ZOMBIGIDE SKILLS
“#1 Action -The Survivor fas an extra Action he may use ashe pleasés.
+1 Damage with [Equipment] The Survivor gets a #h\Damage bonus
with the specified Equipment,
-+1 Damage: [Type] - The Survivor gets a +1. Damage borilswith the
specified type of Action (Combat, Melee, or Ranged)
“41 ta dice roll: Combat -The Survivor adds 1 ta the result of exch die he
rolls on a Combat Action (Melee or Ranged). The maximum results
always
#1 t0 dice roll: Melee -The Survivor adds to the result of eath die he
rolls in Melee Combat. The maximum results always 6
+1 to dice roll: Ranged -The Survivor adde 1 to the result of each die he
rolls in Ranged Combat. The maximuvresult i always 6.
+1 dle: Combat - The suryir's weapon roll an extra die i'Combat
(Melee or Ranged), Dual weapons gain die each, fora total of 2 dice
per Dual Combat etion.
+41 die: Melee - The Survivor's weapon roll an extra die in Combat Dual
‘weapons gain die each, for a total of +2 dice per Dual Melee Combat
Acton.
“41 die: Combat - The Survivor's weapon ral an extra die in Combat. ual
‘weapons iain a die each, for a total of+2 dice per Dual Ranged Combat
Action.
+41 free Combat Action - The Survivor has one free extra Combat Action,
‘This Action may only be used for Melee on angedConibat
+41 free Melee Action - The Survivor has one extra, free Melee Combat
‘Action, This Action can only be used for Melee Combat
41 free Move Action - The Survivor has one extra, free Move Cofcion
This Action can only be used as a Move Action.
“#1 free Ranged Action - The Survivor has one extra, free Ranged Combat
‘Action. This Action can only be used for Ranged Combat
“+1 free Search Action - The Survivor has one extra, free Search Acton,
‘This Action can only be used to search, and the Sutvivor can still only
search once per turn
+1 max Range -The Survivor’s Ranged Weapons’ maximum Range in
creased by 1
+1 Zone per Move - The Survivor can move through one extra he each
‘ime he performs @ Move Retion. Ths Skil stacks with other effets ben=
efting Move Actions
1 restoll per Turn -One per tur, you can re-oll all the dice related to
the resolution of an Action made by the Survivor. The new result takes
the place ofthe previous one. This Skil stacks with the effects of Equip
iment that allow re-ol
2 cocktails ae better than 4 - The Survivor gets two Molotov cards in
stead of one when he creates a Molotov,
2 Zones per Move Action - When the Survivor spends one Action to
‘Move, he can move one or two zones instead of one,
3 Zones per Move Action - When the Survivor spends one Action to
“Move, he can move one, two or terre zones instead of one.
Ambidextrous - The Survivor tress ll Melee and Ranged weapons as if
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Blits- Each time your Survivor kills the last Zombie of @Zone, he gets 1
free Move Action to use immediately.
Bloodlust: Combat - spend one Action with the Survivor: He moves up
toxtwo Zones to 2 Zone containing a least one Zombie, He then benefits
of free Melee Action.
Bloodlust: Melee - Spend one Action with the Survivor: He moves up to
‘wo Zones to a Zone contalning atleast one Zombie. He then benefits of
a free Melee Action,
Bloodlust: Ranged - spend one Action withthe Survivor: He moves Up
‘to two Zones to a Zone containing atleast one Zombie. He then benefits
of afree Ranged Action.
Born Leader During the Survivor's tur, he may give ane free Action to
another Suriver, to use as he pleases. This Action must be used during
the recipient's next turn ar tisost.
Brealcin -The Survivor doesn't nedd any Equipment to open docrssHe
‘oesr't make Noise while using this Skil. However, other prerequisites
are sillmandatory (such as taking a designated Objectiva). Moreover,
the Survivor has one extra, {ree Door opening Action. This Action can
‘only be used to open doors
Please note the Breakin Skill doesn't app to removing barricades,
‘can start at [Danger Level] ~The Survivor can begin the game at the In
dicated Danger Level first experience point of the incicated Danger
Level) All players have to agree.
‘collector: [Zomble Type] ~The Survivor doubles the experience gainde
‘each time he kills azomble of the species type.
Death Grasp - Don't cistard an Equipment card when the Survivor re-
‘elves » Wouinded card. This kil i ignored if there’ no space left in the
inventory to receive the Wounded card,
Destiny - The Survivor can use this Skill once per turn when he reveals
‘an Equiprnent card he drew, Discard that card and draw another Equip
ment card
Distributor - Using this kil alters the Spawn step during the Zombieg!
Phase. When resolving the Spawn step during the Zombies’ Phas, draw
as many Zombie cardsas there are Spawn Zones, Aslan(zath of ther
freely toa Spawn Zone, then spawn Zombles as indicted.
Dreadnought: [Zombie Type] -The Survivor ignores all Wolds coming
{rom standard Zombies of the spectied tyne.
Frenzy: Combat - All weapons the Survivor earries gain-+dle per
Wound the Survivor suffers. Dual weapans gain a die each, fora total of
42 dice per Wound and per Dual Combat Action,
Fremay: Melee - Melee weapons the Survivor eatries gain +1 die per
‘Wound the Survivor suffers Dual Melee weapons gain adie each, for 2
total of+2cice per Wound and per Dual Melee Combat Action.
Frenzy: Ranged Ranged weapons the Survivor carries gain +1 die per
‘Wound the Survivor suffers. Dual Ranged weapons gana die each, fora
‘otal of +2 dice per Wound anc per Dual Ranged Combat Action.
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Hold your nose - Ths Skill ean be used once per turn, The Survivor gets
a free Search Action inthe Zone if he has eliminated a Zombie (even
‘outside the building) the very same turn. This Action may only be used
‘to Search and the Survivor ean stil only Search once per turn,
Is that all you've got? -You can use this Skill any time the Survivor i
aout to get Wounded cards, Discard ong Equipment card in your Survi=
‘or's inventory for each Wounded card hes about to receive, Negates 2
‘Wounded card per discarded Equipment card,
Lifesaver - The Survivor can use this kil for free, once during each of
his turns. Select a Zone containing at feast one Zomble at Range from
‘your Survivor. ll friendly Survivors in the selected Zone can be dragged
to your Survivor's Zone without penalty. Thisisnot a Movement. A Sur
vivor can decline the rescue and stay in the selected Zone This control
ler wants to, Both Zones need to share a clear path a Survivor can't
‘cross barricades, feniee, or walls. Lifesaver can’t be used to drag Surv
vors cut ofa car6r an observation tower.
Lock it down - At the cost of one Action, the Survivor can close an open
door on iis Zone. Opening it later does not trigger anew ZombieLOMBICIDE SKILLS
Loud - Once per turn, the Survivor can make a hugeamount of noise!
Until this Survivor's next tur, the Zone he used ths Skil in is considered
tohhave the highest number of Noise tokens on the entire map. If ci
ent Survivors have this skill only the last one who usedit applies the et
fects
Low Profile - The Survivor can't be targeted by allied Ranged Att2e\s and
can't be hit by car attacks. Ignore him when shooting in or driving
through the Zone he stands in. Weapons that klls everything in the ta
geted Zone, lke the Molotoy stl kl him:
Lucky - The Survivor can re-rall nce the dice of each Action he takes:
The new result takes the place ofthe previous one, This Skill stacks with
the effetes of other Skil "1 re~oll per turn for exemple) and Equip-
ment that allows re-oll.
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he can immediatly take a second card ofthe same type from the Equip-
ment deck. Shuffle the deck afterward.
‘Medic Once per turn, the Survivor can fresly remove one Wounded
‘ard from a Survivor in the same Zone, He may also heal himself,
NNinjz ~The survivor makes no Noise. At all. His miniature does not count
as 2 Noise token, and use of Equipmentor weapons produces no Notse
tokens either! The Survivor may choose not to use this Skill t anytime,
if he wishes to be noisy
Pointcblank - When firing at Range 0, he’SUivivor chooses freelythe
targets of hs Ranged Combat Actions and can kill any type of Zombies
(including Berserker Zombies), His Ranged weapons still Heed 9 inflet
enough Damage to kill his targets.
Reaper: Combat - Use this Skill when assigning hits while resolving 2
‘Combat Action. One of these hits can freely kill an additionnal identical
Zombie inthe Zone, Only a single additionnal Zombie ean be klled per
Action when using this Skil
EXAMPLE: Armed with an Automatic Shotgun, Zombivor Kim shoots if
the Zone where two Standard Fattes and one Berserker Fatty are
standing, She scores one success, allowing her to killa Standard Fatty.
Her Reaper: Combat Skill allows her to kill te other Standard Fatty
(identical Zombie) but not the Berserker Faty (different Zombie afd
immune to Ranged attack).
Reaper: Melee - Use this Skill when assigning hits while resolv
Melee Action. One of these hits can freely kill an additionnal identigal
Zombie inthe Zone, Only @ single additionnal Zombie can be killed per
Action when using this Skil
Reaper: Ranged - Use this Skill when assigning hits while resolving a
Ranged Action, One ofthese hits can freely kill an adcitionnal ier
Zombie inthe Zone, Only a single additional Zombie can be killed per
Action when using this Sill
Regeneration - At the end of each game round, discard all Wounds the
Survivor received, Regeneration doesn’t work ifthe Survivor has been
eliminated,
Roll 6: +1 die Combat - You may rll an additionnal die for each “6°
rolled on any attack, Melee or Ranged. Keep on roling addltionnal dice
as long as you keep getting “6”. Game effects that allows re-rolls (the “1
reroll per turn” Skillor the “Plenty of ammo” Equipment card, for exam
ple) must be used before rolling any additional dice for ths Skil.
Roll 6: +1 die Melee - You may roll an additionnal de for each “6” rolled
ona Melee attack. Keep on rolling addtional dice as long as you keep
getting "6". Game effects that allows re-ols (the “I reroll per turn”
Sail, for example} must be used before rolling any additional dice for
this Skil
Roll 6: +1 die Ranged- You may rollan additional die for each “6
rolled on a Ranged attack. Keep on rolling adéitionnal die as lang as
{You keep getting “6”, Game etfects that allows re-roll (the “l ce-rll per
tum’ Skilorthe “Plenty of ammo" Equipment card, for example) must
bbe used bafare rolling any additional dice for this Sil
Rotten At the end of his tun, ifthe Survivor has not taken a Combat
‘Action, driven 2 car, and has not produced a Noise Token, place a Rotts
token next to his base, As long as he has ths token, he i totaly igiored
byany.and all types of Zombies (except Zombivors) and isnot consid
‘ered a Noise token, Zombies don't attack him and willeven walk past
him. The Survivor loses his Roten token ihe takes any Combat Action
‘or make noise. Even with the Rotten token, the Survivor stilhas to
spend extra Actions to move out ofa Zone crowded with Zombies
‘Shove -The Survivor can use this Skil for free, once during each of his
turns. Selecta Zone at Range from your Survivor. All Zombies standing
inyour Survivor's Zone are pushed to the selected Zone, This snot a
Movement. Both Zones need to share clear path: a Zombie can't cross
barricades, fences, or walls. Shove can’t be used by Survivors ina car.
Slippery- The Survivor does not spend! extra Actions when he performs
‘2 Move Aetion through a Zone where there are Zombies
‘Sniper - The Survivor may freely choose the targets of all his Ranged
‘Combat Actions.
Super Strength - Consider the Darnage value of Melee weapons used by
the Survivor to be 3
Start with [Equipment] -The Survivor begins the game with the ind
ed Equipment; its cis automaticaly ssignéd to himybefore the be-
Binning of the game,
‘Steady hand - Allied Miniatures are ghored wien the Survivor uses 3
Ranged Attack or drives a car through a Zone. The Skil does not apply
toa Ranged weapon kiling everything in the targeted Zore (suchas the
Molotov cocktail, for example).
‘swordmaster The survivor reats 2 Mglee wea
Dial symbol 9 09 Ce CGD Oe.
“acticlat)» The Survivor's turn can be resolved anytime during the Ply-
ers Phase, before or after any ather Survivors tue,
ns asf they had the
‘Taunt The Survcan use this Skil or free, once during each of his
turns. Select 2 Zone your survivor can see. AllZombies standing inthe
selected Zone immediately gan an extra activation: they try to reach to
reach the taunting Survivor by all means available. Taunted Zombies
ignore al other Survivors: they do net attack them and cross the Zone
they stand in f needed to reach the taunting Survivor
‘Tough -The Survivor ignore the first Attack he receives from a single
Zombie every Zombies’ Phase.
‘Toxic Immunity The Survivor; immune to Toxle Blood Spray.
“tick Shot - When the Survivaris equipped with Dual Ranged Weapons,
he can aim at targets in ifferent Zones with each weapon in the same
Action.
‘Webbing - ll Equipment in the Survivd’s inventory is considered
equipped in hand
Zombie Link - The Survivor plays a extra turn each time an extra act
vation card is drawn in the Zombie pile: He plays before the extravact
vated, IF several Survivors benefit fram this Silat the same time, the
players choose their activation order