7, 
  8, and 9.  
  • 
  Next roll 1d6. The score indicates which 
  numbered section of the map could 
  contain a Possible Enemy Force or 
  (PEF).  
  • 
  Place an enemy figure of any type in this 
  section of the board to represent the 
  possible PEF. If a terrain feature could 
  block the LOS from your force to the PEF 
  be sure to place the PEF to do so. If no 
  such feature is present then place the 
  PEF in the center of that section. 
  • 
  Repeat this process until you have three 
  PEFs placed on the board. It is possible 
  to have more than one PEF in one 
  section. 
  • 
  Now roll 2d6 for each PEF. Take the 
  lower score. If doubles are rolled simply 
  count either score. This score is the Rep 
  of the PEF that will be used for activation 
  while it still is a PEF.  
  SPECIAL INSTRUCTIONS 
  • 
  The German EAL is 4. 
  • 
  The US Level of Support is 3.   
  • 
  Once the terrain has been set and the 
  PEFs generated the battle can begin.  
  • 
  Roll activation as normal. 
  • 
  If the enemy is a zombie and it activates 
  go to the section called Zombie Actions 
  on page 3 to determine what it will do. 
  • 
  If the enemy is a human and it activates 
  go to the section called Pursuing the 
  Objective on page 65 of the NUTS rules book. 
  • 
  Every time the enemy must move refer to the 
  section called Moving the Enemy on page 63 of 
  the NUTS rules book.  
  • 
  Anytime your force has an LOS to a PEF 
  immediately resolve it by rolling 2d6 versus the 
  Enemy Activity Level of this sector on the 
  Zombies Table on page 3.   
  • 
  You do not use the Terrain Scouting Table as 
  you have control of this sector. 
  • 
  Play continues normally until the player has 
  accomplished his Mission, been destroyed, or 
  left the table. 
  CONTACT - DEFENSE 
  There is one way to find the enemy.  
  • 
  You can have a LOS to a PEF. This way takes you to 
  the Zombies Table on page 3. 
  • 
  From there you may be instructed to go to the 
  Contact-Defense Table.  
   
  2   
   
  CONTACT - DEFENSE 
  Rolled versus EAL of this sector 
   
  # Dice 
  Passed 
  Result 
  Pass 2d6 
  Contacted enemy force. Roll for 
  enemy reinforcements on the 
  Reinforcements Table on page 68.  
  Pass 1d6 
  Possible enemy force. Roll for 
  enemy reinforcements on the 
  Reinforcements Table on page 68 
  but at -2 to score. If a "0" is scored 
  then no enemy contacted. 
  Pass 0d6 
  False alarm. Just a case of nerves I 
  bet.  
  For your convenience we've reproduced the Contact-Defense 
  Table page 67 of the NUTS rules book.   
  EPILOGUE 
  “Zombies? C'mon, Sarge!" 
  Sarge looked at the skeptical rookie. They always 
  reacted like this. Hell, six months ago he did to. But 
  things had changed a lot since then. Sarge took a deep 
  drag of his cigarette then exhaled. 
  “Yeah, zombies. Now listen up…” 
  Sarge told the rookie about shooting them in the head. 
  How not to let them get too close because you’d get 
  
  HELL ON EARTH (HÖLLE AUF ERDEN) - A SUPPLEMENT FOR NUTS! 
  © 2009 ed teixeira – two hour wargames  
  10 
  nervous and maybe miss. How when a zombie 
  kills your buddy you might get sick. But save that 
  for later because if you don’t snap out of it right 
  away you could end up like him. 
  “And one more thing,” Sarge said. “If you get hurt 
  by a zombie, even a scratch, be sure to hurry 
  and find a medic. You’ll need to be taken care of 
  right away.” 
  Rookie looked over at Pfc. Babineaux and asked. 
  “So Cajun, you believe this stuff?” 
  Cajun just laughed and nodded.  
  “Oh yea, Cajun believe. You do to soon enough. 
  Just ‘member, shoot ‘em in the head and you be 
  okay. Maybe live to tell your gran’ babies, yea? 
  Just shoot ‘em in the head.” 
   
  QRS 
   
  2                                     ZOMBIES! 
  (Taken versus the EAL of the area) 
   
  # Dice 
  Passed 
  Result 
  Pass 
  2d6 
  Zombies! 
  • 
  There are 2d6 x the EAL of the 
  area Reich zombies heading 
  your way. They will have 1 Z-
  Trooper 12" behind them. 
  Pass 
  1d6 
  Possible enemy force! 
  • 
  Roll 1d6 versus the EAL of the 
  area.  
  • 
  If pass 1d6 count as if passed 
  2d6. 
  • 
  If pass 0d6 count as if passed 
  0d6. 
  Pass 
  0d6 
  No Zombies! 
  • 
  Roll on the appropriate Contact 
  Table found on page 63 or 67 of 
  the NUTS rules book.  
   
  1                 GERMAN REINFORCEMENT   
  (Roll 1d6 and read the result) 
   
  # 
  Reinforcement 
  6 
  Truck load o' zombies.   
  5 
  Infantry squad w/Panzerfaust 
  4 
  LMG team 
  3 
  Infantry Squad 
  2  
  Infantry Squad 
  1 
  Infantry Squad 
   
  2 
                 FIRST SIGHT   
  (Taken vs. Rep) 
  All must take this test, including Stars. 
   
  # Dice 
  Passed 
  Result 
  Pass 2d6 
  “Holy crap! What in the hell is that?” 
  Tester fires. 
  Pass 1d6 
  “Halt!” Tester does not fire and 
  zombie charges into melee. 
  Pass 0d6 
  “Yikes!” Tester does not fire and 
  zombie charges into melee adding 
  2d6 to their 1d6 normally used in 
  melee. 
   
  2 
             SEE ZOMBIE FEAST   
  (Taken vs. Rep) 
  All must take this test, including Stars. 
   
  # Dice 
  Passed 
  Result 
  Pass 2d6 
  Carry on and never have to take the 
  test again. 
  Pass 1d6 
  Duck back and take the Sanity Test. 
  Pass 0d6 
  Retire and take the Sanity Test. 
   
  2 
                     SANITY   
  (Taken vs. Rep) 
  All must take this test, including Stars. 
   
  # Dice 
  Passed 
  Result 
  Pass 2d6 
  Stunned. Still subject to taking the 
  See Zombie Feast Test. 
  Pass 1d6 
  Retire.  Still subject to taking the 
  See Zombie Feast Test. 
  Pass 0d6 
  Retire, hunker down, and never 
  recover. If retrieved by friends will 
  be sent home. Figure never returns 
  to fight.  
   
   
   
   
  
   
  
  World War Two... The “Big One”, what’s not to like? Big tanks,
  rat-a-tat-tat machine guns, pin up art on airplanes. Oh yeah,
  what’s better than that?
  Zombies! You know, the walking dead, “brains”, scary things
  that go bump in the dark. What is it about Zombies? Yeah,
  what’s better than that?
  How about a WW2 game with Zombies? Now you’re talking!
  How about a WW2 game with Zombies? Now you’re talking!
  Welcome to Hell on Earth (Hölle auf Erden) or HOE for short.
  What you have here is the blending of “NUTS!” the WW 2
  skirmish game and All Things Zombie - Better Dead Than Zed
  the game of surviving during a zombie breakout.
  It’s about Allied forces in WW2 running into hordes of the
  undead as a result of Hitler’s last big gamble to win the war.
  If you’re looking for something a little bit different you’ve come
  to the right place. Go grab some figures and let’s get it
  started!
  HOE is a supplement to “NUTS!” and not a stand-alone game. 
  
SOURCE: textdata/thevault/Two Hour Wargames/World War 2/Nuts 2e/Nuts! v2 - Hell on Earth (2009).pdf