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Weapons Summary

Ranged Weapons
Weapon Traits
Hand Pistol 6 2 Short Range, also counts as Hand Weapon
Rack o’ pistols 6 3 Short Range
UZI 6 3 Short Range, Burst, Reload
Rack o’ UZI 6 6 Short Range, Burst, Reload
Shotgun 6 3 Burst
Sawn-off Shotgun - - One or two hands as modelled
One hand 3 8 Short Range, Burst
Two hands 3 6 Burst
Assault Rifle - - Fire Selector
Full Auto 6 10 Short Range, Burst, Reload
Single Shot 6 3
Rifle 12 2 also counts as Two-handed Weapon
Attached Weapon
+3 +1 Scope, Hindering
Sight
Bow & Crossbow 12 2 Hindering, Clips & Bullets
Machine Gun 24 12 Burst, Hindering, Reload
Grenade Launcher 6 4 Blast, Piercing
Bazooka 12 10 Blast, Hindering, Single Shot
Dynamite Stick 4 6 Blast, Single Shot, Short Range, Hindering
Molotov Cocktail &
4 6 Blast, Single Shot, Short Range
Flamethrower

Melee Weapons
Weapon Traits
Improvised Defense C 1
Hand Weapon C 2
2x Hand Weapons C 3
Machete C 3 Melee (2) (if paired)
Chains & Whips C 2 Entangling
Two-handed Weapon C 4 Ram
Piercing (an axe is also a Hand weapon or a
Axe - +1*
Two-handed weapon as modelled)
Chainsaw C 10 Ram, Reload

Police and Riot club C 4


Riot Shield C - +1 , +1 if stationary
Game Sequence
INITIATIVE PHASE
Each player rolls 5 Combat dice to score as many as possible to become the ACTING player.

ACTION PHASE
Movement Sub-phase
• ACTING player moves any of their miniatures up to their value.
• Next player moves.
• All Zombies move up to 4″ towards the nearest living miniature.
During this phase, miniatures must stop at least within 1″ of any enemy miniature.
Obstacles (scenery elements of two or less dice of height) can be crossed at half the rate.

Shooting Sub-phase
• ACTING player shoots with any weapons using the weapon’s value and the
miniature’s modifier value against the target’s value. Any scored not
cancelled by is a HIT. Resolve a roll on the Damage table for every HIT scored.
• Next player shoots.
• Zombies groan incoherently and do nothing in this phase.
Shots over the weapon’s value are Inaccurate.
Shots that cross any obstacles are Inaccurate for every obstacle they cross.
Reduce the number of Combat dice by 1 for every Innacurate effect applied.
Any non-friendly miniature is an obstacle.
Miniatures with one or more cannot shot during this phase.
Targets in base contact with an obstacle can claim cover and receive +1 to their value.

Melee Sub-phase
• Any miniature of the ACTING player within 2″ of an enemy miniature can move and
engage in melee. Both attacking and target miniatures roll as many Combat dice as
their weapon’s value and their miniature’s modifier value. Whoever scores
more , HITS the enemy as many times as the difference between the number of
scored. Resolve a roll on the Damage table for every HIT scored.
• Next player engages and fights.
• Zombies engage and fight.
Miniatures that engage their targets receive a +1
Miniatures on High Ground receive +1
Damage Table
A miniature that engaged with a Shocked miniature can
finish it off (Slain) if it has any attacks left.

UPKEEP PHASE
• All Shocked miniatures, starting with the ACTING player and finishing with the
Zombies are Recovered and they stand up on the spot.
• All miniatures roll one Combat die for every they have. Remove one for
every score of .
• All plawyers draw Combat cards to replenish their starting hand

SPAWN ZOMBIES (AS INDICATED IN THE SCENARIO PLAYED)

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