Professional Documents
Culture Documents
2xD10 6+ 5+ 8+
Size Move Close Combat Target Armor Kill
142.161.54.103
Miniatures & Terrain
There isnt much that can beat the look of a well
painted army of miniatures standing upon the tabletop
battleeld, waiting to lay waste to their opponent. For
many people, the collecting and painting of an army is
as much fun ,if not more fun, than playing the actual
game. Others really enjoy crafting the world of terrain
amidst which the models move and ght. Well, whatever
your poison, we can all agree that theres something in
this for everyone.
First, lets talk about miniatures. Battleeld Evolution,
and hence Apocalypse-Z, is intended for 28mm
miniature wargaming. Luckily for us Z-types, there
are a wide selection of 28mm models of both zombie
and human forces. We scoured the land for gures and
found quite a few manufacturers whos minis t the bill.
This list is by no means exhaustive. If youve found
some other great manufacturers of 28mm zombies or
other Z appropriate units, drop over to the Exploding
Goat Games Forums and let everyone know. You can
never have too many zombies (unless you look at it
from The Enclaves point of view).
Mongoose Publishing
Mongoose has the Battleeld Evolution line of
miniatures in stores now. These 28mm pre-painted
plastic gures are a good bang for your buck and consist
of modern military soldiers and vehicles.
www.mongoosepublishing.com
U.S. Marines
Mongoose Publishing
Brigade Games
Brigade sells a plethora of miniatures lines and
has some great zombie gures. Their Evil German
Zombies are great WWII Nazi zombies and make
perfect Soldier Zombie units. They also sell more
normal Haitian Zombies as well.
www.brigadegames.com
Evil German Zombies
Brigade Games
Brigade Games
www.brigadegames.com
Brigade Games
Cold War Miniatures
The Dead Will Walk is Cold Wars large line of
character zombies from barmaids to cheerleaders.
They come in great varied poses and have tons of
personality.
www.cold-war.co.uk
Deserted Diner
Cold War Miniatures
Copplestone Castings
Copplestones Future Wars series of minis has a
ne selection of modern/ post modern combatants and
police as well as some zombies to add to your hordes!
www.copplestonecastings.co.uk
Plague Zombies
Copplestone Castings
Mega Miniatures
Mega has modern thugs, SWAT, zombies, CIA agents
and was the only place we could nd reghters in
28mm! Theyre a good way to round out those hard to
nd units.
www.megaminis.com
Fireghters
Mega Miniatures
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65
Stan Johansen Miniatures
Stans modern miniatures run in the 20mm scale, but his
Counter Terrorist line has some niche type gures,
such as mounted modern soldiers, that are hard to nd
elsewhere.
www.stanjohansenminiatures.com
In addition to those companies, you can also check out
some of the many companies that produce pre-painted
collectable miniatures like WizKids Games Inc. Their
Clix lines of games have some great zombies, zombie
hounds, cops, and character type gures that youd
do well to include in your collection. Another way to
stock up on zombie miniatures really quick is to pick up
the Bag O Zombies from Twilight Creations. If you
do enough digging, youre sure to have a one-of-a-kind
force!
Miniature images used with permission. All corporate names and product lines are
copyrighted by their respective companies. No challenge to this right should be
implied by their use.
Terrain
While it is quite acceptable to play Apocalypse-Z on
a plain table with a few stacked boxes to represent
battleeld features, most players eventually seek to
purchase or build their own terrain to enhance the look
of their tabletop battles.
You can always make very quick and relatively
inexpensive terrain from the pink insulation foam sold
at most hardware and home supply stores. Just get a
sharp retractable utility knife and cut out hills and other
such features. When using any kind of pink, blue or
styrofoam, it is important to seal it before using any
kind of aerosol propellant paint. The propellant eats
away at the foam. We use latex house paint to coat the
foam. Once that dries, youve got a pretty tight seal
against the propellant. From there you can undercoat
your foam any color you choose before covering it with
the ocking of your choice. Alternately, you can nd a
tremendous selection of pre-made terrain hills at your
local brick and mortar hobby store or, if theres not
one nearby, online at one of the hundreds of gaming
vendors.
While the cities were largely overrun by zombies early
after the Outbreak, its always amazing to see a table with
some high quality buildings representing a city lled
with rotters. Every little nook and cranny is a perfect
hiding spot for some decaying beast just looking for its
next lunch!
Below is a picture of one of our playtest gaming
tables. We had hours of fun playtesting the rules for
Apocalypse-Z on tables such as these. For articles
on building specic terrain pieces, painting minis, or
other hobby topics, be sure to check out our website at
www.explodinggoatgames.com.
South African Troops
Stan Johansen Miniatures
142.161.54.103
Scenarios
There are few times throughout history that
battles have been fought just for the sake of ghting
them. The world of Apocalypse-Z is no different. In
fact, so many people have been killed or turned and
resources are so scarce, that mankind has been forced
to learn even more the need for discretion. Zombies,
however, rarely need a reason beyond the hunger. Thats
just their lot in life, or un-life as it were.
Despite the need for discretion, there are still many
times when humanity is forced to bear arms and ght
for what they need. Sometimes, the motivation is as
simple as a zombie attack upon their home. Other times,
men have found that the resources they so desperately
need to survive are depleted and they must venture out
into zombie infested areas to secure the most basic of
human needs: food, water, fuel, medicine.
We have included a few scenarios to start your path
towards survival and growth or dinner, whichever
the case may be. Scenarios are the best way to play
Apocalypse-Z. In a straight ght, or Annihilation-type
scenario without a turn limit or clearly dened victory
conditions, the zombies will almost always win. They
continually make more zombies with Procreate, they
tend to come back even after youve killed them under
the Endless Horde rule, and they hit hard, very hard.
These difculties for human players are built-in to
the core of Apocalypse-Z. This reects the speed and
overwhelming nature of the Outbreak. It did not take
long for zombies to overtake humanity and leave us on
the brink of extinction. Heck, we almost never had a
chance. The best humanity can do is take what they can
in the short time they have available and hope for the
best.
The rst scenario is an Introductory Scenario. This
battle is designed with just a few units of Enclave Militia
and a few units of Zombie Hordes. It contains a simple
mission designed to get players new to Apocalypse-Z
initiated in some of the rules such as Procreation and
Mindless. Weve found that these core Zombie
rules are best introduced on their own, before launching
into the rest of the new rules and traits presented in this
book.
The remaining scenarios are designed with the full
army lists in mind. The objectives may be different
in each scenario, but we encourage playing each one
with different army lists. You might even try switching
armies and using your opponents army list. This is
perhaps the best way to nd out whos the real master
of the tabletop!
For most scenarios we recommend each army take
1500 points worth of troops unless another point total
is specically listed in the description. The scenario
might contain special rules or turn limits as well. Each
scenario contains the following elements:
Overview- This is a brief description of the scenario
and each players general motivation if you will.
Setup- This describes any specic tabletop features such
as table size, terrain features, and even models. This
section will also delineate each players deployment
zone(s) in which to place their models.
Turn Length- This limits the number of turns within
which each player must achieve their listed objectives.
If either player achieves those objectives listed as an
immediate victory condition, or prior to the turn limit,
the other force is annihilated, the game is over.
Special Rules- This describes any restrictions upon
army list creation, special effects upon the models,
weather conditions, or special actions that a unit/model
may take during the course of the battle.
Victory Conditions- This section describes the events
which will give either player the big W. There might
also be a Victory Points table which gives certain
actions a certain number of VPs to be tallied up by each
player when the turn limit expires.
If scenarios refer to usual setup, victory conditions,
or other such concepts, refer to the main Battleeld
Evolution rule books.
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67
Introductory Scenario
Overview
This scenario is a quick introduction to the world of
Apocalypse-Z. One player plays the Enclave Militia
trying to contain a small Zombie outbreak. The other
player controls the hungry Zombies trying to feed.
Setup
This scenario should be played on a 2x2 table. Place a
small ruin, building, or forest in the center of the board.
This terrain feature should be no larger than 4 x 4. It
is suggested that you place a few additional pieces of
terrain on the board.
The Zombie Player has two under strength Zombie
units with 6 zombies in each unit. These units must be
placed within 6 of the center of the table.
The Enclave forces consist of two (2) Militia units with
1 Leader and 5 Militia each. One Militia unit has the
standard Hunting ries while the other unit is using
12 Gauge Shotguns. The Enclave player places each
militia anywhere along the board edge. Each militia
unit must start on a different board edge.
Turn Length
10 turns.
Special Rules
The Zombie player does not benet from the Endless
horde rule. Instead at the beginning of each turn roll
2x2
6x6
Enclave Deployment
Enclave Deployment
E
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Zombie Deployment
a D6 and consult the table below to see how many
zombies appear. These models make their rst move
from the center of the table and will attempt to join the
closest zombie unit.
Roll Number of Zombies
1 0
2-3 1
4-5 2
6 3
Victory Conditions
The Enclave player wins by sealing off the terrain
feature at the center of the board. To seal of the terrain
a militia unit must take a Ready action while within the
terrain feature. Any other result is a zombie victory.
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68
Resource Patrol
Overview
A Human force has been dispatched to search an area
for resources. Unfortunately, that area is currently
infested with Zombies.
Setup
Both forces setup along the long edges of the gaming
table. The deployment zones should be 28 apart. The
players should alternate placing buildings and ruins
with the following restrictions:
1. No building or ruin can be placed within either
players deployment zone,
2. Each building or ruin must be at least 10 from any
other building,ruin, or table edge,
3. At least 6 buildings or ruins must be placed.
After all buildings have been placed, place any additional
terrain as agreed upon by both players.
Turn Length
10 Turns or until three resources tokens are retrieved by
the human player.
Special Rules
No units using the ambush special ability can be placed
inside the buildings/ruins.
A human unit can search a building/ruin by having at
least 5 models from the unit within the building/ruin
and taking a ready action. Roll a D6 subtracting 1 for
each resource token already in play and adding 1 for
each zombie ambush triggered. On a 4+ the unit nds
a resource token. Place this resource token with the
unit. If a resource token is not found,
the zombie player may immediately
place one of his reserve units inside
the building/ruin. This unit may take
a reaction against the searching unit.
If a unit carrying a resource token is killed, leave the
resource token on the table where the last model was
killed. Another unit can take a ready action to pick up
the resource token.
Victory Conditions
This scenario is played using victory points.
The zombie player earns a number of victory points
equal to the value of any unit completely destroyed.
Units brought below half their original strength count
as half their value. If a human unit with more than 50%
of its models remaining retreats without a resource
token, earn half their value in victory points.
The Human player earns victory points by successfully
retrieving resource tokens and keeping their troops
alive. A unit that moves off the long table edge in the
Human players deployment zone with a resource token
earns victory points per the table below. Any unit at
full strength still on the board at the end of the game
counts its full value in victory points. Any unit still on
the board not at full strength but not below 50% earns
half its value in victory points.
The side with the most victory points wins.
Victory Point Table
Roll 1D6 and consult the table below. Apply a +1
modier if the resource token came from the Zombie
half of the table.
Roll Victory Point Multiplier
1-2 x2
3-5 x3
6-7 x4
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69
Breakthrough
Overview
An Enclave force has been on a long distance patrol
searching for resources. They have located an excellent
stockpile of critical resources, but do not have the
manpower to transport the items back to their base.
They must return to their stronghold to pick up heavy
transport vehicles. On the way back to base, the humans
run into a horde of zombies. Someone needs to get word
back; the rest need to mop of the rotters.
Setup
Both forces setup along the long edges of the gaming
table. The deployments zones should be 28 apart.
Turn Length
10 turns.
Special Rules
The area the humans are moving through is routinely
cleared of Zombies therefore Zombie reinforcements
are not readily available. Each turn the Zombie player
must nominate which units he is going to attempt to
bring in that turn. Roll a D6 for each unit. On a roll of
6+, that unit must be deployed that turn. The zombie
player gains a cumulative +1 to the die roll for each turn
after turn 2.
After turn 3 the Zombie player may bring in reserves
from any board edge.
Victory Conditions
The Human force must get a single living model off
the long board edge in the Zombie players deployment
zone. The living model must be one that did not use the
Inltrate or Ambush special ability.
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70
Extraction
Overview
An SOS message from a research facility has been
received. They are being overrun by Zombies and
require assistance getting vital research out. A Human
force has responded to the request. They were able to
ght their way to the facility but the Zombie hordes
surrounding the facility have become too large. The
only hope of escape is via a helicopter hidden on the
facility.
Setup
Human player sets up an 18 diameter mini base in the
center of the table. It must include one 6x6 ruins
where the helicopter is hiding. The Human player
can setup any other terrain in this area as they see t.
The remainder of the board should contain terrain as
normal.
The Human player must split his forces into two
groups. One group will be deployed in the mini base
defending the helicopter. This group is deployed before
the zombies. The other group will move on from the
short edge of the table escorting a team of scientist and
their research. Select which short edge after the zombie
player has deployed their troops. They will move on
during the Human players turn one.
Zombie player can setup his forces anywhere that is not
within reaction range of a Human unit or within 12 of
either short edge.
The Human player goes rst.
Turn Length
10 turns.
Special Rules
The Human player may not have vehicles in his force.
The Human player is escorting a group four (4)
assistants plus Scientist. Use the following stats for
this unit. This unit will only engage in close combat
if completely surrounded. This unit must take a ready
action to board the helicopter.
Type Size Move Close Combat Target Armor Kill Traits
Scientist 1 4 D6-1 4+ - 6+ -
Assistants 1 4 D6-1 4+ - 6+ -
Helicopter Stats
Type Size Move Close Combat Target Armor Kill Traits
Helicopter 4 - - 7+ 3+ 11+ Hits/6
All Zombie units except Overlord, Abomination, Beast,
and Super Soldier benet from the Endless Horde
ability.
The Zombie Player automatically gets the reinforcements
from the Endless Horde ability without rolling.
Victory Conditions
The Human player achieves a total victory if all
Assistants and Scientist reach the helicopter alive.
The Human player achieves a minor victory if the
Scientist reaches the helicopter alive.
The Zombie player wins if the helicopter is destroyed
or all the Assistants and Scientist are killed.
Any other result is considered a draw.
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71
Area Cleansing
Overview
The Humans have located a concentration of zombies
that can be removed with acceptable losses. They have
launched an all out offensive to remove the Zombie
threat from this area. This scenario is just one small
part of the overall battle.
Setup
Deploy terrain as normal.
Both players setup their forces within 10 of a long
table edge.
The Zombie Player sets up rst but the Enclave player
goes rst.
Turn Length
10 turns.
Special Rules
The Zombie player does not benet from the Endless
Horde ability.
Zombie reserves may not come in from the short edges
of the table.
Only 25% of the Zombie units may be kept in reserve.
Any ambushing unit not deployed by the end of Turn 3
is considered to be destroyed.
The Human player may keep 25% of his models as
a reactionary force. They may be deployed at the
beginning of any turn from any board edge within the
Human players half of the table provided they are not
within 12 of a Zombie unit. The may use any special
movement modes as if they had already taken the ready
action.
Victory Conditions
The Human player achieves total victory by destroying
all Zombie units on the board.
The Human player achieves a minor victory if there are
no Zombie models in the Human players half of the
table.
The Zombie player wins by avoiding the Human
players victory conditions.
142.161.54.103
Unit Name Size Move Close
Combat
Target Armor Kill Traits
Zombie
Horde
1 3 D10 4+ 2+ 7+ Undead,Procreation/6,
Mindless, Braaains
Zombie
Brute
1 3 2xD10 4+ 2+ 7+ Undead,Procreation/6,
Mindless, Braaains,
Hits/2
Bile
Zombies
1
4
D10+1 4+ 2+ 7+ Undead,Procreation/6,
Mindless, Braaains,
Piercing/2, Retaliate
Plague
Zombies
1 3 D10 4+ 2+ 7+ Undead,Procreation/4
Mindless, Braaains,
Plague Carrier
Soldier
Zombies
1 3 D10 4+ 2+ 7+ Undead, Mindless,
Braaains, Memories
Zombie
Abomination
2 4 2xD10+1 5+ 2+/6+ 8+ Undead,Procreation/5,
Individual, Hits/4
Zombie Bats 1 4 D6+1 5+ 6+/4+ 7+ Undead, Mindless,
Hover/15, Air (VTOL)
Zombie
Beast
2 4 2xD10 4+ 2+ 7+ Undead,Procreation/6,
Mindless, Braaains,
Hits/4
Zombie
Hounds
1 5 D6 5+ 5+/5+ 8+ Undead,Procreation/6,
Pathnder,
Pack Tactics
Zombie
Mastiff
1 5 D10 5+ 5+/5+ 8+ Undead,Procreation/6,
Pathnder,
Pack Tactics, Hits/2
Zombie
Monkeys
1 4 D6 4+ 6+/3+ 6+ Undead, Mindless,
Ambush, Leap
Attack/6, Stealth/10
Zombie
Super Soldier
2 4 D10+1 5+ 2+/6+ 8+ Undead,Procreation/6,
Individual, Hits/4
Zombie
Overlord
1 4 D10 5+ 2+/5+ 8+ Undead,Procreation/4,
Individual, Hits/3
Bile Spit Attack Range: 6 Damage: D10 Traits: Piercing/2
.
72
Appendix I
Zombie Hordes Short Attention Span Guide
Zombie Ambush- Select any unit in the Horde at minimum size. That unit gains the Ambush trait.
Zombie Inltrators- Select any unit in the Horde. That unit gains the Inltrate/10 trait
Permission granted to copy this page for personal use only
142.161.54.103
Permission granted to copy this page for personal use only
Unit Name Size Move Close
Combat
Target Armor Kill Traits
Militia
Squad
1 4 D6 4+ 6+ 6+ none
Penal Unit 1 5 D6 3+ - 5+ Countercharge
Corrections
Ofcer
1
5
D6 4+ 6+ 6+ Countercharge
Fireghter
Platoon &
Lieutenant
1 4 D6+2 4+ 4+/6+ 6+ Countercharge, Gas
Mask, Flurry of
Blows,
Parry, Reach/1
Riot Police
Squad &
Sergeant
1 3 D6 4+ 4+ 6+ Riot Shields,
Mobile Field Force,
Supression Fire
Sniper 1 5 D6 4+ 6+/6+ 7+ Ambush, Brave,
Pathnder
Zombie
Cleansers &
Seargeant
1 4 D6 4+ 4+ 7+ Fearless,
Leadership Training
SWAT
Team &
Sergeant
1 5 D6+1 4+ 5+ 7+ Brave, Covering Fire,
Leadership Training,
Quick Shot, TAC
Com Gear
Watcher
Infantry &
Sergeant
1 5 D6+1 4+ 5+ 7+ Brave,
Leadership Training
Watcher
Special Forces
& Sergeant
1 5 2xD6+1 4+ 6+/6+ 7+ Ambush, Brave,
Elite Training,
Leadership Training,
Stealth/ 20
Verteran Police
Sergeant
1 5 D6+1 5+ 5+/5+ 8+ Fearless,
Hero
Watcher
Lieutenant
1 5 D6+1 5+ 4+/5+ 8+ Fearless,
Hero
Monica
Banks
1 5 D6+1 5+ 4+/4+ 7+ Fearless, Flurry of
Blows, Hero, Move
Silently, Nimble
William
Hamilton
1 5 D6+1 5+ 5+/5+ 8+ Counter Charge,
Hero, Fearless,
Riposte, Tough
General
Blake Palmer
1 5 D6+2 5+ 5+/5+ 8+ Battleeld Promotion,
Fearless, Hero,
Inspire Troops,
Natural Leader
Appendix II
The Enclave Short Attention Span Guide
73
142.161.54.103
Weapon Range Damage Traits
S&W 629 .44 Mag Revolver 10 D6+1
M107 .50 Cal Sniper Rie 60 D6+2 Accurate, Piercing/2
Glock 9mm Pistol 10 D6
M16 Assault Rie 24 D6 Auto
M230 30mm Chain Gun 30 3xD6+1 Auto, Piercing/1
Concussion Grenade 10 D6+1 Concussion Grenade,
Slow
Fire Axe - D6+2 Piercing/1
M240B
Heavy Machine Gum
30 2xD6 AA, Auto, Piercing/1,
Prone
Hunting Rie 24 D6
Katana - D6+2 Parry, Piercing/1
Magnum Shotgun 14 D10 Shotgun Shells
HK MP5 SMG 18 D6 Selectable Fire
Naginata - D10 Reach/1, Piercing/1
AT4-CS
Rocket Launcher
40 D10+3 Lethal Zone/1, Multihit,
Piercing/3, Slow
Squad Automatic Weapon
(SAW)
30 2xD6 Auto, Prone
Benelli M2 Tactical Shotgun 12 D6+2 Shotgun Shells
M40A3 Sniper Rie 40 D6 Accurate
Mk1 Cleanser 12 2xD10 Zombie Cleanser, Piercing/3
Retaliate
Appendix III
Enclave Armory
HMMWV
Points Cost: 60 Materiel: 1 Vehicle, HMMWV Hum-Vee
Options: an M240B Heavy Machine Gun for +10 points or an M230 3mm
Chain Gun for +20 points.
Rarity: As a unit option only Traits: Hits/ 2, Wheels/ 14
Transport: Can carry up to 8 size 1 models Multire/3
(when transporting)
Purier Rounds- +1 bonus and Piercing/1 to any Shoot Action targeting a Zombie Unit
2 6
2xD10 6+ 5+ 8+
74
Permission granted to copy this page for personal use only
Size Move Close Combat Target Armor Kill
142.161.54.103
B
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The Beastmastery trait re ects a cavemans ability
to control dinosaurs by overriding the beasts
natural instincts. Beastmasters know each dinosaurs
temperment and, through cajoling, poking, prodding,
or outright bashing, get the dinosaurs to do their
bidding on the battle eld.
Beastmasters also have a natural ability to run with
both speed and tremendous endurance. They use these
abilties to keep pace with even the fastest and largest
of the dinosaurs. Beastmasters have a Speed rating
that represents their overland travel in inches but this
is only used when they are NOT herding dinosaurs.
When a Beastmaster is assigned to herd
a dinosaur, they can travel at the
same speed as the dinoaur
they are herding.
Beastmasters can also ride any dinosaur with the
Cavalry ability. Each rider is presumed to have the
same stats as listed for a Beastmaster. Unlike other
Beastmasters however, riders are slain when their mount
is killed in battle. They cannot operate independently of
the dino.
For Beastmasters on foot, they can only maintain control
of the dinosaur if they are within that beasts lethal
zone, or LZ. Any caveman outside of the dinosaurs
LZ cannot be counted when calculating the number
of Beastmasters for purposes of Instinct tests. See the
above illustration for an example of this phenomenon.
These tests are outlined in the New Advanced Rules
section.
Neanderthals 1 & 5 are outside of the LZ of the Triceratops they are
trying to herd into battle. They cannot be used when rolling for Instinct
tests. The remaining 3 Neanderthals can, however, be counted.
B
E
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T
M
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T
E
R
Y
The Beastmastery trait re ects a cavemans ability
to control dinosaurs by overriding the beasts
natural instincts. Beastmasters know each dinosaurs
temperment and, through cajoling, poking, prodding,
or outright bashing, get the dinosaurs to do their
bidding on the battle eld.
Beastmasters also have a natural ability to run with
both speed and tremendous endurance. They use these
abilties to keep pace with even the fastest and largest
of the dinosaurs. Beastmasters have a Speed rating
that represents their overland travel in inches but this
is only used when they are NOT herding dinosaurs.
When a Beastmaster is assigned to herd
a dinosaur, they can travel at the
same speed as the dinoaur
they are herding.
Beastmasters can also ride any dinosaur with the
Cavalry ability. Each rider is presumed to have the
same stats as listed for a Beastmaster. Unlike other
Beastmasters however, riders are slain when their mount
is killed in battle. They cannot operate independently of
the dino.
For Beastmasters on foot, they can only maintain control
of the dinosaur if they are within that beasts lethal
zone, or LZ. Any caveman outside of the dinosaurs
LZ cannot be counted when calculating the number
of Beastmasters for purposes of Instinct tests. See the
above illustration for an example of this phenomenon.
These tests are outlined in the New Advanced Rules
section.
Neanderthals 1 & 5 are outside of the LZ of the Triceratops they are
Neanderthals 1 & 5 are outside of the LZ of the Triceratops they are
Neanderthals 1 & 5 are outside of the LZ of the Triceratops they are
trying to herd into battle. They cannot be used when rolling for Instinct
tests. The remaining 3 Neanderthals can, however, be counted.
Will you lead armies of Dinosaurs and Cavemen as they ght
to survive after being thrust into the modern world, or will you
bravely marshal modern troops in a desperate attempt to save the
world you know?
ITS A JUNGLE OUT THERE!
Apocalypse-D is a supplement for Battleeld Evolution. After tampering with the time space continuum,
ChronoCorp International has accidentally unleashed dinosaurs and cavemen upon the modern world. Initially
contained, this terrifying phenomenon has spread with a ripple effect all over the planet and time itself threatens
to unravel.
Apocalypse-D is your chance to build forces of dinosaurs to launch attacks against Anytown, USA or
Peacefullville, England. Dont miss it! Check out www.explodinggoatgames.com for more information!
142.161.54.103
The future is a dark one as the dead have risen to feast upon the living.
Cities have been shattered, neighborhoods torn apart, and humanity is
hanging on by a thread.
Massive hordes of zombies gather under the control of Overlords, zombies
that have retained some of their memories and intellect, and have gained
powerful psychic abilities driven by their hatred of man.
Pockets of civilization exist around the globe; centered around dynamic
heros whose leadership and prowess in battle spur the populace to ght
back and even rebuild.
Whos side will YOU on?
Apoocalypse-Z is a supplement for Battleeld Evolution and allows you
to play tabletop battles ranging from small skirmished to outright wars
between zombies and mankind.
Battleeld Evolution is a 28mm miniature wargaming rule set from
Mongoose Publishing. You will need a copy of the core rules from in
order to use this book.
142.161.54.103