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RULES MANUAL

game elements
Character Cards ure on the board
Zombie Entry Points
Project Z is supplied with six
Grit Tokens
When the going gets tough and
A CHARACTER is any miniat
double-sided Zombie Entry you’re facing difficult odds, courage, anger
Points to mark the positions from
Each team is made up of a number of players. This and some true determination sometimes
miniatures. Their characteristics are being managed by one of the which the zombies enter the game, which bring better results than skill itself.
miniatures alike
includes Archetypes and common
shown on the Character cards. The they do in waves. During the Upkeep Phase, Your starting pool of Grit is determined
se are managed
Survivors Guide For Dummies explains zombies are placed adjacent to the Entry when you create your team, this can
in detail how to use these cards to build a but excludes the zombies if the Points according to the scenario rules, and go up and down. Grit tokens are used
not by a player.
by the game mechanics. and
group of miniatures for a game. may then move during the ensuing Action in a number of ways (see page 9). Any
All Character cards share the following Phase. character can use the team’s Grit, even
key elements: Zombie Entry Points are double-sided if they did not contribute to the pool
markers with one side showing the themselves.
1. Number of miniatures - represented by a Escalation Entry Point (marked with a Z).
number of silhouettes or with a multiplier. Certain events will trigger an escalation
2. General profile of the miniatures in the card. TEAMS: in the number of zombies appearing Combat Cards
3. Special traits of the miniatures. Groups of Surv from each Entry Point. This escalation is Project Z uses with a deck of 36 Combat
ivors, Motorcy
Gangs or Spec cle explained in each scenario. cards that serve primarily to increase the
4. Grit tokens that the card contributes to the are all options
ial Operations
units When Entry Points “escalate″, flip all of number of and scored on a combat roll.
group’s Grit pool. when choosing
which miniatu the markers so they show their “escalation
res you wish to
5. Special traits & rules summary. For a game of Proj
ect Z. Througho
play side″. Unless specified otherwise, all Entry
convenience these are explained in detail on these rules we ut Points escalate at the same time.
refer to all thes
options as TE e
the back of each card.. AMS.
Wound Tokens
The general profi le has four main values that Some characters are more adept when
describe a character in a statistics line (stats): it comes to surviving the daunting
environment, being either far more heavily
Combat Dice armoured or skilled in general.
Movement: A value in inches that Characters with multiple wounds on their
represents the furthest distance a All combats and other actions in
Character cards, take a Wound token ( )
miniature from this card can move during Project Z are resolved using a
after being injured, rather than rolling on Survival Cards
their activation in the Movement Sub-phase. number of Combat dice. They are specially
the damage table. If a character already Each team starts the scenario with up to
designed dice with three sides showing hits
has a number of Wound tokens equal to its 5 Survival cards. Project Z comes with
Resilience: This is the combined value ( ), two sides showing defences ( ) and
Wounds trait, then roll on the damage table 10 generic Survival cards that can be
of body armour, resistance to damage one side showing a surge ( ). They are
as normal next time it is injured. distributed randomly between the opposing
and training that a miniature has. The used in different numbers depending on a
number is the number of combat dice rolled miniature’s skill or other circumstances. players at the begining of the game.
when a miniature is shot at. Other specific Survival cards will be
Reload Tokens available in following expansions.
Melee: a miniatures skill in hand-to- Loot Markers Ammunition is in short supply
In order to give a team a better and weapons are difficult to reload
hand fighting and is the number of
Combat dice the character adds (or chance at surviving, they must in the heat of battle. Whenever a Additional Markers
subtracts if they are impeded) to the total constantly be on the lookout for ammo, character fires a weapon place a single The game box also comes
weapons, medicines and food. These items bullet Reload token ( )next to it, this supplied with one Spec Ops/
roll for an attack during a melee action.
are scarce and must be captured before can be removed in the Upkeep Phase. If Vending Machine double-sided
opposition gangs find them. the weapon has the Reload special rule marker. The Spec Ops marker is only
Shooting: This represents particular
skills using firearms, and is the Project Z comes with 12 double sided Loot then it receives twice the number of used with the Special Operations Team
markers that are deployed during the setup reload tokens. A character can never fire a expansion box.
number of Combat dice the character adds
of a game according to the scenario played. weapon if it has one or more Reload tokens. TheVending Machine marker is used
(or subtracts if they are impeded) to the
Loot markers may never be dropped Use the double bullet Reload token ( ) when the appropriate Survival Card is
total roll for an attack during a shooting
action. voluntarily, once you pick one up you must to represent 2 . played.
guard it with your life!

2 3
Main RULES
Project Z is a scenario driven skirmish wargame 1. INITIATIVE PHASE
but once a character has been moved it can’t be
taken back.
You may move through characters from your
shooting character is called the attacker with the
objective miniature being the target.

played over a set number of turns in which At the beginning of each turn players roll five own team with no penalty, but you may not fi nish 2.2.1 Deter mine Line of Sight
opposing players move and combat with their Combat dice to determine the order of initiative on top of them. You may not fi nish your movement A fter declaring the intended target, the attacker
miniatures in order to achieve the greatest during the turn. The player that scores a higher within 1″ of a non-friendly model in the Movement checks the Line of Sight (LOS) and range.
number of Victory Points during a set number of number of becomes the ACTIVE or ACTING Sub-phase. For the attacker to be able to shoot it must
turns. player. Players who tie re-roll all their Combat dice. To complete a movement action, place the be able to see its target. Use the width of the
While this is happening, a horde of zombies, movement ruler provided, or use a tape measure. movement ruler provided to show the corridor
controlled by the game, tries to get to them … for 2. ACTION PHASE Place the device flat against the base of the of the shot. If there are no enemy miniatures
a good meal! When initiative order has been resolved the miniature and move it along so by the end of this (including zombies), obstacles or walls (see page
sequence follows this simple structure: movement no part of the base has moved beyond 10) even partially covered by the ruler, then the
Game SET UP Movement Sub-phase its movement value in inches. shot is clear.
A fter the players have decided which scenario to • ACTIVE player moves their miniatures. If there are any of the above elements in this
play, it is time to set up the gaming area, grab the • Next player moves their miniatures. corridor then the shot is innacurate and the
counters and each player’s team. • All Zombies move. target is deemed to be obscured.
To create a team, players must agree on the
number of Character cards they will be using Shooting Sub-phase Target Obscured:
between 1 and 4. The scenario will describe the • ACTIVE player shoots. Shots taken against obscured targets are
location of the Zombie Entry Points and their • Next player shoots. Inaccurate. Inaccurate shooting actions receive a
escalation rules. Once these have been clearly • Zombies groan incoherently. penalty of -1 for each obstruction or rule that
marked, players arrange the desired scenery makes the shot Inaccurate . This may mean that
elements according to their taste and collections. Melee Sub-phase The Biker moves 5″ out of his 10 towards the some shots become impossible as the number of
If you are playing with the Additional Rules - • ACTIVE player moves and fights. Survivor to be in a position to engage him later in penalties reduces the Combat dice to 0 or less.
For True Survivors, players also receive 5 random • Next player moves and fights. the turn. Notice the measurement is made from
Combat cards from the Combat cards deck and • Zombies move and fight. the front of the base to the front of the base. LOS Blocked:
their corresponding number of Grit tokens. If the entire corridor of the shot is covered by a
2.1 MOVEMENT Sub-Phase 2.1.1 Moving Zombies single element then the LOS is blocked and the
The Tur n M ovement is a key aspect of survival. In Project Once all players have moved their miniatures, shot may not be taken.
Each turn is divided into four phases as follow: Z characters move around to capture particular each player moves the zombies on the board that
objectives representing supplies and equipment are closer to their opponent. 2.2.2 Check Range
1. Initiative phase vital for the survival of the team. Of course The zombies always move 4″ towards the Once the Line of Sight has been confirmed, check
avoiding rival gangs and the hordes of zombies is nearest living enemy character - whether visible the range to the target.
2. Action phase
• Movement Sub-phase crucial. or not - ignoring any obstacles (see page 10). Like All weapons have an effective range described
• Shooting Sub-phase Characters can be moved in any direction a other miniatures, during the Movement Sub- in inches in the weapon’s profi le ( ). However,
• Engage and Melee Sub-phase number of inches indicated on their Movement phase a zombie must fi nish its movement when characters can fi re their weapons up to twice the
profi le ( ) with no restriction other than the within 1″ of any enemy character. effective range but the shooting action is then
3. Upkeep Phase
• Recover Shocked miniatures interference of certain terrain features and other considered Inaccurate (see above).
• Roll to Reload weapons obstacles that can sometimes hinder them. See 2.2 SHOOTING
• Replenish Combat card hand rules for Scenery & Terrain in the Appendix Again, starting with the ACTIVE player, each 2.2.3 Resolving the Shooting Action
• Spawn Zombies as per scenario.
section on page 10. team has a chance to open fire with its characters. Once the range and any Inaccurate effects have
All players may pre-measure a character’s Choose a character from your team and resolve been determined, the player resolves the shooting
movement before committing to the fi nal position, the shooting action in the following manner. The action. To do so, the attacker rolls the correct
4 5
choose a subsequent valid target. However, these
number of Combat dice. The number of dice to Claiming Cover attacks do not receive the engaging modifier.
roll is the sum of: When a target is in base to base contact with an Compare the results obtained by both
element of scenery that obscures a shooting action combatants. The side that scored the highest
• Weapon’s value (this is expressed in a (effectively making the shooting Inaccurate) the number of wins the melee round.
number of Combat dice to be rolled). miniature also benefits from cover. When a zombie is involved in the melee, an
• Character’s modifier value (a number of opposing player should roll the zombie’s Combat
Combat dice to add or subtract from the total • When behind cover, the target gets +1 . dice for much rejoice! All rules apply normally.
in the character’s stat line). Zombies can never claim this bonus. All weapons showing “C” in their range value on
• Minus 1 for every obstacle or other rule the weapon’s profi le table can be used in melee.
that makes the shot Inaccurate. 2.3 MELEE SUB-PHASE
Following the Initiative order, during the Melee 2.3.1 Melee Resolution
The defender then rolls a number of Combat Sub-phase, the ACTIVE player can move any of A fter resolving the melee action, check the
their characters that are within 2″ of an enemy
dice based on: overall result and apply the outcome: In this example three zombies have engaged a
miniature into base contact with it and engage
• Defender’s value (this is a number of in close combat. This is an engage movement and Gang Biker & Companion. This character card has
Combat dice to be rolled). initiates a melee action. • All of the combatants on one side are Slain. the Melee (2) special trait which means they can
• Plus 1 for cover (see beside). Once engaged, resolve each combat in full, The winner needs to do nothing else and the issue two attacks instead of one when in melee. We
including damage resolution, before moving onto
melee ends. assume the gangers use the bunch of chains as it is
the next.
Every rolled by the defender cancels a To resolve a melee combat, both combatants • All of the combatants on one side are Shocked. the only melee weapon shown on the miniature.
scored by the attacker. If any are left, roll for (attacker and target character) roll a number of The winner can immediately use a Grit point or The first Zombie ( 2) engages the gangers and
damage as explained on page 8. Combat dice which is the sume of: an additional attack, if available, to fi nish off a rolls to hit 3 Combat dice (2 for its melee value,
When a zombie is the target of an attack, let an • The character’s melee weapon value (this Shocked target. This is Slain and removed from +1 for engaging). The gangers roll two sets
opposing player roll the combat dice for it. is expressed in a number of Combat dice to play. Any Shocked miniatures left are pushed of 2 as a response (as they have two attacks
be rolled). back 1″ by the winner and the melee ends. thanks to their Melee 2 special trait).
• Combatant melee modifier value (a • There are fully operative combatants on both The results of both rolls are worked out and
number of Combat dice to add or subtract from sides. The attacking characters - including compared with the zombie score separately
the total in the character’s stat line). those that are Shocked - are pushed back 1″ by applying damage if necessary, also separately.
• Other modifiers: the side that did not engage and the melee ends. Work out the results in order, as if the zombie
I. Engaging modifier: +1 to the gets Shocked with the first round, the second
miniature that initiated the combat. attack from the Melee 2 trait can Finish it off
OFF! ets for
II. Multiple combat: +1 for each FINISH pe rfect targ automatically. If the couple of gangers stands, the
s a r e
aract e r ction or in
miniature after the fi rst that is attacking the
Shocked ch ither for a shooting a ked second zombie will attack with 4 Combat dice (2
l. E Shoc
an easy kil declare a
same target. for its melee value, +1 for engaging, +1
ct e r ca n
In this example a Zombie has received a shooting III. King of the Hill: +1 ar a acks. bonus for being the second miniature to attack the
melee, a ch e target of their att
to the miniature
inst a
s th scored aga
attack from a Survivor armed with an assault rifle holding higher ground (see page 11). same target).
miniature a e a n”
that has scored 3 . The Zombie rolls 1 for ng, any “ cl e Damage With their combination of melee attacks and
its 1 value and scores 1 that cancels one of The result of all the dice coming from one When shooti t can be rolled on th e additional wound, the gangers have a good chance
rge r. Th
the scored. The other 2 remain and count weapon must be applied to one single target - Shocked ta S la in th e characte to resist the bash. However, if the third zombie
y to
as HITS. unless the weapon or character has the Burst table to tr its normally. gets to attack, it will do it with a threatening total
pp li es r will
The attacker takes these two dice and rolls them or Blast special trait. If more than one target target a ck in g characte of 5 Combat dice (2 for its melee value, +1
In melee,
a n a tt a least one
on the damage table, scoring and . Applying is valid, the attacking player can choose which
S la in it s victim if at o rolls for engaging, +2 bonus for being the third
lly ainst it. N
the best result, the zombie is now Shocked and miniature receives the attacks. automatica d eclared ag
miniature attacking them!).
ca n b e
must be laid down on the table. Characters with more than one attack can attack
needed!
6 7
2.3.2 Zombies
Zombies move and engage in the same way as all
3. UPKEEP PHASE
At the end of each turn, starting with the
ADDITIONAL
URVIVORS
RULES
other characters.
After all characters have engaged and resolved
ACTING player, each player resolves the
following steps. FOR TRUE S COMBAT CARDS
When using Combat cards, each player
their melee actions each zombie gets to Engage starts the game with a hand of 5 cards.
the nearest character within 2″. Once in base 1. Recover Shocked miniatures
GRIT TOKENS During the Set Up, shuffle the Combat
Facing waves of zombies in a hail of shots card deck and deal 5 Combat cards to each
to base contact, zombies attack immediately 2. Roll to Reload weapons means every moment can be life or death. player.
following the normal rules for combat and 3. Replenish Combat cards hand Characters can show real mettle and During each turn players can use their
multiple combats described above. Zombies act 4. Spawn zombies perform feats that they would not normally cards to reinforce hits and defences during
in groups and for this reason whenever possible be capable of. combat actions. A few special Combat
All Grit tokens received when putting cards will also allow players to change the
several zombies must always engage one single together a team form the Grit pool for results of dice scored in other rolls through
character. 3.1 Recover Shocked Miniatur es the player. These Grit tokens can be used the game like Damage or Reload rolls, for
Zombies have the following profi le: Starting with the player with the initiative, all during the game to do one of the following: example.
players stand their Shocked characters back up. Here is a quick description of the icons
Zombie Traits Zombies stand up last.
• Remove one Reload token at any time found on the combat cards:
Brain-dead (remember counts as 2x ).
Blood Thirst • Re-roll all or any Combat dice from a Can be played during a combat
4 1 2 - (Hunter*)
3.2 Roll to Reload Weapon s single hand roll immediately. resolution to add to any roll after all
When using the Additional Rules - For • Immediately recover a Shocked have been calculated.
*Zombies become Hunters when the scenario escalates True Survivors, every time a character miniature right after the result was
(see scenarios in the Survivors Guide For Dummies)
uses a fire arm, the controlling player scored. Can be played during a combat
places one Reload token ( ) next to the • Finish Off an enemy Shocked resolution to add to any roll before any
DAMAGE character. During the Upkeep Phase, each miniature during the melee round. cards have been played.
always be played first.
cards must
A fter determining the number of HITS during a character rolls one Combat die for every
In case of a clash of actions between players,
shooting or a melee attack, you must determine Reload token they have. A player may
whoever holds the initiative resolves first.
the fate of the target by making one damage roll remove a Reload token for every scored. Re-roll any or all the dice of a single
on the damage table below for every left. A character with one Reload token cannot Grit tokens are difficult to recover, which hand of dice.
use any of their ranged weapons until all makes them a precious resource! During
the Upkeep Phase, players can recover one
tokens are removed in this way.
Grit token if they do not draw any Combat Double all the scored during a
cards. combat action.
3.3 Re plenish Combat Car ds
Flesh Wound: The character is Fully Operative. If using the Additional Rules - For True
Survivors, draw as many Combat cards as
AMMO CONTROL Cancels all scored and any card
Every time a firearm is discharged, the played during a combat action.
Shocked: Lay the model face down on the needed to fi ll in your starting hand. character receives one Reload token. Place
spot. Shocked characters are recovered during Alternatively, do not replenish your hand and a single bullet token ( ) next to the
Use this card as if a had been rolled.
the Upkeep Phase (see next). Grit tokens can receive one Grit token. character’s base. Certain weapons,
also be used to recover a Shocked character especially those with an automatic
function, are harder to reload. They Use this card as if it where a .
immediately after they have been Shocked (see 3.4 S pawn Zombies produce a two bullet Reload token ( )
Additional Rules - For True Survivors on page 9). Zombies are spawned according to the mission when fired.
rules for Zombie Entry Points. If you run out of A character with one or more Reload This card can be played at any time,
Slain: Remove the model from the table zombies to spawn in all Entry Points, players can tokens cannot open fire again until these including during another player’s turn or to
are cleared during the Upkeep Phase. affect the result of dice rolled for any action
immediately. Nothing can be done to avoid this. choose where to place the remaining ones and all or event resolution.
But don’t worry, the character will probably zombies receive the Hunter special trait for the
come back to eat the rest of your team! rest of the game.
8 9
Appendix 3. KING OF THE HILL
The way Project Z is presented and the
SCENERY AND TERRAIN way it plays, invites you to make a more
The streets of Project Z are littered with cinematic use of the scenery elements than
trash; from boxes and oil drums to old just mere obstacles. When surrounded by a
appliances as big as refrigerators, all being fierce horde of zombies, some high ground
the result of previous raids or from the chaos could be the difference between life and
that occurred years ago when the plague death.
started.
All rules for movement and combat are
designed to reflect that the combat area is 3.1 Jumping onto Obstacles JUMPING ONTO OBSTACLES
littered with small piles of rubble and general The kid is facing an imminent attack from the
rubbish that do not hinder the actions of
When in base contact with an obstacle, zombie horde. To win some advantage in the
Trying to escape from the menacing zombie horde,
instead of following the normal rules for upcoming melee and to get a good shooting
the characters. However, there are certain
these two Survivors are trying to reach the other crossing it (see page 10), a character may position, he decides to jump onto the truck ready
elements that do reduce the mobility, visibility for action.
side of the barrier. decide to jump onto it. This costs its full
or the combat effectiveness of the characters. Luckily his previous action brought him in base
The Survivor with the chainsaw checks the movement and the obstacle must be wide
distance to the other side of the obstacle. He must contact with the scenery element and therefore he
enough to carry the models entire base.
be able to completely cross the obstacle by moving can jump straight onto the bonnet and even move
1. OBSTACLES up to 3″ (his 6/2). Unfortunately, he would not
You can reposition a character on top of
an obstacle up to 2″ in any direction. To
up to 2″ anywhere atop the truck (its repositioning
We consider obstacles as the more bulky be able to do this and must stop his movement in allowance for jumping onto an obstacle).
jump off, a character just measures his
elements of scenery that present a physical base contact with the closest side of the barrier.
The second Survivor, armed with an assault rifle,
movement from his current position. This
barrier between the character and the costs no extra movement.
is closer to the barrier and, with his reduced
place they wish to move to, or between
the character and their target when movement (again 3″ ), is sufficiently close to fully The only limit to the number of characters 4. SCENARIOS
cross it. that can stand on an obstacle is its actual Project Z is played using one of the
determining the Line of Sight to resolve an physical capacity. scenarios provided in the Survivors Guide
attack. Any melee attacks made against a For Dummies. More scenarios will be
Anything solid that lies in the way character on top of an obstacle are resolved created in our future product releases and
of a miniature, except other friendly 2. WALLS by engaging the obstacle itself (move the also on our website www.warlordgames.com.
miniatures, is an obstacle. attacking miniature so it ends in base to Scenarios are won by scoring more
Sometimes an obstacle is tall enough to
An obstacle higher than two combat dice base contact with the obstacle). The target Victory Points than your opponent. Each
present a real challenge to overcome. These
stacked together is also a wall. character receives a +1 bonus for being scenario will explain the way VPs are
obstacles act as impassable barriers for
Common examples of obstacles are cars, awarded and if gangs have any special rules
which we will use the generic term walls. on higher ground and cancels the +1 that
urban barricades or large white goods (like miniatures normally receive for engaging. or effects that could affect the rewards
Walls cannot be walked through or jumped
fridges, washing machines, or even a bath If two characters are engaged in a melee received.
over, but instead must be moved around.
tub!). action while on top of an obstacle neither of
Walls can be the obvious four sides of a
A miniature cannot end its movement them receives any bonuses or penalties for
building, high vehicles like trucks or vans
“inside” or in the middle of an obstacle, but engaging on high ground.
or a car on its side, for example.
otherwise can try to cross it by halving its
To check if an obstacle is also a wall,
normal movement value ( ) if any part
stack two Combat dice together. If the
of the movement would be affected by the
obstacle is taller than the height of the two
obstacle. If the character cannot cross the
dice, the object is considered a wall. A wall
obstacle in one go, it will need to find a
blocks all movement and LOS through it
different route or stop in base contact with
(see page 5).
the obstacle before crossing it in the next
Walls block the LOS altogether and shooting
turn.
through them is not permitted.
If in base contact with an obstacle at
the begining of the movement action, a
character can jump on it if prefered.
Obstacles interfere with the LOS when
shooting making any shot passing through
them Innacurate.

10 11
After reading these rules you are now Credits
ready to take to the streets and try to Original Concept, Game & Product Design:
survive a zombie apocalypse. Ricard Fortun

Assume control of one of the many teams Additional Game Rules & Scenarios:
of Survivors, groups of left-behinders that Andrew Chesney, Ricard Fortun, Eduard
have bound themselves to each other to Reed & Gabrio Tolentino
get a slim chance of making it through to
another day. Cover Art:
Antonio Maínez
Kill or be killed in a world that no longer Internal Art:
has rules. So choose your friends wisely as EDGE Studio & Angelika Rasmus
not all are created equal.
Content & Graphic Design:
Alternatively, take control of a mean EDGE Studio, Asun Loste-Campos, Gabrio
motorbikers gang or a dreaded unit of the Tolentino & Ian Bennett
Special Operations in order to accomplish
your next incursion into the quarantine zone! Editing:
Ricard Fortun, Mal Green, Ian Hill &
Play one-off scenarios or take your team Duncan Macfarlane
through a series of linked missions using
all your guile and cunning to make sure Miniatures Designed:
you find the few supplies that are left in Wargames Factory & Warlord Games
this hellish landscape before your opponent
steals them from you. Miniatures Painting:
Andrés Amián & Jez Allum
Will you find out how amazing Rodriguez is Terrain Design:
with a baseball bat? Whether Deidre from Sarissa Precision Ltd. & Ainsty Castings
the hair dressing salon down the road can
handle an Uzi? Or will it be up to Dave from Terrain Making & Photography:
accounts to fire up the chainsaw and save Gabrio Tolentino
the day yet again!
Warlord Games Studio Manager:
Go and explore now the options available Paul Sawyer
and the scenarios you can try your team
on by reading the Survivors Guide For Playtesters:
Dummies next. Andrew Chesney, Charlie Coult, Jack Coult,
Darren Evans, Mal Green, Tim Harris,
Harry James, Dominik Krischer,
Bernard Lewis, Michael Mingers, Lorenzo
Pala, Markus Plötz, Eduard Reed, Simon
Tift, Gabrio Tolentino.

Special thanks to:


Simon Tift, Andrés Amián, Jose Manuel Rey (EDGE Entertainment) & Alberto González
(AGRpriority), the Warlord Games team & specially Asun Loste-Campos for her help and
eternal patience with this human being and his demands!

© Copyright Warlord Games Ltd. 2016. All rights reserved.


No part of this publication may be reproduced, stored in a retrieval system, or transmitted,
in any form or by any means without the prior written permission of the publisher, nor be
otherwise circulated in any form other than that in which it is published and without a similar
condition being imposed on the subsequent purchaser.

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