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Design Goals

With County Road Z, I am hoping to make a game whose tactical element requires
thought and patience, but still makes the player feel like success isn’t impossible. With careful
positioning and target priority, the skirmish portion of the game should make the player feel like
their characters are competent survivors, doing their best to aid the community.
The combat ideals that I am striving for are fast and deadly. It shouldn’t take longer to
fire a gun on the table than it takes to aim and fire a gun in real life. The repercussions of that
shot should be immediate but also lasting. Melee combat should be moderately easy (zombies
don’t dodge) but with dire consequences for failure. Finally, every survivor should feel unique,
so that you truly notice when they are absent.
In the community building aspect of the game, my overall goal was to force hard
decisions. Every building project adds to the threat of an encroaching horde, but if you don’t
build, you’ll never be able to advance. As the hoard draws closer, there is a higher chance that
new arrivals to the community will try their luck elsewhere. It should be a balancing act between
making progress, finding resources, and keeping the horde at bay.

Playtesters
My hopes for blind playtesting are twofold. Game balance, especially late-campaign
balance, will be important for an interesting and challenging experience. This includes the
tactical element, but will be more difficult in the campaign. The campaign should get more
complex, but also somewhat easier as you progress. Any civilization, even small
post-apocalyptic ones, are at their weakest in the beginning. As the community and its assets
grow, they should become more effective.
Secondly, fun-factor. If a game isn’t at least a little bit fun, there will be no motivation to
continue, no matter how satisfying the legacy element is. The fun part may be different for
everyone, and I’m looking for feedback on where the fun is for different players.
As a tertiary objective, any observations on the clarity of the text and layout of the book
will be appreciated.

To Be Added
Endgame Missions - Win the apocalypse
Additional Bases - for variety and replayability
Rare Items - Rifle and Pistol suppressors, body armor, etc…
Survivor Goals - Individual goals for additional exp
Game Basics
Introduction
County Road Z is a tactical tabletop game of rural survival in the zombie apocalypse. The
game is built to be played as a solo or cooperative experience, and can be played with whatever
miniatures you have at hand. The gameplay is presented with gridless play in mind, but can be
easily adapted to play on a square or hex grid.

Suggested Supplies
To play CRZ, you’ll need ten sided dice (d10s), a measuring tool, and a 30” by 30” play
area. You’ll also need miniatures, terrain, and tokens
Miniatures of any scale can be used, though the rules are written with 25mm bases in
mind. If you are using a different scale, you ‘ll have to do some math to scale the other game
elements accordingly. Players will need several miniatures to represent survivors, and a large
number of zombies. You will need a way to differentiate ‘passive’ zombies from ‘aggressive’
zombies. This can be done with differing paint schemes, though you may prefer using tokens to
represent passive zombies so you can save your models for the aggressive zeds.
There are three types of tokens used in the game. Tokens should be the same diameter as
a survivor’s base. Resource tokens represent useful materials that can be found in the ruins of
civilization. Model crates, chests, or even garbage can models can be used for this purpose as
well. Trap tokens can sometimes be placed on the battlefield to help eliminate zombies. If you
have access to model mines, snares or stakes, these can be used in place of tokens. In the course
of a mission, survivors may run across strangers among the zombies. Obviously, any models can
be used to represent these people, though you’ll want to be sure you don’t confuse them with
active survivors.
For terrain, any modern or post-apocalyptic buildings will work, and buildings with
interiors are recommended. Be sure that there are ladders or stairs if you intend to use any
elevated spaces on your terrain. Chain link fence is humanity’s greatest weapon against the
zombie threat, it is highly recommended that you have several lengths of chain link fence models
for your base and general play.
Vehicles will also be required. There are many different shapes and sizes of vehicle, and
you should have a variety. In addition, you’ll need to differentiate between working vehicles,
repairable vehicles, and vehicles that are inert hunks of terrain.

Rolling Method
All rolls in County Road Z are made using ten sided dice, or d10s. Skill checks are made
by rolling a d10 and adding the relevant score. This result is compared to a target number to
determine success. Roll equal to or higher than the target number to succeed. A roll of 1 always
fails, and a roll of 10 always succeeds.

Coordinate rolls
Coordinates are used to place objects randomly on the battle map. On every battlefield,
you will designate one edge of the playable area the X axis, and a perpendicular edge will be the
Y axis.
When a coordinate roll is required, simply roll a d10 and multiply by three. Measure that
many inches along the X axis and place a mark. Then repeat the process for the Y axis. The
coordinate is where the two values meet. The easiest way to do this is to place a ruler along the x
axis, thus effectively “marking” every possible roll result for that axis. Then, when you make
your rolls, measure from the point on the ruler that marks your X axis roll a distance equal to
your Y axis roll. This sounds complicated, but it becomes a quick process after you’ve done it a
few times.

Model Terms
Models are used to represent Survivors, Zombies, and Strangers. Survivors are models
controlled by the player. They have names, life stories, skills and stats.The words Survivor and
Character are used interchangeably to refer to these models. Zombies are the enemies, sometimes
referred to as Zeds. They are controlled by a reaction system, and will never be a part of a
community. Strangers are models that are neutral to the player, and are hiding among the ruins.
When recruited, they become Survivors.

Dividing Gameplay
The overarching measure of game time is the Campaign Turn, which represents about a
week in the life of your community. The Campaign Turn has two distinct layers, the Tactical
Layer, where the tabletop skirmish game takes place, and the Strategic Layer, where you’ll
manage your community and base. Each layer has its own dedicated chapter, and they affect each
other in multiple ways. The success of your survivors in the Tactical Layer will aid the
community as a whole in the Strategic Layer, which will, in turn, make survivors more effective
in the Tactical Layer.
Tactical Layer
Tactical layer is everything that actually happens on the tabletop during a mission.
Movement, Combat, and map interactions all happen here. The tactical portion of the game is
played out in a specific order.
1. Set Up
a. Build Mission Map
b. Spawn Random Elements
i. Zombies
ii. Resource Tokens
iii. Strangers
iv. Vehicles
c. Deployment
d. Apply Pre-mission Skills
2. Tactical Turns
a. Beginning of Turn
b. Activations
c. End of Turn
3. Mission End

Set Up
Before you can move into the gameplay portion of the tactical layer, you’ll need to set up
the area where the mission will take place.

Build the Mission Map


First, you’ll need to mark off a 30 inch by 30 inch play area. There are many great game
mats out there that can be used for this purpose, but you can also use some masking tape or
whatever else you have at hand. The missions, covered later in the book, will have some specific
instructions for terrain placement, but there’s a lot of player discretion. As a general rule, always
err on the side of style. If you think the table looks cooler with a certain layout, go for it. The
battlefield guidelines in the mission descriptions are just one example of how the table can be set
up. Many missions will reference interior and exterior spaces. If your terrain doesn’t really allow
for interior spaces, just designate some areas that will count as interiors. Rooftops work well, as
long as there are stairs or ladders for access. If you are playing without interior spaces, you’ll
need to decide how some skills will work differently to accommodate the terrain you have.
Chain link fence, as terrain, has some special rules, because it blocks movement, but not
line of sight. For the purpose of balance, no chain link fence or similar terrain can be more than
two inches tall. If the models you own are taller than that, just consider them two inches tall for
gameplay purposes.

Spawn Random Elements


Each mission will have guidelines for the number, and sometimes, the location of various
random elements of the map. While the specifics will vary, these elements will always be
Zombies, Resource Tokens, Strangers, and Vehicles.
Deploy Survivors
For the most part, your survivors will be deployed within three inches of a table edge.
Every mission will have slightly different guidelines for deployment. If your community has
access to vehicles, you can place those anywhere on the map, as long as it’s reasonable that a
person could drive to that spot. Then a number of survivors can be deployed in contact with the
vehicle, depending on how many passengers it can carry.

Apply Pre-mission Skills


There are three skills that take effect just after deployment. First, the Scout skill is used to
move some zombies and/or resource tokens on the map. Then the Traps Skill places some trap
tokens. Last, the Tactics skill is used to generate your survivor’s emergency dice for the mission.

Tactical Turns
Missions are played through a series of turns, which are divided into three Phases. The
Beginning of Turn Phase, which is exactly what it sounds like, the Activation Phase, which is
where survivors take their actions and zombies react, and the End of Turn Phase, which wraps up
loose ends so we can start the next turn

Beginning of Turn Phase


Some items and special rules take effect during this phase.

Activation Phase
Every survivor gets one activation per turn. When a survivor is activated, it gets two
actions. The actions available will be somewhat dependent on context, but for the most part they
are: Move, Attack, and Interact. Actions can be repeated during one activation, unless
specifically noted. The activation phase ends when all survivors have been activated.
During each survivor’s actions, the zombies near that survivor will react. Depending on
the type of action taken, every zombie within range will get an action. A survivor’s action
resolves fully before the zombie action takes place. Zombie actions are determined by the
Zombie AI, which is detailed later in the chapter.

End of Turn Phase


The end of turn phase has a specific order of operations.
1. Activate end of turn effects in item and/or skill descriptions
2. Check for mission ending conditions, as defined by the mission type, If the
mission doesn’t end, move to the next step
3. Check for aggressive zombies.
3.1. If there are any aggressive zombies, activate them, one at a time until all
have been activated
3.2. If there are no aggressive zombies on the table, turn the passive zombie
furthest away from any survivor to the aggressive stance.
4. Spawn passive zombies
4.1. Spawn one passive zombie, using a coordinate roll unless otherwise noted.
Zombie AI
Zombies activate differently than survivors. All actions taken by a character have
different guidelines for zombie activation. Firearms activate zombies from a long range, and
even melee weapons make enough noise to activate nearby zeds. Zombies rely on sound, scent,
or some other mysterious sensory input, and line of sight is never taken into account during
zombie activation.
All zombies start each mission in a passive stance. Passive zombies don’t move, have less
sensitivity to sound, and are easier to kill. The first time a passive zombie is activated, it enters
the aggressive stance, and ends its activation. A zombie's defense score is the target number for
an attack. A zombie’s detection score is the target number for stealth rolls. Aggressive zombies
have a Break skill score of 1.

Zed Attack Defense Detection Move Skills


Aggressive 0 6 6 6 Break: 1
Passive NA 4 4 NA N/A

Aggressive zombies follow these instructions when activated:


1. If it is in contact with the survivor whose action activated it, it will attack. If it is
in contact with multiple survivors, it will always attack the survivor that activated
it. If a zombie is only in contact with a survivor that didn’t take the action that
activated it, it does nothing.
2. If it is not in contact with a survivor, it will move toward the nearest survivor that
is within its movement range plus two inches. Walls, gaps, and other intervening
terrain is not taken into account when checking this range. If a survivor is in
range, but the zombies movement is blocked, it will take the shortest route
possible to get into contact with that survivor. This route can include windows,
stairs and ladders. When determining a route, if there is a question as to which
route is shortest, use the number of zombie actions that would be required to get
there, including climbing, using Break 1, and slowing down due to terrain. This
will take into account any terrain interactions that would be required by the
zombie.
3. If no survivors are within its movement range plus two, it will move toward the
nearest passive zombie. It will then activate all passive zombies within three
inches.
4. If there are no passive zombies on the table, it will move toward the nearest
aggressive zombie that is more than three inches away from it.
5. If there are no other zombies on the table, it will move toward the nearest
survivor, resource token, stranger, barricaded door, or vehicle. The target type
should be determined randomly.

Three or more aggressive zombies within 3 inches of each other are considered a horde.
Hordes activate when at least one member of the horde is activated. Hordes follow the standard
instructions for zombie activation, with these changes.
1. A horde will always try to move into contact with a survivor that is already in
contact with at least one member of the horde, even if the survivor isn’t within its
movement range.
2. A horde will always attack the survivor with the most zombies in contact with it.
3. If no survivors are within the movement range plus 2” of any member of the
horde, all horde members will move toward the nearest survivor, resource token,
stranger, barricaded door, or vehicle. The target type should be determined
randomly.

Quick Zombie AI Chart


1. In contact with the active survivor? Attack
2. Not in contact? Move toward nearest survivor
3. No survivors nearby? Move to activate passive zombies
4. No passives? Move to nearest aggressive zed
5. No other zeds? Random target type

Quick Horde AI
1. In contact with the active survivor? Attack
2. Not in contact? Move toward survivor in contact with horde
3. No horde contacts? Move toward nearest survivor
4. No survivors nearby? Random target type

Movement
When a character or zombie uses the move action, they are able to move up to their
movement score in inches. Movement is measured from the front of the model’s base. If a
character’s movement brings it within six inches of a zombie, the zombie is activated. If a
character is in contact with a zombie, they cannot use the standard move action, but may instead
use the Evade action
Evade
Evade is a special type of movement action, performed when a survivor is in contact with
a zombie. When a survivor takes the Evade action, they roll a d10 and add their tier level. If the
result is six or higher, the survivor moves one inch directly away from the zombie. If they are in
contact with multiple zombies, they move away from the zombie of their choice. This movement
cannot pass through zombies or terrain pieces. The only exception is for survivors with the Enter
skill who are in contact with a terrain piece that they can move through. In that case, the survivor
needn’t make a roll, and can use an action to move through the terrain. The Evade action never
activates zombies.
Vault
Any character or zombie can Vault up a terrain piece that is one inch in height or less.
This happens automatically during movement and doesn’t slow the model. If the terrain is wide
enough to place the model on top, then the model can end its movement on the terrain. If it isn’t
wide enough, the model cannot end it’s movement until it is in contact with the opposite side of
the terrain.
Climb
Terrain that is between one and two inches tall can be climbed. This is technically an
interaction, and not movement, but it will be covered in both sections. If the miniature can be
placed on top of the terrain piece, the action ends with the model on top of the terrain. If the
terrain piece is too narrow to stand on, the action ends with the model on the other side, with its
base in contact with the terrain. Climbing activates all zombies within six inches.
Ladders
Terrain pieces that are taller than two inches cannot be climbed, unless a ladder is present.
Movement on a ladder is normal movement, measured along the ladder. If a survivor’s
movement ends on a ladder, place them at the base of the ladder with something to indicate how
far off the ground they are. Zombies can move up ladders at half speed.
Jumping
Any survivor can jump across a gap that is up to two inches as part of any movement. In
order to leap a gap that is more than two inches wide, the survivor must move a distance equal to
the width of the gap before making the jump. This movement must be toward the gap. Provided
the model has enough movement remaining, the gap is cleared. Zombies cannot leap.
Falling
A survivor can fall up to three inches as part of a movement. The fall counts as distance
moved. If the fall is greater than three inches, the survivor takes one point of damage for every
inch fallen after the first three. A fall of more than three inches will never be voluntarily taken by
a survivor. Zombies can fall any distance without penalty, though the fall will use all of the
zombie’s remaining movement.
Difficult Terrain
Difficult terrain includes shallow water, tangled underbrush, and heavy rubble. Every
inch of movement through difficult terrain counts as two inches.
Swimming
Survivors can move through deep water by swimming. Every inch of swimming counts
as two inches moved. No survivor can swim for more than their movement score in a turn. If the
distance is greater than this, it is considered impassable. Zombies float on the water and can
make a little forward progress. Zombies in deep water move only one inch per action.

Combat
Combat is dangerous, but often necessary in the zombie infested ruins. There are a couple
flavors of combat, but they all follow the same format. The attacker rolls a d10 and adds their
pertinent skill score. If the result is equal or greater than the enemy’s defense score, one point of
damage is dealt. Zombies have only one health point, and will be killed by any successful attack.
Each combat skill has different rules for range and zombie activation, covered in detail in the
skills section.
Melee
Melee attacks take place when a model is in contact with an enemy. To be in contact with
another model, one model’s base must be touching the other model’s base. If modelling or odd
terrain prevents actual contact, make a decision about what counts. Some weapons cannot be
used in melee. If multiple models are in contact with each other, all are considered in melee.
Ranged
Ranged attacks take place between models that are not in contact. Different weapons
have different range values. Range is measured from the edge of one model’s base to the edge of
another model’s base. In order to make a ranged attack, a model must have line of sight. Line of
sight is determined only vaguely in CRZ, because the only enemy models are zombies. If a
survivor can see any part of a zombie, they are considered to have line of sight. If a survivor
could not reasonably see a zombie's head, even if they can see the entire rest of the zombie, then
they cannot succeed at an attack. The attack can still be made, but it will not deal damage. A
ranged attack cannot target a zombie that is in contact with another survivor.
Damage and Incapacitation
When an attack against a survivor succeeds, they take one point of damage. Each
survivor has a number of health points equal to their tier level. When a survivor is reduced to
zero health, it becomes incapacitated. An incapacitated model can not be activated, but should be
left on the tabletop. By using the interact action on an incapacitated character, another survivor
can take any number of items from thier inventory or pick them up, provided they have enough
carrying capacity. A downed survivor takes up 2 carry slots, and limits the carrier to one action
per activation. Heavy and Blunt weapons, shotguns, rifles, bows and crossbows cannot be used
when carrying a survivor.
An incapacitated survivor that is carried off of the battlefield can receive medical
attention at a base facility. If your base has no medical facility, incapacitated survivors can not be
healed. If this is the case, carrying a survivor off of the battlefield returns their inventory items to
the community.

Interacting with the Battlefield


There are many ways that survivors and zombies can interact with terrain features. Many
of these will require a skill to be used, but they will all require a survivor to be in contact with
the target of the interaction. Some interactions are layed out here, and skill interactions will be
covered again in detail in the skill section of the book.
Scavenge a Resource Token
Scavenging allows a survivor to gather materials from a resource token. When interacting
with a resource token, characters with the scavenge skill will place a number of materials on the
token equal to their Scavenge skill score. Characters without scavenge skill will place one
material. This doesn’t activate zombies.
Pick up Materials
To pick up materials from a resource token, move a character into contact with the token
and use an action to interact. If the character has at least one empty carry slot, reduce the number
of remaining materials by one, and add one material to the character's inventory. This activates
no zombies.
Fix a Vehicle
To turn a broken vehicle into a working vehicle, move a character into contact with the
vehicle, and make a Tinker check. The difficulty of the check is 4 times the vehicle’s tier score.
Vehicle types are covered in the Equipment section of the book. This will activate all zombies
within six inches.
Enter a Vehicle
To enter a vehicle, move a character into contact with the vehicle and use an action to
interact. Then, simply place the model somewhere that is designated to be the vehicle's
inventory. This can just be on top of the vehicle, but if that doesn't work, a piece of paper by the
side of the play area works just as well. This activates no zombies.
Drive a Vehicle
To drive a vehicle, simply activate a model that is inside of a working vehicle and spend
an action to drive. The vehicle and it’s inventory are removed from the play area and are
considered to have made it back to base. This will activate all zombies within twelve inches of
the vehicle's starting location.
Place Items in a Vehicle
A character that is adjacent to a vehicle can move any number of objects from their
inventory into the vehicle’s inventory by using an action to interact. The vehicle’s inventory must
have enough empty slots to accommodate the items. This doesn't activate zombies.
Take an Item from a Vehicle
A character that is adjacent to a vehicle can take one item from the vehicle’s inventory.
The survivor must have an empty carry slot for the item. This doesn't activate zombies.
Rescue Stranger
A Stranger on the map can be rescued by moving a character into contact with it and
using an action to interact. A survivor can only be rescued by a character whose Tier level is
equal to or greater than the Stranger’s tier level. The Stranger is removed from the table and is
considered to be back at base. This doesn't activate zombies.
Barricade a Door
A survivor in contact with a door can build a quick barricade by taking an action to
interact. The barricaded door has a number of health points equal to the survivor's Tinker skill
score. This activates all zombies within six inches.
Climb a Terrain Piece
Terrain that is between one and two inches tall can be climbed. This is technically an
interaction, and not movement, but it will be covered in both sections. If the miniature can be
placed on top of the terrain piece, the action ends with the model on top of the terrain. If the
terrain piece is too narrow to stand on, the action ends with the model on the other side, with its
base in contact with the terrain. Climbing activates all zombies within six inches.
Loot a Downed Survivor
By using the interact action on an incapacitated character, another survivor can take any
number of items from thier inventory, provided they have enough empty carry slots.
Carry a Downed Survivor
By using the interact action on an incapacitated character, another survivor pick them up,
provided they have enough carrying capacity. A downed survivor takes up 2 carry slots, and
limits the carrier to one action per activation. Heavy Weapons, Rifles, Shotguns, Bows and
Crossbows cannot be used when carrying a survivor.
The Strategic Layer
The Strategic Layer encompasses the gameplay elements that happen primarily on paper
and in the player's imagination. The bulk of the Campaign Turn is represented in this layer. The
Campaign Turn unfolds in this order.
1. Mission Phase
a. Select Mission
b. Select Survivors and Equipment
c. Tactical Mission
2. Advancement Phase
a. Character Advancement
b. Make new survivors
c. Add Materials to storage
d. Heal Wounds
e. Add Facilities and Upgrades
3. Planning Phase
a. Assign Facility Staff
b. Assign Project Team
c. Assign Mission Team
d. Healing and Resting
4. Management Phase
a. Calculate Unrest
b. Manage Storage
c. Check the Horde

Mission Phase
The first phase of every campaign turn is the mission phase. This is where a community
prepares its survivors for a mission away from the base.

Select Mission
There are many mission types to choose from, and each will affect the tactical portion of
the game in significant ways. Depending on what your goals are, you may want to gather more
building materials, recruit more survivors, or just get a new car. Mission types determine table
setup, number of zombies, resources, and win conditions. Because there are so many variables
here, Mission types will have their own chapter.
You may opt not to do a mission for the turn, in which case you skip the remainder of the
mission phase. If you opt out of the mission for the turn, you may send out a single survivor to
scavenge. If the survivor has the scavenge skill, this adds one of each material type to the base
storage. If the survivor lacks the skill, you add only one material of any one type.

Equip the Mission Team


All survivors automatically have access to shoddy versions of any weapons and
equipment that are required to use their skills. However, you may want to give them some better
stuff from the base inventory, or maybe some cool extras like molotovs and grenades. They may
also want to take a vehicle of some sort. All of these extras are removed from the base inventory
and given to the survivor, where they are recorded in a carry slot.
Tactical Mission
This portion of the Campaign Turn takes place entirely in the Tactical Layer, and is
described there.
Advancement Phase
In the Advancement Phase, a community gains resources, survivors select new abilities,
and new survivors are added to the community.

Character Advancement
Characters gain experience as they struggle to survive the apocalypse. There are two
steps to character advancement.
First, every Survivor that was on the Mission during the previous phase gains one
experience point. One Survivor gains an additional experience point. This extra point can be
awarded for excellence in battle, a stroke of amazing luck, or any other reason the player can
imagine.
Then, Survivors spend experience points. A skill can be leveled up by spending a number
of experience points equal to the skill’s new level. This includes the common skills of speed and
defense, which both have a maximum score of eight. Skills cannot be gained out of order, so if
you want skill level two, you need to buy level one first.
A survivor’s tier can be increased by spending a number of experience points equal to the
character’s new tier level times two. When a Tier level is increased, the survivor’s stats are
increased by one, and a new skill is learned. If a survivor has more than one stat at zero when
they gain a tier, choose one stat to go up by one.

Create New Survivors


Strangers that were rescued during the previous mission are now added to the community.
Refer to the Character Creation rules to generate these survivors

Add Materials to Storage


During this step, we count up the materials that the characters brought back from the
previous mission. To determine the makeup of the materials, roll a d10 for each material
recovered. The Rare Items Chart is located in the Equipment section of the book. If no materials
were recovered during the mission, skip this roll.

1-3: Fuel
4-6: Food
7-9: Materials
10: Roll on the Rare Items Chart

Then, materials that were generated by Base Facilities are added to the Base inventory.
This will include materials generated by staff and materials that are generated passively. Note
that storage maximums are not checked until a later phase.

Heal Wounds
Survivors that were assigned to healing or rest during the previous Planning Phase regain
their health points during this step.

Add Facilities and Upgrades


Any Base Facilities that were assigned during the previous Planning Phase are finished
during this step, and their effects are added to the base.
Planning Phase
During the Planning Phase, a community decides how they should spend their resources,
and which survivors will be assigned to tasks. A survivor can only have one assignment per turn.

Assign Facility Staff


Facility Staffing is when a survivor is asked to operate one of the base’s facilities. Each
facility has its own rules for operation, but all are beneficial to the community in some way.

Assign Project Team


A Project Team is put together to build new facilities and equipment. Projects require
labor in addition to hardware materials. The amount of labor generated is equal to the Tier levels
of all the survivors on the project team added together. Labor points that are not spent in this turn
are lost. There are three different types of Projects: Build Facility, Build Upgrade, and Build
Equipment.
Facilities and Facility upgrades are covered in the base building section of the book,
where you’ll also find their labor and material costs.
Equipment is covered in its own section of the book. Equipment is built instantaneously
when its labor and material costs are paid. Any number of equipment items can be built at once,
as long as the community has the materials and labor to spend.

Assign Rest and Healing


Any survivors that have less than their maximum health points can be assigned to rest or
receive healing. Only one survivor can be assigned to rest during any turn. Rest restores one
health point.
If the base has medical facilities, a number of survivors can be assigned to receive
medical attention. The number of survivors and the amount of healing received are determined
by the medical facility and staff, as detailed in the Base Building section of the rules.

Assign Mission Team


The Mission Team consists of the survivors that are going to be deployed to the next
tactical mission. Survivors that are injured cannot be assigned to the mission team.
A mission team can be assigned to become a trade delegation. If this is the case, you set
aside the materials needed to get the items you want, according to their trade costs in the
Equipment Section. This takes them out of the base inventory so they don’t count against the
base’s storage limit. The next mission you choose must be Contact Trader. If you choose a
different mission, these materials are lost. If you are forced to do a siege defense mission, the
materials remain until the next Mission Phase, when you must choose Contact Trader or lose the
materials.
Management Phase
The management phase has three parts, and applies limitations and consequences to your
community.

Feed your Survivors


Subtract food materials from base storage equal to your community’s population.
Remove the food from your base. If the population was greater than the amount of food, the
difference is your community’s hunger score. This number is calculated fresh every turn, and is
not cumulative.

Assign Beds
Subtract your base’s available beds from your community’s population. If the population
was greater than the number of beds, the difference is your community’s exhaustion score. This
is recalculated every turn and is not cumulative.

Figure Unrest
As your community struggles with life among the zombies, they may become discontent.
This overall malaise among the community is represented by the Unrest score. Unrest is equal to
Hunger plus Exhaustion.

Check Storage
At this step, check the amount of each material you have stored versus the base’s storage
max. Any surplus is destroyed by spoilage. Note that any materials committed to an upcoming
trade mission are not counted against the base maximum.

Check the Horde


As the horde hears the community’s noise and smells their brains, they get more active
and gather together. This is tracked as Siege Threat. Siege Threat is calculated by adding
together the number of Staffed Facilities, the number of survivors in the Project Team, any base
features that affect threat, and the number of Campaign Turns that have passed since the last
Siege. This number is recalculated every turn and is not cumulative.
During this step, roll a d10 and add the current siege threat. If the total is higher than 15,
the Siege Defense mission must be picked during the next Choose Mission step. Any materials
committed to a trade mission are preserved, but the trade mission must be done next or they are
forfeited.

Departures
As your survivors also see the Horde heading toward the base, they may take the better
part of valor and run for the hills. If the community’s unrest plus siege threat is ever ten or
higher, the lowest tier survivor at base leaves the community. If there are multiple survivors at
the lowest tier, choose one. If the survivor was Staffing a facility, that facility now counts as
having never been staffed. If they were on the project team, subtract their tier level from the
remaining labor. If their tier is higher than the remaining labor, choose one project that goes
unfinished.
Cooperative Play
There are two different types of cooperative play in County Road Z, Single Community,
and Multiple Community.

Single Community
Single Community play is recommended only for players who will never play alone, and
will enjoy discussing and debating how to manage their community. No changes need to be made
to the rules for Single Community play, simply make your 10 point starting community together
and decide which player will control which survivors on the tabletop. During the Campaign
Turn, have a lively debate and discussion about which facilities and upgrades will best serve
your community.

Multiple Community
Multiple Community play should be used for most cooperative games. With Multiple
Community Coop, all the players will have their own community and survivors to manage.
Simply get together and decide on a mission for a cooperative mission phase, and play that phase
together on the same map.
You’ll need to decide how many tier points everyone is going to bring to the table. Often,
this will be both players Mission Teams, but if that gets to be too many models or points, just
pare down both teams until it is manageable.
When reading the mission rules, you’ll need to do the resource token, stranger and
repairable vehicle spawns for each player. This means twice as many of these random spawns.
A notable exception is Siege Defense. For this mission, set the entire mission up as
though the community that triggered the siege is playing alone, then the other player deploys
within three inches of a table edge, ready to help.
Full Cooperation is encouraged, as the game will be at it’s best when materials and
survivors are traded back and forth among communities. Perhaps one Community’s base has
excellent medical facilities, and the other has a great Training Room. The possibilities are
endless, just remember that a survivor needs to stay in a base from the Planning Phase all the
way to the following advancement phase if they want all the effects from their assignment.
Community Building
The community is at the heart of County Road Z. Without survivors, there is no reason to
play the game, and no models to play it with. Building a community with a broad variety of skills
is essential to success. In this chapter, the process by which these characters are created will be
detailed.

Survivor Tiers
All survivors in the game have a tier level. This represents not only their overall abilities,
but also their current potential. A survivor’s tier determines their maximum health points, their
highest stat, the maximum level of their skills, the amount of labor they generate, the number of
skills they have access to, and their carrying capacity.

Tier 4: Heroes
Heroes are the stars of the show. If the apocalypse was a movie, these survivors would
get top billing. Only one hero can be present on any mission, though up to three heroes can be a
part of your community, depending on the tier level of your base. Heroes have one stat at 4, one
at 3, one at 2 and one at 1. These scores are assigned to whichever stats you choose.
In addition, Heroes can have up to four skills. Starting Heroes will have all four skills at
creation. Characters that have been promoted to Hero will retain the skills they had at the
previous level and will gain a new skill of your choice. Heroes can never be recruited in the field.

Tier 3: Leaders
Leaders are the lifeblood of every community. They've been around a while, and they
know what’s what. Leaders have one stat at 3, one at 2, one at 1 and one at 0. These scores are
assigned to whichever stats you choose.
In addition, Leaders can have up to three skills. Starting Leaders will have all three skills
at creation. If a Leader is recruited in the field, they will have three skills, but one of their skills
will be randomly generated. Characters that have been promoted to Leader will retain the skills
they had at the previous level and will gain one new skill of your choice.

Tier 2: Citizens
Citizens are the up and coming members of the community, and will likely be the bulk of
your workforce. Citizens have one stat at 2, one at 1, and two at 0. These scores are assigned to
whichever stats you choose.
In addition, Citizens can have up to two skills. Citizens that are recruited in the field will
start with two skills, one of which will be randomly assigned. Characters that have been
promoted to Citizen will retain the skill they had at the previous level and will gain one new skill
of your choice.

Tier 1: Rookies
Rookies are the nobodies that hang around every community. A lot of survivors start as
Rookies, so don’t disregard them too quickly. Rookies have one stat at 1, and the remaining three
are at 0.
Rookies have only one skill, but it is never randomly generated.
Survivor Stats
All survivors use the same stats to represent their abilities. These stats will have values
from zero to four. There are five skills that are governed by each stat. Skills and their use will be
covered in detail later in this chapter.

Strength
The Strength stat represents raw muscular power, and the ability to apply that power to
the world at large. The skills that are governed by Strength are: Blunt Weapon, Blade Weapon,
Heavy Weapon, Carry, and Break.

Dexterity
Dexterity represents both manual dexterity and overall bodily agility. The skills that are
governed by Dexterity are: Handguns, Long Guns, Archery, Stealth and Enter.

Intelligence
Intelligence is a rough representation of mental processing power and quick thinking. The
skills governed by Intelligence are: Scavenge, Scout, Tactics, Tinker, and Traps

Cooperation
The Cooperation Stat represents an overall willingness to devote time and energy to the
community, as well as expertise in certain fields. The skills governed by Cooperation are:
Medicine, Rationing, Mechanics, Teaching, and Utilities.
Survivor Skills
Skills are the means by which a character applies their stats to the world. Characters can
only use the skills that they possess.

Skills and Scores


Skill levels range from zero to four, with a maximum level equal to the character’s
governing stat. Skills all start at level zero. The Skill level is added to the Skill’s governing Stat
to get a Skill Score. The Skill Score is used whenever a Skill is applied.
The Common Skills
All survivors and zombies start with the common skills of Move and Defense, and
zombies have a unique skill called Detection. The Move skill determines how many inches a
model can move during one action, and Defense determines the number required for an attack to
succeed against that model. Detection is the target number for stealth rolls made to prevent
zombie activation. These skills have no governing stats, and have only scores. All survivors start
with a Move Score of 6 and a Defense score of 6. Zombie scores are noted on the zombie stat
sheet in the Zombie AI section of the Tactical Layer rules.

● Strength *STR* Skills:


○ Blunt Weapon
■ The Blunt Weapon skill allows survivors to equip and use bludgeoning
weapons
● On a failed attack roll, Blunt Weapons knock the target zombie
back 1”
● Attacking with a Blunt Weapon activates all zombies within 4”
● Starts with Shoddy (-1) Blunt Weapon
○ Blade Weapon
■ The Blade Weapon skill allows survivors to equip and use slashing and
piercing weapons
● Attacking with a Blade Weapon is silent, and only activates the
zombie being attacked
● Starts with Shoddy (-1) Blade Weapon
○ Heavy Weapon
■ The Heavy Weapon skill allows survivors to equip and use two-handed
weapons
● Heavy Weapons can attack targets up to 1” away
● Attacking with a Heavy Weapon activates all zombies within 4”
● Starts with Shoddy (-1) Blunt Weapon
○ Carry
■ The Carry skill is a combination of efficient packing and strength of arms
● Carry allows the user to equip a backpack, but does not require one
● Survivors add their Carry score to their number of item slots
○ Break
■ Breaking is the ability to knock big holes in walls.
● Breaking activates all zombies within 8”
● The Breaking skill allows the user to create a 1” wide door in a
wall with a hardness rating of up to their Break score
● Break allows the user to equip a breaching tool, but does not
require one
● Aggressive Zombies have a Break skill score of 1

● Dexterity *DEX* Skills


○ Handguns
■ The Handguns skill grants survivors the ability to equip Pistols and
Revolvers
● Pistols jam on an attack roll of 1. A jammed pistol requires an
action to clear before it can be used to attack again
● Revolvers don’t jam, but cannot be used to attack twice in one
activation
● Pistols and Revolvers can attack targets up to 12” away and can be
used in melee
● Attacking with the handgun skill activates all zombies within 8”
● Starts with Shoddy (-1) Pistol or Revolver
○ Long Guns
■ The Long Guns skill grants survivors the ability to equip Rifles and
Shotguns
● Rifles can attack targets at any range, but not in melee
● Shotguns can attack targets up to 18” away, but not in melee
○ A failed attack with a Shotgun knocks the target up to 2”
away from the attacker
● Attacking with the Long Guns skill activates all zombies within
12”
● Starts with Shoddy (-1) Rifle or Shotgun
○ Archery
■ The Archery skill grants survivors the ability to equip Bows and
Crossbows
● The Archery skill cannot be used twice in the same activation
● Bows can attack targets up to 18” away, but not in melee
● Crossbows can attack targets up to 24” away, but not in melee
○ Crossbows take two actions to use
● Attacks with the Archery skill are silent, and only activate the
target zombie
● Starts with Shoddy (-1) Bow or Crossbow
○ Stealth
■ The Stealth skill allows a survivor ro move silently, but also represents an
understanding of what triggers zombie activity
● Stealth is used as part of a move action
● A successful Stealth roll prevents one zombie’s reaction to that
move action
● The target for this roll is the zombie’s Detection Score
● A Stealth roll can be made for every zombie that would be
activated by the move action
○ Enter
■ The Enter skill represents the ability to quietly find a way to pass through
most barriers
● The Enter skill does not activate zombies
● The Enter skill allows a survivor to pass through a wall with a
hardness rating of up to their Enter score
● Enter allows the user to equip burglars tools, but does not require
them

● Intelligence *INT* Skills
○ Traps
■ The Traps skill grants the survivor the ability to equip and deploy traps
● A survivor can place a number of traps at the beginning of a
mission equal to their Traps score
● Traps cannot be deployed within 3 inches of a zombie or another
trap
● Traps never use carry slots
● Survivors always have access to any number of Shoddy traps
● Shoddy traps can be triggered by Survivors
○ Tinker
■ Tinker allows the character to barricade doors, repair vehicles, and interact
with many other map elements
● Using tinker usually activates all zombies within 6”
○ Some missions may change this rule
● A barricaded door has health points equal to total tinker score
○ Zombies will attack a barricaded door that stands between
them and their destination
○ All barricaded doors can be attacked by at least two
zombies simultaneously, regardless of size on map
● Repairing a vehicle has a target number equal to four times the tier
level of the vehicle
● Starts with Shoddy (-1) Toolbelt
○ Tactics
■ The Tactics skill represents a survivor’s ability to create and execute plans
● A survivor creates a number of Safety Dice equal to their Tactics
score
● Safety Dice can be added to any roll made during a Tactical Turn
○ This allows the character to take the higher result of the
two dice.
● Only one Tactics Die can be added to any given roll. These can be
added after dice are rolled.
○ Scout
■ A Scout observes the mission area before deployment, allowing their team
to choose the optimal timing and entrance points for a mission
● A survivor can move a number of zombies and/or resource tokens
equal to their Scout score at the beginning of a mission
● Many missions limit the exact movements allowed, but no mission
will prevent this skill from being used entirely
○ Scavenge
■ Scavengers know how to make the most of what they find during missions
● When interacting with a resource token, a survivor places a
number of materials equal to their Scavenge score
● Survivors without Scavenge place only one material

● Cooperation *COOP* Skills


○ Medicine
■ Medicine skill score is used when a survivor is staffing a Med Clinic,
allowing survivors to regain lost health points
○ Teaching
■ Teaching skill score is used when a survivor is staffing a Training room,
allowing survivors to gain experience points without going on missions
○ Utilities
■ Utilities skill score is used when a survivor is staffing a Utility Station,
allowing water and electricity to be supplied to base facilities
○ Rationing
■ Rationing skill score is used when a survivor is staffing a Kitchen,
allowing food materials to be generated
○ Mechanics
■ Mechanics skill score is used when a survivor is staffing a Workshop,
allowing hardware materials to be generated
Character Creation
Creating starting characters will be the first step toward playing a game of County Road
Z. Starting characters are created in a slightly different way than characters that you recruit in
game, and both will be covered in this section

Starting Community
The starting community will have a total of ten tier levels. These levels can be distributed
however you like, but it is recommended that you begin with one Hero and two Leaders. When
you create a starting character, you simply choose which tier they’ll be and assign their stats and
skills according to their tier. Then give them the starting equipment required by their skills.
For example, let's make a starting Hero tier character, Earl Rhodes, Jr. Earl is a smart
hero, but he’s also got some muscle on him. Before the end times he was a history teacher and a
football coach. Go Earl.
To represent Earl’s sharp mind, we’ll assign his highest stat, 4, to Intelligence. Then,
because he spent so much time in the weight room during football season, we’ll assign his next
highest, 3, to strength, and the next stat, 2, to Dexterity.
Earl’s a bit of a loner, so his lowest stat, 1, will be in Cooperation.
We also fill in his common stats, Move and Defense, at six.
So far, Earl’s character sheet looks like this:

Earl Hero 4 Experience Exp Spent Skill Lvl Stat Item Total
Strength 3 Dexterity 2 Intelligence 4 Cooperation 1
Move 6 Defense 6
Item slots
Health

Now we get to give Earl some skills. When the first of his colleagues gave in to the Rot,
Earl was in the equipment room, so he defended himself with a softball bat. We’ll give him the
Blunt Weapon skill. Earl also spent a lot of time pouring over strategy for football, in addition to
studying military history so next we’ll give him Tactics. While travelling across the country in
his rusty old pickup, Earl was saved many times by his ability to keep it running, so he’ll get
Tinker next. Finally, we’ll give him the Scavenge skill, which he sharpened during his time
alone.
After we record the skills, their levels, and their governing stats, Earl's character sheet
looks like this:

Earl Hero 4 Experience Exp Spent Skill Lvl Stat Item Total
Strength 3 Dexterity 2 Intelligence 4 Cooperation 1 Blunt 0 3
Move 6 Defense 6 Tactics 0 4
Item slots Tinker 0 4
Health Scavenge 0 4
Survivors all begin with Shoddy (-1) quality gear for any of the skills they have that
require equipment, so Earl’s Blunt Weapon skill gives him his trusty aluminum bat, and Tinker
gives him a mostly empty tool belt.
Now we just have to fill in the blanks. This means putting in all the item modifiers and
adding up the skill score totals, and let’s not forget to fill in Earl’s health points and item slots,
which are both equal to his tier level (4).
Earl’s all done, and he looks like this:

Earl Hero 4 Experience Exp Spent Skill Lvl Stat Item Total
Strength 3 Dexterity 2 Intelligence 4 Cooperation 1 Blunt 0 3 -1 3
Move 6 Defense 6 Tactics 0 4 0 4
Item slots 4 Aluminum Bat (-1), Tinker 0 4 -1 3
Mostly Empty Tool Belt (-1)
Health 4 Scavenge 0 4 0 4
New Recruits
When a survivor is brought back to the community for the first time, they’ll need to be
created as well. Their tier will already be assigned by the mission in which they were recruited.
When a survivor of Tier 2 or higher is recruited, they already have a history out in the
big, bad world and start with one skill already assigned. When these characters are created, their
first skill will be determined somewhat randomly, by rolling on this table:

1: Blunt 6: Archery
2: Blade 7: Tinker
3: Heavy 8: Traps
4: Handgun 9: Scout
5: Long Gun 10: Player’s Choice

After we know what skill they have, we assign stats according to their tier, and fill in
their remaining skills as needed.
For example, the first person that Earl ran into on his journey was a young Leader tier
survivor named Carla Proust. First, we’ll roll her starting skill randomly, and we got a six, so we
know she’ll have the Archery skill. From that information, we’ll decide that she was an Olympic
archer hopeful, and Assign her highest stat, 3, to Dexterity. We put her 2 in Intelligence, and her
1 in Strength, which puts her 0 in Cooperation. Another loner. Earl met her when he was out
scavenging, so we’ll assume she can get around without getting bitten or alerting every zombie
in the area, so she’ll get Enter and Stealth. Then, her starting Archery skill gives her access to her
old practice bow (-1). So, we fill in what we know, in addition to a Move and Defence of 6.
Remember to write in her tier number (3) which will also give her a carrying capacity of 3 items.
When she’s all done, she’ll look like this:

Carla Leader 3 Experience Exp Spent Skill Lvl Stat Item Total
Strength 1 Dexterity 3 Intelligence 2 Cooperation 0 Archery 0 3 -1 2
Move 6 Defense 6 Enter 0 3 0 3
Item slots 3 Practice Bow (-1) Stealth 0 3 0 3
Health 3

Notice that the last skill slot is blacked out, because as a tier 3 survivor, she can only have
three skills.

Start a New Community


Every starting community’s first mission is getting their first home base all cleared of
zeds. When you’ve got your starting survivors all built, head to the Missions section for the entry
titled; Mission: Start a New Community.
Equipment
Often, a survivor is only as good as their equipment. Equipment in county road Z can be
built, traded for, and in rare cases, found on missions. Items are graded by one of three levels, but
some items are only available in one of these levels.
Shoddy Items are available for free to anyone who has a skill that requires an item, like
weapon skills and Tinker. Shoddy Items are often improvised, or are worn out by constant use
and lack of maintenance. Shoddy equipment imposes a -1 penalty to Skill scores when used.
Standard Items are run of the mill, but serviceable. They may have been built from
scratch by a journeyman smith or are well maintained, if cheaply made. Standard items offer no
penalties or bonuses to skill scores
Quality items were high end when they were brand new, or maybe they were made by the
best post-apocalyptic artisans. These excellent examples of the craft offer +1 to skill scores.
When making equipment at the base, survivors require certain facilities to craft various
items. Consult this table when building or trading for equipment. Build consts are in hardware,
trade costs can be paid in any combination of food or fuel.

Charts
Ranged Build Cost Build Cost Requirements Labor Trade Cost Trade Cost
Weapons (Standard) (Quality) (Standard) (Quality)

Pistol 3 6 Gunsmith 2 6 9

Revolver 3 6 Gunsmith 2 6 9

Rifle 4 7 Gunsmith 3 7 10

Shotgun 4 7 Gunsmith 3 7 10

Bow 2 5 Workshop 2 5 8

Crossbow 3 6 Workshop 3 6 9

Melee Build Cost Build Cost Requirements Labor Trade Cost Trade Cost
Weapons (Standard) (Quality) (Standard) (Quality)

Blunt 1 4 Workshop 1 4 7

Blade 2 5 Metal Shop 2 5 8

Heavy 3 5 Metal Shop 2 6 9


Equipment Build Cost Build Cost Requirements Labor Trade Cost Trade Cost
(Standard) (Quality) (Standard) (Quality)

Tool Belt 3 5 Metal Shop 1 6 8

Backpack N/A 5 Workshop 2 N/A 8

Breaching N/A 6 Metal Shop 2 N/A 9


Tool

Burglar N/A 6 Metal Shop 2 N/A 9


Tools

Walkie N/A 6 Workshop, 3 N/A 9


Talkie Electricity

Binoculars N/A 6 Workshop 2 N/A 9

Protective Build Cost Build Cost Requirements Labor Trade Cost Trade Cost
Equipment (Standard) (Quality) (Standard) (Quality)

Improvised 3 5 Workshop 2 6 8
Armor

Improvised 2 4 Workshop 2 4 8
Shield

Reinforced 4 6 Workshop 2 6 8
Clothing

Knee Pads 1 3 Workshop 1 3 5


Disposable Build Cost Build Cost Requirements Labor Trade Cost Trade Cost
Equipment (Standard) (Quality) (Standard) (Quality)

Trap 1 N/A Workshop 1 2 N/A

Persistent 2 N/A Metal Shop 2 4 N/A


Trap

Lure Trap 3 N/A Workshop, 3 6 N/A


Electricity

Persistent 4 N/A Metal Shop,, 4 8 N/A


Lure Trap Electricity

Fireworks 3 N/A Gunsmith 1 6 N/A

Throwing 3 N/A Metal Shop 2 6 N/A


Axe

Molotov 2 3 Kitchen, 1 5 7
Workshop,
Water

Grenade 4 6 Kitchen, 2 6 8
Gunsmith,
Water

Rope 2 N/A Workshop 2 4 N/A


Ladder
Rare Item Chart Rare Weapon Chart

1 Portable Gas Grill 1 Fully automatic rifle

2 Fertilizer 2 Pistol Suppressor

3 Battery Spotlight 3 Sawed-off shotgun

4 Flat Pack Shelves 4 Giant Revolver

5 Video Game Console 5 Halligan Tool

6 Sleeping Bags 6 Historical Katana

7 Resistance Bands 7 Bayonet

8 Rare Equipment Chart 8 Quick Quiver

9 Rare Weapon Chart 9 Ultralight spear

10 Quality Items 10 Repeating Crossbow

Rare Equipment Chart Quality Item Chart

1 Riot Shield 1 Blade Weapon (+1)

2 Ultralight Backpack 2 Blunt Weapon (+1)

3 Tactical Holster 3 Heavy Weapon (+1)

4 Night Vision Goggles 4 Pistol (+1)

5 Electric Car Conversion 5 Revolver (+1)

6 Scent Masker 6 Rifle (+1)

7 Tactical Armor 7 Shotgun (+1)

8 Smoke Grenade 8 Bow (+1)

9 Door Spikes 9 Crossbow (+1)

10 Grappling Hook 10 Tool Belt (+1)


Weapons
Weapons are always required by their corresponding skills, and they take up one carry
slot each.

Pistols have a maximum range of 12 inches and can be used in melee. Pistol use activates
all zombies within 8 inches. On an attack roll of 1, a pistol will jam, requiring an unjam action
before it can be used again.

Revolvers have a maximum range of 12 inches and can be used in melee. Revolver use
activates all zombies within 8 inches. Revolvers never jam, but they can only be used once per
activation.

Rifles have no maximum range and can not be used in melee. Rifle use activates all
zombies within 12 inches.

Shotguns have a maximum range of 18 inches and can’t be used in melee. A failed attack
with a shotgun moves the target 2 inches directly away from the attacker. If the zombie hits a
wall taller than one inch, the movement stops. Shotgun use activates all zombies within 12
inches.

Bows have a maximum range of 18 inches, can’t be used in melee, and they cannot be
used to attack twice in one turn. Bows are silent, and their use activates no zombies aside from
the target.

Crossbows have a maximum range of 24 inches, can’t be used in melee, and they require
two actions to use. Crossbows are silent and only activate the target zombie.

Blunt weapons like cricket bats and monkey wrenches can only be used in melee. Blunt
weapon use activates all zombies within 6 inches, but will move a zombie one inch away from
the attacker on a failed attack.

Blade weapons like knives and swords can only be used in melee. Blades penetrate rotted
zombie skulls silently, and activate only the target zombie.

Heavy weapons like shovels and sledgehammers have a maximum range of one inch, and
can be used in melee. Heavy weapon use activates all zombies within 6 inches.

Equipment
Equipment takes up a carry slot and is required for some skills, but can enhance others.

Tool Belts are highly useful for repairing machines and barricading doors. The
convenient belt allows them to be carried without using up a carry slot. Equipping a tool belt
lowers your maximum stealth score to 3. Required for Tinker skill.

Backpacks carry stuff. The backpack doesn’t take up an item slot, and gives +1 to the
Carry skill.
Breaching tools include pry bars and battering rams. The hefty metal tools require two
slots to carry. +1 to Breaking skill.

Burglar Tools include glass cutters and lockpicks for silent entry. +1 to Entering skill.

Binoculars are like cell phones for your eyes, they make far away things look closer.
Great for scouting mission areas. +1 to Scouting skill.

Walkie Talkies can reach out and talk to someone. Great for making a plan come together.
+1 to Tactics skill.

Protective Equipment
Protective Equipment is worn, and doesn’t take up a carry slot.

Improvised Armor is ugly, bulky, and effective. Whether it’s magazines taped to your
arms or you just cover yourself in bubble wrap, Improvised armor grants additional health points
on top of a character's normal total. These additional points of health are lost first when damage
is done to the wearer. If all the armor’s health points are lost, the armor is used up and discarded.
If Improvised armor has any health remaining at the end of a mission, it is repaired to its
maximum total. Standard Improvised Armor grants two health points to the wearer, but prevents
them from using the move action twice in one round. Quality Improvised Armor offers four
health points, but still keeps the survivor from using the move action twice in one round.

Improvised shields can be trash can lids, cupboard doors, or even computer monitors, as
long as it’s attached to a character's arm. A shield can be used to keep a zombie at bay. The first
zombie that attacks during each phase attacks the shield instead of the survivor, effectively
negating the attack. An improvised shield will last for one mission only, after which it is
discarded. Heavy weapons, rifles, bows and crossbows cannot be used when a shield is equipped.
A standard improvised shield reduces a character’s movement by 1. A quality shield doesn’t
affect movement.

Reinforced Clothing is worn close to the body. This even distribution of weight keeps the
wearer from experiencing the fatigue brought on by bulkier protective options. This might
represent a padded motorcycle jacket, or a hoodie that’s made out of a heavy duty canvas tarp.
Standard reinforced clothing increases a character’s defense by 1, but reduces their movement by
1. Quality reinforced clothing increases defense by 1, but offers no movement penalty.

Knee Pads are a simple and effective solution to external joint damage. Standard Knee
Pads allow the survivor to fall up to four inches without taking damage. Quality Knee pads
extend this to five inches.

Disposable Equipment
Most Disposable Equipment takes up a carry slot and is removed from the character’s
inventory when used. Traps never take up a carry slot.
Traps are required for the trap skill, obviously. When a zombie moves within one inch of
the trap marker, the trap is tripped, the zombie dies and the trap is discarded. The shoddy traps
that come with the skill work in a similar way, but they can also be tripped by other survivors
who get too close. If they aren’t tripped, they are recovered at the end of the mission.

Persistent traps are made of sterner stuff. They remain in place after being tripped, and
can be tripped by any number of zombies. If tripped even once, they are discarded at the end of
the mission, otherwise they are recovered.

Lure traps use high tech noise making tools to draw zombies into their clutches. The trap
layer can spend an action to trigger the lure remotely. When triggered, all zombies within 8
inches are activated. First one within 1 inch of the trap gets killed. Then the trap is discarded.
Zombies activated by Lure traps must move toward the trap.

Persistent lure traps are the big bad wolf of all traps. The trap layer can use an action to
trigger them. When triggered, they activate all zombies within 8 inches. All zombies within eight
inches will be activated when the trap’s owner is activated for the remainder of the mission. Any
zombie that moves within one inch of the trap dies. Zombies activated by Lure traps must move
toward the trap.

Fireworks are deployed within 12 inches of any survivor during the deployment step of a
mission, and a turn number is assigned to them. At the beginning of the assigned turn, fireworks
go off, activating all zombies within 24 inches. Multiple fireworks can be set for different turns.

Throwing axes allow a character to use the blade skill at a range of 8 inches. Can be
recovered from the victim by using an action on the spot where its target died. A throwing axe
can be recovered any number of times, but is discarded at the end of the mission. A failed attack
with a throwing axe makes the axe immediately unusable.

Molotov cocktails are throwable fire! When a molotov is used, the player picks a point
within 12 inches. and every zombie within 3 inches of the target point is attacked. A standard
molotov has an attack score of 1, and a quality molotov attacks at a 3. After the attacks are
rolled, activate every zombie within six inches of the target point. These zombies are activated
by the molotov, and will act accordingly.

Grenades, whether home made or manufactured, are zombie killing machines. When
used, the player picks a point within 12 inches. All zombies within six inches of that point are
attacked. A standard grenade attacks at a 5, and a quality example will attack zombies with a 7.
Grenades activate all zombies within 24 inches, and they react to the point of impact, not the
survivor who chucked it.

Rope Ladders allow the user to create a ladder from any elevated position to the ground.
This ladder persists and can be used for the remainder of the mission.
Rare Items
Rare Items are just that, rare. These are the things you don’t see every day, and they can
be very useful. They can also be traded away at a high value.

Portable Gas Grill counts as a gas range when installed in a kitchen, and it doesn’t count
toward the facility’s maximum number of upgrades. Value 6 trade.

Fertilizer adds one food per turn to the output of a garden to which it is added. It doesn’t
count toward the facility’s maximum number of upgrades. Value 4 trade.

Battery Spotlight comes with its own solar charger. Counts as a spotlight when installed
in a watchtower. It doesn’t require electricity to work, and it doesn’t count toward the facility’s
maximum number of upgrades. Value 2 trade.

Flat Pack Shelves, shipped all the way from Sweden. Counts as the shelving upgrade to a
storage area. it doesn’t count toward the facility’s maximum number of upgrades. Value 4 trade.

Video Game Console requires electricity to work. When installed in a Bunk Room, it
reduces unrest by three, and increases Siege Threat by one.It doesn’t count toward the facility’s
maximum number of upgrades. Value 6 trade.

Sleeping Bags add one bed to a Bunk Room, and it doesn’t count toward the facility’s
maximum number of upgrades. Value 3 trade.

Resistance Bands might be a fad, but they work. Counts as the weight room upgrade to an
exercise area. It doesn’t count toward the facility’s maximum number of upgrades. Value 4 trade.

Rare Weapons
Rare weapons were mostly scooped up by scavengers early on, but there are still some
that the scavengers missed, or left behind with their corpses. Weapon attachments, like the
suppressor or the bayonet do not take up an additional carry slot when attached.

Fully Automatic Rifles like the instantly recognizable AK-47 or M-16 are worth their
weight in twinkies when you’re facing down a horde. Counts as a Standard Rifle that grants the
user an additional attack action if they use two during their activation.

Pistol Suppressors, whether professionally made or thrown together out of soda bottles,
wear out after a few shots, but they might keep the zombies off your back. When attached to a
pistol, this item causes the first three attacks made by that pistol to activate no zombies except
the target.

Sawed-off Shotgun. A pint-sized version of a much longer weapon, the Sawed Off counts
as a standard Shotgun that can be used in melee.
A Giant Revolver of ridiculous proportions makes you feel like Dirty Harry. The high
powered rounds from this weapon roll one attack that can be applied to two zombies in range
that are in a straight line from the user.

Halligan Tools help firefighters enter buildings to rescue trapped townsfolk. They also
make fantastic zombie killing tools. A Halligan tool can be used as a standard Blade, Blunt or
Heavy weapon, and grants the user +1 Break skill.

Historical Katana. Is it a high quality replica, or is it an original? It hardly seems to


matter now. The Historical Katana is a Standard Blade Weapon that gives the user a free attack
action that can only be used after moving at least two inches.

Bayonet. It turns your gun into a spear. A standard Blade weapon, it can be attached to a
Rifle so the two of them take up only one carry slot.

Quick Quiver. Easy-access quiver allows for rapid access to arrows. When equipped, the
user can attack twice with a Bow in one activation.

Ultralight Spear. Manufactured in the early days of the rot, these spears were built
specifically to deal with the undead. A Heavy Weapon that activates no zombies but the target.

Repeating Crossbow. The product of a mad genius, this bulky contraption is a standard
Crossbow that can attack twice in one round if no other actions are taken. Jams on a roll of 1, and
can’t be used again until the mission is over.

Rare Equipment
Riot Shield. It’s heavy duty, and built to last. The first zombie that attacks during each
phase attacks the shield instead of the survivor, effectively negating the attack. Heavy weapons,
rifles, bows and crossbows cannot be used when a shield is equipped. A Riot Shield never wears
out and doesn’t affect the character’s movement.

Ultralight Backpacks grant the user two additional carry slots. This pack can be equipped
even if the character doesn’t have the Carry skill.

Tactical Holster. Worn on the belt or at the hip, this handy item allows one Pistol or
Revolver to be carried without taking up a slot.

Night Vision Goggles. I see dead people. Night vision goggles Grant +1 Scout.
Additionally, they allow the character to reroll a number of coordinate rolls equal to their newly
enhanced Scout score. Uses a Carry slot.

Electric Car Conversion. Silent and deadly, like a Prius. When attached to a vehicle, it
permanently takes up two of that vehicle’s inventory slots, but allows it to activate no zombies
when deployed. Deploying the vehicle also requires no Fuel to be spent, but does require an auto
shop with electricity to be present at base.
Scent Masker. When equipped, zombies require line of sight in addition to being within
six inches when activating during the character’s movement. Discarded at the end of the mission.
Uses a carry slot.

Tactical Armor. The best of the best. Grants the user +1 defense and +1 carry slot.

Smoke Grenade. Used as an action. Survivor picks a spot within 12 inches. Zombies
within six inches of that spot will not activate for any reason until the beginning of the next turn.
Discarded when used, takes up a carry slot.

Door Spikes. Allows the user to barricade a door as though they have a Tinker score of 4.
Can be carried by survivors without the Tinker skill. Discarded after use, takes up a carry slot.

Grappling Hook. Allows the user to use the climb action on a terrain piece of any height.
Discarded after use. Takes up a carry slot. Return trip not included.
Vehicles
Working vehicles taken on a mission from base can be placed in any outdoor space on the map
that could reasonably accommodate them. You may then deploy survivors in contact with the
vehicle, up to the number of passenger seats. The cargo inventory of the vehicle can be used
throughout the mission. Any number of items can be taken from the vehicle and/or given to the
vehicle by spending one action to interact. Multiple vehicles can be taken on any one mission.
Some missions do not allow for vehicle deployment.

There are four tiers of vehicles. Tiers are defined by the number of people it can carry and how
much storage space it has. Any passenger slot can be used as an inventory slot, but it will only
hold one unit of resources, and can’t carry a person at the same time.

Tier one represents any vehicle that can not carry more than two people. This includes
motorcycles, canoes, ATVs and UTVs. Tier one vehicles have only two inventory slots and two
passenger slots.

Tier two vehicles can hold up to 4 people, and often include a dedicated cargo space, like a trunk.
This includes most sedans, hatchbacks, fishing boats, and sports cars. Tier two vehicles have 6
inventory slots and four passenger slots.

Tier three vehicles can hold up to six people, and commonly have large cargo areas. This
includes pickup trucks, SUVs, pontoon boats, and vans. Tier three vehicles have ten inventory
slots and six passenger slots.

Tier Four vehicles are specialised industrial machines. Feel free to design these yourself, to fit
with an uncommon vehicle of your choice. There should be a total of twenty slots, divided
between cargo and passengers as you see fit. Flatbed trucks, city busses, cargo barges and
tractor-trailers fall into this tier.

Taking a vehicle on a mission costs one fuel per tier. In addition, any mission vehicles in excess
of the number of auto shops in the base will immediately break down when arriving at the
mission site. A Tinker roll equal to four times the vehicle tier will need to be made to get it
running again.

If you have a vehicle on a mission, at the end of the deployment phase, activate all zombies
within 6+ the vehicle tier inches.
Base Building
Base building and management is essential to making the campaign work smoothly. Each
base has a number of slots where facilities can be built and upgraded. Most bases even come
with some facilities built in. Every base has a limit to the amount of loose materials it can have in
storage. When you reach your first base, it has the maximum number of materials that it can
store of every type. Later bases have only what you bring with you, so you keep the materials
that your previous base had in storage. The other stats are determined by the type and level of
facilities that have been built. There’s a lot to keep track of, but it’s not as complex as it looks.

Base Type and Tier


There are several types of bases that fall into three tiers.

Small Town Home - Tier 1, Starter


The Small Town Home will be your starting base.
Storage Limits Total slots Empty Slots
Food: 3 Hardware: 3 Fuel: 3 5 2

Slot 1: Kids Room - Bunk Room - upgrades permitted


Slot 2: Master Bedroom - adds one bed - no upgrades allowed
Slot 3: Kitchen - upgrades permitted
Slot 4: Garage - Empty indoor Slot
Slot 5: Front Yard - Empty outdoor slot

Rural Church - Tier 1


A small country church on the outskirts of town.

Storage Limits Total slots Empty Slots


Food: 4 Hardware: 4 Fuel: 4 7 3

Slot 1: Bell Tower - Watchtower with one extra watch station - no upgrades allowed
Slot 2: Sunday School - Training Room with Classroom upgrade - no upgrades allowed
Slot 3: Pews - Labor: 2 Project turns it into empty indoor slot, adds 2 hardware
Slot 4: Pews - Labor: 2 Project turns it into empty indoor slot, adds 2 hardware
Slot 5: Parking Lot - Empty outdoor slot
Slot 6: Parking Lot - Empty outdoor slot
Slot 7: Yard - Empty outdoor slot

Greasy Spoon - Tier 1


A mom and pop restaurant.

Storage Limits Total slots Empty Slots


Food: 5(8) Hardware: 5 Fuel: 5 7 4

Slot 1: Kitchen - a kitchen with a gas range - No upgrades allowed


Slot 2: Walk-in - a storage room with the refrigeration upgrade - No upgrades allowed
Slot 3: Wrecked RV - a bunk room, provides 2 beds - No upgrades allowed
Slot 4: Dining area - Empty indoor slot
Slot 5: Parking Lot - Empty outdoor slot
Slot 6: Parking Lot - Empty outdoor slot
Slot 7: Rooftop - Empty outdoor slot

Summer Camp - Tier 1


A summer camp near a lake, for the kids.

Storage Limits Total slots Empty Slots


Food: 4 Hardware: 4 Fuel: 4 7 3

Slot 1: Red Team Cabin - Bunk Room with four beds - No upgrades allowed
Slot 2: Blue Team Cabin - Bunk Room with four beds - No upgrades allowed
Slot 3: Mess Hall - Kitchen - Upgrades permitted
Slot 4: Boat House - Workshop with auto shop upgrade - No upgrades allowed
Slot 5: Horse Stable - Empty indoor slot
Slot 6: Sporting Field 1 - Empty outdoor slot
Slot 7: Sporting Field 2 - Empty outdoor slot

Hobby Farm - Tier 2


A retiree’s golden years project

Storage Limits Total slots Empty Slots


Food: 7 Hardware: 10 Fuel: 7 9 2

Slot 1: Kitchen - Basic Kitchen - upgrades permitted


Slot 2: Master Bedroom - Bunk Room with only one bed - no upgrades allowed
Slot 3: Guest Room - Bunk Room - upgrades permitted
Slot 4: Large Garden Plot - operates like a standard garden plot that generates 2 food per
turn - no upgrades allowed - Can be turned into an empty outdoor slot as a Labor 1
project that is irreversible.
Slot 5: Pole Shed - Storage space with shelving upgrade - upgrades permitted
Slot 6: Chicken Coop - Labor 2 project turns it into an empty outdoor slot, adds two
hardware to base.
Slot 7: Well House - Utility Station with well pump upgrade - No upgrades allowed
Slot 8: Yard - Empty outdoor slot
Slot 9: Yard - Empty outdoor slot

Distillery - Tier 2
Previous home to the best whiskey this side of the Mississippi.

Storage Limits Total slots Empty Slots


Food: 7 Hardware: 7 Fuel: 10 9 6
Slot 1: Barrel Racks - Storage space with fuel tanks upgrade
Slot 2: Distillery - Kitchen with Biofuel Lab upgrade, lab works without power - No
upgrades allowed
Slot 3: Purifier - Utility Room with water tower upgrade - No upgrades allowed
Slot 4: Tasting Room - Empty Indoor Slot
Slot 5: Loading Dock - Empty Indoor Slot
Slot 6: Break Room - Empty Indoor Slot
Slot 7: Accessible Rooftop - Empty outdoor slot
Slot 8: Parking Lot - Empty outdoor slot
Slot 9: Parking Lot - Empty outdoor slot

Outdoorsman Shop - Tier 2


A big box store for the nature lover.

Storage Limits Total slots Empty Slots


Food: 6 Hardware: 6 Fuel: 6 9 6

Slot 1: Inventory Area - Labor 4 project turns it into a standard storage space and adds
four standard weapons of your choice to the base storage
Slot 2: Overnight Repair - Workshop with the gunsmith upgrade - No upgrades allowed
Slot 3: Climbing Wall - Training room with the Ropes Course upgrade - No upgrades
allowed
Slot 4: Sales Floor - Empty indoor slot
Slot 5: Sales Floor - Empty indoor slot
Slot 6: Sales Floor - Empty indoor slot
Slot 7: Parking Lot - Empty outdoor slot
Slot 8: Parking Lot - Empty outdoor slot
Slot 9: Parking Lot - Empty outdoor slot

Ren Fest - Tier 3


Huzzah! The grounds of a popular Renaissance Faire.
Special: Blacksmithing tools. Extra forges and equipment allow for better primitive
weapons. Occupants of this base reduce the cost of building Quality level blade, blunt, heavy,
and bow type weapons by half.
Special: Curtain wall. An easily defensible, if somewhat decorative wall surrounding the
site. Siege threat at this base is reduced by three.
Storage Limits Total slots Empty Slots
Food: 7 Hardware: 7 Fuel: 7 8 5

Slot 1: Food Court - Standard Kitchen


Slot 2: Weapon Shops - Workshop with the metalshop upgrade - No upgrades allowed
Slot 3: Arena - Counts as a training facility with weight room upgrade - No upgrades
allowed
Slot 4: King’s Pavilion - Empty indoor slot
Slot 5: Camping Area - Empty outdoor slot
Slot 6: Camping Area - Empty outdoor slot
Slot 7: Camping Area - Empty outdoor slot
Slot 8: Parking Lot - Empty outdoor slot

Hydroelectric Dam - Tier 3


A riverfront view.
Special: Utilities. All facilities in this base have water and power at all times.
Special: White Noise. The rushing water is tailor made for sleep. All indoor Bunk
facilities in this base count as having one extra bed.
Special: Catwalks. Easy navigation adds two additional Labor per turn.
Storage Limits Total slots Empty Slots
Food: 8 Hardware: 8 Fuel: 8 7 6

Slot 1: Parts Warehouse - Standard Storage Space


Slot 2: Maintenance Area - Standard Workshop
Slot 3: Dam Walkways - Counts as Watchtower with two watch station upgrades
Slot 4: Production Floor - Empty indoor slot
Slot 5: Production Floor - Empty indoor slot
Slot 6: Office Space - Empty indoor slot
Slot 7: Parking Area - Empty outdoor slot

Regional Firehouse - Tier 3


Complete with a sliding pole.
Special: Ring the Bell. This base allows the community to trigger siege defense missions
at will.
Special: Turnout Gear. This base has six standard Reinforced Clothing items in its
inventory.
Storage Limits Total slots Empty Slots
Food: 7 Hardware: 7 Fuel: 7 8 2

Slot 1: Night Shift Bunks - Bunk Room with two extra bed upgrades.
Slot 2: Night Shift Bunks - Bunk Room with two extra bed upgrades.
Slot 3: Exercise Room - Training Room with Weight Room upgrade
Slot 4: Break Room - Standard Kitchen
Slot 5: Rig Maintenance - Workshop with auto shop upgrade
Slot 6: Broken Down Ambulance - Standard Med Clinic
Slot 7: Rig Room - Empty indoor slot
Slot 8: Rig Room - Empty indoor slot
Base Facilities
Each empty slot in a base can have a facility built into it. Each facility requires some
hardware and some Labor to build. Some also have other requirements as listed in its entry.
Unless otherwise noted, facility upgrades can be done more than once.

Bunk Room Hardware: 3 Labor: 2 Max Upgrades: 2


A bunk room adds two beds to the base total.
Upgrades:
Extra Bed Hardware: 2 Labor: 1 Adds one Bed
Loft Hardware: 2 Labor: 1 Adds one Max Hardware

Workshop Hardware: 3 Labor: 2 Max Upgrades: 3


A workshop can be operated as a project to add Hardware to the base total equal to the
number of upgrades plus the Mechanics score of the survivor operating it.
Upgrades:
Metalshop Hardware: 3 Labor: 3
A metalshop is required to create some items. Each metalshop can make 3 items per
project. The additional tools also add 2 free Labor for projects each turn. This Labor cannot be
saved, and goes away at the end of the assign projects phase if not used.
Gunsmith Hardware: 2 Labor: 1 Requires Indoor slot
A gunsmith is required to make some items. Each gunsmith can make 3 items per project.
The specialized machining tools also automatically add one trap to the base inventory per
gunsmith per turn.
Autoshop Hardware: 3 Labor: 3 Fuel: 2
Each Autoshop can keep one vehicle from breaking down each turn. Additionally, regular
upkeep and specialized tools add one fuel resource to storage per turn per autoshop.

Storage Space Hardware: 2 Labor: 2 Max Upgrades: 3


Extra storage space increases the storage limit of all materials by 1.
Upgrades:
Fuel Tanks Hardware: 2 Labor:1
Extra tanks increase the Fuel storage limit by 3
Shelving Hardware: 2 Labor:1 Requires Indoor slot
Extra Shelves increase the Hardware storage limit by 3
Refrigeration Hardware: 2 Labor:1 Requires Electricity
Refrigerated storage increases the Food storage limit by 3

Utility Station Hardware: 3 Labor: 3 Max Upgrades: 3


A utility station can be operated as a project to add either water or power to a number of
base facilities equal to the Utilities score of the survivor staffing it.
Upgrades:
Generator Hardware: 3 Labor: 2 Requires auto shop
A generator allows fuel resources to be spent to supply power to a number of facilities
equal to the fuel spent for one turn.
Well pump Hardware: 2 Labor: 3
A fuel-operated pump allows fuel resources to be used to supply water to a number of
facilities equal to the fuel spent for one turn.
Solar panel Hardware: 3 Labor: 2 Requires outdoor slot
A solar generator allows electricity to be supplied to one facility per solar panel.
Water Tower Hardware: 3 Labor: 3
A water tower supplies water to one facility per water tower

Kitchen Hardware: 3 Labor: 2 Max Upgrades: 3


A kitchen can be operated as a project to add a number of food materials to the base
supply equal to the rationing score of the survivor staffing it, to a maximum of 3 per turn, and a
minimum of 1. Supplying water to the facility increases the max per turn by 1. Supplying
electricity increases the max per turn by 3.
Upgrades:
Refrigerator Hardware: 2 Labor: 2 Requires electricity
A refrigerator in the kitchen increases the food storage maximum of the base by 2 per
fridge. In addition, lessened spoilage adds one food to the base supply per fridge per turn.
Gas Range Hardware: 2 Labor: 1
A gas range allows two fuel to be spent to add one food to the base supply. This can be
done once per turn per range
Biofuel Lab Hardware: 3 Labor: 3 Requires water and electricity
A biofuel lab can be used to spend two food to add one fuel to the base supply. This can
be used once per turn per lab

Watchtower Hardware: 3 Labor: 2 Max Upgrades: 2


A watchtower can be operated as a project to reduce the siege threat by a number equal to
the pistol, rifle, or bow score of the survivor staffing it, to a max of 4. Operating a watchtower
still counts as a project, so the net reduction of threat is one less than the skill of the operator.
This facility can only be built in an outdoor slot.
Upgrades:
Spotlight Hardware: 1 Labor: 1 Requires electricity
A spotlight increases the max reduction of siege threat by 1 per spotlight.
Watch Station Hardware: 3 Labor: 2
Extra watch stations allow an additional survivor to be staffed per station when operating
the watchtower. All staffer’s pistol, rifle, or bow skills are added together to determine threat
reduction.

Training Room Hardware: 3 Labor: 2 Max Upgrades: 2


A training room can be operated to give one experience point to a number of survivors
equal to the staffed survivor’s teaching skill. Survivors receiving experience points will also need
to be staffed to the room for the turn
Upgrades:
Classroom Hardware: 1 Labor: 2
The classroom allows one of the survivors to receive two experience points, instead of
one. Points gained in this way can only be used to level up *INT* skills.
Weight room Hardware: 2 Labor: 2
The weight room allows one of the survivors to receive two experience points, instead of
one. Points gained in this way can only be used to level up *STR* skills.
Ropes Course Hardware: 3 Labor: 2
The Obstacle Course allows one of the survivors to receive two experience points, instead
of one. Points gained in this way can only be used to level up *DEX* skills.

Med Clinic Hardware: 3 Labor: 2 Max Upgrades: 1


A medical clinic can be operated as a project to restore one health point to a number of
survivors equal to the staffer’s medical skill, minimum 1. Survivors receiving health will also
have to be staffed to the facility. Must be built in an indoor slot.
If a survivor is staffed at zero health, roll a d10 and add the survivor’s tier level and the
medical skill of the main staff. Target number for this roll is 10. If the roll fails, the survivor
turns in the night and kills the lowest tier survivor in the clinic that is receiving healing. Both
survivors are removed from the community. If the survivor who turned is the only character
receiving healing, he turns and dies alone.
Upgrades:
Restraints Hardware: 1 Labor: 1
Restraining survivors who are admitted at zero health prevents them from killing another
survivor if they turn
Med Lab Hardware: 2 Labor: 2 Requires water and electricity
Each medical laboratory allows additional medical staff to be used when operating the
facility. The extra staff allows a number of survivors equal to the extra staffer’s medical score to
receive an additional health point.

Garden Hardware: 1 Labor: 2 Max Upgrades: 1


A nice, big garden can help you feed your community. The standard garden will deliver
food material every turn equal to the tier level of the base. If the garden has water supplied to it,
double the food output. Must be built in an outdoor slot.
Upgrades:
Fence Hardware:1 Labor: 2
It wont keep the zombies away from your tomatoes, but it will keep the rabbits away.
Adds one additional food per turn.
Herb Plot Hardware:1 Labor: 2
Natural remedies and poultices speed healing. It’s no med clinic, but it helps. One
survivor may recover one additional health point per turn. This is in addition to any passive
healing and Medical care.
The Missions
Mission Overview
Mission entries all follow the same format, but they all have unique aspects about their
setup, deployment and special rules.
Setup
The setup section will give you some guidelines for how the table should look before you
play through the mission, how and where to place random items and zombies, and deployment
rules for your survivors.
Deployment
The deployment section will cover the specifics about where to place your survivors and
whether or not you’re allowed to bring a vehicle.
Special Rules
Many, if not all of the missions have extra rules, or places where the normal rules of the
game are changed in specific ways. This includes changes to tactical phases, where to spawn
extra zombies, and the rules regarding special map elements.
End Conditions
Every mission has to end eventually, and they all have individual ways to succeed or fail.
These end conditions are checked at a specific time in each tactical turn.

Mission Types
There are many reasons to leave the safety of your base. Food, weapons, boredom, or
maybe you really need to find a doctor to look at that rash on your foot. No matter the reason,
there is a mission type that will fit your needs. We’ll start with a quick list.
● First Mission: Start a New Community
● Claim a New Base
● Gather Materials
● Thin the Herd
● Retrieve Vehicles
● Rescue Strangers
● Siege Defense
● Contact Trader
Mission: Start a New Community
This is every community’s first mission, so it will be broken down into more specific
steps than the other missions in the book.
Setup
Build mission map:
For this mission, we’ll need a base to claim. In the center of a 30” by 30” play space,
there should be a small house. It should have three large rooms, if possible, Two bedrooms and a
kitchen. The house should have only one usable door. If you can, put an additional structure
nearby to represent the house’s garage. In the area around the building, try for a residential feel.
Picket fences, trees, shrubs and broken cars.
As with all the mission maps in this book, these are just suggestions, build the map you
want, with the materials you have at hand.
Spawn Zombies:
For the starting mission, we’ll begin with inactive zombies equal to the total Tier level of
all survivors on the mission, in this case 10. Spawn placement will be determined by Coordinate
rolls, as described in the Tactical Rules. If the coordinate roll lands inside the central ‘base’
building, place two zombie markers two inches apart. If it is outside that building, place only
one. Repeat this process until all ten zombies are placed.
Spawn Incidentals:
There are three types of bonus objects that are described by each mission. For the first
mission, these will be determined beforehand, instead of randomly, like they will be in
subsequent missions. Incidentals are spawned using coordinate rolls, and each incidental is
spawned separately for each player.
First is resource tokens. Whenever survivors are out and about in the apocalypse, they
keep an eye out for things that may be useful. On your first mission, the new base hasn’t been
completely picked over, so spawn two resource tokens.
Next, we look for survivors. These people can sometimes be found on mission sites and
may be recruited to your community. Spawn one tier 1 Stranger.
Usually, vehicle spawn conditions will be listed here, but no one is lucky enough to find a
repairable vehicle on their first mission, so we won’t spawn one.
Apply Skills
Now you apply any pre-mission skills that your survivors have. Scouts move zombies
and/or resource tokens, Trap layers lay traps, and survivor’s with Tactics generate their dice pool.
These three skills will always happen in this order.
Deployment
It’s time to put your survivors on the table. Place them within 3 inches of a table edge,
and no model can be more than 3 inches from another. Models cannot be deployed less than 6
inches from a survivor or a resource token.
Tactical Turns
Refer to the tactical layer rules to actually play the mission.
Special Rules
For this mission, the scout skill cannot be used to move a zombie from inside the base to
outside the base. Additionally, scout can’t be used to move a resource token from outside the
base to inside of it.
The break skill cannot be used to create a door in any exterior wall of the base. Don’t
make big holes in your new home!
During the End of Turn Phase, if new zombies are spawned, place them in a random
corner of the map, rather than using a coordinate roll.

End Conditions
The aim of this mission is to clear out and secure the house, so it can be your
community’s new base. You check for these ending conditions every turn during the End of Turn
phase. This mission can end in one of three ways.
1. There are no zombies left on the table. Congratulations, the area has been made
safe. If the game ends in this way, you can immediately interact with each
survivor, resource, or vehicle on the mission map, as though all your remaining
survivors were in contact with them.
2. There are no zombies inside the building, there are no survivors outside the
building, and the door has been barricaded. If the game ends this way, you may
interact with any survivor or resource that is inside the building.
3. There are no survivors left on the table. You failed, and can try again with new
survivors, the same survivors, or with some difficulty settings changed.
Sometimes the summit’s too lofty, the river a little too wide…

Determine Rewards
If the mission succeeds, your community has established its first base of operations.
Move to the next phase of the Campaign turn. Congratulations, you’ve carved a little order out of
the chaos.
Mission: Claim a New Base
When you need more room to expand your growing community, it’s time to claim a new
base. Base types and stats are covered in the Base Building chapter. This mission will let you
claim any of them.

Setup
The battle map for this area should have a large building in the center, preferably similar
in shape, size, and theme to the base type you’re about to claim. As a general rule, think of every
facility slot in a base as taking up a roughly 6” by 6” area on the table. If the base you are
claiming is one with multiple small buildings, put the largest of the buildings in the center, and
scatter the rest around the outside, if you like. Only the larger, centered building will count for
the end conditions. There should be at least as many working doors as the base’s tier level. The
area around the base should be scattered with terrain. Make sure there’s enough to block
sightlines. You shouldn’t have line of sight from any one door or window to more than one
corner of the play area.
The number of starting zombies for this scenario is the number of Survivor tier points in
the team multiplied by the tier level of the base. When spawning starting zombies, if the
coordinate roll lands within the base, place 2 zombies 3 inches apart, if it lands elsewhere, place
only one.
Roll a d10 for random resources. Place a number of resource tokens equal to one half of
the roll result. Use coordinate rolls for placement.
Roll a d10 for random Strangers. On a roll of 8 or 9, place one Rookie level survivor
using coordinate rolls. On a roll of 10, place a Citizen level survivor instead.
Roll a d10 for random fixable vehicles. On a roll of 10, place a broken tier one vehicle
within 2 inches of a table edge.

Deployment
Deploy survivors within 3 inches of any table edge. If a table edge has a broken vehicle
within three inches of it, it is considered ineligible for deployment. Working vehicle deployment
is not allowed for this mission.

Special Rules
For this mission, the scout skill cannot be used to move a zombie from inside the base to
outside the base. Additionally, scout can’t be used to move a resource token from outside the
base to inside of it.
The break skill cannot be used to create a door in any exterior wall of the base. This
would obviously compromise the defense of the base.
During the End of Turn Phase, if new zombies are spawned, place them in a random
corner of the map, rather than using a coordinate roll.

End Conditions
There are three ways to end this mission.
1. There are no zombies left on the table. The area has been made safe. If the game ends in
this way, you can interact with each stranger, resource, or repairable vehicle on the
mission map once. This interaction can be performed by any survivor that has at least one
health point remaining when the mission ends.
2. All of the base’s doors are barricaded and there are no zombies inside. To barricade a
door, interact with it using a tinker check. Unlike a normal barricade, these must be built
to last, so they require a roll. The difficulty of the check is equal to 3 times the tier of the
base. If the game ends this way, you may interact with any survivor or resource that is
inside the base once. This interaction can be performed by any survivor that has at least
one health point remaining when the mission ends.
3. There are no Survivors on the table that are able to activate. The mission has failed, and
your community remains in the base they already have.

Determine Rewards
If the mission succeeds, your community will receive a new base in addition to any
materials recovered during the mission. Successfully claiming a new base has invigorated the
community. Unrest for the remainder of the Campaign Turn is locked at zero. Any working
vehicles on the battle map will be added to the base inventory.
Mission: Gather Materials
A community will sometimes find itself low on one of the three base materials. To find
the one you need, you head to a place where that material is plentiful. For food, this might be a
grocery store, farm, or residential area. For fuel, a gas station, for building materials a hardware
store or junkyard.
When you Choose this mission, determine the material you are looking for.

Setup
The battle map for this mission can be set up however you like. Some sections of the map
(house interiors, warehouse shelves, junk piles) should be designated as resource-rich. These
sections should be at least 50 percent of the playable area, but shouldn’t exceed 80 percent.
The number of starting zombies for this scenario is 1.5 times the number of Survivor tier
points in the team. When spawning starting zombies, if the coordinate roll lands within a
resource-rich area, spawn only one zombie. If it lands elsewhere, place two zombies within 3
inches of each other..
Roll a d10+ the total scout skill level of all your community's survivors to determine the
number of resource tokens. Use coordinate rolls for placement. If a token would be placed within
a resource-rich area, instead place two tokens three inches apart, but still within the same
resource-rich area.
Roll a d10 for random Strangers. On a roll of 10, place one Rookie level survivor using
coordinate rolls.
There are no repairable vehicles available on this mission.

Deployment
Place survivors within 3 inches of any table edge. There was plenty of time to approach
the site, and survivors needn’t be placed near the same table edge. No survivor may be deployed
within six inches of a resource token.

Special Rules
For this mission, Scout can’t be used to move a resource token into or out of a
resource-rich area. Tokens can be moved only within the areas in which they were initially
placed.
During the End of Turn Phase, when new zombies are spawned, they cannot be placed
within resource-rich areas. Simply place them at the nearest point outside of the resource-rich
area.

End Conditions
This mission ends when there are no longer any survivors able to be activated. This
means they have all either left the playable area, or are incapacitated.

Determine Rewards
If any character has exited the playable area while carrying materials, this mission has
succeeded. If the mission succeeds, instead of rolling on the Determine Material Type chart,
you’ll receive one of each type with any remaining materials being the chosen type.
Mission: Thin the Herd
As a community grows and makes noise, zombies slowly gather from miles around. After
a while, the growing undead population starts to threaten the security of the base. That’s when
it’s time to send out a combat squad to take the population down a notch.

Setup
The tabletop for this mission can be set up however you like. For a balanced game, make
sure there is plenty of terrain that blocks line of sight.
The number of starting zombies for this scenario is the number of Survivor tier points in
the team, plus the siege risk of the community. When spawning starting zombies, spawn two
zombies within 3 inches of each other for every coordinate roll.
Roll a d10 for random resources. Place a number of resource tokens equal to one half of
the roll result. Use coordinate rolls for placement.
There are far too many zombies in the area for there to be any random Strangers to
rescue.
Roll a d10 for random fixable vehicles. On a roll of 9, place a tier one fixable vehicle
within 3 inches of a table edge. On a roll of 10, place a tier two vehicle.

Deployment
The zombie horde is too thick to drive a vehicle into, so vehicle deployment is not
allowed for this mission. Deploy survivors within 3 inches of any table edge. Approaches were
limited, so all survivors must be deployed within 3 inches of another survivor. If a table edge has
a broken vehicle within three inches of it, it is considered ineligible for deployment.

Special Rules
There are no special rules for this mission.

End Conditions
There are three ways to end this mission.
1. There are no zombies left on the table. If the game ends in this way, you can immediately
interact with each resource or fixable vehicle on the mission map.
2. There are no survivors left on the table who are able to be activated. As long as at least
one character exits from the table edge, this is considered a victory.
3. All characters are incapacitated, the mission has failed, and the siege threat roll
automatically succeeds the next time it is made.

Determine Rewards
If there were no zombies left on the table when the mission ended, reset the number of
campaign turns since the last siege to 0. If there was at least one zombie left on the table and at
least one survivor exited via the table edge, reduce siege risk by half. If all survivors were
incapacitated, the next mission is automatically a siege.
Mission: Retrieve New Vehicles
Sometimes, you just need a better set of wheels. Luckily, the community’s scouts have
located an extra large stash of decent candidates.

Setup
The playable area for this mission should be set up in a way that is conducive to multiple
vehicle spawns. Inner city streets, a high traffic freeway, or a car dealership all make good
options. If the resources are available to you, fill this map with cars, trucks, motorcycles and
ATVs. If not, then place only those called for by the spawn vehicle step.
The number of starting zombies for this scenario is 1.5 times the number of Survivor tier
points in the team. When spawning starting zombies, if the coordinate roll lands in an outdoor
space, place two zombies within three inches of each other. If not, spawn only one.
Roll a d10 for random resources. Place a number of resource tokens equal to one half of
the roll result. Use coordinate rolls for placement.
Roll a d10 for random Strangers. On a roll of 10, spawn one rookie level stranger.
Roll a 5d10 for random fixable vehicles. For every 1-3, spawn a tier one vehicle, for
every 4-7 spawn a tier two vehicle, and for every 8-9, spawn a tier three vehicle. On a roll of 10,
spawn a tier four vehicle. If you filled the playable area with many vehicles, use coordinate rolls
to determine which vehicles are repairable. Just indicate the nearest vehicle that matches the tier
spawned. Otherwise, simply spawn the vehicles with normal coordinate rolls, but feel free to
move the spawn point to the nearest place that could reasonably accommodate a vehicle. No
trucks in the bathroom.

Deployment
If you didn’t bring a working vehicle from base, deploy survivors within 3 inches of any
table edge. No survivor may be deployed within six inches of a repairable vehicle, stranger, or
resource token.

Special Rules
For this mission, the scout skill cannot be used to move a zombie from an outdoor space
to an indoor space.

End Conditions
This mission ends when there are no survivors on the table that can be activated.

Determine Rewards
Any vehicles that were repaired and driven off are added to the base’s inventory.
Mission: Rescue Strangers
A community needs to grow. In order to have enough hands to do all the work,
sometimes you need to go on a recruitment drive. When drifters come through the area, the
community’s scouts always make a note.

Setup
The battle map for this mission should have almost equal amounts of indoor spaces and
outdoor spaces. Make sure you note which is which if it isn’t clear from your terrain.
The number of starting zombies for this scenario is 1.5 times the number of Survivor tier
points in the team. When spawning starting zombies, if the coordinate roll lands on an outdoor
space, spawn two zombies within three inches of each other. If the coordinate roll lands on an
indoor space, instead place one zombie on the nearest outdoor space.
Roll a d10 for random resources. Place a number of resource tokens equal to one half of
the roll result. Use coordinate rolls for placement.
Roll a d10 and add the highest scout score from the survivors on the team. Place the
survivors using coordinate rolls according to the results on this table:
1-5 4 Rookies 15-18 2 Citizens, 2 Leaders
6-9 2 Rookies, 2 Citizens 19+ 4 Leaders
10-14 3 Rookies, 1 Leader
In addition, if a Stranger would be spawned in an outdoor space, instead place them in the
nearest indoor space.
Roll a d10 for random fixable vehicles. On a roll of 10, place a broken tier one vehicle
within 2 inches of a table edge.

Deployment
If deploying without a working vehicle, place survivors within 3 inches of any table edge.
No survivor may be deployed within six inches of a resource token, repairable vehicle, or
Stranger.

Special Rules
For this mission, scout can’t be used to move a zombie into an indoor space.
The survivors have locked themselves into their starting buildings. They cannot be
rescued without first getting into the building. This can be done by using the breaking skill, the
entering skill, or by interacting with the door to make a tinker roll. The target number for the
tinker roll is 3 plus the number of survivor tiers inside the building. Remember that only a
character of equal or greater tier than a Stranger can rescue them.
During the End of Turn Phase, when new zombies are spawned, they cannot be placed in
an indoor area. Simply spawn them in the nearest outdoor space.

End Conditions
This mission ends when there are no longer any survivors able to be activated. This
means they have all either left the playable area, or are incapacitated.

Determine Rewards
If any Strangers have been rescued, the mission is a success, even if none of the player’s
characters exited the map.
Mission: Contact Trader
There are times that you simply do not have the right materials or equipment to build
everything you need. In these times, it can be useful to meet with one of the loner survivalists
that travel around, hoping to rid themselves of their excess guns and equipment in exchange for
food and fuel.

Setup
The battle map for this mission should have a strip of the table, from one edge to the
other, entirely clear to represent the trade route that’s been meticulously cleared of debris for ease
of travel. This cleared area should be twelve or more inches from one table edge, and not within
six inches of the other. Somewhere in this area, a large vehicle with a single Stranger should be
placed. This represents the trader's stockpile. The cleared strip may also be a waterway, if your
community has access to a boat. In this case, the trader’s vehicle should also be a boat, with the
Stranger placed onboard. The stranger’s boat should be in contact with at least two inches of dry
ground.
The number of starting zombies for this scenario is 2 times the number of Survivor tier
points in the team. When spawning starting zombies, if the coordinate roll lands on the cleared
roadway, place one zombie. If the coordinate roll lands on any other space, place two zombies
within three inches of each other.
There are no random resource tokens on this mission.
Roll a d10 for random Strangers. On a roll of 8, place a tier 1 survivor, on a 9, place a tier
2 survivor, and on a roll of 10, place a tier three survivor. Word of the trade meeting has gotten
around, and there may be a higher quality of lone survivors in the area, looking to join up.
There are no random repairable vehicles on this mission.
Deployment
If deploying without a working vehicle, place survivors within 3 inches of any table edge.
If using vehicle deployment, you may only deploy your vehicle on the cleared strip of table. No
survivor may be deployed within six inches of a Stranger, this includes the trader.

Special Rules
At the end of the deployment phase, the noise from the trader’s vehicle activates all
zombies within 12 inches.
Before this mission begins, make a list of all the different items that you are planning to
trade for. Arrange this list in order of priority, with the highest priority first. At the start of turn
phase, if there is a survivor in contact with the trader, mark the top item off of your list. This item
is considered traded, mark the resources off your inventory, and add the item. The trader can
trade one item per turn. If there are no items left on your list, the trader gets in his van and
leaves.
The items and materials used in the trade are presumed to be packed up in an incredibly
efficient way. This means that they do not take up any carry slots, but it also means that you can’t
use any of your new items during this mission. You have to get them home and unpack.

End Conditions
This mission ends when there are no longer any survivors able to be activated. This
means they have all either left the playable area, or are incapacitated.
Determine Rewards
If any survivors exited the table, the trade was successful, and all traded items arrived
safely at base. If not all the items on the trade list are marked off, return the untraded materials to
your base supply.
Mission: Siege Defense
As the community grows and makes noise, zombies begin to gather. If the growing horde
isn’t dispersed, they eventually rush to the base, looking for food. Fresh food.

Setup
If possible, this mission should be set up in a similar way to the way it was set for the
most recent Claim a New Base mission that was successfully completed. To add some extra fun,
add models to the table to represent every facility and upgrade you’ve built, especially any guard
towers. Make sure there are ladders or stairs in place to access the top floor of the towers. For the
sake of consistency, a base facility slot is assumed to take up a six inch by six inch space on the
battlefield. Do your best to add some extra walls, chain link fences, and some elevated terrain
pieces to your best advantage. Additionally, place the community’s vehicles in strategic
positions, to close gaps in the defences. No blocking the doors, though.
Be certain that there is at least one door for each base tier of your home base. These must
be accessible to people on foot. There needs to be a way to reach each door from anywhere on
the map. The doors should also be considered large enough for two zombies to be in contact with
them, even if the models on the table are not.
The number of starting zombies for this scenario is equal to the number of Survivor tier
points in the entire community plus the siege threat level when triggered. When spawning
starting zombies, instead of using coordinate rolls, spawn three zombies in each table corner.
Then, spawn the remaining zombies in groups of three, at the center point of each table edge.
Any zombies remaining will be spawned using coordinate rolls.
The area around your base has been cleared of any resources.
There are no Strangers in the area around your home base.
There are no repairable vehicles in this mission.

Deployment
This is where your entire community lives. Deploy every survivor that belongs to your
community somewhere on the battlefield. Only one survivor can be spawned in any one guard
tower, plus one for every additional guard post upgrade.

Special Rules
During the deployment step for this mission, every zombie on the map enters the
aggressive stance. For ease of play, you can activate the zombies three at a time, rather than
continuing to grow the single horde. If you are up to the task, though, feel free to play the rules
as written for zombie horde activation.
For the purposes of this mission, the doors to the community’s base are considered to
have already been barricaded by the survivor with the highest tinker score. If your base has a
metal shop, increase the door's hitpoints by 2. If you have no tinkers, the doors are not
barricaded.
During the End of Turn Phase, do not spawn any new zombies.

End Conditions
There are two ways to end this mission.
1. There are no zombies left on the table.
2. There are no survivors left on the table who are able to be activated.
Determine Rewards
If there were no zombies left on the table when the mission ended, reset the number of
campaign turns since the last siege to 0. Your victory against the siege has bolstered the
community’s confidence, and for the next Campaign turn, add one Labor to each survivor’s total.
If there was at least one zombie left on the table and at least one survivor exited via the
table edge, your base has been overrun, but the community lives on. There are three ways to
continue this campaign.
All surviving characters can be used to play a Claim a New Base mission. You can
choose any type of base as though you were playing the mission as a choice. If you choose the
same base type, and play that mission on the same map, you recover half of all your stored
materials, and all the community’s previous cars are considered repairable vehicles. Spawn
zombies as normal for a Claim a New Base mission, but do not spawn Strangers, repairable
vehicles, or resource tokens. All the base upgrades have been destroyed, and will need to be
rebuilt, they can be rebuilt without spending resources, but it still requires Labor and time.
You may also choose to play the Start a New Community mission from the Your First
Mission chapter, using your remaining survivors and their gear.
Or, you can abandon the survivors to their fates and begin a new community with new
characters. If you do that, you should use some of your remaining survivors from this mission in
your next Rescue Survivors mission. They’ll show up with their inventory and experience levels.
CHARACTER SHEETS
Experience Exp Spent
NAME TIER Skill Lvl Stat Item Total
Strength Dexterity Intelligence Cooperation
Move Defense
Item slots
Health

Experience Exp Spent


NAME TIER Skill Lvl Stat Item Total
Strength Dexterity Intelligence Cooperation
Move Defense
Item slots
Health

Experience Exp Spent


NAME TIER Skill Lvl Stat Item Total
Strength Dexterity Intelligence Cooperation
Move Defense
Item slots
Health

Experience Exp Spent


NAME TIER Skill Lvl Stat Item Total
Strength Dexterity Intelligence Cooperation
Move Defense
Item slots
Health

Experience Exp Spent


NAME TIER Skill Lvl Stat Item Total
Strength Dexterity Intelligence Cooperation
Move Defense
Item slots
Health

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