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GETTING A WEAPON:

ZOMBIES!!! This is again based on MOONSYLVERs awesome rules.


Every time you kill all of the zombies in a Named location you may
roll once on the Cool Weapons Table to see what weapons (if any) you
Crank up the Carnage with Weapon Cards find (fully loaded w/ ammo).
(adapted by anubis9) You may carry & use as many weapons as you can find, but
These cards are based on the weapons rules created by the mighty rule you may not have more than 1 of the same weapon (except the pistol,
variator MOONSYLVER, as originally layed out in his solitaire scenar- you may have 2) If you roll a duplicate of a weapon youre already
io Extreme Deadly Justice with a Vengeance I liked them so much, I carrying, you just find enough ammo to bring it up to full ammo capac-
adapted them for normal 2-6 player games. Thanks MOONSYLVER!! ity, not a second weapon. (Put a bullet token on the far left square of
the ammo bar when you acquire a weapon, and move it one box to the
When using these, pull all the weapons cards out of the event deck right each time a shot is fired.)
(except skateboard and other non-combat specific weapons) You may roll TWICE for weapons found in the Police Station
& the Army Surplus. When you clear or return to either of these build-
I would recommend that when playing with these weapons you use one ings, you may automatically reload any weapon(s) youre carrying to
or both berZombie Rules: full apacity.
1. Zombies require a roll of 5 or 6 to kill
2. Roll two die for Zombie Movement COMBAT
Red Die: How many Zombies Move There are two types of combat: Ranged and Close Combat (same
Blue Die: How many spaces they move (up to) space). If the current weapon you are carrying is not marked for Close
Combat, or you do not have any Ammo for the weapon, you have to
STARTING: fight as per the normal rules (1-3, lose 1 life - keep fighting; 4(5)-6,
You start the game as usual with 3 heart tokens and 3 bullet tokens win). Bullet Tokens from your Bullet Pool may used to enhance the
(Bullet Pool) You can have no more than 5 hearts, but as many bullets roll. Those weapons marked Close: Yes are OK to use in close com-
as you can get. Your Movement= Number of Heart Tokens +2. bat (same square.) Failed close combat (regardeless of weapon used)
results in the loss of a heart token (as usual) and combat continues.
HEARTS & BULLETS All weapons have a range. This is how many squares away
Per MOONSYLVERs rules, you do not place hearts and bullets as your zombie target may be. You may only fire weapons in a straight
usual in named buildings. The ONLY way you can get hearts and bul- (non-diagonal) line. You may fire as many weapons as many times as
lets is to buy them at the end of your turn by trading in 3 zombies you like each turn (as long as youve got the ammo). Every time you
from your kill pool. (3 dead zombies = 1 heart OR 1 bullet token) fire the weapon, Slide the bullet token, one square to the right on the
NOTE: These bullets are for your bullet pool (used to raise die roll Ammo bar. You cannot lose a life token when comat fails in a ranged
by +1) and CANNOT be used for as ammo for a specific weapon ie: situation, you just waste the shot. You CAN use bullets from your Bul-
shotgun, rifle, etc. let Pool (but not the weapons ammo) to augment combat rolls.
COOL WEAPONS TABLE the maximum range of the weapon (that is 4 squares).
Roll 1D6. You can add +1 to the result for each 5 zombies you trade Sniper Rifle
in from your dead pool. This trade must be made BEFORE the die is Automatic kill. This weapon can only be used instead of moving.
rolled. All weapons are received with a full set of Ammo.
Machine Gun
Die Roll Ammo Range Close Combat Weapon Add +1 to the combat roll. If you spend another Bullet Token you
1 10 3 Yes Pistol may roll for every Zombie in straight line up to the maximum range
of the weapon (that is 6 squares).
2 8 2 Yes Shotgun
3 8 4 Yes Rifle Hand Grenades
4 8 4 Yes Submachine Gun Have a minimum range of 2. Only one can be thrown once during
5 8 10 No Sniper Rifle movement but it explodes after the complete move (and all the com-
6 8 6 Yes Machine Gun bat from movement) have been made. Automatically kills the zombie
in the same square. Roll a combat roll for every other Zombie in the 8
7 10 4 No Hand Grenade
adjacent squares. If the hand grenade explodes outside a building all
8 6 12 No Grenade Launcher Zombies inside a building are unaffected and vice versa.
9+ 6 3 No Flame Thrower
Grenade Launcher
Has a minimum range of 4. Only one can be fired once per turn and
WEAPON DESCRIPTIONS thats during the movement step. The grenade automatically kills
the zombie in the same square. Roll a combat roll with +1 for every
Pistol: other Zombie in the 8 adjacent squares, no matter of they are inside or
No modification (It just lets you shoot at Zombies up to 3 squares outside.
away)
Flame Thrower
Shotgun: Affects all Zombies in a straight line up to the maximum range. Add
Add +1 to the combat roll. If you fire at a Zombie on a range of 1 and +1 to the Combat Roll. If the Zombies survive, they might burn to
there is another Zombie standing in direct line behind that. Roll an death later. At the end of the next players turn, roll for the burning
unmodified combat roll for that one. zombies again with an unmodified combat roll. After that they stop
burning. (*) Ammo may NOT be found for the Flame Thrower. It
Rifle may only be reloaded at the Gas Station
Add +1 to the combat roll
Note: If you are playing with UberZombies, and still find it too
Submachine Gun easy try limiting your weapon shots to one per square moved, and
No modification. If you spend one extra Bullet Token (from the gun only one sniper shot (still no movement) per turn.
not your Pool) you may roll for every Zombie in straight line up to
Pistol Pistol
Range: 3 Range: 3
Close: Yes Close: Yes

AMMO: No Modification AMMO: No Modification

Pistol Pistol
Range: 3 Range: 3
Close: Yes Close: Yes

AMMO: No Modification AMMO: No Modification


Rifle Rifle
Range: 4 Range: 4
Close: Yes Close: Yes

AMMO: +1 to Combat Roll AMMO: +1 to Combat Roll

Rifle Rifle
Range: 4 Range: 4
Close: Yes Close: Yes

AMMO: +1 to Combat Roll AMMO: +1 to Combat Roll


Shotgun Shotgun
Range: 3 Range: 3
Close: Yes Close: Yes

AMMO: +1 Combat Roll; Behind Shot AMMO: +1 Combat Roll; Behind Shot

Shotgun Shotgun
Range: 3 Range: 3
Close: Yes Close: Yes

AMMO: +1 Combat Roll; Behind Shot AMMO: +1 Combat Roll; Behind Shot
Submachine Gun Submachine Gun
Range: 4 Range: 4
Close: Yes Close: Yes

AMMO: +1 Bullet Token=Range Roll AMMO: +1 Bullet Token=Range Roll

Submachine Gun Submachine Gun


Range: 4 Range: 4
Close: Yes Close: Yes

AMMO: +1 Bullet Token=Range Roll AMMO: +1 Bullet Token=Range Roll


Sniper Rifle Sniper Rifle
Range: 10 Range: 10
Close: No Close: No

AMMO: Instant Kill; 0 Movement AMMO: Instant Kill; 0 Movement

Sniper Rifle Sniper Rifle


Range: 10 Range: 10
Close: No Close: No

AMMO: Instant Kill; 0 Movement AMMO: Instant Kill; 0 Movement


Machine Gun Machine Gun
Range: 6 Range: 6
Close: Yes Close: Yes
+1 Combat Roll +1 Combat Roll
AMMO: +Bullet Token=Range Roll AMMO: +Bullet Token=Range Roll

Machine Gun Machine Gun


Range: 6 Range: 6
Close: Yes Close: Yes
+1 Combat Roll +1 Combat Roll
AMMO: +Bullet Token=Range Roll AMMO: +Bullet Token=Range Roll
Grenade Grenade
Range: 2-4 Range: 2-4
Close: No Close: No

AMMO: Blast Radius: 8 AMMO: Blast Radius: 8

Grenade Grenade
Range: 2-4 Range: 2-4
Close: No Close: No

AMMO: Blast Radius: 8 AMMO: Blast Radius: 8
Grenade Launcher Grenade Launcher
Range: 4-12 Range: 4-12
Close: No Close: No

AMMO: +1 Combat Roll Blast Radius: 8 AMMO: +1 Combat Roll Blast Radius: 8

Grenade Launcher Grenade Launcher


Range: 4-12 Range: 4-12
Close: No Close: No

AMMO: +1 Combat Roll Blast Radius: 8 AMMO: +1 Combat Roll Blast Radius: 8
Flame Thrower Flame Thrower
Range: 3 Range: 3
Close:
No Close:
No
AMMO: +1 Combat Roll Blast Radius: 3 AMMO: +1 Combat Roll Blast Radius: 3

Flame Thrower Flame Thrower


Range: 3 Range: 3
Close: No
Close: No

AMMO: +1 Combat Roll Blast Radius: 3 AMMO: +1 Combat Roll Blast Radius: 3

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