1.
Zombie Rules
Zombies
move and attack per solo rules below.
Zombies
appear on the game table through entrance points. They will arrive in
packs, and randomly.
Each
time a figure enters a building, the player roll in the Surprise
Zombie Table to see if there are zombies inside, what number and
type, and if they have a surprise attack.
Each
pack of zombie and zombie solo has a card in the Initiative Deck.
When the card is drawn the zombie pack or zombie solo activates and
act per table below.
1.1.
Zombie Activation Table
1.
Zombie pack or solos moves in a random direction until one of the
following things happens and in order. Zombies will move in that
direction:
2.
Living, noisy or smelly living creatures at
20’ or less;
3.
Loud sounds;
4.
Will move in direction of a group of zombies that already moved this
turn and are at 10’ or less from the moving zombies.
1.2.
Zombie Entry Tables
Every
time that there is a loud sound there is an increased possibility of
more zombies to enter the game table.
1.2.1.
Once per game turn:
No
noticeable sounds – 10+ (1D10-4 zombies)
1.2.2.
Every time it happens:
Each
single shot – 9+ (1D10-2 zombies)
Each
burst – 7+ (1D10 zombies)
Each
shotgun shot – 8+ (1D10-1 zombies)
Car
engine working – 9+ (1D10-3 zombies)
Shouts/cries
– 9+ (1D10-3 zombies)
1.2.3.
Type of zombie:
1-7
– Walker
8-9
– Runner
10
- Stalker
Zombies
will arrive in packs, randomly in each designated entry points.
This
table is to be used each time a figure enters a building or opens a
door to a place where he doesn’t have vision.
1
to 4 – Clear.
5
– 1 Walker
6
– 1D5 Walkers
7
– 1D10 walkers
8
– 1 Stalker
9
– 2 Stalkers
10
– 3 Stalkers
1.4.
Zombie Activation
When
the card of a zombie or zombie pack is drawn and the zombie activates
he will proceed with the rules below:
A
zombie only has one action per turn.
1.4.1.
Zombie Activation Table
Zombie
or zombie pack is wandering: Move;
Zombie
or zombie pack is moving toward noise: Move;
Zombie
or zombie pack is seeing living creature: Charge (with double move);
Zombie
or zombie pack is in B2B with living creature: Melee;
Zombie
or zombie pack is in B2B contact with dead creature: Feed (Each turn
thereafter roll a die. On a 7+ it will move away.
1.5.
Types of Zombies
There
are three types of zombies. They usually arrive in different ways,
being the walker the main type. Runners are less likely to appear and
Stalkers are the rarest.
1.5.1.
Walker
The
roaming zombie. Slow and weak. We've got the Guns. They've got the
Numbers.
Walker -
Zombie
|
||
DT
|
0
|
1
|
MOV |
5
|
5
|
DIS
|
5
|
5
|
DEF
|
7
|
7
|
MAV
|
2
|
2
|
#MA: 2
|
||
Ab: Mob,
Mindless, Tough/3, Undead
|
1.5.2.
Runner
The
fast roaming zombie. Weak but nimble. Staying at an arms lenght is
the problem.
Runner -
Zombie
|
||
DT
|
0
|
1
|
MOV
|
7
|
7
|
DIS
|
5
|
5
|
DEF
|
8
|
7
|
MAV
|
3
|
2
|
#MA: 2
|
||
Ab: Mob,
Mindless, Tough/3, Undead
|
1.5.3.
Stalker
The
rarest
zombie. Slow but stealthy. Surprise is always a tricky thing.
Stalker
- Zombie |
||
DT
|
0
|
1
|
MOV
|
5
|
5
|
DIS
|
5
|
5
|
DEF
|
8
|
8
|
MAV
|
3
|
3
|
#MA: 2
|
||
Ab: Mob,
Mindless, Tough/3, Undead, Stealth
|
1.6.
Infection
Each
time a figure is wounded by a zombie it might get infected and in a
short time become a zombie. Roll a die: On a 7+ he’s infected.
At
the end of the scenario an infected figure must:
-
Receive a shot of Anti-infection vaccine;
-
Having a medic making a medicine roll: a 10 roll with the medic
expertise;
-
Roll a shock die: 9+
To
these rolls, if the payer wastes a Medic Kit add +2 to the die roll.
If
the roll fails, the figure becomes a zombie. Too bad.