Professional Documents
Culture Documents
Created by
Jörgen Bengtsson, Eric Laurent-Nauguet, Patrick Weaver & Staffan Raupach
Illustrations
Hannah Engqvist
Sophian Cholet
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!
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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
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
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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
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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.
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.
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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.
11.1.1. 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)
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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.
11.2. 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.
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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.
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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
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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.
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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).
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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.
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.
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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.
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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.
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.
15.4.3. 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.
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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
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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
16.4.1. 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, …
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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)
16.5.2. 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.
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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)
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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
16.9. 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
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