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+1 Action – The Survivor has an extra Action they may use as they please.

Combat reflexes – Whenever any Zombies spawn within Range 0-1 (and Improvised weapon: Ranged – The Survivor can use this Skill once during Sidestep – Whenever any Zombies spawn within Range 0-1 (and before any
before any Rush), the Survivor may immediately perform a free Combat each of their Turns. They perform a free Ranged Attack using these Rushes), the Survivor may immediately perform a free Move Action. The
+1 Damage: [Action] – The Survivor gets a +1 Damage bonus with the Action against them. This Action may eliminate more Zombies than have characteristics. Ranged modifiers (other Skills, for example) apply. Survivor does not spend extra Actions to perform this free Move Action
specified type of Action (Combat, Melee, or Ranged). spawned. Ranged Actions must still be aimed at the Zone where the if Zombies are standing in their Zone. The Survivor may use this Skill once
Zombies spawned. The Survivor may use this Skill once per Zombie card Is That All You’ve Got? – This Skill can be used any time the Survivor per Zombie card drawn.
+1 die: [Action] – Each of the Survivor’s weapons rolls an extra die with is about to endure Wounds. Negate 1 Wound for each Equipment card
drawn.
Actions of the specified type (Combat, Melee, or Ranged). Dual weapons discarded from the Survivor’s inventory. Slippery – The Survivor does not spend extra Actions when they perform
each gain a die, for a total of +2 dice per Dual Action of the specified type. Destiny – The Survivor can use this Skill once per Turn when they reveal a Move Action out of a Zone containing Zombies. The Survivor also ignores
an Equipment card they drew. They can ignore and discard that card. Then, Jump – The Survivor can use this Skill once during each of their Turns. Zombies when performing Move Actions (including those allowing them to
+1 free [Action type] Action – The Survivor has 1 extra free Action of the The Survivor spends 1 Action and moves 2 Zones. Ignore everything in the
draw another Equipment card from the same deck. cross several Zones, with the Sprint Skill for example).
specified type (Combat, Melee, Move, Ranged, or Search). This Action may intervening Zone, except walls and closed doors. Movement related Skills
only be used to perform an Action of the specified type. Distributor – When resolving the Spawn Step during the Zombie Phase, (like +1 Zone per Move or Slippery) are ignored, but Movement penalties Sniper – The Survivor may freely choose the targets of all their Ranged
draw as many Zombie Cards as there are active Spawn Zones. Look at the (like having Zombies in the starting Zone) apply. Actions. Friendly Fire is ignored.
+1 max Range – The maximum Range of Ranged weapons the Survivor uses
Zombie Cards, then assign 1 of them to each active Spawn Zone, spawning
is increased by 1. Lifesaver – The Survivor can use this Skill once during each of their Turns, Sprint – The Survivor can use this Skill once during each of their Turns.
Zombies as indicated.
for free. Select a Zone containing at least 1 Zombie and at least 1 Survivor Spend 1 Move Action with the Survivor: they may move 2 or 3 Zones instead
+1 Zone per Move – When the Survivor spends 1 Action to Move, they can
Dreadnought: [Zombie type] – The Survivor ignores all Wounds coming at Range 1 from the Survivor. Both Zones need to share a clear path and a of 1. Entering a Zone containing Zombies still ends the Survivor’s Move
Move 1 or 2 Zones instead of 1. Entering a Zone containing Zombies still
from Zombies having the indicated keyword in its name. Dreadnought: Line of Sight. Choose Survivors in the selected Zone to be dragged to the Action.
ends the Survivor’s Move Action.
Walker works with any Walker, for example. Survivor’s Zone without penalty. This is not a Move Action. A Survivor may
decline the rescue and stay in the selected Zone if their player chooses. Starts with [X] Health – The Survivor starts with the indicated amount
+1 to dice roll: [Action] – The Survivor adds 1 to the result of each die they
Dual expert – The Survivor has a free Combat Action as long as they of Health. This is their base level. Note: Survivors with this Skill cannot be
roll with Actions of the specified type (Combat, Melee, or Ranged). The
have Dual weapons equipped. This Action may only be used with the Dual Low profile – The Survivor can’t get hit by Friendly Fire (Molotov rules still used as Companions.
maximum result is always 6.
equipped weapons. apply). Ignore them when shooting at the Zone they stand in.
Starts with 2 AP – The Survivor begins the game with 2 Adrenaline Points.
[Action Type]: Damage 2 – Weapons of the indicated type (Combat, Melee,
Escalation: [Action] – The Survivor gains 1 extra die to roll for consecutive Lucky – For each Action the Survivor takes, the player may choose to re- Note: Survivors with this Skill cannot be used as Companions.
or Ranged) used by the Survivor and having a Damage value of 1 are
Actions of the specified type (Combat, Melee, or Ranged). The bonus is roll all the dice an additional time. The new result replaces the previous
considered to have a Damage value of 2. Starts with a [Equipment] – The Survivor begins the game with the
cumulative and applies until the end of the Survivor’s Turn. The bonus is one. This Skill stacks with the effects of Equipment that allows re-rolls.
lost whenever the Survivor performs another kind of Action. EXAMPLE: indicated Equipment. Its card is automatically assigned to them during
2 cocktails are better than 1 – Roll a die each time the Survivor discards a
A Survivor with the Escalation: Ranged Skill spends their 1st Action Matching set – When the Survivor performs a Search Action and draws Setup. Note: Survivors with this Skill cannot be used as Companions.
Molotov to perform a Ranged Action. On a result of • or more, the Molotov
performing a Ranged Action with a Pistol (Dice 1). Their 2nd Action is also an Equipment card with the Dual symbol, they can immediately take a
Equipment card may be put in the Survivor’s Backpack instead, for free. Steady hand – The Survivor can ignore other Survivors of their choosing
spent for a Ranged Action, adding an additional die thanks to the Escalation second card of the same type from the Equipment deck. Shuffle the deck
The die result may not be altered or re-rolled in any way. when missing with a Ranged Action. This Skill does not apply to game
Skill (Dice 2). The 3rd Action is spent for a Move Action. The Escalation afterward.
effects killing everything in the targeted Zone (such as a Molotov, for
Ambidextrous – The Survivor treats all weapons as if they had the Dual bonus is lost.
Medic – This Skill is used for free during each End Phase. The Survivor, and example).
symbol.
Field medic – The Survivor can use this Skill once during each of their all other Survivors standing in the same Zone, may heal 1 Wound (min. 0
Wound). The Survivor earns 1 AP for each Wound healed this way. Super strength – Consider the Damage value of Melee weapons used by
Barbarian – When resolving a Melee Action, the Survivor may substitute Turns. The Survivor spends 1 Action: they Move up to 2 Zones to a Zone
the Survivor to be 3.
ZOMBICIDE 2ND EDITION

the Dice number of the Melee weapon(s) they use with the number of containing at least 1 Survivor. Then, they may heal 1 Wound from any
Point-blank – The Survivor can perform Ranged Actions in their own Zone,
Zombies standing in their Zone. Skills affecting the dice value, like +1 die: Survivor in the destination Zone, including themselves. Normal Movement Swordmaster – The Survivor treats all Melee weapons as if they had the
no matter the minimum Range. When resolving a Ranged Action at Range
Melee, still apply. rules apply. Field Medic may be used even if all Survivors in the destination Dual symbol.
0, the Survivor freely chooses the targets and can eliminate any type of
Zone have no Wounds.
Blitz – The Survivor can use this Skill once during each of their Turns. Zombies (no matter the special abilities they may have). Their Ranged
Tactician – The Survivor’s Turn can be resolved anytime during the Player
The Survivor spends 1 Action: they Move up to 2 Zones, to a Zone where Free reload – The Survivor reloads reloadable weapons (Ma’s Shotgun, weapons still need to inflict enough Damage to eliminate the targets.
Phase, before or after any other Survivor’s Turn. If several Survivors
Zombies are within Range of one of their equipped Ranged weapons. They Sawed-Off, etc.) for free. Friendly Fire is ignored.
benefit from this Skill, players choose their Turn order.
then gain 1 free Ranged Action. Normal Movement rules apply.
Full auto – When resolving a Ranged Action, the Survivor may substitute Reaper: [Action] – This Skill can be used when assigning hits while
Taunt – The Survivor can use this Skill once during each of their Turns, for
Bloodlust: [Action] – The Survivor can use this Skill once during each of the Dice number of the Ranged weapon(s) they use with the number of resolving an Action of the specified type (Combat, Melee, or Ranged). 1 of
free. Select a Zone up to 2 Zones away from the Survivor and having a clear
their Turns. The Survivor spends 1 Action: they Move up to 2 Zones to a Zone Zombies standing in the targeted Zone. Skills affecting the dice value, like these hits can freely eliminate an additional identical Zombie in the same
path to the Survivor (no walls, closed Barricades, or closed Doors). No Line
containing at least 1 Zombie. They then gain 1 free Action of the specified +1 die: Ranged, still apply. Zone. Only a single additional Zombie can be eliminated per Action when
of Sight is needed. All Zombies standing in the selected Zone immediately
type (Combat, Melee, or Ranged). Normal Movement rules apply. using this Skill. The Survivor gains the Adrenaline for the additional Zombie.
gain an extra Activation. They try to reach the taunting Survivor by any
Gunslinger – The Survivor treats all Ranged weapons as if they had the
Regeneration – During each End Phase, the Survivor’s Health is fully means available. Taunted Zombies ignore all other Survivors. They do not
Born leader – During the Survivor’s Turn, the Survivor may give 1 free Dual symbol.
restored to its maximum. attack them and leave the Zone they are standing in if needed to reach the
Action to another Survivor to use as they please. This Action is used
Hit & run – The Survivor can use this Skill for free just after they resolve taunting Survivor.
immediately. Then, the Born leader Survivor resumes their Turn.
a Melee or Ranged Action resulting in at least 1 Zombie being eliminated. Roll 6: +1 Damage [Action] – Add 1 to the Damage value of the weapon the
Survivor uses for each 6 rolled on an Action of the specified type (Combat, Tough – The Survivor ignores the first Wound they receive during each
Break-in – The Survivor doesn’t need any Equipment to open doors. They They can then make a free Move Action. The Survivor does not spend extra
Melee, or Ranged). Game effects that allow re-rolls must be used before Attack Step (Zombie Phase) and during Friendly Fire (Survivor’s Ranged
don’t make Noise while using this Skill. However, other prerequisites still Actions to perform this free Move Action if Zombies are standing in their
determining the Damage bonus granted by this Skill. Action).
apply (such as taking a designated Objective before a door can be opened). Zone.
Moreover, the Survivor gains one extra free Action that can only be used Webbing – All Equipment in the Survivor’s inventory is considered equipped
Hoard – The Survivor can carry up to 2 extra Equipment cards. They are Roll 6: +1 die [Action] – An additional die can be rolled for each 6 rolled on
to open doors. in Hand.
an Action of the specified type (Combat, Melee, or Ranged). Keep on rolling
SKILLS

placed near their Dashboard and are considered to be in their Backpack.


Brother in arms: [game effect] – The Survivor can use this Skill whenever additional dice as long as the player keeps getting 6. Game effects that
Zombie link – The Survivor plays an extra Turn each time an Extra
they are standing in the same Zone as at least 1 other Survivor. As long as Hold your nose – The Survivor draws an Equipment card (from the Core allow re-rolls must be used before rolling any additional dice for this Skill.
Activation card (NOT Rushes) is drawn from the Zombie pile. They play
Brother in arms is active, each Survivor in the Zone (including the one with Equipment deck only) whenever the last Zombie standing in their Zone is
Scavenger – The Survivor may Search in any building or street Zone. before the extra-activated Zombies. If several Survivors benefit from this
this Skill) benefits from the indicated Skill or game effect. Companions do eliminated (by the Survivor themselves, another Survivor, or any game
Normal Search rules apply (no Search in Zones with Zombies, for example). Skill at the same time, players choose their Turn order.
not benefit from this Skill. NOTE: Brother in arms may be shortened to B.I.A. effect). This Skill works in any Zone, even a street Zone, and can be used
multiple times in the same Turn. This is NOT considered a Search Action.
Search: 2 cards – Draw 2 cards when Searching with the Survivor.
Can Search more than once – The Survivor can Search multiple times per
Turn, spending 1 Action for each Search Action. Home defender – The Survivor is not limited to Range 0-1 when tracing
Shove – The Survivor can use this Skill once during each of their Turns, for
Lines of Sight through building Zones.
free. Select a Zone at Range 1 from the Survivor. Both Zones need to share
Charge – The Survivor can use this Skill once during each of their Turns,
Improvised weapon: Melee – The Survivor can use this Skill once during a clear path. All Zombies standing in the Survivor’s Zone are pushed to the
for free. They move up to 2 Zones to a Zone containing at least 1 Zombie.
each of their Turns. They perform a free Melee Attack using these selected Zone. This is not a Movement.
Normal Movement rules still apply. Entering a Zone containing Zombies still
ends the Survivor’s Move Action. characteristics. Melee modifiers (other Skills, for example) apply.
+1 Action – The Survivor has an extra Action they may use as they Can Search more than once – The Survivor can Search multiple times
please. per Turn, spending 1 Action for each Search Action.

+1 Damage: [Action] – The Survivor gets a +1 Damage bonus with the Charge – The Survivor can use this Skill once during each of their
specified type of Action (Combat, Melee, or Ranged). Turns, for free. They move up to 2 Zones to a Zone containing at
least 1 Zombie. Normal Movement rules still apply. Entering a Zone
+1 die: [Action] – Each of the Survivor’s weapons rolls an extra die containing Zombies still ends the Survivor’s Move Action.
with Actions of the specified type (Combat, Melee, or Ranged). Dual
weapons each gain a die, for a total of +2 dice per Dual Action of the Combat reflexes – Whenever any Zombies spawn within Range 0-1
specified type. (and before any Rush), the Survivor may immediately perform a free
Combat Action against them. This Action may eliminate more Zombies
+1 free [Action type] Action – The Survivor has 1 extra free Action than have spawned. Ranged Actions must still be aimed at the Zone
of the specified type (Combat, Melee, Move, Ranged, or Search). This where the Zombies spawned. The Survivor may use this Skill once per
Action may only be used to perform an Action of the specified type. Zombie card drawn.
+1 max Range – The maximum Range of Ranged weapons the Survivor Destiny – The Survivor can use this Skill once per Turn when they
uses is increased by 1. reveal an Equipment card they drew. They can ignore and discard that
card. Then, draw another Equipment card from the same deck.
+1 Zone per Move – When the Survivor spends 1 Action to Move,
they can Move 1 or 2 Zones instead of 1. Entering a Zone containing Distributor – When resolving the Spawn Step during the Zombie
Zombies still ends the Survivor’s Move Action. Phase, draw as many Zombie Cards as there are active Spawn Zones.
Look at the Zombie Cards, then assign 1 of them to each active Spawn
+1 to dice roll: [Action] – The Survivor adds 1 to the result of each
Zone, spawning Zombies as indicated.
die they roll with Actions of the specified type (Combat, Melee, or
Ranged). The maximum result is always 6. Dreadnought: [Zombie type] – The Survivor ignores all Wounds
coming from Zombies having the indicated keyword in its name.
[Action Type]: Damage 2 – Weapons of the indicated type (Combat,
Dreadnought: Walker works with any Walker, for example.
Melee, or Ranged) used by the Survivor and having a Damage value of
1 are considered to have a Damage value of 2. Dual expert – The Survivor has a free Combat Action as long as they
have Dual weapons equipped. This Action may only be used with the
2 cocktails are better than 1 – Roll a die each time the Survivor
Dual equipped weapons.
discards a Molotov to perform a Ranged Action. On a result of •
or more, the Molotov Equipment card may be put in the Survivor’s Escalation: [Action] – The Survivor gains 1 extra die to roll for
Backpack instead, for free. The die result may not be altered or re- consecutive Actions of the specified type (Combat, Melee, or
rolled in any way. Ranged). The bonus is cumulative and applies until the end of the
Survivor’s Turn. The bonus is lost whenever the Survivor performs
Ambidextrous – The Survivor treats all weapons as if they had the
another kind of Action. EXAMPLE: A Survivor with the Escalation:
ZOMBICIDE 2ND EDITION

Dual symbol.
Ranged Skill spends their 1st Action performing a Ranged Action with
Barbarian – When resolving a Melee Action, the Survivor may a Pistol (Dice 1). Their 2nd Action is also spent for a Ranged Action,
substitute the Dice number of the Melee weapon(s) they use with the adding an additional die thanks to the Escalation Skill (Dice 2). The
number of Zombies standing in their Zone. Skills affecting the dice 3rd Action is spent for a Move Action. The Escalation bonus is lost.
value, like +1 die: Melee, still apply.
Field medic – The Survivor can use this Skill once during each of their
Blitz – The Survivor can use this Skill once during each of their Turns. Turns. The Survivor spends 1 Action: they Move up to 2 Zones to a
The Survivor spends 1 Action: they Move up to 2 Zones, to a Zone Zone containing at least 1 Survivor. Then, they may heal 1 Wound from
where Zombies are within Range of one of their equipped Ranged any Survivor in the destination Zone, including themselves. Normal
weapons. They then gain 1 free Ranged Action. Normal Movement Movement rules apply. Field Medic may be used even if all Survivors
rules apply. in the destination Zone have no Wounds.

Bloodlust: [Action] – The Survivor can use this Skill once during each Free reload – The Survivor reloads reloadable weapons (Ma’s
of their Turns. The Survivor spends 1 Action: they Move up to 2 Zones Shotgun, Sawed-Off, etc.) for free.
to a Zone containing at least 1 Zombie. They then gain 1 free Action
Full auto – When resolving a Ranged Action, the Survivor may
of the specified type (Combat, Melee, or Ranged). Normal Movement
substitute the Dice number of the Ranged weapon(s) they use with
rules apply.
the number of Zombies standing in the targeted Zone. Skills affecting
Born leader – During the Survivor’s Turn, the Survivor may give 1 free the dice value, like +1 die: Ranged, still apply.
Action to another Survivor to use as they please. This Action is used
Gunslinger – The Survivor treats all Ranged weapons as if they had
immediately. Then, the Born leader Survivor resumes their Turn.
the Dual symbol.
SKILLS

Break-in – The Survivor doesn’t need any Equipment to open


Hit & run – The Survivor can use this Skill for free just after they
doors. They don’t make Noise while using this Skill. However, other
resolve a Melee or Ranged Action resulting in at least 1 Zombie being
prerequisites still apply (such as taking a designated Objective before
eliminated. They can then make a free Move Action. The Survivor does
a door can be opened). Moreover, the Survivor gains one extra free
not spend extra Actions to perform this free Move Action if Zombies
Action that can only be used to open doors.
are standing in their Zone.
Brother in arms: [game effect] – The Survivor can use this Skill
Hoard – The Survivor can carry up to 2 extra Equipment cards. They
whenever they are standing in the same Zone as at least 1 other
are placed near their Dashboard and are considered to be in their
Survivor. As long as Brother in arms is active, each Survivor in the
Backpack.
Zone (including the one with this Skill) benefits from the indicated
Skill or game effect. Companions do not benefit from this Skill. NOTE:
Brother in arms may be shortened to B.I.A.
Hold your nose – The Survivor draws an Equipment card (from the Core Scavenger – The Survivor may Search in any building or street Zone. Normal
Equipment deck only) whenever the last Zombie standing in their Zone is Search rules apply (no Search in Zones with Zombies, for example).
eliminated (by the Survivor themselves, another Survivor, or any game
effect). This Skill works in any Zone, even a street Zone, and can be used Search: 2 cards – Draw 2 cards when Searching with the Survivor.
multiple times in the same Turn. This is NOT considered a Search Action.
Shove – The Survivor can use this Skill once during each of their Turns, for
Home defender – The Survivor is not limited to Range 0-1 when tracing Lines free. Select a Zone at Range 1 from the Survivor. Both Zones need to share
of Sight through building Zones. a clear path. All Zombies standing in the Survivor’s Zone are pushed to the
selected Zone. This is not a Movement.
Improvised weapon: Melee – The Survivor can use this Skill once during each
of their Turns. They perform a free Melee Attack using these characteristics. Sidestep – Whenever any Zombies spawn within Range 0-1 (and before any
Melee modifiers (other Skills, for example) apply. Rushes), the Survivor may immediately perform a free Move Action. The
Survivor does not spend extra Actions to perform this free Move Action if
Improvised weapon: Ranged – The Survivor can use this Skill once during Zombies are standing in their Zone. The Survivor may use this Skill once per
each of their Turns. They perform a free Ranged Attack using these Zombie card drawn.
characteristics. Ranged modifiers (other Skills, for example) apply.
Slippery – The Survivor does not spend extra Actions when they perform
Is That All You’ve Got? – This Skill can be used any time the Survivor is about a Move Action out of a Zone containing Zombies. The Survivor also ignores
to endure Wounds. Negate 1 Wound for each Equipment card discarded from Zombies when performing Move Actions (including those allowing them to
the Survivor’s inventory. cross several Zones, with the Sprint Skill for example).

Jump – The Survivor can use this Skill once during each of their Turns. Sniper – The Survivor may freely choose the targets of all their Ranged
The Survivor spends 1 Action and moves 2 Zones. Ignore everything in the Actions. Friendly Fire is ignored.
intervening Zone, except walls and closed doors. Movement related Skills
(like +1 Zone per Move or Slippery) are ignored, but Movement penalties (like Sprint – The Survivor can use this Skill once during each of their Turns. Spend
having Zombies in the starting Zone) apply. 1 Move Action with the Survivor: they may move 2 or 3 Zones instead of 1.
Entering a Zone containing Zombies still ends the Survivor’s Move Action.
Lifesaver – The Survivor can use this Skill once during each of their Turns,
for free. Select a Zone containing at least 1 Zombie and at least 1 Survivor at Starts with [X] Health – The Survivor starts with the indicated amount of
Range 1 from the Survivor. Both Zones need to share a clear path and a Line of Health. This is their base level. Note: Survivors with this Skill cannot be used
Sight. Choose Survivors in the selected Zone to be dragged to the Survivor’s as Companions.
Zone without penalty. This is not a Move Action. A Survivor may decline the
Starts with 2 AP – The Survivor begins the game with 2 Adrenaline Points.
rescue and stay in the selected Zone if their player chooses.
Note: Survivors with this Skill cannot be used as Companions.
Low profile – The Survivor can’t get hit by Friendly Fire (Molotov rules still
Starts with a [Equipment] – The Survivor begins the game with the indicated
apply). Ignore them when shooting at the Zone they stand in.
Equipment. Its card is automatically assigned to them during Setup. Note:
Lucky – For each Action the Survivor takes, the player may choose to re-roll Survivors with this Skill cannot be used as Companions.
all the dice an additional time. The new result replaces the previous one. This
Steady hand – The Survivor can ignore other Survivors of their choosing
Skill stacks with the effects of Equipment that allows re-rolls.
when missing with a Ranged Action. This Skill does not apply to game effects
Matching set – When the Survivor performs a Search Action and draws an killing everything in the targeted Zone (such as a Molotov, for example).
Equipment card with the Dual symbol, they can immediately take a second
Super strength – Consider the Damage value of Melee weapons used by the
card of the same type from the Equipment deck. Shuffle the deck afterward.
Survivor to be 3.
Medic – This Skill is used for free during each End Phase. The Survivor, and all
Swordmaster – The Survivor treats all Melee weapons as if they had the Dual
other Survivors standing in the same Zone, may heal 1 Wound (min. 0 Wound).
symbol.
The Survivor earns 1 AP for each Wound healed this way.
Tactician – The Survivor’s Turn can be resolved anytime during the Player
Point-blank – The Survivor can perform Ranged Actions in their own Zone, no
Phase, before or after any other Survivor’s Turn. If several Survivors benefit
matter the minimum Range. When resolving a Ranged Action at Range 0, the
from this Skill, players choose their Turn order.
Survivor freely chooses the targets and can eliminate any type of Zombies (no
matter the special abilities they may have). Their Ranged weapons still need Taunt – The Survivor can use this Skill once during each of their Turns, for
to inflict enough Damage to eliminate the targets. Friendly Fire is ignored. free. Select a Zone up to 2 Zones away from the Survivor and having a clear
path to the Survivor (no walls, closed Barricades, or closed Doors). No Line of
Reaper: [Action] – This Skill can be used when assigning hits while resolving
Sight is needed. All Zombies standing in the selected Zone immediately gain
an Action of the specified type (Combat, Melee, or Ranged). 1 of these hits
an extra Activation. They try to reach the taunting Survivor by any means
can freely eliminate an additional identical Zombie in the same Zone. Only a
available. Taunted Zombies ignore all other Survivors. They do not attack
single additional Zombie can be eliminated per Action when using this Skill.
them and leave the Zone they are standing in if needed to reach the taunting
The Survivor gains the Adrenaline for the additional Zombie.
Survivor.
Regeneration – During each End Phase, the Survivor’s Health is fully restored
Tough – The Survivor ignores the first Wound they receive during each Attack
to its maximum.
Step (Zombie Phase) and during Friendly Fire (Survivor’s Ranged Action).
Roll 6: +1 Damage [Action] – Add 1 to the Damage value of the weapon the
Webbing – All Equipment in the Survivor’s inventory is considered equipped
Survivor uses for each 6 rolled on an Action of the specified type (Combat,
in Hand.
Melee, or Ranged). Game effects that allow re-rolls must be used before
determining the Damage bonus granted by this Skill. Zombie link – The Survivor plays an extra Turn each time an Extra Activation
card (NOT Rushes) is drawn from the Zombie pile. They play before the extra-
Roll 6: +1 die [Action] – An additional die can be rolled for each 6 rolled on
activated Zombies. If several Survivors benefit from this Skill at the same
an Action of the specified type (Combat, Melee, or Ranged). Keep on rolling
time, players choose their Turn order.
additional dice as long as the player keeps getting 6. Game effects that allow
re-rolls must be used before rolling any additional dice for this Skill.

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