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C L O S E C O M B AT R A N G E D C O M B AT OTHER
Roll 1d6 + weapon - 1 per zombie + 1 Roll 1d6 + weapon (min 1) + Finding items: You need a free hand to pick up
per willing assistant. range bonus (+2 if adjacent, +1 an item. It costs 1 “special action” to store the
if 2 spaces). found item on your person and free your
6+: Kill 1 zombie for every point over 5. hand.
6+: 1 zombie destroyed (hit in Chainsaw: Roling a natural 1 means no fuel
4-5: Knock back 1 zombie
the head) and combat score is now half.
2-3: You're injured! Lose 1 energy Antique Firearms: Rolling a natural 1 means
4-5: 1 zombie knocked back weapon explodes and player loses 1 energy.
1 or less: You're grabbed by zombies!
Lose one energy. Roll again, and if the Two-handed objects knock back Fuel canister*: May fuel anything and still be
score is more than your energy you on 1-5. blown up to destroy all zombies within 2
lose your weapon. But wait! If you lose spaces (players loses 1d6 energy). Starts fire
Throwing range is player’s ener- on space and adjacent spaces. Fire spreads
your weapon, roll again. If the score is
gy. 1 per turn.
more than your energy you are bitten!
If bitten, lose 1 energy per turn. When Molotov Cocktail: Starts fire on Gas cylinder*: If blown up, kills everyone within
when you reach -1 you become 3 spaces, destroys barricades and vehicles
target square and all adjacent
within 2 spaces, breaks wall and causes
undead! Once bitten, you cannot heal squares. Fire kills all zombies structural damage within 1 space.
by resting. outright. Players hit with a
Molotov lose 1 energy (plus, of Zombie walks into fire: Spreads fire to one new
square for each of next three turns.
course, 1 for each fire square
P L AY E R V S P L AY E R they enter). Vehicle as a weapon: 1d6 + capacity - adjacent
zombies. Crash on score of 1 or less.
Same as other forms of Firearms: Unlimited range if line Power restored: Power tools work, add 1 to all
combat but no zombie of sight. Lose 1 ammo per indoors attacks.
modifier. If the roll is higher attack. Structural damage: If anyone walks in, roll 1d6.
than the other player's On a “6” the room collapses, everything in it
energy, he or she loses 1 dies, fires go out, room becomes impassable.
energy and is pushed back. Rooms adjacent and above receive structural
Pushed player may lunge damage.
back.
* 1/2 movement and throwing range, rounded down
C L O S E C O M B AT R A N G E D C O M B AT OTHER
Roll 1d6 + weapon - 1 per zombie + 1 Roll 1d6 + weapon (min 1) + Finding items: You need a free hand to pick up
per willing assistant. range bonus (+2 if adjacent, +1 an item. It costs 1 “special action” to store the
if 2 spaces). found item on your person and free your
6+: Kill 1 zombie for every point over 5. hand.
6+: 1 zombie destroyed (hit in Chainsaw: Roling a natural 1 means no fuel
4-5: Knock back 1 zombie
the head) and combat score is now half.
2-3: You're injured! Lose 1 energy Antique Firearms: Rolling a natural 1 means
4-5: 1 zombie knocked back weapon explodes and player loses 1 energy.
1 or less: You're grabbed by zombies!
Lose one energy. Roll again, and if the Two-handed objects knock back Fuel canister*: May fuel anything and still be
score is more than your energy you on 1-5. blown up to destroy all zombies within 2
lose your weapon. But wait! If you lose spaces (players loses 1d6 energy). Starts fire
Throwing range is player’s ener- on space and adjacent spaces. Fire spreads
your weapon, roll again. If the score is
gy. 1 per turn.
more than your energy you are bitten!
If bitten, lose 1 energy per turn. When Molotov Cocktail: Starts fire on Gas cylinder*: If blown up, kills everyone within
when you reach -1 you become 3 spaces, destroys barricades and vehicles
target square and all adjacent
within 2 spaces, breaks wall and causes
undead! Once bitten, you cannot heal squares. Fire kills all zombies structural damage within 1 space.
by resting. outright. Players hit with a
Molotov lose 1 energy (plus, of Zombie walks into fire: Spreads fire to one new
square for each of next three turns.
course, 1 for each fire square
P L AY E R V S P L AY E R they enter). Vehicle as a weapon: 1d6 + capacity - adjacent
zombies. Crash on score of 1 or less.
Same as other forms of Firearms: Unlimited range if line Power restored: Power tools work, add 1 to all
combat but no zombie of sight. Lose 1 ammo per indoors attacks.
modifier. If the roll is higher attack. Structural damage: If anyone walks in, roll 1d6.
than the other player's On a “6” the room collapses, everything in it
energy, he or she loses 1 dies, fires go out, room becomes impassable.
energy and is pushed back. Rooms adjacent and above receive structural
Pushed player may lunge damage.
back.
* 1/2 movement and throwing range, rounded down