House Rules
How to run a Zombicide game with variant rules.
Rules Included from Seasons 1-3, Toxic City Mall, Angry Neighbors, Murder of the Crowz, Zombie Dogz and Dog Companion Expansions.
Homebrew Rules and Characters by DM Nevik
Disclaimer
Based on the original game by Guillotine Games
© CMON.
We do not claim ownership of anything related to Zombicide. Please support the original source
No profits are made from the release of this supplement
Most images in this supplement are free, non-commercial use from FreePNG.com, PNGimg.com, FreePNGLogos.com
Zombicide images come from Zombicidestuff.com and are owned by Guillotine Game.
Inspiration and Ideas from: Zombicide and hours of play
Made with GM Binder
Tabletop Apocalypse
Introductory Note
Hello and welcome to Zombicide, my name is Kevin and I am the creator of this supplement.
Zombicide is a Cooperative survival game! Take the role of Survivors against an Apocalyptic world! Slipping between buildings, ducking behind rubble, and scavenging for anything that might keep them alive just a little bit longer, a group of Survivors navigates the streets of dilapidated cities now overrun by a mindless horde of various undead foes. Survivors, each with unique abilities, use their skills against the masses of unthinking, blood craving zombies seeking food! Unfortunately for you, there are a lot more enemies than you have bullets; luckily, Survivors will also have melee weapons to help smash through all the deadly hordes that await. The more enemies you kill, the more powerful the Survivors become, but the deathly forces will also grow in power. Any misstep can turn to disaster. Bullets, blades, cars, you name it, the only way out is Zombicide!
I wanted to create this supplement for a collective of different ideas and ways to play the massive Apocalyptic sandbox game.
I will be continuing to update things in this manual as more people playtest the material, so be sure to keep checking the Changelog at the end of the PDF for the latest updates. If you have any questions about the material, or are looking for tips on how to run it, please take advantage of our communities on Reddit (https://reddit.com/r/zombicide).
Good Luck!
DM Nevik
This Edition!
The first edition of Tabletop Apocalypse Homebrew contains:
- New rules
- New Skills
- New Survivors
- Super Hero Survivors
- New Enemies
- Target Priority updated for all Zombicide Classic and Custom Zombies
Table of Contents
- 1. House Rules (pg 3)
- 2. Zombies (pg )
- 3. Skillz (pg )
1. Nevik's House Rules
These Rules are meant to add flavor and Difficulty to the game.
There a various Rules that change the game. Some rules help, some Rules hurt and some are just more variety to an already amazing game. Additional Dice Values needed are 1d10, 1d%.
Too Quiet
If no noise tokens on the board at the stat of the Zombie phase, you may skip one zombie spawn zone. The players may choose which spawn zone to skip.
Food
After the fall of mankind to the zombie hordes, food is the most valuable resource. Its hard to find and impossible to keep large quantities without drawing attention from other groups. A survivor can eat food to gain 1 each health and Exp.
Healing
Shit.. I think its only a scratch not a bite.. Whew! A survivor can heal using various items such as a bandage or the medic skill. Some can only heal certain wounds.
Dumpsters
Its like a mini armored hideout!.. A survivor in the same zone as a dumpster may dive into or out of it for 1 action. Up to 2 survivors (or Dogs) will fit in a dumpster at a time. While in a dumpster a survivor may search (Noise token), but cannot do any other actions. A survivor will be ignored by all zombies, if found zombies can attack normally.
Snack time!
Zombies follow their very basic of instincts, they need to feed. When a pile of fresh meat is at their fingertips, not much else matters.. When a Survivor dies in a zone with another Survivor(s), the remaining Survivor(s) can use their first Action to Move away freely with no added movement cost, on their next turn.
Dying
When a survivor dies, they place a zombie on the board based on their current danger level.
Zombie | Danger Level |
---|---|
Walker | Blue |
Runner | Yellow |
Fatty | Orange |
Abomination | Red |
Too Loud
If 10 or more noise tokens are on the board at the start of the zombie phase, draw an extra zombie spawn card for a spawn zone of the players choice.
Wounds
Dam this hurts, could be worse... there are several types of Wounds, some cause negative effects and can only be removed with items or skills others can only be caused by other survivors.
D6 | Type | Damage | Effect |
---|---|---|---|
1-3 | Scratched | Remove 1 health | |
4 | Bite | Remove 3 health | -1 Blue Skill |
5 | Bite | Remove 1 health | -1 Yellow Skill |
6 | Bite | Remove 2 health | -1 Orange Skill |
N/A | Shot | Remove 3 health | -1 Action |
Vehicles
Thank god Zombies cant drive cars, not to mention the plethera of cars left behind by all the fleeing people. The only problem now is fuel.. Can only be driven with a gasoline card in the trunk.
Hold the Door!
If a zone becomes so packed that new models can't fit in the zone, break the door that is holding them up. (Door is destroyed and can't be closed)
Friendly Fire
When Survivors roll any 1s while firing into a zone containing other Survivors (unless intentional), Hits the survivors.
Melee Integrity
OH! and dont let them bite ya... Any Survivor may choose to block a single zombie attack with a melee weapon, doing so destroys the weapon. Weapons can block any zombie. (Blocks 1 attack, Runners and Dogz have multiple)
Protective Gear
Found something to cover up with??.. Survivors can use Protective Gear. Survivors wearing any Protective Equipment (Goalie Mask, S.B.F, Bullet Proof Vest, Riot shield, etc..) can execute Armor rolls to avoid Wounds, However not all gear can be worn the same such as the S.B.F. and the Shields which can be equipped as a weapon.. Roll as many dice as the number of Wounds the Survivor is about to receive. Each die result that equals or exceeds the Armor number of the armor card negates a Wound. A lucky Survivor could even choose to endure all Wounds for his team and get out without a scratch! The Armor rolls do not stack. If the Survivor has more than 1 Protective Gear, simply use the better armor roll.
Gear | Armor Roll | Equipped |
---|---|---|
Gas Mask | 6+ | Body |
Pan | 6+ | Body |
Goalie Mask | 5+ | Body |
S.B.F. | 5+ | Hand |
Bullet Proof Vest | 4+ | Body |
Riot Shield | 4+ | Hand |
Nevik's Shield | 4+ | Hand |
Vibranium Shield | 4+ | Hand |
Uber Shield | 3+ | Hand |
Holy Pan | 3+ | Body |
Wounds inflicted by Abominations, as well as being eliminated by a Molitov, can't be prevented by Armor rolls unless otherwise stated.
Armor Roll
Survivors wearing any Protective Equipment (Goalie Mask, S.B.F, Bullet Proof Vest, Riot shield, etc..) can execute Armor rolls to avoid Wounds. When a survivor makes an Armor roll they roll a d10, if the the number matches or exceeds the Armor Roll bonus than the wound is negated. The survivor rolls for every wound they are about to receive.
Searching
Players may search more than once per turn, however they can not search a zone more than once. (Hold your nose skill is not affected by this) When a Player takes a search action they roll a 1d10 for which list and a 1d100 to determine the item.
1d10 | Search List |
---|---|
1-3 | Misc. List |
4-5 | Melee List |
6-7 | Range List |
1d10 | Search List |
---|---|
8 | Companions |
9 | Dog Companions |
10 | Ultared List |
Ammo
Too bad ammo dont grow on tree..
- Every gun uses ammo, to use a ranged action the player must spend 1 ammo to roll attack dice per weapon. (Firing duel weapons costs 2 ammo while Certain cards like Evil Twins only use 1 ammo).
- The ammo type must be the same for the firing weapon (Shotgun can't use pistol ammo)
- Ammo is seperated into to individual types of ammo.
- Finding a loaded gun, when a survivior searches and finds a ranged weapon, he then rolls a 1d6 to determine the amount of ammo the discovered weapon provides.
Starting Ammo
Players can choose to begin the game with ammo of any 1 type.
Ammo | Difficulty |
---|---|
Unlimited | Pussy |
10 | Easy |
7 | Medium |
Ammo Pool | Difficulty |
---|---|
5 | Hard |
3 | Deadly |
0 | Zombicide |
Ammo Catagories
Type |
---|
Handgun |
SMG |
Shotgun |
Rifle |
Assault Rifle |
Arrows |
Pile of Ammo Chart
On a 6 for the 2nd dice, roll the 1st dice for another type of ammo.
1st d6 Roll | Ammo Type |
---|---|
1 | Handgun |
2 | SMG |
3 | Shotgun |
4 | Rifle |
5 | Assault Rifle |
6 | Arrows |
2nd d6 Roll | Quantity |
---|---|
1 | x1 |
2 | x3 |
3 | x5 |
4 | x7 |
5 | x10 |
6 | x5 + x5 |
4. Searching for Items
Misc. List
d100 | Name | Type | Discription |
---|---|---|---|
1-4 | Aaahh! | Danger | Spawn a Walker in survivor zone |
5-6 | Aaahh!(Skinner) | Danger | Spawn a Skinner walker in survivor zone |
8-10 | OH SHIT!! | Danger | Spawn a Zombie in survivor zone, Roll a d6, 1-3 Walker, 4-5 Runner, 6 4 Dogz |
11-13 | What the Hell is that?? | Danger | Place a Screamer on a any 1 spawn zone |
14 | Xenomorph | Danger | Spawn a Xenomorph on a spawn zone furthest from the survivors |
15-18 | Bag of Rice | Healing | Mission Item/Consume for 1 health and Exp |
19-22 | Bandage | Healing | Use to remove up to 2 wounds |
23-26 | Canned Food | Healing | Mission Item/Consume for 1 health and Exp |
27-30 | Cookies | Healing | Mission Item/Consume for 1 health and Exp |
31-34 | Ibprofen | Healing | Use to restore skillz |
35-38 | Water | Healing | Mission Item/Consume for 1 health and Exp |
39-40 | Adrenaline Shot | Support | Discard to gain +1 to Dice Roll this turn |
41 | Deadpool's Belt | Support | Gain the Teleport Skill |
42-44 | Energy Drink | Support | Discard to gain +1 Action this turn |
45-48 | Flashlight | Support | Active in any Equipment Slot/Roll for 2 items when searching |
49-50 | Keys | Support | Gain the Locksmith Skill |
51-60 | Pile of Ammo | Support | Check chart to determine what type of ammo and how much is found |
61-63 | Plenty of Ammo(Handgun) | Support | Active in any Equipment Slot/Re-roll all range actions once |
64-66 | Plenty of Ammo(Shotgun) | Support | Active in any Equipment Slot/Re-roll all range actions once |
67-68 | Sewer Map | Support | Gain the Sewer Rat skill |
69-71 | Bullet Proof Vest | Protective Gear | Gain an Armor roll/Negate 2 wounds before discarding |
72-74 | Gas Mask | Protective Gear | Gain an Armor roll/Toxic Immunity |
75-77 | Goalie Mask | Protective Gear | Gain an Armor roll/Discard to negate 1 wound |
78-79 | Riot Shield | Protective Gear | Gain an Armor roll/Tough/Discard to negate 1 wound |
80-81 | Extra Mag (Pistol) | Attachment | Attach to a Handgun (1 per Gun), Gives +1 die: Range |
82-83 | Extra Mag (Assault Rifle) | Attachment | Attach to an Assault Rifle (1 per Gun), Gives +1 die: Range |
84-85 | Extra Shells | Attachment | Attach to a Shotgun (1 per Gun), Gives +1 die: Range |
86-87 | Hollow-Point Rounds | Attachment | Gives +1 damage to Handguns/Rifles |
88-89 | Laser Pointer | Attachment | Attach to a Gun (1 per Gun), Gives +1 to dice roll |
90-91 | Scope | Attachment | Combine with Rifle/Crossbow to gain Sniper skill for this gun |
92-93 | Spare Change | Attachment | +1 Damage with Sawed-off |
94-96 | Gasoline | Material | Combine with a bottle to make a Molotov/Use to drive cars |
97-98 | Glass Bottle | Material | Combine with Gasoline to make a Molotov |
99-100 | Nails | Material | Combine with a Baseball bat to gain a Nailbat |
Melee Weapons
Note: All weapons in bold have unique properties.
d100 | Name | Type | Kill/Door | Range | Target # | Accuracy | Damage Level |
---|---|---|---|---|---|---|---|
1-5 | Baseball Bat (1) | Melee | Silent Kill | 0 | 1 | 3+ | 1 |
6-8 | Chainsaw | Melee | Loud Kill/Door | 0 | 5 | 5+ | 2 |
9-13 | Claw Hammer | Dual Melee | Silent Kill/Door | 0 | 3 | 5+ | 1 |
14-15 | Concrete Saw | Melee | Loud Kill/Door | 0 | 3 | 5+ | 3 |
16-20 | Crowbar | Melee | Silent Kill/Door | 0 | 1 | 4+ | 1 |
21-23 | Fire Axe | Melee | Silent Kill/Loud Door | 0 | 1 | 4+ | 2 |
24-26 | Gunblade | Dual Melee | Silent Kill | 0 | 2 | 4+ | 2 |
27-31 | Hatchet | Dual Melee | Silent Kill | 0 | 1 | 3+ | 1 |
32-36 | Katana | Melee | Silent Kill | 0 | 2 | 4+ | 1 |
37-41 | Knife (2) | Dual Melee | Silent Kill | 0 | 1 | 4+ | 1 |
42-46 | Kukri | Dual Melee | Silent Kill | 0 | 1 | 4+ | 1 |
47-49 | Machete | Dual Melee | Silent Kill | 0 | 1 | 4+ | 2 |
50-52 | Meat Cleaver | Melee | Silent Kill | 0 | 1 | 3+ | 2 |
53-58 | Nightstick (3) | Melee | Silent Kill | 0 | 1 | 4+ | 1 |
59-64 | Pan | Melee/Protective Gear | Silent Kill | 0 | 1 | 6+ | 1 |
65-67 | Saber | Melee | Silent Kill | 0 | 2 | 4+ | 2 |
68-76 | S.B.F. (4) | Dual Melee/Protective Gear | Silent Kill | 0 | 1 | 4+ | 1 |
77-82 | Sword | Melee | Silent Kill | 0 | 3 | 4+ | 1 |
83-89 | Urban Mace | Melee | Silent Kill | 0 | 2 | 3+ | 1 |
90-94 | Wakizachi (5) | Dual Melee | Silent Kill | 0 | 1 | 4+ | 1 |
95-100 | Zomb' Knuckles | Dual Melee/Special | Silent Kill | 0 | 1 | 4+ | 1 |
Ultrared Weapons
Note: All weapons in bold have unique properties.
d100 | Name | Type | Kill/Door | Range | Target # | Acc | Dmg Lv | Ammo |
---|---|---|---|---|---|---|---|---|
1-7 | 911 Special | Range | Loud Kill | 0-2 | 5 | 3+ | 1 | SMG |
8-14 | Betty | Melee | Loud Kill/Door | 0 | 7 | 4+ | 2 | |
15-21 | Doug's Dream | Range | Loud Kill | 0-1 | 8 | 4+ | 1 | SMG |
22-28 | Flaming Nailbat | Melee | Silent Kill | 0 | 4 | 3+ | 3 | |
29-35 | Holy Pan (6) | Melee/P.G./Special | Silent Kill | 0 | 3 | 4+ | 2 | |
36-42 | Jack & Jill | Range/Reload | Loud Kill | 0-1 | 6 | 3+ | 2 | Shotgun |
43-49 | Ned's Atomic Flashlight | Melee | Loud Kill/Door | 0 | 5 | 4+ | 3 | |
50-56 | Nico Special (7) | Range/Special | Loud Kill/Door | 1-3 | 3 | 2+ | 2 | Rifle |
57-63 | Sweet Sisters | Melee | Silent Kill | 0 | 6 | 3+ | 2 | |
64-70 | Sweet Sisters | Range | Loud Kill | 0-1 | 4 | 3+ | 2 | Handgun |
71-77 | The Reaper (8) | Melee/Special | Silent Kill | 0 | 5 | 5+ | 2 | |
78-84 | Uber Shield | Protective Gear | Gains an Armor roll | /Tough/Shove | Discard | to | negate | all wounds |
85-91 | Zantetsuken (9) | Melee/Special | Loud Kill | 0 | 4 | 3+ | 2 | |
92-100 | Zombicider (10) | Range/Special | Loud Kill | 0-1 | Full Auto | 3+ | 1 | Shotgun |
Range Weapons
Note: All weapons in bold have unique properties.
d100 | Name | Type | Kill/Door | Range | Target # | Acc | Dmg Lv | Ammo |
---|---|---|---|---|---|---|---|---|
1-7 | .44 Magnum | Dual Range | Loud Kill | 0-1 | 1 | 4+ | 2 | Handgun |
8-10 | AK-47 | Range | Loud Kill | 1-2 | 2 | 4+ | 2 | Assault Rifle |
11-13 | Assault Rifle | Range | Loud Kill | 1-2 | 3 | 4+ | 1 | Assault Rifle |
14-18 | Automatic Shotgun | Range | Loud Kill | 0-1 | 3 | 4+ | 2 | Shotgun |
19-26 | Bow (11) | Range | Silent Kill | 0-1 | 1 | 3+ | 1 | Arrows |
27-34 | Crossbow (12) | Range | Silent Kill | 0-1 | 1 | 3+ | 2 | Arrows |
35-39 | Double Barrel | Range/Reload | Loud Kill | 0-2 | 2 | 3+ | 1 | Shotgun |
40-41 | Flamethrower (13) | Special | Loud Kill | 0-1 | Special | Special | Alot | Gasoline |
42-44 | Gunblade | Dual Range | Loud Kill | 0-1 | 1 | 4+ | 2 | Handgun |
45-49 | Handcannon | Range/Reload | Loud Kill | 0-1 | 3 | 3+ | 1 | Shotgun |
50-53 | MAC-10 | Dual Range/Reload | Loud Kill | 0-1 | 5 | 5+ | 1 | SMG |
54-57 | MP5 | Range | Loud Kill | 0-1 | 3 | 4+ | 1 | SMG |
58-59 | Molotov | Special | Loud Kill | 0-1 | Special | Special | Alot | |
60-74 | Pistol (14) | Dual Range | Loud Kill | 0-1 | 1 | 4+ | 1 | Handgun |
75-80 | Rifle (15) | Range | Loud Kill | 1-3 | 1 | 3+ | 1 | Rifle |
81-85 | Sawed-off (16) | Dual Range/Reload | Loud Kill | 0-1 | 2 | 3+ | 1 | Shotgun |
86-90 | Shotgun | Range | Loud Kill | 0-1 | 2 | 4+ | 2 | Shotgun |
91-94 | Sub MG | Dual Range | Loud Kill | 0-1 | 3 | 5+ | 1 | SMG |
95-100 | Winchester | Range | Loud Kill | 1-2 | 2 | 4+ | 1 | Rifle |
Companions
d100 | Name | Active | Passive |
---|---|---|---|
1-25 | Gunman | Team Range Attack | +1 Die Range |
26-50 | Handyman | Silently open a door/Break barricade | Build Barricade anywhere at 1 less action cost |
51-75 | Searcher | +1 card Search and Searcher does not require an inventory slot | |
76-100 | Sniper | Team sniper Attack(4+) | +1 Max Range |
Dog Companions
d100 | Name | Breed | Movement | Skill 1 | Skill 2 | Skill 3 | Special | Kill | Range | Target # | Acc | Dmg Lv |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1-17 | Bismuth | German Sheperd | 3 Zones per move | Slippery | Search | Low Profile | +1 Die: Melee | Loud | 0 | 2 | 3+ | 1 |
18-33 | Cherry | Blue Healer | 3 Zones per move | Slippery | Search | Low Profile | +1 Die: Melee | Loud | 0 | 3 | 4+ | 1 |
34-50 | Gaspard | American Bulldog | 3 Zones per move | Slippery | Low Profile | +2 Die: Melee | Loud | 0 | 1 | 3+ | 2 | |
51-67 | Lucien | Blue Healer | 3 Zones per move | Slippery | Search | Low Profile | +1 Die: Melee | Loud | 0 | 3 | 4+ | 1 |
68-83 | Martens | German Sheperd | 3 Zones per move | Slippery | Search | Low Profile | +1 Die: Melee | Loud | 0 | 2 | 3+ | 1 |
84-100 | Moog | American Bulldog | 3 Zones per move | Slippery | Low Profile | +2 Die: Melee | Loud | 0 | 1 | 3+ | 2 | |
N/A | Xenomorph | Alien | 4 Zones per move | Slippery | Low Profile | +3 Die: Melee | Loud | 0 | 2 | 2+ | 2 |
Pimp Weapons
Note: All weapons in bold have unique properties.
d100 | Name | Type | Kill/Door | Range | Target # | Acc | Dmg Lv | Ammo |
---|---|---|---|---|---|---|---|---|
1-7 | Daisho | Melee | Silent Kill | 0-1 | 4 | 4+ | 1 | |
8-13 | Desert Eagle (17) | Range | Loud Kill | 0-1 | 1 | 4+ | 2 | Handgun |
14-20 | Evil Twins (18) | Range | Loud Kill | 0-1 | 2 | 4+ | 1 | Handgun |
21-26 | Golden AK-47 | Range | Loud Kill | 1-2 | 2 | 4+ | 2 | Assault Rifle |
27-33 | La Guillotine (19) | Melee | Silent Kill/Loud Door | 0 | 4 | 4+ | 2 | |
34-39 | Mantis Sniper Rifle (20) | Range | Loud Kill | 1-3 | 1 | 3+ | 2 | Rifle |
40-46 | MK 2 Lancer | Melee | Loud Kill/Door | 0 | 1 | 4+ | 3 | |
MK 2 Lancer | Range | Loud Kill | 0-1 | 5 | 5+ | 1 | Assualt Rifle | |
47-53 | Ma's Shotgun | Melee | Silent Kill | 0 | 1 | 3+ | 2 | |
Ma's Shotgun | Range/Reload | Loud Kill | 0-1 | 2 | 3+ | 2 | Shotgun | |
54-60 | Nailbat (21) | Melee/Special | Silent Kill | 0 | 2 | 3+ | 2 | |
61-67 | Pa's Gun | Range | Loud Kill | 0-1 | 1 | 4+ | 3 | Shotgun |
68-74 | Pink M4 | Range | Loud Kill | 0-2 | 3 | 4+ | 1 | Assault Rifle |
75-80 | Ross' Bowling ball | Range | Silent Kill | 1-1 | 1 | 2+ | 3 | |
81-87 | Spas 12 | Range | Loud Kill | 0-1 | 3 | 4+ | 2 | Shotgun |
88-93 | Thompson | Range | Loud Kill | 0-1 | 5 | 5+ | 1 | SMG |
94-100 | Will's Comet Launcher (22) | Range | Loud Kill | 2-3 | Special | Special | Alot |
UNSC Weapons
Note: All weapons in bold have unique properties.
d100 | Name | Type | Kill/Door | Range | Target # | Acc | Dmg Lv | Ammo |
---|---|---|---|---|---|---|---|---|
1-10 | BR85N Service Rifle (23) | Range | Loud Kill | 1-2 | 3 | 3+ | 2 | Rifle |
11-20 | Gravity Hammer (24) | Melee | x3 Loud Kill/Door | 0 | Barbarian | 4+ | 3 | |
21-30 | M41 AA Gun "Vulcan" (25) | Range | Loud Kill | 1-3 | Full Auto | 3+ | 1 | Unlimited |
31-40 | M739 LMG (26) | Range | Loud Kill | 0-1 | Full Auto | 4+ | 1 | Assault Rifle |
41-50 | M6C Magnum | Dual Range | Loud Kill | 0-2 | 1 | 4+ | 1 | Handgun |
51-60 | M7 Caseless Submachine Gun | Dual Range | Loud Kill | 0-1 | 3 | 4+ | 1 | SMG |
61-70 | M45 Tactical Shotgun | Range | Loud Kill | 0-1 | 2 | 4+ | 2 | Shotgun |
71-80 | MA5C Assault Rifle | Range | Loud Kill | 0-1 | 5 | 5+ | 2 | Assault Rifle |
81-90 | MMPR Mjolnir MK I | Protective Gear | Gains an Armor roll | 3+/+1 to | Dice Roll | ranged/ | +1 zone | per move |
91-100 | Sangheili Sword | Melee | Loud Kill/Door | 0 | 8 | 2+ | 3 |
Batmobile Items
Note: All weapons in bold have unique properties.
d100 | Name | Type | Kill/Door | Range | Target # | Acc | Dmg Lv | Ammo |
---|---|---|---|---|---|---|---|---|
1-33 | Bat Signal | Get two | extra items | when | searching. | Doesnt occupy | an inventory | slot |
34-67 | Batarangs | Dual Melee | Silent Kill | 0-1 | 1/2/3 | 4+ | 3/2/1 | |
68-100 | Grappling Hook | Once per turn | move to an | adjacent | zone ignoring | zombies. | Gain Life | saver skill. |
Mystery Box List
Nevik's Added Weapons
Note: All weapons in bold have unique properties. These Weapons are unique and some level up with the danger level of the survivor who has that weapon. Blue/Yellow/Orange/Red
d100 | Name | Type | Kill/Door | Range | Target # | Acc | Dmg Lv | Ammo |
---|---|---|---|---|---|---|---|---|
1-4 | Batons (27) | Melee | Silent Kill | 0 | 1 | 4+ | 1 | |
5-8 | Diamond Sword | Dual Melee | Silent Kill | 0 | 1/2/3/4 | 4+/3+/3+/3+ | 1/2/2/3 | |
9-12 | Hawkeye's Bow | Range | Silent Kill | 0-1/-1/-2/-3 | 1/2/2/3 | 4+/3+/3+/3+ | 1/1/2/2 | Arrows |
13-16 | Hell Chain (45) | Melee | Loud Kill | 0-1 | 2 | 3+ | 1 | |
17-20 | Joe's .50 Cal (29) | Range | Loud Kill | 1-2/-3/-4/-5 | 1 | 4+/4+/3+/+2 | 1/2/3/Alot | Rifle |
21-24 | Lawgiver (30) | Dual Range | Loud Kill | 0-1 | 1 | 4+ | 1 | Handgun |
25-28 | Lucille (31) | Dual Melee | Silent Kill | 0 | 1/2/3/4 | 3+ | 1/2/2/3 | |
29-32 | Mjolnir (32) | Dual Melee | Silent/Loud | 0-1/-1/-1/-2 | 1/2/3/4 | 3+ | 1/2/2/3 | |
33-36 | Nevik's Bow (33) | Range | Silent Kill | 0-1 | 1/2/3 | 4+ | 3/2/1 | Arrows |
37-40 | Nevik's Sword (34) | Dual Melee | Silent Kill | 0 | 1/2/3/4 | 3+ | 1/2/2/3 | |
41-44 | Nevik's Shield (35) | Gain | Tough | Shove | +1 Combat die | with | Nevik's sword | |
45-48 | Peacemaker (37) | Dual Range | Loud Kill | 0-1/-1/-1/-2 | 1/2/2/3 | 4+/4+/3+/3+ | 1/1/1/2 | Handgun |
49-52 | Punishment (36) | Dual Melee | Silent Kill/Loud Door | 0 | 1/2/2/3 | 4+/4+/3+/3+ | 1/2/2/3 | |
53-56 | Plasma Blaster (45) | Range | Loud Kill/Door | 0-2 | 1 | 2+ | 1 | |
57-60 | Red Dead 1911 (38) | Dual Range | x3 Loud Kill | 0-1/-1/-1/-2 | 1/2/2/3 | 4+/4+/3+/3+ | 1/2/2/3 | Handgun |
61-64 | Sandy | Range | Loud Kill | 0-1 | 6/1 | 4+ | 1/3 | |
65-68 | Sid's Machete (39) | Dual Melee | Silent Kill | 0 | 1/2/3/4 | 4+/3+/3+/3+ | 1/2/2/3 | |
69-72 | Silver Serpent (40) | Dual Range | x3 Loud Kill | 0-1/-1/-1/-2 | 1/2/2/3 | 4+/4+/3+/3+ | 1/2/2/3 | Handgun |
73-76 | Standard Batarang | Range | Silent Kill | 0-1 | 1 | 4+ | 1 | |
77-80 | Stingers | Melee | Stun a Walker in the | same zone as the | survivor. The | Walkers skip | their next | activation |
81-84 | Ultha (41) | Dual Range | Silent Kill | 0 | 1/2/3/4 | 4+/3+/3+/3+ | 1/2/2/3 | |
85-88 | Vibranium Shield (28) | Dual Melee | Silent Kill | 0-1/-1/-1/-2 | 2/2/3/3 | 4+/3+/3+/2+ | 1/1/1/2 | |
89-92 | Whip (43) | Melee | Silent Kill | 0-1 | 1 | 4+ | 1 | |
93-96 | Wrist Blade | Dual Melee | Silent Kill | 0 | 1/2/3/4 | 4+/3+/3+/3+ | 1/2/2/3 | |
97-100 | Zodus Killers (44) | Range | Loud Kill | 0-1/-1/-1/-2 | 2/4/6/7 | 4+/4+/3+/3+ | 1/1/1/2/ | Handgun |
Unique Weapon Properties
(1) Baseball Bat
Combine with Nails to Craft a Nailbat.
(2) Knife
If Equipped, Gain a +1 Die with the other equipped Melee weapon.
(3) Nightstick
If Equipped, discard to prevent 1 wound inflicted to the wearer.
(4) S.B.F.
Armor Roll. If Equipped, Gain the Tough Skill.
(5) Wakizachi
If Equipped, Gain +2 Dice with the Katana.
(6) Holy Pan
Armor Roll. If Equipped, Gain +3 Dice with the other Melee weapon.
(7) Nico Special
Sniper Rifle, Treat all Zombies as standard.
(8) The Reaper
Roll a 5 or 6: Gain +1 Die.
(9) Zantetsuken
Katana, Skinners killed with this weapon cannot turn into Crawlers.
(10) Zombicider
Full Auto.
(11) Bow
Roll a 6: +1 Damage.
(12) Crossbow
Combine with a Scope to Gain Sniper Skill.
(13) Flamethrower
Discard Gasoline to use, Molotov Effect.
(14) Pistol
Combine various attachments for various bonuses. Extra Mag, HP Rounds, or Laser Pointer.
(15) Rifle
Combine various attachments for various bonuses. HP Rounds or Scope.
(16) Sawed-off
Reload. Attach spare change for +1 Damage.
(17) Desert Eagle
Considered a Pistol for ammo and attachment purposes.
(18) Evil Twins
Considered a single pistol for ammo and attachment purposes.
(19) La Guillotine
Skinners killed with this weapon cannot turn into Crawlers.
(20) Mantis Sniper Rifle
Sniper and Penetrate Skills.
(21) Nailbat
Shove.
(22) Will's Comet Launcher
Long Range Molotov effect. 1 time use.
(23) BR85N Service Rifle
Sniper.
(24) Gravity Hammer
After each Melee action with this weapon, all remaining zombies are shoved to an adjacent zone. Can smash Barricades and Barbed wired fences.
(25) M41 AA Gun "Vulcan"
This weapon stays with the Warthog. Roll a 6: +1 Damage.
(26) M739 LMG
Roll a 5 or 6: Gain a Die. Focus Fire.
(27) Batons
On a missed roll, target zombie skips its next activation. Exclude Abomination.
(28) Vibranium Shield
Armor Roll. Tough. All kills with this weapon are considered Melee.
(29) Joe's 50 CAL
Sniper and Penetrate skills.
(30) Lawgiver
Considered a Pistol for ammo and attachment purposes. Roll a 6: Gain +1 Die.
(31) Lucille
Combine with Nails for a +1 Damage. No mess.
(32) Mjolnir
All kills with this weapon are considered Melee. Flight.
(33) Nevik's Bow
Is considered Nevik's Gear. Reaper: Ranged.
(34) Nevik's Sword
Is considered Nevik's Gear. If Equipped with Nevik's Sword, it Gains +1 Die.
(35) Nevik's Shield
Is considered Nevik's Gear. Armor Roll. Tough. Shove. If Equipped with Nevik's Sword, it Gains +1 Die.
(36) Punishment
If Equipped with Peacemaker, it Gains +1 Die.
(37) Peacemaker
Considered a Pistol for ammo and attachment purposes.
(38) Red Dead 1911
Can kill Berserker Zombies. Considered a Pistol for ammo and attachment purposes.
(39) Sid's Machete
Gain double exp from killing Runners.
(40) Silver Serpent
Can kill Berserker Zombies.
(41) Ultha
Skinners killed with this weapon cannot turn into Crawlers.
(42) Whip
All kills with this weapon are considered Melee. Can grab objects at range.
(43) Zodus Killers
Considered a single pistol for ammo purposes.
(44) Plasma Blaster
Reaper: Ranged.
(45) Hell Chain
Roll a 5 or 6: Gain a Die. All kills with this weapon are considered Melee. Can grab objects at range.
Zombies
Priority Target List
Taget Priority | Name | Actions | Damage Dealt | Damage to Destroy | Experience | Zones per move |
---|---|---|---|---|---|---|
1 | Hostile Survivor (8) | 1 | 1 | 1 | 1 | 1 |
2 | TOXIC WALKER/CROWZ | 1 | 1 | 1 | 1 | 1/3 |
3 | STANDARD/SEEKER/SKINNER WALKER | 1 | 1 | 1 | 1 | 1 |
4 | BERSERKER/SCREAMER WALKER (5) | 1 | 1 | 1 | 1/3 | 1 |
5 | TOXIC FATTY (1) | 1 | 2 | 2 | 2 | 1 |
6 | TOXIC ABOMBINATION (2) | 1 | 3 | 3 | 5 | 1 |
7 | STANDARD FATTY (1) | 1 | 2 | 2 | 2 | 1 |
8 | STANDARD ABOMINATION | 1 | 3 | 3 | 5 | 1 |
9 | SKINNER FATTY (1) | 1 | 2 | 2 | 2 | 1 |
10 | A-BOMB ABOMINATION (3) | 1 | 3 | ALOT | 5 | 2 |
11 | BERSERKER FATTY (1) | 1 | 2 | 2 | 2 | 1 |
12 | BERSERKER ABOMINATION (4) | 1 | 3 | 3 | 5 | 2 |
13 | Mr.X (7) | 1/2 | 3 | 5/8 | 5/* | 1 |
14 | TOXIC RUNNER | 2 | 1 | 1 | 1 | 1 |
15 | STANDARD RUNNER | 2 | 1 | 1 | 1 | 1 |
16 | SKINNER RUNNER | 2 | 1 | 1 | 1 | 1 |
17 | BERSERKER RUNNER | 2 | 1 | 1 | 1 | 1 |
18 | ZOMBIE DOGZ | 3 | 1 | 1 | 1 | 1 |
19 | CRAWLER | 1 | 1 | 1 | 1 | 1 |
20 | XENOMORPH (6) | 4 | 1 | 2 | 5 | 1 |
(1) Each Fatty comes with two Walkers of the same type when it spawns (Standard, Skinner, Toxic & Berserker).
(2) Toxic Abomination: Toxic, Turns Standard Zombies into Toxic Zombies.
(3) A-Bomb Abomination: Impervious, Grabbing.
(4) Berserker Abomination: Berserker, 2 Zones per Move.
(5) Screamer Walker: Can't Attack. Scream, Acts as an additional Zombie spawn card.
(6) Xenomorph: Acid Spray, Destroys Non Ultra Red melee weapons when killed.
(7) Mr. Z: Acts as an Abomination for gameplay purposes, Has an active Skill block based off of the highest danger level.
(8) Hostile Survivor: Does not move, has a Ranged Attack of 0-1.
Mr. X's Skill Active Block
-
Blue Cannot be removed from the game
-
Yellow When killed, lay him down. At the end of a zombie phase he gains 2 health, He stands back up at full health.
-
Orange Mr. X now has 8 max health
-
Red +1 Action.
Mystery Box Reward
Each time Mr. X is put down, the Survivor who gave the final hit is rewarded with both 5 exp and a chance roll at the Mystery box.
Zombie Spawn List
Blue Spawn List
Note: Only 1 level 3 zombie spawns per roll.
Spawn Chance | 1d100 | Spawn | 1d8 | How many |
---|---|---|---|---|
0% | HOSTILE SURVIVOR | 1 | x0 | |
10% | 1-10 | TOXIC WALKER | 2 | x1 |
1% | 11 | CROWZ | 3 | x2 |
25% | 12-36 | STANDARD WALKER | 4 | x0 |
3% | 37-39 | SEEKER WALKER | 5 | x1 |
5% | 40-44 | SKINNER WALKER | 6 | x2 |
10% | 45-54 | BERSERKER WALKER | 7 | x0 |
2% | 55-56 | SCREAMER WALKER | 8 | x1 |
3% | 57-59 | TOXIC FATTY | ||
0% | TOXIC ABOMBINATION | |||
10% | 60-69 | STANDARD FATTY | ||
5% | 70-74 | STANDARD ABOMINATION | ||
0% | SKINNER FATTY | |||
0% | A-BOMB ABOMINATION | |||
2% | 75-76 | BERSERKER FATTY | ||
0% | BERSERKER ABOMINATION | |||
1% | 77 | MR. X | ||
5% | 78-82 | TOXIC RUNNER | ||
10% | 83-92 | STANDARD RUNNER | ||
0% | SKINNER RUNNER | |||
5% | 93-97 | BERSERKER RUNNER | ||
2% | 98-99 | ZOMBIE DOGZ | ||
0% | CRAWLER | |||
1% | 100 | XENOMORPH |
Yellow Spawn List
Note: Only 1 level 3 zombie spawns per roll.
Spawn Chance | 1d100 | Spawn | 1d8 | How many |
---|---|---|---|---|
0% | HOSTILE SURVIVOR | 1 | x1 | |
5% | 1-5 | TOXIC WALKER | 2 | x2 |
2% | 6-7 | CROWZ | 3 | x3 |
20% | 8-27 | STANDARD WALKER | 4 | x1 |
5% | 28-32 | SEEKER WALKER | 5 | x2 |
5% | 33-37 | SKINNER WALKER | 6 | x3 |
5% | 38-42 | BERSERKER WALKER | 7 | x4 |
5% | 43-47 | SCREAMER WALKER | 8 | x1 |
5% | 48-52 | TOXIC FATTY | ||
3% | 53-55 | TOXIC ABOMBINATION | ||
5% | 56-60 | STANDARD FATTY | ||
3% | 61-63 | STANDARD ABOMINATION | ||
3% | 64-66 | SKINNER FATTY | ||
2% | 67-68 | A-BOMB ABOMINATION | ||
2% | 69-70 | BERSERKER FATTY | ||
2% | 71-72 | BERSERKER ABOMINATION | ||
1% | 73 | MR. X | ||
5% | 74-78 | TOXIC RUNNER | ||
5% | 79-83 | STANDARD RUNNER | ||
5% | 84-88 | SKINNER RUNNER | ||
5% | 89-93 | BERSERKER RUNNER | ||
5% | 94-98 | ZOMBIE DOGZ | ||
0% | CRAWLER | |||
2% | 99-100 | XENOMORPH |
Zombie Spawn List Cont.
Orange Spawn List
Note: Only 1 level 3 zombie spawns per roll.
Spawn Chance | 1d100 | Spawn | 1d8 | How many |
---|---|---|---|---|
0% | HOSTILE SURVIVOR | 1 | x2 | |
5% | 1-5 | TOXIC WALKER | 2 | x3 |
7% | 6-12 | CROWZ | 3 | x4 |
10% | 13-22 | STANDARD WALKER | 4 | x5 |
5% | 23-27 | SEEKER WALKER | 5 | x2 |
5% | 28-32 | SKINNER WALKER | 6 | x3 |
5% | 33-37 | BERSERKER WALKER | 7 | x4 |
5% | 38-42 | SCREAMER WALKER | 8 | x5 |
5% | 43-47 | TOXIC FATTY | ||
3% | 48-50 | TOXIC ABOMBINATION | ||
5% | 51-55 | STANDARD FATTY | ||
3% | 56-58 | STANDARD ABOMINATION | ||
3% | 59-61 | SKINNER FATTY | ||
2% | 62-63 | A-BOMB ABOMINATION | ||
2% | 64-65 | BERSERKER FATTY | ||
2% | 66-67 | BERSERKER ABOMINATION | ||
1% | 68 | MR. X | ||
5% | 69-73 | TOXIC RUNNER | ||
5% | 74-78 | STANDARD RUNNER | ||
5% | 79-83 | SKINNER RUNNER | ||
5% | 84-88 | BERSERKER RUNNER | ||
10% | 89-98 | ZOMBIE DOGZ | ||
0% | CRAWLER | |||
2% | 99-100 | XENOMORPH |
Red Spawn List
Note: Only 1 level 3 zombie spawns per roll.
Spawn Chance | 1d100 | Spawn | 1d8 | How many |
---|---|---|---|---|
0% | HOSTILE SURVIVOR | 1 | x3 | |
5% | 1-5 | TOXIC WALKER | 2 | x4 |
10% | 6-15 | CROWZ | 3 | x6 |
5% | 16-20 | STANDARD WALKER | 4 | x7 |
5% | 21-25 | SEEKER WALKER | 5 | x3 |
5% | 26-30 | SKINNER WALKER | 6 | x4 |
5% | 31-35 | BERSERKER WALKER | 7 | x6 |
7% | 36-42 | SCREAMER WALKER | 8 | x7 |
3% | 43-45 | TOXIC FATTY | ||
2% | 46-47 | TOXIC ABOMBINATION | ||
2% | 48-49 | STANDARD FATTY | ||
2% | 50-51 | STANDARD ABOMINATION | ||
5% | 52-56 | SKINNER FATTY | ||
3% | 57-59 | A-BOMB ABOMINATION | ||
5% | 60-64 | BERSERKER FATTY | ||
3% | 65-67 | BERSERKER ABOMINATION | ||
1% | 68 | MR. X | ||
5% | 69-73 | TOXIC RUNNER | ||
5% | 74-78 | STANDARD RUNNER | ||
5% | 79-83 | SKINNER RUNNER | ||
5% | 84-88 | BERSERKER RUNNER | ||
10% | 89-98 | ZOMBIE DOGZ | ||
0% | CRAWLER | |||
2% | 99-100 | XENOMORPH |
Skillz
+1 Action
The Survivor has an extra Action he may use as he pleases.
+1 Damage: [Type]
The Survivor gets a +1 Damage bonus with the specified type of Combat Action (Melee or Ranged).
+1 Damage with [Equipment]
The Survivor gets a +1 Damage bonus with the specified Equipment.
+1 to dice roll: Combat
The Survivor adds 1 to the result of each die he rolls on a Combat Action (Melee or Ranged). The maximum result is always 6.
+1 to dice roll: Melee
The Survivor adds 1 to the result of each die he rolls in Melee Combat. The maximum result is always 6.
+1 to dice roll: Ranged
The Survivor adds 1 to the result of each die he rolls in Ranged Combat. The maximum result is always 6.
+1 die: Combat
The Survivor’s weapons roll an extra die in Combat (Melee or Ranged). Dual weapons gain a die each, for a total of +2 dice per Dual Combat Action.
+1 die: Melee
The Survivor’s Melee weapons rolls an extra die in Combat. Dual Melee weapons gain a die each, for a total of +2 dice per Dual Melee Combat Action.
+1 die: Ranged
The Survivor’s Ranged weapons roll an extra die in Combat. Dual Ranged weapons gain a die each, for a total of +2 dice per Dual Ranged Combat Action.
+1 free Combat Action
The Survivor has one extra free Combat Action. This Action may only be used for Melee or Ranged Combat.
+1 free Dog Action
The Survivor has one extra free Action to use with Dog Companions (see the Dog Companions box). This Action may only be used with Dog Companions.
+1 free Melee Action
The Survivor has one extra free Melee Combat Action. This Action may only be used for Melee Combat.
+1 free Move Action
The Survivor has one extra free Move Action. This Action may only be used as a Move Action.
+1 free Ranged Action
The Survivor has one extra free Ranged Combat Action. This Action may only be used for Ranged Combat.
+1 free Team Action
The Survivor can use an extra Team Action during his Activation, selecting the Team Action card that hasn’t been used yet this game round. This Skill may be used even if the Survivor’s team already used a Team Action during the Players’ Phase. This Skill allows using the same Team Action multiple times in the same Players’ Phase, if the team chose identical Team Actions cards during setup.
+1 free Search Action
The Survivor has one extra free Search Action. This Action may only be used to Search, and the Survivor can still only Search once per turn.
+1 max Range
The Survivor’s Ranged weapons’ maximum Range is increased by 1.
+1 Web Shooter
When a survivor uses the Web shooter skill, he may target an additional Zombie.
+1 Zone per Move*
The Survivor can move through one extra Zone each time he performs a Move Action. This Skill stacks with other effects benefiting Move Actions. Entering a Zone containing Zombies ends the Survivor’s Move Action.
1 re-roll per turn
Once per turn, you can re-roll all the dice related to the resolution of an Action made by the Survivor. The new result takes the place of the previous one. This Skill stacks with the effects of Equipment that allow re-rolls.
2 cocktails are better than 1
The Survivor gets two instead of one when he creates a Molotov.
2 Zones per Move Action*
When the Survivor spends one Action to Move, he can move one or two Zones instead of one. Entering a Zone containing Zombies ends the Survivor’s Move Action.
Acid Spray
When killed, deal 2 damage to all actors in your zone.
Ambidextrous
The Survivor treats all Melee and Ranged weapons as if they had the Dual symbol.
Armor Lock
This Survivor can spent 4 Actions to Lock its Armor Down till the beginning of the next player phase. While in Armor Lock, this survivor ignores any and all possible damage.
Asgardian Armor
This survivor has an armor roll of 3+
Avengers Assemble
Once per turn, other survivors may be included in this survivors action. This does not take the other survivors action. However they must be in the same zone. Example: Captain America does an attack action, his Ally's may choose to join in on his attack. Captain America gets first kills then clockwise. If he takes a movement action and no zombies are present, his Ally's may move with him.
Barbarian
When resolving a Melee Action, the Survivor can replace the Dice number of the Melee weapon(s) he uses by the number of Actors standing in his Zone (including other Survivors and himself). Skills affecting the dice value, like +1 die: Melee, still apply.
Batmobile
The Batmobile shows up on the map – the closest to Batman as possible while still being on the edge of the map and in the street. And when it shows up, it does hit any characters in that spot. And the Batmobile comes with some special rules since it is a car after all. Unlike most vehicles in Zombicide, the Batmobile only has two seats. The Batmobile can kill Fatties if it runs them over (it still can’t take out Abominations) When the Batmobile arrives, it does not require gasoline to be driven. Players in the Batmobile may take a new action – Raising the Shields. If you shield the Batmobile, it can’t move until the next round but all characters inside the Batmobile can’t be attacked and are considered not present for ranged attacks. Finally, when the Batmobile arrives, it includes two random pieces of the Bat Arsenal. Once those items are gone, players cannot search the Batmobile anymore.
Bite Immunity
Survivor wont receive negative effects when bitten.
Blitz
Each time the Survivor kills the last Zombie in a Zone, he gets 1 free Move Action to use immediately.
Bloodlust: Combat*
Spend one Action with the Survivor: He moves up to two Zones to a Zone containing at least one Zombie (or rival Survivor). He then gains one free Combat Action.
Bloodlust: Melee*
Spend one Action with the Survivor: He moves up to two Zones to a Zone containing at least one Zombie (or rival Survivor). He then gains one free Melee Action.
Bloodlust: Ranged*
Spend one Action with the Survivor: He moves up to two Zones to a Zone containing at least one Zombie (or rival Survivor). He then gains one free Ranged Action.
Blooded Hunter
This survivor gains +1 Die with the Plasma Cannon.
Blow Back
The Survivor can use this Skill, for free, once during each of his Activations. Select a Zone at Range 1-2 from your Survivor. All Zombies standing in your Survivor’s Zone or an adjacent zone are pushed to the selected Zone. This is not a Movement. Both Zones need to share a clear path. A Zombie can’t cross barricades, fences, closed doors, or walls but can be blown out of a hole. Can be used in a car or helicopter.
Born leader
During the Survivor’s turn, he may give one free Action to another Survivor to use as he pleases. This Action must be used during the recipient’s next turn or it is lost.
Brawler
The survivor may make a melee attack even if no melee weapons are in hand. Roll 1 die, hits on a 4+, does 1 damage, silent
Break-in
The Survivor doesn’t need any Equipment to open doors. He doesn’t make Noise while using this Skill. However, other prerequisites still apply (such as taking a designated Objective before a door can be opened). Moreover, the Survivor gains one extra free Action that can only be used to open doors. Please note the Break-in Skill doesn’t apply to removing barricades.
Built like the Autumn
This survivor has an armor roll of 3+ and can make armor rolls against Abomintaions. (Not A-Bombs)
Can start at [Danger Level]
The Survivor can begin the game with experience points equal to the first point of the indicated Danger Level. All players have to agree.
Charge
The Survivor can use this Skill for free, as often as he pleases, during each of his Activations: He moves up to two Zones to a Zone containing at least one Zombie (or rival Survivor). Normal Movement rules still apply. Entering a Zone containing Zombies ends the Survivor’s Move Action.
Cloaking
Once per turn, Spend 1 action to gain the Cloaked token and Slippery. Only discard the token when survivor makes an a Combat action or he chooses to, also cannot be the target of other survivors. (He can freely do all other actions without loseing the token, still makes sounds where applicable)
Cole Train
Does not have to discard the Hammer of Dawn.
Collector: [Zombie type]
The Survivor gains double the experience each time he kills a Zombie of the specified type.
Comic Book Death
the first time the survivor would die, respawn back at the starting zone with full health, and any starting equipment per the character card. Retain your current XP level and any abilities.
Death grasp
Don’t discard an Equipment item when the Survivor receives a Wound.
Destiny
The Survivor can use this Skill once per turn when he reveals an Equipment item he rolled. Ignore and discard that item, and roll for another Equipment item.
Distributor*
When resolving the Spawn Step during the Zombies’ Phase, roll as many Zombies as Spawn dice rolled (plus one per activated Spawn Zone without Spawn locator). Assign a Zombie roll to each assigned Spawn die freely, in ascending dice order and one after the other, spawning Zombies as indicated. Each activated Spawn Zone without a Spawn locator must receive one Zombie roll. If rival teams (see Rue Morgue page 39 - Competitive mode) possess this Skill, the first player chooses the team that can use it. The others can’t use it until the next game round.
Dreadnought: [Zombie type]*
The Survivor ignores all Wounds coming from Zombies of the specified type (such as “Walker”, “Runner”, “Zombie Dog”, “Standard”, “Berserker”, etc .).
Enhanced targeting system
+1 to dice rolls.
Fast roping
The Survivor knows how to use ropes to get out of a flying helicopter. He can get out of a flying helicopter to get into a street Zone (but not an indoor alley).
Faster than Fla....
Spend 1 Actions: He moves up to 3 Zones to a Zone containing at least one Zombie (or rival Survivor) . He then chooses a target to be instanly killed. Destroys Doors, Fences, Barricades, and Rubble when making a move action.
Faster than Supe....
Ignores Doors, Fences, Barricades, and Rubble when making a move action.
Feed the Hunger
Once per turn as a free action, the survivor can use this skill targeting a level 1 zombie within 0-1 zone to which he has line of sight. The targeted zombie is killed and removed from the game. The survivor than removes 1 wound and gains the exp.
Feline Senses
The Survivor plays an extra turn each time a Zombie Dogz card is drawn from the Zombie pile . He/she plays before the extra-activated Zombies . If several teammates benefit from this Skill at the same time, the team’s players choose their activation order . If rival teams (see Rue Morgue) possess this Skill, it is resolved in turn order (beginning with the first player, then clockwise).
Flight
The Survivor can use this Skill during each move Action. He moves (Flies) into any adjacent Zones like a normal ignoring all obstacles. Movement penalties (like having Zombies in the starting and landing Zone) apply. Ignore all Actors, barricades, walls and holes in any intervening Zone. The survivor can not land in a closed building zone. A survivor must declare landed before making a search action. Lastly a survivor does not stay in flight between turns.
Focus Fire
Fatties can be killed with 2 consecutive hits from a level 1 weapon, Abominations can be killed with 2 consecutive hits from a level 2 weapon or 3 consecutive hits from a level 1 weapon.
Free reload
The Survivor reloads reloadable weapons (Double Barrel, Mac-10, Sawed-Off, etc .) for free.
Frenzy: Combat
All weapons the Survivor carries gain +1 die per Wound the Survivor suffers. Dual weapons gain a die each, for a total of +2 dice per Wound and per Dual Combat Action.
Frenzy: Melee
Melee weapons the Survivor carries gain +1 die per Wound the Survivor suffers. Dual Melee weapons gain a die each, for a total of +2 dice per Wound and per Dual Melee Combat Action.
Frenzy: Ranged
Ranged weapons the Survivor carries gain +1 die per Wound the Survivor suffers. Dual Ranged weapons gain a die each, for a total of +2 dice per Wound and per Dual Ranged Combat Action.
Full auto
When resolving a Ranged Action, the Survivor can replace the Dice number of the Ranged weapon(s) he uses by the number of Actors standing in the targeted Zone (including other Survivors and the Survivor himself). Skills affecting the dice value, like +1 die: Ranged, still apply.
Grappling Gun
Allows survivor to either shift away from trouble or save a teammate in the event of some rolls going wrong. Once per turn, for one action, survivor can either shift one zone (ignoring zombies) or pull another survivor into his zone from an adjacent zone.
God of thunder
Once per turn roll as many dice as there are zombies in your zone, 4,5, or 6 kills a single zombie per dice by target priority. excluding Fatties and Abomination.
Gunslinger
The Survivor treats all Ranged weapons as if they had the Dual symbol.
Hammer Tech
Once per turn make a Ranged attack to fire a missile at 1-3 zones, roll 1 Die on a 4, 5, or 6 the missile has a molitov effect. On a 1, 2, or 3 its a dud, nothing happens.
Heat Vision
Once per turn roll a Die for every figure in your zone (excluding Abominations) 5+ Kills the zombies. Still follows target Priority. (Cost 1 Action)
Helicopter pilot
The Survivor can pilot a helicopter (see Rue Morgue).
Hell Fire
Once per turn as an action, the survivor can use this skill targeting a zone containing at least 1 actor within 0-1 zone to which he has line of sight. All actors within the targeted zone are killed by a Molotov effect.
Hit & run
The Survivor can use this Skill for free, just after he resolved Melee or Ranged Combat Action resulting in at least a Zombie kill (or a rival Survivor kill). He can then resolve a free Move Action. The Survivor does not spend extra Actions to perform this free Move Action if Zombies are standing in his Zone.
Hoard
The Survivor can carry one extra Equipment card in reserve.
Hold your nose*
This Skill can be used once per turn. The Survivor gets a free Search Action in the Zone if he has eliminated a Zombie (even in a hospital, tent, or street Zone) the same turn. This Action may only be used to Search, and the Survivor can still only Search once per turn.
HULK ANGRY
Hulk can move up to 2 zones, and makes Hulk Smash Attack.
Hulk Buster
Has an Armor roll of 3+, armor rolls can be made against Abominations.
HULK SMASH!!
When Hulk makes an attack if any successful hits, all actors in the target zone lose their next Activation. (Lay down their miniatures)
HULK YELL!!
When Hulk uses this skill the zone he is occupying becomes the loudest zone on the board, all zombies move towards him on their next activation phase regardless of sight.
I am Ironman
Switch out Tony Starks Card/Figurine, select 1 of his orange skills and his exp starts at orange.
I am the Law
Starts with Lawgiver, Tactician, Tough
I am the Night
The Survivor is not in line of sight as the enemy unless he is in the same zone as them. (Zombies cannot see him unless he is in the same zone as them) He can also move through doors without opening them (Like Crows). Still spawn zombies in buildings zones as normal.
I don't keep it loaded
Starts with a random UNSC Weapon.
I got your 6
If you killed at least 1 zombie in a zone containing survivors, then the surviovors gain a free move action to use immidietly.
I’m Always Angry...
Switch out Bruce Banner Card/Figurine with the Hulks, Keeps exp, loses all wounds and equipment.
Incendiary Round
Once per turn, When making a ranged attack with Joe's 50 Cal, if any attack dice roll a 6 it has a Molitov effect.
Inferred Sight
The Survivor can ignore other Survivors of his choosing (even rival ones) when he uses a Ranged Attack or drives a car through a Zone . The Skill does not apply to a Ranged weapon killing everything in the targeted Zone (such as a Molotov, for example) .
Infinite Mass Punch
Spend 2 Actions: He moves up to 3 Zones to a Zone containing at least one Zombie (or rival Survivor) . He then chooses a target to be instanly killed by the Infinite Mass Punch.
Is that all you’ve got?
You can use this Skill any time the Survivor is about to get Wounded cards. Discard one Equipment card in your Survivor’s inventory for each Wound he’s about to receive. Negate a Wounded card per discarded Equipment card.
It's actually Gold Titanium Alloy
This survivor has an armor roll of 4+
It’s Good to be Back
Trick Shot, Sniper
Joker Gas
Once per turn as an action, target a zone adjacent to the Joker. All zombies in that zone move in the direction of your choice this turn, if possible. So, Joker can’t command a group of zombies in the corner of a map to walk toward the corner, and thus not move.
Just piss in the Tank
Survivor can drive cars without gas.
Jump
The Survivor can use this Skill once during each Activation. The Survivor spends one Action: He moves two Zones into a Zone to which he has Line of Sight. Movement related Skills (like +1 Zone per Move Action or Slippery) are ignored, but Movement penalties (like having Zombies in the starting Zone) apply. Ignore all Actors, barricades, and holes in the intervening Zone. Any obstacles other than Actors, barricades, and holes in the intervening Zone prevent the use of this Skill.
Keen Smell
Once per turn, can look at the top 3 spawn cards.
Killer Web
Web shooter gains +1 Damage.
Killing Joke
Once per turn, as a free action, automatically kill one walker or runner up to one zone away.
Last Laugh
When the survivor dies, he drops a Molotov cocktail in his zone. Yes, that does hit any allies in the zone with him.
Lifesaver*
The Survivor can use this Skill, for free, once during each of his Activations. Select a Zone containing at least one Zombie at Range 1 from your Survivor. Choose Survivors in the selected Zone to be dragged to your Survivor’s Zone without penalty. This is not a Move Action. A Survivor can decline the rescue and stay in the selected Zone if his controller chooses. Both Zones need to share a clear path. A Survivor can’t cross barricades, fences, closed doors, holes, or walls. Lifesaver can’t be used by a Survivor in a car, helicopter, or in an observation tower (see Prison Outbreak), nor can it be used to drag Survivors out of a car, helicopter, or an observation tower.
Lock it down
At the cost of one Action, the Survivor can close an open door in his Zone. Opening or destroying it again later does not trigger a new Zombie Spawn.
Loud
Once per turn, the Survivor can make a huge amount of noise! Until this Survivor’s next turn, the Zone he used this Skill in is considered to have the highest number of Noise tokens on the entire board. If different Survivors have this Skill, only the last one who used it applies the effects. A flying helicopter is always considered to be the last to use the Loud Skill each game round.
Low profile*
The Survivor can’t be targeted by Survivors’ Ranged Attacks and can’t be hit by car attacks (in both case, even by rival Survivors’ Attacks). Ignore him when shooting in or driving through the Zone he stands in. Weapons that kill everything in the targeted Zone, like the Molotov, still kill him, though.
Locksmith
The Survivor doesn’t need any Equipment to open doors. He doesn’t make Noise while using this Skill . However, other prerequisites still apply (such as taking a designated Objective before a door can be opened). Moreover, the Survivor gains one extra free Action that can only be used to open doors. Please note the Locksmith Skill doesn’t apply to removing barricades. At the cost of one Action, the Survivor can close an open door in his Zone. Opening or destroying it again later does not trigger a new Zombie Spawn.
Lucille is thirsty
When resolving a Melee Action, the Survivor can replace the Dice number of the Melee weapon(s) he uses by the number of Actors standing in his Zone (including other Survivors and himself). Skills affecting the dice value, like +1 die: Melee, still apply.
Lucky
The Survivor can re-roll once all the dice for each Action he takes. The new result takes the place of the previous one. This Skill stacks with the effects of other Skills (1 re-roll per turn, for example) and Equipment that allows re-rolls.
Mark VII
Replusors get +1 Combat die.
Marksman
Duel ranged Actions only consumes 1 ammo marker.
Master Detective
When Batman searches, he looks at the top three items and picks one to keep.
Matching set!
When a Survivor performs a Search Action and rolls for a weapon with the Dual symbol, he can immediately gains a second weapon of the same type.
Maximum Effort
Has Ambidextious Skill and Regeneration.
Medic
Once per turn, the Survivor can freely remove one Wound from a Survivor in the same Zone. He may also heal himself.
Mjolnir MK VI
This survivor has an armor roll of 4+
Ninja
The Survivor makes no Noise. At all. His miniature does not count as a Noise token, and his use of Equipment or weapons produces no Noise tokens either! The Survivor may choose not to use this Skill at any time, if he wishes to be noisy.
No Mess
This Survivor's combat actions do NOT cause Toxic splatter when attacking any Toxic Zombies.
No Scope
Can make a ranged attack at 0 Range.
Open the BiFrost
May pick any Survivor (including your own) and move them to your Zone, or vice versa. (Cost 2 Actions)
Ordinance Drop
Roll for a random UNSC Weapon.
Ordinance Drop UNSC
The Warthog shows up on the map – the closest to the Survivor as possible while still being on the edge of the map and in the street. And when it shows up, it does hit any characters in that spot. And the Warthog comes with some special rules since it is a car after all. Unlike most vehicles in Zombicide, the Warthog only has three seats. The Warthog can kill Fatties if it runs them over (it still can’t take out Abominations) When the Warthog arrives, it does not require gasoline to be driven. Finally, it includes 3 random UNSC Weapons. Once those items are gone, players cannot search the Warthog anymore.
Penetrate
Can fire through a wall.
Point-blank
When firing at Range 0, the Survivor freely chooses the targets of his Ranged Combat Actions and can kill any type of Zombies (including Berserker Zombies, see Prison Outbreak). His Ranged weapons still need to inflict enough Damage to kill his targets. Remember: An A-Bomb Abomination can’t be killed by a Point-blank use, as it has no Damage threshold.
Power at 400%
Once per turn Ironman uses his Chest ARC, acts as a Molotov cocktail. (Cost: 2 Actions)
Punishment
+1 Zone per move in a car, can search muscle cars like a pimpmobile and +1 Damage with car attacks.
PUNY ZOMBIES!
All zombie attacks deal one less damage to you.
Quick Draw
Can Swap out holstered/sheathed weapon for free.
Reaper: Combat
Use this Skill when assigning hits while resolving a Combat Action. One of these hits can freely kill an additional identical Zombie in the same Zone. Only a single additional Zombie can be killed per Action when using this Skill. EXAMPLE: Armed with a Shotgun, Travis shoots into a Zone where two Skinner Fatties are standing. He scores one success, allowing him to kill a Skinner Fatty. His Reaper: Combat Skill allows him to kill the other Skinner Fatty (identical Zombie).
Reaper: Melee
Use this Skill when assigning hits while resolving a Melee Action. One of these hits can freely kill an additional identical Zombie in the same Zone. Only a single additional Zombie can be killed per Action when using this Skill.
Reaper: Ranged
Use this Skill when assigning hits while resolving a Ranged Action. One of these hits can freely kill an additional identical Zombie in the same Zone. Only a single additional Zombie can be killed per Action when using this Skill.
Regeneration
At the end of each game round, discard all Wounds the Survivor received. Regeneration doesn’t work if the Survivor has been eliminated.
Roll 6: +1 die Combat
You may roll an additional die for each “6” rolled on any attack, Melee or Ranged. Keep on rolling additional dice as long as you keep getting “6”. Game effects that allow re-rolls (the 1 re-roll per turn Skill or the Plenty Of Ammo Equipment card, for example) must be used before rolling any additional dice for this Skill.
Roll 6: +1 die Melee
You may roll an additional die for each “6” rolled on a Melee attack. Keep on rolling additional dice as long as you keep getting “6”. Game effects that allow re-rolls (the 1 re-roll per turn Skill, for example) must be used before rolling any additional dice for this Skill.
Roll 6: +1 die Ranged
You may roll an additional die for each “6” rolled on a Ranged attack. Keep on rolling additional dice as long as you keep getting “6”. Game effects that allow re-rolls (the 1 re-roll per turn Skill or the Plenty Of Ammo Equipment card, for example) must be used before rolling any additional dice for this Skill.
Rotten*
At the end of his turn, if the Survivor has not taken a Combat Action, driven a car or helicopter (passengers are not concerned), and has not produced a Noise token, place a Rotten token next to his base. As long as he has this token, he is totally ignored by any and all types of Zombies (including Losts, but not Zombivors) and is not considered a Noise token. Zombies don’t attack him and will even walk past him. The Survivor loses his Rotten token if he takes any Combat Action or makes noise. Even with the Rotten token, the Survivor still has to spend extra Actions to move out of a Zone crowded with Zombies.
Scavenger
Can search anywhere.
Search: +1
Make an extra dice roll when Searching with the Survivor.
Sewer Rat
The survivor may move from one Manhole to any other manhole on the board as if moving two zones (usually this takes 2 actions). Draw an enemy card- if it is a SEWER card, the survivor is immediately attacked by whatever is on the card, as if activated during the enemy turn! Then discard the card (do not spawn additional zombies).
Shove*
The Survivor can use this Skill, for free, once during each of his Activations. Select a Zone at Range 1 from your Survivor. All Zombies standing in your Survivor’s Zone are pushed to the selected Zone. This is not a Movement. Both Zones need to share a clear path. A Zombie can’t cross barricades, fences, closed doors, or walls but can be shoved out of a hole. Shove can’t be used by Survivors in a car or helicopter.
Sidekick
If allied survivor is in the same zone, you may use anything in their inventory as if it was in your inventory.
Sleight of Hand
can reload weapons for free.
Slippery*
The Survivor does not spend extra Actions when he performs a Move Action through a Zone containing Zombies. Entering a Zone containing Zombies ends the Survivor’s Move Action.
Snap Shot
When this survivor is attacked by zombies, he/she may use a free combat action targeting only the attacking zombie before its attack resolves.
Sniper
The Survivor may freely choose the targets of all his Ranged Combat Actions.
Spidey Sense
If the survivor is about to recieve a wound, make an Armor roll of +3.
Sprint
The Survivor can use this Skill once during each of his Activations. Spend one Move Action with the Survivor: He may move one, two, or three Zones instead of one. Entering a Zone containing Zombies ends the Survivor’s Move Action.
Starts with a [Equipment]
The Survivor begins the game with the indicated Equipment.
Steady hand*
The Survivor can ignore other Survivors of his choosing (even rival ones) when he uses a Ranged Attack or drives a car through a Zone. The Skill does not apply to a Ranged weapon killing everything in the targeted Zone (such as a Molotov, for example).
Still only counts as 1
Can deduct combat dice to increase damage.
STRONGEST THERE IS!
Can throw a car 2 zones in a straight shot, treat the car as if someone drove it resolving car attacks as well. Can kill fatties.
Super strength
Consider the Damage value of Melee weapons used by the Survivor to be 3.
Swordmaster
The Survivor treats all Melee weapons as if they had the Dual symbol.
Tactician*
The Survivor’s turn can be resolved anytime during the Players’ Phase, before or after any other Survivor’s turn. If several teammates benefit from this Skill at the same time, the team’s players choose their activation order. If rival teams (see Competitive mode, page 39) possess this Skill, it is resolved in turn order (beginning with the first player, then clockwise).
Taunt
The Survivor can use this Skill, for free, once during each of his Activations. Select a Zone your Survivor can see. All Zombies standing in the selected Zone immediately gain an extra Activation: They try to reach the taunting Survivor by any means available. Taunted Zombies ignore all other Survivors. They do not attack them and cross the Zone they stand in if needed to reach the taunting Survivor.
Teleport
Survivor can move to any adjacent zone (even through walls) +1 Action to bring another survivor with him NOTE Teleporting into an unopened room still causes the Zombie Spawn phase for that room as if the door was opened, if the survivor leaves or dies without the door being opened the zombies then become dormant(don’t move) till the door opens.
The Best at what I do..
Barbarian, +1 to die: Melee, +1 Damage
The Rider
This survivor is immune to the Molotov effect.
Tinkerer
can repair damaged weapons with lower level weapons.
Tough
The Survivor ignores the first Attack he receives from a single Zombie every Zombies’ Phase.
Toxic immunity
The Survivor is immune to Toxic Blood Spray (see Toxic City Mall).
Trick shot
When the Survivor is equipped with Dual Ranged weapons, he can aim at different Zones with each weapon in the same Action.
Utility Belt
Starts with Standard Batarang, and Allows Batman to use any item he’s carrying as if it were in his hands. Why OP? ..Because he’s the goddamn Batman.
Vampiric Sight
This survivor treats a search action as if he had the flashlight.
Veronica
Switch out Bruce Banner Card/Figurine with HulkBuster Keeps exp.
Warmachinerox
Can freely pick targets in 2 different zones.
Web Shooter
Spend 1 action to web 1 zombie of any type in place. That zombie skips its activation phase. Abomination require 3 actions.
Weapon Specialist
Can use any ammo type for any firearm.
Webbing
All Equipment in the Survivor’s inventory is considered equipped in hand.
Web Grenade
Once per turn as a free action, the survivor can use this skill targeting a zone containing at least 1 zombies within 0-1 zone to which he has line of sight. All zombies within the targeted zone total activations are reduced by 1 for this turn. The zombie grants Point blank to all ranged attacks.
Web Molotov
Once per turn as an action, the survivor can use this skill targeting a zone containing at least 1 actor within 0-1 zone to which he has line of sight. All actors within the targeted zone are killed by a Molotov effect. This skill requires Using gasoline to create a Molotov effect.
Web Shooter
Once per turn as a free action, the survivor can use this skill targeting a zombie within 0-1 zone to which he has line of sight. The targeted zombie’s total activations are reduced by 1 for this turn. The zombie grants Point blank to all ranged attacks. Excluding Abominations.
Welcome Back Duelies
Duel ranged weapons use 1 ammo marker per ranged action.
What's it made of?
Starts with the Vibranium Shield
Wonderful Toys
Once per turn, instead of searching, Joker can discard any two items, then make a search roll until a weapon is found, re roll the 1d10 if the result is not a Weapon list. This ability can be done in street.
Worthy of Mjolnir
Thor starts with the MJOLNIR.
x2 Scope
+2 Max Range
X-ray
Spawn Zombies in an Adjacent Building as if the Door were opened, Zombies are dormant till the door opens (they don’t move)
Yaujta K-9
Survivor gains a Xenomorph Companion.
You should'nt play with knives
Starts with 2 knives.
Zombie link*
The Survivor plays an extra turn each time an Extra Activation card is drawn from the Zombie pile. He plays before the extra activated Zombies. If several teammates benefit from this Skill at the same time, the team’s players choose their activation order. If rival teams (see Rue Morgue) possess this Skill, it is resolved in turn order (beginning with the first player, then clockwise).
. GAME MODIFIERS
The Fog
A heavy fog blankets the town, making it hard to see for survivors and zombies.
- Zombies can only see 1 zone. Noise is much more important than usual!
- Survivors can only see 1 zone. Rifles aren’t much use in the fog, unless…
- Scopes are Night Vision. With a scope, a Survivor can see as far as they would normally.
- The zombies are closer than you think! After placing zombies at spawn zones (not manholes), move them 1 zone straight ahead. Note that if you are in the zombie’s spawn zone, this means they will walk right past you!
From Scratch
- Survivors start with nothing, not even special equipment.
- Everyone can choose between Brawler or Break in skill for their blue skill.
Xenomorph
- When the Xenomorph card is drawn, Place the Xenomorph on a random zombie spawn.
- The Xenomorph is a zombie for game purposes.
- The Xenomorph has the same target priority as a dog, it has 4 actions and ignores all obstacles aside from doors.
- It can only be killed with a level 2 weapon, if you use a melee weapon that is not ultrared you must discard that weapon.
- Xenomorph causes Acid Spray (2 damage or discard protective gear cards) to everything (zombies too) in the zone when killed.
- Acid Spray ignores Armor Rolls.
All Items
Bag of Rice
A bag of rice is a good source of nutrients, may be bland but it keeps us full.. just gotta keep the dam rats away from it.
Bandages
Badages sure come in handy when we have to deal with these rotten bastards.. they are getting scarce though..
Canned Food
This is about all we can find for food anymore, good ole' canned goods.. God I hate beans..
Ibprofen
Goodbye skull crushing headache.. its not morphine, but it'll work.
Water
Just about the only thing we constantly need, finding good clean water can be a real pain in the ass..
Adrenaline Shot
Need a little focus?? Take a 10ml syringe of this shit and blamo! You'll be scootin' along..
Deadpool's Belt
Holy shit??!! Deadpool's belt!!! Well this will make getting around way easier.
Energy Drink
The taste as the sweet necter of the Gods hits your lips... makes you feel invincible.
Flashlight
Man this sure does help ya see when ya need it..
Keys
Well not sure if these belong to AAA.. but they open just about everything with a lock..
Pile of Ammo
JACKPOT!!!!
Plenty of Ammo(Handgun)
Missed that dead head?? its cool we got extra..
Plenty of Ammo(Shotgun)
Hold still meat sack, good thing I have some rounds to spare..
Sewer Map
Kinda a gross way to move around, but shit its safer than the streets.. usually..
Bullet Proof Vest
At least the zombies can't bite through this..
Gas Mask
God it stinks in this thing..
Goalie Mask
Heh always loved that movie with... what was that noise?!?
Riot Shield
They ain't gettin' through this..
Extra Mag (Pistol)
Man am I glad I brought this baby..
Extra Mag (Assault Rifle)
Time to eat lead maggot sacks..
Extra Shells
Can't ever have enough of these bad boys..
Hollow-Point Rounds
Whoa.. Extra fire power.. I love it.
Laser Pointer
Think the Zombies will chase it..
Scope
Man it sure makes these bastards easier to hit.
Spare Change
Well the bus is out of service these days..
Gasoline
Love the smell.. reminds me of the good ole days in the shop..
Glass Bottle
Dam.. booze is all out.. gotta be useful for something
Nails
Im not building anytime soon..
Baseball bat
America's favorite past time, well I sure do miss the past but this does a dam good job of knockin' heads off.
Chainsaw
Listen to that baby purrr..
Claw Hammer
Oh its hammer time..
Concrete Saw
Ooooh baby shes makin' me beg..
Crowbar
No jokes here..
Fire Axe
Hope the Firemen dont mind, this aint its intended purpose..
Gunblade
Well ain't this cute..
Hatchet
Lets go chop some meat boys..
Katana
Asian persuasion, works for me..
Knife
Aint the best but it'll do.
Kukri
Them Suadis got some nice edges to em..
Machete
Man I need a mask to keep the blood off my.. What was that??
Meat Cleaver
Lets play butcher..
Nightstick
Dam billy clubs hurt, good for knockin' teeth out..
Pan
I aint frying bacon.
Saber
En Guarde
S.B.F.
These are Hockey pads..
Sword
Stick em with the pointy end..
Urban Mace
Well that bug didnt need its gear shifter..
Wakizachi
Asian sensation, Ko-nich-yu-ah!!
Zomb' Knuckles
Breakin' skulls the 80s way..