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Survivors s Guide

m m i e
For Du

1
Creating a Team
The Survivors Guide For Dummies is the
CHARACTER TYPES
There are two types of charact
common and archetypes.
Common cards deal with run
mill characters. The un-name
er cards;

of the
SURVIVORS
Survivors are the salt of the earth. Civilians
Backpacks, Pouches and any other d and that once shared neighbourhoods, schools
perfect tool to help you survive a zombie faceless who will probably end
equipment are simply decorative. up as and town hall meetings are now faced
apocalypse. The guide shows you how to put zombie lunch.
together your group of survivors - or team with the need to slaughter zombies in
One hand weapon: pistols, Uzi-type guns, Occasionally though, amongs
- and explains all the abilities and traits t these order to live another day. Although they
knives, clubs, bats, crowbars or even a frying regular people, there may be
available to them. It also takes you through an indi- have managed to stay alive for this long,
pan are all weapons that take one hand to be vidual that turns out to be
a series of scenarios where your team will much more Survivors need to face every day with the
used. A model may carry any combination of than they appear. These are
have to survive or become a zombie’s main the true fear that it may be their last. Survivors are
two one handed weapons. survivors and very valuable
meal. individ- there just because it was their turn to go
uals represented by their ver
Before choosing the components of y own and collect the supplies and make it back
Two-handed Weapon: Fire axes, heavy Archetype Character cards
their teams, players need to agree on the . alive.
clubs, chainsaws, assault rifles, grenade An Archetype Character card
number of Character cards they are going works With this in mind, Survivors tend to equip
launchers or even rocket launchers are exactly in the same way as
to play with. A good number is between 2 a common themselves quite well with whatever they
all weapons that require two hands to be Character card and any num
and 4 cards to keep the game flowing and ber of can gather, and if things get nasty they
handled properly. A model may only use a them can be selected with no
manageable. special tend to act in favour of the group and the
single two-handed weapon during a game. restrictions.
Some scenarios will suggest a particular common purpose.
Archetype Character cards
number of cards, but you can change it are
Improvised Defence Weapon marked with in their top right cor-
proportionally if you and your opponent We are all Survivors
Regardless of the weapons shown on the ner. When a rule or trait aff
ects or only
feel like it.
model characters are always equipped applies to Archetypes, only When a card, a rule or any other reference
Each Character card has three key cards with
with at least an improvised defence like the archetype icon are affecte is made to a Survivor, this applies to any
information elements that describe the d. Survivor Character card - common and
a kitchen knife or even a broken bottle.
characters represented: Archetype - coming from any set (male
An improvised defence weapon has the
following profile: Survival Cards or female, friend or rival). This is mostly
• The number of characters shown an advantage, but can create interesting
by a number of silhouettes or with a Each team starts the game with 5 twists that players must resolve applying
multiplier (for example x2). Survival cards chosen from those their best judgement.
• The number of Grit tokens generated Traits available. Project Z: The Zombie All Survivors teams have the following
by the card for the Grit pool. Miniatures Game contains 10 generic special rules.
Defence Survival cards. For now, simply shuffle
• The miniatures’ profiles and their c 1 -
Weapon and distribute the 10 cards evenly among
special traits. SURVIVORS SPECIAL RULES
the players. More Survival cards will be Numbers… During the Upkeep Phase, if a
Once the Character cards have been Feel free to field a team completely included with all our Project Z related
equipped with shotguns or assault rifles if Survivors group is at least 8 miniatures,
selected, players choose the related number product and players are invited to collect the team receives one extra Combat card
of miniatures from their collection. you wish! There are no points costs or any them in order to build their very own
other measures or restrictions to the type of for the next turn.
In the game all equipment and weapons Survival Deck.
are as depicted on the miniature itself. It is weapons carried as long as the model follows When playing a game, each player
the two assembly rules explained. Desperation… When a team is reduced
important to think about your combination can choose their 5 Survival cards from to 4 or less characters during a game it
of weapons and gear when you are those of their own collection instead of immediately recovers 1 Grit token.
designing your team. Every scenario will receiving them randomly.
need a different approach! Each Survival card describes how it ...and Survival. All Loot markers
When assembling your miniatures, is used during the recovered by the Survivors are
choose the weapons and other components When assembling your miniatures, do game and if it has any worth one additional Victory
from those available following these two not clip the all the parts off the restrictions as to whom Vendin
Machin g Point at the end of the
simple rules: can use it.
sprue. Instead, choose a letter e game.
Survival cards are
1. You can arm any miniature with two and clip out all the parts from the considered a card for all
one-hand weapons or one two handed- kit with the same letter to ensure general rules including Play th
weapon only. being cancelled by beginn is card at th
a good fit. Of course, if you are
ing of e
place th
a Vendi e game to
2. If a miniature, as modelled, is holding a Combat cards when Token
at leas ng Machine
t 6″
a seasoned modeller, feel free to
your de
ploym away from
two-handed melee weapon and another played. charac en
ter wit t zone. A
vend hin
weapon, count the melee weapon as a ing mac 1″
hine by of a

one-handed weapon instead.


adapt and convert your parts to of the
game the en
cannis counts it as d
ter mar a

make the best out of your kit.


ker.

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MOTORCYCLE GANGERS
Groups of street gangs are common
Scenarios
Project Z can be played as a stand-alone If a character carrying a Loot marker is
numbers when law and order breaks down, When thinking of trying to survive, game – players deciding on a number of Shocked, they drop the loot immediately.
and mean motorcycle marauders are one of men and women will work together in Character cards to choose their forces Place the Loot marker in contact with any
the most dangerous kinds. Without remorse teams. However, there is one eccentric from, arranging the terrain and battling it part of the character’s miniature. A Loot
or shame, they will kill Survivors and exception to this: Miss Fontaine’s out over the table top. But it is far more fun marker that has been dropped for any
zombies alike in order to loot the supplies Women’s Fitness Club, where clearly to play a series of linked games to allow you reason can’t be claimed by any team until it
and, most importantly to achieve total men are not welcome! to add a narrative to your games. And just has been moved onto again.
control of their territories. as importantly, to have complete bragging
Miss Fontaine’s Women’s Fitness Club rights over your friends! WINNING THE GAME:
Members & Prospects (Gangers) By following its strict membership Each scenario uses standard headings to Tells you what you are trying to achieve
Motorcycle gangs are made up of two code, the members and staff of Miss explain how to play it. in the game. Most games are driven by
types of characters: full gang members Fontaine’s Fitness Club have managed accumulation of Victory Points. It is
- well equipped and ruthless bikers; and to survive quite well, thus far at least. TABLE & SCENERY: possible however, that some scenarios
gang prospects, desperate souls trying If supplies are short, the numerous A table area size is suggested, as is the present different options of victory
to impress the members at all costs for vending machines filled with high layout of the main buildings and scenic conditions.
a chance of full admittance to the gang, calorie bars and protein juices are items if they are relevant to the game. Of
giving them security and a share of the handy sources of sustenance. course feel free to use the items you already ZOMBIES:
spoils. Certain rules will apply only to one Miss Fontaine rules with an iron fist have as you feel fit. It’s your city! Zombies are controlled by the game
of these types. When referred to as one to make sure that every member of the itself. Each turn a number of these nasty
group we call them Gangers. fitness club are safe and sound so there TEAM SIZE: creatures are available and will attack
Gangers are mean and tough. They care is no excuse to miss a membership Each game can be played with any number characters as explained in the rules.
little about anybody else other than their payment! However, as part of the of Character cards. The scenario will Each scenario indicates where and how
fellow gangers, and sometimes not even privilege of belonging to such an suggest an ideal number to get the best the zombies Deploy, Respawn and what
them if their own survival is at stake. exclusive club, there is the risk of gaming experience. Should players decide causes their number to Escalate.
Gangers must be assembled following having to get out of the well secured to increase that number make sure you find
the same rules as the Survivors, but bear facilities of the club and resupply its a way to keep the balance right.
in mind that bike drivers are always community every now and then.
considered Hindered and therefore cannot Equipped with a mixture of sports GENERAL DEPLOYMENT:
move and shoot in the same turn. They are, gear and plenty of automatic weapons, Deployment areas can be a zone,
though, very good at close quarters. these autonomous and independent point on the table or physical
women are ready to fill their stores. marker where characters start
MOTORBIKER GANGS SPECIAL RULES You can play your female-only Survivors their first turn in each scenario.
We Are Mean. In addition to the normal team as the Miss Fontaine’s Women’s Each scenario describes the
rules for Grit, all Gangers can use any Grit Fitness Club. If you do, all Survivors also deployment area for each of
tokens to boost the number of scored receive the following special rule: the participating sides. The
during a single round of melee. Grit used deployment areas for the
this way can boost an attack even after any …and Self-preservation Zombies are marked by a
defence Combat cards have been used. When using the Hold Back special trait, series of
all members of the Women’s Fitness Zombie
We Are Tough. In addition to the VPs Club can Hold Back up to their normal Entry Points
received for any Loot markers collected, value. instead of the regular 2″. deployed in each scenario.
Motorcycle Gangs receive 1 bonus Victory
Point for every character from the opposing Loot Markers:
team Slain during the game (keep the Slain Characters can collect
miniature to one side to keep track). a Loot marker by just
finishing their movement
We Own the Streets. If at the end of in base contact with it.
the game a Loot marker is unclaimed, it Characters can never
automatically counts as claimed by the carry more than one Loot
Motorcycle Gang scoring the relevant VPs. marker at a time and they
cannot drop it unless they
are Shocked or Slain.
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Scenario 1: Winning the Game: Scenario 2: Winning the Game:
This scenario is played over 6 turns. The This scenario is played over 6 turns. The
Dancing in the streets player with the most VPs at the end of Turn Parking Lot player with more VPs by the end of Turn 6
A post-apocalyptic city is a dangerous 6 wins the game. There are always supplies locked away wins the game.
place to be. But even if you want to just in vehicles and sometimes it is worth
see out the rest of your days in hiding it To calculate VPs add up the total value of risking fighting for the right to get into To calculate VPs add up the total value of
is true that to move is to survive. And Loot markers recovered. Then add on the them first. You must rush across the Loot markers recovered. Then add on the
every group must venture out into the value of any VPs gained from special rules. open ground to make sure you get to value of any VPs gained from special rules.
streets eventually to get supplies of food Whoever has the most points in total wins. them first! Whoever has the most points in total wins.
and ammo.
Zombies: Table & Scenery: This scenario is played Zombies:
Table & Scenery: This scenario is played 1. Deployment: on a 4′x3′ table. The table should represent 1. Deployment:
on a 4′x3′ table. Ideally, the table will Zombies are deployed in Turn 1 adjacent to a more open area of the city, for example a Zombies are deployed in Turn 1 adjacent to
represent a street running across the all the Zombie Entry Points on the board. parking lot of a Hospital or a Park & Ride. certain Zombie Entry Points on the board.
middle with rows of houses on both sides In Turn 1, place 4 zombies in contact with Spread some buildings around the outer In Turn 1, place 4 zombies in contact with
and abandoned cars in the streets and each Zombie Entry Point. edge, with lots of fencing and wrecked cars each Zombie Entry Points marked 2, 3, 4,
some crashed in the middle of the road. spread across the table to fight over. and 5 on the map.
Piles of litter and corpses scattered would 2. Respawn:
create the perfect scene. During each Upkeep Phase place one Team Size: 2 - 3 Character cards per side. 2. Respawn:
further zombie in contact with each of the During each Upkeep Phase place one
Team Size: 2 - 3 Character cards a side. Zombie Entry Points. General Deployment: further zombie in contact with each of the
After setting the scenery, place 6 Zombie Zombie Entry Points (including 1 and 6).
General Deployment: 3. Escalation: Entry Points ( ) as marked on the map
After placing the scenery, mark 4 Zombie The number of zombies respawned each 6″ in from each edge. 3. Escalation:
Entry Points ( ) one on each of the turn escalates at the beginning of the Place the Loot markers ( ) as shown on The number of zombies respawned each
corners of the table 6″ in from each edge. Upkeep Phase in Turn 3. the map. turn escalates at the beginning of the
Place 3 Loot markers ( ) in the centre of Each player now rolls for initiative. The Upkeep Phase in Turn 3.
the table (as shown) and 1 Loot marker 12″ Flip all Zombie Entry Points so they show ACTIVE player chooses a deployment area
to the left and right of the first three. their “escalation side″. From this point (red or blue) and places their team. The Flip all Zombie Entry Points so they show
Each player now rolls for initiative. The on, place 2 zombies instead of 1 on each opposing player then does the same. their “escalation side″. From this point
ACTIVE player chooses a deployment area Zombie Entry Point during the Upkeep on, place 2 zombies instead of 1 in contact
(red or blue) and places their team. The Phase. with each Zombie Entry Point during the
opposing player then does the same. Upkeep Phase.

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Scenario 3: Winning the Game: Scenario 4:
This scenario is played over 8 turns. The Winning the Game:
Town Square player with the most VPs at the end of Turn High Street Shoot Out This scenario is played over 6 turns. The
Moving from the suburbs to the city 8 wins the game. Going through the shopping districts player with the most VPs at the end of Turn
centre is a great way to find new supplies and high streets is not what it used to 6 wins the game.
but it brings with it new risks too. You Calculate VPs as described in previous be. A sad atmosphere envelops these
must have all your wits about you when scenarios. abandoned and ransacked streets once To calculate VPs add up the total value of
entering the centres of population. full of glamour and life. Loot markers recovered. Then add on the
Zombies: value of any VPs gained from special rules.
Table & Scenery: This scenario is played 1. Deployment: Table & Scenery: This scenario is played Whoever has the most points in total wins.
on a 4′x3′ table. The table should represent Zombies are deployed in Turn 1 adjacent to on a 4′x3′ table. The table should include
a meeting place or public square, with rows certain Zombie Entry Points on the board. rows of department stores on each of the Zombies:
of buildings creating alleyways and streets In Turn 1, place 4 zombies in contact with long sides, with the contents of the shops 1. Deployment:
with some kind of fountain or statue in the Zombie Entry Points marked 1, 2, 3, and 4 strewn across the table as they have been No Zombies start on the table in this
centre of the board. on the map. ransacked and looted numerous times. scenario.
All buildings must be placed at least 3″ of
Team Size: 3 - 4 Character cards per side. 2. Respawn: any of the long table edges. 2. Respawn:
During each Upkeep Phase place one During each Upkeep Phase place 2 zombies
General Deployment: further zombie in contact with the Zombie Team Size: 3 Character cards per side. in contact with each of the Zombie Entry
After placing the scenery, place 6 Zombie Entry Points numbered 1 to 4. Points.
Entry Points ( ) as shown on the map, Additionally, during the Upkeep Phase General Deployment:
the four outer ones 12″ in from the corners of Turn 2 and thereafter, place 2 zombies After setting the scenery, mark 6 Zombie 3. Escalation:
and the other two in the centre. next to Zombie Entry Points 5 and 6. Entry Points ( ) as shown on the map. The number of zombies respawned each
Place the Loot markers ( ) as shown on Place the Loot markers ( ) in a row turn escalates at the beginning of the
the map. 3. Escalation: along the central line as shown on the map Upkeep Phase in Turn 3.
Each player now rolls for initiative. The The number of zombies respawned each (There is 12″ between the centre ones and
ACTIVE player chooses a short table edge turn escalates at the beginning of the 6″ between the rest). Flip all Zombie Entry Points so they show
to enter the game in Turn 1. The enemy Upkeep Phase in Turn 4. Each player now rolls for initiative. The their “escalation side″. From this point on,
player enters from the opposite edge. ACTIVE player chooses a deployment area place 3 zombies instead of 2 during the
No team characters are deployed at the Flip all Zombie Entry Points so they show (red or blue) and deploys their team no Upkeep Phase.
start of the game, instead they must use a their “escalation side″. From this point on, more than 6″ from their chosen long table
movement action to enter the table. place 2 zombies instead of 1 during the side.
Upkeep Phase. The opposing player then does the same.

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Scenario 5: General Deployment: Scenario 6: Winning the Game:
After setting the scenery, place 3 Zombie This scenario is played over 6 turns. The
Breakthrough Entry Points ( ) as shown on the map.
Last Stand player with the most VPs at the end of Turn
Now is the time to get out, take your Having made your way through the 6 wins the game.
The defending player sets up their team
supplies and head for the countryside. nightmarish city streets, collecting VPs are only granted for every miniature
within the designated 12″ “defence area”.
It’s obvious that there are just too many supplies as you go, it seems like you only Slain (2VPs). Additionally each team
The attacker receives the fiveVP1 Loot
dangers in the city to stay for long. One need to make one last move to get out receives 1VP for every Fully Operative
thing stands in the way though, one of the markers ( ) to be carried by five of their of this hell. But even Heaven seems to
team characters (as usual, only one Loot character at the end of Turn 6.
secured areas of a desperate rival team! be marauded by those rotten undying
marker can be carried at a time). creatures.
The attacking player starts with the Zombies:
Attacker vs Defender: For this scenario, 1. Deployment:
the player winning the initiative roll decides Initiative in Turn 1 and begins by moving Table & Scenery:
their team onto the table from the table Zombies are deployed in Turn 1 adjacent to
whether to be the attacker or the defender. This scenario is played on a 4′x3′ table. all the Zombie Entry Points on the board.
edge opposite to the exit area. For this scenario use all your best pieces! In Turn 1, place 2 zombies in contact with
Table & Scenery: This scenario is played Create something worthy of a final all the Zombie Entry Points.
on a 4′x3′ table. Ideally a street crossing Winning the Game: showdown between you, your rival team
two rows of buildings at either side leading This scenario is played over 8 turns. The and the zombie horde.
player with more Loot markers at the end 2. Respawn:
to the outskirts. During each Upkeep Phase place two
Both players define (and mark if needed) of Turn 8 wins the game. Team Size: 3 - 4 Character cards per side. further zombies in contact with each of the
a 12″ wide exit area along one of the table Zombie Entry Points.
edges (striped area on the map). Zombies: General Deployment:
Finally, a “defence area″ of about 12″ x 12″ 1. Deployment: After setting the scenery, mark 6 Zombie
No zombies turn up in this scenario until it 3. Escalation:
(red) adjacent to the exit area should be Entry Points ( ) as shown on the map. The number of zombies respawned each
prepared with at least 4 obstacles. This is escalates.
No Loot markers are used in this game. turn escalates at the beginning of the
where the defending team deploys. Each player now rolls for initiative. The Upkeep Phase in Turn 4.
2. Escalation:
ACTIVE player chooses a deployment area
Team Size: The attacker has 3 Character At the begining of Turn 3, the scenario
(red or blue) and places their team. The Flip all Zombie Entry Points so they show
cards. The defending player has 2 Escalates. Place 7 zombies on each of the
opposing player then does the same in the their “escalation side″. From this point on,
Character cards. Zombie Entry Points on the map.
opposite area. place 3 zombies instead of 2 during the
At the end of each Upkeep Phase, place 2
zombies on each Zombie Entry Point. Upkeep Phase.

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Scenario 7: Scenario 8:
Winning the Game: Winning the Game:
The Junction (Multi-Player Scenario) This scenario is played over 6 turns. The Nowhere to run (solo scenario) This scenario is played over 6 turns. The
A group of survivors moving their entire player with the most VPs at the end of Turn Zombies, that’s what it’s all about. player’s team receives 2VPs for every
stash, people forced to evacuate leaving 6 wins the game. Gangers, rival survivor communities… character that stands Fully Operative in
behind all their possessions, a deserted they are there too, but the real threat is the safe zone at the end of Turn 6. Any
stronghold … whatever it is, it is worth To calculate VPs add up the total value of the zombies! characters Slain by that point count as lost,
fighting over! Loot markers recovered. Then add on the Subtract 3VP for each lost character from
In a resource-limited apocalypse, it is value of any VPs gained from special rules. Table & Scenery: This scenario is played the total score. If the final result is positive,
only a matter of time before people gather Whoever has the most points in total wins. on a 3′x3′ area. Place on one corner of the the player wins.
around a desired target. table (Red on the map) a relevant building,
Zombies: a bus or even a rescue helicopter as the Zombies:
Table & Scenery: This scenario is 1. Deployment: safe zone. Scatter some scenery on the 1. Deployment:
played on a 4′x4′ table. The table should Zombies appear during the Upkeep Phase table. Since this is a SOLO game, decide the Zombies appear in Turn 1 from all the
represent a group of streets and buildings of Turn 1. Place 5 zombies in base to base level of difficulty by adding more or less Zombie Entry Points on the board.
crisscrossed with roads and plenty of contact or as close as possible to each of the obstacles and places to hide. Place 1 Zombie for every Character card
obstacles of all varieties as cover. Zombie Entry Points. in play in contact with each Zombie Entry
Team Size: Variable. The team size Points.
Team Size: 3 Character cards per side. 2. Respawn: determines the number of Zombie Entry
During each Upkeep Phase place 1 more Points deployed on the board (see table) 2. Respawn:
General Deployment: zombies on each of the Zombie Entry Points. Character Zombie During each Upkeep Phase place 1 further
After placing the scenery, place four Zombie Escalation
cards Entry Points zombie in contact with each of the Zombie
Entry Points ( ) as shown on the map. All 3. Escalation: Entry Points.
of them 12″ in from each board edge. 2 1,2 & 3 2&3
The number of zombies respawned
Place the 4 Loot markers ( ) in the escalates at the beginning of the Upkeep 3 1, 2, 3 & 4 2, 3 & 4 3. Escalation:
centre of the table as shown on the map. Phase in Turn 3 The number of zombies respawned each
4 1, 2, 3, 4, 5 & 6 4, 5 & 6
turn escalates at the beginning of the
Each player now rolls for Initiative. The Flip all Zombie Entry Points so they show Upkeep Phase in Turn 3.
ACTIVE player chooses a table corner their “escalation side″. From this point on, General Deployment:
(Blue, Red, Green or Yellow) and deploys place 2 zombies instead of 1 during the After placing the scenery, mark the Zombie Flip all Zombie Entry Points so they show
their team followed by the rest of the teams Upkeep Phase. Entry Points ( ) according to the number their “escalation side”. From this point on,
in decreasing order of scored. Re-roll of Character cards as indicated. place 5 zombies on the indicated Zombie
any ties if necessary. The player then deploys their team on the Entry Points as per number of Character
Blue area marked on the map (opposite to cards (see table).
the safe zone).

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SPECIAL TRAITS
The following is a list and description of
Parry - When rolling the dice during a
melee combat, re-roll any scored.
Wounds (x) - When this character is Shocked
or Slain, place a Wound token ( ) next to it
instead of applying the result.
all traits and abilities described on the Combat expert - This character can use Piercing - A character or weapon with this A model can sustain a number of equal
miniatures and weapons stat lines. any Combat cards in hand as a in melee. trait counts every as 2 . to X. Once all wounds have been inflicted, the
All traits and abilities take precedence damage roll is applied normally next time the
over any general rule. If ever two traits are Coward - When an enemy character plays Rage - A character with this trait can re- character is wounded.
opposed to each other, these are cancelled. a Grit token, a coward miniature can move roll all results of when resolving a melee
Bonus and special actions are cumulative up to 4″ away from any enemy miniatures. attack. Wheeled - This character treats all obstacles
only when coming from the use of traits or as walls.
abilities with different names. Entangle - A weapon or character with this Ram - when engaging, the miniature
trait reduces the number of Combat dice receives +2 instead of +1 .
All Terrain - A character with this trait the enemy rolls in melee by 1.
ignores obstacles when moving. Relentless - Ignore any weapon’s Hindering Playing with Zombies
Fire Selector - When shooting, the trait. Although zombies are an intrinsic part of
All Hope Lost! - Once per game, a team controlling player can choose between two the rules and act on their own, players may
with one or more characters with this trait shooting modes: Full-auto and Semi-auto Reload - This weapon receives one extra want to create a Zombie Team and play
can exchange all its Combat cards for the (as shown on the weapon’s profile). every time it is used. with it as characters they can control.
same number of Grit tokens. When playing with a Zombie Team, the
Hindering - A weapon or character with Run - During the Shooting Sub-phase, this number of zombies deployed and spawned
Clips & Bullets - A character with this trait this trait cannot shoot in the same turn character can make an additional move of during a scenario is determined by the
removes Reload counters on a result of they resolved a move action. 4″ instead of shooting. controlling zombie player.
as well as . Zombies deploy, act and play following the
Hold Back - If within engaging distance, Scope - If stationary, this trait ignores general rules and using the regular zombie
Beast - Cards cannot be played by and a character with this trait can move up to the effects of Inaccurate coming from any stats line, but they are controlled by the
do not affect beasts. Beasts cannot carry 2″ in any direction instead of just straight obstacle or any rule that makes a shot zombie player instead. This basically means
Loot markers and ignore obstacles when against a target. Inaccurate. that zombies can move in any direction
moving. instead of towards the nearest living enemy
Hunter - A miniature with this trait can Short Range - This weapon cannot double character.
Blast - Apply the result of the shot against make an engage movement of up to its its profile when shooting.
the target and any other character (friend instead of the usual 2″.
or foe) within 1″. Roll the Combat dice to Single Shot - This weapon can only be used 4 1 2 -
determine the effect of the attack against Immune to Pain - This character ignores once during the game.
Braindead, Blood Thirst
all targets. Work out the result against each any results of Shocked on the Damage
target’s Resilience individually. table. Sneaky - If claiming cover, this trait allows
a player to re-roll any scored on the For a true zombie-feeling, you can find the
Blood Thirst - This miniature must always Maverick - This character can use Grit roll against shooting attacks. Zombie Team Character cards and specific
engage an enemy miniature when possible. tokens to make additional movements zombie Survival cards in the Zombie Horde
during the team’s Action Phase. Tough - A character or vehicle with the expansion set.
Bodyguard - Any scored against a Tough trait cannot be Shocked by shooting When using these new Character cards
friendly model within 1″ may be allocated Marksman - If a character with this trait attacks. and the zombies provided, build your
to a character with this trait instead. does not move this turn they may re-roll Zombie Team with the general rules for
any or all Combat dice when shooting. Unique - A team can only ever have one creating survival teams on page 2. The
Burst - A weapon with this trait can Character card with the same title if it is Zombie Team created substitutes all the
distribute the results on the Combat dice Melee (x) - This miniature can declare X unique. zombies in the game.
to any valid target within 1″ of the original melee attacks against one or several valid Use the Zombie Entry Points and the
target. Work out the result against each targets. These attacks can also be used to Unstoppable - The character or object with deployment rules on each mission as
target’s Resilience individually. finish off Shocked enemy miniatures. this trait also has the Ram and All Terrain normal but deploy your zombies at will.
special traits and can move out of the way
Braindead - This character is Slain My Stuff (x) - This character can carry any obstacles it crosses. When the scenario escalates ignore the
automatically if any of the attacking up to X additional Survival cards that only Move the obstacle within 1″ of the sides of increase of zombies but apply all other
Combat dice scores a against it during he or she can use. These card/s do not the Unstoppable miniature. Move aside any rules for Escalation normally.
an attack (melee or shooting). Results of count towards the maximum allowance of miniatures affected by this displacement.
can be cancelled normally when defending. Survival cards for the team.
14 15
Weapons chart
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
Barrel-saw 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
Flamethrowers

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 Wapon 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
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