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CHRONICLES

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AN D D E VE arco MUNA
WRITTEN , M ar co M A G G I, M
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Nicola DEG , and Matte
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Eric NOUH
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GRAPHIC
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O M B A L (L ead), Fabio R I
Louise C A
Júlia FERR
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Julien DEJA AN D R AD E ,
R E A D ING: Paulo
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R T D IR E CTOR: Mat
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TABLE OF CONTENTS
#3 PLAYING THE GAME 43
#1 INTRODUCTION 5 MAIN RULES................................44
WELCOME TO ZOMBICIDE: Actions..................................................................44
CHRONICLES................................. 6 Dice Pools............................................................ 45
The World of Zombicide......................................6 Dice Results......................................................... 45
The Players ........................................................... 8 Dice Pool Modifiers............................................46
The Gamemaster ..................................................9 MISSION PHASE ADDITIONAL
Structure of the Game.........................................9 RULES.......................................... 48
So what do we do? ............................................. 10 Gaining Stress to Force a Success.................48
WHERE TO START........................ 12 Rolling Trouble....................................................48
Survivor Identity Sheets................................... 12 Adrenaline Gain..................................................48
Dice......................................................................... 13 Recovery.............................................................. 49
Adrenaline Dials.................................................. 13 COMBAT....................................... 50
Combat Sequence..............................................50
#2 SURVIVORS 15 Survivor Phase.................................................... 51
Zombie Phase..................................................... 53
SURVIVOR ARCHETYPES............. 16 Damage................................................................54
SURVIVOR CREATION.................. 29 GEAR........................................... 55
The Survivor Identity Sheet............................ 30 Inventory.............................................................. 55
SURVIVOR PROLOGUES............... 33 Tools...................................................................... 55
SURVIVAL GUIDE......................... 37 Weapon Stats...................................................... 55
Attributes and Proficiencies............................ 37 Additional Weapon Traits................................. 56
Actions.................................................................. 38 Protection............................................................ 56
Stress ...................................................................40 Melee Weapons List.......................................... 57
Hit Points.............................................................40 Ranged Weapons List.......................................58
Adrenaline...........................................................40 SKILLS......................................... 59
Skills......................................................................40 Skills by Rank...................................................... 59
SESSION Z.................................... 41 Skill Descriptions................................................60
Starting Equipment............................................ 41 LEVELING UP............................... 63
Your First Shelter................................................ 41 Advancements.................................................... 63
Your First Mission............................................... 41

FREE CMON
CONTENT
Get it HERE!
htt p : //cm o n . co m /q / RPZ0 01/r
#4 RUNNING THE GAME 65
#5 THE WORLD OF ZOMBICIDE 107
THE CITY....................................108
#
City Map............................................................. 108
THE GAMEMASTER...................... 66 Threat Level...................................................... 109
How do I Learn to be a GM?............................66 Crossing the City................................................110
SPECIAL ACTIONS....................... 67 The Districts......................................................... 111
Prolonged Actions............................................. 67 1. DOWNTOWN..............................112
Searching.............................................................68 First look.............................................................. 112
Making Camp........................................................ 71 Locations.............................................................. 112
NO PAIN, NO GAIN....................... 72 2. OLD TOWN...............................117
Trouble.................................................................. 72 First look.............................................................. 117
Conditions............................................................ 73 Locations.............................................................. 117
Other Sources of Damage................................74 3. FUN ZONE.............................. 123
ZOMBICIDE!................................. 76 First look............................................................. 123
Staging a Zombicide..........................................76 Locations............................................................. 123
Action!................................................................... 78 4. UNIVERSITY DISTRICT..........130
ZOMBIPEDIA................................ 79 First look.............................................................130
Everyday Zombies............................................. 79 Locations.............................................................130
Zombie Hordes................................................... 82 5. THE HEART OF THE CITY...... 135
Mutated Zombies............................................... 83 First look.............................................................135
Zombie Animals..................................................86 Locations.............................................................135
Customizing the Dead.......................................88 6. THE SLUMS............................144
NON-PLAYER SURVIVORS........... 89 First look............................................................ 144
The Others...........................................................89 Locations............................................................ 144
Fighting the Living.............................................. 91 EXTRA: THE UNDERCITY...........149
Extended Example of Combat with NPS...... 92 First look.............................................................149
NPS Groups......................................................... 93 Locations.............................................................149
THE MISSION PHASE................... 95 7. SUBURBIA..............................152
Phase Structure................................................. 95 First look.............................................................152
Experience Awards............................................ 95 Locations.............................................................152
Mission Types...................................................... 96 8. UPTOWN.................................158
THE SHELTER PHASE.................. 98 First look.............................................................158
Phase Structure.................................................98 Locations.............................................................158
Rumors............................................................... 100 9. INDUSTRIAL PARK.................164
Creating a Shelter..............................................101 First look.............................................................164
Defending the Shelter......................................105 Locations.............................................................164

SURVIVOR IDENTITY SHEET...... 169


SHELTER SHEET......................... 170
INDEX..........................................171
4

Welcome to Zombicide: Chronicles . . 6


Where to Start . . . . . . . . . . . . . . 12
5

#01
INTRODUCTION
WELCOME TO
6

ZOMBICIDE: CHRONICLES
Science! In the pursuit of ever greater levels You might not be the perfect neighbor anymore, or the
of productivity, man has twisted both plants best partner for a night out, as all this putting animated
and animals to his own ends. In doing so, we corpses out of their misery is taking its toll on you, but
have inadvertently changed ourselves... you are still alive and plan on staying that way. You are
a Survivor.
Now, shambling killing machines roam the
ruins of our world.

If you are reading this, you probably know about the


THE WORLD OF ZOMBICIDE
Zombicide board game, and have an idea of what you will The world as you know it is the world of yesterday. The
find in this volume. If you don’t, we'll tell you all about it. world of today is a nightmare landscape of shuffling feet
Buckle down and gear up, you're in for a wild ride. and grabbing hands, mouths agape and bloodshot eyes.
It is an empty, deserted world where the sounds of nature
Zombicide: Chronicles is a roleplaying game about a and technology have been progressively replaced by the
Zombie apocalypse (surprise!), but this isn’t your father’s, constant moaning of the dead and the screams of those
or grandmother’s, nightmare about the undead. It is a who haven’t got the message yet that you must fight to
game where you play a tough, gun-toting, chainsaw- stay alive.
wielding, Zombie-killing machine, someone who, instead
of succumbing to the craziness that engulfed the world, How Did We Get Here?
decided to effin’ embrace it.
Nobody knows yet what it was that made the dead come
back to life. You heard all sorts of conspiracy theories,
from blaming GMOs, Big Pharma, chemical and biological
warfare, or a pandemic. Some say it’s part of the plan of
the Almighty and that the End Times are finally upon us.
But all these theories have two things in common: they’re
crazy and they don’t help. At all.

So, the question isn’t really how did you get here, but
rather how do you get OUT. You certainly don’t stand
a chance if you continue arguing on the whys while the
dead shamble all over the place. Walkers, runners, even
crawlers, the streets are crowded with dead guys of all
shapes and sizes.

Are you familiar with tabletop roleplaying


games? I bet you are. If you are not, read
this section carefully, especially the part on
Players and the Gamemaster.
Z
7
And while the majority of them still resemble what
they were before, some changed so much that you
could not believe they were ever human.

INTRODUCTION
Yes, I'm talking about the Abominations...

City of the Dead


When it happened, you were in the City, just like
every day of your previous life. Not many people
lived outside the City, anyway. You were there,
and you still are, hiding together in a basement, or
somewhere in a high-rise condo.

The city districts, your favorite neighborhoods, your

SURVIVORS
restaurants and theaters, they are all still there, apart
from those areas that went up in flames in the first
days. But now, what you see outside your comfy little
refuge is not the place you once knew. Now, all there
is left are supply caches, ammo dumps, and places
you need to scout for medicine, water, or food.

And the dead. The dead are everywhere.

There must be others like you out there. You were

THE GAME
not the toughest SOBs, but you made it. So, others

PLAYING
must have too, and you can find them. Mechanics
who can fix things, doctors who can fix you, fighters
who can fix them with a well aimed blow. You might
get along well and build a larger community. Maybe
start over.

Maybe.

Survivors

THE GAME
RUNNING
In Zombicide: Chronicles, you take the role of Survivors,
a handful of individuals who, out of thousands,
possess abilities that allowed them to make it against
everything they have faced. At least, so far. You are
the cream of the crop, true die-hards, or maybe just
poor bastards who got luckier than the rest.

Armed to the teeth with everything you can pack,


strap, or wield, you scout the streets of the dilapidated
OF ZOMBICIDE

city, slipping between undead-infested buildings,


THE WORLD

ducking behind rubble, and scavenging for anything


that might keep you alive just a little bit longer.
8
T HE PLAYERS

'
In a game of Zombicide: Chronicles, the
players control the fate of their Survivors,
deciding what the characters think and
feel, and especially what they choose to do
about it.

It is each player's responsibility to interpret


their chosen Survivor as if they themselves
were plunged into a world infested by the
undead, and were equipped to confront
the threat.

But if it wasn’t clear already, the stories


told in Zombicide: Chronicles are not dreary
tales about people slowly driven to madness
by living in an Undead world. The Survivors
of Zombicide: Chronicles embrace their
madness and use it as a weapon to shoot,
smash, splatter, and otherwise eliminate
countless Zombies, and they do it while
skating on rollerblades.

RULES FOR THE PLAYERS


• Rule #1: Visualize what the GM says - In a • Rule #4: Find Your Own Survivor’s Voice
roleplaying game, the GM is your eyes and ears, - Zombicide is all about the Survivors, their
but you must turn your brain on to envision all looks and their quirks. Visualize your own
those descriptions into a scene you can interact Survivors and give them distinctive traits for
with. If you don’t get it, or if you think something the other players and the GM to remember. If
important is missing from a scene, ask questions you think you’re overdoing it, keep only the
to the GM or make suggestions to fill the blanks! essential to avoid monologues.

• Rule #2: Describe the Actions of your Survivor • Rule #5: Keep it Crazy, Keep it Fun - Wallow in
- Always tell the GM and the other players what the spirit of Zombicide: Chronicles! Death and
your Survivor is doing, or, better, what you are decay are bleak, but Survivors have the right
doing. Be specific when you describe what you do attitude and weapons aplenty to dial it up a
and how you do it, without making unnecessary notch. So, it’s time to Team Up and Gear Up!
references to the rules of the game.
The rules of Zombicide: Chronicles allow you to
• Rule #3: Act as a group as much as possible - jump headfirst into the world of Zombicide in a
Cooperative play will enhance your chances of matter of minutes. Just grab a ready-to-play
survival. The game is a conversation between Survivor and start playing, or spend five minutes
you, the other players, and the GM, and to customize one to your liking.
everyone needs a share of the spotlight.
9
THE GAMEMASTER Gameplay in Zombicide: Chronicles works very much
like that, with the added bonus that you get to see what
One player in every group is the exception, as one person happens between missions. Zombicide: Chronicles is
won’t play a single individual, but will instead assume the a full-immersion experience in the world of Zombicide,

INTRODUCTION
role of the Gamemaster (GM for short), the person in allowing a full exploration of different themes, in addition
charge of managing the world of Zombicide itself, and to those of survival and fighting the dead.
describing it to the other players.
Shelter Phase and Mission Phase

0
If you are going to be the GM, you will play as a referee and
a storyteller. You will challenge the other players with the Typically, a game session of Zombicide: Chronicles starts
many dangers of the world of Zombicide, generously giving with the Survivors in their shelter, considering their
them a moment of respite once in a while. current situation and making plans on what to do about
it. Maybe their refuge isn’t safe anymore and they need
to find a new one, or water and food have become scarce,
STRUCTURE OF THE GAME or maybe a new horde has entered a nearby area. When

SURVIVORS
the Survivors agree on a course of action, they leave
Zombie hunting is all well and good, but there is more to their shelter to go on a mission.
Zombicide: Chronicles than just fighting endless hordes

%
of Zombies. As players of the board game know, one of
the most satisfying ways to enjoy the game is to play a
series of linked missions.

RULES FOR THE GAMEMASTER


• Rule #1: You are the Eyes and Ears of the
Survivors - The capability of the GM in bringing

THE GAME
PLAYING
the world of Zombicide to (un)life is the main
way for the Survivors to visualize what’s going
on. That, and their imagination, of course. Your
main goal is to feed that imagination constantly
with your descriptions.

• Rule #2: You are not the Enemy - While you will
often confront the players with desperate odds, • Rule #5: Keep it Crazy, Keep it Fun - Yeah, that’s
your role is to create interesting situations for what we said to the players, too. But in your case,
them to get into trouble, not to punish them. it’s even more important. Whenever you can, infuse
Use the entire arsenal of Zombicide: Chronicles your scenes with the wicked humor of Zombicide.
to evoke the right mood and suspense, not to Hordes of Walkers risk becoming boring unless

THE GAME
RUNNING
butcher them. you add the occasional undead cosplayer, Santa
Claus, or even a celebrity to the bunch.
• Rule #3: Know your players - Zombicide:
Chronicles doesn’t offer wild continents to • Rule #6: The Zombicide world is at your disposal
explore or great mysteries to solve. The game - Zombicide: Chronicles is fully compatible with
tells the story of the Survivors. The better you the Zombicide board game. Using the board game
know your players' expectations and goals, the components, such as tiles and miniatures, is a
easier it will be for you to add more chapters to great way of improving the player's experience.
their story.
While it may seem daunting at first, the task
• Rule #4: Zombicide: Chronicles is a collaborative of the Gamemaster is an extremely satisfying
OF ZOMBICIDE

effort - The game is not your sole responsibility! experience. The rules for Zombicide: Chronicles
THE WORLD

Never forget that you are here to have fun as make it easy to set up a gaming session with
much as the other players. little or no preparation.
10
In game terms, this is represented by two distinct stages
of gameplay: the Shelter Phase and the Mission Phase.
SO WHAT DO WE DO?
• During the Shelter Phase, a number of checks are The motto of Zombicide the board game is team up,
performed to assess the availability of resources gear up, level up, take’em down! This simple mantra
such as water, ammo, or medicine. Additionally, also summarises well what you will do while playing
the Survivors gather news about what’s happening Zombicide: Chronicles.
in the city and start planning their next steps. In
this phase, the Survivors are not exposed to an Team Up
immediate threat and have more time to get things
done. To reflect this, the rules are simpler, as they In a world in the grip of the dead, the biggest chance the
ignore all the trappings required to heighten the living have is staying together. For when your chainsaw
tension at the table. is buzzin’, you need someone to tell you that a Zombie
• The Mission Phase starts as soon as the Survivors is creeping up behind you to dig its nails into your back!
leave their refuge and enter the danger zone. A
more detailed pace of gameplay kicks into gear and Find and rescue others. One of the main reasons to
a set of additional rules are taken into account, as go out and risk becoming Zombie chow is to find other
things like Stress, Adrenaline, and Trouble start to Survivors. If you want to build a solid community, you
play their part. When the Survivors have achieved need to find its building blocks: people.
- or failed! - what they set out to do, the mission is
over and the next game session will begin again with
a Shelter Phase.

Alternating the two distinct phases of gameplay allows


the players of Zombicide: Chronicles to experience the
passage of time and to see their characters develop.

See pages 95 and 98 for more details on the two


modes of play.
C
11

INTRODUCTION
SURVIVORS
THE GAME
PLAYING
Gear Up Take’em Down!
Every task needs the right tools, and combat is no At the end of the day, only one thing matters if you
exception. Never carry just one weapon! want to continue breathing: destroy all the Zombies you
encounter! The horde is growing in number every minute.
Always look to get more stuff. Weapons jam and break,
ammo runs out, more powerful opponents need more Get your daily Zombicide. Plan and execute good

THE GAME
RUNNING
powerful weapons, vehicles need fuel, as do molotov strategies, reducing your chance of suffering any
cocktails. And you need to eat and drink sometimes. casualties. For every one of you that falls, another one
of them rises.
Level Up
Train constantly and learn from the best. A well-trained
individual with a knife has a better chance of survival
}
than a well-equipped novice.
OF ZOMBICIDE

Survival of the fittest. If you want to stop this outbreak


THE WORLD

from becoming an Extinction Level event, you'd better


show Mother Nature that humanity deserves its place
on the planet.
WHERE TO START
12

We decided to take shelter at our neighbor's house, which was much safer. We just had to
cross the street. But they were already there...

Zombicide: Chronicles requires a number of tools to play,


J
a handful of physical components that help the players
feel part of the gaming world.
SKILLS

weapons
These tools include the Survivor’s Identity Sheet and two BIO NAME: level:
Traits
Occupation:
different sets of dice, among other things.
HABIT:

LOOKS:

SURVIVOR IDENTITY SHEETS ACTIONS


Athletics
Muscle

STUNT
BRAINS Grit

SNEAK ENDURE

Survivors in the game are described using numerical Attitude APPEAL CONVINCE HEARTEN
Background
ratings and descriptive terms defining each character SECURITY EDUCATION CONTACTS
Combat
based on their physical, mental, and personality traits, FIGHT SHOOT COOL
Perception SPOT EVALUATE
and on the extent of their knowledge and capabilities. Survival
SCOUT

SCAVENGE TINKER HEAL


CHRO NICLE S

All players in a game of Zombicide: Chronicles get a Stress GEAR


Hoard

Survivor ID Sheet summarizing their abilities, just like


every Survivor in a game of Zombicide the board game
hit points
has its own Identity Card.
CONDITION
S:

A blank identity sheet can be found on page 169, and a PDF


version can be downloaded from www.CMON.com.
13
When a Survivor attempts a task implying some risk of
failure, the acting player assembles a number of dice.
Then, the dice pool is rolled and the results inspected:
• Each Molotov is a success.

INTRODUCTION
• Each Zombie Head is a failure.
• Each numerical value is a failure, unless forced into
a success by gaining Stress (see page 48).

D6 and D66

DICE Sometimes, especially with tables, you may be asked to


roll 1 regular 6-sided die (D6), or 2 regular 6-sided dice
To resolve most Actions undertaken by the Survivors, together (D66). Rolling a D66 means rolling two D6,
players require two sets of six differently-coloured, where one die indicates the tens digits and the second
custom 6-sided dice. Regardless of their color, dice in the ones digit. This yields 36 different results.

SURVIVORS
both sets feature pips and up to two special icons, a
Molotov and a Zombie Head. CUSTOM DICE?
If you would like to have more dice at the
table, you can use any number of your own
regular 6-sided dice. Just be sure to have
two sets in different colors, and remember
that a 6 corresponds to a Molotov and a 1 is a
Zombie Head.

ADRENALINE DIALS

THE GAME
PLAYING
#

Your Survivor abilities are fueled by Adrenaline


points. To keep track of them, just mark the
level you attained on the Adrenaline bar on
your ID Sheet. With the Adrenaline Dial, this
becomes even easier! Just advance the hand
on the dial a number of steps equal to the
number of Adrenaline points gained.

THE GAME
RUNNING

Six Adrenaline Dials are included in the


OF ZOMBICIDE
THE WORLD

Gamemaster Starter Kit, along with the GM


Screen.
14

Survivor Archetypes . . . . . . . . . . 16
Survivor Creation . . . . . . . . . . . . 29
Survivor Prologues . . . . . . . . . . . 33
Survival Guide . . . . . . . . . . . . . . 37
Session Z. . . . . . . . . . . . . . . . . 41
15

#02
SURVIVORS
16
SURVIVOR ARCHE T YPES
The sun’ s kiss on my bloodied face never felt so good. If anyone had asked, I would never
have bet on any of us living through this crazy night.

And yet, we survived.

The following pages present 12 Survivor archetypes. If you Otherwise, choose a template and use it as the starting
want to jump right into the world of Zombicide, just go to point to create your own Zombicide Survivor - go to page
www.CMON.com and download a ready-to-play Survivor. 29 for the rules on Survivor Creation.

ZOMBICIDE: CHRONICLES All the information provided by the templates can be


HITS TABLETOP used as presented, or you can customize them changing
their name or gender, or adapting their background to
suit your taste.

AMADO
The Chronicles Survivors Set offers miniatures
and ID cards for all 12 standard Zombicide
BMX RIDER
Chronicles Survivors.
Use the miniatures to improve your role-
playing experience, or join in the zombie-killing
experience of the Zombicide board game with Amado was a boy like most. He used to go to school,
your favorite RPG character! listen to music, and go to the mall, but his shtick was
definitely biking. He rode his BMX bike everywhere he
went. He even used it in his food delivery job. In fact,
he was out for a delivery when he saw a blood-dripping
fat guy biting his client waiting on the curb. Amado
stared for a few seconds in shock, but then managed
to escape by pedaling like crazy. He will never leave his
bicycle now. Maybe he can even reinforce it with metal
plates without overloading it too much...

 Favored Proficiency: Athletics


 Favored Attribute: Brains
 Starting Skills:
Slippery Fast

Sprint Jump
17

INTRODUCTION
“ You try
a Bunn
w hen yo y Ho p
u have f
runners our
on your
tail... ”

SURVIVORS
THE GAME
PLAYING
THE GAME
RUNNING

Choose this archetype if you want to play a Survivor who has traded the everyday challenges of living
OF ZOMBICIDE

on the streets with those of the world of Zombicide without blinking. Before, you had junkies or cops.
THE WORLD

Today, it’s the walking dead.


18
ly ‘zombies ’
"Once, the on
new were t h e computers
Ik
d with my
I compromise
ojan horses..."
viruses and tr

BEN
HACKER AND BOXER
In his life, Ben managed to do two things: learn to
code like a hacker from the movies and become
an accomplished boxer. He spent countless hours
in front of his computer, making up for the mental
strain by sweating in the gym. Only Ben could draw
a parallel between those two activities. To him,
hacking into a secure network was just like finding
an opening in the defensive tactics of an opponent.
Just enter the right move and watch them go down!
Ben hasn’t had many opportunities to hack into
anything nowadays, but his footwork has certainly
saved him from hitting the canvas more than once.

 Favored Proficiency: Background


 Favored Attribute: Muscle
 Starting Skills:
Break-in Hit and Run

Combat Reflexes Super Strength

Choose this archetype if you want to play


a Survivor who hasn’t really adapted to the
changes brought on by the plague yet, but whose
inner strength has overcome all difficulties so
far. One day, you’ll find an occasion to show
what you are really made of.
19
“ I think the windshield
wipers are not enough
to clean that off... ”

INTRODUCTION
ERIN
BUS DRIVER

SURVIVORS
Erin was already looking forward to her retirement.
Every day, she dreamt of her little house on the
lake, of the pleasant walks she would take with
Donna, and of all the board games they would
play in the evening, even if she would miss
the shouts of the kids she took to school
everyday. Unfortunately, the plague
came and her dreams shattered. She
always knew that by driving her

THE GAME
PLAYING
bus she could save many lives.
1
THE GAME
RUNNING

 Favored Proficiencies: Perception


 Favored Attribute: Brains Choose this archetype if you want to
play someone whose dreams have been
 Starting Skills: destroyed by the plague, but who isn't going
to let that stop them. You won't let those
Lifesaver Dreadnought
OF ZOMBICIDE

walking carcasses tell you that you wasted


THE WORLD

your life.
Steady Hand Shove
20
k t h a t before
thi n
“ And to i ng I feare
d
t h
me, the
they ca a s s tairs! ”
s t w
the mo

GLENN
RESOURCEFUL
FOREMAN
Glenn is a charming forty-year-old who used to
be a construction site supervisor, but suffered
an accident at work and lost the use of his legs.
Glenn was too ingenious to let his disability
discourage him though, and he kept honing
his DIY skills at home. Give him a pile of junk
and the right tools and he will build just about
anything! Glenn was at his local hardware store
when the plague began. He emerged from it with
a fully-motorized, pimped-out, zombie-killing
wheelchair.

 Favored Proficiencies: Survival


Z
 Favored Attribute: Brains
 Starting Skills:

Choose this archetype if you want to play someone who sees the
world of Zombicide as a new start, a clean slate putting everyone
on the same level. In your previous life, you felt like you were
missing something. Now, everyone is missing something.
21

“ Their eyes are not dead , I tell


you... I know how the eyes of

INTRODUCTION
dead things look. Believe me! ”

HELLEN

SURVIVORS
BUTCHER
When she turned eighteen, Hellen chose
to take over her family’s butcher’s shop
that her grandfather opened 60 years ago.
Then it was her father’s turn to stand
behind the counter. Papa hated working
there, though, and he let Hellen have the
shop for herself as soon as she suggested the

THE GAME
PLAYING
idea. Hellen was surprised. How could someone
not feel love for the shining blades and the
precision cuts revealing the secret anatomy of
dead animals? Unfortunately, Hellen doesn’t see
much unspoilt meat anymore, but she certainly
uses her knives a lot.

THE GAME
RUNNING
^

 Favored Proficiencies: Attitude


 Favored Attribute: Muscle Choose this archetype if you want to play a
 Starting Skills: focused Survivor, someone whose dedication
to something won’t let anything shake them,
Hold your Nose Precision least of all a horde of shambling horrors.
Some say you’re weird, even crazy. You only
OF ZOMBICIDE
THE WORLD

Dual Expert Bloodlust do what you have to.


c
22
ed the door without
“ Once, someone open
to grab me.
clothes on and tried
eir nose or
Now, people without th
to do the same... ”
their entire face try

KIKI
POSTWOMAN
Kiki lived a simple life, but she was really
happy. She liked to stop and chat with people
every time she delivered a letter. It wasn’t
long before she was friends with everyone
and knew the city as if it were her own
neighborhood. And then, in the evening, she
loved to swing by the local nightclub to drink
a couple of cocktails and dance the night
away. Whoever met her at the club could not
believe the transformation. The plague took
her job and many of her dancing partners,
but it could not take away her memories.

 Favored Proficiencies: Perception


 Favored Attribute: Grit
 Starting Skills:
Scavenger Sidestep

Lucky Brother in Arms

Choose this archetype if you want to play a Survivor who is so full of hope
and serene that even the apocalypse couldn't rob them of their good spirits.
Carpe diem, seize the day… and especially do not let them seize you!
23

“ On the count of
three, clench
your teeth. I ’ ll m
ake it quick. ”

INTRODUCTION
LATEESHA

SURVIVORS
DOCTOR
"Always help the needy." Lateesha
kept repeating this to herself. She
studied and practiced hard, and in a

$
few years, she found herself heading
to the emergency ward of the hospital.
But then came that patient, the one

THE GAME
PLAYING
who died and then woke up in the
morgue. When she answered the
call and got downstairs, she
saw blood everywhere and
that thing gnawing on the
arm of a hospital guard.
Always help the needy...
Lateesha didn’t have a
weapon, but fortunately
there are many ways
to use a crutch.

THE GAME
RUNNING

 Favored Proficiencies: Background


Choose this archetype if you want to play a
 Favored Attribute: Grit Survivor whose previous life gave them a level of
 Starting Skills: self-discipline that in one way or another prepared
them for the worst. You could handle dozens of
Field Medic Reaper troublesome patients or customers every week.
OF ZOMBICIDE
THE WORLD

What can a bunch of mumbling cadavers do?


Improvised Weapon Mindfulness
24 can
“ Wanna bet that I
rds
hit that runner 80 ya
l
away with a curvebal
es? ”
right between the ey

MARK
BASEBALL PLAYER
After years of intensive training and playing, Mark had
finally made it. He was the best pitcher of his favored
team and a power-hitter too! But fame, money, glory,
and all that stuff doesn't last forever, especially if you
think that partying all night, every night, is part of your
reward for playing well. Mark’s future as a player in
the league was already slipping away from his grasp
when the streets filled with the dead. Who could have
predicted that throwing things at a long range with
precision could become a useful skill set?

 Favored Proficiencies: Athletics


Choose this archetype if you want to play  Favored Attribute: Muscle
someone who has found their range of  Starting Skills:
abilities made surprisingly useful by the
infection. Let’s see who’s going to call you Longshot Ambidextrous
an arrogant, stupid jock now.
Slugger Improvised Weapon
25

;
hat ’ s w here
“ Run to aisle 4. T
ng fuel. I'm
we keep the campi
glass bottles. ”
going to get some

INTRODUCTION
PRESTON
CLERK

SURVIVORS
It was meant to be a simple, part-time job at the
hardware store to pay for college, but it became his
life. Preston was happy, though, for his boss and his
colleagues never had a problem with the fact that
his boyfriend passed by every evening to pick him up
(how could they after all? Jeff’s so good-looking!). So,
it was very easy to forget the college and its bullies.
And just when Preston thought he found peace, here
came these filthy monsters, threatening to destroy
everything. He would never allow it. Now, he is

THE GAME
PLAYING
stronger than ever!

 Favored Proficiencies: Survival


 Favored Attribute: Grit
 Starting Skills:
Tough Low Profile

Taunt Barbarian

THE GAME
RUNNING

Choose this archetype if you want to play someone who


has found something important in their past lives and
that doesn’t want to see it slip away. Society couldn’t
OF ZOMBICIDE
THE WORLD

bring you down. Just see those undead monsters try.


26
een killing
"The difference betw
mbie? Men
a man and killing a zo
later."
star t to smell a lit tle

RENO
VETERAN

Reno was a US Marine and found it hard to adjust to the


life of a civilian. “Once a Marine, always a Marine!” they
say, and how can you deny that? How can you NOT miss
the thrill of battle and the rush of adrenaline you feel only
when your life is threatened? Since he got discharged,
Reno started keeping an eye on the petty criminals
prowling the streets of his neighborhood. If only they
would pull a gun on him! When the outbreak came, those
same gangsters stopped trying to rob people and tried to
eat them instead. They were only the first who found out
that Reno didn’t forget his training after all.

 Favored Proficiencies: Combat


 Favored Attribute: Muscle
 Starting Skills:
Tactician Blitz

Point Blank Bullseye


4
Choose this archetype if you want to play someone who felt out of
place in the world and now feels just at home in the apocalypse.
a 27

"My life has taught

INTRODUCTION
me that the world is
s
full of predators. Thi
hasn ’ t changed."

SHAMSIA “SHAM”

SURVIVORS
GRAFFITI ARTIST
Shamsia was born in Afghanistan, but soon the war
chased her away from there. She found a new home
in the streets of the City and she started to mark
the walls, telling her story and painting her dreams,

THE GAME
PLAYING
signing her work as ‘Sham’. She grew up to become a
successful artist, recognised in the artist circles, but
she never forgot where she really belongs: the streets.
She had just agreed to open a personal gallery when
hordes of hungry Zombies replaced the usual crowd of
art enthusiasts. Sham didn’t notice the difference.

 Favored Proficiencies: Attitude


 Favored Attribute: Grit
 Starting Skills:

THE GAME
Born Leader Dreadnought
RUNNING
Is That All You’ve Got? Regeneration

Choose this archetype if you want to play a Survivor whose iron


will allowed them to succeed in life against all odds. You’re tough
OF ZOMBICIDE
THE WORLD

as nails, tougher than the hardened skull of an Abomination.


28

clean in
“ You have to cut it
ly way to
half. That ’ s the on
se again . ”
be sure it won ’ t ri

YUKA
KENDOKA
The smell of the dojo, meditation, blisters on your
hands, men, do–, kote, tsuki. This was Yuka’s idea of a
perfect life. She was fast. She was focused. She used
to beat every opponent. But the modern world doesn’t
allow you to live by an outdated warrior code, and Yuka
worked a day job as an ‘office lady’, serving tea and
running errands. Yuka was succumbing to depression
when all hell broke loose. The hands that used to wield
the shinai every day now grip a razor-sharp katana.

 Favored Proficiencies: Combat


 Favored Attribute: Brains
 Starting Skills:
Destiny Bloodlust

Swordmaster Reaper

Choose this archetype if you want to play someone who is still looking for
their right place in the world. It’s a spiritual quest, but in the meantime,
you keep yourself busy with physically cutting Zombies to shreds.
SURVIVOR CREATION
29

INTRODUCTION
The world is at war against a hungry horde of zombies born from our own hubris. While
most people chose to flee and became prey, we chose to stand and become predators.

CREATING A NEW SURVIVOR


Choose a Survivor archetype as your starting
point. Then, proceed to the following:
1. Bio: Fill in your Personal details. Choose
your Survivor’s name and Occupation, or
adopt those of the chosen Survivor. Add the
details concerning Habits and Looks.
2. Level: All Survivors start at Level 0, so you

SURVIVORS
can leave this blank for the moment.
To play Zombicide: Chronicles, you need your alter-ego,
an identity in the world of Zombicide. Your Survivor is 3. Skills: Copy your chosen Survivor archetype's
your main interface with the fictional world and with the 4 Starting Skills.
other players. It's your starting point to create a story 4. Favored Actions: Underline 4 Actions,
where you and your friends are the main cast. choosing them as you see fit from those
listed under your chosen Survivor’s Favored
Attribute and Proficiency.
To start playing, you can download one of the available
ready-to-play Survivors, or you can select an archetype 5. Attributes: Prioritize your Survivor's main
characteristics: Muscle, Brains, and Grit,
to use as a starting point and create your own.
allocating a score of 1 to one of them, 2 to
another, and a score of 3 to the last.

THE GAME
The process to create a new Survivor is presented here

PLAYING
6. Proficiencies: Attribute the following
in short and detailed further on the following pages.
ratings as you see fit, distributing the
Each player must have a blank Survivor’s Identity Sheet following 6 scores among the Proficiencies
to annotate. of your Survivor: two Proficiencies at 3,
three at 2, and one at 1.
7. Derived Stats: Find your Survivor’s Stress
and Hit Points scores:
a. Your Stress rating is equal to the sum of
Brains and Grit, then multiplied by 2
b. Your Hit Points total is equal to the sum

THE GAME
of Grit and Muscle
Copy the two final ratings following the RUNNING
indication on the Identity Sheet.
8. Gear: Use the three boxes on your ID Sheet
to record what you carry with you on a
Mission. You will fill up these slots during
Session Z (see page 41).
9. Prologue: Adopt the biographical notes of
your chosen Survivor or create your own.
For example, using the Survivor Prologues
OF ZOMBICIDE

tables, starting on page 33. Enter any


THE WORLD

detail in the blank space of your ID Sheet.

Elle
30

T HE SURVIVOR If you choose something that is too complicated or long,


like Archibald Harrison or Bartholomew the Second,
IDENTITY SHEET others will probably start referring to you based on you
former occupation or main defining characteristic: "the
The Survivor Identity Sheet is a handy tool that each cop", "the cable guy", "the headbanger", and so on. So,
player fills out at the beginning of the game, updating it choose a shorter name, or get used to it.
as the game progresses and the Survivor evolves.
Occupation
Start by making a copy of the sheet found at the end At the beginning of their story, Survivors are very much
of this book, or downloading it from www.CMON.com. defined by what they were in the past. The former cop
Then, follow the guidelines described below. still puts her uniform on every day. The clerk shaves and
wears a tie every morning. Even the goth girl still puts
The following paragraphs are numbered to reference her makeup on before anyone can see her.
the entries in the Creating a New Survivor insert on the
previous page. They do this because they find solace in the small things
that remind them of their lives before the outbreak, when
1. Bio the whole world wasn’t out there to get them and eat
their brains.
Write the name of your Survivor here. This is your name
in the world of Zombicide. Also, fill in your Survivor's job In a way, your Survivor’s former way of life is a tangible
(or main hobby!) they had before the infection started, expression of their humanity, a value that you will
along with their habits and a description of their looks. see slowly waste away. Day after day, Zombicide
after Zombicide, they will lose touch with that part of
Name themselves that belongs to a past that will never return,
All characters in Zombicide: Chronicles were ordinary and they will evolve.
people before the dead started to rise, so their names
are usually perfectly ordinary (Amy, Doug, Phil, etc.). So, for the moment, a former occupation is still what best
Family names are not generally used. No one wants to be defines your Survivor, your rock to hold on unto and stay
reminded that they used to have a family. Be sure to pick sane in a world gone mad.
a name you can live with.
31
Customising Your Survivor’s Occupation GENDER AND AGE
Each Survivor archetype comes with a short bio defining Does it really matter how old you are?
A better question would be: how long
what they did before the outbreak. Feel free to choose
are you going to last?
a different occupation, possibly taking cue from the

INTRODUCTION
Your Survivor can be of any age or gender,
archetype offered for each character. from a feisty kid of 12 to an octogenarian
lady. Kids get smart fast around here, and our
It could be anything. A real job, like cop, teacher, or elders learn soon that there’s no one around
clerk. A hobby or sport, like skating or parkour, or even to leave them a seat on the bus. So grandpa,
you better get used to standing, walking, and
a passion for a type of music or fashion trend. Choose running. Those mumbling cadavers won’t get
something you think will be fun and engaging to play out off your lawn unless you make them.
and that follows the general description.

Contrasts are generally fun and in the vein of Zombicide, A good way to customize an archetype in a simple but
but be careful not to overdo it. A nun dispensing her radical way is to change their gender.
blessing to a horde of Zombies using Molotov cocktails

SURVIVORS
is a bit borderline, but is more interesting than a plain For example, you might choose Reno and make them
guy with a rifle. But a skateboarding, chainsaw-wielding, Rebecca instead, because you like the idea of playing a
grenade-tossing priest is probably too much. Then again, female veteran.
your mileage may vary!
Changing the gender of a Survivor might seem trivial, but it
Habit provides a completely different angle to how you interpret
It’s hard to get used to a Zombie apocalypse. It seems your Survivor, not to mention how you see them.
that not even the infection can easily make you forget
your routines, like smoking a cigarette after a good meal, 2. Level
eating a specific type of snack, or practicing Yoga for

THE GAME
fifteen minutes when the sun goes down. One day, the Survivors who do not get killed will

PLAYING
eventually adapt to their new world and they will swap
At the start of the game, you get to choose your habits. their role as prey with their predators. In game terms,
That good, relatively bad, or really bad habit that you they level up and acquire new abilities. They will evolve,
can’t do without. After all, what’s more likely to kill you gaining Experience, to one day become ultimate
nowadays, an addiction or the horde out there? Survivors, Zombie-killing machines always ready for
another Zombicide.
Looks
The appearance of your Survivor is fundamental, as it 3. Skills
should be a representation of what you intend your
character to be. Take a look at the illustrations of the Everyone who survived the outbreak so far did so also

THE GAME
RUNNING
Survivor archetypes and see how they play up the thanks to their peculiar talents that allowed them to
distinctive features of the characters they represent. make it.
Then, when you are done assigning values to the
various characteristics of your own character, consider Each Survivor archetype features a set of four Skills, one
your Survivor’s Attributes and Proficiencies and try to for each level on their Adrenaline bar. Copy the name
visualize a living, breathing person. and gameplay effects of these special talents in the
corresponding spaces on your Identity Sheet.
When you think you've got it right, present your
character to the GM and to the other players, translating These are the starting Skills of your new Survivor. In
OF ZOMBICIDE

whatever you feel is important about your Survivor into time, you will get to choose new abilities as your Survivor
THE WORLD

a recognizable trait. Write down a description of your gets better and better in the art of Zombicide. Skills and
character’s looks in the box on the Identity Sheet. their effects are detailed starting on page 59.
32
4. Favored Actions 7. Derived Stats
The 4 Actions you underlined during this step marked The Attributes of your Survivor determine two
them as Favored. Favored Actions designate those fundamental scores: a character’s Stress and Hit Points.
abilities your Survivor finds naturally easy to use. • During play, your Survivor accumulates Stress points
• In game terms, a Favored Action lets you roll an by forcing successes on dice rolls. Be sure to keep track
additional die (see page 46). of your current Stress and your maximum Stress. You
can never exceed your maximum Stress level.
5 and 6. Attributes • Hit Points (HPs) are lost during combat or as a result
and Proficiencies of accidents. Be sure to keep track of your current
Hit Points and your maximum Hit Points. You can
The capability of your Survivor to endure the trials of living never exceed your maximum HPs.
in an undead world is represented in the game by a number
of numerical values: Attributes and Proficiencies. 8. Gear
• The three Attributes: Muscle, Brains, and Grit,
represent respectively the physical, mental, and The amount of stuff you can carry is represented in the
temperamental profile of your Survivor. game by 3 inventory slots on you ID Sheet.
• The ready slot shows what you have in hand, ready
In numerical terms, their value ranges from 1 to 3 to be used. The holster slot indicates something
(but can go beyond that when leveling up). you can draw quickly. The backpack slot is used
to indicate what you carry around in a rucksack or
• The six Proficiencies: Attitude, Athletics, Perception, duffel bag. A good idea is to use the Zombicide board
Survival, Combat, and Background represent different game cards to represent your gear!
manifestations of a Survivor’s expertise.
Your starting equipment, as far as weapons and other
In numerical terms, each Proficiency starts with a value useful items are concerned, is decided jointly with your
ranging from 1 to 3 (but can reach a maximum of 6 as a fellow players when the time to assemble the team comes
Survivor levels up). (see Session Z, page 41).

As you can see by having a look at the Identity Sheet, 9. Prologue


attributes are arranged so that if you cross-reference an
Attribute with a Proficiency, you find one of 18 different Your character is almost ready, but they probably lack
Actions. Whenever your Survivor attempts something, an important element: a backstory. Knowing something
first locate the Action that is most appropriate to the about what happened before the game starts is a good
attempted action. Then, add together the numerical way to give depth to your character.
values of the corresponding Attribute and Proficiency to
find the number of dice to roll (see page 45 for more To do this quickly, you can use the tables starting on
about Action dice pools). page 33. The GM is encouraged to use the resulting
information in the game to create story hooks and in
During Steps 5 and 6 of Survivor Creation, general to provide the Survivors with a deeper level of
you assign numerical ratings to each personal investment.
Attribute and Proficiency. Doing this, you
also determine the scores of each of the 18
Actions (see Survival Guide for details).
SURVIVOR PROLOGUES
33

INTRODUCTION
We were with some friends when the first siren began to wail, quickly followed by countless
others. In less than an hour, everything changed. The television and the radio announced
horrible news.

FIRST HEARD
A . WHEN YOU
The following tables are merely suggestions meant to be
used to quickly enrich the backstory of your Survivor. For
K
each table, roll a D66 and check the corresponding entry. O F TH E O UTB R E A
Use the back of your ID Sheet to record the various results.
You discovered the infection the first
time you saw a Zombie. Maybe you had

SURVIVORS
A. When you first heard of the outbreak. 11-13
no access to the media during the first
B. Your first experience as a witness. days of the outbreak.
C. Your first Zombicide.
You were on vacation abroad and
D. What happened to your significant others. 14-16
everyone was talking about it there.
E. What you took with you.
F. What you left behind. A friend working with the government
G. How you met the other Survivors. 21-23 told you about it, but you didn’t believe
them.

You were sent anonymous email


24-26 messages by what seemed like

THE GAME
conspiracy theorists.

PLAYING
31-33
)

Friends started talking about it as a joke.

34-36 On TV or online.

The plague came to you directly,


41-43
banging on your door.

A crazy person on the streets


44-46 mentioned it as a sign of the imminent
end of the world.

THE GAME
A relative of yours died and rumours

RUNNING
51-53 about them coming back to life started
circulating.

You recognised a pattern in the news


54-56
about civil warfare in faraway countries.

You started to study Zombies to develop


61-63
a game and gathered some evidence.

64-66 Outbreak? What outbreak!?


OF ZOMBICIDE
THE WORLD
34

B. YOUR FIRST EXPERIENCE


AS A WITNESS

e
At work when a workmate had a stroke
11-13
and rose before the ambulance arrived.

You were on vacation at the lake when C. YOUR FIRST ZOMBICIDE


14-16 drowned people emerged among the
bathers. (YOUR BAPTISM OF FIRE)
You fled the clinic where you were You may be ashamed about it, but
11-13
21-23 hospitalised when the dead started you’re secretly still a Z-Virgin.
leaving the morgue.
They were your friends, once. Then,
While out walking your dog, you were 14-16 they died and came back as Zombies.
24-26 the first to see the recent dead leave You couldn’t let them roam free.
the local cemetery.
You thought you couldn’t pull the
You ran into someone with your car and 21-23 trigger. That is, until a cop tried to
31-33 when you stopped, you saw that what bite you.
you hit was a rotten, walking corpse.
You briefly joined a group of soldiers
You were shopping at the mall when 24-26 when they arrived in your area to get
the crowd started screaming about a everyone out of there.
34-36
possible terrorist attack. At least you
were able to grab lots of supplies. The home of your significant other (see
31-33 table D) was overrun and you had to do
You investigated the apartment of a your worst to free them.
neighbor when your dog didn’t stop
41-43 barking upon passing in front of their You helped "clean" your neighborhood
yard. When you opened their front 34-36 when you realised that the cops were
door, it almost cost you an arm. not coming.

The police literally torched a house on You killed your first horde when you
your street where a bunch of harmless 41-43 had to leave your home area because it
44-46 hippies lived together. You saw two was overrun.
burning people slowly walk out of the
building and attack the cops. You and some friends went on a
44-46 Zombie-killing spree, betting on who
Someone you cared for didn't answer would kill the most.
51-53 your calls. When you paid them a visit,
they tried to attack you. You found out that you like fighting.
51-53 It was scary at first, but now you’ve
You were attending the best rock gig grown to like it.
ever when you saw arms and legs fly
54-56 It was an accident! You didn’t mean to
out of the mosh pit, not necessarily
attached to their owners. 54-56 kill the guy! What a relief when you saw
he wasn’t alive after all.
You killed someone. Then, you saw
61-63 the corpse getting up and it tried to You blacked out and woke up next to
attack you. 61-63 a pile of maimed Zombies. You are not
entirely sure about what happened.

64-66 It’s your darkest secret. You certainly know how to improvise
64-66
with a frying pan.
35
D. WHAT HAPPENED
TO YOUR SIGNIFICANT OTHERS
(CHOOSE BETWEEN

INTRODUCTION
PARENTS, CHILDREN,
LOVER, ETC.)
11-13 They're all gone. You are alone.

They believed you were dead (you like


14-16
to think) and left you behind.

You lost them in the chaos and you still


21-23
hope to find them.

They were doomed and you had to kill


24-26

SURVIVORS
them.

You decided to split up and vowed to


31-33
find each other again later.

They are fellow Survivors (choose one


34-36
or two).

One of them is alive, somewhere, and


41-43
has a way of keeping in touch with you.

They lived in a different town and you


44-46
haven’t heard from them since.
U
E. WHAT YOU TOOK WITH YO

THE GAME
PLAYING
You made a mistake and this led to
51-53
their demise. The clothes you wear at work (your
11-13
uniform).
You think you know where they are and
54-56
you want to meet them again. Your cell phone (hoping to be able to
14-16
charge it at some point).
61-63 You never had a single soul to love.
21-23 Your personal diary.
You left them behind of your own
64-66
free will. 24-26 A religious symbol.

31-33 Your favorite music.

THE GAME
34-36 A hard drive full of movies. RUNNING
41-43 Bottles of hand sanitizer.

44-46 Your favorite board game.

51-53 A guide about outdoor survival.

54-56 Your best pair of boots.

61-63 Pictures of your significant others.


OF ZOMBICIDE
THE WORLD

A beloved pet (a dog, a hamster, or


64-66
other small animal).
36
F. WHAT YOU LEFT BEHIND
(AND REGRET LOSING)
11-13 The keys to your bunker.

14-16 Your collection of board games.

21-23 Your survival kit.

24-26 Your favorite book.

31-33 Your great-grandfather's gold watch.

34-36 Your cache of your favorite snack.

41-43 Your secret lover.

44-46 The keys to your brand new car.

51-53 Your best friend.

54-56 Your dog.

61-63
Your neighborhood (it went up in G. HOW YOU MET
flames).
THE OTHER SURVIVORS
64-66 Your lucky charm.
Upon leaving your hometown when it
11-13
was overrun.

When the others saved you from


14-16
certain death.

You were trapped by Zombies in some


21-23
hospital/mall/prison.

24-26 You were trying to loot the same place.

You were captured by the others, but


31-33
then you gained their trust.

You were friends since the world before


34-36
(choose one or two Survivors).

You survived a failed Zombicide


41-43
together.

You followed the others for a while and


44-46
then they accepted you.

You were neighbors and banded


51-53
together.

54-56 You were friends from work.

You got in touch online and decided to


61-63
team up.

64-66 You basically fell on them...


SURVIVAL GUIDE
37

INTRODUCTION
We are survivors and we fight against death • Brains. A high Brains rating generally indicates a
itself with every weapon available. superior intellect and a clear mind, the signs of a
quick thinker. All activities profiting from a sense for
While Survivors are exceptional individuals beyond any logic and the capability for a quick assessment of a
doubt, they come from all walks of life. Before the end of situation are tied to the Brains stat.
the world as we knew it, it was impossible to guess what • Grit. Grit measures a Survivor’s force of personality
a horde of shambling monstrosities would have drawn and their capability for energy, emotion, and
out from the faceless clerk at a bank, or from your boring enthusiasm. A character with a high Grit score can
neighbor who always threatened to call the cops when the be disciplined, strong-willed, and hard to demoralise.
music was too loud.

SURVIVORS
But when all hell finally broke loose, something inside a
number of those anonymous nobodies flared up, turning
them into relentless fighters who would not let the
Zombies get them, no matter the cost.

They became Survivors and they plan to remain as such


for a long time coming.

ATTRIBUTES

THE GAME
Kim

PLAYING
AND PROFICIENCIES
In Zombicide: Chronicles, the most important stats in Proficiencies
the game are a Survivor’s Attributes and Proficiencies,
numerical ratings that are used to evaluate the Survivors’ The six Proficiencies of a character and their ratings
capabilities in different fields. identify the strengths and weaknesses of a Survivor. Ben
is certainly apt at Survival, but what about his Attitude
All numerical ratings indicate a number of dice. capabilities? Yuka is Combat ready, but is her Perception
good enough to spot a crawler silently approaching?
Attributes • Athletics. The capability of a Survivor to perform

THE GAME
RUNNING
actions that test their physical strength, coordination,
Muscle, Brains, and Grit describe a Survivor’s and resistance, like driving a car, climbing, moving
fundamental physical, mental, and emotional capabilities. silently, or marching for days on end.
In addition to being combined with Proficiencies when • Attitude. The strength of a Survivor’s personality,
a Survivor is taking an action, Attributes are used to their capability to impress, persuade, and even cheer
determine a character’s Stress and Hit Points scores and up others. A high Attitude score expresses true
to determine their recovery capabilities. charisma and charm.
• Muscle. A Survivor with a high Muscle score can be • Background. It is a measure of the previous
broad and tough or lean and agile. Every aspect of experiences accumulated by the Survivor as a result
OF ZOMBICIDE

a character that relies on their fitness or capability of their former occupation or upbringing. It represents
THE WORLD

for physical action is represented in Zombicide: factual knowledge and expertise as well as formal
Chronicles as Muscle. training and the extent of their social circle.
38
• Combat. When everything else fails, a good Combat Attitude Actions
rating always comes handy, be it to wield that
chainsaw properly, to shoot straight and conserve • Appeal (Muscle). You roll Appeal when you want
ammo, or to keep your head down when everything is others to like you. Maybe you play upon their needs
blowing up around you. and expectations, or you just rely on your animal
• Perception. Perception measures the potential of a magnetism. With a few dice, you can get some people
Survivor to notice something out of the ordinary, to to laugh at your jokes. With a lot of dice, you can be
explore an area quickly without missing details that so charming that you will have to tell people to stop
could get you killed, or to figure out a complex situation. following you after you talked to them once.
• Survival. A high rating in Survival can often make the • Convince (Brains). During the apocalypse, no one
difference between life and death, as it helps to quickly does anything for nothing. You can Convince them
separate the good stuff from the ever-present junk, clear that you are deserving of help or that what you ask
that machine gun jam that is letting those walkers come is in their best interest. With a few dice, you may
too close, or save you from bleeding out on the curb. try to have the last bite of their snack. With more
dice in your pool, you can talk your way out of the
worst situations.
ACTIONS • Hearten (Grit). Once, your friends called you when
they needed advice or just a shoulder to lean on. Now,
When a roll should be made to decide the performance of you roll Hearten when you must lift someone from
a Survivor in a task, the GM decides the most appropriate their misery, rally your fellow Survivors, or when you
Action and the player creates a dice pool by adding up the try to tell them that the horde of Zombies outside is
scores of the corresponding Attribute and Proficiency. not really that dangerous. At lower scores, you can
dispense some words of wisdom. When you roll more
For ease of reference, we group the Action descriptions dice, you can spark some hope in the darkest hour.
by the Proficiency they correspond to.
Background Actions
Athletics Actions
• Security (Muscle). Security covers all those shady
• Stunt (Muscle). You roll Stunt when you are profiting talents like lock-picking, pickpocketing, and other
from your physical preparedness to accomplish ways to overcome problems connected to security
something, be it breaking down a door, climbing the measures. For example, roll Security to break into
face of a ruined building, or driving your car around a closed apartment, or to elude a still functioning
moving dead bodies. If you have only a few dice, you intrusion alarm. If you have a few dice, you probably
risk twisting an ankle when rushing down the stairs. know a lot about the art, but you didn’t practice
With a lot of dice in your pool, you can survive bungee much. Meanwhile, a lot of dice in your pool may
jumping with a stiff rope. indicate that your job often required night shifts.
• Sneak (Brains). Use Sneak to crawl your way out of • Education (Brains). Remember those boring books at
view, let the darkness be your ally, and push open the library and those workshops on dissecting frogs?
that squeaky door as if it was thoroughly greased. Not so useless now, eh? You roll Education whenever
At lower scores, you have enough finesse to perform you need to tap into your knowledge and find
simple card tricks. At higher scores, you will backstab something useful for the situation at hand. With a few
Brutes even before they can smell your flesh. dice in the pool, you may successfully remember how
• Endure (Grit). If Zombies didn’t kill you, neither will to tie a rope. With a lot of dice in your pool, you can jot
wind or rain. Roll Endure to resist the effects of being down the best formula to make things go boom!
exposed to harsh weather, or extreme fatigue and pain. • Contacts (Grit). Gone are the days where social
With a few dice, you’ll find it hard to go out even when networks and cellphones cut distances and enabled
it’s just raining. If you roll a lot of dice, you’ll have a home delivery. Roll Contacts when you need to find
chance to shrug off the pain inflicted by severe burns. the right person for a job.
39
Maybe you knew a guy who might still be alive and get • Evaluate (Brains). Thinking with a cool head can
you what you want, be it information or resources. At be hard when you’re busy taking out Zombies. You
lower scores, you may still grasp some gossip from roll Evaluate when common sense isn’t enough and
people from your area. With higher scores, everyone you need to assess a complex situation or draw a

INTRODUCTION
used to wave at you and stop by for a quick chat. conclusion about what someone is thinking. At lower
scores, you may sense hostility, anger, or fear. At
Combat Actions higher scores, your capability for deduction rivals
that of a professional sleuth.
• Fight (Muscle). It’s showtime! You Fight when you • Scout (Grit). Taking one for the team, you go
attack in close combat, brawling bare-handed or Scouting the area. Whether your mission is to find
tearing down every last Walker with your roaring where those Walkers are coming from or search for a
chainsaw. With a few dice, you are barely able to take nice spot to make a new shelter, it’s just you exploring
down a couple Zombies in a row. With a higher score, the unknown. If you have just a few dice, you may not
you can confront Abominations and probably live to want to be alone, ever. With a lot of dice, your chest
tell the tale. would be adorned with countless explorer's medals!

SURVIVORS
• Shoot (Brains). Lock ‘n load! Most of the time, you
don’t want to get up close and personal with Zombies. Survival Actions
In Zombicide: Chronicles, you'll get to Shoot at them
with lots of different guns. At lower levels, unloading • Scavenge (Muscle). The world has changed, at times
a full magazine will get you a couple bullets in your for the better. For example, money is only good to light

N
target. At higher scores, you unleash an alarming your cigar. Everything is free. Just grab it! As long as
amount of firepower from afar. you know where to look, you’ll be fine. At lower scores,
you may find enough food to survive another day. At
higher scores, you will lay your hands on plenty of
resources for all your fellow Survivors.

THE GAME
• Tinker (Brains). Stuff breaks, firearms jam, and

PLAYING
you’re pretty sure the warranty has expired. With
Tinker, you can repair items and barricades, and even
pimp your weapons for maximum effect. At lower
scores, you may be able to unjam basic handguns. At
higher scores, you may even craft your own weapons
• Cool (Grit). Don’t panic. Things are already bad. of mass destruction.
Please don’t make them worse. When you absolutely
need to stay calm or you are facing unfathomable
horrors, roll Cool. At lower scores, you can reload
your weapon under fire without shaking too much.

THE GAME
RUNNING
At higher scores, you keep your composure in front
of hordes of Runners coming to get you.

Perception Actions
• Spot (Muscle). Sometimes, the capability to identify • Heal (Grit). Heal measures your ability to treat
a Runner Zombie hiding in a pile of corpses can make injuries and conditions on others and yourself. It will
the difference between life and death. You roll Spot be useful, you can be sure of that. At lower scores,
when you’re looking for something that is hard to you are able to dress wounds and tell a laxative apart
OF ZOMBICIDE

find. With a few dice, you will barely figure out where from an antibiotic. At higher scores, you can perform
THE WORLD

the shots came from. With a lot of dice, even a tiny amputations and treat the most exotic ailments with
critter is identifiable blocks away. the perfect mixture of herbs and drugs.
40
STRESS ADRENALINE
(Brains + Grit) x2 A lot of people perform better under pressure, and
When the going gets tough, the tough get going! Stress those who don’t like to say so anyway because it’s cool.
measures your capability to push yourself beyond your Adrenaline gauges the good effects of being hard-pressed.
limits so you can get things done. • Your Adrenaline rises as you succeed in doing what
• As the game progresses, you can stress yourself to you are trying to do, like for example killing Zombies
turn a failure into a success or to improve an already and achieving significant objectives that advance the
successful result (see page 48). completion of a Mission (for more details on how to
gain Adrenaline, see page 48).
Of course, everyone has a limit, and you should always
keep in mind what’s yours. From time to time, catch a You keep track of Adrenaline using the bar printed on top of
break and lower your current Stress and always try to get your ID Sheet. The bar is divided into 4 intensity sections:
a few hours of sleep, like a good soldier. Blue, Yellow, Orange, and Red. When you reach new sections
of the Adrenaline track, you also unlock the Skills assigned
TUNING THE DIFFICULTY to each section on your ID Sheet. You can use them freely
from now on, that's when the real fun begins.
Zombicide: Chronicles aims to provide you
with a gaming experience that allows your
characters to accomplish great feats. However,
you can choose to set different Stress scores
for the Survivors and increase or decrease the
SKILLS
overall difficulty of the game. Simply lower
Skills in Zombicide: Chronicles are special abilities
or raise the amount of Stress points at their
representing qualities that allow a Survivor to do what
disposal, limiting their score to just the sum of
Brains and Grit or giving them plenty of points must be done: kill and avoid being killed.
to spend by raising it to (Brains + Grit) x3. • The Survivors see their capabilities improve
• A lower Stress score makes for a grittier dramatically over the course of a gaming session as
game, a playing mode that will keep the they unlock new Skills every time the Adrenaline bar
Survivors on the edge at all times, forcing
reaches a new intensity section.
them to manage their resources as best
they can. A higher Stress score allows
for over-the-top performances and less Skills and their effects are detailed in Chapter 3, page 59.
tension.
MOOD
To avoid facing issues when the game is already
ongoing, it is better to set some time aside

HIT POINTS during Session Z to discuss with your players


the style of play you’d like to adopt. Is this
going to be a gritty game about hard-bitten
(Grit + Muscle) Survivors, or is it going to be more cartoony?
I’m sure you know it already… when you lose Hit Points Zombicide: Chronicles is written as a fun and
(HP), it means you got hurt! I hope that’s not a bite mark dynamic game that aims to preserve the light-
there on your arm... hearted tone of the board game, but you and
your players might have different ideas on
• During the game, you lose Hit Points when fighting
what ‘fun and dynamic’ means. So, to avoid
or by doing stupid things like climbing some rickety
imposing your own vision on the others, you
stairs and falling down (see page 74). should talk this out. Some players like horror
and gore. Others prefer to go lightly on matters
You do not suffer negative consequences from accumulated of death and dismemberment, even if fictional.
damage (after all, you’re tough) until you reach zero HPs or Some like dense plots full of mystery. Others
get a kick out of furious combat. Just make
less. When you do, you are knocked out and risk becoming
sure you are all on the same page.
food for dead people if no one helps you out.
SESSION Z
41

YOUR FIRST SHELTER

INTRODUCTION
Many of us survivors have found and joined
a team, community, family, gang - whatever
you want to call it. The thing is, supplies are Your Shelter is your home, your refuge, your fortress.
getting scarce. It’s the only place where you can really afford to let your
guard down, relax, and lick your wounds. You might even
Now that everyone has chosen or created a Survivor, cry a little bit, but don’t let the others see you.
it’s time to set up what else you need to start your first
Zombicide: Chronicles gaming session. A Shelter is a precious commodity, but it’s volatile. It
can be spoilt or destroyed by Zombies or rival Survivors.
While players choose for themselves what they want If you lose your Shelter, you are in serious trouble and
their characters to be, there are a number of decisions you must find a new one as soon as you can. Possibly a

SURVIVORS
that should be taken as a group when you’re all gathered better, more defensible one.
to start playing for the first time. • To create your first Shelter, go to page 101 and
• We call this the Session Zero, or Session Z for short. follow the instructions you’ll find there.
During Session Z, you will determine your starting
equipment and the characteristics of the first shelter Shelter creation is a team endeavor, so everyone is
you share with the others. invited to contribute.

Then, when you’re all set and ready to go, you can embark Use the Shelter sheet found on page 169 to keep track
in your first mission! of the various characteristics of your Shelter. They will
come in handy!

THE GAME
• When you’re done, go to page 98, the Shelter Phase,

PLAYING
STARTING EQUIPMENT and make a Supply Check roll to kickstart the Survivors
to the harsh reality of the post-outbreak world.
Each Survivor now gets to choose 1 starting weapon
among the following: Baseball Bat, Crowbar, Fire Axe,
and Pistol (feel free to use the Zombicide board game
Starting Equipment cards). Then, they all get to add 1
i
item to a team inventory.
• To do this, each player must roll once on the Search
Category Table on page 69. Then, based on the
result, roll on the corresponding table.

THE GAME
RUNNING
Once everyone has determined their belongings, the
items can be distributed among the Survivors as the
YOUR FIRST MISSION
players see fit. Now you are finally ready for your first Mission! Usually,
it is good practice to follow up your Session Z with a
Alternatively, each player may choose 1 object as their simple, introductory affair.
iconic equipment, based on the chosen Survivor’s
description, with the approval of the GM. After the first Mission, you will be on your own, free to
investigate Rumors you have accumulated (see page 100),
OF ZOMBICIDE

For example, a player playing Amado may ask the or to follow some personal goal based on you Survivor’s
THE WORLD

GM for a BMX bike, while another playing a military backstory. Choose where you want to go and what you
veteran might ask for a set of combat fatigues. want to do, but be warned: it’s a dangerous world out there!
42

Main Rules. . . . . . . . . . . . . . . . 44 Gear. . . . . . . . . . . . . . . . . . . . 55


Mission Phase Additional Rules. . . . 48 Skills. . . . . . . . . . . . . . . . . . . . 59
Combat. . . . . . . . . . . . . . . . . . 50 Leveling Up. . . . . . . . . . . . . . . . 63
43

#03
PLAYING THE GAME
MAIN RULES
44

We need to get some power back to the mall


to open the delivery door. Not an easy task.

The game system for Zombicide: Chronicles uses a simple


but solid framework of rules to help the players and the
Gamemaster to bring the dead, the Survivors who fight
them, and the world they all inhabit to life.

The rules set a limit to what a character can do, as well


as providing a way for the themes of the game to directly
influence the story.

The game system also provides the Gamemaster with the


tools to describe a believable environment for their players
to interact with. It's a world where actions succeed or fail
due to tangible reasons, such as the characters’ level of
ability and the difficulty of what they attempt to do. The
choices that players make for their characters have real
consequences that will be felt for the rest of the campaign.

ACTIONS
If Zombicide: Chronicles was a board game, an Action would
represent a player’s move. When the Gamemaster is done
describing the situation the Survivors are facing, you must
choose how your character reacts to the circumstances
described. You must announce your next move.

But Zombicide: Chronicles is not a board game, so how do


you do it? Telling how your Survivor acts and reacts is as
simple as telling the GM.

A roleplaying game is a continuous conversation. It's


group storytelling. You and the other players describe
what your characters say or do, taking into account
whatever the GM has said about what’s going on. The GM
listens to what you say, and, building upon your input,
describes the consequences of your actions.
Sometimes, your chosen course of action requires a
translation in game terms. This happens especially when
the capabilities of your Survivor must be taken into account.
ù

This is when you roll the dice.


45

INTRODUCTION
SURVIVORS
DICE POOLS DICE RESULTS
The capability of the Survivors to endure the trials of living Once you are done rolling your dice (including rerolling
in an undead world is represented in the game by their any Mastery die that got a Zombie Head, see page 47),
Attributes and Proficiencies. As you can see on your it’s time to see how you performed! The dice can produce
Survivor's Identity Sheet, these ratings are arranged in an the following results:
Action matrix so that if you cross reference an Attribute • Molotov. The Molotov is a success.

THE GAME
with a Proficiency, you get the name of a specific Action. • Zombie Head. The Zombie Head is a failure.

PLAYING
• When your Survivor does something that corresponds • Numerical values. Each numbered result obtained
to one of the 18 Actions in the matrix, you create a on any die is a failure, but it can be forced into a
dice pool composed of a number of dice equal to the success by gaining Stress (during the Mission Phase,
sum of the scores of the Attribute and Proficiency see page 48).
corresponding to the Action. If your roll scored at least 1 success, the Action has been
• Then, you roll your Action dice pool and apply performed successfully and you achieve what you aimed
the result. to do.

Muscle Brains Grit

THE GAME
RUNNING
Athletics Stunt Sneak Endure

Attitude Appeal Convince Hearten

Background Security Education Contacts

Combat Fight Shoot Cool

Perception Spot Evaluate Scout

Survival Scavenge Tinker Heal


OF ZOMBICIDE
THE WORLD

For example, if your Survivor is attempting to fix the broken axle of a car, you need to roll TINKER.
Take a number of dice equal to your Brains score plus your Survival score.
46
DICE POOL MODIFIERS
You don’t always get to roll your dice pool as it is. Sometimes,
you gain Bonus Dice due to some positive modifier, or you
may lose dice due to a high Difficulty Level.

Bonus Dice
Doing something you are good at, using the right tool
to do it, getting some help, or wielding a weapon when
attacking may let you add a number of dice to your
Action pool.

In particular, you can gain bonus dice if:


• You are using a Favored Action to do something (+1
bonus die).
• Someone is helping you (+1 bonus die).
• You are using an appropriate tool (+1 die, or even +2).
• You are using a weapon (variable).
See the Gear section on page 55 for more details on tools
and weapons.

maddie Difficulty Levels


Quality Rating Actions are never easy, but sometimes they can be even
harder. Perhaps the stairs you’re climbing while running
If your roll ends up getting more than a single success, might be slick with blood, or the road you’re crossing at
you achieved something out of the ordinary. To quantify full speed on your bike could be cluttered with debris
the quality of a successful result, you simply count the from an exploded store front.
number of successes you rolled: Once you have assembled your Action dice pool, the GM
• 1 success: the Action was successful, that’s it may choose to apply a Difficulty level to the roll to better
(ordinary success). reflect the circumstances:
• 2 successes: you achieved something that is out of • If an Action is considered to be challenging, reduce
the ordinary (superior success). your dice pool by 1 die.
• 3+ successes: your feat was absolutely exceptional • If the Action is considered to be hard, reduce your
and memorable (outstanding success). dice pool by 2 dice instead.
As a general rule, the GM should award a Survivor who Difficulty levels are often shortened in the text as DL1
achieved a quality of success beyond ordinary with a (challenging) and DL2 (hard).
tangible improvement of the result.

For example, a roll of EDUCATION yields more MORE THAN ONE ATTEMPT
information, an APPEAL attempt influences a larger
When you do something, you try to do your
group, or a SCOUT roll does not only locate the best, right? In game terms, this means that
presence of enemies, but their specific nature too. if you fail at a roll (or succeed) you don’t get
to try again. That's right. There's no second
Special rules, like those for Combat or Prolonged chances. Unless, of course, something
changes. For example, you try again using a
Actions, already take into account the effects of scoring
better tool this time.
multiple successes.
47
Mastery Dice You may get to roll a dice pool of more than 6 dice when
you take advantage of a superior ability or thanks to a
Zombicide's Special Black & White Dice Set features wise choice of gear (see page 55).
two sets of dice in different colors. The white dice are

INTRODUCTION
what we call ordinary, or even standard dice, while the Warning! You cannot ever roll more than 12 dice for an
black dice have a special function and are called Mastery Action: 6 regular dice plus 6 Mastery dice, even if your
dice. If you're playing with custom dice, we recommend ability and equipment might allow you to exceed that limit.
you keep two different sets for this purpose.
• You get to roll Mastery dice when, after you have
taken into account the Difficulty level of your Action,
you find yourself entitled to roll more than 6 dice for
an Action. Roll a Mastery die for every die in your
pool beyond the 6th.

What makes a Mastery Die special is what we call a

SURVIVORS
Mastery reroll:
• When a Mastery die rolls a Zombie Head, you can
pick it up and roll it again once. You must keep the
new result (even if it’s another Zombie Head).

To see if you are entitled to roll 1 or more Mastery dice


is pretty straightforward. After all, you only have 6
standard dice. So, any die in excess of 6 is a Mastery die.

For example, Roger is trying to repair a jammed

THE GAME
winch with a Tinker roll. Adding his Survival score

PLAYING
to his Brains, he gets a dice pool of 7 dice: 6
ordinary dice and 1 Mastery die.

THE GAME
RUNNING
0
OF ZOMBICIDE
THE WORLD
48

MISSION PHASE
ADDITIONAL RULES
The living are losing ground. The pockets of
resistance fall one after another and our
CB radio, once bustling with messages, is
ROLLING TROUBLE
now silent. We must leave. The zombies are Pass or fail, is that it? It cannot be that easy, right?
growing in numbers and our supplies are No, indeed...
getting scarce. • Whenever you make a roll, after you are done
forcing successes or applying other effects, check
When you are out there, scouring the landscape of the your result. If you have more Zombie Heads than
infected world, the passage of time is counted in terms of Successes, Trouble happens (regardless of whether
hours, if not minutes, or even rounds of combat. the roll was a success or not).

During the Mission Phase, the gameplay focuses on a Often, you’ll wish that Trouble could mean simply that
more step-by-step pace and the rules start taking into you were clumsy and made some noise. Sometimes, it
consideration a number of details that aim to bring the will be much worse than that.
world of Zombicide to life.
It is up to the GM to determine what Trouble means,
exactly (see page 72 for detailed instructions on how
GAINING STRESS to choose the most appropriate Trouble consequences).

TO FORCE A SUCCESS
They say that where there's a will, there's a way. During
ADRENALINE GAIN
the Shelter Phase, the numerical results you get on the As explained on page 40, you keep track of Adrenaline
dice are as useful as a credit card during the apocalypse individually by using the bar on your Identity Sheet or the
(hint: they’re useless). Adrenaline dials from the GM Starter Kit. As you raise
• When you are in Mission Mode, you can force each die your score, you advance on the bar or dial, progressively
that gave a result of 4+ to become a success. When you entering sections of higher intensity and unlocking new
do so, you gain 1 point of Stress for each die you force. special Skills.
• During Combat, the minimum die result you can force
into a success is determined by the Accuracy of the You gain Adrenaline whenever you achieve something
weapon you are using (see page 56). meaningful:
• Success! You gain 1 point of Adrenaline for every
Keeping track of Stress is easy. Just mark down your success you get on any Action die roll, including
current Stress amount on your ID Sheet. You can gain forced successes.
Stress up to your maximum Stress rating. When you • Adrenaline Boost. You gain 5 Adrenaline points
reach that total, you cannot gain any more Stress until whenever you achieve something out of the ordinary,
you manage to lower your Stress level in one way or like dealing with an exceptionally tough adversary
another. or upon reaching a milestone during a mission (see
Mission Objectives on page 95).
49
MEANINGFUL ROLLS
The rules for gaining Adrenaline points
through dice rolls may lead players to roll the
dice too often. But dice rolling in Zombicide:

INTRODUCTION
Chronicles should mark a momentous
incident, not a trivial occurrence.
So, players should refrain from rolling the dice
unless the circumstances facing the Survivors
represent a turning point. Something that is
going to determine a dramatic change in the
game, based on its result.
• To further remove the incentive to make
unnecessary rolls, the GM should deny any
Adrenaline gain should a roll be deemed
insignificant.
Examples of meaningful rolls include, but are
not limited to: HEAL rolls to recover lost HP,

SURVIVORS
rolls of FIGHT or SHOOT that successfully
damage or kill Zombies, HEARTEN rolls to gain
Adrenaline, SCAVENGE rolls that let Survivors
find useful Items or Weapons, Travel rolls and
Interaction rolls that let Survivors obtain
something useful, etc.

RECOVERY james
Going on Missions is hard work and can get you worn down Hearten

THE GAME
quick. Also, you can get hurt in many different ways during

PLAYING
a Mission phase and you better think about preserving Call it a rallying cry, a motivational speech, or a pep
your health, lest you end up joining the undead ranks. talk. When you are down, well-chosen words can make
a difference.
Catch a Break • Once per day, 1 Survivor in the group can roll HEARTEN
to give the other Survivors a number of Adrenaline
Zombies die hard, but old habits die even harder. To relieve points equal to the number of successes rolled (the
some Stress, you can indulge in your favored habit: smoke acting Survivor gains Adrenaline too, based on the
a cigarette, read a book, take a bite off your favorite normal rule for Adrenaline gain).
snack… or maybe do all these things at the same time!
• Once per day, you can spend a number of Adrenaline Note that no more than 1 Survivor can roll for this each day.

THE GAME
RUNNING
points to reduce your accumulated Stress by an Motivational speeches get boring quickly.
equal number. There is a limit, though. You can never
reduce your Adrenaline below your current level. Rest

>
Heal Eating something and then getting some shut-eye
is the best way to get back in shape for a new day of
If you have been injured, you can do something to mend Zombie-hunting.
your wounds. • If you rest for at least 6 continuous hours in a 24-
• Once per day, roll HEAL to restore a number of hour period and eat some food, you get to reduce
OF ZOMBICIDE

lost Hit Points equal to the number of successes your current Stress by an amount equal to your
THE WORLD

rolled. The roll to treat your injuries can be made by Brains rating and heal a number of lost HP equal to
another Survivor. your Muscle rating.
COMBAT
50

This is not only about revenge, it ’ s about Opening Shots


the future.
Unless you’ve been surprised or you decided to dive into
The silence that engulfed the world is broken by an the midst of a Zombie horde, you should have spotted
isolated gunshot followed by bursts of automatic your unliving opponents from a distance. If that is the
weapons. The groaning of the dead mounts until it seems case, you may take the chance to fire a few shots into the
to suffocate every other sound. A monstrous roar, then advancing brutes using ranged weapons before combat
a sudden explosion shuts out every other noise. Another at close range is initiated.
Zombicide is over.
The number of Opening Shots you can take depends on
Fighting for your life is what really defines you as a the precise circumstances of the fight as presented by
Survivor. And how you fight pretty much tells how long the GM (for example, the presence of obstacles between
you’re going to last. The following paragraphs detail how the Survivors and the advancing Zombies).
to apply the rules for Actions to the various methods of • In general terms, the maximum number of Opening
dispatching the infected. Shots you are allowed to take is equal to the Range of
the weapon you’re firing. Usually, it varies from 1 to 3,
See Chapter 4 for guidelines for the GM on how to set up but it can be reduced by the GM if the visibility is bad
a proper Zombicide and how to describe it to the players. or if the dead were already close.

Opening Shots are resolved as normal Ranged Attack


COMBAT SEQUENCE rolls, starting with the weapon with the longest range.

Combat in Zombicide: Chronicles is a bloody, brutal mess. Once all Survivors have had their chance to fire, the
It’s not a duel of wits between generals or a tactical enemy has gotten close enough for you to risk getting
skirmish fought by experts in urban guerrilla warfare. It’s ripped apart.
living, breathing people against the mindless dead. It's
butchery, plain and simple. Combat Rounds
With this, we don’t mean it’s not dangerous. It means Once contact with the walking dead is initiated, gameplay
you must get proficient in Zombie-killing, as the faster breaks down in a series of close range Combat Rounds.
you can take them out, the more likely it is that they • During the course of a round, Survivors and their
won’t overwhelm you with their sheer number, or end enemies take turns to perform Actions, dividing each
up landing a lucky blow that tears a chunk of flesh off round into a Survivor Phase and a Zombie Phase.
your bones.

0
Being alive and quicker than the dead, the Survivor
Most Zombicides begin with a Zombie horde approaching Phase is generally resolved first, with each Survivor
as you open fire against them. Unfortunately though, performing their Actions during their individual turn
that won’t likely stop them, and to kill’em all you’ll have (unless Surprised, see page 77).
to get up close and personal.
• A Combat Sequence consists of a number of Opening Then, all Zombies act simultaneously in the Zombie
Shots followed by a cycle of Combat Rounds. Phase, slowly but inexorably.
O
51
SURVIVOR PHASE
Survivors act one at a time, in the order of their choice.
• When it is your turn to act, you get to execute 2

INTRODUCTION
Actions, in any order you prefer - 1 Main Action and
1 Support Action.

Under most circumstances, you spend your Main Action


to attack your opponents, while you use your Support
Action to accomplish other things.
• An Attack is always considered a Main Action, which
is described below, while the many other ways to
employ your Main Action or your Support Action
are described in the Combat Moves section on the
next page. Unless stated otherwise, a Support Action

SURVIVORS
cannot be used to Attack.

Attacks
Attacking is probably the best way you can put your Main
Action to use. Hence why it's getting its own section here.

To attack at close range during a Combat Round, you


spend the Main Action of your turn using a Melee weapon
or a Ranged weapon with a minimun Range stat of 0. You

THE GAME
don’t choose a specific target. Instead, you are shooting

PLAYING
into the undead crowd or hacking away at a mass of
undead bodies. For example, you’re shooting at 2 Walkers and 2
Runners. You score 3 hits: you must assign your
Roll FIGHT if you are using a Melee weapon, or SHOOT if hits to the Walkers first, wiping them both out. The
you are using a Ranged weapon. Each success is a hit. remaining hit inflicts damage to the Runners,
killing one of them.
Assign Hits
If you are using a Melee weapon, you can divide your hits as TARGETING PRIORITY ORDER
you see fit, distributing them among the available targets.
1. Speed 1: (Brute or Abomination -

THE GAME
RUNNING
the attacker chooses)
If you are using a Ranged weapon, you must instead 2. Speed 2: (Walker)
assign your hits in order of Speed: 3. Speed 3: (Runner)
4. Speed 4: (Dogz, other fast animals)
• Assign hits starting with the slower targets until they
have all been eliminated. Then proceed to assign
remaining hits to faster targets, and so on. If several EXTRA ACTIONS
targets have the same Speed, choose how to assign
As the game progresses and Adrenaline kicks
your hits among them.
in, you may gain Skills allowing you to perform
extra Actions, possibly including Attacks.
The Targeting Priority Order above lists each Zombie Extra Actions break your limit of 2 Actions (1
OF ZOMBICIDE

type in order of increasing Speed. Main and 1 Support) per turn.


THE WORLD
52
Combat Moves Evade
Evade is unlike any other Move, as it is not resolved
Performing any of the Moves described in this section during your individual turn, but when you are attributed 1
requires that you to spend 1 of your 2 Actions for the turn. or more Attacks from your opponents (see Zombie Phase
Most Moves allow you to spend any 1 of the 2 Actions, on the next page).
with the following exceptions:
• Aim requires you to spend your Support Action. To be able to Evade, you must have saved 1 Action if you
• Disengage requires you to spend your Main Action. have already taken your individual turn. Or you must
spend it in advance if the enemy acted before your turn.
All the other Moves allow you to choose freely which
Action to spend (simply announce which Action you are For example, if you have been surprised by a group
spending when you are performing a Move). of Zombies and they attack you before your turn
comes, you can choose to spend 1 Action now and
roll to Evade incoming Attacks. When your turn
comes, you will have only 1 Action left.
_
• To Evade, spend 1 Action to roll COOL. Each success
reduces the number of Attacks aimed at you this round.

You don’t need a weapon or other defensive tool to


defend yourself. You are doing all you can to stay away
from the grasp of the dead, including dodging, evading,
or exploiting any opportunity to find cover.
Aim
Spend your Support Action to take aim with a Ranged Note that you can spend more than 1 Action to Evade, if
weapon. you want to. If you do so, simply roll COOL as many times
• Then, if you Attack with a Ranged weapon in the as the Actions you spent to Evade, and reduce the number
same Combat Round, you assign any hits as you see of Attacks aimed at you by the total successes scored.
fit, ignoring the Targeting Priority. Also, ignore any
Trouble causing Friendly Fire (see page 72). First Aid
Spend 1 Action to apply a tourniquet to a bleeding limb
Disengage or otherwise patch yourself up, or revive an unconscious
You try to put distance between you and the undead friend. Both you and the target Survivor must be at
while remaining within shooting range. Range 1 or more from any opponents.
• Spend your Main Action to roll STUNT. You must • Roll HEAL to restore a number of lost Hit Points
score a number of successes matching or beating equal to the number of successes rolled. This counts
the highest Speed among all Zombies you’re facing. for your daily HEAL roll.

If the roll is successful, you are considered to have moved Make Noise
away at Range 1 until the end of the round. If you still Spend 1 Action to attract the Zombies’ attention, drawing
have an Action available, you may choose to flee and them away from your mates.
leave the fight. If you have an Extra Action that allows • If other Survivors attempt a Disengage Action this
you to do so, you may make a Ranged Attack at Range 1. turn, they automatically succeed. This Move counts
as using a Noisy weapon (see page 72).
Draw/Trade
Spend 1 Action to ready a weapon or other object placed Pick Up
in your holster inventory box and/or trade it with Spend 1 Action to recover a dropped item, weapon, or
another Survivor. something else lying around in the battlefield.
53
Improvised Moves For example, 3 Survivors face a group of 6 Walkers
and 2 Brutes. During the Survivors Phase, they
You want to do more than just what’s listed here, right? mow down all the Brutes and 1 Walker, leaving 5
Like risking your life is not your problem... Walkers to attack them. The number of Attacks

INTRODUCTION
that the Survivors must split among them (as they
When your turn to act comes, you can attempt anything see fit) is 5.
that can be reasonably executed while engaged in a fight.
For example, opening a door or passing a lighter to another
Survivor about to light up some spilled gasoline.
• Simply tell the GM what you want to do: Most of the
time you will have to spend one of your Actions and
possibly make a die roll.

Sometimes, what you want to achieve is so complicated


that it will require spending both your Actions, or even

SURVIVORS
more, thus requiring multiple rounds to complete or the The characteristics of the various types of Zombies are
collaboration of two or more Survivors (see Prolonged summarised in the table below. More details can be found
Actions, page 67). in the Zombipedia on page 79.

Speed
ZOMBIE PHASE This rating is used to establish the Targeting Priority
order of Ranged Attacks.
When it’s time for the Zombies to act, all Zombies attack!
Simply add up the Strength rating of all Zombies in Strength
the fight. The result is the number of Attacks that the This score is used to check the minimum Damage Value

THE GAME
Survivors must face as a group. required to injure the Zombie and the number of Attacks

PLAYING
• Survivors may now split the Zombies’ Attacks in any it deals to Survivors.
way the players prefer (Survivors who successfully
Disengage cannot be assigned any Attacks). Hit Points
Most of the time, if you hit ‘em, they’re down. HPs measure
Survivors who Evade make their rolls now and reduce how many hits it takes to lay them to rest once and for all.
the number of Attacks aimed at them by the number
of successes they get. Zombies do not roll for Attack. Special Rules
Any remaining, uncancelled Attack inflicts Damage (see If they possess any special rules, they're specified here.
Damage on the next page).

ZOMBIE TYPES
THE GAME
RUNNING
Type Speed Strength/Hit Points Special Rules

Abomination 1 3 -

Brute 1 2 -

Walker 2 1 -
Runners reduce the maximum number of Opening
OF ZOMBICIDE

Shots to 1. Then, they attack twice: once before


THE WORLD

Runner 3 1 the Survivor Phase, and once during the Zombie


Phase.
54

z DAMAGE
Survivors inflict Damage to their targets with their
Attacks and can in turn be injured by them. In both cases,
...must we really say what happens if you pass out in a
crowd of hungry dead guys?
• An unconscious Survivor who is in contact with
Zombies will be killed at the end of the following
the result of an Attack is a reduction of the total Hit Points round.
of its target.
Major Injury
Inflicting Damage
When you are reduced to 0 HP, roll a die and check the
Each hit inflicted on a target by an Attack roll reduces table below.
its Hit Points by 1, but only if the Damage Value of

MAJOR INJURY TABLE:


the weapon used matches or beats the Strength of
the target. Otherwise, it simply bounces off and the
hit is wasted. Roll a D6 Consequences
• When a Zombie is reduced to 0 Hit Points or less, it
crumples into a heap of rotting body parts. That was close! You are alive, but
remain unconscious until you’re
For example, if a Survivor is shooting 2 Brutes and back to positive HPs. You’re left
6 Walkers using a Damage 1 gun, all hits will be with a nice scar as a souvenir.
wasted on the Brutes. To eliminate the Walkers,
the Survivor needs Damage 2 weapons to take Serious Injury. In addition to
down the Brutes first, or use the Aim Action (see the above, you suffer -1 to an
Attribute of your choice (Brains,
page 52) to ignore the Targeting Priority.
Numerical Muscle, or Grit, to a minimum of
result 0) for a number of weeks equal
Suffering Damage to the numerical result. Modify all
Derived stats accordingly (Stress
Survivors who are targeted by 1 or more Attacks (or and HPs).
another source of Damage, see page 74) have their
Fatality! Ouch, you’re dead. You
Hit Points reduced by an equal amount.
might one day rise again as a
• Survivors who are reduced to 0 Hit Points are zombie, unless your friends make
knocked unconscious and suffer a Major Injury, a sure you don't...
potentially lethal wound.
GEAR
55

TOOLS

INTRODUCTION
I know better. Rate of fire is life.
Keep on firing!
As seen under the rules for Actions, when you are doing
Don’t forget to gear up! When you go on a mission, you something, if you are using the right tool for the job, the
can be certain you’ll face a horde of Zombies or two, so GM will determine if you are allowed to add 1 or 2 dice to
be sure to bring weapons. But you’ll also need something your Action dice pool.
to smash doors, clear a boarded-up window, or bring • If a tool is deemed to be useful for the Action at
down walls. hand, you’ll get to roll 1 additional die. If the tool is
very useful, you’ll get 2 dice instead.
And if you’re lucky, or good at it, you won’t need a shovel
to dig a grave. Sometimes, a tool might not add dice at all, but simply

SURVIVORS
allow you to do something you would not be able to do at
OBJECTS SIZE all without it. For example, making a hole through a thick
For the sake of simplicity, all items you carry wall without a mallet or a pickaxe, or climbing down a
count as 1 piece each. If you are interested in sheer wall without a rope, etc.
adding a level of realism here, you can consider
that large objects or items that are particularly
heavy may count as 2 or even 3 items.
For example, a chainsaw is large and unwieldy WEAPON STATS
and you might consider it to count for 2 items.
This would mean that a chainsaw would occupy All weapons in Zombicide: Chronicles feature a number of
all your ready slots, or your 2 holster slots. values: Range, Dice, Accuracy, and Damage. Additionally,

THE GAME
they may have one or more special traits, characteristics

PLAYING
indicating particular advantages or flaws.

INVENTORY Oh, I’m sure you figured this out already: A weapon may
either be a Melee or a Ranged weapon.
As mentioned in Chapter 2, you keep track of what
you carry using the three boxes at the bottom of your Range
ID Sheet (if you're playing with components from the Melee weapons have a Range of 0, indicating that they
Zombicide board game, these boxes can be used to hold can be used exclusively against targets you’re in contact
Equipment cards). with. Ranged weapons have a minimum and a maximum
• The ready slot can hold a maximum of 2 items, range. They cannot shoot under their minimum range

THE GAME
RUNNING
indicating what you have in your hands, ready to be (usually 1 or 0) or beyond their maximum range (usually
used. Of the 2 allowed items, only 1 can be a weapon, 1 to 3).

M
unless you are wielding 2 identical weapons with the
Dual Trait (see page 56). In the rules for combat, Range indicates the maximum
• The holster slot can carry up to 2 more items or number of Opening Shots they can fire before close combat
weapons and indicates something you can reach and is joined. Ranged weapons with a minimum range of 0
ready quickly (using the Draw/Trade Move). can be used in closed combat. However, attacking with
• The backpack slot holds up to 2 more items and is a ranged weapon at range 0 is still a Ranged Attack
used to indicate what you carry around in a rucksack (Targeting Priority Order applies).
OF ZOMBICIDE

or duffel bag. Different from the items you carry in


THE WORLD

your Holster slot, you cannot access what you hold in


your backpack during combat.
56
RANGE MEASUREMENTS Noisy
Whenever you use a Noisy weapon or tool, you risk
Outside of combat, a weapon’s Range rating
can be used to determine how far the weapon attracting some unwanted attention (see the rules for
can be used to effectively hit something. Hordes on page 82).
• Range 0, or contact range, corresponds to
what you can hit with your fist or a katana. Reload
• Range 1, short range, corresponds to If this weapon is used to attack, you must subsequently
pistol and submachine gun range (up to
spend an Action to reload it before you can use it again.
20 meters).
• Range 2, medium range, corresponds to
assault rifle range (up to 100 meters). Silent
• Range 3 is long range. It corresponds to It’s quite self-explanatory. Using a Silent tool or weapon
sniper rifle range (up to 200 meters). does not make noise. Note that some objects can be
• Range 4 is very long range and corresponds Silent when used as weapons, but Noisy when used to
to a military grade sniper rifle range (up to
open a door (or perform other tasks).
400 meters).

Sniper
Dice You may freely choose the targets of your Ranged
This score indicates a number of dice that you add to your Attacks. Friendly Fire is ignored.
roll when you use the weapon. The rating ranges from 1 to 5
(improvised weapons, like a Molotov cocktail, have no Dice
rating, and thus you get to add 0 dice when you use them). PROTECTION
Accuracy They say that the best defense is a good offense, but
As explained before under the rules for forcing successes, having some protection is never a bad idea when dealing
in combat, the minimum number you need to roll to force with Zombies. Survivors may use all sort of items to
a die result is indicated by the weapon’s Accuracy rating. protect themselves: shields, padded or reinforced
clothing, armor... these items are not considered tools.
Damage Therefore, they do not add the usual 1 or 2 dice to Actions.
This is the weapon’s Damage Value that is compared to
the target’s Strength. If the weapon's Damage matches If the Survivors manage to find or build some type of
or beats the target's Strength, each success scored on protective item, the GM may instead attribute them a Hit
the roll reduces the target’s Hit Points by 1. Conversely, if Points value. Protection usually comes in two forms:
Strength exceeds the Damage Value of the weapon used, • Shields, like a riot shield, have 2 Hit Points and must
that weapon is completely ineffective against that target. be held in 1 of the Survivor’s ready slots;
• Armor, such as sporting gear or a flak jacket,
has 1 or 2 Hit Points and occupies 1 or both of the
ADDITIONAL WEAPON TRAITS Survivor’s Backpack slots respectively, depending on
how tough and bulky the item is.
 
Door-opening When Survivors lose Hit Points because of a physical
Pieces of equipment like a crowbar or a chainsaw let you trauma (or any other source of damage that can be
smash open most doors without rolling dice. prevented by the armor’s protection), they can attribute
some or all of the damage to 1 of their protective items.
Dual
If you are wielding 2 identical weapons with the Dual Once a protective item has lost all of its Hit Points, it
Trait, you can use them together to make a single Attack. breaks and becomes useless. However, it can be repaired
When you do, add up the Dice value of both weapons. with a TINKER Action that takes about an hour and
restores 1 HP per success (up to the item’s maximum).
57

g
MELEE WEAPONS LIST All Melee weapons are used rolling FIGHT.

Baseball Bat

INTRODUCTION
Do you want to know why I prefer a wooden bat? Try putting nails on an aluminum one!

Type Range Dice Accuracy Damage Dual Trait Trait 2


Melee 0 2 3+ 1 - Silent -

Chainsaw
...vrinnn Vrinnn, VRINNN! That’s music to my ears. The lyrics would be
more like kill, Kiilll, KIIILLL!

Type Range Dice Accuracy Damage Dual Trait Trait 2


Melee 0 5 5+ 2 - Noisy Door-Opening (Noisy)

SURVIVORS
Crowbar
I can open doors or skulls with this. You tell me.

Type Range Dice Accuracy Damage Dual Trait Trait 2


Melee 0 1 4+ 1 - Silent Door-Opening (Silent)

Fire Axe
Shouldn’t we call it a Zombie Axe?

Type Range Dice Accuracy Damage Dual Trait Trait 2

THE GAME
PLAYING
Melee 0 1 4+ 2 - Silent Door-Opening (Noisy)

Katana
Silent... and deadly.

Type Range Dice Accuracy Damage Dual Trait Trait 2


Melee 0 2 4+ 1 Yes Silent -

Kukri
Do you think this blade looks funny? Think again.

THE GAME
Type Range Dice Accuracy Damage Dual Trait Trait 2 RUNNING
Melee 0 2 4+ 2 - Silent -

Machete
Keep on cutting. Where the branches end, the Zombies begin.

Type Range Dice Accuracy Damage Dual Trait Trait 2


Melee 0 1 3+ 2 Yes Silent -
OF ZOMBICIDE
THE WORLD
58
RANGED WEAPONS LIST All Ranged weapons are used rolling SHOOT.

Pistol
Always hold her with both hands and aim only at the head. If you don’t blow
their brains out, it’s useless. Or, use one in each hand, and fire away!

Type Range Dice Accuracy Damage Dual Trait Trait 2


Ranged 0-1 1 3+ 1 Yes Noisy -

Sawed-off
Aim at the knees. If they still have them.

Type Range Dice Accuracy Damage Dual Trait Trait 2


Ranged 0-1 2 3+ 1 Yes Noisy Reload

Shotgun
When you see that mountain of undead flesh,
you know it’s time to take out the big guns.

Type Range Dice Accuracy Damage Dual Trait Trait 2


Ranged 0-1 2 4+ 2 - Noisy -

Sniper Rifle
Handy when you have enough space to take out
those pesky Runners one after the other...

Type Range Dice Accuracy Damage Dual Trait Trait 2


Ranged 1-3 1 3+ 2 - Noisy Sniper

Sub-MG
Do not remove your finger from the trigger until the magazine is empty!

Type Range Dice Accuracy Damage Dual Trait Trait 2


Ranged 0-1 3 5+ 1 Yes Noisy -

MOLOTOV COCKTAILS
Alcohol consumption has certainly skyrocketed since the beginning of the outbreak!
Well, anything flammable, to be precise...
The Molotov cocktail has become the ultimate weapon of the discerning Survivor since the discovery
that the dead burn like dry kindling.
You can throw a Molotov cocktail as if you were using a weapon with Range 0-1, which is consumed
after is it thrown.
• To throw a Molotov, roll STUNT. The result is dealt as Damage to everybody at Range 0, including
Survivors (unless the Molotov was thrown as an Opening Shot). Undead suffer double Damage.
Aim straight, though! If you cause Trouble with your STUNT roll, you have poured some burning
liquid on yourself and suffer 1 damage.
SKILLS
59

INTRODUCTION
Tell me how you kill zombies, and I’ ll tell you If you have more than 1 Skill to choose from, simply pick 1.
who you are.
The effects of each Skill are immediate. This means that
Talents, gifts, special abilities. Skills are what make you they may be employed in the same Turn in which they are
special and different from all the others who tried to acquired. In case of a conflict with the general rules, the
become Survivors and failed. Skill rules have priority.

In game terms, Skills are superior capabilities that are You acquire new Skills by gaining Experience points and
unlocked when you feel the rush of Adrenaline. You start leveling up (see page 63).
the game with a set of 4 Skills, 1 for each Adrenaline level.
• When, during a Mission Phase, you pass from one

SURVIVORS
Adrenaline section to the next (for example, from
Blue to Yellow) you activate a new Skill, and can now
SKILLS BY RANK
use them freely along with the ones you previously The table below lists the Skills based on their rank, to be
acquired. used in conjunction with the rules for Experience levels
(see page 63).

SKILL RANKS
Basic Advanced Master Ultimate
Adrenaline Junkie Combat Reflexes Ambidextrous Barbarian

THE GAME
PLAYING
Born Leader Dual Expert Blitz Brother in Arms
Break-In Gunslinger Bloodlust Bullseye
Destiny Hit & Run Charge Full Auto

E
Field Medic Improvised Weapon Dreadnought Mindfulness
Hoard Is That All You’ve Got? Fast Super Strength
Hold Your Nose Jump Precision -
Lifesaver Lucky Reaper -

THE GAME
RUNNING
Longshot Regeneration - -
Low Profile Shove - -
Point-Blank Sidestep - -
Scavenger Slugger - -
Slippery Sprint - -
Sniper Swordmaster - -
Steady Hand - - -
OF ZOMBICIDE
THE WORLD

Tactician - - -
Taunt - - -
Tough - - -
60
SKILL DESCRIPTIONS • Charge (Master)
You may spend a Support Action to make an Extra
The following list presents 46 Skills in alphabetical order. Attack using a Melee weapon. If you do, you gain a
number of additional bonus dice equal to the Damage
• Adrenaline Junkie (Basic) of your weapon.
You gain a boost of +4 Adrenaline. If this Skill is taken
at blue level, you start with 4 Adrenaline. • Combat Reflexes (Advanced)
In every first Combat Round, you gain an Extra Attack
• Ambidextrous (Master) at Range 0.
You treat all weapons as if they had the Dual symbol.
• Destiny (Basic)
• Barbarian (Ultimate) Each time you roll for an Item or a weapon as a result
When resolving an Attack using a Melee weapon, of a Search Action, you may ignore the first result and
you can replace your weapon’s Dice rating with the roll again.
number of adversaries you’re facing. Skills affecting
the Dice value, like Swordmaster, still apply. • Dreadnought (Master)
Once per Zombie Phase, you may ignore 1 point of
• Blitz (Master) damage inflicted by Zombies.
You gain 1 Extra Attack using a Ranged weapon.
• Dual Expert (Advanced)
• Bloodlust (Master) When you have Dual weapons equipped, you may
You gain 1 Extra Attack using a Melee weapon. spend a Support Action to Attack.

• Born Leader (Basic) • Fast (Master)


During your turn, you can give 1 Extra Support Action You gain an Extra Action that can be used either to
of your choice to another Survivor to use immediately. Disengage or Evade.
Then your turn resumes. Only 1 Survivor can use this
Skill each turn. • Field Medic (Basic)
NOTE: this Action cannot be used to Evade. You gain an Extra Action that can be used exclusively
to apply First Aid.
• Break-In (Basic)
You open standard locked doors and windows
automatically without using any gear or making noise.
You cannot use this ability to open security doors.
When in combat, you can open a door or make a
SECURITY roll as an Extra Action.

• Brother in Arms (Ultimate)


When you acquire this Skill, choose another Skill of
Master level or lower you possess. All Survivors at
Range 0 benefit from the indicated Skill.

• Bullseye (Ultimate)
You gain a +1 Damage bonus with all Ranged weapons. • Full Auto (Ultimate)
When resolving an Attack with a Ranged weapon,
you can replace your weapon’s Dice rating with the
number of adversaries you’re facing. Skills affecting
the dice value, like Gunslinger, still apply.
61
• Improvised Weapon (Advanced)
You may perform an Extra Attack each turn using these
characteristics: Ranged weapon, Range 0-1, Dice 1,
Accuracy 5+, Damage 1, Silent.

INTRODUCTION
• Is That All You’ve Got? (Advanced)
Use this Skill when you are about to lose Hit Points.
You may negate 1 point of damage for each point of
Stress that you gain this way.

• Jump (Advanced)
You may spend a Main Action to Disengage. If
successful, you remain at Range 1 also during the next
Combat Round as well.

SURVIVORS
• Lifesaver (Basic)
Once per turn, choose another Survivor. That Survivor
gains an Extra Disengage Action.

• Longshot (Basic)
The maximum Range of Ranged weapons you use is
increased by 1.

• Low Profile (Basic)


You can’t get hit by Friendly Fire (Molotov still apply),

THE GAME
and you ignore the Noisy trait of all weapons.

PLAYING
• Lucky (Advanced)
• Gunslinger (Advanced) For each Action you take, you may choose to roll all
You roll an extra die when attacking with Ranged dice again. The new result replaces the previous one.
weapons. Dual weapons each gain a die for a total of
+2 extra dice. • Mindfulness (Ultimate)
At the end of each Combat Round, you may decrease
• Hit & Run (Advanced) your Stress by 1.
When you score 1 or more hits with a Ranged or
Melee Attack, you can then spend a Support Action to • Point-Blank (Basic)

THE GAME
RUNNING
Disengage, gaining the hits you inflicted as bonus dice You can always perform Ranged Attacks at Range 0,
to the STUNT roll. no matter the minimum Range of the weapon you are
using. When you do, you freely choose the targets
• Hoard (Basic) regardless of their Speed.
Your backpack slot can carry up to 4 items (instead
of 2). • Precision (Master)
Subtract 1 point from the Accuracy of each weapon
• Hold your Nose (Basic) you use (a 5+ becomes a 4+, and so on).
Once per Mission Phase, you find a random object
OF ZOMBICIDE

whenever the last Zombie standing in a Horde is • Reaper (Master)


THE WORLD

eliminated (roll once on the Search Category table, Each time you inflict 1 or more hits with an Attack, you
then on the appropriate table). score an additional hit.
62
• Regeneration (Advanced) • Sidestep (Advanced)
You only need 3 continuous hours in a 24-hour period If you want, you may begin your first turn of combat
to rest (instead of 6). In addition, you regain all your (not considering Opening Shots) at Range 1 (no roll or
lost Hit Points with each rest. Disengage Action required). You return to Range 0 at
the start of the next round, as usual.
• Scavenger (Basic)
You can always perform 1 more Search than the • Slippery (Basic)
number normally allowed in an area, and you may When you attempt to Evade or Disengage, you roll an
even search during combat as an Extra Action. extra die.

• Shove (Advanced) • Slugger (Advanced)


When you Disengage, you have to match or beat the Consider the Damage Value of all your Melee weapons
highest Strength among your adversaries, instead of to be 2.
the highest Speed. If you do, you may choose another
Survivor to be Disengaged, instead of yourself. • Sniper (Basic)
You gain an Extra Action that can be used exclusively
to Aim.

• Sprint (Advanced)
You need 1 less success to Disengage (down to a
minimum of 1 success).

• Steady Hand (Basic)


You gain an Extra Action that can be used to Draw/
Trade, Pick Up, or reload weapons with the Reload trait.

• Super Strength (Ultimate)


You gain a +1 Damage bonus with all Melee weapons.

• Swordmaster (Advanced)
You roll an extra die with Melee weapons. Dual
weapons each gain a die for a total of +2 extra dice.

• Tactician (Basic)
You are never caught unprepared and cannot be
surprised by Zombies in combat (you always take your
turn first).

• Taunt (Basic)
You gain an Extra Action that can be used exclusively
to Make Noise. In addition, your Make Noise Action
doesn’t count as using a Noisy weapon.

• Tough (Basic)
You gain a boost of +2 HP (both current and maximum).
c
LEVELING UP
63

&
INTRODUCTION
The world evolved, and so did we.
We learned in a couple months what a
soldier might need years to learn.

Surviving during the outbreak makes you stronger and


smarter... or maybe just more desperate. Whatever the
case, it works. You are learning new tricks, new ways to
show the dead that even if they’re going to win one day,
it’s not going to be easy.

During a Mission Phase, you track your evolution by gaining • When you reach Level 1, you gain 1 new Basic or

SURVIVORS
Experience points (XP), the amount of XP Survivors might Advanced Skill to add to your Yellow slot.
gain is detailed on The Mission Phase, page 95. When • When you reach Level 3, you gain 1 new Basic,
your accumulated XP reaches a certain total, you level up, Advanced, or Master Skill to add to your Orange slot.
unlocking one or more advancements. • When you reach Level 5 and Level 7, you gain 1 new
• You start the game with no levels, Level 0, if you prefer. Skill of your choice (any rank) to add to 1 of your 2
Then, you advance to Level 1 upon reaching 20 XP. Red slots.

The Experience Level table below shows the amount of XP EXPERIENCE LEVEL TABLE
you need to advance from Level 0 to Level 8, and what XP
Level Advancements
advancements are unlocked upon reaching each new Level. Gained

THE GAME
PLAYING
Add 1 to a Proficiency.
1 20
ADVANCEMENTS Gain a new Skill

At each new Level, you unlock one or more advancements. Add 1 to a Proficiency.
2 40
Choose a new Favored Action
Most are quite self-explanatory, but let’s look at them in detail.
• When an advancement says to add 1 to a Proficiency,
Add 1 to a Proficiency.
you get to raise a Proficiency of your choice by 1 3 60
Gain a new Skill
point, up to a maximum of 6.
• When an advancement says to choose a new Favored
Action, you underline a new Action of your choice to 4 80 Add 1 to an Attribute

THE GAME
RUNNING
mark it as Favored.
• When an advancement says to add 1 to an Attribute, Add 1 to a Proficiency.
you raise an Attribute of your choice by 1 point. 5 100
Gain a new Skill
Remember to update all corresponding Derived Stats
(Stress and Hit Points). Add 1 to a Proficiency.
6 120
Choose a new Favored Action
When an advancement instructs you to gain a new Skill,
things are a bit more complicated. A newly-gained Skill Add 1 to a Proficiency.
7 140
Gain a new Skill
is added to one of the empty Skill slots on your ID Sheet.
OF ZOMBICIDE

As you can see from the empty slots on your Sheet, you
THE WORLD

have room for 1 new Skill in the Yellow section, 1 in the 8 160 Add 1 to an Attribute
Orange section, and 2 in the Red section.
64

The Gamemaster. . . . . . . . . . . . 66 Zombipedia. . . . . . . . . . . . . . . . 79


Special Actions. . . . . . . . . . . . . 67 Non-Player Survivors. . . . . . . . . 89
No Pain, No Gain . . . . . . . . . . . . . 72 The Mission Phase. . . . . . . . . . . 95
Zombicide!. . . . . . . . . . . . . . . . 76 The Shelter Phase. . . . . . . . . . . . 98
65

#04
RUNNING THE GAME
THE GAMEMASTER
66

We are looking for other survivors and have So, all you have to do is get familiar with this rulebook,
already made contact with some of them. help your players do the same, and then sit down and play.
Most are not as experienced as we are at
Zombicide, but they can learn. Applying the Rules
As seen briefly in the introduction chapter, to play Roleplaying games are narrative games and the rules used
Zombicide: Chronicles somebody must take the mantle of to govern them are traditionally open to interpretation,
the Gamemaster. Let’s take some more time to talk about in comparison to the inflexible rules of board games. This
this figure, a staple of many roleplaying games. is the case because the rules of a roleplaying game are
meant to support the immersion and imagination of the
Legends abound regarding the role of the GM. Many players, not to constrain them.
among those who are unfamiliar with roleplaying
consider it to be a thankless and difficult job. But as it But this does not mean that the rules of Zombicide:
happens, things are not that way at all. Chronicles must be broken or ignored. It means simply
that the Gamemaster and the players are invited to
Truth is, the Gamemaster is a player like the others, and customize the rules of the game as much as they desire,
anyone can do it. What distinguishes the GM from another keeping what they find appropriate to their playing style
player is that the GM does not play a single character in and tweaking or throwing away entirely what they don’t.
the game world… they ARE the game world. If the players
are the heart of the game, the GM is its brain. Never forget one thing, though: Zombicide: Chronicles is a
game, and the key for the creation of a truly cooperative
If you choose to be the GM, then your task is to bring roleplaying experience is to share its rules among all
the world to life, describing what your players encounter, participants and apply them. The game system and its
including the personalities of the people they meet. In a application is not the province of the Gamemaster alone,
few words, to try and keep the gameplay engaging, all and all changes to the rules must be agreed upon by all
the while enjoying yourself. participants. And once the rules have been accepted
(customized or not), they must be applied consistently
and fairly to dispel any doubts about the role of the
HOW DO I LEARN TO BE A GM? Gamemaster as an impartial interface between the players
and the game world.
This is the one question many new players ask, and
the answer is disarmingly simple: JUST PLAY! The Nothing is more detrimental to a player’s suspension
Gamemaster is a pivotal role in a roleplaying game, but of disbelief than the feeling that a character’s fate is
you’re still playing a game. You’re not trying to master being dictated by the choices of the Gamemaster and
i
some secrets of dark magic. not their own.

WHO'S GOING TO BE THE GM?


An age-old tradition sees the owner of the core book as the designated GM. While this has some merit,
it need not necessarily apply every time. If you will be the GM, please keep in mind that sooner or later,
you might consider passing on the torch to another player. After having seen you in action, they might
feel ready to try out “the other side of the screen”. Spur them onwards! Give them the chance to try
out a Mission of their own creation, and, if you are more experienced than them, help them in becoming
a good Gamemaster.
SPECIAL ACTIONS
67

INTRODUCTION
One rule: no rules. Well, almost. Find cool
weapons, stick together, kill zombies, enjoy
life, and everything should be fine.

Survivors are really good at coming up with actions that


are not easily resolved using the main rules. What happens
if their plan is to smash down a door, hotwire a generator,
make some noise someplace else to attract a crowd of Z’s
on a platform, and then activate that hydraulic press to
squash ‘em?

SURVIVORS
0
As seen in the previous chapter, most activities take
one Action to perform. Similarly, an Action could
require a dice roll or not. Sometimes, what a Survivor
wants to accomplish is so complicated, it will take a
long time to complete, or the collaboration of two or
more Survivors. A number of special cases for Actions
are described below.

PROLONGED ACTIONS

THE GAME
If time is of the essence, and it often is, the GM may

PLAYING
determine how much time passes between rolls,
Normally, Actions require a single success to be depending on the type of Action. For example, a round of
completed. When a task needs more, it’s a Prolonged rolls searching a palace could be two minutes long, while
Action. Protracted endeavors like exploring a building, each roll to fix a car engine might take one hour.
tearing down a barricade, or fixing a car’s engine requires
time and effort. A failed roll during a Prolonged Action causes a simple
• To complete a Prolonged Action, Survivors must delay. You need more rolls to accomplish the task and thus
accumulate a number of successes based on the spend more time. Of course, rolling more than once raises
complexity of the task. As soon as the number of the possibility of causing Trouble (see page 72).
successes required is reached, the Action is over.

THE GAME
RUNNING
• Often, more than one Survivor can cooperate on the
completion of the task, adding up their successes.
OPPOSED ACTIONS
What happens if two Survivors want to get that
It is up to the GM to set the number of successes last candy bar? Well, they fight for it, rolling
for the same Action at the same time.
required, but in general terms, a Prolonged Action
• The opposing Survivors roll, and the one
requires from 3 (a simple but prolonged effort) to 9 (a
scoring the highest number of successes
long and complicated affair) successes. wins. If nobody gets the upper hand, it
ends in a tie.
Typically, Survivors won’t achieve all the required Players can gain Stress to force successes
OF ZOMBICIDE

successes in a single round. They accumulate successes as usual, taking turns to force one success at
THE WORLD

time until they can’t force anymore or one of


roll after roll, adding their successes to the total.
them surrenders.
68
Required
Sample Prolonged Actions Action Length
Successes

Pick a complicated lock (SECURITY), figure out the


fastest way to exit a building (EVALUATE), explore a Standard 3
floor of a house (SCOUT)

Walk across a mall without alerting


roaming Zombies (SNEAK), jury-rig a car
Complicated 6
engine (TINKER), understand a dense
technical manual (EDUCATION)

Run a marathon (ENDURE), free an


underground corridor from debris (STUNT), Long 9
stand watch for a full shift (SPOT)

Quality Rating in But in the world of Zombicide, almost anything found still
a Prolonged Action in working order can prove to be useful sooner or later
(see the rules for Gear on page 55). For this reason,
It is possible, albeit rarely necessary, to gauge the quality all Survivors have adopted a good practice of always
of the success of a completed Prolonged Action. checking a place that doesn’t look like it was thoroughly
ransacked before.
To do so, use the following: • In gaming terms, this is called a Search, and it’s
• If the Prolonged Action was completed achieving handled as a SCAVENGE Prolonged Action generally
exactly the number of successes required, it is an requiring 3 successes.
ordinary success. • If the Search is completed successfully, 1 useful item
• If the Prolonged Action was completed with 1 success is found and can be added to a Survivor’s inventory.
in excess of the minimum, it is a superior success.
• If the Prolonged Action was completed with 2 or
more successes in excess of the minimum, it is an
outstanding success.

See the Main Rules on page 46 for the effects of


superior levels of success.

SEARCHING
When Survivors look for something specific in a place that
can be reasonably considered to contain it, for example
a bucket of paint in a general store, the task is normally
handled as an ordinary Action. The GM may allow you to
find what you are looking for automatically or ask you to
make a roll of SPOT or SCAVENGE. cathy
69

INTRODUCTION
SURVIVORS
Every Survivor in a searchable area can contribute The term in brackets indicates the category of the Search
to reach the required total. If a searched area is large (General, Health, Sports, Outdoors, Safety, or Weapons),
enough (or well stocked), the GM may allow for multiple and the number specifies the number of available Search
Search Actions, thus potentially providing for more than attempts. If the term in brackets is (Any), then the GM
a single found object. must first roll on the Search Category Table to determine
what can be found there.

The Searched # of
Area is: Searches Otherwise, what can be found with a successful Search can
be improvised by the GM based on where the attempt is
made or determined randomly by rolling on the tables below.
Small or poor

THE GAME
• If a fully random find is required, roll first on the Search

PLAYING
(single room, cellar, 1
wrecked car) Category Table and then on the specific sub-table.
• If you want to narrow the result down to an item of a
specific category, roll directly on the appropriate column.
Medium or well
stocked (hardware 2
store, parking lot) Obviously, the items listed in the tables don’t represent
everything that can be found in the world of Zombicide.
Use them as guidelines to create your own. Remember,
Large or really well
stocked (industrial pretty much everything you can find in a store today can
3 be a precious commodity after the outbreak.
warehouse, large
bank, mall)

THE GAME
SEARCH CATEGORY RUNNING
What do we have here... Roll a D6
• Weapons
Published Missions generally list what Survivors get
when they make a Search in the right place, following • Health
this format:
• Sports
If the Survivors, in one way or another, manage • Outdoors
OF ZOMBICIDE

to make it to the Banker’s rooms in the innermost


THE WORLD

• Safety
part of the bank, they can make a Search there
(Weapons 2). • General
70
WEAPONS
Roll a D66 Weapon
11-16 Broken Weapon

0
21-26 Baseball Bat
31-33 Crowbar
34-35 Fire Axe
36 Chainsaw
41-43 Machete
44-45 Katana
46 Kukri
51-53 Pistol
54-55 SMG
56 Sniper Rifle
61-63 Sawed-Off
64-65 Shotgun
4
Grindlock 66 Molotov

Broken weapon: The GM chooses a weapon. The weapon


isn’t functioning, but can be fixed during the Shelter
Phase using the Make Shelter Action. See page 99.

ITEMS
Roll a D6 General Health Sports Outdoors Safety
• Broken Item(1)

• Climbing Fireproof
Tool Set First Aid Kit Camping Tools
Tools Blanket

• Trade Magazines Professional Multi-function Rechargeable


Painkillers
and Manuals Sportswear Compass Flashlight
Surgical
• Protective Multi-purpose
Set of Lockpicks Masks and Gas Mask
Gear Binoculars
Gloves
Quality Toiletries
• (Aftershave, Bike or
Antibiotics Camo Fatigues Flak Jacket
Toothpaste, Skateboard
Makeup Products)
• Methanol(2) Alcohol(2) Paraffin Oil(2) Petrol(2) Turpentine(2)
(1) Broken item: The GM chooses an item, except a Molotov component. The object isn’t functioning, but can be fixed
during the Shelter Phase using the Make Shelter Action. See page 99.
(2) Molotov Component: you find enough flammable liquid to manufacture 1 Molotov cocktail during the Shelter
Phase using the Make Shelter Action.
71

INTRODUCTION
SURVIVORS
THE GAME
PLAYING
`
MAKING CAMP WANDERING ZOMBIE
TABLE
The Survivors on a Mission lasting several days must stop
and camp somewhere when the sun goes down. Easier
Threat Level Size of Horde attracted
said than done, considering the company...

THE GAME
RUNNING
The first rule of the post-apocalyptic camper is finding a TL 1 Horde (x2)
safe place to set up camp. This is a SCOUT action (DL1 if the
Survivors are in a TL2 District; DL2 if the Survivors are in
a TL3 or TL4 District, see page 109). In TL0 locations, no TL 2 Horde (x3)
roll is needed (making camp is automatically successful).
• If the roll is successful, the night (or an equivalent 8
hours) passes quietly and the Survivors can benefit
TL 3 Horde (x4)
from resting (see Recovery, page 49).
• If the roll is a failure, something rotten comes
OF ZOMBICIDE

shambling as per the table on the right (to learn


THE WORLD

about Hordes, see page 82). In this case, let’s TL 4 Horde (x5)
hope the Survivors have someone on guard duty.
T
NO PAIN, NO GAIN
72

We can handle just about anything that


comes at us with a believable grin, common
sense, and whiskey.

As the GM, your job is not to make a Survivor's life


miserable, but you don't have to go easy on them. What
you do as the GM is to confront them with challenges and
terrible dangers so that their survival talents will be given
the opportunity to shine. In short, by inflicting them pain
and suffering, you’re making their lives interesting.

This chapter details the rules for Trouble, Conditions, and Weapon Dropped/Stuck
Other Sources of Damage. If you cause Trouble on a FIGHT roll, you just dropped
the weapon you were using, or it remained stuck in a
Zombie’s skull.
TROUBLE • If the roll was successful, apply damage normally, but
the Survivor will have to spend an Action to pick up
As seen on page 48, Survivors cause Trouble whenever the weapon or dislodge it from whatever nasty place
an Action roll gets more Zombie Heads than successes, it got stuck in.
regardless of whether the Action was successful or not.
Depending on the circumstances, Survivors causing All Sorts of Trouble
Trouble can attract unwanted attention, lose something
important, or even hurt themselves. When Trouble happens using Actions different
from SHOOT or FIGHT, even outside of combat, the
consequences are up to the GM to determine, generally
9

building on the circumstances the Survivors find


themselves in. The GM must keep in mind that Trouble
always means that something went wrong and that
things are going to get worse for the Survivors.

Published Missions and the descriptions of the city


Combat Trouble districts contained in this volume often offer details
about what happens should a Survivor cause Trouble.
If a Survivor causes Trouble rolling SHOOT or FIGHT, the
immediate consequences are simple, if unpleasant: Noise
If the GM is finding it hard to improvise the consequences
Friendly Fire of Trouble, they can always describe how the Survivor's
If you cause Trouble rolling SHOOT in a Combat Round actions made noise. And making noise is bad, as there
and there are other Survivors in the fight, you have a is no question that Zombies have excellent hearing.
case of Friendly Fire! For example, rolling Trouble on a SCOUT roll may have
• Apply your first hit to another Survivor (players’ you return to your fellow Survivors with a few walking
choice). Then, proceed to apply any additional hits cadavers in town.
normally, in Speed order.
TROUBLE TABLE 73
Severity Examples

You forget something. You lose your voice for a day. You slip and cut a finger.
Annoying
You embarrass yourself in front of others.

INTRODUCTION
You drop something. You hurt a foot and now hobble. You sprain a wrist. You
Worrisome
lose your temper.

You lose something valuable. You bang your head and are now stunned. You
Distressing
break a finger. You insult someone needlessly.

You break a weapon. You fall from a great height. You cut yourself and are
Traumatic
now bleeding. You injure someone else.

You wreck a vehicle. You seriously hurt yourself and pass out. You shoot a
Catastrophic
friend. You destroy something.

SURVIVORS
Trouble Table
The table above can help the GM improvise the effects
of Trouble, based on five abstract levels of severity to be
used as inspiration.

CONDITIONS
Life as a Survivor is hard, but it can become harder very SAMPLE CONDITIONS
quickly. In a world that is slowly spiraling down to a new Hindering Conditions: Low visibility, splitting

THE GAME
Stone Age, you could easily end up freezing, starving,

PLAYING
headache, stunned, tired, intoxicated, very cold,
suffering from a sickness, or be forced to search for demoralized, shaken, falling accident, etc.
something in the dark. Impairing Conditions: Darkness, partial
blindness, sickness, poisoned, starving,
freezing, suffocating, exhaustion, panic, etc.
When a Survivor’s situation is made worse by any source,
be it environmental or the consequence of an accident
or a particularly nasty attack, the GM may impose one or Duration and Effects
more Conditions, impairments that make it more likely
for a Survivor to fail or cause Trouble. Generally, the effects and duration of a Condition are
directly tied to its source.
After an Action dice roll, but before a player chooses • If a duration is not specified or apparent, the GM may

THE GAME
RUNNING
to spend Stress to force successes, the GM enforces determine that the Condition lasts until the Survivor
the following: takes a rest (see page 49).
• If a Condition can reasonably be considered to be
hindering the Survivor, pick the Action die showing the If different causes impose the same Condition on a
highest numerical result and flip it to a Zombie Head. Survivor, each instance must be considered separately,
• If the Condition can reasonably be considered to be but the effects don’t get worse.
impairing, flip the 2 highest numerical results instead.
For example, a Survivor might have his vision
Only ordinary dice are subjected to the effects of impaired by the darkness of night and then be
OF ZOMBICIDE

Conditions (Mastery dice are always exempted). Players blinded by a sudden flash. The Survivor remains
THE WORLD

keep track of Conditions by recording them on the notes impaired even after the sun rises if he has not
space on their ID Sheet. recovered from the flash yet.
74
OTHER SOURCES OF DAMAGE Drowning/Suffocation
Apart from being eaten alive by Zombies, there are a Survivors under water, caught in a room filled with smoke,
number of other ways for the Survivors to be injured: falling or exposed to a similar threat can hold their breath for a
down a rickety staircase, being caught in a fire, drowning, number of rounds equal to their MUSCLE score plus 1 round
or eating something really bad are some of them. per success scored on an ENDURE roll. Then, they start losing
1 Hit Point each round.
This is not meant to be an exhaustive list. Survivors get
really creative when it comes to injuring themselves, but Explosions
it’s a good starting point.
• As a general rule, accidental damage imposes a
hindering Condition when it causes the loss of 1 Hit
Point, or an impairing Condition when it causes the
loss of 2 or more Hit Points.
• A loss of HP due to accidents can generally be reduced
with an Action roll (indicated in the damage source):
reduce the Hit Point loss by 1 for every success rolled.

Falling A number of things can blow up during a Mission. Always


be ready to get out of harm’s way! In game terms,
Jumping out of a window to escape a horde of Zombies explosions are rated in three levels, Contained, Powerful,
looks cool until you hit the ground! Survivors lose 1 and Devastating based on the severity of the blast.
Hit Point per 2 yards of falling. If the ground on which
the target is falling is soft (like a pile of hay, a pile of See the table below for the amount of damage caused by
mattresses, and so on), halve the HP loss, rounded down. an explosion and the range of their area of effect.
• A roll of STUNT reduces the amount of HP lost. • A roll of STUNT can reduce the amount of HP lost.

If any damage is suffered, the Survivor should also be left If any damage is suffered, a Survivor caught in the blast
suffering from a Condition (a twisted ankle, a sprained should also receive a Condition (stunned, hearing loss,
wrist, bruised ribs, etc.). partial blindness, panicked, etc.).

EXPLOSION TABLE
Blast Level Damage in Blast area Damage at Range 1 Damage at Range 2
Contained 3 - -

Powerful 6 3 -

Devastating 9 6 3

USING EXPLOSIVES AGAINST THE DEAD


If the Survivors can get their hands on military-grade gear like a crate of grenades, or if they manage
to build a pipe bomb or another sort of Improvised Explosive Device (IED), the GM can attribute a Blast
Level to the explosive device.
• Any Zombie (or Survivor) caught in the blast suffers damage as indicated in the table above,
regardless of Strength and Damage Value.
If the explosive device can be thrown, a successful roll of STUNT will land it in the target spot. If the
roll is a failure, the bomb goes off without harming anyone. If the STUNT roll caused Trouble, the device
explodes a little too close to the Survivor, who loses 1 Hit Point.
75
Fire Radiation
Playing with fire is never a good idea. Depending on the After the outbreak, nuclear power plants were abandoned
intensity, Limited, Medium, or High, open flames and and hospitals ransacked. Dangerous radioactive material

INTRODUCTION
other sources of extreme heat cause a variable amount lies abandoned, slowly contaminating the environment.
of damage for each round of exposure. Radiation is very dangerous, especially because it’s not
• An ENDURE roll can reduce the amount of HP lost, easily detected.
unless in case of direct contact with the heat source
(in which case, no roll is allowed). In game terms, there are four levels of radiation: Low,
Moderate, Severe, and Critical. Each level causes a
If any damage is suffered, a Survivor injured by fire should different amount of damage for each time interval of
also receive a Condition (painful burns, headache, etc.). exposure, as indicated on the table below. Beware:
Critical radiation can cause instant death!
FIRE TABLE • A roll of ENDURE can reduce the amount of HP lost,
Damage provided the Survivors have some sort of protection.

SURVIVORS
Intensity Examples
per Round Otherwise, no roll is allowed.
Torch, camping stove,
Limited 1
boiling water If any damage is suffered, a Survivor exposed to radiation
will also be left suffering from a hindering or impairing
Bonfire, red-hot
Medium 2
metal, boiling oil
Condition (burns, headaches, blood poisoning, etc.).

Cutting torch, RADIATION TABLE


High 3 incendiary grenade,
flamethrower Time Damage per
Intensity
Interval Time Interval

THE GAME
PLAYING
Low 1 hour 1

Moderate 30 minutes 2

Severe 15 minutes 3

Automatic Death
Critical 1 minute (no ENDURE roll

THE GAME
RUNNING
allowed).

RADIATION VS POISON
The effects of being poisoned are normally
handled in game terms as a hindering or
impairing Conditions. Since the effects of
radiation can be easily ported over to simulate
the effects of dangerous toxins, a GM desiring
a more dangerous consequence for poison can
employ the radiation rules exactly as they
OF ZOMBICIDE
THE WORLD

are, thus attributing a level to the source of


poisoning (ENDURE rolls are always allowed).
ZOMBICIDE!
76

We are no longer the people we used to be. The past is gone, we are now free to choose our
fate. It won’ t be a zombie world. It is time for payback. Time for Zombicide!

Combat against the undead is the defining experience


for Zombicide: Chronicles. This is not simply what the
Survivors are forced to do, this is what they want to
do if they hope to get rid of the infected. This is not
an outbreak anymore. It’s a war. And to win a war, you
must conquer.

This section expands the rules for combat found in


Chapter 3: Playing the Game, providing a number
of tips for the GM to use to enliven the game when
a fight takes place. Stats for Zombies and other
opponents are found on page 79.

STAGING A ZOMBICIDE
A fight against the dead (a Zombicide, as we call
it) happens for many reasons. The Survivors may
accidentally stumble upon a horde while exploring a
District, or the destruction of such a group could be
precisely the Objective of their Mission.

Whatever the case is, when combat breaks out,


time freezes and every detail of the environment
suddenly comes into focus. It is your task as the GM
to provide the Survivors with a vivid description of
the situation, allowing them to immerse themselves
in the moment and make significant choices.

IT'S THE APOCALYPSE, BABY!


The City after the outbreak isn’t just falling
into disrepair from lack of maintenance.
The relentless war between the living and
the dead is taking its toll on everything.

So, don’t forget to embellish the scene with


appropriate details like human remains,
vapors of unspecified provenance, the
smell of decay, dogs barking and whining
as the dead start to moan, etc.

77

÷ Fortunately, describing an urban environment isn’t


usually very hard (unless you’ve never lived in a city!).
To this end, remember to read the description of the City
District where the Survivors are located.

INTRODUCTION
For example, the Survivors were busy searching a
flat on the second floor of a building. After several
long minutes, one of the Survivors spots a group
of Walkers approaching the entrance of the
building at ground level. The Survivors have
several options. They could try and leave without
attracting the attention of the Walkers...

Twist in the Tale #1: Surprise


Zombies are not particularly good at sneaking up on the
living, and they generally can’t help but moan loudly when

SURVIVORS
they see potential prey. So, Survivors are not particularly
likely to get taken by surprise. Similarly, zombies are not
easily scared, so ambushing them is not really going to
provide a great advantage.

But in the world of Zombicide: Chronicles, a lot of things


can go really wrong, and that’s when the fun begins.
For example, the Survivors might find themselves in the
middle of a Zombie crowd because the floor under their
feet collapsed, or because they were running blindly in the

THE GAME
dark. Or, on the contrary, some circumstances might give

PLAYING
them an unexpected advantage. For example, allowing
them to fire on an advancing Abomination from a distance.
• When a well-engineered plan, or luck, gives the

Watts Survivors an advantage, you can allow them to make


1 or 2 additional Opening Shots.
• Conversely, if the situation sees the Survivors
The Stage unprepared to face the enemy, you can determine
that they are surprised and that they will all act after
Location, location, location. The place where a fight is set all the Zombies have acted.
is not like any other place. It’s the battlefield, and every

THE GAME
RUNNING
detail can contribute to making the ensuing fight epic or Twist in the Tale #2: Darkness
desperate. You are free to use a map of your own, one Should the Survivors have the great idea of getting into a
of the maps found on Chapter 5, or the Zombicide board fight at night or somewhere away from a source of light,
game tiles. But this need for detail does not mean you they will suffer from a hindering or impairing Condition
have to use a map. All you need to do is visualize the (see page 73). Moreover, the maximum Range of any
situation so you can describe it to your players. Ranged weapon is reduced to 1.

Start by answering the following questions: Where are we? As far as the Zombies are concerned, they cannot see
Are we inside or outside? Is it dark? Where is the enemy in the dark any better than the Survivors and they don’t
OF ZOMBICIDE

coming from? Are the Survivors surrounded, or are there usually carry flashlights, but they can smell and hear you
THE WORLD

ways to escape that they can eventually make use of? from a distance. So, darkness doesn’t impair or hinder
Imagine how the scene looks when seen from above. them at all.
78

Choose Starting Positions How the Dead Fight


One advantage that all Survivors have compared to their When deciding what the dead will do, try to get into the
dead counterparts is that living people still think. Most of many shoes of a mindless mob of hunger-driven monsters.
them, at least. So, unless they’re taken by surprise or are All they feel is an instinct driving them to destroy anything
in a tight place, Survivors must be allowed to describe that lives. They feel no fear, no pity, no pain. They won’t
how they prepare for the undead onslaught. For example, stop as long as the Survivors are in their sight.
they can choose their starting positions based on tactical
considerations, building upon the description of the So, when it’s time for the Zombies to act, don’t overthink.
environment that you as the GM have provided them. Choose the most direct way for the Zombies to reach the
Survivors. Don’t pay attention to traps or obstacles. If the
Will they wait for the Abomination to reach the Subway Survivors stand behind a simple barricade, it will take a while
station entrance before opening fire? Or will they attract for the Zombies to realize they can go round it. They will
it into that dead end-alleyway by making some noise? rather pile up before it until some of them can climb over.

USING BOARD GAME


ACTION! TILES AND MINIATURES
When you’re done setting the stage, it’s time for action. Using tiles and miniatures from the board
game in combat can be very useful. Laying a
So far, the gameplay was frozen as you and your
few tiles in front of your players allows you,
players were fine-tuning the scene. Now you just have the GM, to see the location with new eyes,
to hit Play! Tell your players how the moaning of the making it easy to improvise details that
dead rises in a crescendo until they start firing into the otherwise would not be immediately apparent.
advancing horde. Additionally, the details shown on a tile can be
used by the players themselves. For example,
to suggest that a dumpster on the street can
From now on, always keep a first-person perspective
act as barricade, or even be used to start a
when describing what’s going on. Limit yourself to fire if they have the means to do it.
describing what the Survivors can actually see or hear.
ZOMBIPEDIA
79

INTRODUCTION
Zombies no longer need to eat or sleep and don’ t show signs of pain. They are basically
bloodthirsty puppets, but never underestimate them. They can endure a lot of punishment
and will chase you tirelessly for days. The only cure I know is summary execution.

So, finally we arrived at the meat of Zombicide: The information presented here is hardly top secret,
Chronicles (no pun intended): Zombies. In this section, but players of Zombicide: Chronicles should abstain
you’ll find everything you need to know about the from reading this section anyway, to preserve some
various manifestations of the undead, the main actors level of mystery.
of the outbreak.
You, as the GM, can use this information as you see

SURVIVORS
fit. For example, to better describe what the Survivors
encounter in their Mission Phase, or to add details to
Rumors that they gather during a Shelter Phase.

EVERYDAY ZOMBIES
Some say that Zombies are just a reflection of our fears
and failures. Tame your inner Zombie and you’ll win half
of the battle. The problem is that you must deal with the

THE GAME
other half by using rapid-fire weapons.

PLAYING
• Everyday Zombies, the ones that are more commonly
encountered, are distinguished into four main types:
Walkers, Runners, Brutes, and Abominations.

Walkers
We call the most basic type of Zombie a Walker. That’s
because they just take their time to get to you. But when
they do, you’d be wrong to consider them less dangerous
than other types of undead. That’s because they may

THE GAME
RUNNING
be slow, but there's a LOT of them, and their bites are
no less damaging than those of their more-aggressive
brethren. Underestimate them and you’ll find yourself
overrun in no time.

Strength/
Type Speed Hit Points

Walker 2 1
OF ZOMBICIDE
THE WORLD
x
80
Brutes
It’s easy to tell a Brute apart from an ordinary Walker. A
Brute is big, bloated, and tough. Whatever changed them
so much has made them also particularly hard to put
down. Most weapons just tear pieces of flesh and bone
from them, and they have plenty to spare. So, be sure to
carry something able to do some real damage.

ï
Strength/
Type Speed Hit Points

Brute 1 2

Runners
]
Amped up for some reason, Runners are super
aggressive. They hide behind other Zombies, especially
Brutes, and will be upon you in no time unless you take
them out first. They can be fast, but they still won't easily
overcome obstacles set before them.

Special Rules
Runners reduce the maximum number of Opening Shots
to 1. Then, they attack twice: once before the Survivor
Phase and once during the Zombie Phase, with all the
other Zombies.

Strength/
¨

Type Speed Hit Points

Runner 3 1
î
81

INTRODUCTION
SURVIVORS
THE GAME
PLAYING
O

THE GAME
RUNNING
Abominations
Huge, strong, twisted beyond recognition. Abominations
are a Survivor’s worst nightmare. If you spot one of these,
and it doesn’t see you, just run. Abominations are almost
impervious to damage. Only the most powerful weapons
can stop them. Or a well-aimed Molotov.
1
Strength/
OF ZOMBICIDE

Type Speed Hit Points


THE WORLD

Abomination 1 3
82
ZOMBIE HORDES Brutes & Co.
While it is possible to meet solitary Zombies, the dead The presence of Zombies of different types in a Horde
display the annoying tendency to show up in large is determined using the Horde Composition table below.
numbers. • Roll a die and add the Threat Level of the District the
• In Zombicide: Chronicles, a large crowd of the undead encounter is taking place in to its result. Then, check
is called a Horde. Published Missions and the Districts the corresponding entry.
contained in Chapter 5 often rely on the rules for
Hordes in their text. Each column in the table is used to determine the quantity
of Zombies of a given type that can be added to the basic
A Horde of Zombies can be compared to a mass of undead amount of Walkers determined by the Horde multiplier.
flesh attacking in waves. As with every type of crowd, a
Horde’s composition is varied, but its bulk is formed by Quantities are expressed as a multiplier, this time ranging
the ever-present Walkers. from x0.5 to x3. If the multiplier is x0.5, it means that
• In game terms, the number of Walkers in a Horde the number of adversaries is equal to half the number of
depends on the number of Survivors in a group. The Survivors (round up fractions, sorry guys!).
uncomfortable presence of Brutes, Runners, and
Abominations is instead based on the Threat Level For example, if 4 Survivors are facing a Horde
of the area. containing x1 Runners, it means that there’s 4 of
them among the Walkers.
Walkers in a Horde
The GM is always free to tweak the number of Zombies in
Larger groups of Survivors attract more attention. In a Horde to make the life of your Survivors easier or even
game terms, this translates into a Horde multiplier, a more miserable than it already is. For this reason, the
value normally ranging from x1 to x6. quantities shown in the Horde Composition table are to
• A Horde multiplier determines how many Walkers are be considered suggestions. In particular, the addition of
there for each Survivor in the group. Abominations to a Horde must be considered carefully.
• Published missions may modify the number of
For example, if 4 Survivors are about to face a Zombies in a Horde adding a number after the
Horde (x2), it means they will encounter 8 Walkers. multiplier in brackets.

If you must improvise a Horde multiplier, just add 1 to the For example: a Horde (x3) + 1 Brute means you
TL of the area the Survivors are in. must add an extra Brute to its usual roster of
rotten creatures.
For example, if the Survivors encounter a Horde in
a TL 2 area, they will face a Horde (x3).

BLE
HORDE COMPOSITION TA
D6 Roll + TL Runners Brutes Abominations

1-2 - - -

3-4 0.5 - -

5-6 x1 0.5 -

7-8 x2 x1 -

9-10 x2 x1 1
83

INTRODUCTION
SURVIVORS
Horde Waves MUTATED ZOMBIES
When dealing with a Horde, you know when a fight starts
but not when it’s going to end, as the dead are a curious

THE GAME
lot, and for all their normal sluggishness, they cannot

PLAYING
wait to join their brethren in the melee. So, what you just
faced in a round might be only a first wave.

At the end of each combat round, if there is at least one With the outbreak, dead people didn’t just come back.
Zombie standing, the GM rolls 1 die for each Survivor that You’ve seen Brutes and especially Abominations. The
made Noise, such as using a Noisy weapon: infection changed them, making them bigger, tougher, or
• If 1 or more dice result in a Zombie Head, a Horde (x1) just plain weirder.
joins the fight in the following round.
In time, the Survivors were forced to distinguish different
You can add Zombies of different types by rolling again breeds of walking dead as they were consistently

THE GAME
RUNNING
on the Horde Composition table, considering the TL displaying newer, more terrifying mutations.
of the area equal to 0. Each new round can generate • So far, four different strains of Zombies have been
another Horde, and so on. They just keep on coming... identified: Berserker, Seeker, Skinner, and Toxic Zombies.

For example, of the 4 Survivors fighting a Horde in In game terms, GMs can employ the Mutated Zombies
a TL 2 District, 2 used Noisy weapons. At the end presented here as they see fit:
of the round, the GM rolls 2 dice and gets 1 Zombie • Berserker and Toxic Zombies can be encountered
Head. A Horde (x1) approaches! Then, the GM rolls as afull Horde, as they display all four standard
on the Horde Composition table (with a modifier manifestations (Walker, Runner, Brute, and Abomination).
OF ZOMBICIDE

equal to 0) to see whether different Zombie types • Seeker and Skinner Zombies only appear in certain
THE WORLD

show up. The GM rolls a 4: a total of 4 Walkers and forms and thus can only appear as part of a standard
2 Runners join the undead. Horde or as their own group.
84
Berserker Zombies Toxic Zombies
The first to appear after the outbreak, this mutation If it moves and it’s covered in pustules and blisters, it’s a
seems to affect individuals that were already particularly Toxic Zombie. Something happened with their blood and
aggressive in life, such as prison inmates, criminals, or getting up close and personal with them isn’t a good idea.
dangerous madmen. What was only a psychological trait When you hit them, you can get splattered with some kind
seems to have turned into a physical one. Berserker of toxic stuff.
Zombies develop hard scales all over their bodies, making
them harder to stop with bullets. You basically have no Simple exposure irritates the skin. Breathing it in or
choice. You have to meet them face to face. swallowing any can be lethal. Watch out for your eyes, too.
• The Berserker mutation affects all four types of Zombies. Nobody knows how they got so toxic. Personally, I think
it’s the food. So much food coloring can't be good.
Special Rules • Toxic Zombies exist in all four manifestations.
Berserker Zombies are immune to Ranged weapons fired
using SHOOT (that is, not grenades, thrown explosives, or Special Rule
a Molotov cocktail). Unless otherwise stated, only a Melee When you eliminate a Toxic Zombie with a Melee weapon,
weapon can kill a Berserker Zombie. you suffer 1 point of Damage from its toxic spray.
z
^ Å
85
Seeker Walkers Skinner Zombies
Seeker Zombies hide among normal Walkers and incite You can immediately recognise the older Zombies, those
them into a frenzy as they get closer to their target. They that have been around since the beginning. They’re leaner,

INTRODUCTION
become so fast that Runners look like easy targets. When almost shrivelled, and feral-looking. It's not a good sight.
you finally understand what you’re facing, it may be too Some of them become Skinners, Zombies that do not stay
late. Look for Walkers acting up, like making noise and dead even when cut in half. When they are reduced to
shaking. If you spot one of them, blast it immediately. armless or legless torsos and they keep chasing you, we
• Seeker Zombies exist only as Walkers. call them Crawlers.
• Skinner Zombies exist in all forms except Abominations.
Special Rules
The GM can decide that there’s a Seeker Zombie among a Special Rules
group or Horde of Walkers. It can be identified with a roll For every Skinner Zombie eliminated in a Combat Round,
of SPOT. If it’s not eliminated, all Walkers in the group or add a Crawler (see below).
Horde are considered Runners.

SURVIVORS
Strength/
Type Speed Hit Points

¨
Crawler * 1
*Crawlers do not have a Speed score. They always come
last in Priority Order.

THE GAME
PLAYING
THE GAME
RUNNING
¶ _

OF ZOMBICIDE
THE WORLD
86
ZOMBIE ANIMALS
At the beginning of the outbreak, the media
reassured everyone by saying that animals
were immune to the contagion. Well, it turns
out that they were wrong. Dogs, rats, and crows
are the worst. Eating infected cadavers turned
them into the most feral Zombies imaginable
• 
Zombie Animals work just like human
Zombies. When using the rules for Hordes,
a Zombie Animal type can be used to
replace Walkers in a Horde.

Zombie Crowz
It was inevitable that crows would get infected,
scavenging all those Zombie bodies. It was
also inevitable that it would be very bad news.
Crowz may be easy to kill, but these flying
vermin can move awfully fast and, worst of all,
they can ignore obstacles, either flying over
them or squeezing through broken windows,
holes in the roof, or gaps in crumbling walls!

Zombie Dogz
If you haven’t seen a pack of Dogz attacking, you
haven’t seen anything, believe me. These rotten
fleabags are quick as devils and devious. They
can drag you to the ground and strip your flesh
off before you can tell your mama goodbye.

Strength/
Type Speed Hit Points Special Rules

Crowz can fly over physical obstacles.


Crowz 4 1 Barriers, fires, and walls don’t block them.

Dogz reduce the maximum number of


Opening Shots to 1. Then, they attack twice:
Dogz 4 1 once before the Survivor Phase, once during
the Zombie Phase, with all the other Zombies.

Ratz can easily pass through narrow


Ratz 4 1 cracks and holes in the ground.
87

INTRODUCTION
ï

SURVIVORS
THE GAME
PLAYING
`

THE GAME
RUNNING
0
Zombie Ratz
From the point of view of many, rats are pests to be killed Ratz are as numerous as their brethren, of course, but
at first sight. On second thought, however, the destinies their fear of man has been replaced with a hunger for
of rat and man seem linked. Both species are survivors. human flesh. For an unknown reason so far, they act like
Someone accused rats of being responsible for the a giant pack. As soon as some of them find a fresh food
OF ZOMBICIDE

Zombie disease, but it seems they carry the burden in source, all ratz in the vicinity gather for the feast. The
THE WORLD

the same way we do. They are vulnerable and can be more there are, the more frantic these critters become,
turned into Zombies. We call them the Ratz. and you know how agile and fast a rat can be!
88
CUSTOMIZING THE DEAD BOOSTED ZOMBIES
The simplest way to customize a Zombie is
It gets worse, though. The zombies we found to raise its number of Hit Points and make it
in the mall are weird. harder to kill. Note that if you raise a Zombie’s
Hit Points, you’re not raising its Strength too!
You’re only making it able to sustain more
While it can be argued that death is the great equalizer
damage, not to make more Attacks or raise its
and that it makes us all the same, Zombies are not all
resistance to certain weapons (Damage Value).
alike. As seen before, they have different manifestations As a rule of thumb, consider only boosting the
and mutations. HP of Brutes and Abominations to make them
into fearsome, but uncommon, adversaries.

Sometimes, they display even stranger abilities; dangerous


talents every expert Survivor needs to recognise as
quickly as possible if they want to keep surviving.

A
List of Special Abilities
This section lists a number of special abilities that the GM
may use as a small toolbox to add another level of variety to
the adversaries the Survivors will inevitably encounter. The
combinations that can result by matching manifestations
and mutations with special abilities are innumerable and
can give life to unique and very unusual Zombies.

Fast or Very Fast


This creature gains 1 additional attack during the Zombie
Phase (2 if the creature is Very Fast).

Grabbing
At the start of each Zombie Phase, this creature grabs all
Disengaged Survivors, dragging them in contact again.
Each Survivor can prevent this by making a STUNT roll.
A grabbed Survivor can be dragged through a window, a
door, out of a car, etc.

Impervious
This creature can only be killed by area-effect attacks
like explosives, grenades, and Molotov cocktails.

Meat Shield
This creature always comes first in the Targeting Priority
Order, regardless of its Speed.

Unbearable
This creature can be attacked only with Ranged weapons
(cannot be given to a Berserker Zombie).
NON-PL AYER SURVIVORS 89

INTRODUCTION
We were on a supply run when we heard Meet the NPS
gunshots a few blocks away, quickly followed
by an emergency flare. It ’ s been a while When approaching living entities, one should take into
since we saw one of those. consideration their motivations and attitude towards
strangers.
Not everything that moves is dead and rotten. Sometimes,
the Survivors find people. Real people. The talking kind. In game terms, NPS have the following characteristics:
Some will be scared. Some will be lost. Others may be
thriving, having found a way to coexist with the effects Name
of the apocalypse. It’s the personal name or denomination of the NPS,
usually accompanied by a descriptive role, summarising

SURVIVORS
The Survivors should be careful when dealing with them. the character’s position in the world of Zombicide.
Hunger and pride make people do crazy, unexpected
things, especially now that everyone is making the rules For example: Teegan, Boss of the Screaming Jays;
for themselves. So, as the old saying goes, “Choose your Natasha, lost cheerleader; Fred, Lone Zombie-
enemies wisely and your friends even more”. hunter; etc.

Description
THE OTHERS The character’s looks, behavior, and general skill set.

One of the main tasks of the Gamemaster is to bring For example: Torn jeans and leather jacket. Fast

THE GAME
to life those few lucky individuals who survived the talker. Sociopath. Eye patch and a limp.

PLAYING
outbreak and that are not controlled by the players. From
the scared little girl hiding in the dumpster (how did she Motivation
end up in there?) to the rugged ex-Marine sniping at The Survivor’s short or long term purpose, objective,
Brutes from his home, they all have one thing in common: or drive.
they’re Survivors, just like you.
• In Zombicide: Chronicles, these individuals are called For example: Find shelter, recruit more followers,
Non-Player Survivors, or NPS for short. kill the White Abomination.

Survivors may meet NPS by accident, for example when Gear

ñ
exploring the City, or on purpose when they investigate a The tools or weapons and other interesting things that

THE GAME
RUNNING
rumor signalling their presence. the character is carrying.

Enemy Level
This rating summarises the character’s overall fighting
capability. It is used in conjunction with the rules for
Fighting the Living (see page 91).

Special Rules
Sometimes, the text of a District or Mission adds one or
OF ZOMBICIDE

more special rules to the characteristics of a NPS. Generally,


THE WORLD

these rules detail specific abilities and advantages that a


character can use to help or hinder the Survivors.
90
Interaction Rolls
SA M P L E N P S
The outcome of an interaction with a Non-player Survivor
• Name: Teegan, boss of the Screamin’ Jays
may often require one or more Action rolls. It could be a
• Description: Torn jeans and leather jacket.
Fast talker and even faster shooter. STUNT roll to try and catch them (or to run away from
Sociopath. Eye patch and a limp them), a HEARTEN roll to snap them out of their state of
• Motivation: Prey on the weak. Rule what’s shock, a roll of COOL to avoid being shot, etc.
left of humanity
• Gear: Baseball Bat, Shotgun When this happens, the GM may add a Difficulty level (DL)
• Enemy Level: Dangerous
to a roll based on how much the objective of an Action is
• Special Rules: -
compatible with the Description or Motivation of the NPS
or how it relates with their skill set.

Use the following guidelines to decide the difficulty of a roll:


• DL0: The objective of the Action is compatible with
the motivation or description of the NPS, or the NPS
does not possess a skill set that can possibly hinder
the roll.

For example: asking someone for information about


one of their enemies, running away from an old man,
resisting being intimidated by an adolescent punk.

• DL1: The objective of the Action is partially


incompatible with the motivation or description of
the NPS, or the NPS possesses a skill set that can
make the action harder.

For example: catching a young boy trying to slip away,


taking an ex-cop by surprise, persuading a paranoid
survivor to leave his fortified shelter.

• DL2: The objective of the Action is directly


incompatible with the motivation or description of
the NPS, or the NPS possesses a skill set that can
very reasonably pose a challenge for the Survivors.

For example: sneaking into a camp patrolled by ex-


military, convincing a zombie-hunter to lend you
her prized no-dachi, intimidating a grizzled veteran
of many a Zombicide.
*
91
FIGHTING THE LIVING Initiative
It shouldn’t be necessary to say here why it’s never a NPS are smarter than Zombies. It's one of the reasons
good idea for the Survivors to pick a fight with living why they are still alive! So, to determine who goes first in

INTRODUCTION
people. There aren't many of those left, even without a fight, all Survivors must make a COOL to establish who
them starting to kill each other. Remember, the dead is going to act first.
guys are the enemy! And if you start shooting, they’ll • Every Survivor who succeeds acts before all the NPS


hear you. opponents.
• Survivors who fail act after all the NPS opponents.
But sometimes, a situation goes south and violence • If the Survivors have been Surprised (see page 77),
erupts anyway. And in the end, it’s better to be the ones they automatically act after all the NPS opponents.
who come out of the scuffle standing.

The following section modifies the rules for combat


against the dead. The aim of these rules is to provide a

SURVIVORS
simplified combat resolution, not a system for tactical
fights. Remember, fighting against the living should be
an exception, not a recurring event. This is ZOMBIcide!

Combat Rounds Survivor Phase


Fighting living opponents is different from fighting dead Survivors act as usual when their turn comes. Attacks are
ones. Where a fight between Survivors and Zombies is resolved normally, rolling FIGHT in Melee and SHOOT for
seen as a furious wrangle of living and dead bodies, a Ranged weapons, with 1 important exception:
confrontation with NPS has combatants shooting at each • Any weapon is effective in harming a NPS target,

THE GAME
other at close range and charging in with melee weapons. regardless of their Damage Value.

PLAYING
• For this reason, there are no free Opening Shots
for the Survivors to whittle down their opponents, The fight depends on the Level of the Enemy you are facing
unless they somehow manage to ambush them with (see page 92). Harmless and Tough NPS that are reduced
a SNEAK roll. Combat then evolves in a cycle of to half their original number may consider the option of
Combat Rounds. surrendering, while Dangerous and Formidable opponents
• In the course of each round, Survivors and the NPS will probably try to withdraw to fight another day.
take turns in order of Initiative to take action.
NPS Phase
SHHHH! THEY'LL HEAR YOU!
As it happens with Zombies, attacks by NPS do not

THE GAME
You knew opening fire against them wasn't the

RUNNING
best idea. At the end of each combat round require dice rolls. Simply add up the Strength rating of
spent fighting NPS, the GM rolls 1 die for each all NPS involved in the fight. The result is the number of
Survivor that made noise, for example using a Attacks dealt to the Survivors as a group.
Noisy weapon, plus 1 die for each 3 points of
• As usual, the Survivors may now split the number of
Strength of the NPS opposing them:
Attacks in any way they prefer (Disengage and Evade
• If 1 or more dice result in a Zombie Head,
a number of Walkers matching the number have the usual consequences).
of Survivors in the fight joins in during the
following round. It is up to the GM to describe the actions of the NPS as
befits their description. For example, a crazed old man
OF ZOMBICIDE

may just bum-rush the Survivors (and probably end up


THE WORLD

riddled with bullets), while a team of military veterans will


maneuver and take the Survivors in a crossfire.
92
Enemy Level Speed
As happens with Zombies, this is used to determine the
The characteristics of the NPS facing the Survivors Targeting Priority order of Ranged Attacks.
depend on their Enemy Level and denotes whether an
opponent is considered Harmless, Tough, Dangerous, or Strength
Formidable. This is used to see how much damage an attack from a
single NPS of that level inflicts on a Survivor. Differently
The table to the right provides the GM with all the stats from the Zombies, it does NOT indicate the minimum
required for a NPS to take part in a fight. Damage Class required to harm the NPS.

Resolve Hit Points


Modifiers to rolls are not normally taken into consideration This is the Damage that each individual NPS can suffer
in a fight involving only stinky, ambulating cadavers - you before they are considered out of combat.
don’t expect a Zombie to dive for cover, or to gain the high
ground. But intelligent and experienced opponents are a
ENEMY LEVELS
different matter.
• All rolls made in combat and involving a NPS are Strength/
Enemy Level Resolve Speed
Hit Points
modified by the Difficulty Level indicated in their
Resolve rating, including rolls made for Initiative (use Formidable DL2 3 4
the highest Resolve in the group), to attack them, or
to evade their attacks. Dangerous DL1 3 3

Tough DL1 2 2

Harmless - 2 1

EXTENDED EXAMPLE OF COMBAT WITH NPS


Yuka and Amado located a gun shop that looked like it was ignored in the frenzy following the apocalypse, as
its sign at some point fell from the window display. Unfortunately, the gun shop isn’t deserted, and as the two
enter the front door, they notice someone scrambling for cover in the back! The GM knows that the gun shop
is owned by Phil and Marnie, two Tough gun enthusiasts who are preparing to open fire on the two Survivors.

Yuka and Amado roll for Initiative. Yuka succeeds while Amado fails. Yuka is the first to act. She moves behind
a fallen display shelf. Then, she puts away her Katana and spends her Support Action to DRAW her sub-mg
while shouting: “Hey! Who’s there!”

It’s time for Phil and Marnie to act. They’re a couple of paranoid survivalists who have made the shop into
their fortress, so the GM decides their answer is to open fire! Phil and Marnie are Tough, so it’s not their first
rodeo. The Strength rating of the two NPS amounts to a total of 4 Attacks aimed at the two Survivors. They
choose to split the attacks as follows: 3 attacks to Yuka and 1 to Amado. Yuka saved one Action to EVADE, so
she rolls her COOL and gets 4 successes. All attacks against her are cancelled! Only 1 attack
against Amado remains. Amado is hit, losing 1 HP and almost loses control! He already
has his shotgun out, so he just leans against the nearest wall to AIM, then he goes
boom! He rolls 5 dice for his SHOOT Action for a whopping total of
4 successes (at the cost of 2 Stress). Since Amado was aiming, he
can choose his target. Ladies first! Marnie is caught fully by the
shotgun blast, and is sent sprawling. She’s down to 0 HP.
z
93
NPS GROUPS Choose one entry for each rating, or roll a D6.

Survivors began to gather in groups just weeks after Size


the start of the outbreak. Even the more sociopathic This represents the population of the NPS group. The higher

INTRODUCTION
types quickly realized that lone individuals only make for the rank, the larger and more varied its composition.
quick meals. So, your team of Survivors is not the only 1 - Tiny: a family, a few couples and friends.
organized party in the City. Others are hunkering down in 2 - Small: an extended family, a group of a dozen
condos, mall warehouses, and police stations. friends.
3 - Typical: a sports team, a military squad.
Varying in number and organization, these groups of 4 - Substantial: a small neighborhood, members of
survivors spend the majority of their time in their own turf, a firm, a platoon.
leaving only to scavenge for supplies. What will happen when 5 - Large: a large neighborhood, a whole company
the Survivors trespass into their territory? Are they going of soldiers.
to be friendly, or are they going to shoot first and talk later? 6 - Vast: a district-sized community.

SURVIVORS
Meet the Community Disposition
This rating can be used to gauge the reaction of the
NPS groups are made of individuals, so interactions with group upon meeting the Survivors. The higher the rank,
their members will follow the normal rules for interacting the friendlier the members of the group are.
with NPS described on page 90. 1 - Hostile: predatory and violent, disposed to kill
• When considered as a collective, NPS Groups are and loot rather than parley.
described using a number of numerical characteristics, 2 - Unfriendly: aggressive, ready to shoot first and
all ranging from 1 to 6. then ask questions.
3 - Suspicious: defensive, requiring proof of trust
If a NPS group is introduced by a published Mission or to be approached.

THE GAME
district, these values are predetermined. Otherwise, 4 - Cautious: open-minded, but still wary.

PLAYING
the GM is free to alter or choose each value, or even 5 - Friendly: seeking contact, inclined to collaborate
improvise it by rolling a D6. if reciprocated.
6 - Peace-loving: willing to help voluntarily, good
Here follow the five characteristics defining each NPS samaritans.
Group. The combination of the various ratings allows for
the creation of hundreds of different factions; potential
allies or rivals competing with the Survivors for supplies
and for the best Shelters in town.
• Size
• Disposition

THE GAME
RUNNING
• Morale
• Leadership
• Resources

NAME
±
Organized groups often give themselves
fancy names to give their members a sense of
identity. You don’t have to give a name to all
of them, but if you do, make it fancy!
Examples: the East Yates Wackos, the Ghosts
OF ZOMBICIDE
THE WORLD

of Birch Street, the Crazy 88, the Rooks, the


Calaveras.
Penny
94
Resources
This is the approximate wealth of the NPS group based
on their access to supplies and weaponry. The higher the
rank, the better equipped the average member of the
group and the more impregnable their Shelter.
1 - Dirt-poor: starving, ill-equipped.
2 - Scarce: hungry, always looking for more.
3 - Frugal: struggling to make ends meet.
4 - Acceptable: well off, but need to scavenge often.
5 - Prosperous: rarely lacking supplies.
6 - Lavish: jacuzzi, golden AK-47s, pimpmobiles,
you name it.

Shannon How to Read


the Ratings Combinations
Survivors who have made contact with a NPS group
may attempt to improve their relationship and raise The five ratings of a NPS group are devised to make it
the Disposition level as a consequence. The GM should easy for a GM to read and interpret. Starting from the
determine which is the best course of action to do so bare numbers, the GM can easily flesh them out with
using other ratings of the group as a reference (like narrative details and use them to determine the outcome
the group’s Morale or Resources level, for example). of any interaction with the Survivors.
Normally, the Survivor must succeed in an Action roll for
the rating to be improved (by a maximum of 1 point for Here is an example of how you can flesh out the numerical
each effort). ratings of a NPS group:

Morale The Street Rats (Size 5, Disposition 2, Morale 4,


This measures how cohesive and confident the group is. The Leadership 2, Resources 5)
higher the rank, the more united and motivated the group is. This community was created when the local youth
1 - Failing: desperate, on the verge of disbanding. detention center was abandoned by the authorities.
2 - Low: malcontent is rampant, members are Counting more than a hundred members (Size 5), they
leaving by the day. never left the building and instead fortified it when
3 - Uninspired: things could be worse, but some they realized what was happening. Swarming around
fear the worst has yet to come. the neighborhood like hungry rats, they picked it
4 - Optimistic: the situation is stable, the worst is clean, accumulating a vast supply cache (Resources 5).
behind. Strongly territorial, the Street Rats avoid contact with
5 - High: this is working! We’re going to make it. other survivors and shoot whoever gets too close to the
6 - Unshakable: we’re the best! detention center (Disposition 2). They follow the orders
of their current Chief, the last in a series of leaders
Leadership who failed to keep a strong grip on
This rates the quality of who’s in charge, be it an individual the tumultuous community of
or a group of elected representatives. adolescents (Leadership 2). This
1 - Abysmal: crazy, idiotic, self-deluded imposter. notwithstanding, the community
2 - Weak: clumsy and amateurish. is solid and is enjoying their
3 - Limited: couldn’t find a better leader, so this will do. new life as lords of a
4 - Adequate: learning the ropes, will improve. wasteland (Morale 4).
5 - Strong: confident and effective.
6 - Superb: brilliant strategist, talented politician,
wise ruler.
THE MISSION PHASE
95

INTRODUCTION
Several weeks have passed since the infection began and the zombie population peaked. What
may seem like a routine mission is actually an ordeal where the smallest mistake could be fatal.

The Mission Phase comprises the best part of the


gameplay of Zombicide: Chronicles. This is when the
EXPERIENCE AWARDS
Survivors have a chance to show what they are made Survivors gain Experience points during the course of
of and do something about an infection that threatens the Mission Phase by achieving specific Objectives and
to become an extinction-level event. This won’t be easy by bringing a Mission to a satisfactory resolution.
though, as it is your task as the GM to make the world of
Zombicide fight back. When considering the elements that are going to be part
of a new Mission Phase, one of the things you must do

SURVIVORS
From a structural point of view, you play the game as as the GM is to consider which episodes or incidents will
a series of Mission Phases separated by short Shelter gain the Survivors an Experience award.
Phases. The interplay between challenges set by the GM,
the actions chosen by the Survivors to overcome them, WARNING!
and the consequences of those same actions create a
Remember that the rules for Stress, Trouble,
dynamic narrative, a story created with equal input from and Adrenaline come into play during each
the GM and the players. Mission Phase. See pages 48 and 72 for
their proper application.

PHASE STRUCTURE Mission Objectives

THE GAME
PLAYING
Each Mission Phase typically sees the Survivors play out
a number of days of game time before a new Shelter An Objective represents a turning point in the Mission, a
Phase is initiated to wrap the mission up. Ideally, the milestone that when reached, indicates that the Survivors
Survivors leave their refuge with a plan in mind, as set at are indeed advancing towards achieving their plan.
the end of the previous Shelter Phase (see Plan Mission,
page 100). Usually, the Survivors have resolved to Usually, the nature of an Objective is tightly connected
pursue a precise Objective tied to events that happened to the Mission type being played. Descriptions of the
in previous Mission Phases, or to investigate a Rumor various types of Mission presented starting on the next
they'd heard (see Rumors, page 100). This should give page include examples of Mission Objectives.
you the necessary time to set up the new Mission Phase

THE GAME
RUNNING
accordingly, casting it as 1 of 10 different Mission types: On some occasions, a Mission Objective may instead
1 - Supply Run represent a side-quest, an achievement that is significant
2 - Exploration but not necessary to the overall success of the Mission.
3 - Secure Area Tangential Mission Objectives like these can be easily
4 - Seek New Shelter improvised, taking the chance to reward the Survivors

¸
5 - Make Contact for an unexpected turn of events.
6 - Obtain Information/Item • As a rule of thumb, Missions should always feature
7 - Rescue Run a minimum of 2 Objectives: a main Objective and a
8 - Survival side-quest.
OF ZOMBICIDE

9 - Seek and Destroy • Achieving an Objective gains a Survivor 5 Experience


THE WORLD

10 - Keep Hope Alive points.


96
Mission Bonus Secure Area
Making it back to the Shelter alive can already be counted as This neighborhood is a mess. Body parts are NOT decor.
a win. But we’re feeling generous. Survivors gain a number And I’m sure zombies attract other zombies. Blow those
of additional XP as a bonus based on how well they fared. Brutes to bits and make this world a little better!
• At the end of each Mission, award the Survivors from • Plan: Clear the area, dispose of all bodies, scrape
3 to 5 additional XP depending on how well they off the remains.
performed, especially as a team. • Reward: Reduce the TL of the Location by 1.
• Objectives: Kill the Zombie boss infesting the area.
Find the Spawn zones (how the Zombies gain access
MISSION TYPES to the area). Prevent the dead from entering.

Here's a brief description of each Mission type, including Seek New Shelter
examples of plausible plans of execution and rewards
tied to the Mission’s achievement. A brief list of potential We’ve had enough bashing zombie heads in the middle of
Objectives (see Experience Awards, page 95) the night. This place is no longer friendly to humans. On
concludes each writeup. the other hand, that police station over there seems cozy
and well defendable! If we secured the area, we may have
The Stories from the Outbreak mission compendium a new place to call home.
contains a fully-developed example of each Mission Type. • Plan: Find a new Shelter, fortify and stash it
properly, and settle down.
Supply Run • Reward: You have a brand new Shelter.
• Objectives: Discover the best location. Ensure a
During the Apocalypse, some inconveniences are to be safe move. Keep it secret.
expected. First, you run out of tuna. No big deal! But then,
you realize that you've ran out of gas too and can’t loot Make Contact
the mall. Then, things escalate and people start dropping
dead, sick and starving. You need to find stuff and you That column of smoke over there at the campus may not
need to find it fast. be another red herring. I’m sure there’s a BBQ going on! I’ll
• Plan: Rush to the nearest unspoiled source of go get a couple six-packs. They’ll appreciate that for sure.
supplies and take everything you can carry. Watch out for friendly fire though, as everyone (including
• Reward: During the next Shelter Phase, you you!) shoots first, then worries later about properly
automatically pass any Supply Checks. identifying who’s knocking.
• Objectives: Find a supply source. Secure a fast • Plan: Get to the location and investigate any
means of transportation. Bring everything back traces of life.
to the Shelter without casualties. • Reward: Start collaborating with a group of NPS.
You can start bartering Equipment, exchange
Exploration information, and help each other... If they are willing.
• Objectives: Discover who’s there without making
How can we stop this madness if we don’t know where yourself known. Gain allies. Save someone.
the infected come from and if there are others hiding out
there? There must be some safer places to settle, too.
• Plan: Reach and explore another District.
• Reward: Gain key information about the District, its
locations and possible denizens.
• Objectives: Find a vantage point for observation.
Acquire a map of the area. Bring back useful
information.
97
Survival
Whoah! I have never seen a horde so large! And they
are coming right this way! An immediate threat needs

INTRODUCTION
to be dealt with. An illness has spread. The dead have
unexpectedly found a way into the Shelter. An unexpected
or a particularly large horde is getting closer. This mission
can end in a Shelter Assault! (see page 105).
• Plan: Survive the threat.
• Reward: Your life.
• Objectives: Resist until help arrives. Upgrade

Jane your defenses in time. Thwart the threat.

Seek and Destroy


Obtain Information/Item

SURVIVORS
Another Abomination spotted, another job for our elite
You’ve heard it through the grapevine. There’s still a group of zombie killers! Time for the prey to become the
chance to power up the entire district, or there may be a hunters. I hope you brought explosives.
way to open that damn bunker. • Plan: Deal with a particular Zombie threat.
• Plan: Follow your lead to a specific item or piece • Reward: The critter’s head and tons of XP!
of info. • Objectives: Spring a trap. Obtain a special means
• Reward: Get what you're looking for… or of destruction. Reach an ideal ambush site.
something totally different.
• Objectives: Get what you were looking for. Find Keep Hope Alive
something unexpected. Put the information/item

THE GAME
to good use. They say that there are Survivor camps out east,

PLAYING
protected by the military. Do you really believe that?
Rescue Run The government is certainly looking for a cure, right? We
must stick our head out and try to make contact with the
There’s no time to lose. Kim is still fending off wave after wider world.
wave of runners, but she can hold on for only so long. We • Plan: Set up a recorded radio broadcast to find
need to get her out of there. other Survivors, leave messages for others to find
• Plan: Find and reach someone in distress, extract you, and look for any traces of the world before or
them, and take them to the Shelter. any other action to keep a beacon of hope alight.
• Reward: Someone is indebted to you and might • Reward: Preserve hope. You never know who out
return the favor at some point. Also, you may gain there might be actively doing something to end

THE GAME
RUNNING
a sidekick! all this.
• Objectives: Infiltrate unseen. Deal with the threat. • Objectives: Find news of other communities.
Don't leave anyone behind. Reach the location you need to secure. Deliver the
message you wanted to spread.

MIXING MISSIONS UP
The mission types we’re presenting here are not rigid structures never to be broken. For the sake of
variety, you are encouraged to use them for what they are: guidelines. Especially when you will have
a number of sessions of play under your belt, you’ll find it easy to mix 'n’ match different types of
OF ZOMBICIDE
THE WORLD

missions. For example, an Obtain Information mission can suddenly turn into a Seek and Destroy
assignment when the Survivors discover the presence of a powerful Abomination!
THE SHELTER PHASE
98

Our shelter is safe, for now. Unfortunately, our supplies won’ t last long. We also need
clothes, equipment, and ammo. We ’ve decided to go explore the surrounding houses. We
cannot come back empty-handed.

Survive and win. This is the first commandment in the


world of Zombicide. Forget about the money, power, or
PHASE STRUCTURE
fame. Just keep breathing. But to see another dawn, every Generally, the Shelter Phase takes place right after the
single Survivor knows that they will have to go out there, Mission Phase when the Survivors make it back to their
scavenge for food and water, pick clean every gun store and refuge. If there’s no time at the end of a play session, then
workshop for ammo and spare parts, and raid the medical the phase will take place at the beginning of the next.
supply stores at the mall before they can call it a day.
A Shelter Phase is divided into a number of steps:
The Shelter Phase represents the time the Survivors 1 - Supply Check
spend in their refuge when they’re not out there smashing 2 - Shelter Actions
Zombie heads. It’s a time for making sure that they have 3 - Plan Mission
all they need to continue their fight and for planning on
how to do that.
REST & RECREATION
During the Shelter Phase, all Survivors
have time to heal and recover. They are all
restored to their maximum Hit Points, they
reset both their Adrenaline and their Stress
to zero, and they remove any Condition that
may have been imposed on them during the
Mission Phase.

NO STRESS, NO TROUBLE!
Forcing successes is a special opportunity
reserved for the Mission Phase. This means
that during the Shelter Phase what you roll is
what you get! Also, you never gain Adrenaline
for rolls made during the Shelter Phase. Look at
the bright side, though. During a Shelter Phase,

Ned all Action rolls ignore the rules for Trouble.

Roll a D6 Supply shortage Prolonged Action type Consequences of Failure

•• Food, water SCAVENGE Weakened

•• Spare parts, ammo TINKER Unreliable Gear

•• Medical supplies HEAL Medication Shortage


99
1 Supply Check Consequences of Failure
Survivors low on supplies are flirting with disaster. All
A Shelter is, among other things, the only supply cache effects last for the entire Mission Phase.
of the Survivors. And supplies don’t last forever. When • Weakened. Survivors who didn’t get enough food or

INTRODUCTION
there is a supply shortage, the Survivors must comb their water suffer from a hindering Condition.
District for food and water, meds, ammo, or spare parts. • Medication Shortage. Survivors running low on
medical supplies only recover 1 single HP with each
During each Shelter Phase, the Survivors experience one rest or successful HEAL roll.
supply shortage and must pass a Supply Check to find or fix • Unreliable Gear. Survivors causing Trouble on a roll
what has become scarce. Roll on the table on the previous using a tool or a weapon see their piece of equipment


page to find which Action is required by the Supply Check. become useless until the next Shelter Phase (it
• A Supply Check is a Prolonged Action requiring breaks, runs out of ammo, etc.).
a number of successes equal to the number of
Survivors in the group. All Survivors contribute to
the check, making 1 single roll each and adding up

SURVIVORS
their successes.

If a Supply Check is failed, check how many successes


the group was short. That's the number of Survivors
who struggle with supplies running low and start the
next Mission Phase suffering from the appropriate

Œ
consequences (who exactly is up to the players). If the
Check is passed, everyone is fine (until next time!).

2 Shelter Actions

THE GAME
PLAYING
Each Survivor has enough time to perform the following
three Shelter Actions, each one describing a special
downtime activity.

Gather Rumors
Roll CONTACTS to collect scraps of information and
collate it into something useful. On a successful roll, the
SUPPLY RUN MISSION: Survivor receives a piece of news from the GM providing
NO SUPPLY CHECK! some insight about what is going on (see the next page
for more on crafting Rumors).

THE GAME
RUNNING
If the Survivors completed a Supply Run
Mission in their last Mission Phase, the
Survivors are enjoying living in a land of Make
plenty for a while and don’t experience a Roll TINKER to build something simple (like a personal
supply shortage this Shelter Phase. item), manufacture Molotov cocktails (if in possession
of enough flammable liquid), or to repair a broken item.
Used in conjunction with the rules for attacks upon a
NO SHELTER! Shelter, this action is used to repair damage inflicted on
In the unfortunate case that the Survivors find the refuge (see page 105).
themselves without a Shelter (they find rest
OF ZOMBICIDE

in temporary accommodations), they start Study/Train


THE WORLD

every Mission Phase suffering from all three Roll EDUCATION to gain a number of Experience points
consequences of failing Supply Checks.
equal to the number of successes rolled.
100

3 Plan Mission • The Survivors need to start from scratch and


recompose their mental image of the City piece
At the end of the Shelter Phase, the Survivors gather to by piece, as if it was a puzzle. And they do this by
discuss their next Mission. Each Survivor may intervene, gathering Rumors. And who provides them with
suggesting what they as a group should do first. One that? You, the GM.
Survivor might choose to verify a Rumor they gathered, As you can see, this allows you to let your players discover
while another could think it best to go after an Objective the world of Zombicide little by little, at a pace set by you,
they started to pursue in the previous Mission Phase. and based on their expectations and play style.
Are they all about finding out what happened to their
The GM should pay particular attention to this stage, significant others? Leak a hint about slavers gathering
as what the players as their Survivors will say generally people in the district where their families used to live. Or
coincides with what they would like to play. are they more interested in securing their place in the
new world order? Then a rumor about a huge herd of
If a Shelter Phase is played at the end of the gaming walkers slowly making their way towards their Shelter
session, the GM has plenty of time to think about how to could pique their interest more.
answer to the players’ expectations.
Also, Rumors are like building blocks. They gain significance
by accumulation. Something that might not have seemed
RUMORS important at first, like a fire in a faraway district, could
gain prominence all of a sudden as you discover that the
The world of Zombicide is a familiar place, as it is our district is where the City’s nuclear plant is.
world, after all. But a Zombie apocalypse is a big deal,
and a shift in priorities has occurred. What was important So, take your time. Don’t show all the cards in your hand
to know before the End, for example where the best Pizza at once. Learn the subtle art of foreshadowing, dropping
place in town was, might be less important to know than in advanced clues about things that will become more
the whereabouts of an obscure hardware seller that important later, like the name of someone who might become
might have escaped the early pillaging. a nemesis for the team of Survivors, or an important ally.
101
Finally, don’t forget that the game is about the story of
the Survivors, not yours. Rumors are a way to engage
CREATING A SHELTER
the players with the game world. So, what they happen to When you need to create a new Shelter, you and
hear must be relevant to their Survivors’ circumstances your players must cooperate on determining its

INTRODUCTION
and Objectives. characteristics. These features are kept track of using
the Shelter Sheet. A copy is found on page 170 and a
As the Survivors gather more and more pieces of news, PDF can be downloaded from www.CMON.com.
the more they discover about their role in this brave new Let’s have a look at a typical Shelter’s features.
world of the dead.
Description
Crafting Rumors
You would be surprised at what some people find
How do you create interesting Rumors? At first, you don’t comfortable nowadays. Basements are more in demand
have much to work with as the Survivors just entered the than luxury attics. Who wants to climb all those stairs
game. Study each Survivor’s backstory and prologue, now that elevators don’t work? Sure, Zombies don’t climb

SURVIVORS
looking for things characterising their past that you can them easily, either.
exploit. As the game progresses, what the Survivors live
through will provide more and more material for you to Ideally, a Shelter should be large enough to accomodate
capitalize upon. all the Survivors and their supplies, but not so large to
be hardly defensible. A Size rating is provided for each
Here's some useful guidelines for creating interesting Shelter type.
Rumors: • If you are creating a Shelter for your first game, ask
1 - Rumors must always be vague and compelling. your players where they have decided to hole up
They aren’t precise, cold intel. For example, let the together. It is advisable to choose a Shelter site with
Survivors hear stories about strange lights appearing a Size rating no greater than 3.

THE GAME
at night in a district. Don’t tell them of Survivors with

PLAYING
an operating power generator. Choose a site or roll D66. Many locations in the table are
2 - Rumors should often be enhanced with a personal not meant to indicate the entire building (for example, a
element. Any story is ten times more engaging if it hospital), but only a small section of it.
involves you in one way or another. Should a Survivor
care if they hear stories about military planes attacking Roll Size
Shelter Description
a hospital? Maybe, if it’s the same place they used to
a D66 rating
work, alongside many friends. 11-13 Bus, Caravan, Subway Car 1
3 - Rumors take many forms. It can be a story told by
14-16 Town House (Basement, Attic) 2
a lone, crazy guy, graffiti seen on a subway wall, a
message sent on the airwaves at regular intervals, 21-23 Office, Store 2

THE GAME
RUNNING
or even an urban legend from before the outbreak. 24-26 Warehouse, Showroom 3
4 - Finally, Rumors aren’t always true! In fact, you must
31-33 Police Station, Post Office 3
intersperse the information you pass on to the
Survivors with useless fake news. Don’t exaggerate 34-36 Fast-Food Joint, Bank 3
though, or your players will soon stop trusting Rumors

Œ
41-43 Church, Mortuary 4
or putting any effort into following up on them.
44-46 Theater, Museum 4
51-53 Hotel, Casino 5
54-56 School, Courthouse 5
OF ZOMBICIDE
THE WORLD

61-63 Hospital, City Hall 6


64-66 Shopping Mall, Prison 6
102
Location
This is where the Shelter is located. Look at the
map of the City and choose a District. Tell the
players what they should know about the area
(usually, what is contained in the First Look
paragraph of the District’s description).

Then, ask your players to give you any additional


descriptive information they would like to add.
For example, that the Shelter is behind a gas
station, under a burnt-out hotel, next to the
East Yates Asylum, or on Birch Street.

Name
Ask the players to give a name to their crib.
Choosing a moniker for a refuge is certainly not
fundamental, but to some, it makes it homier.

Sample names: the Bunker, the Fort, HQ,


Zombicide Central, the Capitol, the Pentagon.

Openings
One of the main qualities of a Shelter is its
safety. This depends directly on its number of
openings (doors and windows). The higher the
number, the more difficult it is to protect, but it
also means it has more ways to escape if things
go south.
• 
The minimum number of openings of a
chosen site is equal to its Size rating.

The main opening of a Shelter is always a door.


For each remaining opening, roll a die and check
the table below.

OPENINGS
Roll a D6 Type Hit Points Notes

You cannot attack through


••• Door 15
a closed Door.

Î
Up to 2 Survivors can attack
••• Window 5
through a Window.
103
Record all the openings of your Shelter using the Shelter
Sheet. They are going to be useful in case of a Shelter
Assault (see page 105).

INTRODUCTION
Assets
A Shelter is more than just a refuge. The reason why the
Survivors chose to find sanctuary there is that this place
has a number of qualities. They're what we call Assets.
• The number of Assets of a chosen site is equal to its
Size rating.

Roll a D66 on the table below to find the Assets of a


Shelter. The same Asset can be chosen twice, unless its
description says otherwise (in that case, roll again). All

SURVIVORS
Assets and their effects are described below.

SHELTER ASSETS
Roll a
Type
D66

11-13 Easy Access to Supplies (SCAVENGE)

14-16 Reinforced Opening

THE GAME
PLAYING
21-23 Shooting Point

24-26 Security Alarm


Easy Access to Supplies (type)
This grants a free Success (1 in total, not 1 per Survivor)
31-33 Easy Access to Supplies (TINKER)
during a Supply Check roll of the type shown.

34-36 Workshop Examples: Unspoilt warehouse or shopping mall


nearby, vegetable garden, fresh water source.

THE GAME
41-43 Garage

RUNNING
Reinforced Opening
Every time the Shelter receives this Asset, double the HP
44-46 Library
of 2 windows or 1 door.

51-53 Easy Access to Supplies (HEAL) Examples: Reinforced door, grated window.

54-56 Reliable Source of Rumors (CONTACTS) Shooting Point


During a Shelter Assault, Survivors can make Ranged
61-63 Generator Attacks through this place as if it were a Window. Unlike
OF ZOMBICIDE

Windows, a Shooting point cannot be attacked by Zombies.


THE WORLD

64-66 Secret Exit


Examples: Walled window, protected balcony.
104
Security Alarm Generator
The Shelter has an alarm system of some sort which The Shelter has a power generator and thus can be
prevents the Survivors inside from being surprised. In bathed in electric light at night. If the Shelter is attacked
addition, in case of a Shelter Assault, the Survivors gain when the sun is down, the Survivors ignore all penalties
a free round. A Shelter can only have 1 Security Alarm. due to darkness.

Examples: Security cameras, sensors, wire- Secret Exit


triggered alerting devices. There is an alternative way to access the Shelter, a secret
one. The Survivors can leave and enter it unnoticed and,
Reliable Source of Rumors if the Zombies break in during a Shelter Assault, they
This grants an additional die to all Survivors choosing the can escape through it with a STUNT Action ignoring the
Gather Rumors Shelter Action. Strength of enemies.

Examples: Observation point, functioning radio. Examples: Trapdoor to the sewers, makeshift bridge
to another building.
Workshop
This grants an additional die to all Survivors choosing the
Make Shelter Action.

Library
This grants an additional die to all
Survivors choosing the Study/
Train Shelter Action.

Garage
You have a place to house
your very own pimpmobile! You don’t
use it much to move across town
though, as it burns precious fuel,
but it’s the safest way to escape
in case of disaster, or should
you consider moving
someplace else.
105
DEFENDING THE SHELTER
One of the reasons why the Survivors must create a
Shelter using the rules presented in the previous section

INTRODUCTION
is because, sooner or later, they will risk losing it. It’s a
Zombie world out there, and the dead can come knocking
at their door at any time.

Usually, this happens during a Survival Mission when the


GM has put the Survivors before a menace threatening to
overwhelm them. If the Survivors fail to thwart the menace,
they may end up besieged in their Shelter.

When this happens, use the following modifications to


the regular combat rules.

SURVIVORS
Shelter Assault
The staple of many a Zombie movie, a Shelter Assault
sees the Survivors besieged by the dead trying to break
in. The Survivors have barred all the openings and are
armed and ready.

When the Zombies reach the Shelter, they split evenly to


crowd all visible openings (doors and windows).

THE GAME
• When it is their turn to act, all Zombies by an opening

PLAYING
Z
attack it, dealing normal damage. When an opening
is reduced to 0 Hit Points, it is destroyed.

Survivors inside the Shelter can attack the Zombies by each


window, but not those attacking doors. No more than 2
Survivors can attack through a window during each round.

They’re coming to get you! Aftermath


If all the besieging Zombies are repelled before they Once a Shelter Assault is over, it’s time for a Damage report.

THE GAME
RUNNING
reduce any opening to 0 HP, no problem. The Survivors • Damaged or destroyed openings can be fixed with the
won the day. If the Zombies manage to destroy an Make Shelter Action during a Shelter Phase.
opening, they’ll start swarming inside, starting with the • Additionally, roll 1 die for each Asset of the Shelter.
Zombies that were attacking the smashed opening and On a Zombie Head, the Asset is destroyed beyond
then followed by the others. repair. If Zombies were able to enter the Shelter, roll
• Up to 15 Strength points of Zombies can swarm the die twice for each Asset.
through a smashed door each round. 5 through a
broken window. If all Assets in a Shelter are destroyed, the refuge is
considered doomed and a new one must be found. The
OF ZOMBICIDE

Once the Zombies are inside, the fight continues same happens if, for any reason, the Survivors left the
THE WORLD

following the usual rules. Shelter to the rampaging Zombies to save their lives.
106
The City . . . . . . . . . . . . . . . . . . . . . 108
1. Downtown . . . . . . . . . . . . . . . . . . . 112 6. The Slums . . . . . . . . . . . . . . . . . . . 144
2. Old Town. . . . . . . . . . . . . . . . . . . . 117 Extra: The Undercity . . . . . . . . . . . . . . . 149
3. Fun Zone. . . . . . . . . . . . . . . . . . . . 123 7. Suburbia . . . . . . . . . . . . . . . . . . . . 152
4. University District . . . . . . . . . . . . . . . 130 8. Uptown . . . . . . . . . . . . . . . . . . . . 158
5. The Heart of the City. . . . . . . . . . . . . . 135 9. Industrial Park . . . . . . . . . . . . . . . . . 164
107

#05
THE WORLD OF ZOMBICIDE
THE CITY
108

Where were you when the Zombie invasion began? Of course I remember. We were in the
City. We didn’ t know each other yet. We were ordinary people, leading ordinary lives. We
were consumers with jobs and bills. Bricks in the wall.

We should have seen it coming. We were clever, once. But just a disease. Even before the dead started to rise, we
we didn’t, even if we had all the information we needed. discovered that it's hard to contain an outbreak without
We felt safe in our cities of steel and concrete, and we radical measures. And when we found the guts to take
never thought the things we saw happening around us those radical measures, it was too late. For they had
would actually happen to us. already started to walk the earth…

Well, it turns out the City was probably the worst place First, we called the cops and the firefighters. Then, the
to be when the outbreak erupted. Diseases love places army intervened. They leveled entire neighborhoods
with a high density population combined with high levels with extreme prejudice. Other areas went up in flames by
of poverty. And that’s what it was, in the beginning: "accident". It was not enough. A quarantine was called
on the entire City, and there we
were, isolated from the rest of
the world. It was up to us. We
were alone.

We still are. But we’re not afraid.


Not anymore.

CITY MAP
The City of Zombicide: Chronicles
is an abstraction of many
metropolis around the world.
The map shown below is meant
CITY MAP SHOWING to be used as-is, disregarding
any real world specifics.
THE 9 DISTRICTS
1. Downtown
2. Old Town
3. Fun Zone
4. University District
5. Heart of the City
6. The Slums
7. Suburbia
8. Uptown
9. Industrial Park
109
Otherwise, it can be adapted and modified to recreate a
fictional metropolis. Finally, you can use it as a template
THREAT LEVEL
to superimpose on a real place, perhaps even bringing Survivors rate each District of the City with a Threat
the apocalypse to your own neighborhood. Level (TL) based on the shape the area is in as far as the

INTRODUCTION
ruin of civilization is concerned, but also for the type of
As you can see from the map, the City is divided into nine Zombies that they are more likely to encounter there. For
Districts. This partition is used by the GM to regulate some reason, the most dangerous specimens of aggressive
movement, and by the Survivors to scout the town and cadavers tend to crowd around the most dilapidated areas.
keep track of the changes that will occur as gameplay • TLs range from 0 to 4. In game terms, this rating is
progresses. Blocks may be cleaned up and secured used in conjunction with the rules for Crossing the
from the dead, others may be quarantined, others can City and Zombie Hordes.
be marked as interesting when news or rumors hint at
useful resources to be found. In the course of play, the TL of a District may change,
temporarily or permanently, usually as a consequence
If you choose to use the map as a starting point for your of the outcome of a Mission, be it positive or negative.

SURVIVORS
own real-world adaptation, the first thing you should do Temporary changes are quite common, while permanent
is to assign the different district types described in this ones are rare.
chapter to existing ones, rearranging the map to fit the
one you are trying to model.
LOCATION THREAT LEVEL
As a default, locations inside a District have
Survivors can make copies of the map to take notes and the same Threat Level as the general area. If,
keep track of any useful information concerning the City, for any reason, the location’s TL is different,
it is indicated in the text as a modifier to the
especially in conjunction with any Rumors they collect
basic TL (like +2 or -1, for example).
during the Shelter Phase (see page 100).

THE GAME
PLAYING
THREAT LEVELS TABLE
Threat Descriptive
Description
Levels Notes

I Could Get
If it wasn’t for the fact that no one is around, the area looks almost as it did
0 Used to This
before the outbreak. Yeah, there’s a few Walkers around, but it’s no big deal.
(Easy)

That's Still OK Broken windows, the occasional burnt building. The dead are manageable,
1
(Normal) apart from the occasional Runner.

THE GAME
RUNNING
Come and
This is becoming adventurous. Come here only when you’ve earned your
2 Get Me!
stripes and found some good gear. Here be Brutes!
(Medium)

Not for the Faint If you enjoy decay, pain, gore, and destruction in general, this is where the
3 of Heart fun starts. It has it all, from whole blocks that were incinerated, to big herds
(Hard) of the most grotesque and misshapen Zombies you’ll ever see.
OF ZOMBICIDE

Nightmare City.
THE WORLD

A wasteland, crowded with undead monsters. The moaning of the dead is


4 Population: Us.
unceasing, broken only by the roaring of Abominations.
(Very Hard)
110
CROSSING THE CITY

Ì
East or west, home is best! But to get things done during
the Mission Phase, the Survivors must often leave their
area and move across town. And this means danger.

Navigating the City of the dead is by no means safe. The


streets are clogged with ruined vehicles and human remains,
fires still burn unchecked. Buildings collapse, and explosions
break the grim pall of silence hanging everywhere.

Travel Rolls
In game terms, when the Survivors move across town,
you must:
1 - Determine the total Threat Level of the traversed
Districts, adding up their TL values.
2 - Then, the Survivors must nominate a pathfinder to
roll SCOUT. For each success scored, reduce the total
Threat Level of the journey by 1 (to a minimum of 1).
3 - Finally, make a number of rolls on the table below
equal to the final Threat Level of the journey. Each
entry represents a separate incident befalling the
Survivors, so resolve multiple incidents one at a time.

To resolve each incident, 1 Survivor (players’ choice)


must make a roll using an Action of their choice
corresponding to the Proficiency indicated in the entry.
If there are 4 or 5 Survivors, the roll is made with DL1. If The consequences of failed rolls are described here in a
there are 6 or more Survivors, the roll is made with DL2. simple and abstract way to make it easy for the Survivors
Apply the corresponding consequence to the rolling and the GM to describe what’s actually going on in
Survivor if the roll is a failure. narrative terms.

TRAVEL EVENT TABLE


Roll a D6 Type Travel roll Consequences of Failure

• Fight COMBAT Lose 1 Hit Point

• Delay PERCEPTION Gain 1 Stress

• Accident ATHLETICS You’re now Tired (hindering)

• Encounter ATTITUDE You’re now Demoralized (hindering)

• Risk SURVIVAL Lose 1 object you’re carrying

• Opportunity BACKGROUND Nothing. On a success, all Survivors gain 1 XP


111
Here are some examples.
• Risk (SURVIVAL): Reno had to break the steering
THE DISTRICTS
lock of a car to move it away from a narrow An extensive description of the nine Districts of the City
alley the Survivors were traversing (TINKER). starts on the next page. Every District features a Threat

INTRODUCTION
Unfortunately, he snapped his Baseball Bat in Level indicator (1 to 3), a list of suggested Mission types
the process. that can easily take place in the area, a First Look
• Accident (ATHLETICS): To avoid a large herd, paragraph, with an overview of the area and its general
the group makes a long detour taking them in mood, and a number of Locations described in detail.
and out of the sewers (STUNT) and Shamsa is
particularly tired at the end of it. Zombies! Zombies Everywhere!
• Encounter (ATTITUDE): Yuka sees two starving
survivors fighting over a scrap of food. She The presence of Zombies in a location is expressed in a
tries to separate them (APPEAL), but then number of possible ways:
one suddenly stabs the other to death. Yuka is 1 - As a specific reference. For example, 1 Toxic
demoralized to see how low a person can fall Abomination and 2 Brutes.

SURVIVORS
after the outbreak. 2 - As a Zombie type accompanied by a multiplier,
expressing the number of Zombies based on the
Travel Time number of Survivors. For example, Berserker

â
Runners (x2).
Survivors mostly move across the City by foot. Cars 3 - Last, as a Horde (see the rules on page 82).
and other motorized vehicles are used for emergency
escapes, or to move to a new shelter, for a lot of good
reasons. First off is fuel consumption. There's not a lot
of Go-Juice left. Second, they make a lot of noise. To go
somewhere on a car or motorbike is a surefire way to find

THE GAME
a welcoming party when you get to your destination.

PLAYING
• So, as a rule of thumb, crossing a District on foot
requires a number of hours equal to its Threat Level.

District Threat Level Number of Locations Page

Downtown TL3 3 Locations Page 112

Old Town TL2 4 Locations Page 117

Fun Zone TL3 5 Locations Page 123

THE GAME
RUNNING
University District TL1 2 Locations Page 130

Heart of the City TL2 5 Locations Page 135

The Slums TL2 3 Locations Page 144

Undercity (extra) TL3 2 Locations Page 149

Suburbia TL2 3 Locations Page 152


OF ZOMBICIDE

Uptown TL1 3 Locations Page 158


THE WORLD

Industrial Park TL1 4 Locations Page 164



1. DOWNTOWN
112

Downtown was the city’ s most important business district. All the big financial companies
were managed here from magnificent skyscrapers and opulent offices. They loved to look
down on us, those rich bastards...

ï
Threat Level: 3
Exploration, Seek and Destroy, Survival

FIRST LOOK Outside


The tallest buildings of the city are here, huge towers that Closing in on the marble staircase at the entrance, one
still stand, even if most of the windows at ground level are can tell by the corpses what happened here. First, private
shattered. The roads are wide and full of glass. Some of security tried to stop the undead. Then the looters came.
the toughest firefights must have happened here in the Then, cops. In the end, much more heavily-equipped
early days of the plague, as the military probably arrived soldiers arrived, raining fire and lead on the endless
here first in an attempt to secure the area. Roadblocks swarms of the dead.
and ruined vehicles dot the landscape.
Many weapons lie about among the corpses and the
Here, sounds break the undead silence at all times, be it an ruined vehicles, allowing for a Search (Weapons 3).
alarm from a shattered window or the roaring of a slow-
burning fire from inside a building. Dead businessmen Inside
still dressed up for their morning grind roam mindlessly Someone here enjoyed rearranging the furniture… The
in and out of buildings. first floor of the bank is a sort of maze, with narrow
passages and unexpected dead ends. This is the work
of the sole survivor of the place, the Banker (see page
LOCATIONS 114), who has cleverly found a way to deal with the
walking dead and shut off any intruders.

The Central Bank Moving across the first floor is possible using only a small
number of passages (marked on the map). These passages
The central headquarters is where all the start at the two entrances and look like they lead into the
money of the business district was handled in building. In reality, they only lead to side alleys.
total security. Now, all that cash is nothing
but paper useful for... you know what, and Explosive Traps
gold bars are maybe good for dropping them Anyone who enters the bank through one of the numerous
from a height. But the bank vault could be barred windows, or strays far from one of the passages of
an impenetrable refuge, and maybe it ’ s even the maze by climbing over a piece of furniture, or opens
possible to find some weapons down there. any of the doors not already open, risks triggering one of
the many explosive devices.
The parking lot of the central bank and the surrounding
streets are littered with corpses in unnatural poses, If a Survivor is looking for something unusual, roll
riddled with bullet holes or gnawed to the bone. The husks SPOT to find an explosive trap. Defusing each bomb is
of vehicles of all kinds, including a police cruiser and an a Prolonged Action requiring 3 SECURITY successes. If
army truck, form an inextricable tangle of burnt metal. Trouble is rolled, the bomb explodes.
113

INTRODUCTION
SURVIVORS
THE GAME
PLAYING
When such an explosive device detonates, it causes
a Contained Explosion and whoever sets it off is
considered to be in the blast area (see page 74 for

THE GAME
RUNNING
the rules on Explosions).

The Tunnels
The Banker has set up a network of tunnels right below
the ceiling to move along four observation points (marked
in green on the map). From there, he can safely follow the
movements of any intruders and lob improvised explosive
devices on them (see the Banker’s Special Rules).
OF ZOMBICIDE

If the Survivors, in one way or another, manage to make


THE WORLD

it to the Banker’s rooms in the innermost part of the


bank, they can find 2 Molotov Cocktails. Phil
114
The Banker The Financial Square
He worked in that bank for decades, always fastidiously
on time. When everyone died or deserted the place, it fell Every morning and evening, all the brokers
upon him to organise the defense operations. Luckily, he working in the district poured into the square
was a DIY enthusiast and an explosives nut… in front of the stock exchange building. Now,
the place is adorned only with chunks of
Usually, the Banker is holed up in the deepest recesses corpses and several Zombies milling around
of the bank’s first floor. He leaves only when somebody aimlessly. The doors of the Exchange are
breaches the perimeter or when he needs to go out to barred. Is there someone inside?
stock up on supplies (exclusively at night).
Clearing the Financial Square of the infesting walking
dead would allow the Survivors to approach the Exchange
building safely. It’s a Horde (x3) but, if the Survivors make
noise (for example using Noisy weapons), they attract
more and more Zombies. After 1 round of making noise,
the undead crowd becomes a Horde (x4). If the Survivors
keep making noise, it becomes a Horde (x5), and so on.

The Exchange
A large but demoralized group of white collars led by
their managers has found shelter within the Exchange,
wary of the behavior and armaments of the Survivors.

e
They won’t reveal their presence unless the Survivors
eliminate the Zombies in the square, at least for a while...
• NPS Group in the Exchange: Size 4, Disposition 3,
Morale 2, Leadership 3, Resources 1.

Corporation Tower
The symbol par excellence of civilized society.
Mr President Its last floors burned for days in the first
week of the plague. Once, it was a beacon of
light, projected higher than anything else
T H E BA N K E R in this city. Now, it ’ s just a dark tower of
cracked glass and bent iron. An empty hive
• Name: The Banker, unassuming clerk
of abandoned offices, meeting rooms, useless
• Description: If there wasn’t an apocalypse
going on, the Banker would just look a little computers, and countless stairs. But hey,
unkempt for a clerk. He still shaves and wears there has still to be coffee somewhere.
his tie every day, but his shirt is blood-stained
and his glasses have a cracked lens (collateral Wandering about this extremely tall, 50 stories building is
damage from various explosions)
like going through the circles of Hell. Hordes of Zombies
• Motivation: “The Bank is mine! I am finally in
prowl its corridors and offices at any given time. The fast
charge!”
• Gear: DIY tools, 2 explosive devices on him at elevators of the building do not work anymore and the
any time only way to get to the top floors is by the stairs.
• Enemy Level: Dangerous
• Special Rules: Any unauthorized trespasser is
met with explosives lobbed from any of the 4
observation posts (marked on the map)
115
Going up and down the stairs for multiple floors, even Floors 21 to 40
if stopping every now and then to catch one’s breath, From the 21st floor upwards, things are apparently calmer.
requires a successful ENDURE roll. If the Survivors need to Here is the highest concentration of corpses of the
take the stairs running, apply (DL1) to the roll. A Survivor previous occupants of the tower, employees and tenants

INTRODUCTION
who fails the roll is hindered until able to rest. who ran up the stairs when the first wave of infected
came knocking.

As far as Zombies are concerned, only Runners manage


to get this far up. Ready to sprint, they stalk the meeting
rooms and offices in groups of (x4) or (x5).

Floors -1 to 3

SURVIVORS
The wide underground parking space and the first few
floors are crowded with Brutes whose large size did not
allow them to climb the emergency stairs of the tower
easily. Spending too much time in this area means
fighting against groups of Zombies (one group every 10
minutes) consisting entirely of these chubby cadavers,
Brutes (x3).

Prowling those floors is a brave endeavor, for sure, if a little


reckless. Any triggered Trouble attracts 1 or more Brutes.

THE GAME
PLAYING
Survivors may make a Search on floor -1 (Weapons
1, General 1) and on Floor 2 (Any 1). Nothing worthy of
notice can be found on the other floors.

Floors 4 to 20
Words scrawled with black paint on the stairs leading to
Floor 4 read: “STAY AWAY! HERE RULES THE MANAGER”.
From this floor upwards, the place crawls with Walkers in
groups of (x4) or (x5).

THE GAME
RUNNING
Unfortunately, the writing on the wall is not unfounded. The
Manager is an Abomination (Grabbing). It is surrounded at
all times by a large group of Walkers (x3).

The Manager spends most of the day shouting orders at his


subordinates. Of course, what emerges from his pustulous
throat are just incomprehensible snarls that can be heard
several hallways away. He seems to repeat one command in
particular over and over, and it sounds like "Fired!".
OF ZOMBICIDE
E
THE WORLD

The Survivors may look around the site of the fight with
the Manager and conduct a Search (Weapons 1, Any 1).
116
Stairway to the Chopper
This colorful helicopter sitting on the top terrace of the
Corporation Tower, partially leaning into the void, is a
bizarre sight. From ground level, it can be noticed only
using binoculars or another sight magnification device.
With a roll of SPOT, a Survivor can see that it belonged
to a TV network.

A successful Search (Any 1) inside and around the


helicopter, coupled with a video device of some type,
additionally yields recordings of hours and hours of views
of the city from above, shot in the days immediately after
the outbreak. Watching it grants precious insight on which
roads were already blocked by destroyed vehicles.

In game terms, for the next 1d6 Mission Phases, all TL3
Districts are considered TL2 for Survivors’ travel rolls
(see Crossing the City rules, page 110).

Regarding the chances of the helicopter flying again...


let’s be realistic. Although it does not seem damaged
irreparably, thinking of repairing it and finding the
courage to board it to turn it on is probably more
irresponsible than brave. But someone will surely try...

In that case, repairing the chopper is a Prolonged Action


(DL2) requiring 9 TINKER successes. If Trouble happens,
Floors 40 to 50 the clumsy Survivors working on the chopper cause it to
Of the floors over the 40th, those that burned for days, tip dangerously over the edge of the tower! With a grinding
nobody knows anything. Are they deserted? Are there sound of bent metal, the helicopter skids and plummets
survivors among the shadows and the ashes? Are the onto the street below in a fireball of destruction, carrying

c
undead kept at bay by even more unspeakable horrors? in its husk all the Survivors who fail a STUNT roll (DL1) to
jump out.
The only thing that Survivors can find out by carefully
observing the tower from the outside is that on the If the Survivors succeed in repairing the helicopter
helipad on the roof, spared by the flames, is a red without taking a dive onto the pavement below, it takes
helicopter... a pilot to fly it. An improvised pilot who, for example,
has studied how it’s done or has played with chopper
simulators might try to take off with it. Never mind that
it’s on the top of a tower…

Making the helicopter take off, keeping it in the air for a


short time, and landing it requires 3 distinct EDUCATION
rolls (DL2; more rolls if the flight time is prolonged).
Failing even 1 roll probably leads to a nice and loud
explosion as the chopper and its passengers fly into a
building, lose altitude critically, and crash.
2. OLD TOWN
117

INTRODUCTION
Tourists loved the Old Town. It had it all, historical buildings, museums, and cafes. And above
all, the cathedral, with its old cemetery. It was also a busy area due to the traffic going to and
from the port. The docks are less-infested with Zombies, and the ones there don’ t like to walk...

Threat Level: 2 The Cleaning Squad


Keep Hope Alive, Seek and Destroy, Supply Run Clean & Fresh, a company specialized in large tourist areas,
was tasked with keeping the place nice and tidy. Their van
FIRST LOOK is still parked nearby, and its efficient, regularly hired
employees still carry on with their job, as scrupulous and
Antique and picturesque, this district attracted tourists professional as always. They have taken up some unusual

SURVIVORS
and residents alike for its decadent and romantic quirks in the transition from life to... un-death, though.
look. Now, decadence has become decay, and what
was romantic is now grotesque. The small houses that

Æ
characterize the architecture of the place are quickly
falling into disrepair as weeds and climbing vegetation
slowly suffocate the broken windows and doors.

A miasma of rotten food and bodies issues from once


exclusive restaurants, while Zombies shamble by, holding
cameras and long-dead cellphones. On street corners,

THE GAME
undead street performers strum their broken guitars

PLAYING
with maimed fingers.
The former members of the cleaning squad, now a group
of Runners (x2), still wander the place carrying mops
LOCATIONS and buckets. They pop up whenever a Survivor causes
Trouble or messes up the place in any other way.

Old Train Station But hey, one member of the cleaning squad is still alive!
His name is Terry. At the end of the day, keeping up
Ah, the old train station! Those beautiful with his coworkers is not too bad… as long as he keeps
locomotives, the coaches with polished a low profile, not to mention an even lower standard of

THE GAME
RUNNING
mahogany and briar interiors, and those hygiene, he is safe.
beautiful songs of the ‘20s playing in the
background, attracting tourists like moths Lobby (1)
to a flame. How sad to see all that splendor The various blood-spattered entrances of the building
ruined by guts and blood... lead to a wide hall, dominated by enormous wooden train
timetables. Strangely enough, there is nobody here.
The oldest train station in the city still stands. It has Well, to be exact, there is absolutely nothing; no bodies,
not operated as an actual train station for a couple of viscera, signs of combat, or blood spurts on the wall.
centuries already, but it has been kept intact and clean
OF ZOMBICIDE

for tourists. There’s even a train museum, built for kids If Survivors pass a SPOT roll, they smell a strong odor of
THE WORLD

and train model collectors. Unfortunately, the top floor lemon-scented bleach. Maybe that is what’s keeping the
burned in a fire during the first days of the outbreak. Zombies away?
118

Platforms (2)
TERRY From the lobby, wide passageways lead to the four
platforms and the tracks. On platform 3 sits a wonderful
example of a 19th century train with two coaches and
• Name: Terry, needy janitor the old engine. If the Survivors get close to the coaches,
• Description: Terry is alive, young and in they discover that they are jam-packed with Zombies
somewhat good health. He has coated himself
squeezed against each other, their faces pressed against
in blood and viscera to trick his hungry ex-
colleagues into believing he is one of them, the windows. The doors of the coaches have been barred
and helps with the ‘cleaning’ shut from the outside.
• Motivation: Survive! Better to trust dead
friends I know, than people I have never met Opening the doors of each coach releases a starving
• Gear: Mops and buckets Horde (x3). If the Survivors linger in this location, the
• Enemy Level: Harmless
entire Cleaning Squad (or the remaining members,
• Special Rules: As long as he’s coated in blood
and rotted remains, and doesn't make any anyway) will arrive after a few minutes. While the undead
aggressive or noisy moves, Terry is ignored by try to keep the Survivors occupied, Terry hurries to open
his former colleagues and by other Zombies the coaches. He opens one at the start of the second
round of combat and the other at the start of the fourth.
119
Exhibition Rooms (3)
In these two rooms, accessed by extremely worn steps, there
are glass showcases with dozens of model trains on display,
from the most ancient to the newest types. Everything

INTRODUCTION
is oddly pristine. A small Horde (x2) wanders among the
showcases, seemingly enraptured by the models.

Lost and Found (4)


The good old times when every station had a lost and
found room, right? Up until the apocalypse, there were
only display cases with everyday life items from the
fashion of two centuries in the past. But now they have
been replaced by piles of “modern stuff”. In fact, Terry
put all the interesting things he finds on the bodies
scattered around here so that they wouldn’t be trampled

SURVIVORS
on or destroyed by his companions.

This seems the ideal place to perform a Search (Any 2).


As indicated above, Trouble causes the arrival of the
Cleaning Squad, or a Horde (x4) if the Cleaning Squad
has already been defeated.

Waiting Rooms (5)


The old waiting rooms have been converted into the
museum’s ticket office and wardrobe room, so there may
Tourist Area (TL +1)

THE GAME
still be something useful in the lockers. However, the smell of

PLAYING
bleach is suffocating among the neat rows of wooden chairs!
The tourist area was that place that every
No Zombies are present in this area (as in the Lobby), but local avoided because it was insanely crowded.
Survivors who remain here for more than a few minutes Interestingly enough, it was the area that
must pass an ENDURE roll to avoid becoming hindered. got deserted first when people just stopped
Opening the lockers requires a roll of SECURITY and will coming to the City to visit...
yield 1 item (Any 1).
The tourist area is an ugly place, full of those identical,
Offices (6) uninviting little restaurants, tourist-traps adorned
The old offices were cordoned off, allowing tourists only with photos of fake-looking meals at exorbitant prices,

THE GAME
RUNNING
to look from the open doors and windows. Mannequins surrounded by stalls advertising cheap shows and
in period clothing are arranged at the various desks, uninteresting tours.
together with typewriters, stacks of paper, and nineteenth
century furniture. Who came here to visit was a living Zombie even before
the outbreak. Now, nobody comes here, as it is the haunt
Not all of the mannequins are… well, mannequins. A number of some of the most aggressive critters around, undead
of former staff members posed in re-enactment clothing, tour guides and gift shop vendors: Seeker Walkers (x3)!
and some of them have been turned into Zombies. Now,
they stand motionless in the dimly lit corners of the offices Gift Shops
OF ZOMBICIDE

and are easily mistaken for mannequins if one doesn’t pay If the Survivors deal with the Tourist Area Zombies,
THE WORLD

attention. Survivors must pass a SPOT check to avoid they can find something useful ransacking the many gift
being surprised by a small Horde (x1). shops by performing a Search (Any 3).
120
The Cathedral and the Park Cemetery (TL -1)
The long walks in the cemetery park, the people jogging among the tombstones, the beautiful view
of the Cathedral in the background... those times are probably not coming back. The park lies in
disrepair, with high weeds and dense undergrowth, and Zombie joggers keep running non-stop and
sometimes lose a few pieces here and there. The crypts are scary, but also an exceptional place for
hiding from the storm. The worst things are the murders of Zombie-crows perched on the ledges
of the Cathedral. It sucks if a crow poops on your clothes, let alone if it tries to eat you alive.

The Neo-Gothic Cathedral A murder of Crowz (x2) warns the Zombies inside if living
It is the oldest religious building in the city, although it has humans are coming, attacking when they approach the portal.
burned a couple of times in the last two centuries. Visitors
and scholars came from afar to admire the refined bas- Inside the Church
reliefs and stained-glass window. The Zombies have been stuck inside the building since
the start of the outbreak. A Horde (x4) of pious people
When the outbreak arrived, the church was full of the usually stay in the nave, a sinister Berserker Horde (x2) of
faithful who participated in a religious ceremony led by Priests walk all the time along the walls, while the Bishop
the bishop himself. Catholic priests and devotees took too Abomination (Fast) is hiding in some dark corner.
long to bolt the entrance portal and pile wooden kneelers
in front of the lower windows. The blasphemous contagion If all Zombies are eliminated, Survivors may make a
was already among them… And now they’re all still there, Search (Any 1) here, but with the first Trouble, they
all turned into Zombies. attract Nun Walkers (x1).

The Cemetery Park


To enter this disturbing park of the dead, you can walk
along the paths that begin near the church or access it
directly from the big road on the other side.

Navigating the ancient tombs and the vegetation that's


growing out of control is a Prolonged Action requiring
3 SCOUT successes. After completing this Action, the
Survivors reach the center of the park where a large funeral
monument dedicated to the dead of all wars stands. In this
area, Survivors can easily notice that an unusual number
of corpses of any kind of Zombies are lying everywhere,
including an Abomination at the base of the monument.

If the Survivors perform a Search here (General 2), they


also realize that there isn’t a single bullet casing around...
All the Zombies were killed with some kind of blade.
Ç

Day or Night
For a human being, the park and the area around the
church are curiously much more dangerous during the
day than at night. Under the sun, in fact, several groups
of jogging Runners (x2) tend to ambush visitors, while
isolated Walkers or Brutes can choose that moment to
rise unexpectedly from their graves.
121
But after sunset, no Zombie dares stick its nose out of Vermin
its nest... In the darkness, the Zombie Slayer may have Not much is known about the man called Vermin, the
begun their hunt. undisputed leader of the Ghouls, who almost worship him
like a deity. The only known fact is that he used to work as

INTRODUCTION
The Zombie Slayer a tourist guide for the crypts before the outbreak and that
Nobody knows who they are. Nobody knows why they do most already considered him a crazy old man back then.
what they do. They don’t talk to anyone. They work alone.
Now, it seems he has proclaimed himself the Prophet of
The Crypts Death and acts as the spiritual leader of the community,
In the western area of the park, the oldest part, there performing grim rituals that involve human skulls and bones.
are funerary buildings that give access to a set of
underground crypts. Sure, neither him nor his people tell much about their
feeding habits (whatever they are, really…), but being
Once a destination for history buffs or lovers of the macabre, around them long enough and improving their Disposition
they are not so bad now as a place to stay safe. The dead to at least 3, the Survivors make a surprising discovery:

SURVIVORS
here seem to not have been awakened, and it is rare for the the Ghouls seem to be utterly ignored by the Zombies.
Zombies from the outside to end up here. Were it not for the Whether that is because of their deathly stench or the
total lack of food and any other comfort, they would make obscure rituals they perform far from prying eyes is still
for an ideal, although somewhat depressing, shelter. a mystery, but it could be rather helpful for the Survivors.

ZOMBIE SLAYER
In the Crypts, all SCAVENGE rolls have (DL2). Conversely,
Hordes triggered during a Search there cannot be larger
than (x1).
• Name: Zombie Slayer
The Ghouls • Description: It’s not easy to get a clear view
of the Slayer. She seems to be just a young

THE GAME
In the Crypts, some survivors have built a proto-

PLAYING
community. Some say they are cannibals. Others that girl, about 16 years old
they are breeding rats to eat them. If they are cannibals, • Motivation: As long as I’m around, no Zombies
they should be avoided altogether. But if they are will get up at night from their coffin
• Gear: A sort of strange Kukri
breeders indeed, maybe the rodents taste good enough...
• Enemy Level: Formidable
The only sure information is that these independent
• Special Rules: At the start of each combat
survivors, called The Ghouls, roam the catacombs and
round, 1 random Zombie is killed
seem to know the place pretty well. You just have to be
very careful. Even if food is scarce, you can often smell
grilled meat... the question is: whose?
• NPS Group The Ghouls: Size 5, Disposition 1, Morale VERMIN

THE GAME
RUNNING
3, Leadership 1, Resources 1.
• Name: Vermin, Prophet of Death
The Ghouls do not like the “surface dwellers” at all, and • Description: A thin, bald, pale guy
attack anyone who enters their territory. They are not • Motivation: Ushering in the coming Age of
very dangerous, and most of the time they only fight to Death and celebrating its triumph with his
be left alone (their Enemy Level is Harmless or, more followers. Oh, and finding a girlfriend
rarely, Tough). • Gear: None (except his ornamental bones, of
course...)
• Enemy Level: Harmless
If the Survivors somehow manage to make peaceful
• Special Rules: Due to his terrible smell, Vermin
OF ZOMBICIDE

contact, they are brought to the leader of the community,


THE WORLD

is never attacked by Zombies, who avoid him


a man going by the name of Vermin.
in any way
122
The Docks
Before the outbreak, the main attractions of
this area were its naive and shabby cafes, along
with street artists and buskers. Now, it ’s just full
of damned Zombies with rolled-up trousers.

Where numerous areas of the city have been turned into


an undistinguished wasteland, that does not apply to the
docks. The hipsters who used to crowd its narrow and
picturesque streets in life keep manifesting their creative
streak and defy societal customs even if they are not
alive anymore.

According to many witnesses, these young Zombies love


to “embellish” the neighborhood with grotesque flower
compositions, dress more refined, and even hobble in
a less barbarous manner. Although still every inch the
bloodthirsty monsters the other Zombies are, they are
rumored to abstain from eating the flesh of their kills… or
they do in secret, perhaps even feeling guilty.

Hipster Zombies
These undead creatures hold their differences dear and
are known for the unusual practice of not just attacking
the living, but also other undead who do not sport
checkered flannels, folded-up trousers and bushy beards.
Undead Hipsters patrol the streets, also proving they
know how to drive their branded bikes, ready to stack any
intruders. They are considered groups of Runners (x3).

The Nowhere Café


Before the outbreak, this was a small, unlicensed bar on
one of the numerous abandoned piers. Few knew where
it was and so it did not have many customers. When the
epidemic proved unstoppable, a number of regulars
found refuge inside it.
• NPS Group in the Nowhere Café: Size 3, Disposition 5,
Morale 4, Leadership 6, Resources 2.

The Nowhere Cafè is a secret oasis of peace and solidarity


within a sea of torment and undead flesh. Rumors abound
about its community having plenty of food and alcohol,
a small herbs cultivation, and generators capable of
feeding turntables and computers. Not to mention
C

the chance to meet guys with glorious mustaches and


tattooed and pierced gals.
3. FUN ZONE
123

INTRODUCTION
Remember the Sunday afternoons spent having fun at the amusement park, supporting your team
at the stadium, or watching the latest Hollywood movie at the multiplex? The hot dog stands, the
smell of fried food, people cheering, and couples sharing PDAs everywhere... Now, there is only the
stench of death. But hey, the view from the top of the Ferris wheel will always leave you breathless!

Threat Level: 3 The North Plaza


Make Contact, Rescue Run, Seek New Shelter The main gate is huge and now duly covered in blood.
A massive Horde (x6) blocks the sectors beside the
FIRST LOOK entrance, due to the panic doors that seem to have been
barricaded from the outside. Beyond the stairs, on the
The amusement park, the apotheosis of the American right and left, are the accesses to the stands.

SURVIVORS
dream! The place where everybody gathered to have
fun with family and friends, no matter the age or social
extraction. Watching a game of the Bats while drinking
beer and eating hot dogs, going on a date with your high
school sweetheart and eating cotton candy, or taking her
to the movies, the amusement park was really the place
to be… and now is one of the places NOT to be.

Everything is silent, except for the buzzing noises coming


out from a few speakers, and the disturbing tune of

THE GAME
carousel music still playing from somewhere in the park...

PLAYING
And the ever-present moaning of the undead, of course.

LOCATIONS
Stadium
The stadium was home to the local football
team, The Bats, that before the outbreak

THE GAME
RUNNING
was quickly climbing every rank. Every time
the team played, the matches were attended
by so many people that the cheering could be
heard several leagues away. Now, you can hear
screams alright, but, well, they are "slightly"
different...

Among the most imposing buildings in the city, the


stadium was renovated in the 80’s and is now one of
OF ZOMBICIDE

the sturdiest buildings, even after the apocalypse. It is


THE WORLD

structured on numerous floors, from the basement to


the VIP boxes for the wealthy and every now and then,
one can still find tchotchkes for the local team.
124

Stands and VIP Boxes


The stands are littered with dirt and rot everywhere, filled
with corpses and scraps of decomposing food. They are
full of Zombies too, though more scattered than those at
the entrance. To cross the stands, the Survivors have to
face a Horde (x4), which is quickly replaced by another
Horde (x4) when defeated. Moreover, at the start of each
round of combat in the stands, a Survivor must pass a
roll of STUNT to avoid tripping over the seats, suffering
a hindering condition until the start of the next round.

It's easy to see that it’s not safe to stay here for too long,
and Survivors who want to explore the place should
either take refuge in the tunnels below the stands at the
first opportunity, or try to run away through the pitch

A
(see below).

Tunnels
The tunnels lead to restrooms, shops, first aid stations,
and the locker rooms. There are Zombies here too, but
in smaller numbers than in the stands: Horde (x2) and a
Horde is still replaced by another when defeated. They
can be avoided with rolls of SNEAK.
125
Restrooms Still wearing their football gear, these Zombies roam the
The restrooms are usually off limits after the first half hour field no longer looking to catch the ball, but living prey
of a Sunday game, let alone after the outbreak. Burps, to devour.
gurgles, and foul smells come from the restrooms where

INTRODUCTION
some groups of Toxic Brutes (x3) lie in wait for their next Should anything go sideways for the Survivors during
snack. So, no matter what, DO NOT GO TO THE BATHROOM! their exploration, the pitch is the fastest way to get out
of the stadium, but the Zombie players won’t make that
Shops easy for them.
There are four pro shops inside the stadium, one on each
corner of the building, plus twice as many shops selling On the pitch are Berserker Brutes (x3) and Runners (x4)
merchandise and snacks. There is little left now. Most of the that will try to tackle and dismember anyone who tries to
goods have been looted and, in fact, one can still see many get past them. All these Zombies have double the normal
Zombies rocking their team’s colors… with an extra serving Hit Points, thanks to their protective gear. To flee to the
of blood and guts. main gates, Survivors have to defeat them, or pass a STUNT
roll (DL1, since those cornerbacks are still damn fast).

SURVIVORS
Successfully looting the pro shops with a Search yields 1
Item (Any 1). However, there’s nothing more exciting than to reach the
last yard of the pitch under the eyes of the crowd (even if it’s
First Aid a Zombie-crowd). Any Survivor who manages to get past
The stadium had three first aid stations, accessed by the the player-Zombies successfully using STUNT will gain an
ramps on the northwest, northeast and southeast. To get Adrenaline Boost. AND THE CROWD GOES WILD!
there, of course, one must cross the sea of Zombies and
filth, only to realize that two of them were clearly looted
long ago. The southeast station was miraculously spared,

E
allowing the Survivors to conduct a Search (Health 1) there.

THE GAME
PLAYING
Locker Rooms
The locker rooms on the first floor can be reached in
two ways: through the tunnels (but a successful roll of
SECURITY is needed to open the doors of the reserved
area), or using the entrance from the pitch, at the cost
of drawing the attention from the Zombie players (see
The Pitch, below). Getting there may be worth the risk,
though. In the locker rooms, the Survivors will find 1
Sports Protective Gear each (no rolls needed).

THE GAME
RUNNING
However, as soon as they grab the gear, Seeker Walkers
(x3) break through the locker room and force the
Survivors to fight them, or to flee through the only
remaining way out: the pitch.

The Pitch
It just so happens that during the outbreak, an important
match was being played by the local team. The infection
spread so quickly that many players turned into Zombies
OF ZOMBICIDE

before they could even leave the pitch.


THE WORLD
126
Theme Park At the center of the park stands an immense Ferris
wheel, currently powered down. The park is divided in
Here, I had my first date. I had it planned four main areas.
for days. I took her to the haunted house
first, where she spent all her time hugging Southwest
me because of the scares. Then, I gave her This was the area for families, with trampolines, Wacky
a huge stuffed animal that I won at the Worm Coasters, fast food stands, and resting areas. Now,
shooting gallery (I dropped $60 to the kiosk there is nothing scarier than this place. Entire families
owner to let me win the damn thing). And

P
turned into Zombies, undead children crumpling on
finally, I took her on the Ferris wheel and the trampolines, and the disturbing carousel music still
we kissed on the top... Such good memories. playing from somewhere have turned this once happy
Who knows what happened to her? I place into a hellish landscape.
wonder if she would still like this place...
Crossing this area requires a roll of COOL to avoid
The theme park is one of the most dangerous and yet becoming demoralized (a hindering condition) until
safest places in the city. The danger is rather obvious: leaving. Moreover, Survivors must face a Horde (x5)
Zombies everywhere. However, that is also where the every 10 minutes or so while exploring this place.
“safe” part of the deal comes into play. Zombies have
a hard time entering the rides because of staircases, Northwest
chains, and all sorts of safety barriers. So, being there is This is the most traditional portion of the park, with
a mixed blessing. many classic attractions like the mirror maze and the
haunted house. These places could even make for good
safe houses, if you know all exits and escape routes. Or,
they could be a death trap if you don’t. Being trapped
inside a labyrinth while hunted by Zombies is almost the
worst nightmare you could have. Not that the outside is
much better, since Hordes (x4) wander the area and will
be quickly replaced by other Hordes when defeated.

If the Survivors are chased by Zombies and decide to


take refuge inside the mirror maze, navigating it is a
Prolonged Action requiring 3 EVALUATE successes.
Completing the Action means getting out of the maze
(and escaping the Zombies). But Trouble on any of the
rolls causes the Survivor to be reached by Runners (x2)
while inside the attraction. Moreover, the tight spaces
and the confusing mirrors cause a hindering condition
for all Survivors.

Seeking shelter inside the haunted house could be


another option, but there are still a couple of groups
of Brutes (x2) inside, hidden among the unnerving
animatronics. A roll of SPOT is required to avoid being
surprised by them. But once they are eliminated, the
Survivors will have a safe place at their disposal that
should not receive many “visits” from both the living
and the dead. Could come in handy in the future.
Multiplex
A 127

This cinema was undoubtedly the most impressive


in the city. More than a dozen theaters showing

INTRODUCTION
anything from the great classics to the most
anticipated blockbusters! Now, the only thing
you can do here is experience a 4D splatter
movie starring yourself. At least the popcorn
machine still works, so you can always crunch
some while shooting Zombies.

The multiplex was the gathering spot for families and the
local youth, and also featured a fast food stand, a comic
shop, and an arcade. The lobby is now a battlefield, with
tens of bodies lying on the ground and at least twice as

SURVIVORS
many wandering and groaning among them. However,
a small group of survivors seem to have managed to
barricade themselves inside the building. They could
be reached, if one managed to get past the Horde (x5)
!
stationed in front of the cinema…
Southeast
This is the area dedicated to the adrenaline junkies, with Even defeating the Horde, Survivors should be careful
all sorts of extreme rides. They have stopped working a when walking among the corpses on the ground. There
long time ago, save for the Eco Roller Coaster, the pride are some immobile groups of Crawlers (x2), virtually
of the theme park, that is powered by batteries that indistinguishable from the truly dead bodies. They will

THE GAME
recharge with a giant wheel generator… and that is still suddenly grasp the leg of a passerby, requiring them to

PLAYING
full of Zombies. It’s impossible to describe how macabre pass a STUNT roll in order to stay on their feet. In case
the sight of shuttles full of Zombies trudging onwards as of failure, the Survivor suffers 1 Wound and, you know, a
the occasional body part falls off due to centrifugal force. rather vivid experience of a Zombie movie.

Northeast The Atrium


This is the modern section of the theme park, with the Entering the cinema requires a SECURITY roll (DL2). Right
arcades and everything VR. Moving around here is somewhat after the barred doors of the main entrance, there are
easier than expected as many Zombies are stuck within the the two wide crescent-shaped atriums with all the fast
arcades or are still wearing VR headsets so cannot see all food stands. The survivors now living inside the multiplex
that well. On top of that, any techhead might find good bits plundered all the food they could get, and even managed

THE GAME
RUNNING
for computers, communication devices, and the like. to restore power to the cold storage rooms to freeze
everything that is perishable. At the far end of the atrium
But beware! Any Trouble in this area triggers the arrival is the main ticket office. Inside, one of the survivors is
of the Candyman, a Toxic Brute (+2 HP, Impervious) present at all times standing guard.
completely covered in caramel and body parts, followed
by his smaller Walker customers (x3). Maybe he was the The Halls
owner of the old food truck stationed nearby selling Beyond the ticket office is the entrance of the lower halls.
cotton candy and sweets, or maybe he actually is a Upstairs, the upper ones. The multiplex is now the shelter of
number of Zombies held together somehow. Whatever a group of survivors who have been doing pretty well so far.
OF ZOMBICIDE

the truth, if you wander the theme park and smell that • NPS Group in the Multiplex: Size 2, Disposition 4,
THE WORLD

sweet, sweet caramel... RUN! Morale 3, Leadership 4, Resources 2.


128
The small community has lived in the cinema ever since
the outbreak. After they secured all the entrances and
emergency exits, they used an emergency generator to
power the cold storage rooms for the fast food. Night
raids through the roof allow them to collect gasoline from
the parked cars in order to power the generator, as well
as other useful stuff from the surroundings. Under the
guidance of Frank and his vast cinema lore, this group
has attained some form of balance.

Frank, the ticket guy


Frank has worked at the cinema for many years after
losing his job in a restaurant in the city center. Being a
lover of the silver screen, his new job was not that bad
and the pay was not too shabby, either!

Frank was the first to realize something was wrong.

I
Tommy, his coworker, bit three fingers off of a customer
and all of a sudden, hordes of spectators had begun
screaming inside the theaters. That’s how every Zombie
movie starts, he thought... So he grabbed a fire axe,
and after an old fashioned killing spree, he secured the
cinema and gathered the remaining survivors.

The Beach (TL -1)


One of the reasons I loved this city so much was
b

the beach. You could go there and swim, surf,


tan, or just meet new people. Now, instead of a
beach, it looks like a dump, full of bodybuilding
Zombies in Speedos trying to eat your face...

The beach was the pride of the city. More than ten miles
long, it was a bustling place with dozens of restaurants,
shops, and food trucks on the shoreline road. In addition

FR AN K to the iconic watch towers, there were numerous open-


air gyms where fitness aficionados could work out all day
• Name: Frank, the ticket guy long, in addition to a skatepark and a surf house.
• Description: A elderly gentleman with a
moustache worthy of a character in a 19th Now, the beach lies in utter neglect, with heaps of seaweed,
century movie plastic debris, and boat wrecks scattered everywhere. The
• Motivation: Survive until the helicopter first Zombie sighted here during the outbreak was one of
comes to the rescue. Because there’s always a
the athletes in the gyms. Nobody precisely knows what
helicopter at the end of a Zombie movie, right?
• Gear: Fire Axe happened, but it seems that this 6.5ft colossus came in
• Enemy Level: Tough with a torn cheek, glassy-eyed and foaming at the mouth.
• Special Rules: - He jumped some of his workout buddies and then attacked
the rest of the beach. Needless to say, it was a massacre.
129
This ripped Abomination is still around, surrounded at all JOHN
times by a Horde (x3) that is replaced by another Horde

}
(x3) if defeated, unless the Abomination itself is destroyed. • Name: John, the fisherman
• Description: An old sea dog, not very friendly,

INTRODUCTION
who always seems to know what he’s doing
If the Survivors manage to avoid the Abomination and the
• Motivation: Set sail for a safe island
Zombie hordes roaming the beach, they could certainly somewhere. If there’s one at all…
find something useful among the debris washed ashore. • Gear: Kukri
Performing a Search will yield some Items (Any 3), but • Enemy Level: Tough
the rolls are made with a (DL1) due to the fact that most • Special Rules: -
of the objects are junk, or almost completely buried in

#
the sand.

SURVIVORS
The Boatville

THE GAME
PLAYING
During the outbreak, some people sought refuge in the
sea. These were mainly lifeguards, anglers returning from
their fishing trips, and other civilians who owned a boat
and fled. And so it was that, by chance, the Boatville was
born, a community of survivors capable of finding food,
moving rapidly from place to place, and even of settling
down in a safe place by mooring offshore and connecting
their boats together. We haven't seen a Zombie swimming
so far, right? Its leader is fisherman John, who owns a

THE GAME
RUNNING
fishing boat and feeds the community daily.
• NPS Group in the Boatville: Size 3, Disposition 4,
Morale 3, Leadership 3, Resources 2.

John, the Fisherman


John has found out something so terrible that he has
not had the heart to tell the others yet. Among the day’s
catch, he found a sickly green fish, some of its belly
missing and stinking like rot. Yup, you got it right. It
OF ZOMBICIDE

was still twitching and attempting to eat the rest of the


THE WORLD

school. A Zombie fish…


130
4. UNIVERSIT Y DISTRICT
Ah, the university. Its imposing buildings, the study halls, the library, the football fields, the
dormitories ... how many memories! But now, everything is devastated! Oh well. There could be many
resources in the chemistry, physics, and medicine wing labs. The problem is: if today’s students are
all childish smartasses, just think about how troublesome Zombie students in hormonal crisis can be!

E
Threat Level: 1
Obtain Information/Item, Keep Hope Alive, Seek New Shelter

FIRST LOOK
The university district is a mosaic of modern buildings The med school hospital is where everything began. It all
and older construction and includes the main campus, started when Patient Zero “woke up” in the emergency
laboratories, a medicine department, and a hospital. room minutes after his mysterious death and began to
The campus is a small town by itself, accomodating dorms, attack anyone in sight, biting and tearing all flesh to
libraries, lecture halls, and an auditorium. shreds. Soon, the hospital fell into chaos, and with it, the
whole city.
Such a wide space has helped mitigate the effects of the
outbreak, if compared to other, more crowded places like Now, just as in the early hours of the outbreak, the
the nearby med school hospital, for example. hospital is one of the most dangerous places of the city.
The corridors and rooms are literally overflowing with
But still, the lively buzz of students hurrying down the Zombies of the deadliest kinds, and the hospital can be a
university’s walkways has now turned into the wail of deadly maze for those who can’t find their way around.
the dead. One never knows from what nook or cranny an
undead professor might spring up... So, why the hell should one go in there? For starters,
because this is the only place left in town where one can
find big stocks of medicines and medical equipment that
LOCATIONS haven’t been already looted several times. On top of that,
the hospital stored food, emergency generators, and all
sorts of useful gear in case of the apocalypse. So maybe it’s
The Hospital (TL +2) worth a shot… Just remember to wear gloves and masks.

The hospital was the pride of the campus. Main Entrance (1)
It employed cutting edge machinery and The lobby can be recognized by its wide glass walls and
advanced treatment methods. It was here a large, white receptionist desk. Everything is white. The
that the first confirmed Zombie in the city floor, the walls, and staircases, even the leather couches.
was spotted and the outbreak flared. Some Or, at least, they were. Now, blood and organic matter
say that an experimental cure was under have taken over in grim patterns. There are broken
b

development in some departments of this very glasses and papers everywhere on the ground, and the
hospital. Unfortunately, the results of this sliding doors of the entrance are torn and partially open.
final, desperate attempt are quite obvious... At all times, a Horde (x5) can be encountered here.
131
Tower Block (2) The staircases lead to the roof and the (empty) helipad,
The heart of the hospital, the tower is the center of all which are safe spots (if the Survivors don’t let the
the paths to the other wards. In a maze of fire doors, Zombies follow them up here…). A successful Search
staircases, and corridors heading in every direction performed in any of the storerooms of the hospital will

INTRODUCTION
(from the cafeteria to the roof), the tower is three yield some items (Health 3).
stories tall. Every floor has a detailed map and color-
coded pathways to its numerous wards. Emergency Room (3)
The ER is among the most dangerous areas of the hospital,
On the first floor is the emergency room, the morgue, being populated by a Horde (x5). This nightmarish place
the cafeteria, a small supermarket, and the chapel. is possibly even more gory than the rest of the hospital,
Starting from the second floor, the many wards can be with dried blood and body parts almost everywhere,
reached following the information panels. A Horde (x4) including the ceiling. As if it wasn’t enough, Patient Zero
is always present on each floor, and must be either himself still wanders these halls, an Abomination (+2 HP,
eliminated or avoided with a SNEAK roll. However, a Impervious) mutated beyond recognition. Running away
new Horde (x4) will be encountered shortly after the from this hell-on-earth of a place would be the wisest

SURVIVORS
first (regardless of whether it is defeated or avoided), thing to do, but defeating Patient Zero and taking a
so the Survivors must hurry to do whatever they need blood sample could lead to some interesting discoveries,
to do. if one could analyze it.

THE GAME
PLAYING
THE GAME
RUNNING
OF ZOMBICIDE
THE WORLD
132

Operating Rooms (4) The Campus (TL +1)


There are many technologically advanced operating
rooms in the structure, equipped with the latest surgery The campus of the university was the symbol
tech, but very few of them are still functional. They are of youth and freedom, and a place of culture
well stocked with meds, painkillers, scalpels, and other and learning for the upper class of the future
surgical supplies. No Search is needed. The Survivors generation. Most of this youth is now a walking
just have to get in and grab everything they need (in the corpse, dragging itself along the campus
next Shelter Phase, they can skip Supply Check rolls). boulevards looking for “freshmeat”, literally.

Moreover, if they find an operating room in good condition, The campus includes the lecture halls, a library, the
Survivors could use it to perform surgical treatment that labs, and the dormitories. Most of these buildings are
would be much riskier (or even impossible) elsewhere. now abandoned and covered with climbing vegetation,
with groups of Zombie students and professors roaming
Infectious Diseases (5) aimlessly around an otherwise quiet and peaceful place.
The department of infectious diseases of the hospital is
situated on the third floor. Apart from containing Toxic Dormitories
Hordes (x5), its only relevance for the Survivors is that This is where the frat parties were held. The dormitories
the data related to the experimental treatment have to be consist of several identical buildings with brick facades,
somewhere inside this department. A Search is needed three stories tall and with the same floor plan as the
to find them (DL2). It’s up to the GM to rule whether or others. The common area is on the first floor while the
not these data are of any use for the Survivors. others are dedicated to the rooms.
133
A Horde (x3) can be found inside each dorm and Hordes However, this is not the end of the tale. The students of
of the same size wander the outside alleys. The dorms the Zeta Omega Mu fraternity (see above) claim they saw
contain little things the Survivors would find useful, and a human in the labs, dressed in a tight lab coat, with white
a successful Search inside each of them will yield no trousers tucked into tall, black leather boots, a gas mask,

INTRODUCTION
more than 1 Item (General 1). and wearing long, black rubber gloves. Apparently, the
Zombies ignore him, and indeed, they almost seem to
However, not all is lost. One of these buildings is the follow his orders…
shelter of some surviving students, the members of the
Zeta Omega Mu fraternity. Using good teamwork and Whatever the truth, it is undeniable that every night, a faint
their knowledge of the campus, they managed to survive light can be seen in the windows of the chemistry lab...
and stay hidden, scavenging whatever they can from the
other buildings.

The Zeta Omega Mu Fraternity: Size 2,


Disposition 4, Morale 3, Leadership 4,

SURVIVORS
Resources 1.

This group also knows about the expedition


of professor Cronauer and his students to
the Household Store (see Heart of the City,
page 138), and may give directions to
the Survivors.

The Labs
There are multiple labs

THE GAME
equipped with advanced

PLAYING
machinery within the campus
where students from all over
the world worked to earn their
PHDs in chemistry, medicine, and
the like.

The chemistry labs, in particular, have


enough supplies to make improvised
bombs and other useful compounds,
but they are also teeming with Toxic Hordes

THE GAME
RUNNING
(x4) of Zombies that, quite remarkably, glow
in the dark. It is unclear why exactly these
Zombies have this peculiar feature, but it may
have something to do with the broken x-ray
equipment leaking radiation from the main lab...

Performing a Search in the labs will not yield


items or weapons, but will let the Survivors find
the basic chemical compounds and reagents
OF ZOMBICIDE

needed for a variety of applications, from


THE WORLD

bombs to batteries.
Ä
134
Library
The university library was erected in the nineteenth
century and contains books about all branches of human
knowledge, along with some very old and invaluable tomes
that made it one of the cultural poles of the country. It
remained relatively untouched by the devastation of the
outbreak and is now populated by fewer Zombies than
the rest of the campus.

The library is a large building built on two floors. At the


main entrance, a wide atrium with an oval-shaped desk
welcomes all newcomers. Beyond it is the actual library,
with a double-height ceiling, endless rows of large
shelves, and large mahogany tables for readers in the
center. Various staircases with beaten iron handrails lead
to a mezzanine where smaller shelves contain the most
precious volumes.

|
Though less dangerous than the rest of campus, even
the library hides its hazards. A Horde (x3) lurks among
the shelves, very likely to catch unwary visitors by surprise
unless a successful SPOT check is made. Once eliminated,
it is possible to find any desired volume simply by using the
library lists, without having to perform any Search.

The library could even become a suitable shelter for the


Survivors, since it is a safer location than many other
places in the city. Surely there is no shortage of material
to fight boredom, especially if you’re the “bookworm”
kind of person.
5. THE HEART
135

OF THE CITY

INTRODUCTION
The throbbing heart of the city, defined by many pubs and shops, now teeming with the
undead. Due to its central position, it is connected to many districts of the city. Wide
avenues lead to Uptown, while the narrow streets of the Ethnic neighbourhood connect it
to Oldtown and to the Fun Zone. To the south, its buildings give way to the decrepit houses
of Suburbia. And to the north, a bridge leads to Downtown.

Threat Level: 2
Make Contact, Secure Area, Supply Run
LOCATIONS

SURVIVORS
FIRST LOOK Asian supermarket
The district used to be crowded at every time of the day Before the outbreak, this supermarket sold
or night. Smells of any kind lingered in the air, from the many exotic products and oriental household
food trucks parked at the edge of the roads to the ethnic appliances. Strolling down the streets, one
restaurants dotting the main street, splitting the district could still smell the strong aroma of spices,
evenly in half east to west. now mixed with the rancid stink of rotten
food. There could be some unspoiled meat
In the eastern half is the famous asian supermarket stored on some shelf, or maybe that katana

#
displayed in the Japanese shop is a real one...

THE GAME
that sells any kind of far east food, and hosts numerous

PLAYING
restaurants and gift shops, while the western side is
dominated by an immense electronics mall, open for In its eighty years of activity, this establishment started
business since the Forties. as a small gathering of hawkers and peddlers from
the four corners of Asia, grew into a shop for Eastern
The local nightlife quickly adapted to the great influx of foodstuffs and trinkets, and then became a full-blown
people, and soon in both halves rose dozens of pubs and modern mall.
clubs serving beer, cocktails, and a few traditional dishes
to all kinds of patrons. The Pagoda
After the outbreak of the epidemic, the building became
one of the most famous symbols of the resistance, today

THE GAME
RUNNING
simply called The Pagoda for its once-famous sushi
bar. There, one can find food, drinks, weapons, and
much, much more. Helped by the building’s single main
entrance, it is easily defended by the fearsome group of
NPS hunkered down inside.
OF ZOMBICIDE
THE WORLD
136
The Akashio Should the Disposition rank of the group ever reach
The undisputed leader of this small stronghold is Ray 3, the Survivors are allowed inside for enough time to
Kobayashi, once the manager of the sushi bar on the do what they have to. If the Disposition rank reaches 4
second floor. The members of this community strive to or more, the Survivors can stay longer in the Pagoda,
save as many lives as possible while taking every chance wander around, and discuss Zombies and sushi with
they get to kill Zombies. That's the reason why their recon Kobayashi. Befriending Ray Kobayashi gains the
group is called Akashio, the red tide. Every time they Survivors a precious ally.
sortie (which is quite often), they leave behind piles and
piles of Zombie corpses! To be allowed inside the Pagoda, If the Survivors manage to increase the Disposition of the
it is necessary to make contact with the NPS holding the group to 5, Ray invites those Survivors who seem worthy
building and gain the trust of their leader Kobayashi. to join the Akashio. If they accept, after a brief initiation
• NPS Group Akashio: Size 5, Disposition 2, Morale 5, ceremony, they receive a weapon of their choice between
Leadership 4, Resources 5. a Katana and a Kukri. From there on, they are considered
trusted allies of the Pagoda.
Ray Kobayashi
Ray is a charismatic second generation Japanese-
RAY KOBAYASHI
American sushi master. His gaze is as sharp as the knives
he uses to slice both fish for his legendary sashimi and
• Name: Ray Kobayashi, sushi chef
Zombies.
• Description: Small, stocky, and very ugly.
Perhaps that is also why he is so feared
• Motivation: Saving lives
• Gear: Countless Sushi Knives
• Enemy Level: Dangerous
• Special Rules: At the start of each combat
round, he throws a knife, which hits a random
Survivor with a Strength 3 Attack.

´
137

INTRODUCTION
SURVIVORS
THE GAME
PLAYING
Enter the Pagoda In the far right corner is a small area dedicated to trinkets
If admitted into the building, the Pagoda looks like the for tourists, such as all kinds of vases, jade statuettes
world has never collapsed and the mall was just about to (are they, though?), dragon heads, fake Chinese sabres,
open its doors to the crowds. The mall extends over three and a smattering of other frivolous bits.
floors. The first floor is dedicated to China, the second to
Thailand, and the third to Japan. Lucky Balls

THE GAME
RUNNING
A SPOT (DL2) roll allows a Survivor to notice a small
First Floor: China box among the worthless stuff. It contains two brightly
The first floor was once a supermarket offering a wide colored enamelled Stress Relief Balls of unknown origin.
variety of foods from China. Luckily, most of its products The Survivor must roll EDUCATION. If they fail, the
have not soured yet and some will not for a long time still. It Survivor believes the balls are lucky! Once per game
also specialized in tea and sold numerous varieties as well session, when the Survivor fails a roll, they can decide
as tea-related accessories like teapots and ceramic cups. to roll again and keep the new result. If the second shot
is again a failure or causes Trouble, the Survivor is
Only If the group’s Disposition is 4 or more, Survivors are convinced that the balls have lost their power and throws
OF ZOMBICIDE

offered unusual amounts and varieties of exotic foods. them away. Bye bye, lucky balls.
THE WORLD

During the next Shelter Phase, each Survivor will not


have to make any SCAVENGE roll (Check Resources step).
138
Second Floor: Thailand
5
The second floor, more than food, is dedicated to Thai
art. Statues and icons of the Buddha are everywhere,
and a large, 30 feet long reproduction of the Reclining
Buddha of Bangkok dominates the center of the floor.
How to get a Katana
If the group’s Disposition is 4 or more, a Survivor might
obtain a real Katana (not a cheap replica). They must
speak directly with Ray Kobayashi and pass a CONVINCE
roll. Alternatively, a Survivor could try to ‘borrow’ one
from the storerooms in the back, rolling SNEAK (DL2).
The place features numerous massage parlors specializing If Trouble happens, all the Survivors are immediately
in all kinds of treatments, from foot massage to the full banished from the building.
body Thai variety. They're the perfect place to unwind
after a hard day. The Household Store
Well-liked guests (Disposition 4+) have access to one TVs and computers are no longer essential
of the still-running massage centers, spending time in in a new world where your primary concerns
a clean and cozy spa is something incredibly pleasant are more basic. Even assuming that the
and yet utterly surreal for sure. A Survivor enjoying
internet infrastructure is mostly intact,
the treatment benefits from a Prolonged Rest. The
there is almost no access to the exchange
total number of Survivors that are allowed to enjoy the
massage depends on the Disposition of the group: 1 of information. Other appliances could
Survivor (Disposition 4), 2 Survivors (Disposition 5), and still be useful, as long as they do not need
3 Survivors (Disposition 6). electricity, of course.

Third Floor: Japan HS was the largest place to buy household appliances and
Once on the third floor, Japan’s, one can understand why in electronics in the city. From young couples making their
the past it was a major attraction. In addition to every kind wedding list, the elderly looking for a hoover robot, to
of packaged food and instant ramen, there are numerous millennials queuing up for the latest smartphone model,
fluorescent snacks, gadgets of all kinds from Japan, manga HS was the place to be when it came to electronics.
shops, and even a sushi bar called the Pagoda.
This enormous store is divided into multiple floors, each
Much like the first floor, in the corner opposite to the dedicated to specific kinds of products, from televisions on
sushi bar is an area dedicated to traditional Japanese the first floor to electric scooters and other non-polluting
merchandise like katanas, Kimono sets, and tea accessories. means of locomotion to the top one.

PROFESSOR CRONAUER When the outbreak began, some Zombies managed to


breach into the store during the first hours and caused
• Name: Professor Cronauer mayhem. Up to the present day, the store is considered
off limits. The Zombies inside are almost endless, and
• Description: He dresses eccentrically, or maybe
the dark corners and panic door choke points make for
in the way of someone who thinks of something
deadly traps. However, should the building be cleared
else when he puts clothes on. He often mumbles,
of the undead, it would yield a great amount of useful
as if he never agrees with himself resources and electronic components.
• Motivation: Freeing HS from the Zombies and
establishing radio contact with the outside Entering the Store
world to call for help. Somebody is bound to Entering the Household Store from the main entrance is
come and save them, right? foolish. The first floor is still teeming with Zombies and
• Gear: - larger and larger hordes attack any intruders. It starts
as a Horde (x1), then it becomes a Horde (x2), then (x3)
• Enemy Level: Harmless
and so on.
• Special Rules: -
139
A better option is to find one of the numerous secondary Cronauer’s Plan
accesses reserved for the staff (thanks to a SCOUT roll).
The professor intends to free the entire building from the
In this case, the Survivors must only pass a SECURITY undead with the help of the Survivors! Cronauer and his

INTRODUCTION
roll and face a single group of Walkers (x3). Once inside, enthusiastic students will try to convince the Survivors to
it is possible to Search (General 3, Any 1), although every attack the store.
character taking part in it must first pass a SNEAK roll to

X
avoid attracting a Horde (x3). The Survivors can refuse the proposition and be banished
from the area, accept the offer and give minor support
(weapons, ammunition, and tactical advice), or actively
guide the attack as the students and the professor watch
their backs.

Attacking the Household Store!


The attack begins right after sundown. If the Survivors

SURVIVORS
choose to give minor support, the NPS (including
Professor Cronauer professor Cronauer) will be wiped out by the Zombies.
A number of university students, mostly from IT and However, in their suicidal attack, they take out enough
electronics, and members of the local ham-radio club undead to negate the necessity of rolling SNEAK during
have put their eyes on the store. They dream of wiping Search Actions inside the store. In addition, if the
out the Zombie threat and salvaging whatever they Survivors enter from the main access, they have to face
can to put together a high-frequency radio station to only a single Horde (x4).
communicate over long distances.
If, instead, they choose to lead the attack, the Survivors
They are more than happy to see an armed team wandering must face three Hordes (x4, x5, and x6, one after the

THE GAME
the area. They try to make contact with the Survivors as other). Once inside, a Horde (x5) must be taken out to

PLAYING
soon as possible, as they could be of great help. secure the first floor. A Horde (x6) waits on the second
• NPS Group of Students: Size 4, Disposition 5, Morale 4, floor and then another on the third floor.
Leadership 2, Resources 3.
If the Survivors decide to push to the fourth floor, the
The group is led by Professor Cronauer who once taught situation grows dire. Attracted by the sounds of battle,
telecommunications at the university and now has created a large mob of Zombies is drawn into the store and
a temporary shelter in a dismal apartment overlooking attacks the rearguard of the students, who now risk
the HS. During weeks of careful exploring and constant slaughter. The Survivors must face a Horde (x6), unable
observing, the NPS have filled dozens of pages with data to fall back to the lower floors unless they come up with
on the movement of the undead, blueprints, likelihood of some risky stratagem.

THE GAME
RUNNING
fighting per floor, etc.
In addition, for any Trouble caused by the Survivors, part
The Professor’s Papers of Professor Cronauer’s group is killed. With the first
Professor Cronauer jealously guards his notes. To Trouble, the students suffer heavy losses, up to half their
consult them, a Survivor must pass a CONVINCE roll numbers. With the second Trouble, all students fall, one
(DL1). Alternatively, they might try to steal them with a after the other, overwhelmed by the Zombies from the
SNEAK (DL2) roll. lower floors. Cronauer is the only survivor. With the third
Trouble, even the professor is devoured...
On a success, the Survivors gain access to the dossier.
OF ZOMBICIDE

Cronauer’s notes let the Survivors forfeit the SNEAK roll Should the Survivors make it through this gruelling fight,
THE WORLD

required when making a Search Action inside the store. the building is cleared. For how long, though?
140

Main Street (TL +1) Zombie Collection


Well, what once was one of the key junctions in the city now
This street cuts across the whole district, has turned into a warzone roamed by an endless amount
but is chock-full of the undead. Trying to of purulent Zombies. Well-dressed, although putrescent,
pass through without a way to divert the ladies drag themselves up and down the main street, some
attention of the Zombies is stuff for the still clutching a ruined leash with bits of flesh and tufts of
insane. The side streets are more viable, if hair dangling from one side. Large tourists in flower shirts
you know how to crowdsurf. and sandals have turned into horrid Brutes, while groups
of Zombies in baggy clothes and earphones gather with
Main street cuts the heart of the city cleanly in half. It others, with baseball caps and folded-up pants, in front
was there that the youth gathered on Saturday evenings of the most famous stores in a macabre imitation of the
around the best restaurants in town, the tourist traps and, consumeristic rituals of the living.
of course, all the largest fashion stores.
ï
±
141
Overcrowded

¡
Main Street is a terrifying nightmare. Moving about without
being noticed is probably impossible, and those who want
to do so must face the ever-growing hordes. The first is a

INTRODUCTION
Horde (x1), the second a Horde (x2), and so on, resulting in
a hopeless fight from the very beginning. No group of NPS
has settled directly here and, unless they feel a sudden
shopping urge, there is nothing here for the Survivors.
Ahmed and his Family
Survivors could have better luck in exploring the smaller Ahmed is the owner of one of the 24/7 grocery stores
stores and shops in the narrower and less crowded side in a rundown building behind a large fashion store on
alleys with a SNEAK roll to avoid attracting the hordes Main Street. His family (his wife Randi and their three
from the main street. Inside the shops, it is possible to take children), lives on the second floor, although the rest of
Search (Any 1) normally. At worst, if Trouble happens, the the building is uninhabited.
occasional Walker will appear. It is in one of these small • NPS Group of Ahmed’s Family: Size 1, Disposition 2,

SURVIVORS
stores that Ahmed and his family have found shelter. Morale 3, Leadership 2, Resources 2.

Ahmed doesn’t trust anyone. After the outbreak, his


shop has been the target of many desperate survivors
who have invariably tasted not food, but hot shotgun
lead. It could be the same meal for our Survivors if they
have no patience and don’t build a relationship.

Ahmed emigrated here with his wife a decade ago and


even before the outbreak has seen all kinds of stuff during

THE GAME
his long time behind the cash register. Nineteen armed

PLAYING
robberies, endless theft attempts, and a dozen drunken
brawls for good measure. Ahmed is more than capable of
handling himself!

If the Survivors invite him to move to their Shelter,


Ahmed categorically refuses to leave his shop and house,
regardless of how dangerous the area has become
(he might reconsider the offer only if his Disposition
increases to 4+).

THE GAME
AH M ED RUNNING
• Name: Ahmed, the distrustful
• Description: He looks proud, but maybe he
takes himself a little too seriously to be
really convincing. In fact, sometimes he’s
unintentionally funny
• Motivation: Protect his family at all costs
• Gear: Shotgun
• Enemy Level: Tough
OF ZOMBICIDE

• Special Rules: If any member of the family is


THE WORLD

directly threatened, his Enemy Level changes


µ

to Dangerous
ï
142
Pub crawl Deep in every respectable city, there must be a pub mile,
(TL -1, only during daytime) the area with the highest concentration of clubs and bars.
Attended until the wee hours in the morning because of
Zombies overran the pub mile, slaughtering its alcoholic contents, this place is a key junction of the
those who tried to barricade themselves in city’s nightlife.
the first moments of the outbreak. Nice try,
lads. Their half-eaten corpses are spread all Something has changed
around the place, laying on chairs and tables Back then, there were drunk people hanging about and
with their bellies ripped apart and dripping muttering gibberish. Today, there are Zombie people
into putrid pools of goo. You can hear some hanging about and howling gibberish... and spitting blood.
noise upstairs! It could be a very dizzy group
of survivors, or maybe more Zombies. It ’ s As with Main Street, this was one of the most crowded
hard to tell the difference!
ú

areas of the city during the outbreak, so it is best left


alone. However, for some odd reasons, the local Zombies
seem to be more active at night than during the day.
A faint recollection of their living habits? Survivors can
then move around the area more easily when the sun is
high, succeeding in a SNEAK roll (DL1 at night). A failure
on that roll means the Survivors must face a Horde (x1),
followed by a Horde (x2), and so on, until they realize they
should not be there.

Do Zombies Dream of Bloody Beer?


If they manage to successfully sneak into one of the pubs,
the Survivors then have to face the Zombie customers
inside, a Horde (x3) or more, depending on the club’s size.
Even worse, additional Waves during the fight are based
on the same TL of the District (instead of TL 0, see page
83), as the din of battle calls more Zombies from the
outside. Winning the fight means the Survivors can make
a relaxed Search (General 2) and loot the club’s booze
stash! Assuming they manage to leave with it, of course…

The King’s Court


Roughly halfway through the pub mile, one club survived
the devastation and now is the base of operations of the
only local survivor community. It is the Winchester Tavern,
an unassuming pub where once it was possible to watch
the English soccer championship while sipping on a pint
of local beer. The owners are an elderly and yet energetic
couple, husband and wife, but the true leader of the group
is a charismatic drunkard with a heavy British accent simply
known as The King.
• NPS Group of Winchester Tavern: Size 2, Disposition
4, Morale 4, Leadership 2, Resources 1.
143
The King was already a well-known figure before the
outbreak. He reached the status of a true legend when he
discovered he had the ability to create Molotov cocktails
and throw them on the Zombies’ foreheads. All that

INTRODUCTION
practice throwing darts has paid off!

h
Meeting the King

SURVIVORS
The King is rather friendly with the Survivors, inviting
them in for a pint if they make their way to the Winchester
Tavern. The NPS group holed up there is mostly The
King’s old drinking buddies and a couple of patrons who
happened to be there when the apocalypse hit. Chatting
with their leader, the Survivors learn that the NPS have
grown tired of fried chicken wings and onion rings and
are contemplating the idea of a sortie to move into the
legendary World’s End pub down the road, the largest
and most famous club in the whole pub mile.

THE GAME
PLAYING
The King dreams of making it to the World’s End with his
group after drinking a pint from all the pubs between
that and the Winchester, cementing his legendary
achievement of completing the hardest and most famous Œ
pub crawl of the city.

The King’s Dream THE KING


Helping The King in completing his pub crawl means
breaching 6 different places, each inhabited by a Horde • Name: The King
• Description: More than a king, he looks like
(x4), without alerting the Zombies outside. The Survivors

THE GAME
RUNNING
someone who's had one drink too many. But,
do not have to kill all the Zombies inside, only hold them it is undeniable that his jovial and affectionate
for just the 3 rounds it takes to The King to have a pint. ways inspire confidence and good humor
• Motivation: Reaching the legendary World’s
If they make it to the World’s End, helping The King in his End pub
pub crawl, the Disposition of the NPS group becomes 6 • Gear: Molotovs (LOTS of them)
• Enemy Level: Tough
and each Survivor gains an Adrenaline Boost. The King,
• Special Rules: If he smells Zombies, he
drunk and euphoric, thanks the Survivors by kissing and overlooks the street and turns it into a hell of
hugging them one by one, and before they leave, hands a fire in minutes
each of them 1 Molotov.
OF ZOMBICIDE
THE WORLD
6. THE SLUMS
144

The base camp of the local survivors is in the park,


surrounded by a sturdy palisade, while at the east exit is
located the command center for the anti-Zombie assault
squads. In the market, one can find numerous useful things
abandoned among the stalls and, but a few kilometers away,
lies the prison, the safest place in the area. So safe, actually,
it was renamed The Paradise.

LOCATIONS
Doug Prison (TL -2)
The butthole of the world. That ’ s what Before the outbreak, nobody wanted to go
they’ve always called this neighborhood. to prison. It takes your freedom and isolates
Scum, outcasts, junkies, alcoholics, criminals you from the outside. Now, everyone wants to
of all kinds. These are the people who lived go there. It ’ s so safe and comforting with
here. Even Zombies seem to avoid the place its walls and towers, especially if you have
somehow. But give it a chance, you'll end up the keys. And there are washing machines,
loving it. ironing boards, lots of laundry, and beds!
How ironic that what was hell now seems like
Threat Level: 2 heaven on Earth!
Obtain Information/Item, Make Contact, Secure
Area After the outbreak, the local jail has been secured and
now is such a steadfast bastion that the survivors call
FIRST LOOK it The Paradise. During the chaos of the first few days
after the apocalypse began, the convicts revolted and
In the northern slums of the city, this district has abandoned the prison in a few hours.
always been hated on by everyone, and its inhabitants Some time later, the residents of the district have joined
considered the filth of society. In reality, they were simply the surviving overseers in cleaning and securing the
less fortunate people trying to get by. However, this might place, turning it into a shelter for children and the elderly
be the reason why the Slums have found the strength to under the leadership of the Directress, a determined and
become one of the meanest and safest district after the incredibly charismatic woman.
outbreak, as the local communities have banded together The prison has four floors and a large yard surrounded
and faced the disaster as an united front. by barbed wire and fences.

Zombies, Get Out! Outside Yard


This district is the only one where things have changed The area around the prison has been fortified and is
relatively little after the Zombies have started pouring constantly patrolled by guards tasked with protecting the
out in the streets, as it already looked like a warzone. residents of the Paradise from both Zombies and hostile
Now, however, its inhabitants have put their strength and survivors. Every inch of arable land has been converted
hope to building a stable community that found creative into orchards and football fields and there is even a
ways to survive and beat the Zombie hordes. beehive for honey.
145

INTRODUCTION
SURVIVORS
THE GAME
PLAYING
THE GAME

º
RUNNING
First Floor
There are no cells or offices, but the locales where the
convicts once worked. From the laundry area to the
workshop to the mess hall and the kitchen, everything
has been renovated and is in full use for everyday tasks
and, thanks to its dedicated generators, the prison has
the extremely rare commodity of electricity. Its kitchens
feed dozens of survivors from all over the city thanks to
the immense food reserves in its cold storage units, which
OF ZOMBICIDE

are periodically restocked by the exploration teams. Here


THE WORLD

is also the large common room dedicated to gatherings


and daily briefings.
146
Second and Third Floor
Exactly identical, both feature 80 cells, each capable of
holding 6 inmates though currently used by the survivors.
Each floor also has two offices once dedicated to the
jailers and now turned into a nursery and kindergarten
for the youngest.

Fourth Floor
The fourth floor was dedicated to administration, but
has been converted into a relaxation area because of
its television and working blu-ray, while the office of the
former director is the Directress’ own command center.
• NPS Group of The Paradise: Size 6, Disposition 4,
Morale 5, Leadership 3, Resources 6.

The majority of the survivors sheltered in the Paradise are


natives of the Slums. They are addicts, former criminals,
homeless, and the families who gathered there after
the outbreak and established some semblance of order
moving into the much better defensible town jail. There, in
The Paradise, many have found a chance for a fresh start
by forming a surprisingly united and happy community,
a true oasis of peace in this new post-apocalyptic world.
The Directress is a firm but fair guide, supported by the
former jailers who enforce her law and a host of loyal
underlings who help her in ruling the place.

Heaven can Wait


In spite of the relatively friendly demeanour of the Paradise
residents, the Survivors are allowed to visit the prison
I
only under heavy guard and after they have surrendered
all their weapons to the jailers. However, the Directress
does not tolerate her leadership being discussed. Any
protest from the Survivors or behaviour that endangers THE DIRECTRESS
the residents of the prison causes the Disposition of the
NPS group to drop by 1 and the Survivors to be banished • Name: The Directress
• Description: She is a stern looking woman with
from Paradise (pun, of course, intended).
an unknown past, made even more mysterious
by the patch that covers her right eye
The Directress • Motivation: Preserving the peace in the
One thing is clear to everybody: without her, the Paradise Paradise and leading it to a bright new future.
would have been destroyed long ago. Legends have it Under her leadership, of course
that she single-handedly butchered a horde of Zombies. • Gear: 2 Kukris
• Enemy Level: Formidable
Even though nobody knows what really happened, the
• Special Rules: When she talks, she always
reinforcements found her sitting on a pile of Zombie
seems to make a lot of sense. To disagree, you
corpses, covered in blood that was not hers. From that day have to succeed in an EVALUATE (DL1) roll
onwards, no one questioned her orders.
147
Open Air Market LIL'PETE
Here, you could find everything. From really
• Name: Lil’Pete
cheap street food, to used clothes, to fake • Description: He’s a young boy. His necklace

INTRODUCTION
and stolen goods. Now, it ’ s an open-air dump. of Zombie ears is a testament to his
But, on the other hand, you can still find a determination
lot of clothes, tools, and if you’ re lucky, even • Motivation: Defeating Ol’Hook (see below) and
claiming the market for the Lost Boys
radios and walkie-talkies!
• Gear: Katana
• Enemy Level: Tough
The open air market has always been one of the most • Special Rules: -
iconic destinations in the district. Once, one could find all
kinds of bits here, even many of the items stolen around
the city, making the place a “lost and found” of sorts. Growning in the market (his family owned a kitchen
From the thrift stalls to kitchen utensils stands, from the utensils stand), Lil’Pete lost his mother the day of
food trucks to bicycle, skateboard, and scooter peddlers, the outbreak and swore to destroy all undead (one in

SURVIVORS
the market had a little bit of everything. particular, see The Abomination called Ol’Hook below).

Of course, now it is completely abandoned and numerous Lost Boys’ Purposes


Zombies wander its intricate maze, although it is still The Lost Boys are not faring too bad, but their business
possible to find the occasional useful piece here and there. could improve if the area were cleared of the majority of
Zombies to make their scavenging operations safer. With
Exploring the Market the undead out of commission for a while, Lil’Pete’s gang
It requires numerous SNEAK rolls, 1 per Search Action could finally fortify a place into an actual hideout and
if the Survivors wish to pilfer through the abandoned open part of the market itself, rather than living in hiding.
wares. Otherwise, careless visitors attract the attention

THE GAME
of a Horde (x4). Once they have defeated the Horde and The Ol’Hook

PLAYING
any additional Wave, the Survivors have enough time The presence of an Abomination among the undead
for 1 additional Search before another Horde (x4) makes ranks complicates things, though. The creature has been
its appearance. nicknamed Ol’Hook by the kids because of his hands
fused solid into hook-like appendages by the mutations.
Lil’Pete and the Lost Boys It seems that Lil’Pete himself has a personal score to
The market is also the hunting grounds of the Lost Boys, settle with it, believing it was Ol’Hook that killed his
a gang of adolescent foundlings who have made a habit of mother during the outbreak.
scavenging useful items by moving over the stalls or under
them through the sewers network. What they do not keep, Temporarily clearing the marketplace from Ol’Hook
they barter, mainly with the group in the prison or the one and the other Zombies means fighting a Horde (x4) and

THE GAME
RUNNING
in the park, but are willing to trade with anybody who has a Horde (x6), one after the other. The latter led by the
interesting bits to exchange. Abomination itself.
• NPS Group Lost Boys: Size 3, Disposition 3, Morale 4,
Leadership 2, Resources 2. Defeating Ol’Hook and its hordes lowers the Threat
Level of this location by 1 (TL -1), turning it into the new
These NPS have no actual hideout, but can be often met Hideout of the Lost Boys and raising their Disposition by
on the border between the market area and the Homeless 2. In addition, the kids are very grateful and any social
Park (see next page), when they split the loot of their interaction with them does not raise Trouble (regardless
sorties. The Lost Boys are led by Lil’Pete, the eldest. of their Resources rank).
OF ZOMBICIDE
THE WORLD
148
Homeless Park (TL -1)
å
Recently, the Raiders have changed tactics. Instead of
risky frontal attacks, they have been springing ambushes
The park used to be the most infested on the homeless’ food raids, weakening the park’s supply
area in the neighborhood. But now, it ’ s lines. “Hobo” Matt barely survived one of these attacks
the liveliest one. A lot of survivors have himself, and fears the situation is about to get worse.
gathered here and created a warm sense of
communality. They cut down trees and used
them together with the abandoned cars to
build a barrier around the park. Lookouts
have been placed on the last few trees to
check what ’ s going on around the clock.
No doubt, when it comes to surviving and
adapting, we outcasts are the best.

St. James' Park, once called “homeless park”, has become


one the most important locations in the district. Here
have gathered a small but well-organized community of
Bear
survivors who cleared and fortified the place in record Confronting the Raiders
time, turning it into a shelter for all the homeless in the city. The Enemy Level of a Raider is Dangerous. If the
Survivors have established friendly contact with “Hobo”
Beyond the Barricades and his people, they can volunteer to face the Raiders
Inside the park are lodgings, a mess hall, and a small, once and for all. A good option is to CONVINCE "Hobo"
colorful tent city, and a bonfire that is always lit at night and his men to be the bait to lure the Raiders into a place
at its center. The spokesman for the St. James homeless suitable for an ambush.
is a charismatic and curly-haired fella called “Hobo” Matt,
who knows the district better than the back of his hand In any case, the confrontation will fall entirely on the
and leads the nightly raids for food and other resources. shoulders of the Survivors. Of course, the fight against
• NPS Group of Homeless Park: Size 4, Disposition 4, the Raiders is complicated by the presence of the undead
Morale 4, Leadership 6, Resources 2. roaming the roads…

“Hobo” Matt A New Hope


He does not love to be called a leader, but many Freeing the survivors of St. James’ Park from the Raiders
survivors of St. James’ Park consider him one. A former threat earns the group the homeless’ eternal gratitude,
serviceman and the cook in the local charity kitchen, he increasing their Disposition by +2.
is as stern when cooking as he is generous when serving
food. The homeless loved him well before the outbreak. "HOBO" MATT
Now, his discipline and generosity are once again put to
• Name: “Hobo” Matt
the service of his brethren, thanks to his nightly raids to
• Description: He wants to dress better than
ensure his community always has food on the table.
those around him, but he doesn’t always
succeed. However, his authority leaks from his
The Raiders every pore
However, the worst threat for St. James’ Park is not the • Motivation: Making the St. James’ Park an
undead. A group of survivors referred to as the Raiders, ever-safer and prosperous hideout
• Gear: Cleaver (counts as a Machete)
known to take over supplies and hideouts with violence,
• Enemy Level: Tough
have attempted multiple assaults. Each time they were
• Special Rules: If Matt has to fight to save a
pushed back, costing the Hobo’s folks a few deaths. homeless comrade, his Enemy Level rises to
Dangerous
EXTRA: 149

THE UNDERCITY

INTRODUCTION
We all took the subway. It was working perfectly and you... ah, you’re asking me if I ever went
down in the sewers? No, I didn’t go there before and I’m certainly not going there now!

Threat Level: 3
Exploration, Obtain Information/Item, Survival

FIRST LOOK LOCATIONS

SURVIVORS
If there ’ s a word to describe these places, it is
anguish. It is terrible down here. Your heart The Metro
is always pounding, every single noise echoes
everywhere and it seems that everything, even Some metro stations are still operating, but if
the very walls, wants to kill you. Welcome to you want to move one of those damn trains
the Undercity, pal! you would better come to terms with it, and
hope for a lot of luck! Almost nothing works
Mould, rot, sewage... these are the smells that hover in anymore, even if at times you can hear an
the air. And then darkness, darkness everywhere. Going electric humming coming from the tracks. I
underground is scary enough, add all those lurking haven’ t seen any trains go by, but if you could
get one going, you could save a lot of people.

THE GAME
monsters up, and you may get the ambience around

PLAYING
here. Even the rats are transforming. You don’t have to
watch out only for Zombies, but also for rats or worse, I tell you, though, never use the subway tunnels
and never, ever, EVER enter the water! to escape. There is only going backwards or
forwards for god knows how long...
Enter the Undercity
It’s not difficult. The city is dotted with subway stops, After the outbreak, the metro has turned into one of the
almost all of which are still accessible. The same goes most dangerous areas of the city. Some stations are still
for the Sewer manholes. They're even more numerous, under emergency lights, but the majority are drowned
which can be easily lifted with a suitable tool (or with a in darkness with the occasional flickering lamp or fading
roll of STUNT). LED. All of them, however, are packed full with Zombies

THE GAME
RUNNING
of all kinds, including Abominations, that seem to appear
more frequently there than anywhere else.

No survivor group has settled here, as even if the lack of


lights and abundance of Zombies were not bad enough,
the scarcity of resources would prove fatal. Unlike the
largest stations with a few abandoned stores, most are
desolate and dangerous places that should be avoided.
OF ZOMBICIDE
THE WORLD
!

÷
150
Searching in the Dark
If the Survivors do not have access to light sources, they
suffer a hindering condition and they cannot take Search
Actions. If the Survivors have a light source available, any
Search Action taken in a secondary station has (DL2),
while it's (DL1) in the main ones.

In addition, every main station is roamed in any given


moment by hordes of Zombies that have suffered the
Berserker Mutation due to prolonged permanence in the
darkness. The most common is a Berserker Horde (x4) that
must be eliminated before taking sort of other action in the
area. If the Survivors clear a station and then return there
later, another Berserker Horde (x4) is waiting for them.

If the Survivors perform a Search (Weapons 2) on the


bodies near the subway, they additionally find the keys to
one of the trains.
]
The generator rooms are most likely to be locked,
requiring a SECURITY (DL1) roll to enter. If any of the
rolls results in Trouble, the Survivors attract a Berserker
Horde (x1), then a Berserker Horde (x2), and so on until
they are forced to fall back.

Restoring the Metro Once inside the generator rooms, the Survivors need
A functioning means of transportation in the city would a TINKER (DL2) roll to restore its machinery. On a
be invaluable! The Survivors just need to reactivate the Trouble result on any roll, the group attracts ever-larger
track's electrical system and find someone who can drive Berserker Hordes, as above.
those damn train cars…
To restore power to a section of track, Survivors need
Restoring a tract of the railway system to a functional only to find a train in working order. Every train of the
condition is no small feat, but could earn the Survivors metro is a series of six cars where numerous people have
a means of transportation much faster and safer than barricaded themselves to escape the outbreak… only
anything on the surface. First, the Survivors must find a to be butchered by the infected. For this reason, inside
clear railway section. Then, they must find its generators. every train is a Berserker Horde (x6) the Survivors must
eliminate before they can reach the cockpit. Luckily, the
The generators can be found with a Prolonged Action train is made so that the Survivor can fight it as a series
requiring 3 SCOUT successes, or by finding a map of the of 3 Berserker Hordes (x2), unless they choose to open
tunnels with a SCAVENGE (DL2) Action taken inside of the doors of all the cars at the same time...
the control stations.
To reach the generators, the Survivors must move Driving the train is not particularly complex, but
through the pitch black tunnels. Fortunately, the tracks understanding its workings and turning it on requires a
only have a Berserker Horde (x2) roaming about. TINKER (DL1) or EVALUATE (DL1) roll.
151

INTRODUCTION
SURVIVORS
The Sewers Ratz Everywhere
As the network is seemingly free of Zombies and spans
If there is any place you need to stay

THE GAME
the whole city with no other apparent threat than the

PLAYING
away from, it ’ s the sewers! You don ’ t stench, moving through the sewers could be seen as
know w hat ’ s underneath, but strange smart move on paper, but in practice, it is actually suicide.
noises come from dow n under... and I’ m Some time after the outbreak, it was observed that even
not talking about Zombie moans. I’ m the local animals had started mutating. Rats were first,
talking about feral growls! Some people numerous in the underground, and now the tunnels are
say that w harf rats have become Zombies teeming with Zombie Ratz colonies that are much more
themselves and that the legends about aggressive than their living counterparts and attack
undead crocodiles are not false... Yup, anything in their path.
that ’ s all we need.
Undead Ratz are constantly running through the tunnels,

THE GAME
RUNNING
The sewers are every inch the hellhole popular wisdom attacking any human they come cross. In the areas
has them to be. The only reason why somebody in their closest to the manholes, they form groups of Ratz (x4),
mind would venture in that maze of toxic exhalations is if or (x6) in the inner tunnels.
they're being chased by Zombies and could only escape
by getting into a nearby manhole. The Thing
Anything that ends up in the sewer area below Oldtown
Manholes and drainage grates are all over the city, but disappears suddenly. The reason is because the thing that
only a few are large enough to fit an adult. They can be crawls in the mud and putrid water feeds on anything.
opened with a STUNT roll (DL1). Maybe it used to be a baby crocodile, but then it grew up.
OF ZOMBICIDE

Then, it died. Then, it came back as a Toxic Abomination


THE WORLD

(Very Fast).
7. SUBURBIA
152

What ’ s there to say about the suburbs? Just a huge residential area with hundreds of
houses, one next to the other, all the same, each with its own garden, its driveway, and its
mailbox. So was this neighborhood: the boring symbol of the American dream. The only two
places of interest here were the mall and the nearby nuclear power plant, and that ’ s all
there is to it. Now, the place is completely deserted ... well, by the living at least.

Threat Level: 2
Rescue Run, Secure Area, Supply Run

FIRST LOOK LOCATIONS


The nuclear power plant employed more than a thousand
workers whose families made up most of the district Toxic City Mall (TL+1)
residents. After the outbreak, the whole neighborhood
turned into a huge reserve of fresh meat for the undead. The shopping mall was the only real community
When they arrived, it was a massacre. center of Suburbia, and now it’s the cemetery
of many of its inhabitants. After the dead rose,
What’s left of it is now the battlefield of a long-lost many people took refuge here, convinced that it
suburban war, with semi-decomposed bodies next to would be a safe place full of food and supplies.
overturned garbage bins with blackened carcasses of But there were too many entrances to watch,
automobiles and shambling corpses everywhere. Most and they became food on sale for Zombies. If you
of the houses are abandoned and a perennial murmur manage to break in, it’s Black Friday every day!
hovers in the air. A mephitic smell is coming out of the
mall, and no one knows if the nuclear power plant was There seems to be no end to the Zombies crowding this
shut down and secured after the outbreak… mall. Average weekend, right? It would be if it was not for
the devastation and the stench in the air. To make matters
There may be a few survivors barricaded in their homes, worse, something turned the blood of these Zombies
though. Due to the presence of the nearby nuclear power particularly toxic. Perhaps it is due to the radiation from
plant, many houses had fallout shelters in the basement and the nearby nuclear plant or a side effect of all the junk
maybe someone took refuge inside them, with large stocks food they ate in life.
of canned food and other stuff. It may be worth a look.
The building has two floors, with all manners of shops.
It is an ideal place to stock up on supplies and useful
equipment, but also to become food on display for the
undead.
K


ö
÷
153

INTRODUCTION
Game Shop
In front of the escalators, there is even a game store
selling comics, tabletop, miniature, and card games once
frequented by the local geek community. It is the worst-
smelling place in the whole mall (to be fair, it was even
before the outbreak), and is always occupied by a group
of Toxic Brutes (x3). The group is led by the owner of the
shop, a Toxic Abomination with a badge reading “Max”

Lili pinned on his t-shirt scraps.

A Search Action yields a small collector's gem, the

SURVIVORS
First Floor Italian first edition of a historical fantasy RPG set in the
The ground floor of the mall features a large General Roman Empire.
Store, a clothing outlet, numerous coffee shops, an ice
cream shop, and an indoor square with benches. Oh,
and a putrescent fountain. Teenagers loved it before the
outbreak! Fake road signs help visitors orient themselves
inside such a massive structure. Passing from the main
entrance pits the Survivors against a Toxic Horde (x4),
followed by another Toxic Horde (x4) a few minutes later,
and so on… unless the Survivors take the short break

THE GAME
between hordes to sneak into one of the stores, find what

PLAYING
they need, and leave as soon as possible.

A wiser tactic is attempting a SCOUT roll to find the


entrances reserved for the employees and break its lock
with a SECURITY roll. Once inside, they can avoid the
undead masses with a SNEAK roll in the central areas
and sneak into the stores. There, they can make a Search
(General 3) with relative calm.

Candy Shop

THE GAME
RUNNING

u
A place to stay away from is the candy shop in front of the
ice cream stall. It was the favorite destination of a local girl
who loved to put on costumes and still wanders the place
wearing her preferred outfit. This Brute (Unbearable) girl
attacks the Survivors if they get Trouble on any roll during
their stay in the mall; she attacks in the company of her
friends, a group of other Brutes (x2).

Second Floor
OF ZOMBICIDE

The second floor features more specialized bars and


THE WORLD

sports, crafts, and outdoor stores. Moving here follows


the same rules as the first floor (see above).
154
The Hood
In this neighborhood, now as in the past, you
have to be careful. While it was once enough
to not disrespect the gangs and mind your
own business, now you have to watch out for
Zombies on every street corner. The silver
lining is that the few survivors who still dwell
here are armed to the teeth. But let ’s say
that they don’ t always aim with care...

“The Hood”, as it was known before the outbreak, was


the shadiest area of the district and consequently
avoided by the rest of the residents. The block housed
the “bad batch”, people often caught in illegal activities.
Granted, not all of them were criminals, but “stay away
from The Hood was a common warning from richer
parents to their children.

Things have not improved since the outbreak, but at least


the local Zombies look more “normal” than the others, if
the word even has meaning now. The streets are roamed
by simple Hordes (x5) that can be avoided by moving
through alleys and backyards with SNEAK rolls.

Pops and Friends


The Hood is inhabited by the only survivor community
[

known in the district, a small group led by an old former


criminal nicknamed Pops.
• NPS Group in the Hood: Size 3, Disposition 2, Morale
4, Leadership 3, Resources 3.

Sports Store After spending his youth entering and leaving jail ("I was
The enormous sports store is well stocked even to this young and foolish, you know"), Pops turned a new page
day, but is teeming with quite fit Zombies. It is a group and in the years became a pillar of the neighborhood.
of Toxic Runners (x3). Once disposed of, it is possible to He always knew what was happening in The Hood, and
make a Search (Sporting 3) Action. In addition, every if anybody needed anything, he was the right person to
Survivor can find a Baseball Bat without needing to roll. go to.

Other Shops Even after the outbreak, things have not changed. Pops
There is a hunting and fishing store store where the has sworn he will fight tooth and nail before losing to the
Survivors can make a Search (Outdoor 2), and another damn Zombies. He and his family have taken in many
that sells household appliances and electronics that they of those in need, creating a small oasis of peace. The
can ransack with a Search (General 2). The remaining community has weapons and food scavenged from the
shops sell beauty products, musical instruments, and nearby homes and partially grown in their orchard and
books, which are all occupied by a group of Toxic Walkers hen-house in the backyard.
(x3). In addition to those roaming outside, of course.
155
Milly, the Cat Mom
Milly was always an odd one in the neighborhood. After
her husband died, she started taking in a great number
of stray cats. She was a person of good heart, perhaps

INTRODUCTION
more towards animals than human beings, but she could
not stand Pops. It seems she thought nothing good could
ever come from him and those in the know claimed it was
because of a failed relationship in their youth. However,
like him, she always helped her neighbors… at least as
long as she was among the living.

Milly was among the first infected, turning into a Brute


(+2 HP) cat lady and, by extension, infecting her beloved
felines too. She wanders the streets only during the
night, protected by her "Catz" (x6; treat them as Ratz,

SURVIVORS
see page 86).
¬

THE GAME
PLAYING
Pops has tried multiple times to stop Milly without
success. The problem, however, is not the numerous
and aggressive Zombie cats; Pops seems to harbor
some sort of feelings for the old cat lady to this day that
prevents him from doing what must be done. Perhaps the
Survivors could end this matter once and for all.

THE GAME
POPS RUNNING

• Name: Pops, former criminal


• Description: Seeing him for the first time, he
looks like an old man at the end of his life. But
you only have to talk to him for a few minutes
to realize that he’s someone you don’t want to
mess with
• Motivation: The Hood is his responsibility
OF ZOMBICIDE

• Gear: Revolver and baseball bat


THE WORLD

• Enemy Level: Tough


• Special Rules: -
156
Nuclear Power Plant Outside the power plant, radiation levels are not high
enough to manifest effects, at least not in the short term.
The nuclear power plant had many benefits. They will increase soon if nothing is done, however. To avoid
It hired hundreds of workers, gave them the catastrophe, somebody should venture inside and
good salaries, and made the bills cheaper. complete the shutdown sequence, braving both radiation
The plant made the city prosper, no doubt... and the contaminated Zombies that roam the place.
but now, it may have become an even greater
danger than the Zombies. The power plant rises in a wide, walled area, accessible
by a barrier with an abandoned guard post.
When the nuclear plant was completed, thousands of
people moved to this neighborhood. Working there The Offices
meant a better life with stable employment, a good wage, The first building is an administrative and medical area.
and a nice house far from the bustling city. Inside, there is a Toxic Horde (x5). Once dealt with, it
becomes possible to make a Search (Health 2). On a
Sure, in the beginning, people said it was dangerous to successful SPOT (DL1) roll, the Survivors find technical
live close to a nuclear plant, but such initial resistances manuals of the plant, key in completing the shutdown
were soon forgotten. The reactors were the latest tech sequence (see the Control Room).
and the safety standards were high. After a while, it was
as if everybody had forgotten about its existence. The
power plant was still there, however, with its enormous
cooling towers and the white plumes spewing relentlessly
out of its chimneys.

The Night of the Sirens


One night, the general alarm of the power plant went off.
Many sought shelter in the bunkers and waited hours
there, but nothing happened... or so they believed. The
sirens had started blaring not for some radioactive leak
in the cores... but because Zombies had started eating
people. When people carelessly left their shelters, the
slaughter began.

Nobody knows for sure what happened inside the plant,


but one can only hope that the technicians have managed
to turn off both cores in time before the Zombies arrived.
An encouraging sign seems to be that white steam has
stopped billowing from the cooling towers. Although
recently, one of the two has been emitting a faint plume
of black smoke…

The Meltdown
The truth is that although the shutdown sequence
was initiated for both, one reactor has never stopped
working. After some time, the core went into meltdown
and radiation spilled in the whole district, starting with
the mall nearby.
ö
157
Inside the offices, radiation levels are much higher than
outside the plant (Low Intensity, see page 75).

The hazmat suits in the warehouses close by are

INTRODUCTION
instrumental in safely delving into the building (found
with another SPOT roll), granting the Survivors the
possibility to make an ENDURE roll to avoid or reduce
Radiation damage (without proper protections no rolls
are allowed, see page 75).

The Corridors
The reactor control room is connected to the office
block by airtight corridors. The safety system activated
automatically, closing all the doors, so moving through
the various segments is a Prolonged Action requiring

SURVIVORS
6 SECURITY (DL1) successes. In all corridors, there are
higher contamination levels (Moderate Intensity, see
page 75).

The Control Room


Once inside the control room, the group must face a
terrifying group of Toxic Abominations (x1), mostly
comprised of the technicians caught there when trying to
shut down the cores. Those Zombies have mutated much
faster under the effect of the radiations and glow faintly.

THE GAME
PLAYING
This is the most contaminated area of the powerplant
(Severe Intensity, see page 75).

Shutting Down the Reactor


¡
Completing the shutdown procedure is no simple task, even
if one of the Survivors had specific training on the matter.
To succeed, the Survivors need the technical manuals (see
The Offices) and correctly follow their instructions.

First, they must complete a Prolonged Action requiring 3

THE GAME
RUNNING
EDUCATION (DL2) successes. Only then is it possible to roll Should the Survivors succeed in this titanic endeavor, they
EVALUATE (DL2) to learn that a failure in the control box would stop the meltdown and avoid a catastrophic nuclear
prevented the sequence from being completed. Finally, accident. It would still take a long time for the radiation
the Survivors must pass a TINKER (DL2) roll to repair to drop to non-dangerous levels, but that would leave the
the damaged control box and complete the procedure, Zombies the “only” problem for the local survivors…
activating the plant’s emergency cooling systems.
If the Survivors fail, the consequences could be
Every Trouble that occurs during these operations causes catastrophic, starting with the district, which will see its
the arrival of a Toxic Horde (x3). Threat Level increase by 1 (TL+1).
OF ZOMBICIDE
THE WORLD
8. UPTOWN
158

The turf of splurge and dogwalks, where filthy rich people enjoyed posh boutiques that
ordinary people could only dream of. But it was also the city’ s Broadway, where new
dramas and musicals were released on a tight schedule and to huge acclaim. The lights are
not shining anymore, the cars are now half-burned wrecks, and it ’ s striking to see those
divas, still glittery in their gala dresses, eating those who once were their fans...

Threat Level: 1
Keep Hope Alive, Rescue Run, Seek New Shelter

FIRST LOOK Now, the neighborhood looks bleak and decadent. The
plaster is peeling off the villas and their surrounding walls
Uptown was one of the most exclusive neighborhoods are covered with creepers. Luxury cars lie abandoned in the
in the city. It stretched around Paradise Hills, where the long boulevards and Zombies dressed in the latest fashion
most luxurious and bizarre villas were on display. wander the streets, stopping in front of the shops every
now and then to stare at the windows with blank eyes.

LOCATIONS
Î
Carnation Street
The Main Street featured the flagship
stores of the most important brands in the
world. Maisons and boutiques, world class
restaurants, and the most exclusive clubs...
It was a fashionista ’ s dream. Since very few
people could afford to enter those places,
the Main Street is semi-deserted now. Still,
it ’ s a treat to go hunting for Zombies in
designer clothes!

The few Zombies that still wander about the glamorous


part of town are a surreal sight. Many of them were
fashion, sports, or show-business celebs, still wearing
their shades and most recognizable outfits.

Like any other Zombie, they wander aimlessly, although


it seems they stop in front of the shop windows for longer
times. Some even remain still, completely immoble, for
days under the rain and scorching sun.
159

INTRODUCTION
SURVIVORS
THE GAME
PLAYING
For this reason, walking about Carnation Street is not as The silver paper envelopes with matte black lettering
dangerous. The worst thing that could happen is spotting the were a true symbol of prestige.
occasional Horde (x2) that would not be followed by others
for some time once defeated. There have even been cases The first floor is dedicated to women, and it looks

THE GAME
RUNNING
of Zombies taking crude “picture” poses in front of survivors completely empty. There are only a few mannequins
with a smartphone or cameras, letting them escape with ease. and some torn and bloodied clothes somebody put back
on their hangers who knows why. Oh, yes, and the odd
Inside every boutique, there are usually Walkers (x3) that, decomposing corpses on the ground. Mostly cashiers.
barring the presence of the occasional unusually elegant A successful SPOT roll allows Survivors to notice that
Brute, should not pose a threat. all the changing rooms have their curtains drawn. And
some are moving... If the Survivors do not deal with it
Maxwell quickly, they are surrounded by a Horde (x4) of half
The famous Maxwell is located about halfway down dressed former customers. As the Zombies pour in
OF ZOMBICIDE

Carnation street. Until recently, it was considered the from everywhere, for the duration of the combat, all the
THE WORLD

best multi-brand store in town and entire families of Survivors are considered hindered.
super-rich people came here to dress from head to toe.
160
A Search (Any 1) on this floor does not yield more than 1
useful item other than a woman’s perfectly sound fashion
designer dress of the right size.

The second floor was once dedicated to men and it was


easy to see more than a few actors and singers consulting
their personal shopper for some important occasion.
Apparently, even now… and, yes, it is them, the four
members of one of the most famous boy bands in the
‘90’s! They are not exactly the attractive kind now but
still perfectly fit. 4 Runners (+1 Hit Point), surrounded by
a Horde (x1) of fans, willing to do anything to be noticed
by them.

A Search of the corpses of the boy band yields 1 Anti-


shock Watch with gold finishing.

Third floor. Once, this was the kids department and


cafeteria. It probably was the jewel of the entire store,
with its colorful murals and the child-sized furniture
reminding visitors of a fairy tale house. Now, it is possibly
the most disconcerting place in the entire district.
Outside lights do not shine here and what little light
comes from the staircase barely outlines the shape of a

Œ
small castle and some sort of cardboard forest.

In but a few minutes, from the darkness, comes strident


shrieks, as tiny shadows quickly move from cover to cover.
And tens of small red eyes watch from every direction...
Children of the Damned
Right after the outbreak, all the children in the building and
others close by had been gathered here. Unfortunately,
the contagion spared none, unlike Martha, one of the
three young cleaning girls they had been temporarily
entrusted to.

The Runner children (x3) attack alongside the other


zombified janitors, a Skinner Brute (x1) and Skinner
Walker (x1). Since striking down kids is one of the most
unnatural things a human being could do, even if they are
ugly as sin, before fighting, all the Survivors must pass a
COOL (DL2) roll not to be considered impaired.

Martha
Even if almost crazed by terror, Martha is still alive,
spending most of her time hiding in a closet. She leaves
only when there are no children in sight to stock up water,
Michelle snacks, and molding bread from the cafeteria.
161

INTRODUCTION
SURVIVORS
Originating from the Dominican Republic, she had already The store now is nowhere near the sight it once was,
lost much of her family before the outbreak and now has hiding a terrible secret. On the first floor, all the shelves
nowhere to go. If the Survivors let slip they have a safe have been torn down and the floor has become a

THE GAME
shelter, most likely she offers to join them and take care of dump of feces, dog food, and blood stains. In the wide

PLAYING
the cleaning in exchange for food and a roof over her head. underground storehouse, instead, some survivors - who
have nothing human - have found shelter.
Luxury Pets
Luxury Pets was a famous brand of high-end accessories, Cannibals in Town
clothing, and food for animals. Although they sold These are survivors driven crazy after the outbreak, who
products mostly for dogs and cats, they also kept now practice cannibalism. They wear dog collars, scraps
something for exotic pets. This specific retail space of clothes dirty with urine and dried blood, and now look
was managed by a small, cheerful man called Richard closer to the Zombies that roam the streets.
“Chihuahua” Watts, beloved by all the celebrities in the
neighborhood (and even more by their domestic animals). They form a Horde (x6) led by “Chihuahua” Watts himself,

THE GAME
RUNNING
now an Abomination (Fast), whose renowned smile has
M A RTH A turned into a grin of sharp and blackened teeth.

• Name: Martha, cleaning girl They leave to hunt mostly at night and are incredibly
• Description: She is tall, early 20s, maybe a violent and territorial, like a pack of stray, hungry dogs.
little too muscular. Shy and good-hearted, she
is always ready to help others
• Motivation: Any place is better than this Talking with them is impossible. Should the Survivors
• Gear: Cleaning products defeat them and find their shelter, rummaging through
• Enemy Level: Harmless the filth and human bones, they would find the personal
OF ZOMBICIDE

• Special Rules: If she becomes a permanent effects on a Search (Any 3).


THE WORLD

resident of the Shelter of the Survivors,


she counts as an Easy Access to Supplies
(HEAL) asset
162
The Bad Luck
The true symbol of the times
would, without a doubt, be the
Bad Luck. It was once the most
exclusive nightclub around
and, to this day, still has an
aura of mystery about it.
Because of its location on the
top of a hill on the upper side of
Nightclub Road, it could make
for a great shelter. It is wide,
classy, and easily defensible.
It would be perfect!... If it was
not for one little detail. On the
wide terrace overlooking the
hill, there are always Zombies
writhing and grinding against
one another, as if dancing to
music that only they can hear…

Nightclub Road (TL +1) If the Survivors want to venture into the three-story club,
they face the largest concentration of Zombies that side
Drink an Old-Fashioned and lean against of town, Hordes (x6) on each floor. On the top floor, the
the balcony of the Bad Luck. Then, order Horde is joined by an Abomination (the former owner of
a Fubu sashimi at Myazaki’ s. And close the the club, once a friend of all the celebrities). Once the
evening sweating to the beats of the greatest nightclub is cleared, the Survivors could turn it into their
DJs in the VIP room at the Slash/Torn... new Shelter in relative safety.
I know more than someone who would kill
for an evening like this! Maybe this is the Myazaki’s
only place that hasn’ t changed. Brainless “Simply the best Sushi I have ever had” was what the
before, brainless today. people leaving this place said the most. Myazaki’s was a
small sushi bar not too far from the Bad Luck, with only a
A few blocks from Main Street beats the heart of Uptown’s handful of seats but also with a great attention to detail.
nightlife, Nightclub Road. It was here that high society Reservation lists spanned years and its chef, Hinoki Ryu,
youth spent the majority of their nights out, usually great rival of Ray Kobayashi in the Pagoda (see Heart of
starting with dinner in the best restaurants and ending in the City, page 135), was known all over the world.
the trending clubs alongside jet set celebrities.
With the outbreak, chef Hinoki refused to leave the
The area seems emptier now than what it looked like on restaurant with his workers and, after a strenuous
the average pre-apocalypse Sunday morning. The truth resistance, was eventually taken down by the undead.
is that the clubs still teem with the reanimated corpses Now, Ryu is one of the local nightmares, a Berserker
of those who could not escape during the outbreak. Runner (+2 HP) always surrounded by his loyal Berserker
While on the streets, one can find only the occasional Horde (x4) of former employees. For some absurd reason,
and relatively harmless Walkers (x2), inside the clubs are Hinoki still clutches tightly a pair of extremely sharp
the much more dangerous Seeker Walkers (x4) waiting knives. Only he does not use them on fish anymore…
for careless Survivors looking for food and alcohol. Of
the numerous clubs, two were the most famous: the Bad
Luck and Myazaki’s.
163
Theater Mile Madame Gillette’s Boutique Magique
Madame Gillette was a fortune teller and for sure the
The theaters of this street used to host most peculiar character in Theater Mile. Her small
the most spectacular premieres, with actors boutique of esoterica was covered in drapes and darker

INTRODUCTION
posing on the red carpet, and the great shade carpets, always smelling of incense. Madame
galas... Before the outbreak, people would Gillette herself looked like a flesh and bone version of
cut off one of their arms to participate her shop, short and thin, old and curved.
in these happenings. Now, you have to be
careful not to lose one of yours. But hey, Madame Gillette has survived the outbreak, as she still is
if you’ re lucky enough, you might still find in her boutique. For some odd reason, the woman is left
your favorite celebrities here, and even get alone by the Zombies. If asked about it, Madame Gillette
a picture while they try to eat you! claims she is capable of communicating with the dead and
somehow convinced them to spare her. Whether there is
In this neighborhood, it was once normal to see thousands some truth to her claim or it is just the rambling of an old
of people going wild at the sight of their favorite actors. woman, Madame Gillette still offers her services, usually

SURVIVORS
Now, it's almost more frequent to see the opposite. Actors, in exchange for supplies or apparently worthless trinkets
now Zombies still dressed in their gala outfits, go wild in (that, in her exact words, have “spiritual power”).
glee at the sight of their dear fans... Especially so if they
are plump and have a beating heart!

Like in the rest of the city, this street is utter chaos.


Destroyed limousines, human remains, and abandoned
shoes are a common sight. However, two things here
have not changed. The first is Tom’s Theater, one of the
oldest cinemas in town, and the other is Madame Gilette’s

THE GAME
Boutique Magique, fortune teller of the stars!

PLAYING
Tom’s Theater
This cinema saw the neighborhood change year after
year and is a piece of cinema history. Opened in the
40’s by Tom’s father, it was used by numerous famous
directors of the time for special events and premieres.
Then, with time, the small cinema of the now aging Tom, louise
well into his nineties, has become a small jewel, the only
one still using a motion picture projector and projecting MADAME
movies from the 60’s. GILLETTE

THE GAME
It is said old Tom miraculously survived the outbreak and
• Name: Madame Gillette, medium
• Description: Her age is indefinite and she
RUNNING
still lives in the cinema. That is not all, however. Legend won’t reveal it even if threatened. She keeps
has it that one night, a Zombie horde invaded the cinema, her black hair, streaked with white, under
a burgundy handkerchief and wears many
took their seats in the movie theater and spent about an
necklaces, rings, and earrings
hour and a half staring at a blank screen before leaving in
• Motivation: I speak with both the dead and undead
an orderly fashion. Nobody knows if this is a true story or • Gear: Card reading accoutrements
not, but as Tom would say, “wouldn’t be the first miracle • Enemy Level: Harmless
to happen in a cinema, nor the last!” • Special Rules: If a Survivor pays for her services,
OF ZOMBICIDE

they can have their hand read. The next time


THE WORLD

they must make any roll to reduce damage, they


can roll again and keep the new result
9. INDUSTRIAL PARK
164

That desolate flatland in two words? Iron and The motorways connecting the industrial park to the
concrete. Take a stretch of land where nobody suburbs are partially cleared, so the eye can wander freely
wants to live, stick tens of foundries and ironworks about the grey and flat plain, beyond the abandoned gas
there, and you basically have the Industrial stations and the countless biker bars and strip-clubs. In the
Park. Add some dingy afterwork pub, the odd days immediately after the outbreak, this was the theater
biker gang, a few strip clubs, and a smattering of of the initial fighting between the undead and the military
gas stations, and the picture is complete. sent to contain the contagion. Things seemed to be going
well until all hope was lost at the battle at Checkpoint 232.
Threat Level: 1
Exploration, Seek and Destroy, Survival
LOCATIONS
FIRST LOOK
During the economic boom, the local industrial area was Mou’s Gas Station
brimming with ironworks employing hundreds of workers.
Then, under looming threat of inflation and foreign Mou was always a quirky one, even before
competition, the factories ground to a halt, closing one being turned into a Zombie... When traffic
after the other. The Howe Brass Foundry, the largest and decreased and work at the gas station
most productive, was one of them, brought low not just stopped, he started spending much of his
by the crisis, but also by proven charges of emission of time fighting against tall grass and bugs.
toxic substances.
Surrounded by rocky ground thick with weeds, Mou’s gas
station is one of the few that still function. It has been in
his family’s possession for generations and truck drivers
liked to stop there even just for a fresh beer or a snack.
His beloved dogs have always been at his side.

Army truck
Closing in to the gas station, the first sight is the six large
army trucks right in front of the building. One bars the
road. The others are lined up behind, a couple of them
overturned, as that image has made the rounds of the
press. Military trucks used as coffin carriers. Too many
died in too few days in the city. The dangerous dead,
perhaps spreading the contagion, were being moved to
the cremation chambers far from the inhabited areas of
the City. However, it seems the journey of this particular
convoy has stopped here.

A Search (Weapon 2) inside the trucks could stir the dead


inside their coffins in the third vehicle, all from the same
retirement home. The first Trouble awakens the dead, a
group of Skinner Walkers (x3).
å
THE BATTLE OF CHECK POINT 232

I was stationed at the roadblock that morning. When we realized we had a large
165

number of Zombies closing in from the road, we radioed command and they said

INTRODUCTION
reinforcements were inbound. We were prepared and did not give in to panic. After
shouting some warning that we knew were utterly useless, we opened fire on the
shambling horde with rifles and grenades. Dozens of them were torn to shreds,
but their numbers looked... endless. We radioed for reinforcements and air support
again, but nobody was answering anymore. Behind us, another horde came from the
plains. We kept shooting, but there was nothing more to do. At 07:44, it was all over.

SURVIVORS
THE GAME
PLAYING
THE GAME
RUNNING
OF ZOMBICIDE
THE WORLD
166
A Search (General 2) inside and around the gas station is only if the gang has been eliminated or lured outside.
automatically interrupted by the old owner, Mou, a Brute, Some still intact liquor bottles can be found underground
who emerges from the grass accompanied by his Dogz (x4). in a room used as a storehouse. If recovered (no check
required), they provide enough alcohol for 3 Molotovs.
Check Point 232
Howe Brass Foundry (TL +1)
It is still there, the Check Point on mile 232,
surrounded by the corpses of the soldiers Big sheds in the middle of a flat, gray plain.
scattered among the horde of Zombie Abandoned, rusty, gray. Once, they used
bodies. On the remains of a tracked vehicle, to employ hundreds of workers. Then they
a torn flag faintly billows in the wind. What became the home of masses of desperate
happened here, beginning at 05:38 in the people. And now? Nothing good can be
morning, most likely happened in a hundred expected...
other places throughout the country.
Howe Brass used to be the largest foundry in the city.
Looting the Bodies Active until roughly a decade ago, it was then used as
Performing a Search (Weapon 3) here takes some guts. a shelter by homeless, addicts. and madmen. And so it
There's probably a few hundred dead bodies on the remained until the outbreak. Then, in the lawless chaos
ground here and certainly not all of them are immobile. of those dire days, a paramilitary group chose it as its
Sometimes, an arm moves, a head swivels, or an entire own base of operations. They were ruthless mercenaries,
body twitches. Many have tried to take the weapons but skilled with weapons. They called themselves the
buried below the dead, but those who left that place in Archangels.
one piece are a blessed minority. At the end of every
dedicated Search roll, Crawlers (x3) emerge from the The Archangels
mounds of corpses. In addition, every Trouble triggers Before being wiped out overnight by hordes of the
a Horde (x3). destitute undead, this well-organized paramilitary gang
enjoyed some fame. Their undisputed leader, a mysterious
The Purple Drake Pub individual commanding from inside his office, was the
source of much of this curiosity and dread, as very little
The Purple Drake is perhaps the only was known about their name, appearance, or age.
roadside building that has not changed much
throughout the decades and still today looks All of this matters little now, however… unless somebody
much like it did in the 80’s. Unfortunately, the decides to venture beyond the large, blood-stained
same can’t be said for the rest of the world. gates of the industrial complex and brave the living
dead, of course.

ï
The Drake is an old bikers’ pub with neon signs and lists
of beers and liquors written on a chalkboard. Numerous Entering the Complex
large motorcycles are parked outside, but there's no sign Past the large gates, the industrial complex appears made
of their owners. of four large warehouses, numbered 1 to 4 and connected
by a single road. During the day, it looks like textbook
Inside the Pub industrial archaeology: tall chimneys, rusting truck shells,
The bartender, the only employee and owner of the place, and warehouses with windows whose glass was broken
is Drake, younger brother of Gillian, one of the leaders of who knows how long ago. There's definitely nobody around,
the famed biker gang, the Crazy 66. They are both Zombies either living or dead.
now, and somehow they keep getting along in their own
way. Drake and Gillian (two Berserker Brutes) stay inside
the pub, alongside the Crazy 66 gang, a Berserker Horde
(x4), sat at the tables or behind the counter.
Performing a Search (General 2) inside the pub is possible
167

INTRODUCTION
SURVIVORS
THE GAME
Everything changes after sundown. The darkness looks Lighting a fire or using any light source outside of the

PLAYING
even thicker here than elsewhere and the air itself warehouses quickly attracts a host of those same
appears as if it's sick. Is it its fame playing tricks, or homeless that, in a single night, had taken over the
decades of toxic emissions? In addition, keeping one’s complex and killed all the paramilitaries. They form a
cool as the machinery creaks and groans is notoriously Toxic Horde (x6) made of wretched undead mutated by
difficult... All the Survivors must pass a COOL roll to avoid the toxic fumes.
being hindered until they leave the facility.
Warehouse 1
When the factory was still working, this place housed
administration and most of the offices. Then, it was used
as a headquarters by the Archangels. It is a dozen rooms

THE GAME
RUNNING
total, between open spaces and smaller offices, spread
over two floors. The Archangels made their last stand
here, among ruined computers and upturned desks.
To piece the development of the battle together, it is
enough to follow the trail of undead bodies riddled with
bullet holes and occasional mangled Archangel corpses.
From the first rooms, the piles of the dead lead to the
stairs and the second floor.
OF ZOMBICIDE

Performing a Search (Weapon 1) on the first floor is


THE WORLD

dangerous. Trouble results trigger a Horde (x4) formed


ODIN by a mix of homeless and Archangel Zombies.
168
Second Floor Warehouse 3
On the second floor, there are so many bodies that they Once used for storage, the Archangels turned it into their
hinder movement, especially along the small corridor main dormitory, finishing the necessary renovations
leading to the office where the feared leader of the mere days before the final attack. Hence, the majority
Archangels spent much of their time in solitude. Now, of the gang was massacred here, caught by surprise in
they are a fearsome Abomination (+2 HP, Unbearable), their sleep. There are many Archangel corpses still on
who attacks intruders at the worst possible moment their cots (although often they are barely recognizable
alongside their bodyguard, a group of Brutes (x3). When collections of body parts).
the attack begins, every Survivor must pass a SPOT roll
not to fall prey to the ambush sprung by the rest of the Search (Any 2, Weapon 1) could look like a good idea to
Archangels and be considered Surprised. the Survivors, given the large amount of lockers and
packs, but every Trouble awakens Crawlers (x3).
A successful Search (Any 1, Weapon 1) in the leader’s
office yields a document about some project in the fourth Warehouse 4
warehouse. Unfortunately, the scraps of bloodied paper This warehouse, unlike the others, is covered in solar
do not help in making sense of it, other than the position panels, their glint visible from a great distance during
of a generator somehow connected to the defense of the day.
warehouse 4.
In front of its still-standing metal gates are piled numerous
Zombies. Nothing otherwise particularly unusual, if it
was not that the corpses are charred, as if burned to

death. Even the faintest of touches on the metal on the


perimeter of the warehouse causes a strong electrical
discharge (consider it as a Contained Explosion in Blast
zone). The generator powering the trap is fed by the solar
panels and is well hidden inside the warehouse. To find it,
it takes a Prolonged Action requiring 3 SPOT successes.
If the Survivors have recovered the document in the
Warehouse 2 leader’s office, they automatically find the generator.
The largest of the facility, its numerous doors are fully
open or downright missing. It housed the factory proper, The Plane
with all of its machinery, piping, ladders, gantries, and Inside, the warehouse is a hangar of sorts. The majority
enormous presshammers. The Archangels had partially of the room is occupied by an old cargo airplane under
converted some of the tooling to make weapons and maintenance, completely painted white. On it is the logo
ammunition, on the night of the attack the few left to of the Archangels, a wing with two bloodied feathers.
guard the warehouse gave their lives to allow the others to Was this the secret project of the Archangels? A cargo
mount a proper resistance inside Warehouse 1. Of course, plane? The leader cared much for this project, whatever
the rest is history. A Toxic Horde (x4) wanders inside. it was. And so did its technicians, a group of Brutes (x2)
tending the aircraft, and its pilot, now an Abomination.
To make Search (General 1, Safety 1, Weapon 1) rolls, the They crawl out of the dark corners in the hangar after
Survivors must be wary of crumbling machinery, sharp the Survivors have spent some time around the vehicle.
corrugated metal, and trembling ladders. Every Trouble
costs them 1 HP. In addition, the chemical fumes impose A Search (Safety 1, General 1) in the warehouse allows
an ENDURE roll for every Search. A failure causes the the Survivors to find a working Parachute. A TINKER roll,
poisoning of the Survivor (a hindering condition) until instead, confirms the worst fears of the Survivors; the
the end of the Mission Phase. plane does not need repairs. It needs a bloody miracle.
SUR
SKILLS

weapons
level: Traits

BIO NAME:

Occupation:

HABIT:

LOOKS:

Muscle BRAINS Grit


ACTIONS
Athletics STUNT SNEAK ENDURE

Attitude APPEAL CONVINCE HEARTEN


1
Background SECURITY EDUCATION CONTACTS

Combat FIGHT SHOOT COOL 2


Perception SPOT EVALUATE SCOUT

Survival SCAVENGE TINKER HEAL 3


CHRONICLES

Stress GEAR Hoard


4

5
hit points
6
CONDITIONS:
SHELTER SHEET
shelter sheet NAME:
occupants:
description: SURVIVORS AND NP
S

location: DISTRICT

openings
HP:

Access Point:

assets
rumors
and notes

CHRONICLES
INDEX
171

INTRODUCTION
Abominations..................................81 Force a Success..............................48
Actions................................ 38,44,67 Fun Zone.........................................123
Adrenaline................................ 40,48 Game Master...................................66
Advancements................................63 Garage............................................ 104
Aim.................................................... 52 Gather Rumors...............................99
Assets..............................................103 Gear............................................ 32,55
Attacks.............................................. 51 Generator...................................... 104
Attributes.................................. 32,37 Habit.................................................. 31
Berserker Zombies........................84 Heal...................................................49
Bonus Dice.......................................46 Hearten............................................49

SURVIVORS
Boosted Zombies...........................88 Heart of the City...........................135
Brutes...............................................80 Hit Points.........................................40
Catch a Break.................................49 Hordes........................................82,83
City.................................................. 108 How the Dead Fight....................... 78
Combat..................................50,52,91 Improvised Moves.......................... 53
Conditions....................................... 73 Industrial Park.............................. 164
Crossing the City.......................... 110 Inflicting Damage..........................54
Customizing the Dead..................88 Initiative............................................91
Damage............................................54 Interaction Rolls.............................90
Darkness.......................................... 77 Inventory.........................................55

THE GAME
Defending the Shelter................ 105 Keep Hope Alive............................. 97

PLAYING
Derived Stats.................................. 32 Leadership.......................................94
Dice........................................ 13,45,47 Level................................................... 31
K
Difficulty Levels.............................46 Leveling Up.....................................63
Disengage........................................ 52 Library............................................ 104
Disposition....................................... 93
Districts.............................................111
N
Location..........................................102
Looks................................................. 31
Downtown........................................112 Major Injury.....................................54
Draw/Trade..................................... 52 Make Contact..................................96
Drowning.......................................... 74 Make Noise...................................... 52
Enemy Level.................................... 92 Making Camp................................... 71 Occupation......................................30

THE GAME
RUNNING
Evade................................................ 52 Map of the City............................. 108 Old Town..........................................117
Experience Awards........................95 Mission Bonus.................................96 Openings.........................................102
Experience Level............................63 Mission Objectives.........................95 Opening Shots................................50
Exploration......................................96 Mission Phase Structure..............95 Opposed Actions............................ 67
Explosions....................................... 74 Mission Types.................................96 Pick Up............................................. 52
Extra Actions................................... 51 Molotov Cocktails..........................58 Plan Mission.................................. 100
Falling............................................... 74 Mood.................................................40 Proficiencies............................. 32,37
Favored Actions............................. 32 Morale...............................................94 Prologue.................................... 32,33
Fighting the Living.........................91 Mutated Zombies...........................83 Protection........................................56
OF ZOMBICIDE

Fire.................................................... 75 NPS........................................ 89,91,93 Quality Rating.................................46


THE WORLD

First Aid............................................ 52 Obtain Information/Item.............. 97 Radiation.......................................... 75


172
Range Measurements...................56 Secure Area....................................96 Speed................................................ 92
Ratings Combinations..................94 Security Alarm............................. 104 Staging a Zombicide..................... 76
Recovery..........................................49 Seek and Destroy........................... 97 Strength........................................... 92
Reinforced Opening.....................103 Seeker Walkers...............................85 Stress......................................... 40,48
Reliable Source of Rumors........ 104 Seek New Shelter..........................96 Study/Train.....................................99
Rescue Run..................................... 97 Shelter..........................98,99,101,105 Suburbia..........................................152
Resolve............................................. 92 Shooting Point...............................103 Suffering Damage.........................54
Resources........................................94 Size.................................................... 93 Supply Check..................................99
Rest...................................................49 Skills.......................................31,40,59 Supply Run......................................96
Rumors........................................... 100 Skinner Zombies............................85 Surprise............................................ 77
Runners............................................80 Slums.............................................. 144 Survival............................................ 97
Searching.................................. 68,69 Special Abilities..............................88 Survivor, Creating a New.............29
Survivor Phase........................... 51,91
Targeting Priority Order............... 51
Threat Level.................................. 109
Tools..................................................55
Toxic Zombies.................................84
Travel Events................................. 110
Travel Rolls..................................... 110
Travel Time.......................................111
Trouble............................................. 72
Tuning the Difficulty.....................40
Undercity....................................... 149
University District.........................130
Uptown........................................... 158
Walkers............................................. 79
Wandering Zombie......................... 71
Weapons List, Melee..................... 57
Weapons List, Ranged..................58
Weapon Stats..................................55
Weapon Traits.................................56
Workshop....................................... 104
Zombicide........................................ 76
Zombie Animals.............................86
Zombie Hordes...............................82
Zombie Phase................................. 53
Zombie Types................................. 53
Zombipedia..................................... 79
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