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ZOMBIE SKIRMISH GAME FOR TOUGH SURVIVORS

Version 3.03, 2010

Created by
Jörgen Bengtsson, Eric Laurent-Nauguet, Patrick Weaver & Staffan Raupach

Illustrations
Hannah Engqvist
Sophian Cholet

Copyright Planned Movement Production, 2007-2010 ©


Copyright : drawings are the property of SOLEIL – MC Productions – Sophian CHOLET ©
No part from this rulebok may be reproduced without written permission from the publisher or the authors.
DEAD WALK AGAIN
1. INTRODUCTION
‘There shall be a time of anguish, such as has never occurred since nations first came into existence.
But at that time your people shall be delivered, everyone who is found written in the book. Many of
those who sleep in the dust of the earth shall awake, some to everlasting life, and some to shame and
everlasting contempt.’ (Daniel 12:1-13)
And I was dead, and see, I am living for ever, and I have the keys of death and of Hell. (Apocalypse
1:18)
Reverend John Davis quoting the Bible to a group of survivors.

Welcome to the world of the living dead, a fictional future where human kind is on
the verge of extinction. In this dark future humans live in small groups, trying to
survive. They struggle to find food and supplies while having to fight off the hordes
of the living dead at the same time. It is not an easy way of life so players should not
expect their characters to survive for very long in this harsh world.
Since it’s such a “hard” game it should be played with a morbid sense of humour
where the survival of a few characters comes as a huge surprise and where the
common norm is that characters go down with a bang, usually in a gruelling fashion.
Dead walk Again is a simple skirmish action miniatures game where a few characters
are placed against hordes of zombies. The game can be played in any way you like,
from a stealth game where characters try to sneak around, to mega large shootouts
between soldiers and hordes of zombies. It’s limits are your own and if the rules don’t
fit your vision, change them!
These rules are designed to be played in a cooperative fashion, which means that the
players will try to fight together against hordes of auto-generated zombies. They allow
for both solo games and multiplayer games with no limit to the number of players.
The most recent version of the rules, 3.03, is very similar to the last version, 2.05.
They build upon the success of that version with minor corrections to game play and
balance. We hope you will enjoy them as much as we do.
Happy zombie hunting!

2. PLAYING THE GAME


A game between such unequal forces such as humans and zombies is hard to balance
any day of the week. Dead walk Again is hard to get right and it needs some practice
before you get the right formula for the type of game you like to play. The main
problem that arises how do you control the zombies? It can be done either through
the rules or by a game master (aka GM). Having a player playing the zombies is quite
difficult since zombies in their “normal” state are not that creative in tactical and
strategic actions. If you make them “smart” zombies by letting them use weapons,
utilize cover and attack with a general strategy, then you don’t have zombies
anymore, at least not from the classic George Romero “shambling” zombie point of
view. Still, how you use them is up to you!

3. PLANNED MOVEMENT PRODUCTION


PM-Production is a small group (two or maybe/sometimes three people) of hard-core
gamers in Sweden, located around the Gothenburg area, who love to play any type of
games. We play a variety of games from around the world, both commercial and free
ones. But for the most part we play our own games, more so when we have to play
test, but also just for the fun of it.

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Over the years we have created a couple of games, some that have never been shown
to anyone, others that we have shown during conventions in Sweden and two (to date)
that you can try out yourself. These two are Dead walk Again and Beneath the
Waves, both of which you can find in the download section at our website:
www.pm-production.nu
And as always we have a ton of new ideas and games that we would like to show you.
But as usual there is only that much time to be divided between work, sleep, children,
household chores and so on. It is hard to find the time in between for the few gaming
sessions we do have so we have to wait and see what we can come up with. So check
our website to see what we have come up with and let us know what you think or if
you just want to say hi!
info@pm-production.nu

4. Eric Laurent-Nauguet
He is not a Viking like us! Eric is from Cheese country: France. He contacted us a
long time ago and offered to modify the existing rules. He created new rules and
supplements for this game. Of course we couldn’t meet because of the distance
between France and Sweden but we keep in touch to improve the rules and play-test
new ideas. We are still trying to make them better and publish new supplements to get
a fast and intense zombie game.
If you have any question regarding the rules you can contact him at this email address:
ericlaurent05@gmail.com
Visit our Yahoo group at this address to share ideas, battle reports, photos, new rules:
http://games.groups.yahoo.com/group/deadwalkagain/

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5. INDEX
1. INTRODUCTION ............................................................................................................................................................... 2
2. PLAYING THE GAME ...................................................................................................................................................... 2
3. PLANNED MOVEMENT PRODUCTION......................................................................................................................... 2
4. Eric Laurent-Nauguet .......................................................................................................................................................... 3
5. INDEX................................................................................................................................................................................. 4
6. WHAT YOU NEED ............................................................................................................................................................ 5
6.1. Figures ........................................................................................................................................................................... 5
6.2. Measurement Device ..................................................................................................................................................... 6
6.3. Dice ............................................................................................................................................................................... 6
7. GAME TURN...................................................................................................................................................................... 6
7.1. FEAR test, Zombiefication test and Wound test ............................................................................................................ 6
7.2. Human Actions .............................................................................................................................................................. 6
7.3. Zombie Actions ............................................................................................................................................................. 6
8. ACTION POINTS (AP)....................................................................................................................................................... 6
8.1. Actions ........................................................................................................................................................................... 7
9. Wounds ................................................................................................................................................................................ 8
9.1. Wounds ............................................................................................................................................................................... 8
9.2. Zombiefication (optional rule) ....................................................................................................................................... 8
10. MOVEMENT ...................................................................................................................................................................... 8
11. RANGED COMBAT........................................................................................................................................................... 9
11.1. Ranged Combat Weapons ........................................................................................................................................ 9
11.2. Shooting ................................................................................................................................................................. 11
11.3. Special Weapons .................................................................................................................................................... 13
11.4. Weapon Jam (optional) .......................................................................................................................................... 15
12. CLOSE COMBAT............................................................................................................................................................. 16
12.1. Weapons ................................................................................................................................................................ 16
12.2. Firing While In Close Combat ............................................................................................................................... 16
12.3. Attacking in Close Combat .................................................................................................................................... 16
12.4. Breaking Close Combat ......................................................................................................................................... 17
13. FEAR ................................................................................................................................................................................. 18
13.1. Base Morale Value................................................................................................................................................. 18
13.2. Survival of the Fittest ............................................................................................................................................. 18
14. Example of play ................................................................................................................................................................. 18
14.1. Example of Game Turn, Action Points and Movement [Sections 7, 8, and 10] ..................................................... 18
14.2. Example of Ranged Combat [Section 11] .............................................................................................................. 19
14.3. Example of Close Combat [Section 12] ................................................................................................................. 19
14.4. Example of Wounds and Zombiefication [Sections 9.1, 9.2] ................................................................................. 20
15. ZOMBIES ......................................................................................................................................................................... 20
15.1. Basic Zombie Rules ............................................................................................................................................... 20
15.2. Starting Number of Zombies .................................................................................................................................. 20
15.3. Zombie Action Points ............................................................................................................................................ 21
15.4. Zombie Movement ................................................................................................................................................. 21
15.6. Fallen Zombies ...................................................................................................................................................... 23
16. ADVANCED RULES ....................................................................................................................................................... 23
16.1. Searching buildings ................................................................................................................................................ 24
16.2. Card System ........................................................................................................................................................... 26
16.3. Vehicles ................................................................................................................................................................. 27

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16.4. Human Characters and Archetypes ........................................................................................................................ 28
16.5. Campaign and Experience...................................................................................................................................... 30
16.6. Skills ...................................................................................................................................................................... 31
16.7. Quirks .................................................................................................................................................................... 34
16.8. Trauma Points ........................................................................................................................................................ 35
16.9. Psychosis ............................................................................................................................................................... 35

6. WHAT YOU NEED


6.1. Figures
Any type of figures can be used and with whatever weaponry
they have, just make sure that everybody knows what each
figure is carrying. All zombie figures should be very clearly
marked.
The game is written with 25-28mm miniatures (or heroic
28mm scale miniatures) in mind but could be equally well
played with 15mm or 40mm figures. You just need to change
the distance for movement and weapons ranges if you wish
(i.e. divide by 2 for 15mm miniatures).
You can buy some good 28mm zombies or survivors
miniatures from the following manufacturers (in alphabetical
order) but there are many others available:
www.cold-war.co.uk
www.copplestonecastings.co.uk
www.griffinminiatures.com
www.hasslefreeminiatures.co.uk
www.studiominiatures.com
www.tengumodels.co.uk
www.zombiesmith.com
15mm zombies from:
www.rebelminis.com
40mm zombies from:
www.hlbs.co.uk
www.monolithdesigns.co.uk

If you need cheap hordes of modern zombies you can also buy Bags o’ Zombies
(made for the Zombies board game created by Twilight Creations) or zombie plastic
sprues from Wargames Factory:
www.wargamesfactory.com
The above sites are only examples but for more ideas and a review of some miniatures
you can visit the following website. Please note that the last update was from 2006
and new miniature manufacturers have surfaced since then. However new
manufacturers have produced zombie miniatures since it was created and updated:
http://fgminis.blogspot.com/2006/10/modern-day-zombies.html
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6.2. Measurement
All measurements are done in centimeters (cm) but could be changed to inches if you
like. For an easy conversion 1 inch equals 2.5cm.
The game is best played on a 120cm x 120cm or 120cm x180cm table depending on
the number of players.

6.3. Dice
6 sided and 20 sided dice and a scatter die of some sort. If you don't have a scatter die
handy, the facets of a 10 sided die are sufficiently arrow-shaped enough to use as a
substitute. Dice are referred as D6 or D20 in the rules.

7. GAME TURN
The game is played as a series of turns until someone wins according to some
predetermined victory conditions (such as killing all zombies, exiting a table edge,
finding a specific item, etc). Each turn is made up of three phases, and each phase is
completed before the next one begins.
1. FEAR test, Zombiefication test and Wound test
2. Human Actions (move, fire ranged weapon, manipulate objects, etc)
3. Zombie Actions

7.1. FEAR test, Zombiefication test and Wound test


All humans take none, some or all of the tests depending on their situation before they
take their actions in the following phase. All effects of the tests are carried out
immediately.

7.2. Human Actions


All humans take actions according to the Action Points system (see Section 8 below).
The players agree on who takes the first action each turn as there are no initiative
rolls. Each human must end all of its actions before another human can begin.

7.3. Zombie Actions


Zombies take their actions in the same way as humans. However being zombies
prevents them from most actions except moving, combat and eating their victims!

8. ACTION POINTS (AP)


This game uses an Action Points (AP) system to regulate movement and attacks for
both humans and zombies. On each turn, all figures in play receive a certain number
of AP. These points can't be saved or transferred between turns. They may or may not
be spent within that turn. Points not spent are lost. An action can't be started in one
turn and finished in the next turn. All actions must be completed within a turn. All
humans receive 4 AP per turn and zombies receive 2 AP per turn.

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Here is a list of actions and their AP costs. The list is fairly definitive but by no means
complete as we cannot list all possible actions players twisted minds could imagine.
After all this is a game of survival! Besides, you must be a human and not a zombie if
you are able to read these rules so feel free to invent new actions and costs and change
anything that doesn’t seem right to your style of play. However ensure each new
action is discussed and its cost is agreed upon before the game begins.
8.1. Actions
Movement Movement 5cm 1AP
Move over obstacles +1AP per obstacle
crossed
Climb 5cm 2AP
Jump 5 cm 3AP*
Take cover/laying 1AP
down
Stand up from prone 2AP
Fancy move (optional) +1AP

Manipulate Open door/hatch 2AP


Pick up/give object 2AP
Switch weapons 2AP
Heal 4AP
Search a room/a 4AP
vehicle
Hotwire a car 4AP
Activate generator 4AP
Weapons Fire weapon See each weapon for
firing cost; see
Section 10.1.2
Fire machinegun 4AP
Aim (+1 To Hit) +2AP
Reload 2AP
Reload Machinegun 4AP
Brace Machinegun 4AP
Clear jam 3AP

Other Close Combat attack 2AP


Attacks
Prime Grenade/Light 1AP
Molotov Cocktail
Throw Grenade/ 2AP
Molotov Cocktail

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* jumping more than 5 cm (from one building to another for instance): it takes 4 AP to jump from 6
cm up to 10 cm (maximum). Roll 1D6: on a score of 1 or 2 you fall on the ground taking 1 point of
damage for each 5 cm distance you fall.

9. Wounds
9.1. Wounds
Every character can absorb so much punishment before
they succumb to their injuries. The most lethal wounds
from zombies are their bites, but as they attempt to get a
hold of you they can twist arms, bend legs and knock heads.
In fact, many injuries are self inflicted as survivors attempt
to get away from being a happy meal! Each character in
DwA starts the game with 7 Wounds. Wounds are
cumulative as characters take damage throughout the game.
As survivors get injured their odds of collapsing to the
wounds increases. Each turn one or more wounds are
received roll a die, if the result is equal to or higher than the
accumulative number of wounds nothing happens. If the
roll is lower than the number of wounds remaining the human collapses from injury
and exhaustion and is eliminated from the game.

9.2. Zombiefication (optional rule)


Zombies make new zombies by biting humans. No one knows whether it is viral,
chemical, radiation or just Mother Nature deciding our time is done, but zombie saliva
carries the curse. On each turn roll a die for each human that has been eliminated so
far in the game. Make this test after FEAR tests (see Section 13.0). If the score is
below the number of wounds the human had taken before his Elimination plus the
number of turns since being eliminated, the human turns into a zombie.
Just because you survive does not mean you were not bitten. Every character must
check for Zombiefication after each game. For each wound a character had taken
during the previous game, roll a die. If any dice have a result of a 6 then you have
been bitten and will turn into one of the Undead. Whether you are shot by your
“friends” or you wander off to die, this character no longer plays a part in the game
and should be considered killed.

10. MOVEMENT
All movement is measured in centimetres and 5cm of movement cost 1AP. Any
number of turns and/or direction changes can be made by a miniature in the same
turn. Direction changes do not count as movement and are free. When moving over
obstacles the cost is added to the distance cost. During any part of the movement,
weapons can be fired in any direction. The only restriction is that a figure must have
enough AP to complete a movement or action. Miniatures don’t have any facing and
are considered to have a 360° field of vision. Zombies block movement but friendly
characters do not.

10.1. Fancy Moves (optional rule)

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Desperate situations call for desperate measures. If a character tries to do something
during the movement step that is not covered by the Actions Table (Section 8.1), we
call this a Fancy Move. This might be something like trying to jump off a ladder into
a moving vehicle. Since this may be more than 5cm due to free falling, this rule
represents the character is going to hesitate just enough to time it just right.

11. RANGED COMBAT

11.1. Ranged Combat Weapons


Such weapons are divided into different types, e.g. Pistol, Shotgun, Bow, etc
according to the type of ammunition used.

11.1.1. Ammunition
Each weapon uses specific ammunitions. They are divided into different categories
for game purposes:
Bullets : Pistol, Revolver, Sub machine gun, Rifle, Carbine,
Sniper rifle, Assault rifle.
Shells : Pump shotgun, Double barrel Shotgun, Sawn-off
Shotgun.
Belt: Machine gun.
Grenades: Grenade, Grenade launcher.
Arrows/Bolts: Bow, Crossbow.
Hand thrown Such as Knife, Axe, etc
weapons:

All characters start with 1D3 clips (or 2D6 arrows or bolts) for each weapon they
carry (roll on the weapons table to see which weapons they start with).
As most weapons require two hands, models can carry up to two weapons. These
weapons must then be chosen in different categories: ranged combat and close
combat.

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However, the characters can also carry one additional Pistol (or Revolver) or an
additional one handed melee weapon (such as a Hammer, a hand Axe, a Knife, etc).
Example: a character can carry a Rifle and a Baseball Bat. He is then allowed to
carry a Pistol or a Knife. He would not be allowed to carry a Rifle and a Shotgun.
This limitation is put into place to avoid heavily armed characters. Though humans
could feasibly carry many weapons, they become much more clumsy and prone to
being eaten when doing so.
If a character chooses two pistols or revolvers (or one pistol and one revolver) he
could not carry a rifle but he would be allowed to carry a two handed axe. A character
equipped with two pistols or revolvers can fire both of them simultaneously as
explained below. (See Section 11.2.4)

11.1.2. Weapons Table


The following weapons are available to humans and if you'd like, zombies (which is a
very bad idea!):
Mag RoF Cost R CQM Fall Elim
Pistol 12 1 1 20 3+ 4-5 6
Revolver 6 1 1 20 3+ 4-5 6
Pump Shotgun 6 1 2 template 5+ special **
Double barrel Shotgun 2 2** 1 template 5+ special **
Sawn-off Shotgun 2 2** 1 template 4+ special **
Rifle/Carbine 10 1 1 90 6+ 4 5-6
Sniper rifle 5 1 4 150 6+ - 3-6
Assault rifle 6 5* 2 90 6+ 3-4 5-6
Sub machinegun 4 5* 2 60 4+ 4 5-6
Machine gun 20 10*** 4 90 - special
Grenade launcher 1 1 4 30 - special
Bow 1 1 2 50 - 5 6
Crossbow 1 1 3 50 - 4 5-6
Hand thrown - 1 2 10 - 5 6
* Can fire Automatic and/or Sustained Automatic Fire (See 0 au-dessousbelow).
** See 0 au-dessousbelow *** See 0 au-dessousbelow

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Each weapon has the following characteristics:
Mag Magazine, the number of bursts a weapon can fire without being
reloaded. Check an ammo box each time you fire.
RoF Rate of Fire, the number of rounds in a Burst that is fired when pulling
the trigger.
Cost Number of AP to pull the trigger once and to fire a burst according to
the RoF.
R Range in centimetres. The maximum range a weapon can be effectively
used.
CQM Close Quarter Manoeuvre (See 12.2below)
Fall The result needed on a die to make the target fall down
Elim Eliminate, or put the target out of action.

11.1.3. Rate of Fire [RoF]


The number of rounds fired in each Burst by the weapon. For each round fired a D6 is
rolled to check the effect on the target.

11.2. Shooting
Normal procedure when firing weapons is done according to the
following steps:
1. Select target or targets if firing Sustained/Automatic Fire
2. Decide the number of Bursts to be fired at the
target/targets
3. For each Burst fired roll as many dice as indicated by the
weapons RoF
4. For each Burst fired reduce the weapons Magazine by one
5. Check result and mark targets as fallen or remove from
play if eliminated
A target can be fired upon any number of times in a turn as long as the models firing
have AP to do so. The player must declare which target or targets he is firing at before
rolling the die and spend the required Action Points.

11.2.1. Range
The maximum range a weapon can effectively be used. Modify the To Hit roll with
the following Range Modifiers:
Point Blank Range Range is equal or less than 10cm from target +1
Long Range Range is equal to or more than 20cm from -1
target

The Range Modifier doesn't apply to weapons using a template. The worst condition
applies for all targets when firing Automatic and Sustained Automatic Fire.

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11.2.2. Aiming
Characters can Aim at an additional cost of +2AP and then add +1 to the "To Hit" die
roll.
The Aiming Modifier is applied to all Bursts fired in the same turn against the same
target, except for weapons firing Automatic or Sustained Automatic fire, then only
one die is modified for Aiming (roll this die before the others, or use a different
colored die).
The Aiming Modifier is not carried over between turns.
Weapons using templates don't benefit from Aiming.

11.2.3. Cover
Targets that are obscured by terrain or another model may be considered to be In
Cover. If a model is obscured in such a way that less than half of the model is visible
when drawing line of sight to it, then a -1 To Hit modifier is applied to all Bursts fired
from that shooter to that target.

11.2.4. Moving and Firing / Firing Two Pistols


If the firer used at least 1AP for movement before he/she fires all To Hit dice are
modified with -1.
If the firer uses two pistols and/or revolvers (one in each hand) all To Hit dice are
modified with -1.
These modifiers are cumulative so a model that moves and shoots with two pistols has
a -2 To Hit modifier.

11.2.5. Firing At Targets In Close Combat


If firing against targets in close combat with a friendly character the dice are modified
with -2 To Hit modifier. Please note that this is cumulative with other modifiers to hit
such as Range, Movement, and using two Pistols. If you score a hit (eliminate or fall
result), the zombie is hit.
If you fail to score a hit on the zombie, the friendly character is hit.
Example: Eric has 2 Pistols and is rushing across the street to save his trusty sidekick
Patrick, who has been surprise by a zombie (unlucky that one!). Since he had to move
to get into a range of less than 10cm and Patrick is in Close Combat with a zombie,
Eric has a -3 modifier on his To Hit roll with one Pistol on the zombie he has
targeted. If he had been blazing away with both pistols he would of had a -4 on his
To Hit roll!

11.2.6. Automatic And Sustained Automatic fire


Weapons with Automatic Fire are able to hit more than one target with a single Burst.
The Burst has the potential to hit any number of targets (the maximum number of
targets is the weapons RoF) within a 10cm wide corridor of fire. The attacking player
declares a target and each figure within 5cm of it will be subject to a hit. The number
of hits is randomized among all targets (use a die: D6, D8, D10...).
The firer can keep pulling the trigger and fire another Burst in the same direction at an
additional cost of 1AP per Burst (it has to be at the same targets, so the option to fire
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in Sustained Fire mode must be declared before the dice are rolled). Automatic
weapons cannot fire single shots.

11.2.7. Shooting at Fallen Targets


When a zombie goes down they become easy targets, as long as they do not have 10
other friends chasing after you! If you shoot at a fallen target that’s in base to base
contact, the target is automatically eliminated. You just cannot miss something at
your feet! If shooting at a fallen target within 20cm add +1 on the To Hit roll (this
rule doesn’t apply to template weapons). Shooting at any Fallen Target at a range
longer than 20cm does not offer any modifiers to the To Hit roll.

11.2.8. Zombies with Guns (optional rule)


If you have zombie figures with weapons then feel free to use them for Zombiefied
survivors. A zombie armed with a firearm with ammunition remaining and not in
Close Combat will fire one burst at the end of its turn at the closest figure, zombie or
human. This burst counts as the zombies free attack. Roll a die and on a score of 6 the
zombie hits the intended target, causing a Fall result on it. If the target is a zombie, it
falls over as normal. A human receives a wound and then falls over. After firing a
burst, mark off the ammunition used.

11.3. Special Weapons


11.3.1. Shotguns
All Shotguns use templates to check the number of targets hit by a burst. All targets
that are at least half covered by the template and not fully behind cover (a building, a
tree, another target and so on) are diced for.
The distance from the firer determines the effect on the target. Roll one die for each
viable target.
When firing with a Shotgun the firing model is allowed to see the effect of the burst
before deciding to fire another one.
A Double Barrel or Sawn Off Shotgun can fire two Bursts(shells) at the same targets
for a cost of 1AP or two Bursts at different targets for a cost of 2AP (1AP for each
target).
AP can't be spent on Aiming in order to improve the effect.

11.3.1.1. Pump Shotguns and Double Barrel Shotguns


Template: Cone, 15 cm long, 5cm wide at the end, 5cm intervals.

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11.3.1.2. Sawn Off Shotguns
Template: Cone, 10 cm long, 10 cm wide at the end, 5 cm intervals.

11.3.2. Machine gun


Place the template on targets, the front edge of the
template being in ´line of sight´, not covered by other
targets.
Each target at least half covered by the template and not
fully behind solid cover can be hit by the burst. Targets
don't cover each other. When firing, the player rolls 10
dice and divides the hits among the targets. On a score of
4, a target falls and on 5 and 6, a target is eliminated. If
the Machine gunner braces the weapon he can fire twice in a single turn for the same
cost, each Burst is resolved before the next one. The template can be moved up to
20cm between Bursts.
Machine guns mounted on tripods or vehicles use the same template but the gun itself
cannot be moved (these are considered fixed weapons).
Template diameter: 10cm.

11.3.3. Grenades / Molotov Cocktails


A Grenade can be thrown up to 15cm or fired with a
Grenade Launcher up to 30cm. Both “types” are resolved
the same way.
The target point must be in line of sight. Roll one die, on a
score of 6 the Grenade hits the target, landing right where
you wanted it to go, on 4-5 the Grenade bounces 1xD6cm
in a random direction, on a 2-3 the Grenade lands 2D6cm
in a random direction and on a 1 the Grenade deviates
3xD6cm in a random direction. Place the blast template
(circle with 4cm radius) where the Grenade lands. For each target covered by more
than half of the template roll a die using the Grenade type in the table below:
Stun Fall Elim
Concussion/Fragmentation Grenade* - 2-4 5-6
Molotov cocktail/Incendiary Grenade - - 5-6**
Flash-bang Grenade*** 3-4 5-6 -
* If used in a confined space such as a room add +1 on the die roll.
** Add +2 on the die for each consecutive turn the target is on fire. If the target is in base contact with
another target, the fire will spread on 4+. Roll once for each target and turn. Humans receive one
automatic hit (wound) each turn he/she is on fire.

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*** When used in the open add -1 on the die roll and use the normal blast template. If used in a normal
sized room it will affect everyone in the room including humans.
Template diameter: 8 cm

11.3.4. Flamethrower
Use the Flamethrower template. All targets covered or touched by the template are
considered to be On Fire. For each target On Fire, roll once per turn according to the
table below. If the die falls in the specified range the target is eliminated.
First turn Second turn Third turn
5-6 3-6 1-6

Roll the effect on each target immediately when they are


first hit. On a roll of 1, re-roll the die, and on 1 or 2 the
Flamethrower runs out of fuel. If a person carrying a
Flamethrower is hit, roll a D6: on a score of 1 or 2 the
Flamethrower explodes, the wearer catches fire and the
surrounding are is affected like an Incendiary Grenade
explosion.
Fire will spread between targets in base-to-base contact on
a roll of a 4-6. Roll once for each target each turn they are
in base to base contact with a model that is on fire.
Any human On Fire will automatically receive one hit
(wound) each turn.
The only way to extinguish a human on fire is to use a fire
extinguisher or to jump in a pool, a pond, or other body of
water.

11.4. Weapon Jam (optional)


For all weapons (except revolvers (which never jam) Flamethrowers and
Machineguns which are treated differently) re-roll any die coming up with 1. On an
additional score of 1-2 the weapon jams. A Grenade will explode in the thrower’s
hand on an additional score of 1. The Grenade Launcher jams on an additional roll of
1-3, 2-3 it’s a dud and on 1 it explodes before it’s launched. The Machinegun jams
when three or more dice come up with 1.
Clearing a Weapon Jam costs 3AP.

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12. CLOSE COMBAT


Close Combat occurs when two or more models are in base-to-base contact with each
other. When in close combat a human can either attack or try to break from combat,
no other actions are allowed. Humans can attack in different ways using a
bludgeoning weapon, an edged weapon or even rifle-butt to strike the target, or even
by firing their weapon in close combat.

12.1. Weapons
Bludgeoning weapons: these are any blunt weapons such as a Baseball Bat, Rifle Butt,
Hockey Stick, Golf Club, Crowbar, Hammer, etc
Edged weapons are sharp weapons such as a Sword, a Kitchen Knife, a Machete, a
Katana, an Axe, a Scythe, etc...
Such weapons can be one handed or two handed weapons.
A character using a Pistol in one hand could also use a Hammer or a Knife in the
other hand. If he carries a two handed weapon such as a Rifle and wants to use a two
handed close combat weapon such as a Katana, he will have to switch weapons to
fight, spending 2AP to do so.
Fighting in Close Combat costs 2AP per attack roll made.

12.2. Firing While In Close Combat


Firing while in close combat is done the same as the Ranged Combat procedure,
except that the die is rolled against the weapons CQM (Close Quarter Manoeuvre)
value. If a score is rolled the target is eliminated.
Example: a character trying to fire with a Rifle while in close combat will have to roll
6 or more on a die (CQM 6+).
You can’t reload a firearm in close combat. When you run out of ammunition the only
option is to flee or strike the opponent with the weapon itself!

12.3. Attacking in Close Combat


Attacking in close combat costs 2AP per attack made. Roll a die for each attack. The
score needed depends on the type of weapon, see table below:
Fall Elim Note
Bludgeoning 5-6 - Roll 1D6. If striking a fallen target it is Eliminated
weapons unless you score 1
(one handed)
Bludgeoning 4-6 - Roll 1D6. If striking a fallen target it is Eliminated
weapons unless you score 1
(two handed) Swing : you can hit up to 2 zombies in base to base
contact for the same cost of 2AP (no additional
cost)
Edged weapons 4-5 6 Roll 1D6. If striking a fallen target it is Eliminated

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(one handed) unless you score 1
Edged weapons 4-5 6 Roll 1D6. If striking a fallen target it is Eliminated
unless you score 1
(two handed)
Swing : you can hit up to 2 zombies in base to base
contact for the same cost of 2AP (no additionnal
cost)
Chainsaw - 3-6 On a score of 6 another target in close combat can
be attacked at no extra cost.
On a score of 1 re-roll using the following table:
1 The chainsaw user hurts himself (2 hits)
2-4 The chainsaw stalls (restart spending 3AP)
5-6 The chainsaw runs out of gas

Bonus modifier: Even though models have a 360 degree LOS, they still can only be
looking in on direction at a time. If a model moves into base contact with a zombies
back facing side, defined by the side of the base where the models actual back side is
facing, they receive a +1 on To Hit rolls in Close Combat. Does not apply to CQM
(see Section 12.2).
A human can never attack a zombie in Close Combat with bare hands (i.e. without
either a weapon or an improvised weapon) as zombies are far stronger than humans.
The only exception to this is the Martial Arts Expert skill (Section 15.1).

12.4. Breaking Close Combat


When zombies lock onto their prey, they attack in hordes and when too many get in
close, it’s time to turn tail and ensure you can see the next sunrise. When out-
numbered in Close Combat, a model can attempt to leave by Breaking Close Combat.
You must declare your intention to do so at the start of the turn. The character must
have a free path away from all opponents in base to base contact. This can be
determined by making sure there is enough space for the models base to fit. The
player then rolls a die and must score a result that is greater than the amount of
opponents in base to base contact with their model. The break attempt costs 1AP in
addition to any AP spent on other actions such as movement. If the die roll fails, the
model can do nothing more for the rest of that turn. They spend that entire turn
attempting to get free.. A human surrounded by 6 or more zombies won’t be able to
break combat (as you cannot roll more than 6 on a six sided die).
Example: Eric is surrounded by 3 zombies. He has to roll 4 or more to Break Close
Combat. If he rolls 1, 2 or 3 he cannot flee and he loses all his remaining AP for that
turn. Perhaps another survivor can save him...

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13. FEAR
Even if they get used to the smell, the moaning, and fighting them, humans fear
zombies. No one wants to torn apart and then come back for their friends. At the
beginning of each turn, all humans that have one or more zombies within 10cmmust
make a FEAR test. Roll 2D6 and the result must be under or equal to 10, also called
the Base Morale Value (see Section 12.1). This roll can be modified by the following:
+1 for each team member within 10cm
-1 for each zombie within 10cm
-1 for each wound the model has

If the test fails, all Action costs are doubled for the duration of the turn.
Test FEAR on each turn as long as zombies are in range.

13.1. Base Morale Value


All humans start with a Base Morale Value (aka BMV) of 10. This value will be
permanently changed during a game by the following events:
-2 for each killed team member
-1 (additional) for each team member Zombiefied (optional)
-2 if a non player character is killed (i.e. not a team member)

During campaign play, at the end of each game, the character regains 1 point of Base
Morale Value for every 5 zombies he eliminated during the game.

13.2. Survival of the Fittest


When a group loses all its members except one, the Base Morale Value for this human
is restored to 10. All further FEAR tests are taken as normal with normal modifiers
but without the permanent reductions.

14. Example of play


14.1. Example of Game Turn, Action Points and Movement [Sections 7, 8, and
10]
Sgt. Lawless and Private Dawson are moving down a street in a nameless city
searching for supplies. They have encountered three “stinkers”. Two of the “stinkers”
have surprised them and are now within 10cm from Sgt Dawson. They have to start
their turn making a FEAR test.
FEAR
The Basic Morale Value, or BMV, is 10 but their original team was made up of
four survivors so their current morale value is 6 (10 - 4 (two killed team
members)). Both Lawless and Dawson are within 10 cm from each other (+1 to
BMV for each) and Lawless has one zombie within 10cm (-1 BMV) while
Dawson has two (-2 BMV). Lawless makes his FEAR test against 6 (BMV 6, -1
for the zombie, +1 for Dawson), he rolls 5 on 2D6 and passes the test. Dawson
needing a 5 (BMV 6, -2 for zombies, +1 for Lawless) on the other hand rolls an 8
and fails : all actions cost are doubled for him this turn.

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They don't need to do any Zombiefication or Wound tests since they haven't received
any wounds (yet…).
Now its their time to act! They receive 4AP each and Dawson decides to go first and
begins and ends his action phase before Lawless gets to act.
Since Dawson is currently in FEAR mode, he just wants to get away from the
zombies. He decides to move away like a coward. He spends 2AP to move just 5cm,
as all actions costs are doubled for him this turn. He will use his last 2AP to fire at the
closest zombie.

14.2. Example of Ranged Combat [Section 11]


Dawson is equipped with a Pistol, but with the double AP cost for the turn (see
above), he needs 2AP to pull the trigger once as opposed to the normal cost of 1AP.
To hit the closest zombie, 15cm away, he normally would have needed to roll 4 or 5
to make it Fall down, or 6 to get a head shot and remove it from the game. But since
he moved with at least 1AP he gets a -1 modifier on the die. He needs at least a 5 and
can't score an Elimination result. The Pistol has a RoF of 1 (rate of fire) so he rolls
one die. He rolls a 4 and misses, damn!
Let's say that Dawson was a little bit cooler and stayed within 10cm firing before
moving. First he wouldn't have the negative modifier and would have instead a +1
modifier for Point Blank Range (10cm or less). So he would make the zombie fall on
3 or 4 and kill on 5 or 6. Much better odds!
Seeing that Dawson missed the zombie, Lawless whips up his Sub machinegun and
rips away! He sets his sight at one of the zombies and opts for automatic fire. By
doing this he can hit multiple targets within a 5cm radius of his original target. A
second zombie is within 5cm of the first one, the one Dawson missed. The Sub
machinegun has a RoF of 5 so he gets to roll 5 dice. One zombie is within 10cm but
the other is just outside so NO modifier for Point Blank range can be applied. Any die
scoring a 4 will make a zombie Fall and 5 or 6 will Eliminate a zombie. All hits are
randomly divided between all targets. Lawless rolls 1, 3, 3, 4 and a 6. Terrible luck
which may have serious consequences. And when dicing for damage, both hits (the 4
and 6) are randomly rolled on the same zombie which ends up Eliminated due to the
6. That was Lawless’ first 2AP (the cost to squeeze the trigger once with a Sub
Machinegun) and he still has 2AP left.
Since Lawless didn't declare Sustained Automatic fire he can't fire again at the zombie
he missed. He decides to move out of movement range from the remaining zombies.
He moves 10cm with his two remaining AP.

14.3. Example of Close Combat [Section 12]


After the humans turn, it’s the zombies chance to get into the action. There are two
zombies that receive 2AP each. The closest zombie is within 10cm from Dawson, so
it moves directly into base-to-base contact hungry for an easy meal. The other zombie
is 14cm from Dawson but he is still the closest human, so the zombie must move
towards the easiest prey. Since the Lurch rule (see Section 15.4.4) is being used a die
is rolled to see if the zombie is hungry enough to reach Dawson. A 5 is rolled and the
zombie lurches into base-to-base contact! Poor Dawson…
All zombies have been moved, and now they will attack. Dawson now has two
zombies attacking him because of the unlucky Lurch. Zombies have one free attack
per turn, so even though the two zombies moved they can still attack, tearing at

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Dawson. Normally a zombie makes a successful attack on 6+. But there are two
zombies so both zombies get a +1 to hit now needing a5+. To make matters worse,
one of the zombies carries a knife so that zombie’s attack is successful on 4+.
Beginning with the zombie needing a 5+, a 6 is rolled and then a 4 is rolled for the
knife wielding zombie. Two hits on poor Dawson.

14.4. Example of Wounds and Zombiefication [Sections 9.1, 9.2]


Dawson receives two wounds, his first two of the game. At the beginning of the next
turn he needs to make a Wound test, rolling a die and needing a result equal to or
higher than the total number of wounds to continue the fight. Dawson at the end of a
series of bad throws rolls a 1 and dies from his wounds, never standing a chance to
survive the zombie infestation.
But fate has something in store for poor Dawson. After 3 turns and a couple of missed
Zombiefication rolls, Dawson once again stands up and slowly shuffles towards Sgt
Lawless who is still fighting off zombies. The Zombiefication roll that “wakes” up
Dawson again was taken against 5 (2 wounds + 3 turns). The roll was less so Dawson
turned into a zombie.

15. ZOMBIES
15.1. Basic Zombie Rules
These are the basic rules for all zombies in the game.
These rules are written with the “shambling” zombie in
mind. They are slow, shuffling, not very coordinated
and are VERY hungry. Feel free to experiment and use
some of your own homemade rules to represent your
favourite type of zombies.

15.2. Starting Number of Zombies


The total number of zombies placed on the table at the
beginning of the game should not be more than ten
times the number of characters starting the game. But
this could of course be altered depending on the type of
game you want to play, where the game takes place, the
type and number of weapons used by the humans, the
amount of ammunition available. Place the zombies at
random around the playing area. If you play with a large
number of zombies, you can make small groups of up to
5 zombies for ease of placement and game play. This
will also give the game a more “horde” like feel to it.

15.2.1. Zombies Entering the Game (Zombies Spawning)


Zombies can enter the game in the following ways:
A. Place the zombies on the tabletop at random at the beginning of the game.
(Section 14.1.1)
B. At the beginning of each turn roll two dice. Each score of a 6 will spawn a
zombie that will enter play at a randomly selected table edge. These newly
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spawned zombies move their full 10cm from the board edge following all zombie
movement rules (see Section 14.3 and 15.4)
C. Whenever a human enters a room that is unexplored roll a die and on a score of 5
or 6, 1D6 zombies are in the room. They will react as normal the next zombie
turn.
D. Each time a human fires a weapon it’s like ringing the dinner bell. The noise may
summon one or more new zombies to the combat area. They are placed near or
behind an obstacle, out of line of sight in a random direction from the source of
the noise. They must be placed at least at 20cm from the firing model. Zombies
don’t pop up from the ground!!! The character will only trigger one roll per AP
spent.
Roll 1D6
1 No zombie
2-3 1 zombie
4-5 2 zombies
6+ 3 zombies
E. Each time a human uses a grenade, a chainsaw or Sustained Fire, follow the same
procedure as in point D above but add +2 to the die roll.

15.3. Zombie Action Points


Each zombie has 2AP per turn that they can use for movement. Their attacks are
always considered free. (see Section 15.5)

15.4. Zombie Movement


A zombie will move up to 10cm each turn unless it is in close combat. It can move
through other zombies but not through humans.
All zombies are moved towards the closest human they can see, smell or hear.
Zombies can smell humans at a distance of 20cm and can see them at a distance of
40cm. Zombies can hear sounds when a human makes a loud sound like firing a gun
or using a grenade at any distance and will move towards the source of the sound.

Zombies will then move according to the following rules:


I. Zombies will always move towards the closest human they can smell (20cm).
II. Zombies will always move towards the closest human they can see (40cm) unless
they smell one.
III. Zombies will always move towards the source of a sound (tabletop) unless they
can see a human or smell one.
If humans are clever enough, they will try to flee after they make some sort of noise
as zombies will move towards the source of the sound. Mark the spot with some sort
of marker or token to remember where the sound was generated. Of course, the
zombies will always move towards the newest source of noise so can be lead from one
area to another unless they can see or smell their prey.
Zombies are already deadly opponents (no pun intended!) with 2 AP and a total of
10cm movement per turn but if you wish to use running zombies (aka Sprinters) such
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as those seen in movies like Dawn of the Dead (2004), 28 Days Later or 28 Weeks
Later, you can allow the zombies 15cm of movement per turn (1AP = 7.5cm or 3
inches in this case). Sprinters should only run when they find a human according to
the above rules. Otherwise they keep walking and wandering at the 10 cm rate of
movement.

15.4.1. Moaning (optional rule)


Zombies can call other zombies by moaning if they see, smell or hear a human. The
other zombies will come to the moaning zombie as if they had seen the human
themselves. Zombies can call all other zombies within a distance of 40 cm.

15.4.2. Doors and Windows


In an attempt to get meal, zombies can smash down doors and windows with
continued smashing. At least two zombies must be able to make the attack, spending
all their AP for a certain number of turns. If two or three zombies “work together”
pounding at the entrance they need at least two turns to break through. Four or more
zombies need at least one turn. After the minimum number of turns required, roll one
die for each zombie attacking the entrance. Any die scoring a 6 is a success and the
zombies break through the window/door/barricade. For each additional turn of attacks
add an additional die to the total number of dice rolled representing the zombies
weakening the structure to be broken. If additional zombies join the attack, add their
die as normal.
Example: Some survivors are hiding in a countryside house. Suddenly the house is
swarmed by a horde of zombies. They attack the boarded up windows and the
barricaded door. Two zombies go for a window, spending two full turns banging
away. At the end of the second turn they get to roll two dice. If they fail and they
spend another turn banging away, they would get to roll three dice. If a third zombie
would have joined them on the third turn they would have gotten four dice. If four
zombies had gone for the door, they would have gotten to roll 4 dice after the first
turn.

15.4.3. Nowhere to Go
When zombies can’t be moved towards any human according to Section 15.4, they
will move in a straight line (randomly selected with a scatter dice) until they smell,
see or hear any human. If zombies reach the table edge, they exit the table and come
back on next turn on a randomly selected table edge.
If the zombie can’t reach a human for some reason it will move around the obstacle
blocking its movement, using the shortest way towards the human. If the zombie
can’t move into close combat because there are already too many zombies in the way,
it will move towards the next closest human it can smell, see or hear.
Use common sense for any awkward situations.
Optional rule: zombies can climb over obstacles as humans do, spending AP to do so.

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15.4.4. Lurch (optional rule)
When a zombie ends its move within 5cm of a human, roll a die and on a score of 5 or
6 the zombie moves immediately into close combat and makes its free close combat
attack per Section 15.5. This Lurch movement is free and does not cost any AP to
use.

15.5. Zombies in Close Combat


Zombies have rotten nails and an infectious bite. In combat their sole purpose is to
eat their opponent. They will grapple their prey until they can get a bite. Normally,
attacking in close combat costs 2 AP but zombies have one free close combat attack
per turn. They can move their full distance and attack once in a turn or attack twice if
already in base-to-base contact at the beginning of a turn. Roll a D6 for each attack. If
the result is 6+ the target receives a wound. Add +1 if the zombie has a weapon (e.g.
knife, club, stick) and if more than one zombie is attacking the model at the same
time, add +1 for each additional zombie attacking. If 6 or more zombies are attacking
they all hit on rolls of 1+! (Automatic success unless other modifiers are being
applied)

15.6. Fallen Zombies


Zombies are either killed or pushed back when hit by weapons. Of course when a
zombie is Eliminated it is removed from the game. On a “Fall” result, place the
zombie model on its back. In the zombies turn, the zombie will stand up, using its
2AP to do so. If the standing zombie is not in base to base contact with a human it
cannot do anything else this turn., However if it does stand up into base to base
contact he gets his normal free attack.
Zombies that are standing up cannot lurch in the same round.

16. ADVANCED RULES


These Advanced Rules should be considered optional for
normal game play. If you want something more from your
games then you can try any or all of them as long as all
players are aware of which ones you plan to use before
starting the game. The following rules are very helpful if you
wanted to play a Campaign game, where you use the same
character in multiple games, trying to survive as long as you
can in the post apocalyptic zombie world.

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16.1. Searching buildings


Searching the terrain features in the game gives your character the needed supplies
and equipment to survive in a world infested with the living dead. You have two
options when searching buildings or vehicles: the basic rules where you use a table
system, and the advanced cards rule.
It costs 4 AP to search a vehicle or a building in both cases. You can search only once
per human, per floor or vehicle. In larger buildings such as office buildings or
warehouses you could make it once per room. Be sure all players are aware if this is
how you choose to play as it can make large buildings an easy place to find that one
piece of equipment you need. It also allows zombies to fight in close quarters and
close combat can become much more lethal.

16.1.1. Basic Rules (Alternative): The Search Tables


These are the basic rules to search buildings or vehicles in order to find weapons,
ammunition, items or survivors who could join your team if you don’t want to use the
cards system.
Whenever you search a building floor or a vehicle, roll one die (it doesn’t apply to
cars but does for large vehicles such as trucks, buses, train cars etc). On a result of 4-6
there are 1D6 zombies in the building floor (1D3 in a vehicle). Place the zombies in
the building at the opposite end form the characters entrance.
Each time you roll for zombies you also roll one die to see what is found.
1-2 Nothing
3 Survivor
4-5 Item
6 Weapon

Add +1 to the die roll when you search buildings where you would be more likely to
find weapons such as an armoury, a military base, a police building, etc
Subtract -1 from the die roll when you search buildings where you are more likely to
find health items such as a hospital, a fire station, etc
According to the die result, roll on the appropriate table below:
Roll 2D6
SURVIVORS TABLE
2 1 military forces man
3 1 law enforcement man
4 1 civilian teenager man
5 1 civilian man
6 1 civilian woman
7 1 civilian man
8 1 civilian woman

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9 1 civilian man
10 1 civilian teenager woman
11 1 law enforcement woman
12 1 military forces woman

Roll on the Weapons table to see which weapon the survivor is carrying.

Roll 2D6
ITEMS TABLE
2 Antiseptic: negates Zombiefication result (used before Zombiefication on a dead
character).
3 Fire extinguisher (extinguish fire by rolling 2-6). Used once.*
4 Radio (attracts zombies when turned on)
5 Large First aid kit: heals 3 wounds
6 Small First aid kit: heals 1 wound
7 Medium First aid kit: heals 2 wounds
8 Small First aid kit: heals 1 wound
9 Gas can: used either to refuel a vehicle or a chainsaw*
10 Car battery*
11 Fire extinguisher (extinguish fire by rolling 2-6). Used once.*
12 Car keys (you can use them on the nearest car from the building)

* when you carry such cumbersome items you can only move but you can use them as two handed
bludgeoning weapons. You will have to drop them if you want to fire with a range weapon and you can
pick them up at a cost of 2AP.

Roll 2D20
WEAPONS TABLE
2 Chainsaw
3 1 Machinegun belt (200 rounds)
4 Sniper rifle with 1D6 clips
5 Shovel
6 Arrows 3D6
7 Crossbow with 2D6 arrows
8 Guitar
9 Shells 3D6
10 Assault rifle with 1D6 clips
11 Hammer
12 Hockey Stick
13 Carbine with 1D6 clips
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14 Baseball bat
15 Arrows 2D6
16 Rifle with 1D6 clips
17 Hand thrown weapon (knife, one handed axe)
18 Bullets 1D6 clips
19 Hockey stick
20 Carbine with 1D6 clips
21 Baseball bat
22 Arrows 2D6
23 Bullets 1D6 clips
24 Double handed axe
25 Double barrel shotgun with 2D6 shells
26 Katana
27 Bow with 2D6 arrows
28 Revolver with 1D6 clips
29 Crowbar
30 Pistol with 1D6 clips with silencer (makes no noise when used)
31 Sub machinegun with 1D6 clips
32 Golf club
33 Sawn off shotgun with 2D6 shells
34 Machete
35 Molotov cocktails 1D6
36 Flash bang grenades 1D6
37 Fragmentation grenades 1D6
38 Grenade launcher with 1D6 grenades
39 Machine gun with one belt (200 rounds)
40 Flamethrower

16.2. Card System


DwA 3.xx introduces a new card system already found in many board games. You
will find a series of cards you can print at the end of the rulebook. They consist of two
types: Items and Weapons Cards (including “Nothing” Cards) and Zombies Cards.
Place the items and weapons cards in one deck and the zombies cards in another deck.
Shuffle the cards and place the two decks on the gaming table.
Place zombies on the table as in the basic rules before starting the game (Section
14.1.1).
At the beginning of each turn before taking FEAR tests (see Sequence of play Section
7.0), draw a Zombie Card from the zombies deck and spawn zombies at a random
table edge instead of rolling dice.

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Each time you search a building or a vehicle, draw an Items/Weapons Card AND a
Zombie Card instead of rolling a die. Pick up the weapon or the item and place the
zombies in the building.
If you don’t want to keep the item or weapon found you can drop it on the floor of the
building for another survivor. If no one picks up the item or weapon before the end of
the turn, the card is discarded into the appropriate Discard Pile. If you draw a weapon
that you cannot carry (see Section 10.1.1) you must drop something in order to keep
it.
Once played, the Zombie Card is placed in its discard pile.
When one of the decks is empty, reshuffle the cards from its discard pile and make a
new deck.
Each time a human fires a weapon or uses a grenade, one or more new zombies may
appear and are placed near or behind an obstacle in a random direction as stated in the
basic rules (see Section 14.1.3.1), at least at 20cm from the shooting model. The
character will only trigger one roll per action. You don’t to draw cards for this action.

16.3. Vehicles
As the zombie threat grows, finding a working vehicle will become a rare commodity.
Fuel and parts will become highly sought after. Driving vehicles should be an
exception in the game. These rules should only be used in specific scenarios.
In order to drive a vehicle you can use Keys which can be found as a piece of gear
during the game. If you have Keys you can start up and “prep” to drive the vehicle
for 1AP. The other way to start a vehicle and drive it is to attempt to Hotwire it. This
takes 4AP to perform and allows the character to roll a die. On a 5+ the vehicle starts
right up. If you fail you can try again next turn.
Then roll 1D6. On a 1 result, the battery is dead or almost dead. You can try again to
start the car or change the battery. On a result of a 2 it is out of gasoline and you need
to refuel it. On a 3-6 result, it starts normally. Depending how far along your
campaign had progressed, you can modify the roll by -1 or -2, representing the
scarcity of an operational vehicle months after the outbreak.
Characters use all of their 4AP to operate a vehicle and can do nothing else while
driving.

16.3.1. Speed
Vehicles may be driven at slow or fast speed. At slow speed they move up to 20cm
per turn. At fast speed they move between 20cm up to 40cm per turn.
Vehicle acceleration: 1AP for 5cm
Vehicle deceleration: 1AP for 5cm
Brake: 1AP for 10cm

16.3.2. Turning
Turning at slow speed is easy and no die roll is needed.
When you turn at fast speed, roll 1D6 : on a result of 1 or 2 the vehicle goes out of
control and slides 2D6 centimetres on the left (1) or on the right (2). If it crashes into
an obstacle the vehicle is out of order and each passenger takes 1D6 wounds.
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Passengers may fire from vehicles (except the driver) with no modifier at slow speed
and a +1 modifier at fast speed.

16.3.3. Ramming
You can try to ram zombies with a vehicle. Roll one die.
At slow speed:
1: vehicle stalls. You will have to start it again.
2-4: zombies are thrown 5 cm away and fall.
5-6: zombies killed
At fast speed:
1: vehicle stalls and you may lose control. Roll another die and on a 1-2 you slide to
the left or right as with Turning (16.3.2.) above. You will have to start the vehicle
again.
2-3: zombies are thrown 10 cm away and fall.
4-6: zombies killed

16.4. Human Characters and Archetypes


Characters will add a new dimension to the game. Instead of being just a bunch of
magazines and ammo clips the players will have characters with a background history,
skills and problems, other than the zombies! We suggest using characters within a
campaign or at least over a series of scenarios. Characters can be used in a stand alone
game but they will come to into their own in a campaign.
Characters can be pre-made based on your favourite zombie movie/video game heroes
or generated per the rules below (Section 15.1.1) depending on the time you have and
the effort you like to put into your game experience
A character is made up of the following attributes: Archetype, Experience Points,
Level, Fear, Skills & Quirks, Psychosis, Weapons, Wounds and Trauma Points. Each
of these will be explained in more detail below.
During play, characters will earn XP (Experience points) for killing zombies,
completing scenario goals and/or just surviving the scenarios to live on another day.
After each game XP are used to advance in Level. Each Level increase makes the
character better through new skills gained. Skills are then used during play to give
characters better chances to survive. Imagine as your character fights zombies,
survives attacks, finds new equipment and practices with it that they learn new things
that will help them the next time he has to search for supplies. That is what your
Level represents.

16.4.1. Archetypes
Archetypes form the background history of a character, the "occupation" the character
had before the zombies violently spread around the world (or has if the scenario is set
at the outbreak of the infection).
There are three main Archetypes that all characters fall into: Military, Law
Enforcement, and Civilian. For more distinction within each archetype there are
various subtypes available. The main usage of Archetypes is for FEAR tests, skill and
weapon restrictions and weapon modifiers. The subtypes are more for flavour
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allowing a role-play element to the game. It also allows for creative game play as you
may allow a Civilian Criminal the ability to hotwire a vehicle or a Military National
Guardsman may know security code to the local Guard station so he can raid the
weapon locker.
There are too many subtypes to be listed here but the following table shows some
possibilities. It’s up to you to make up more:
Military USMC, National guard, Navy Seal,

Law Policemen, FBI agent, SWAT
Enforcement team, DEA agent, …
Civilian Family father, Criminal, Gang
member, Priest, …

16.4.2. General Modifiers for archetypes


Military -1 on the die result for all FEAR tests
Law Use normal FEAR rules and no modifiers for weapons
Enforcement
Civilian -1 modifier when using military style weapons (assault rifles,
submachine guns, machineguns, grenades, flamethrowers)
+1 on the die result for all FEAR tests

16.4.3. Archetypes Skill and Weapon Restrictions


There could be many different skill and weapon restrictions depending on the
Archetypes you allow but we think that it should be up to you to make the restrictions
based on the way you want your game to play. We only offer suggestions on how it
could be done, so please feel free to change or add to them as you see fit.
Military All Military archetypes can learn any Combat skill at any level
except those related to Pump action Shotguns and unconventional
weapons like chainsaws
Law Can learn all Combat skills at any level except those related to
Enforcement Machine guns and other Military styled weapons
Civilians Can only learn Combat skills that can be used with Pistol and
Revolvers

More specific restrictions based on subtypes can be used as well.


Military/Grunt Assault Rifles, Grenade Launchers and Machine Guns,
Killer, Gunner, Brace
Military/Sniper Sniper Rifles, Pistol and Revolver, Sniper, Sharpshooter,
Eagle Eye
Military/Officer Pistol and Revolver, Fast Reload
Military/Anti-terrorist Sub machineguns, Double tap, Combat Expert, Martial
unit Arts Expert
And so on …

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16.5. Campaign and Experience
The campaign system for DwA is based on the idea that the character learns new
abilities and skills the longer he survives. The experience system allows humans to
earn XP (experience points) while playing scenarios. The XP gained is based on the
outcome of the scenario and on the "kill count" for each specific character. These XP
are then used to increase the characters level. As your character gains levels they can
purchase new skills giving him a better chance to stay alive. These skills allow the
characters to do new things during the game. (see Skills in Section 15.6)

16.5.1. Experience Points


The following table is the amount of XP a character earns from surviving a scenario:
For every fifth zombie killed 1XP
Survived a major "hero" victory scenario 2XP
Survived a minor "hero" victory scenario 1XP
Survived a minor zombie victory scenario 2XP
Survived a major zombie victory scenario 3XP
Lone survivor 4XP

16.5.2. Level
Each character starts the game at Level 1. XP are accumulative so when a character
reaches a certain value they will increase their Level. Refer to the chart below to see
how much XP is needed to reach the next Level. After Level 6 you will need 13XP to
reach Level 7, then 14 XP to reach level 8, etc. As you can see as you gain XP it
becomes harder to advance.
This can only be done in between scenarios.
XP Needed
Level to reach this
Level

1 0
2(+6) 6
3(+9) 15
4(+10) 25
5(+11) 36
6(+12) 48
And so on ...

Whenever a character increases their Level that character receives a new Skill. Some
Skills can't be used until a character reaches a certain Level. The character also
increases his FEAR value with one for each Level (for FEAR value see below). At
the end of the game, the character regains 1 point of Base Morale Value for every 5
zombies killed by him.

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16.6. Skills
As characters survive the wasteland that was society, they adapt and will learn new
methods to stay alive. These learned abilities are referred to as Skills. Skills enhance
the performance of a character during play through die modifications such as bonuses
on To Hit rolls and the ability to re-roll a die roll you do not want. A new skill is
learned when a character gains a Level. A character can have a maximum of 5 skills.
Each skill has a level, a character can only choose skills with a level equal or less then
the characters own level.

16.6.1. Skill Usage


Skills can only be used once per turn and only one Skill can be used in each turn.
Some Skills listed have an AP cost associated with them.

16.6.2. General Skills


Cool Desc: Temporarily adds 1 to the characters FEAR value when making
the Fear test.
Level: 1
Fancy Desc: Does not need to pay Action Points to cross obstacles.
Move Level: 1
Lucky Desc: Modify your search die roll result by +1 or –1 at player’s choice /
draw 2 cards and keep one, shuffling the other back into the deck.
Level: 1
Nerves of Desc: Can ignore the models first FEAR test in the game.
Steel Level: 1
Agile Desc: Don't need to spend Action Points to jump or climb 5cm.
Level: 2
Fearless Desc: The character subtracts 2 from their FEAR test roll.
Level: 2
Mechanic Desc : Character knows how to Hotwire a car on a 4+
Cost: 2AP (normally 4AP).
Level : 2
First Aid Desc: Can remove one wound on a D6 roll of 5+ .
Cost: 4AP.
Level: 3
Medic Desc: Can ignore any result of a 6 on any Zombiefication roll required
at the end of a game on a roll of 5-6. See Section 9.2.
Level: 3
Motivate Desc: All characters within 10cm of the character receive +1 on their
FEAR value when making a FEAR test. Cannot affect self.
Level: 3
Inspire Desc: Can "give" a Re-roll to a character within 20cm. Cannot affect
self.
Level: 4
Persistent Desc: Can spend 1 AP to reroll a die roll just made.

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Level: 4
Snappy Desc: Receives an extra AP to be used for anything except on
movement
Level: 4
Quick Desc: Receives an additional 5cm of movement when using 4 Action
Points on movement
Level: 4
Dodge Desc: Get a free 5cm move when a zombie enters close combat,
Automatically disengage from the zombie, no test needed (once per
turn)
Level: 5
Hero Desc: Gains 1 additional Action Point
Level : 5
Lucky Desc: Any successful zombie hit on the model must be re-rolled.
Bastard Second result must be accepted.
Level: 5
16.6.3. Combat Skills
Without being trained on how to use a specific weapon, it’s as good as a club in a
civilian’s hands. With continued use the weapon becomes more deadly, even for
trained personnel such as soldiers. Each weapon type is in itself a Skill to chosen.
Without that particular Skill the character cannot handle that weapon type without
injuring themselves or those allies around them. A more generalized approach can be
made since many weapons are similar in the way they function. All Level 1 Weapon
Skills are to be considered Basic Skills. This are Skills that can be chosen when
creating the character, based on their Archetype (see Section 15.4.1)

General Weapon skills


Handguns Used: Pistol and Revolver
Level: 1
Shotgun Used: Pump Shotgun, Double Barrel Shotgun and Sawn Off
Shotgun
Level: 1
Rifle Used: Rifle, Carbine and Sniper rifle
Level: 1
Automatic Used: Assault Rifle and Sub Machinegun
Level: 1
Machine gun Used: Machinegun
Level: 1
Grenade Used: Grenade Launcher
launcher Level: 1
Bows Used: Bow and Crossbow
Level: 1

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Specific Combat Skills
Aggressive Desc: Re-roll a failed close combat roll
Level: 2
Brace Used: Machinegun
Desc: Used to boost the effect of a Machinegun. The Machinegun can
fire two Bursts for 4AP.
Skill Exception: cannot be used with the Gunner skill.
Level: 2
Cover Used: All weapons
Desc: By paying 1 AP the character can use the rest of their remaining
AP to fire weapons during the zombies movement phase. Can't move
or reload while using this skill.
Level: 2
Eagle Eye Desc: Ignore Long Range modifiers
Level: 2
Fast Reload Used: All weapons
Desc: Reload a weapon at half the AP cost, rounding up
Level: 2
Sharpshooter Desc: Ignore Soft Cover modifier
Level: 2
Unload Used: Pump Shotgun
Desc: Enable character to fire four times in a turn with the Pump
Shotgun.
Level: 2
Ambidextrous Used: Pistols and Revolvers
Desc: Use two Pistols or Revolvers to fire at the same target (costs 1
AP to each pistol once). Cannot use Aim rule.
Level: 3
Deep Pockets Desc: If the character runs out of ammo they can roll 1D6: on a score
of 6 they will find a magazine on them with D6 rounds.
Level: 3
Frantic Desc: If the character hits with Close Combat attack, the character can
make one extra Close Combat attack immediately with no AP cost
Level: 3
Gunner Used: Machinegun
Desc: Roll of a 4+ eliminates target instead of 5+.
Skill exception: Cannot be used with the Brace skill.
Level: 3
Martial Arts Desc: Can make Close Combat attacks against zombies with bare
Expert hands. Scores a hit on a 6.
Level: 3
Combat Used: Close Combat
Expert Desc: Can make two Close Combat attacks for the cost of 2AP.
Level: 4
Desc: Get one free CQM or Close Combat attack when a zombie
Reflex
enters Close Combat with you during the zombies turn.
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Level: 4
Tough Desc: Re-roll "Wound Test" when attacked by a zombie
Level: 4
Chainsaw Used : Chainsaw
Maniac Desc : the character can’t hurt himself with the chainsaw. Kills
zombies on a score of 2+. Automatically out of gas on a score of 1.
Level : 4
Double Tap Used: All weapons except Shotgun
Desc: Fire a second time for +1 AP and get Elimination even on a Fall
result. Cannot be aimed.
Level: 5
Killer Used: Automatic weapons
Desc: Use 4AP and a full magazine to fire a Submachine Gun or
Assault Rifle like a Machinegun.
Skill Exception: Can't use Brace Skill!
Level: 5
Sniper Used: Assault and normal Rifles
Desc: Fires and receives Elimination on 2 or more.
Level: 5
Strong Desc: A hit in Close Combat gives an Elimination result. Cannot be
used when using CQM.
Level: 5

16.7. Quirks
Some Skills are called Quirks and they work in a different way than normal Skills. A
Quirk can give a character a negative effect in some situations and/or affect other
characters. A Quirk is always in use, they cannot be turned on or off.. Whenever a
situation arises that triggers a Quirk, that Quirk takes effect. It does not depend on
how many times or when it was last used.
Quirks can be given to a character when he/she is created.
A character can have a maximum of 2 quirks.
Roll 2D6 on the following table:

Quirks Table
2 - Clumsy Desc: Roll Fall test when one or more AP is used for movement.
On a result of 1 or 2 the character falls on the first movement
action.
3 - Criminal Desc: Must shoot any Law-enforcement character within 10cm
4 - Flinch Used: All firearms
Desc: Always -1 ToHit modifier when firing a weapon
5 - Indecisive Desc: Roll 1D6 before each character’s turn. On a 1, the characters
can spend only 2 AP
Note: on a failed fear test the character has only one AP.
6 - Macho Desc: Always attack zombies within LOS with ranged combat.
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7 - Psycho Desc: Distracts all characters within 10cm, gives -1 to any die roll
8 - Relative Desc: When firing, roll 1D6 : on 1-2 he/she spots a relative
amongst the zombies and refuses to shoot or attack for the turn
9 - Scary-pants Desc: Must always keep zombies in LOS more than 10cm away or
freeze on a 1-3 roll
10 - Sexy Desc: Distracts all male characters within 10cm, gives -1 on every
die roll
Note: Except on Fear tests
11 - Stupid Desc: Always engage zombies within 10cm in close combat
Note: May never disengage from combat
12 - Thick Desc: Not so bright, must roll 3+ or only receive 3AP per turn

16.8. Trauma Points


Each character starts the game/campaign with zero Trauma Points. Each time a
character has to roll a FEAR Test and fails the test they receive 1 Trauma Point. The
Trauma Points are accumulative during the game and are carried over from game to
game in a campaign.
When a character receives his sixth Trauma Point they develop a Psychosis. When the
character receives the Psychosis the character’s Trauma Points total is reset to zero. If
a character receives enough points during a game to reach six Trauma Points, they
receive a Psychosis immediately as normal and continue the game with zero Trauma
Points.

16.9. Psychosis
A Psychosis is a Quirk that has a negative effect on the game. When a character
develops a Psychosis the player can either choose one or roll dice on the table below..
When a character receives their fifth Psychosis it will automatically be the Despair
Psychosis.
Roll 2D6 on the following table:
Psychosis Table
2 -Berserk Desc: Can't distinguish friend from foe. When firing roll die,
on 1 or 2 must fire on closest target.
3 - Charge Desc: Must spend at least 1 AP to move into contact with the
closest zombie. The zombie suffers a Fall result automatically.
Can't be combined with an attempt to Break Close Combat.
4 – Mental Block Desc: The character can either shoot or move but can’t perform
both actions in the same turn.
5 – Terrified Desc: Can't move towards zombies within both LOS and 30cm.
Note: Never attacks zombies in Close Combat.
6 – Depressive Desc: The character is so sad that he/she can’t stop crying: -2 to
each shooting test.
7 - Paranoid Used: All firearms.
Desc: Must shoot any friendly within 10cm.
8 - Scared Desc: If, there are any zombies within 10cm at the start of a
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turn, the character must use all of his APs to move towards the
nearest friendly character.
Note: If engaged in Close Combat, the character must try to
break from Close Combat or do nothing else.
9 - Schizophrenic Desc: Roll 1D6 at the beginning of each turn: on a 1 the
character doesn’t perform any action.
10 - Hallucinate Used: Close Combat weapons.
Desc: The character sees zombies everywhere. Must attack any
friendly character within 10cm.
11 - Rage Used: All firearms.
Desc: Always fires all the bullets/shells at zombies in one turn
which empties the magazine.
Note : Roll hits as normal according to RoF of the firearm. The
other bullets miss the target.
12 - Despair Desc: Roll 1D6 at the beginning of each turn: on a result of a 1
the character shoots one bullet in his/her brain, no
Zombiefication Test is needed.

Enjoy ☺

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COUNTERS

PRINTING CARDS INSTRUCTIONS


PAGE 39 : print 5 times
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