New Zombicide

by SoulofNevik

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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. 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 Banner!

If Hulk reaches 3 wounds, Switch out Hulk's Card/Figurine with Bruce Banner's, Keeps exp, loses 1 wound.

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.

. 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..

Cookies

Not like the one Grandma used to make, but man they are a nice luxury..

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..

 

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