Today we have the second half of our Tannhauser to Zombicide conversion. Z.E.D.s main enemies the Legion of Totenkopf. This group of “survivors” is designed similarly to Z.E.D. Team 6, in that they have some special equipment, double blue stating Skills (you only pick one of course), and they go through the color levels faster then standard survivors.
Terrorist organizations have always been a problem for society, but now in the world of a zombie apocalypse they have found new power in the chaos. The Legion of Totenkopf (the death’s head) was a minor cult like organization in eastern Europe until the zombies came, and gave them not only new opportunities but legions of fearful citizens ready to join their ranks. Unfortunately, very little is known about the membership or leaders of the Totenkopf.
But here’s what we do know.
Their leader is known as Doctor Totenkopf, we doubt that’s his real name but we have records of his activities as old as 1900. He appears to have died early in the outbreak only to rise as one of the so called “Zombivors.” This not only makes him a real threat, but helped to solidify his cult like status as a “zombie messiah.”
Special Skill: “Zombie lord” – During the Zombie Phase zombies must always move away from you. Even if noise or line of sight would cause zombies to move toward you, they must take an alternate route.
A side note on “Zombie Lord” when this skill was originally conceived for use with competitive games of Zombicide, but I decided it would be best to keep it more compatible with regular co-op play. However, for those interested in pitting the forces of the Legion against Z.E.D. in a fight in the middle of a Zombie apocalypse here is how the skill was originally conceived: Zombie lord – when drawing zombie spawn cards during the Zombie phase, the Zombie lord decides where the zombies will spawn. I.e. he choses which spawn point the zombies will be placed regardless of where the standard rules say those zombies should have been placed.
The second in command is Karl Durnitz an exceedingly tall and powerful zombivor, very little is known about his life. Although there are some arrest reports for neo-fascist activities in Germany in the late ‘90s.
Karl has multiple instances of the skill “Roll 6: +1 die Combat” this not only provides him with multiple chances to gain that skill. But these are also cumulative: i.e. if he choses the skill twice then he’d roll TWO extra combat dice whenever he rolls a 6. As he may choose the “Roll 6: +1 die Combat” skill three times he may roll a maximum of THREE extra dice per 6 rolled. This is an extremely powerful ability, but as you should be facing a large highly active hoard things should remain balanced.
Durnitz also carries a specially modified Borchardt C-96 he calls “Doom” it’s a very powerful gun.
The majority of their forces consist of followers these are living humans who simply call themselves Legion, Some of them spend so much time in the presence of the undead they seem to have some sort of link to the zombie hoards.
Every member of the Legion hopes to die in the service of Totenkopf and be reborn as the Risen Legion. The fierce warriors are already beginning to show signs of mutation. When a Legion dies and is Resurrected they become a Risen Legion.
The Risen are “armed” with Mutated Claws… This item is a physical part of the Risen Legion may not be traded, dropped, destroyed, nor is it removed when the Risen Legion suffers a wound.
Unlike normal survivors players may have as many duplicates of the Legion and Risen Legion in their group as they wish.
The Legion of Totenkopf is not interested in saving everyone, but they will “gladly” help those who join their ranks, they will work with normal survivors willing to submit to the will of Totenkopf. They will not work with members of Z.E.D. whom they consider their mortal enemies.