Zombicide Chronicles Core Book 3
Zombicide Chronicles Core Book 3
Zombicide Chronicles Core Book 3
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R T D IR E CTOR: Mat
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#01
INTRODUCTION
ZOMBICIDE: CHRONICLES
Science! In the pursuit of ever greater levels You might not be the perfect neighbor anymore, or the
of productivity, man has twisted both plants best partner for a night out, as all this putting animated
and animals to his own ends. In doing so, we corpses out of their misery is taking its toll on you, but
have inadvertently changed ourselves... you are still alive and plan on staying that way. You are
a Survivor.
Now, shambling killing machines roam the
ruins of our world.
So, the question isn’t really how did you get here, but
rather how do you get OUT. You certainly don’t stand
a chance if you continue arguing on the whys while the
dead shamble all over the place. Walkers, runners, even
crawlers, the streets are crowded with dead guys of all
shapes and sizes.
INTRODUCTION
Yes, I'm talking about the Abominations...
SURVIVORS
restaurants and theaters, they are all still there, apart
from those areas that went up in flames in the first
days. But now, what you see outside your comfy little
refuge is not the place you once knew. Now, all there
is left are supply caches, ammo dumps, and places
you need to scout for medicine, water, or food.
THE GAME
not the toughest SOBs, but you made it. So, others
PLAYING
must have too, and you can find them. Mechanics
who can fix things, doctors who can fix you, fighters
who can fix them with a well aimed blow. You might
get along well and build a larger community. Maybe
start over.
Maybe.
Survivors
THE GAME
RUNNING
In Zombicide: Chronicles, you take the role of Survivors,
a handful of individuals who, out of thousands,
possess abilities that allowed them to make it against
everything they have faced. At least, so far. You are
the cream of the crop, true die-hards, or maybe just
poor bastards who got luckier than the rest.
'
In a game of Zombicide: Chronicles, the
players control the fate of their Survivors,
deciding what the characters think and
feel, and especially what they choose to do
about it.
• Rule #2: Describe the Actions of your Survivor • Rule #5: Keep it Crazy, Keep it Fun - Wallow in
- Always tell the GM and the other players what the spirit of Zombicide: Chronicles! Death and
your Survivor is doing, or, better, what you are decay are bleak, but Survivors have the right
doing. Be specific when you describe what you do attitude and weapons aplenty to dial it up a
and how you do it, without making unnecessary notch. So, it’s time to Team Up and Gear Up!
references to the rules of the game.
The rules of Zombicide: Chronicles allow you to
• Rule #3: Act as a group as much as possible - jump headfirst into the world of Zombicide in a
Cooperative play will enhance your chances of matter of minutes. Just grab a ready-to-play
survival. The game is a conversation between Survivor and start playing, or spend five minutes
you, the other players, and the GM, and to customize one to your liking.
everyone needs a share of the spotlight.
INTRODUCTION
role of the Gamemaster (GM for short), the person in allowing a full exploration of different themes, in addition
charge of managing the world of Zombicide itself, and to those of survival and fighting the dead.
describing it to the other players.
Shelter Phase and Mission Phase
0
If you are going to be the GM, you will play as a referee and
a storyteller. You will challenge the other players with the Typically, a game session of Zombicide: Chronicles starts
many dangers of the world of Zombicide, generously giving with the Survivors in their shelter, considering their
them a moment of respite once in a while. current situation and making plans on what to do about
it. Maybe their refuge isn’t safe anymore and they need
to find a new one, or water and food have become scarce,
STRUCTURE OF THE GAME or maybe a new horde has entered a nearby area. When
SURVIVORS
the Survivors agree on a course of action, they leave
Zombie hunting is all well and good, but there is more to their shelter to go on a mission.
Zombicide: Chronicles than just fighting endless hordes
%
of Zombies. As players of the board game know, one of
the most satisfying ways to enjoy the game is to play a
series of linked missions.
THE GAME
PLAYING
the world of Zombicide to (un)life is the main
way for the Survivors to visualize what’s going
on. That, and their imagination, of course. Your
main goal is to feed that imagination constantly
with your descriptions.
• Rule #2: You are not the Enemy - While you will
often confront the players with desperate odds, • Rule #5: Keep it Crazy, Keep it Fun - Yeah, that’s
your role is to create interesting situations for what we said to the players, too. But in your case,
them to get into trouble, not to punish them. it’s even more important. Whenever you can, infuse
Use the entire arsenal of Zombicide: Chronicles your scenes with the wicked humor of Zombicide.
to evoke the right mood and suspense, not to Hordes of Walkers risk becoming boring unless
THE GAME
RUNNING
butcher them. you add the occasional undead cosplayer, Santa
Claus, or even a celebrity to the bunch.
• Rule #3: Know your players - Zombicide:
Chronicles doesn’t offer wild continents to •R
ule #6: The Zombicide world is at your disposal
explore or great mysteries to solve. The game - Zombicide: Chronicles is fully compatible with
tells the story of the Survivors. The better you the Zombicide board game. Using the board game
know your players' expectations and goals, the components, such as tiles and miniatures, is a
easier it will be for you to add more chapters to great way of improving the player's experience.
their story.
While it may seem daunting at first, the task
• Rule #4: Zombicide: Chronicles is a collaborative of the Gamemaster is an extremely satisfying
OF ZOMBICIDE
effort - The game is not your sole responsibility! experience. The rules for Zombicide: Chronicles
THE WORLD
Never forget that you are here to have fun as make it easy to set up a gaming session with
much as the other players. little or no preparation.
INTRODUCTION
SURVIVORS
THE GAME
PLAYING
Gear Up Take’em Down!
Every task needs the right tools, and combat is no At the end of the day, only one thing matters if you
exception. Never carry just one weapon! want to continue breathing: destroy all the Zombies you
encounter! The horde is growing in number every minute.
Always look to get more stuff. Weapons jam and break,
ammo runs out, more powerful opponents need more Get your daily Zombicide. Plan and execute good
THE GAME
RUNNING
powerful weapons, vehicles need fuel, as do molotov strategies, reducing your chance of suffering any
cocktails. And you need to eat and drink sometimes. casualties. For every one of you that falls, another one
of them rises.
Level Up
Train constantly and learn from the best. A well-trained
individual with a knife has a better chance of survival
}
than a well-equipped novice.
OF ZOMBICIDE
We decided to take shelter at our neighbor's house, which was much safer. We just had to
cross the street. But they were already there...
weapons
These tools include the Survivor’s Identity Sheet and two BIO NAME: level:
Traits
Occupation:
different sets of dice, among other things.
HABIT:
LOOKS:
STUNT
BRAINS Grit
SNEAK ENDURE
Survivors in the game are described using numerical Attitude APPEAL CONVINCE HEARTEN
Background
ratings and descriptive terms defining each character SECURITY EDUCATION CONTACTS
Combat
based on their physical, mental, and personality traits, FIGHT SHOOT COOL
Perception SPOT EVALUATE
and on the extent of their knowledge and capabilities. Survival
SCOUT
INTRODUCTION
• Each Zombie Head is a failure.
• Each numerical value is a failure, unless forced into
a success by gaining Stress (see page 48).
D6 and D66
SURVIVORS
both sets feature pips and up to two special icons, a
Molotov and a Zombie Head. CUSTOM DICE?
If you would like to have more dice at the
table, you can use any number of your own
regular 6-sided dice. Just be sure to have
two sets in different colors, and remember
that a 6 corresponds to a Molotov and a 1 is a
Zombie Head.
ADRENALINE DIALS
THE GAME
PLAYING
#
THE GAME
RUNNING
Survivor Archetypes . . . . . . . . . . 16
Survivor Creation . . . . . . . . . . . . 29
Survivor Prologues . . . . . . . . . . . 33
Survival Guide . . . . . . . . . . . . . . 37
Session Z. . . . . . . . . . . . . . . . . 41
#02
SURVIVORS
The following pages present 12 Survivor archetypes. If you Otherwise, choose a template and use it as the starting
want to jump right into the world of Zombicide, just go to point to create your own Zombicide Survivor - go to page
www.CMON.com and download a ready-to-play Survivor. 29 for the rules on Survivor Creation.
AMADO
The Chronicles Survivors Set offers miniatures
and ID cards for all 12 standard Zombicide
BMX RIDER
Chronicles Survivors.
Use the miniatures to improve your role-
playing experience, or join in the zombie-killing
experience of the Zombicide board game with Amado was a boy like most. He used to go to school,
your favorite RPG character! listen to music, and go to the mall, but his shtick was
definitely biking. He rode his BMX bike everywhere he
went. He even used it in his food delivery job. In fact,
he was out for a delivery when he saw a blood-dripping
fat guy biting his client waiting on the curb. Amado
stared for a few seconds in shock, but then managed
to escape by pedaling like crazy. He will never leave his
bicycle now. Maybe he can even reinforce it with metal
plates without overloading it too much...
Sprint Jump
INTRODUCTION
“ You try
a Bunn
w hen yo y Ho p
u have f
runners our
on your
tail... ”
SURVIVORS
THE GAME
PLAYING
THE GAME
RUNNING
Choose this archetype if you want to play a Survivor who has traded the everyday challenges of living
OF ZOMBICIDE
on the streets with those of the world of Zombicide without blinking. Before, you had junkies or cops.
THE WORLD
BEN
HACKER AND BOXER
In his life, Ben managed to do two things: learn to
code like a hacker from the movies and become
an accomplished boxer. He spent countless hours
in front of his computer, making up for the mental
strain by sweating in the gym. Only Ben could draw
a parallel between those two activities. To him,
hacking into a secure network was just like finding
an opening in the defensive tactics of an opponent.
Just enter the right move and watch them go down!
Ben hasn’t had many opportunities to hack into
anything nowadays, but his footwork has certainly
saved him from hitting the canvas more than once.
INTRODUCTION
ERIN
BUS DRIVER
SURVIVORS
Erin was already looking forward to her retirement.
Every day, she dreamt of her little house on the
lake, of the pleasant walks she would take with
Donna, and of all the board games they would
play in the evening, even if she would miss
the shouts of the kids she took to school
everyday. Unfortunately, the plague
came and her dreams shattered. She
always knew that by driving her
THE GAME
PLAYING
bus she could save many lives.
1
THE GAME
RUNNING
your life.
Steady Hand Shove
GLENN
RESOURCEFUL
FOREMAN
Glenn is a charming forty-year-old who used to
be a construction site supervisor, but suffered
an accident at work and lost the use of his legs.
Glenn was too ingenious to let his disability
discourage him though, and he kept honing
his DIY skills at home. Give him a pile of junk
and the right tools and he will build just about
anything! Glenn was at his local hardware store
when the plague began. He emerged from it with
a fully-motorized, pimped-out, zombie-killing
wheelchair.
Choose this archetype if you want to play someone who sees the
world of Zombicide as a new start, a clean slate putting everyone
on the same level. In your previous life, you felt like you were
missing something. Now, everyone is missing something.
INTRODUCTION
dead things look. Believe me! ”
HELLEN
SURVIVORS
BUTCHER
When she turned eighteen, Hellen chose
to take over her family’s butcher’s shop
that her grandfather opened 60 years ago.
Then it was her father’s turn to stand
behind the counter. Papa hated working
there, though, and he let Hellen have the
shop for herself as soon as she suggested the
THE GAME
PLAYING
idea. Hellen was surprised. How could someone
not feel love for the shining blades and the
precision cuts revealing the secret anatomy of
dead animals? Unfortunately, Hellen doesn’t see
much unspoilt meat anymore, but she certainly
uses her knives a lot.
THE GAME
RUNNING
^
KIKI
POSTWOMAN
Kiki lived a simple life, but she was really
happy. She liked to stop and chat with people
every time she delivered a letter. It wasn’t
long before she was friends with everyone
and knew the city as if it were her own
neighborhood. And then, in the evening, she
loved to swing by the local nightclub to drink
a couple of cocktails and dance the night
away. Whoever met her at the club could not
believe the transformation. The plague took
her job and many of her dancing partners,
but it could not take away her memories.
Choose this archetype if you want to play a Survivor who is so full of hope
and serene that even the apocalypse couldn't rob them of their good spirits.
Carpe diem, seize the day… and especially do not let them seize you!
“ On the count of
three, clench
your teeth. I ’ ll m
ake it quick. ”
INTRODUCTION
LATEESHA
SURVIVORS
DOCTOR
"Always help the needy." Lateesha
kept repeating this to herself. She
studied and practiced hard, and in a
$
few years, she found herself heading
to the emergency ward of the hospital.
But then came that patient, the one
THE GAME
PLAYING
who died and then woke up in the
morgue. When she answered the
call and got downstairs, she
saw blood everywhere and
that thing gnawing on the
arm of a hospital guard.
Always help the needy...
Lateesha didn’t have a
weapon, but fortunately
there are many ways
to use a crutch.
THE GAME
RUNNING
MARK
BASEBALL PLAYER
After years of intensive training and playing, Mark had
finally made it. He was the best pitcher of his favored
team and a power-hitter too! But fame, money, glory,
and all that stuff doesn't last forever, especially if you
think that partying all night, every night, is part of your
reward for playing well. Mark’s future as a player in
the league was already slipping away from his grasp
when the streets filled with the dead. Who could have
predicted that throwing things at a long range with
precision could become a useful skill set?
;
hat ’ s w here
“ Run to aisle 4. T
ng fuel. I'm
we keep the campi
glass bottles. ”
going to get some
INTRODUCTION
PRESTON
CLERK
SURVIVORS
It was meant to be a simple, part-time job at the
hardware store to pay for college, but it became his
life. Preston was happy, though, for his boss and his
colleagues never had a problem with the fact that
his boyfriend passed by every evening to pick him up
(how could they after all? Jeff’s so good-looking!). So,
it was very easy to forget the college and its bullies.
And just when Preston thought he found peace, here
came these filthy monsters, threatening to destroy
everything. He would never allow it. Now, he is
THE GAME
PLAYING
stronger than ever!
Taunt Barbarian
THE GAME
RUNNING
RENO
VETERAN
INTRODUCTION
me that the world is
s
full of predators. Thi
hasn ’ t changed."
SHAMSIA “SHAM”
SURVIVORS
GRAFFITI ARTIST
Shamsia was born in Afghanistan, but soon the war
chased her away from there. She found a new home
in the streets of the City and she started to mark
the walls, telling her story and painting her dreams,
THE GAME
PLAYING
signing her work as ‘Sham’. She grew up to become a
successful artist, recognised in the artist circles, but
she never forgot where she really belongs: the streets.
She had just agreed to open a personal gallery when
hordes of hungry Zombies replaced the usual crowd of
art enthusiasts. Sham didn’t notice the difference.
THE GAME
Born Leader Dreadnought
RUNNING
Is That All You’ve Got? Regeneration
clean in
“ You have to cut it
ly way to
half. That ’ s the on
se again . ”
be sure it won ’ t ri
YUKA
KENDOKA
The smell of the dojo, meditation, blisters on your
hands, men, do–, kote, tsuki. This was Yuka’s idea of a
perfect life. She was fast. She was focused. She used
to beat every opponent. But the modern world doesn’t
allow you to live by an outdated warrior code, and Yuka
worked a day job as an ‘office lady’, serving tea and
running errands. Yuka was succumbing to depression
when all hell broke loose. The hands that used to wield
the shinai every day now grip a razor-sharp katana.
Swordmaster Reaper
Choose this archetype if you want to play someone who is still looking for
their right place in the world. It’s a spiritual quest, but in the meantime,
you keep yourself busy with physically cutting Zombies to shreds.
INTRODUCTION
The world is at war against a hungry horde of zombies born from our own hubris. While
most people chose to flee and became prey, we chose to stand and become predators.
SURVIVORS
can leave this blank for the moment.
To play Zombicide: Chronicles, you need your alter-ego,
an identity in the world of Zombicide. Your Survivor is 3. Skills: Copy your chosen Survivor archetype's
your main interface with the fictional world and with the 4 Starting Skills.
other players. It's your starting point to create a story 4. Favored Actions: Underline 4 Actions,
where you and your friends are the main cast. choosing them as you see fit from those
listed under your chosen Survivor’s Favored
Attribute and Proficiency.
To start playing, you can download one of the available
ready-to-play Survivors, or you can select an archetype 5. Attributes: Prioritize your Survivor's main
characteristics: Muscle, Brains, and Grit,
to use as a starting point and create your own.
allocating a score of 1 to one of them, 2 to
another, and a score of 3 to the last.
THE GAME
The process to create a new Survivor is presented here
PLAYING
6. Proficiencies: Attribute the following
in short and detailed further on the following pages.
ratings as you see fit, distributing the
Each player must have a blank Survivor’s Identity Sheet following 6 scores among the Proficiencies
to annotate. of your Survivor: two Proficiencies at 3,
three at 2, and one at 1.
7. Derived Stats: Find your Survivor’s Stress
and Hit Points scores:
a. Your Stress rating is equal to the sum of
Brains and Grit, then multiplied by 2
b. Your Hit Points total is equal to the sum
THE GAME
of Grit and Muscle
Copy the two final ratings following the RUNNING
indication on the Identity Sheet.
8. Gear: Use the three boxes on your ID Sheet
to record what you carry with you on a
Mission. You will fill up these slots during
Session Z (see page 41).
9. Prologue: Adopt the biographical notes of
your chosen Survivor or create your own.
For example, using the Survivor Prologues
OF ZOMBICIDE
Elle
INTRODUCTION
Your Survivor can be of any age or gender,
archetype offered for each character. from a feisty kid of 12 to an octogenarian
lady. Kids get smart fast around here, and our
It could be anything. A real job, like cop, teacher, or elders learn soon that there’s no one around
clerk. A hobby or sport, like skating or parkour, or even to leave them a seat on the bus. So grandpa,
you better get used to standing, walking, and
a passion for a type of music or fashion trend. Choose running. Those mumbling cadavers won’t get
something you think will be fun and engaging to play out off your lawn unless you make them.
and that follows the general description.
Contrasts are generally fun and in the vein of Zombicide, A good way to customize an archetype in a simple but
but be careful not to overdo it. A nun dispensing her radical way is to change their gender.
blessing to a horde of Zombies using Molotov cocktails
SURVIVORS
is a bit borderline, but is more interesting than a plain For example, you might choose Reno and make them
guy with a rifle. But a skateboarding, chainsaw-wielding, Rebecca instead, because you like the idea of playing a
grenade-tossing priest is probably too much. Then again, female veteran.
your mileage may vary!
Changing the gender of a Survivor might seem trivial, but it
Habit provides a completely different angle to how you interpret
It’s hard to get used to a Zombie apocalypse. It seems your Survivor, not to mention how you see them.
that not even the infection can easily make you forget
your routines, like smoking a cigarette after a good meal, 2. Level
eating a specific type of snack, or practicing Yoga for
THE GAME
fifteen minutes when the sun goes down. One day, the Survivors who do not get killed will
PLAYING
eventually adapt to their new world and they will swap
At the start of the game, you get to choose your habits. their role as prey with their predators. In game terms,
That good, relatively bad, or really bad habit that you they level up and acquire new abilities. They will evolve,
can’t do without. After all, what’s more likely to kill you gaining Experience, to one day become ultimate
nowadays, an addiction or the horde out there? Survivors, Zombie-killing machines always ready for
another Zombicide.
Looks
The appearance of your Survivor is fundamental, as it 3. Skills
should be a representation of what you intend your
character to be. Take a look at the illustrations of the Everyone who survived the outbreak so far did so also
THE GAME
RUNNING
Survivor archetypes and see how they play up the thanks to their peculiar talents that allowed them to
distinctive features of the characters they represent. make it.
Then, when you are done assigning values to the
various characteristics of your own character, consider Each Survivor archetype features a set of four Skills, one
your Survivor’s Attributes and Proficiencies and try to for each level on their Adrenaline bar. Copy the name
visualize a living, breathing person. and gameplay effects of these special talents in the
corresponding spaces on your Identity Sheet.
When you think you've got it right, present your
character to the GM and to the other players, translating These are the starting Skills of your new Survivor. In
OF ZOMBICIDE
whatever you feel is important about your Survivor into time, you will get to choose new abilities as your Survivor
THE WORLD
a recognizable trait. Write down a description of your gets better and better in the art of Zombicide. Skills and
character’s looks in the box on the Identity Sheet. their effects are detailed starting on page 59.
INTRODUCTION
We were with some friends when the first siren began to wail, quickly followed by countless
others. In less than an hour, everything changed. The television and the radio announced
horrible news.
FIRST HEARD
A . WHEN YOU
The following tables are merely suggestions meant to be
used to quickly enrich the backstory of your Survivor. For
K
each table, roll a D66 and check the corresponding entry. O F TH E O UTB R E A
Use the back of your ID Sheet to record the various results.
You discovered the infection the first
time you saw a Zombie. Maybe you had
SURVIVORS
A. When you first heard of the outbreak. 11-13
no access to the media during the first
B. Your first experience as a witness. days of the outbreak.
C. Your first Zombicide.
You were on vacation abroad and
D. What happened to your significant others. 14-16
everyone was talking about it there.
E. What you took with you.
F. What you left behind. A friend working with the government
G. How you met the other Survivors. 21-23 told you about it, but you didn’t believe
them.
THE GAME
conspiracy theorists.
PLAYING
31-33
)
34-36 On TV or online.
THE GAME
A relative of yours died and rumours
RUNNING
51-53 about them coming back to life started
circulating.
e
At work when a workmate had a stroke
11-13
and rose before the ambulance arrived.
The police literally torched a house on You killed your first horde when you
your street where a bunch of harmless 41-43 had to leave your home area because it
44-46 hippies lived together. You saw two was overrun.
burning people slowly walk out of the
building and attack the cops. You and some friends went on a
44-46 Zombie-killing spree, betting on who
Someone you cared for didn't answer would kill the most.
51-53 your calls. When you paid them a visit,
they tried to attack you. You found out that you like fighting.
51-53 It was scary at first, but now you’ve
You were attending the best rock gig grown to like it.
ever when you saw arms and legs fly
54-56 It was an accident! You didn’t mean to
out of the mosh pit, not necessarily
attached to their owners. 54-56 kill the guy! What a relief when you saw
he wasn’t alive after all.
You killed someone. Then, you saw
61-63 the corpse getting up and it tried to You blacked out and woke up next to
attack you. 61-63 a pile of maimed Zombies. You are not
entirely sure about what happened.
64-66 It’s your darkest secret. You certainly know how to improvise
64-66
with a frying pan.
INTRODUCTION
PARENTS, CHILDREN,
LOVER, ETC.)
11-13 They're all gone. You are alone.
SURVIVORS
them.
THE GAME
PLAYING
You made a mistake and this led to
51-53
their demise. The clothes you wear at work (your
11-13
uniform).
You think you know where they are and
54-56
you want to meet them again. Your cell phone (hoping to be able to
14-16
charge it at some point).
61-63 You never had a single soul to love.
21-23 Your personal diary.
You left them behind of your own
64-66
free will. 24-26 A religious symbol.
THE GAME
34-36 A hard drive full of movies. RUNNING
41-43 Bottles of hand sanitizer.
61-63
Your neighborhood (it went up in G. HOW YOU MET
flames).
THE OTHER SURVIVORS
64-66 Your lucky charm.
Upon leaving your hometown when it
11-13
was overrun.
INTRODUCTION
We are survivors and we fight against death • Brains. A high Brains rating generally indicates a
itself with every weapon available. superior intellect and a clear mind, the signs of a
quick thinker. All activities profiting from a sense for
While Survivors are exceptional individuals beyond any logic and the capability for a quick assessment of a
doubt, they come from all walks of life. Before the end of situation are tied to the Brains stat.
the world as we knew it, it was impossible to guess what • Grit. Grit measures a Survivor’s force of personality
a horde of shambling monstrosities would have drawn and their capability for energy, emotion, and
out from the faceless clerk at a bank, or from your boring enthusiasm. A character with a high Grit score can
neighbor who always threatened to call the cops when the be disciplined, strong-willed, and hard to demoralise.
music was too loud.
SURVIVORS
But when all hell finally broke loose, something inside a
number of those anonymous nobodies flared up, turning
them into relentless fighters who would not let the
Zombies get them, no matter the cost.
ATTRIBUTES
THE GAME
Kim
PLAYING
AND PROFICIENCIES
In Zombicide: Chronicles, the most important stats in Proficiencies
the game are a Survivor’s Attributes and Proficiencies,
numerical ratings that are used to evaluate the Survivors’ The six Proficiencies of a character and their ratings
capabilities in different fields. identify the strengths and weaknesses of a Survivor. Ben
is certainly apt at Survival, but what about his Attitude
All numerical ratings indicate a number of dice. capabilities? Yuka is Combat ready, but is her Perception
good enough to spot a crawler silently approaching?
Attributes • Athletics. The capability of a Survivor to perform
THE GAME
RUNNING
actions that test their physical strength, coordination,
Muscle, Brains, and Grit describe a Survivor’s and resistance, like driving a car, climbing, moving
fundamental physical, mental, and emotional capabilities. silently, or marching for days on end.
In addition to being combined with Proficiencies when • Attitude. The strength of a Survivor’s personality,
a Survivor is taking an action, Attributes are used to their capability to impress, persuade, and even cheer
determine a character’s Stress and Hit Points scores and up others. A high Attitude score expresses true
to determine their recovery capabilities. charisma and charm.
• Muscle. A Survivor with a high Muscle score can be • Background. It is a measure of the previous
broad and tough or lean and agile. Every aspect of experiences accumulated by the Survivor as a result
OF ZOMBICIDE
a character that relies on their fitness or capability of their former occupation or upbringing. It represents
THE WORLD
for physical action is represented in Zombicide: factual knowledge and expertise as well as formal
Chronicles as Muscle. training and the extent of their social circle.
INTRODUCTION
used to wave at you and stop by for a quick chat. conclusion about what someone is thinking. At lower
scores, you may sense hostility, anger, or fear. At
Combat Actions higher scores, your capability for deduction rivals
that of a professional sleuth.
• Fight (Muscle). It’s showtime! You Fight when you • Scout (Grit). Taking one for the team, you go
attack in close combat, brawling bare-handed or Scouting the area. Whether your mission is to find
tearing down every last Walker with your roaring where those Walkers are coming from or search for a
chainsaw. With a few dice, you are barely able to take nice spot to make a new shelter, it’s just you exploring
down a couple Zombies in a row. With a higher score, the unknown. If you have just a few dice, you may not
you can confront Abominations and probably live to want to be alone, ever. With a lot of dice, your chest
tell the tale. would be adorned with countless explorer's medals!
SURVIVORS
• Shoot (Brains). Lock ‘n load! Most of the time, you
don’t want to get up close and personal with Zombies. Survival Actions
In Zombicide: Chronicles, you'll get to Shoot at them
with lots of different guns. At lower levels, unloading • Scavenge (Muscle). The world has changed, at times
a full magazine will get you a couple bullets in your for the better. For example, money is only good to light
N
target. At higher scores, you unleash an alarming your cigar. Everything is free. Just grab it! As long as
amount of firepower from afar. you know where to look, you’ll be fine. At lower scores,
you may find enough food to survive another day. At
higher scores, you will lay your hands on plenty of
resources for all your fellow Survivors.
THE GAME
• Tinker (Brains). Stuff breaks, firearms jam, and
PLAYING
you’re pretty sure the warranty has expired. With
Tinker, you can repair items and barricades, and even
pimp your weapons for maximum effect. At lower
scores, you may be able to unjam basic handguns. At
higher scores, you may even craft your own weapons
• Cool (Grit). Don’t panic. Things are already bad. of mass destruction.
Please don’t make them worse. When you absolutely
need to stay calm or you are facing unfathomable
horrors, roll Cool. At lower scores, you can reload
your weapon under fire without shaking too much.
THE GAME
RUNNING
At higher scores, you keep your composure in front
of hordes of Runners coming to get you.
Perception Actions
• Spot (Muscle). Sometimes, the capability to identify • Heal (Grit). Heal measures your ability to treat
a Runner Zombie hiding in a pile of corpses can make injuries and conditions on others and yourself. It will
the difference between life and death. You roll Spot be useful, you can be sure of that. At lower scores,
when you’re looking for something that is hard to you are able to dress wounds and tell a laxative apart
OF ZOMBICIDE
find. With a few dice, you will barely figure out where from an antibiotic. At higher scores, you can perform
THE WORLD
the shots came from. With a lot of dice, even a tiny amputations and treat the most exotic ailments with
critter is identifiable blocks away. the perfect mixture of herbs and drugs.
INTRODUCTION
Many of us survivors have found and joined
a team, community, family, gang - whatever
you want to call it. The thing is, supplies are Your Shelter is your home, your refuge, your fortress.
getting scarce. It’s the only place where you can really afford to let your
guard down, relax, and lick your wounds. You might even
Now that everyone has chosen or created a Survivor, cry a little bit, but don’t let the others see you.
it’s time to set up what else you need to start your first
Zombicide: Chronicles gaming session. A Shelter is a precious commodity, but it’s volatile. It
can be spoilt or destroyed by Zombies or rival Survivors.
While players choose for themselves what they want If you lose your Shelter, you are in serious trouble and
their characters to be, there are a number of decisions you must find a new one as soon as you can. Possibly a
SURVIVORS
that should be taken as a group when you’re all gathered better, more defensible one.
to start playing for the first time. • To create your first Shelter, go to page 101 and
• We call this the Session Zero, or Session Z for short. follow the instructions you’ll find there.
During Session Z, you will determine your starting
equipment and the characteristics of the first shelter Shelter creation is a team endeavor, so everyone is
you share with the others. invited to contribute.
Then, when you’re all set and ready to go, you can embark Use the Shelter sheet found on page 169 to keep track
in your first mission! of the various characteristics of your Shelter. They will
come in handy!
THE GAME
• When you’re done, go to page 98, the Shelter Phase,
PLAYING
STARTING EQUIPMENT and make a Supply Check roll to kickstart the Survivors
to the harsh reality of the post-outbreak world.
Each Survivor now gets to choose 1 starting weapon
among the following: Baseball Bat, Crowbar, Fire Axe,
and Pistol (feel free to use the Zombicide board game
Starting Equipment cards). Then, they all get to add 1
i
item to a team inventory.
• To do this, each player must roll once on the Search
Category Table on page 69. Then, based on the
result, roll on the corresponding table.
THE GAME
RUNNING
Once everyone has determined their belongings, the
items can be distributed among the Survivors as the
YOUR FIRST MISSION
players see fit. Now you are finally ready for your first Mission! Usually,
it is good practice to follow up your Session Z with a
Alternatively, each player may choose 1 object as their simple, introductory affair.
iconic equipment, based on the chosen Survivor’s
description, with the approval of the GM. After the first Mission, you will be on your own, free to
investigate Rumors you have accumulated (see page 100),
OF ZOMBICIDE
For example, a player playing Amado may ask the or to follow some personal goal based on you Survivor’s
THE WORLD
GM for a BMX bike, while another playing a military backstory. Choose where you want to go and what you
veteran might ask for a set of combat fatigues. want to do, but be warned: it’s a dangerous world out there!
#03
PLAYING THE GAME
ACTIONS
If Zombicide: Chronicles was a board game, an Action would
represent a player’s move. When the Gamemaster is done
describing the situation the Survivors are facing, you must
choose how your character reacts to the circumstances
described. You must announce your next move.
INTRODUCTION
SURVIVORS
DICE POOLS DICE RESULTS
The capability of the Survivors to endure the trials of living Once you are done rolling your dice (including rerolling
in an undead world is represented in the game by their any Mastery die that got a Zombie Head, see page 47),
Attributes and Proficiencies. As you can see on your it’s time to see how you performed! The dice can produce
Survivor's Identity Sheet, these ratings are arranged in an the following results:
Action matrix so that if you cross reference an Attribute • Molotov. The Molotov is a success.
THE GAME
with a Proficiency, you get the name of a specific Action. • Zombie Head. The Zombie Head is a failure.
PLAYING
• When your Survivor does something that corresponds • Numerical values. Each numbered result obtained
to one of the 18 Actions in the matrix, you create a on any die is a failure, but it can be forced into a
dice pool composed of a number of dice equal to the success by gaining Stress (during the Mission Phase,
sum of the scores of the Attribute and Proficiency see page 48).
corresponding to the Action. If your roll scored at least 1 success, the Action has been
• Then, you roll your Action dice pool and apply performed successfully and you achieve what you aimed
the result. to do.
THE GAME
RUNNING
Athletics Stunt Sneak Endure
For example, if your Survivor is attempting to fix the broken axle of a car, you need to roll TINKER.
Take a number of dice equal to your Brains score plus your Survival score.
Bonus Dice
Doing something you are good at, using the right tool
to do it, getting some help, or wielding a weapon when
attacking may let you add a number of dice to your
Action pool.
For example, a roll of EDUCATION yields more MORE THAN ONE ATTEMPT
information, an APPEAL attempt influences a larger
When you do something, you try to do your
group, or a SCOUT roll does not only locate the best, right? In game terms, this means that
presence of enemies, but their specific nature too. if you fail at a roll (or succeed) you don’t get
to try again. That's right. There's no second
Special rules, like those for Combat or Prolonged chances. Unless, of course, something
changes. For example, you try again using a
Actions, already take into account the effects of scoring
better tool this time.
multiple successes.
INTRODUCTION
what we call ordinary, or even standard dice, while the Excess Dice! You cannot ever roll more than 12 dice for
black dice have a special function and are called Mastery an Action: 6 regular dice plus 6 Mastery dice, even if your
dice. If you're playing with custom dice, we recommend ability and equipment might allow you to exceed that limit.
you keep two different sets for this purpose.
• You get to roll Mastery dice when, after you have If for any reason you're entitled to roll more than 12 dice,
taken into account the Difficulty level of your Action, you instead gain a number of automatic successes equal
you find yourself entitled to roll more than 6 dice for to the number of dice in excess.
an Action. Roll a Mastery die for every die in your
pool beyond the 6th.
SURVIVORS
Mastery reroll:
• When a Mastery die rolls a Zombie Head, you can
pick it up and roll it again once. You must keep the
new result (even if it’s another Zombie Head).
THE GAME
winch with a Tinker roll. Adding his Survival score
PLAYING
to his Brains, he gets a dice pool of 7 dice: 6
ordinary dice and 1 Mastery die.
THE GAME
RUNNING
0
OF ZOMBICIDE
THE WORLD
MISSION PHASE
ADDITIONAL RULES
The living are losing ground. The pockets of
resistance fall one after another and our
CB radio, once bustling with messages, is
ROLLING TROUBLE
now silent. We must leave. The zombies are Pass or fail, is that it? It cannot be that easy, right?
growing in numbers and our supplies are No, indeed...
getting scarce. • Whenever you make a roll, after you are done
forcing successes or applying other effects, check
When you are out there, scouring the landscape of the your result. If you have more Zombie Heads than
infected world, the passage of time is counted in terms of Successes, Trouble happens (regardless of whether
hours, if not minutes, or even rounds of combat. the roll was a success or not).
During the Mission Phase, the gameplay focuses on a Often, you’ll wish that Trouble could mean simply that
more step-by-step pace and the rules start taking into you were clumsy and made some noise. Sometimes, it
consideration a number of details that aim to bring the will be much worse than that.
world of Zombicide to life.
It is up to the GM to determine what Trouble means,
exactly (see page 72 for detailed instructions on how
GAINING STRESS to choose the most appropriate Trouble consequences).
TO FORCE A SUCCESS
They say that where there's a will, there's a way. During
ADRENALINE GAIN
the Shelter Phase, the numerical results you get on the As explained on page 40, you keep track of Adrenaline
dice are as useful as a credit card during the apocalypse individually by using the bar on your Identity Sheet or the
(hint: they’re useless). Adrenaline dials from the GM Starter Kit. As you raise
• When you are in Mission Mode, you can force each die your score, you advance on the bar or dial, progressively
that gave a result of 4+ to become a success. When you entering sections of higher intensity and unlocking new
do so, you gain 1 point of Stress for each die you force. special Skills.
• During Combat, the minimum die result you can force
into a success is determined by the Accuracy of the You gain Adrenaline whenever you achieve something
weapon you are using (see page 56). meaningful:
• Success! You gain 1 point of Adrenaline for every
Keeping track of Stress is easy. Just mark down your success you get on any Action die roll, including
current Stress amount on your ID Sheet. You can gain forced successes.
Stress up to your maximum Stress rating. When you • Adrenaline Boost. You gain 5 Adrenaline points
reach that total, you cannot gain any more Stress until whenever you achieve something out of the ordinary,
you manage to lower your Stress level in one way or like dealing with an exceptionally tough adversary
another. or upon reaching a milestone during a mission (see
Mission Objectives on page 95).
INTRODUCTION
Chronicles should mark a momentous
incident, not a trivial occurrence.
So, players should refrain from rolling the dice
unless the circumstances facing the Survivors
represent a turning point. Something that is
going to determine a dramatic change in the
game, based on its result.
• To further remove the incentive to make
unnecessary rolls, the GM should deny any
Adrenaline gain should a roll be deemed
insignificant.
Examples of meaningful rolls include, but are
not limited to: HEAL rolls to recover lost HP,
SURVIVORS
rolls of FIGHT or SHOOT that successfully
damage or kill Zombies, HEARTEN rolls to gain
Adrenaline, SCAVENGE rolls that let Survivors
find useful Items or Weapons, Travel rolls and
Interaction rolls that let Survivors obtain
something useful, etc.
RECOVERY james
Going on Missions is hard work and can get you worn down Hearten
THE GAME
quick. Also, you can get hurt in many different ways during
PLAYING
a Mission phase and you better think about preserving Call it a rallying cry, a motivational speech, or a pep
your health, lest you end up joining the undead ranks. talk. When you are down, well-chosen words can make
a difference.
Catch a Break • Once per day, 1 Survivor in the group can roll HEARTEN
to give the other Survivors a number of Adrenaline
Zombies die hard, but old habits die even harder. To relieve points equal to the number of successes rolled (the
some Stress, you can indulge in your favored habit: smoke acting Survivor gains Adrenaline too, based on the
a cigarette, read a book, take a bite off your favorite normal rule for Adrenaline gain).
snack… or maybe do all these things at the same time!
• Once per day, you can spend a number of Adrenaline Note that no more than 1 Survivor can roll for this each day.
THE GAME
RUNNING
points to reduce your accumulated Stress by an Motivational speeches get boring quickly.
equal number. There is a limit, though. You can never
reduce your Adrenaline below your current level. Rest
>
Heal Eating something and then getting some shut-eye
is the best way to get back in shape for a new day of
If you have been injured, you can do something to mend Zombie-hunting.
your wounds. • If you rest for at least 6 continuous hours in a 24-
• Once per day, roll HEAL to restore a number of hour period and eat some food, you get to reduce
OF ZOMBICIDE
lost Hit Points equal to the number of successes your current Stress by an amount equal to your
THE WORLD
rolled. The roll to treat your injuries can be made by Brains rating and heal a number of lost HP equal to
another Survivor. your Muscle rating.
Combat in Zombicide: Chronicles is a bloody, brutal mess. Once all Survivors have had their chance to fire, the
It’s not a duel of wits between generals or a tactical enemy has gotten close enough for you to risk getting
skirmish fought by experts in urban guerrilla warfare. It’s ripped apart.
living, breathing people against the mindless dead. It's
butchery, plain and simple. Combat Rounds
With this, we don’t mean it’s not dangerous. It means Once contact with the walking dead is initiated, gameplay
you must get proficient in Zombie-killing, as the faster breaks down in a series of close range Combat Rounds.
you can take them out, the more likely it is that they • During the course of a round, Survivors and their
won’t overwhelm you with their sheer number, or end enemies take turns to perform Actions, dividing each
up landing a lucky blow that tears a chunk of flesh off round into a Survivor Phase and a Zombie Phase.
your bones.
0
Being alive and quicker than the dead, the Survivor
Most Zombicides begin with a Zombie horde approaching Phase is generally resolved first, with each Survivor
as you open fire against them. Unfortunately though, performing their Actions during their individual turn
that won’t likely stop them, and to kill’em all you’ll have (unless Surprised, see page 77).
to get up close and personal.
• A Combat Sequence consists of a number of Opening Then, all Zombies act simultaneously in the Zombie
Shots followed by a cycle of Combat Rounds. Phase, slowly but inexorably.
INTRODUCTION
Actions, in any order you prefer - 1 Main Action and
1 Support Action.
SURVIVORS
cannot be used to Attack.
Attacks
Attacking is probably the best way you can put your Main
Action to use. Hence why it's getting its own section here.
THE GAME
don’t choose a specific target. Instead, you are shooting
PLAYING
into the undead crowd or hacking away at a mass of
undead bodies. For example, you’re shooting at 2 Walkers and 2
Runners. You score 3 hits: you must assign your
Roll FIGHT if you are using a Melee weapon, or SHOOT if hits to the Walkers first, wiping them both out. The
you are using a Ranged weapon. Each success is a hit. remaining hit inflicts damage to the Runners,
killing one of them.
Assign Hits
If you are using a Melee weapon, you can divide your hits as TARGETING PRIORITY ORDER
you see fit, distributing them among the available targets.
1. Speed 1: (Brute or Abomination -
THE GAME
RUNNING
the attacker chooses)
If you are using a Ranged weapon, you must instead 2. Speed 2: (Walker)
assign your hits in order of Speed: 3. Speed 3: (Runner)
4. Speed 4: (Dogz, other fast animals)
• Assign hits starting with the slower targets until they
have all been eliminated. Then proceed to assign
remaining hits to faster targets, and so on. If several EXTRA ACTIONS
targets have the same Speed, choose how to assign
As the game progresses and Adrenaline kicks
your hits among them.
in, you may gain Skills allowing you to perform
extra Actions, possibly including Attacks.
The Targeting Priority Order above lists each Zombie Extra Actions break your limit of 2 Actions (1
OF ZOMBICIDE
If the roll is successful, you are considered to have moved Make Noise
away at Range 1 until the end of the round. If you still Spend 1 Action to attract the Zombies’ attention, drawing
have an Action available, you may choose to flee and them away from your mates.
leave the fight. If you have an Extra Action that allows • If other Survivors attempt a Disengage Action this
you to do so, you may make a Ranged Attack at Range 1. turn, they automatically succeed. This Move counts
as using a Noisy weapon (see page 72).
Draw/Trade
Spend 1 Action to ready a weapon or other object placed Pick Up
in your holster inventory box and/or trade it with Spend 1 Action to recover a dropped item, weapon, or
another Survivor. something else lying around in the battlefield.
INTRODUCTION
that the Survivors must split among them (as they
When your turn to act comes, you can attempt anything see fit) is 5.
that can be reasonably executed while engaged in a fight.
For example, opening a door or passing a lighter to another
Survivor about to light up some spilled gasoline.
• Simply tell the GM what you want to do: Most of the
time you will have to spend one of your Actions and
possibly make a die roll.
SURVIVORS
more, thus requiring multiple rounds to complete or the The characteristics of the various types of Zombies are
collaboration of two or more Survivors (see Prolonged summarised in the table below. More details can be found
Actions, page 67). in the Zombipedia on page 79.
Speed
ZOMBIE PHASE This rating is used to establish the Targeting Priority
order of Ranged Attacks.
When it’s time for the Zombies to act, all Zombies attack!
Simply add up the Strength rating of all Zombies in Strength
the fight. The result is the number of Attacks that the This score is used to check the minimum Damage Value
THE GAME
Survivors must face as a group. required to injure the Zombie and the number of Attacks
PLAYING
• Survivors may now split the Zombies’ Attacks in any it deals to Survivors.
way the players prefer (Survivors who successfully
Disengage cannot be assigned any Attacks). Hit Points
Most of the time, if you hit ‘em, they’re down. HPs measure
Survivors who Evade make their rolls now and reduce how many hits it takes to lay them to rest once and for all.
the number of Attacks aimed at them by the number
of successes they get. Zombies do not roll for Attack. Special Rules
Any remaining, uncancelled Attack inflicts Damage (see If they possess any special rules, they're specified here.
Damage on the next page).
ZOMBIE TYPES
THE GAME
RUNNING
Type Speed Strength/Hit Points Special Rules
Abomination 1 3 -
Brute 1 2 -
Walker 2 1 -
Runners reduce the maximum number of Opening
OF ZOMBICIDE
z DAMAGE
Survivors inflict Damage to their targets with their
Attacks and can in turn be injured by them. In both cases,
...must we really say what happens if you pass out in a
crowd of hungry dead guys?
• An unconscious Survivor who is in contact with
Zombies will be killed at the end of the following
the result of an Attack is a reduction of the total Hit Points round.
of its target.
Major Injury
Inflicting Damage
When you are reduced to 0 HP, roll a die and check the
Each hit inflicted on a target by an Attack roll reduces table below.
its Hit Points by 1, but only if the Damage Value of
TOOLS
INTRODUCTION
I know better. Rate of fire is life.
Keep on firing!
As seen under the rules for Actions, when you are doing
Don’t forget to gear up! When you go on a mission, you something, if you are using the right tool for the job, the
can be certain you’ll face a horde of Zombies or two, so GM will determine if you are allowed to add 1 or 2 dice to
be sure to bring weapons. But you’ll also need something your Action dice pool.
to smash doors, clear a boarded-up window, or bring • If a tool is deemed to be useful for the Action at
down walls. hand, you’ll get to roll 1 additional die. If the tool is
very useful, you’ll get 2 dice instead.
And if you’re lucky, or good at it, you won’t need a shovel
to dig a grave. Sometimes, a tool might not add dice at all, but simply
SURVIVORS
allow you to do something you would not be able to do at
OBJECTS SIZE all without it. For example, making a hole through a thick
For the sake of simplicity, all items you carry wall without a mallet or a pickaxe, or climbing down a
count as 1 piece each. If you are interested in sheer wall without a rope, etc.
adding a level of realism here, you can consider
that large objects or items that are particularly
heavy may count as 2 or even 3 items.
For example, a chainsaw is large and unwieldy WEAPON STATS
and you might consider it to count for 2 items.
This would mean that a chainsaw would occupy All weapons in Zombicide: Chronicles feature a number of
all your ready slots, or your 2 holster slots. values: Range, Dice, Accuracy, and Damage. Additionally,
THE GAME
they may have one or more special traits, characteristics
PLAYING
indicating particular advantages or flaws.
INVENTORY Oh, I’m sure you figured this out already: A weapon may
either be a Melee or a Ranged weapon.
As mentioned in Chapter 2, you keep track of what
you carry using the three boxes at the bottom of your Range
ID Sheet (if you're playing with components from the Melee weapons have a Range of 0, indicating that they
Zombicide board game, these boxes can be used to hold can be used exclusively against targets you’re in contact
Equipment cards). with. Ranged weapons have a minimum and a maximum
• The ready slot can hold a maximum of 2 items, range. They cannot shoot under their minimum range
THE GAME
RUNNING
indicating what you have in your hands, ready to be (usually 1 or 0) or beyond their maximum range (usually
used. Of the 2 allowed items, only 1 can be a weapon, 1 to 3).
M
unless you are wielding 2 identical weapons with the
Dual Trait (see page 56). In the rules for combat, Range indicates the maximum
• The holster slot can carry up to 2 more items or number of Opening Shots they can fire before close combat
weapons and indicates something you can reach and is joined. Ranged weapons with a minimum range of 0
ready quickly (using the Draw/Trade Move). can be used in closed combat. However, attacking with
• The backpack slot holds up to 2 more items and is a ranged weapon at range 0 is still a Ranged Attack
used to indicate what you carry around in a rucksack (Targeting Priority Order applies).
OF ZOMBICIDE
Sniper
Dice You may freely choose the targets of your Ranged
This score indicates a number of dice that you add to your Attacks. Friendly Fire is ignored.
roll when you use the weapon. The rating ranges from 1 to 5
(improvised weapons, like a Molotov cocktail, have no Dice
rating, and thus you get to add 0 dice when you use them). PROTECTION
Accuracy They say that the best defense is a good offense, but
As explained before under the rules for forcing successes, having some protection is never a bad idea when dealing
in combat, the minimum number you need to roll to force with Zombies. Survivors may use all sort of items to
a die result is indicated by the weapon’s Accuracy rating. protect themselves: shields, padded or reinforced
clothing, armor... these items are not considered tools.
Damage Therefore, they do not add the usual 1 or 2 dice to Actions.
This is the weapon’s Damage Value that is compared to
the target’s Strength. If the weapon's Damage matches If the Survivors manage to find or build some type of
or beats the target's Strength, each success scored on protective item, the GM may instead attribute them a Hit
the roll reduces the target’s Hit Points by 1. Conversely, if Points value. Protection usually comes in two forms:
Strength exceeds the Damage Value of the weapon used, • Shields, like a riot shield, have 2 Hit Points and must
that weapon is completely ineffective against that target. be held in 1 of the Survivor’s ready slots;
• Armor, such as sporting gear or a flak jacket,
has 1 or 2 Hit Points and occupies 1 or both of the
ADDITIONAL WEAPON TRAITS Survivor’s Backpack slots respectively, depending on
how tough and bulky the item is.
g
MELEE WEAPONS LIST All Melee weapons are used rolling FIGHT.
Baseball Bat
INTRODUCTION
Do you want to know why I prefer a wooden bat? Try putting nails on an aluminum one!
Chainsaw
...vrinnn Vrinnn, VRINNN! That’s music to my ears. The lyrics would be
more like kill, Kiilll, KIIILLL!
SURVIVORS
Crowbar
I can open doors or skulls with this. You tell me.
Fire Axe
Shouldn’t we call it a Zombie Axe?
THE GAME
PLAYING
Melee 0 1 4+ 2 - Silent Door-Opening (Noisy)
Katana
Silent... and deadly.
Kukri
Do you think this blade looks funny? Think again.
THE GAME
Type Range Dice Accuracy Damage Dual Trait Trait 2 RUNNING
Melee 0 2 4+ 2 - Silent -
Machete
Keep on cutting. Where the branches end, the Zombies begin.
Pistol
Always hold her with both hands and aim only at the head. If you don’t blow
their brains out, it’s useless. Or, use one in each hand, and fire away!
Sawed-off
Aim at the knees. If they still have them.
Shotgun
When you see that mountain of undead flesh,
you know it’s time to take out the big guns.
Sniper Rifle
Handy when you have enough space to take out
those pesky Runners one after the other...
Sub-MG
Do not remove your finger from the trigger until the magazine is empty!
MOLOTOV COCKTAILS
Alcohol consumption has certainly skyrocketed since the beginning of the outbreak!
Well, anything flammable, to be precise...
The Molotov cocktail has become the ultimate weapon of the discerning Survivor since the discovery
that the dead burn like dry kindling.
You can throw a Molotov cocktail as if you were using a weapon with Range 0-1, which is consumed
after is it thrown.
• To throw a Molotov, roll STUNT. The result is dealt as Damage to everybody at Range 0, including
Survivors (unless the Molotov was thrown as an Opening Shot). Undead suffer double Damage.
Aim straight, though! If you cause Trouble with your STUNT roll, you have poured some burning
liquid on yourself and suffer 1 damage.
INTRODUCTION
Tell me how you kill zombies, and I’ ll tell you If you have more than 1 Skill to choose from, simply pick 1.
who you are.
The effects of each Skill are immediate. This means that
Talents, gifts, special abilities. Skills are what make you they may be employed in the same Turn in which they are
special and different from all the others who tried to acquired. In case of a conflict with the general rules, the
become Survivors and failed. Skill rules have priority.
In game terms, Skills are superior capabilities that are You acquire new Skills by gaining Experience points and
unlocked when you feel the rush of Adrenaline. You start leveling up (see page 63).
the game with a set of 4 Skills, 1 for each Adrenaline level.
• When, during a Mission Phase, you pass from one
SURVIVORS
Adrenaline section to the next (for example, from
Blue to Yellow) you activate a new Skill, and can now
SKILLS BY RANK
use them freely along with the ones you previously The table below lists the Skills based on their rank, to be
acquired. used in conjunction with the rules for Experience levels
(see page 63).
SKILL RANKS
Basic Advanced Master Ultimate
Adrenaline Junkie Combat Reflexes Ambidextrous Barbarian
THE GAME
PLAYING
Born Leader Dual Expert Blitz Brother in Arms
Break-In Gunslinger Bloodlust Bullseye
Destiny Hit & Run Charge Full Auto
E
Field Medic Improvised Weapon Dreadnought Mindfulness
Hoard Is That All You’ve Got? Fast Super Strength
Hold Your Nose Jump Precision -
Lifesaver Lucky Reaper -
THE GAME
RUNNING
Longshot Regeneration - -
Low Profile Shove - -
Point-Blank Sidestep - -
Scavenger Slugger - -
Slippery Sprint - -
Sniper Swordmaster - -
Steady Hand - - -
OF ZOMBICIDE
THE WORLD
Tactician - - -
Taunt - - -
Tough - - -
• Bullseye (Ultimate)
You gain a +1 Damage bonus with all Ranged weapons. • Full Auto (Ultimate)
When resolving an Attack with a Ranged weapon,
you can replace your weapon’s Dice rating with the
number of adversaries you’re facing. Skills affecting
the dice value, like Gunslinger, still apply.
INTRODUCTION
• Is That All You’ve Got? (Advanced)
Use this Skill when you are about to lose Hit Points.
You may negate 1 point of damage for each point of
Stress that you gain this way.
• Jump (Advanced)
You may spend a Main Action to Disengage. If
successful, you remain at Range 1 also during the next
Combat Round as well.
SURVIVORS
• Lifesaver (Basic)
Once per turn, choose another Survivor. That Survivor
gains an Extra Disengage Action.
• Longshot (Basic)
The maximum Range of Ranged weapons you use is
increased by 1.
THE GAME
and you ignore the Noisy trait of all weapons.
PLAYING
• Lucky (Advanced)
• Gunslinger (Advanced) For each Action you take, you may choose to roll all
You roll an extra die when attacking with Ranged dice again. The new result replaces the previous one.
weapons. Dual weapons each gain a die for a total of
+2 extra dice. • Mindfulness (Ultimate)
At the end of each Combat Round, you may decrease
• Hit & Run (Advanced) your Stress by 1.
When you score 1 or more hits with a Ranged or
Melee Attack, you can then spend a Support Action to • Point-Blank (Basic)
THE GAME
RUNNING
Disengage, gaining the hits you inflicted as bonus dice You can always perform Ranged Attacks at Range 0,
to the STUNT roll. no matter the minimum Range of the weapon you are
using. When you do, you freely choose the targets
• Hoard (Basic) regardless of their Speed.
Your backpack slot can carry up to 4 items (instead
of 2). • Precision (Master)
Subtract 1 point from the Accuracy of each weapon
• Hold your Nose (Basic) you use (a 5+ becomes a 4+, and so on).
Once per Mission Phase, you find a random object
OF ZOMBICIDE
eliminated (roll once on the Search Category table, Each time you inflict 1 or more hits with an Attack, you
then on the appropriate table). score an additional hit.
• Sprint (Advanced)
You need 1 less success to Disengage (down to a
minimum of 1 success).
• Swordmaster (Advanced)
You roll an extra die with Melee weapons. Dual
weapons each gain a die for a total of +2 extra dice.
• Tactician (Basic)
You are never caught unprepared and cannot be
surprised by Zombies in combat (you always take your
turn first).
• Taunt (Basic)
You gain an Extra Action that can be used exclusively
to Make Noise. In addition, your Make Noise Action
doesn’t count as using a Noisy weapon.
• Tough (Basic)
You gain a boost of +2 HP (both current and maximum).
c
&
INTRODUCTION
The world evolved, and so did we.
We learned in a couple months what a
soldier might need years to learn.
During a Mission Phase, you track your evolution by gaining • When you reach Level 1, you gain 1 new Basic or
SURVIVORS
Experience points (XP), the amount of XP Survivors might Advanced Skill to add to your Yellow slot.
gain is detailed on The Mission Phase, page 95. When • When you reach Level 3, you gain 1 new Basic,
your accumulated XP reaches a certain total, you level up, Advanced, or Master Skill to add to your Orange slot.
unlocking one or more advancements. • When you reach Level 5 and Level 7, you gain 1 new
• You start the game with no levels, Level 0, if you prefer. Skill of your choice (any rank) to add to 1 of your 2
Then, you advance to Level 1 upon reaching 20 XP. Red slots.
The Experience Level table below shows the amount of XP EXPERIENCE LEVEL TABLE
you need to advance from Level 0 to Level 8, and what XP
Level Advancements
advancements are unlocked upon reaching each new Level. Gained
THE GAME
PLAYING
Add 1 to a Proficiency.
1 20
ADVANCEMENTS Gain a new Skill
At each new Level, you unlock one or more advancements. Add 1 to a Proficiency.
2 40
Choose a new Favored Action
Most are quite self-explanatory, but let’s look at them in detail.
• When an advancement says to add 1 to a Proficiency,
Add 1 to a Proficiency.
you get to raise a Proficiency of your choice by 1 3 60
Gain a new Skill
point, up to a maximum of 6.
• When an advancement says to choose a new Favored
Action, you underline a new Action of your choice to 4 80 Add 1 to an Attribute
THE GAME
RUNNING
mark it as Favored.
• When an advancement says to add 1 to an Attribute, Add 1 to a Proficiency.
you raise an Attribute of your choice by 1 point. 5 100
Gain a new Skill
Remember to update all corresponding Derived Stats
(Stress and Hit Points). Add 1 to a Proficiency.
6 120
Choose a new Favored Action
When an advancement instructs you to gain a new Skill,
things are a bit more complicated. A newly-gained Skill Add 1 to a Proficiency.
7 140
Gain a new Skill
is added to one of the empty Skill slots on your ID Sheet.
OF ZOMBICIDE
As you can see from the empty slots on your Sheet, you
THE WORLD
have room for 1 new Skill in the Yellow section, 1 in the 8 160 Add 1 to an Attribute
Orange section, and 2 in the Red section.
#04
RUNNING THE GAME
We are looking for other survivors and have So, all you have to do is get familiar with this rulebook,
already made contact with some of them. help your players do the same, and then sit down and play.
Most are not as experienced as we are at
Zombicide, but they can learn. Applying the Rules
As seen briefly in the introduction chapter, to play Roleplaying games are narrative games and the rules used
Zombicide: Chronicles somebody must take the mantle of to govern them are traditionally open to interpretation,
the Gamemaster. Let’s take some more time to talk about in comparison to the inflexible rules of board games. This
this figure, a staple of many roleplaying games. is the case because the rules of a roleplaying game are
meant to support the immersion and imagination of the
Legends abound regarding the role of the GM. Many players, not to constrain them.
among those who are unfamiliar with roleplaying
consider it to be a thankless and difficult job. But as it But this does not mean that the rules of Zombicide:
happens, things are not that way at all. Chronicles must be broken or ignored. It means simply
that the Gamemaster and the players are invited to
Truth is, the Gamemaster is a player like the others, and customize the rules of the game as much as they desire,
anyone can do it. What distinguishes the GM from another keeping what they find appropriate to their playing style
player is that the GM does not play a single character in and tweaking or throwing away entirely what they don’t.
the game world… they ARE the game world. If the players
are the heart of the game, the GM is its brain. Never forget one thing, though: Zombicide: Chronicles is a
game, and the key for the creation of a truly cooperative
If you choose to be the GM, then your task is to bring roleplaying experience is to share its rules among all
the world to life, describing what your players encounter, participants and apply them. The game system and its
including the personalities of the people they meet. In a application is not the province of the Gamemaster alone,
few words, to try and keep the gameplay engaging, all and all changes to the rules must be agreed upon by all
the while enjoying yourself. participants. And once the rules have been accepted
(customized or not), they must be applied consistently
and fairly to dispel any doubts about the role of the
HOW DO I LEARN TO BE A GM? Gamemaster as an impartial interface between the players
and the game world.
This is the one question many new players ask, and
the answer is disarmingly simple: JUST PLAY! The Nothing is more detrimental to a player’s suspension
Gamemaster is a pivotal role in a roleplaying game, but of disbelief than the feeling that a character’s fate is
you’re still playing a game. You’re not trying to master being dictated by the choices of the Gamemaster and
i
some secrets of dark magic. not their own.
INTRODUCTION
One rule: no rules. Well, almost. Find cool
weapons, stick together, kill zombies, enjoy
life, and everything should be fine.
SURVIVORS
0
As seen in the previous chapter, most activities take
one Action to perform. Similarly, an Action could
require a dice roll or not. Sometimes, what a Survivor
wants to accomplish is so complicated, it will take a
long time to complete, or the collaboration of two or
more Survivors. A number of special cases for Actions
are described below.
PROLONGED ACTIONS
THE GAME
If time is of the essence, and it often is, the GM may
PLAYING
determine how much time passes between rolls,
Normally, Actions require a single success to be depending on the type of Action. For example, a round of
completed. When a task needs more, it’s a Prolonged rolls searching a palace could be two minutes long, while
Action. Protracted endeavors like exploring a building, each roll to fix a car engine might take one hour.
tearing down a barricade, or fixing a car’s engine requires
time and effort. A failed roll during a Prolonged Action causes a simple
• To complete a Prolonged Action, Survivors must delay. You need more rolls to accomplish the task and thus
accumulate a number of successes based on the spend more time. Of course, rolling more than once raises
complexity of the task. As soon as the number of the possibility of causing Trouble (see page 72).
successes required is reached, the Action is over.
THE GAME
RUNNING
• Often, more than one Survivor can cooperate on the
completion of the task, adding up their successes.
OPPOSED ACTIONS
What happens if two Survivors want to get that
It is up to the GM to set the number of successes last candy bar? Well, they fight for it, rolling
for the same Action at the same time.
required, but in general terms, a Prolonged Action
• The opposing Survivors roll, and the one
requires from 3 (a simple but prolonged effort) to 9 (a
scoring the highest number of successes
long and complicated affair) successes. wins. If nobody gets the upper hand, it
ends in a tie.
Typically, Survivors won’t achieve all the required Players can gain Stress to force successes
OF ZOMBICIDE
successes in a single round. They accumulate successes as usual, taking turns to force one success at
THE WORLD
Quality Rating in But in the world of Zombicide, almost anything found still
a Prolonged Action in working order can prove to be useful sooner or later
(see the rules for Gear on page 55). For this reason,
It is possible, albeit rarely necessary, to gauge the quality all Survivors have adopted a good practice of always
of the success of a completed Prolonged Action. checking a place that doesn’t look like it was thoroughly
ransacked before.
To do so, use the following: • In gaming terms, this is called a Search, and it’s
• If the Prolonged Action was completed achieving handled as a SCAVENGE Prolonged Action generally
exactly the number of successes required, it is an requiring 3 successes.
ordinary success. • If the Search is completed successfully, 1 useful item
• If the Prolonged Action was completed with 1 success is found and can be added to a Survivor’s inventory.
in excess of the minimum, it is a superior success.
• If the Prolonged Action was completed with 2 or
more successes in excess of the minimum, it is an
outstanding success.
SEARCHING
When Survivors look for something specific in a place that
can be reasonably considered to contain it, for example
a bucket of paint in a general store, the task is normally
handled as an ordinary Action. The GM may allow you to
find what you are looking for automatically or ask you to
make a roll of SPOT or SCAVENGE. cathy
INTRODUCTION
SURVIVORS
Every Survivor in a searchable area can contribute The term in brackets indicates the category of the Search
to reach the required total. If a searched area is large (General, Health, Sports, Outdoors, Safety, or Weapons),
enough (or well stocked), the GM may allow for multiple and the number specifies the number of available Search
Search Actions, thus potentially providing for more than attempts. If the term in brackets is (Any), then the GM
a single found object. must first roll on the Search Category Table to determine
what can be found there.
The Searched # of
Area is: Searches Otherwise, what can be found with a successful Search can
be improvised by the GM based on where the attempt is
made or determined randomly by rolling on the tables below.
Small or poor
THE GAME
• If a fully random find is required, roll first on the Search
PLAYING
(single room, cellar, 1
wrecked car) Category Table and then on the specific sub-table.
• If you want to narrow the result down to an item of a
specific category, roll directly on the appropriate column.
Medium or well
stocked (hardware 2
store, parking lot) Obviously, the items listed in the tables don’t represent
everything that can be found in the world of Zombicide.
Use them as guidelines to create your own. Remember,
Large or really well
stocked (industrial pretty much everything you can find in a store today can
3 be a precious commodity after the outbreak.
warehouse, large
bank, mall)
THE GAME
SEARCH CATEGORY RUNNING
What do we have here... Roll a D6
• Weapons
Published Missions generally list what Survivors get
when they make a Search in the right place, following • Health
this format:
• Sports
If the Survivors, in one way or another, manage • Outdoors
OF ZOMBICIDE
• Safety
part of the bank, they can make a Search there
(Weapons 2). • General
0
21-26 Baseball Bat
31-33 Crowbar
34-35 Fire Axe
36 Chainsaw
41-43 Machete
44-45 Katana
46 Kukri
51-53 Pistol
54-55 SMG
56 Sniper Rifle
61-63 Sawed-Off
64-65 Shotgun
4
Grindlock 66 Molotov
ITEMS
Roll a D6 General Health Sports Outdoors Safety
• Broken Item(1)
• Climbing Fireproof
Tool Set First Aid Kit Camping Tools
Tools Blanket
INTRODUCTION
SURVIVORS
THE GAME
PLAYING
`
MAKING CAMP WANDERING ZOMBIE
TABLE
The Survivors on a Mission lasting several days must stop
and camp somewhere when the sun goes down. Easier
Threat Level Size of Horde attracted
said than done, considering the company...
THE GAME
RUNNING
The first rule of the post-apocalyptic camper is finding a TL 1 Horde (x2)
safe place to set up camp. This is a SCOUT action (DL1 if the
Survivors are in a TL2 District; DL2 if the Survivors are in
a TL3 or TL4 District, see page 109). In TL0 locations, no TL 2 Horde (x3)
roll is needed (making camp is automatically successful).
• If the roll is successful, the night (or an equivalent 8
hours) passes quietly and the Survivors can benefit
TL 3 Horde (x4)
from resting (see Recovery, page 49).
• If the roll is a failure, something rotten comes
OF ZOMBICIDE
about Hordes, see page 82). In this case, let’s TL 4 Horde (x5)
hope the Survivors have someone on guard duty.
This chapter details the rules for Trouble, Conditions, and Weapon Dropped/Stuck
Other Sources of Damage. If you cause Trouble on a FIGHT roll, you just dropped
the weapon you were using, or it remained stuck in a
Zombie’s skull.
TROUBLE • If the roll was successful, apply damage normally, but
the Survivor will have to spend an Action to pick up
As seen on page 48, Survivors cause Trouble whenever the weapon or dislodge it from whatever nasty place
an Action roll gets more Zombie Heads than successes, it got stuck in.
regardless of whether the Action was successful or not.
Depending on the circumstances, Survivors causing All Sorts of Trouble
Trouble can attract unwanted attention, lose something
important, or even hurt themselves. When Trouble happens using Actions different
from SHOOT or FIGHT, even outside of combat, the
consequences are up to the GM to determine, generally
9
You forget something. You lose your voice for a day. You slip and cut a finger.
Annoying
You embarrass yourself in front of others.
INTRODUCTION
You drop something. You hurt a foot and now hobble. You sprain a wrist. You
Worrisome
lose your temper.
You lose something valuable. You bang your head and are now stunned. You
Distressing
break a finger. You insult someone needlessly.
You break a weapon. You fall from a great height. You cut yourself and are
Traumatic
now bleeding. You injure someone else.
You wreck a vehicle. You seriously hurt yourself and pass out. You shoot a
Catastrophic
friend. You destroy something.
SURVIVORS
Trouble Table
The table above can help the GM improvise the effects
of Trouble, based on five abstract levels of severity to be
used as inspiration.
CONDITIONS
Life as a Survivor is hard, but it can become harder very SAMPLE CONDITIONS
quickly. In a world that is slowly spiraling down to a new Hindering Conditions: Low visibility, splitting
THE GAME
Stone Age, you could easily end up freezing, starving,
PLAYING
headache, stunned, tired, intoxicated, very cold,
suffering from a sickness, or be forced to search for demoralized, shaken, falling accident, etc.
something in the dark. Impairing Conditions: Darkness, partial
blindness, sickness, poisoned, starving,
freezing, suffocating, exhaustion, panic, etc.
When a Survivor’s situation is made worse by any source,
be it environmental or the consequence of an accident
or a particularly nasty attack, the GM may impose one or Duration and Effects
more Conditions, impairments that make it more likely
for a Survivor to fail or cause Trouble. Generally, the effects and duration of a Condition are
directly tied to its source.
After an Action dice roll, but before a player chooses • If a duration is not specified or apparent, the GM may
THE GAME
RUNNING
to spend Stress to force successes, the GM enforces determine that the Condition lasts until the Survivor
the following: takes a rest (see page 49).
• If a Condition can reasonably be considered to be
hindering the Survivor, pick the Action die showing the If different causes impose the same Condition on a
highest numerical result and flip it to a Zombie Head. Survivor, each instance must be considered separately,
• If the Condition can reasonably be considered to be but the effects don’t get worse.
impairing, flip the 2 highest numerical results instead.
For example, a Survivor might have his vision
Only ordinary dice are subjected to the effects of impaired by the darkness of night and then be
OF ZOMBICIDE
Conditions (Mastery dice are always exempted). Players blinded by a sudden flash. The Survivor remains
THE WORLD
keep track of Conditions by recording them on the notes impaired even after the sun rises if he has not
space on their ID Sheet. recovered from the flash yet.
If any damage is suffered, the Survivor should also be left If any damage is suffered, a Survivor caught in the blast
suffering from a Condition (a twisted ankle, a sprained should also receive a Condition (stunned, hearing loss,
wrist, bruised ribs, etc.). partial blindness, panicked, etc.).
EXPLOSION TABLE
Blast Level Damage in Blast area Damage at Range 1 Damage at Range 2
Contained 3 - -
Powerful 6 3 -
Devastating 9 6 3
INTRODUCTION
other sources of extreme heat cause a variable amount lies abandoned, slowly contaminating the environment.
of damage for each round of exposure. Radiation is very dangerous, especially because it’s not
• An ENDURE roll can reduce the amount of HP lost, easily detected.
unless in case of direct contact with the heat source
(in which case, no roll is allowed). In game terms, there are four levels of radiation: Low,
Moderate, Severe, and Critical. Each level causes a
If any damage is suffered, a Survivor injured by fire should different amount of damage for each time interval of
also receive a Condition (painful burns, headache, etc.). exposure, as indicated on the table below. Beware:
Critical radiation can cause instant death!
FIRE TABLE • A roll of ENDURE can reduce the amount of HP lost,
Damage provided the Survivors have some sort of protection.
SURVIVORS
Intensity Examples
per Round Otherwise, no roll is allowed.
Torch, camping stove,
Limited 1
boiling water If any damage is suffered, a Survivor exposed to radiation
will also be left suffering from a hindering or impairing
Bonfire, red-hot
Medium 2
metal, boiling oil
Condition (burns, headaches, blood poisoning, etc.).
THE GAME
PLAYING
Low 1 hour 1
Moderate 30 minutes 2
Severe 15 minutes 3
Automatic Death
Critical 1 minute (no ENDURE roll
THE GAME
RUNNING
allowed).
RADIATION VS POISON
The effects of being poisoned are normally
handled in game terms as a hindering or
impairing Conditions. Since the effects of
radiation can be easily ported over to simulate
the effects of dangerous toxins, a GM desiring
a more dangerous consequence for poison can
employ the radiation rules exactly as they
OF ZOMBICIDE
THE WORLD
We are no longer the people we used to be. The past is gone, we are now free to choose our
fate. It won’ t be a zombie world. It is time for payback. Time for Zombicide!
STAGING A ZOMBICIDE
A fight against the dead (a Zombicide, as we call
it) happens for many reasons. The Survivors may
accidentally stumble upon a horde while exploring a
District, or the destruction of such a group could be
precisely the Objective of their Mission.
INTRODUCTION
For example, the Survivors were busy searching a
flat on the second floor of a building. After several
long minutes, one of the Survivors spots a group
of Walkers approaching the entrance of the
building at ground level. The Survivors have
several options. They could try and leave without
attracting the attention of the Walkers...
SURVIVORS
they see potential prey. So, Survivors are not particularly
likely to get taken by surprise. Similarly, zombies are not
easily scared, so ambushing them is not really going to
provide a great advantage.
THE GAME
dark. Or, on the contrary, some circumstances might give
PLAYING
them an unexpected advantage. For example, allowing
them to fire on an advancing Abomination from a distance.
• When a well-engineered plan, or luck, gives the
THE GAME
RUNNING
detail can contribute to making the ensuing fight epic or Twist in the Tale #2: Darkness
desperate. You are free to use a map of your own, one Should the Survivors have the great idea of getting into a
of the maps found on Chapter 5, or the Zombicide board fight at night or somewhere away from a source of light,
game tiles. But this need for detail does not mean you they will suffer from a hindering or impairing Condition
have to use a map. All you need to do is visualize the (see page 73). Moreover, the maximum Range of any
situation so you can describe it to your players. Ranged weapon is reduced to 1.
Start by answering the following questions: Where are we? As far as the Zombies are concerned, they cannot see
Are we inside or outside? Is it dark? Where is the enemy in the dark any better than the Survivors and they don’t
OF ZOMBICIDE
coming from? Are the Survivors surrounded, or are there usually carry flashlights, but they can smell and hear you
THE WORLD
ways to escape that they can eventually make use of? from a distance. So, darkness doesn’t impair or hinder
Imagine how the scene looks when seen from above. them at all.
INTRODUCTION
Zombies no longer need to eat or sleep and don’ t show signs of pain. They are basically
bloodthirsty puppets, but never underestimate them. They can endure a lot of punishment
and will chase you tirelessly for days. The only cure I know is summary execution.
So, finally we arrived at the meat of Zombicide: The information presented here is hardly top secret,
Chronicles (no pun intended): Zombies. In this section, but players of Zombicide: Chronicles should abstain
you’ll find everything you need to know about the from reading this section anyway, to preserve some
various manifestations of the undead, the main actors level of mystery.
of the outbreak.
You, as the GM, can use this information as you see
SURVIVORS
fit. For example, to better describe what the Survivors
encounter in their Mission Phase, or to add details to
Rumors that they gather during a Shelter Phase.
EVERYDAY ZOMBIES
Some say that Zombies are just a reflection of our fears
and failures. Tame your inner Zombie and you’ll win half
of the battle. The problem is that you must deal with the
THE GAME
other half by using rapid-fire weapons.
PLAYING
• Everyday Zombies, the ones that are more commonly
encountered, are distinguished into four main types:
Walkers, Runners, Brutes, and Abominations.
Walkers
We call the most basic type of Zombie a Walker. That’s
because they just take their time to get to you. But when
they do, you’d be wrong to consider them less dangerous
than other types of undead. That’s because they may
THE GAME
RUNNING
be slow, but there's a LOT of them, and their bites are
no less damaging than those of their more-aggressive
brethren. Underestimate them and you’ll find yourself
overrun in no time.
Strength/
Type Speed Hit Points
Walker 2 1
OF ZOMBICIDE
THE WORLD
x
ï
Strength/
Type Speed Hit Points
Brute 1 2
Runners
]
Amped up for some reason, Runners are super
aggressive. They hide behind other Zombies, especially
Brutes, and will be upon you in no time unless you take
them out first. They can be fast, but they still won't easily
overcome obstacles set before them.
Special Rules
Runners reduce the maximum number of Opening Shots
to 1. Then, they attack twice: once before the Survivor
Phase and once during the Zombie Phase, with all the
other Zombies.
Strength/
¨
Runner 3 1
INTRODUCTION
SURVIVORS
THE GAME
PLAYING
O
THE GAME
RUNNING
Abominations
Huge, strong, twisted beyond recognition. Abominations
are a Survivor’s worst nightmare. If you spot one of these,
and it doesn’t see you, just run. Abominations are almost
impervious to damage. Only the most powerful weapons
can stop them. Or a well-aimed Molotov.
1
Strength/
OF ZOMBICIDE
Abomination 1 3
If you must improvise a Horde multiplier, just add 1 to the For example: a Horde (x3) + 1 Brute means you
TL of the area the Survivors are in. must add an extra Brute to its usual roster of
rotten creatures.
For example, if the Survivors encounter a Horde in
a TL 2 area, they will face a Horde (x3).
BLE
HORDE COMPOSITION TA
D6 Roll + TL Runners Brutes Abominations
1-2 - - -
3-4 0.5 - -
5-6 x1 0.5 -
7-8 x2 x1 -
9-10 x2 x1 1
INTRODUCTION
SURVIVORS
Horde Waves MUTATED ZOMBIES
When dealing with a Horde, you know when a fight starts
but not when it’s going to end, as the dead are a curious
THE GAME
lot, and for all their normal sluggishness, they cannot
PLAYING
wait to join their brethren in the melee. So, what you just
faced in a round might be only a first wave.
At the end of each combat round, if there is at least one With the outbreak, dead people didn’t just come back.
Zombie standing, the GM rolls 1 die for each Survivor that You’ve seen Brutes and especially Abominations. The
made Noise, such as using a Noisy weapon: infection changed them, making them bigger, tougher, or
• If 1 or more dice result in a Zombie Head, a Horde (x1) just plain weirder.
joins the fight in the following round.
In time, the Survivors were forced to distinguish different
You can add Zombies of different types by rolling again breeds of walking dead as they were consistently
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on the Horde Composition table, considering the TL displaying newer, more terrifying mutations.
of the area equal to 0. Each new round can generate • So far, four different strains of Zombies have been
another Horde, and so on. They just keep on coming... identified: Berserker, Seeker, Skinner, and Toxic Zombies.
For example, of the 4 Survivors fighting a Horde in In game terms, GMs can employ the Mutated Zombies
a TL 2 District, 2 used Noisy weapons. At the end presented here as they see fit:
of the round, the GM rolls 2 dice and gets 1 Zombie • Berserker and Toxic Zombies can be encountered
Head. A Horde (x1) approaches! Then, the GM rolls as afull Horde, as they display all four standard
on the Horde Composition table (with a modifier manifestations (Walker, Runner, Brute, and Abomination).
OF ZOMBICIDE
equal to 0) to see whether different Zombie types • Seeker and Skinner Zombies only appear in certain
THE WORLD
show up. The GM rolls a 4: a total of 4 Walkers and forms and thus can only appear as part of a standard
2 Runners join the undead. Horde or as their own group.
INTRODUCTION
become so fast that Runners look like easy targets. When almost shrivelled, and feral-looking. It's not a good sight.
you finally understand what you’re facing, it may be too Some of them become Skinners, Zombies that do not stay
late. Look for Walkers acting up, like making noise and dead even when cut in half. When they are reduced to
shaking. If you spot one of them, blast it immediately. armless or legless torsos and they keep chasing you, we
• Seeker Zombies exist only as Walkers. call them Crawlers.
• Skinner Zombies exist in all forms except Abominations.
Special Rules
The GM can decide that there’s a Seeker Zombie among a Special Rules
group or Horde of Walkers. It can be identified with a roll For every Skinner Zombie eliminated in a Combat Round,
of SPOT. If it’s not eliminated, all Walkers in the group or add a Crawler (see below).
Horde are considered Runners.
SURVIVORS
Strength/
Type Speed Hit Points
¨
Crawler * 1
*Crawlers do not have a Speed score. They always come
last in Priority Order.
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PLAYING
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¶ _
OF ZOMBICIDE
THE WORLD
Zombie Crowz
It was inevitable that crows would get infected,
scavenging all those Zombie bodies. It was
also inevitable that it would be very bad news.
Crowz may be easy to kill, but these flying
vermin can move awfully fast and, worst of all,
they can ignore obstacles, either flying over
them or squeezing through broken windows,
holes in the roof, or gaps in crumbling walls!
Zombie Dogz
If you haven’t seen a pack of Dogz attacking, you
haven’t seen anything, believe me. These rotten
fleabags are quick as devils and devious. They
can drag you to the ground and strip your flesh
off before you can tell your mama goodbye.
Strength/
Type Speed Hit Points Special Rules
INTRODUCTION
ï
SURVIVORS
THE GAME
PLAYING
`
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0
Zombie Ratz
From the point of view of many, rats are pests to be killed Ratz are as numerous as their brethren, of course, but
at first sight. On second thought, however, the destinies their fear of man has been replaced with a hunger for
of rat and man seem linked. Both species are survivors. human flesh. For an unknown reason so far, they act like
Someone accused rats of being responsible for the a giant pack. As soon as some of them find a fresh food
OF ZOMBICIDE
Zombie disease, but it seems they carry the burden in source, all ratz in the vicinity gather for the feast. The
THE WORLD
the same way we do. They are vulnerable and can be more there are, the more frantic these critters become,
turned into Zombies. We call them the Ratz. and you know how agile and fast a rat can be!
A
List of Special Abilities
This section lists a number of special abilities that the GM
may use as a small toolbox to add another level of variety to
the adversaries the Survivors will inevitably encounter. The
combinations that can result by matching manifestations
and mutations with special abilities are innumerable and
can give life to unique and very unusual Zombies.
Grabbing
At the start of each Zombie Phase, this creature grabs all
Disengaged Survivors, dragging them in contact again.
Each Survivor can prevent this by making a STUNT roll.
A grabbed Survivor can be dragged through a window, a
door, out of a car, etc.
Impervious
This creature can only be killed by area-effect attacks
like explosives, grenades, and Molotov cocktails.
Meat Shield
This creature always comes first in the Targeting Priority
Order, regardless of its Speed.
Unbearable
This creature can be attacked only with Ranged weapons
(cannot be given to a Berserker Zombie).
INTRODUCTION
We were on a supply run when we heard Meet the NPS
gunshots a few blocks away, quickly followed
by an emergency flare. It ’ s been a while When approaching living entities, one should take into
since we saw one of those. consideration their motivations and attitude towards
strangers.
Not everything that moves is dead and rotten. Sometimes,
the Survivors find people. Real people. The talking kind. In game terms, NPS have the following characteristics:
Some will be scared. Some will be lost. Others may be
thriving, having found a way to coexist with the effects Name
of the apocalypse. It’s the personal name or denomination of the NPS,
usually accompanied by a descriptive role, summarising
SURVIVORS
The Survivors should be careful when dealing with them. the character’s position in the world of Zombicide.
Hunger and pride make people do crazy, unexpected
things, especially now that everyone is making the rules For example: Teegan, Boss of the Screaming Jays;
for themselves. So, as the old saying goes, “Choose your Natasha, lost cheerleader; Fred, Lone Zombie-
enemies wisely and your friends even more”. hunter; etc.
Description
THE OTHERS The character’s looks, behavior, and general skill set.
One of the main tasks of the Gamemaster is to bring For example: Torn jeans and leather jacket. Fast
THE GAME
to life those few lucky individuals who survived the talker. Sociopath. Eye patch and a limp.
PLAYING
outbreak and that are not controlled by the players. From
the scared little girl hiding in the dumpster (how did she Motivation
end up in there?) to the rugged ex-Marine sniping at The Survivor’s short or long term purpose, objective,
Brutes from his home, they all have one thing in common: or drive.
they’re Survivors, just like you.
• In Zombicide: Chronicles, these individuals are called For example: Find shelter, recruit more followers,
Non-Player Survivors, or NPS for short. kill the White Abomination.
ñ
exploring the City, or on purpose when they investigate a The tools or weapons and other interesting things that
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rumor signalling their presence. the character is carrying.
Enemy Level
This rating summarises the character’s overall fighting
capability. It is used in conjunction with the rules for
Fighting the Living (see page 91).
Special Rules
Sometimes, the text of a District or Mission adds one or
OF ZOMBICIDE
INTRODUCTION
people. There aren't many of those left, even without a fight, all Survivors must make a COOL to establish who
them starting to kill each other. Remember, the dead is going to act first.
guys are the enemy! And if you start shooting, they’ll • Every Survivor who succeeds acts before all the NPS
‰
hear you. opponents.
• Survivors who fail act after all the NPS opponents.
But sometimes, a situation goes south and violence • If the Survivors have been Surprised (see page 77),
erupts anyway. And in the end, it’s better to be the ones they automatically act after all the NPS opponents.
who come out of the scuffle standing.
SURVIVORS
simplified combat resolution, not a system for tactical
fights. Remember, fighting against the living should be
an exception, not a recurring event. This is ZOMBIcide!
THE GAME
other at close range and charging in with melee weapons. regardless of their Damage Value.
PLAYING
• For this reason, there are no free Opening Shots
for the Survivors to whittle down their opponents, The fight depends on the Level of the Enemy you are facing
unless they somehow manage to ambush them with (see page 92). Harmless and Tough NPS that are reduced
a SNEAK roll. Combat then evolves in a cycle of to half their original number may consider the option of
Combat Rounds. surrendering, while Dangerous and Formidable opponents
• In the course of each round, Survivors and the NPS will probably try to withdraw to fight another day.
take turns in order of Initiative to take action.
NPS Phase
SHHHH! THEY'LL HEAR YOU!
As it happens with Zombies, attacks by NPS do not
THE GAME
You knew opening fire against them wasn't the
RUNNING
best idea. At the end of each combat round require dice rolls. Simply add up the Strength rating of
spent fighting NPS, the GM rolls 1 die for each all NPS involved in the fight. The result is the number of
Survivor that made noise, for example using a Attacks dealt to the Survivors as a group.
Noisy weapon, plus 1 die for each 3 points of
• As usual, the Survivors may now split the number of
Strength of the NPS opposing them:
Attacks in any way they prefer (Disengage and Evade
• If 1 or more dice result in a Zombie Head,
a number of Walkers matching the number have the usual consequences).
of Survivors in the fight joins in during the
following round. It is up to the GM to describe the actions of the NPS as
befits their description. For example, a crazed old man
OF ZOMBICIDE
Tough DL1 2 2
Harmless - 2 1
Yuka and Amado roll for Initiative. Yuka succeeds while Amado fails. Yuka is the first to act. She moves behind
a fallen display shelf. Then, she puts away her Katana and spends her Support Action to DRAW her sub-mg
while shouting: “Hey! Who’s there!”
It’s time for Phil and Marnie to act. They’re a couple of paranoid survivalists who have made the shop into
their fortress, so the GM decides their answer is to open fire! Phil and Marnie are Tough, so it’s not their first
rodeo. The Strength rating of the two NPS amounts to a total of 4 Attacks aimed at the two Survivors. They
choose to split the attacks as follows: 3 attacks to Yuka and 1 to Amado. Yuka saved one Action to EVADE, so
she rolls her COOL and gets 4 successes. All attacks against her are cancelled! Only 1 attack
against Amado remains. Amado is hit, losing 1 HP and almost loses control! He already
has his shotgun out, so he just leans against the nearest wall to AIM, then he goes
boom! He rolls 5 dice for his SHOOT Action for a whopping total of
4 successes (at the cost of 2 Stress). Since Amado was aiming, he
can choose his target. Ladies first! Marnie is caught fully by the
shotgun blast, and is sent sprawling. She’s down to 0 HP.
z
INTRODUCTION
types quickly realized that lone individuals only make for the rank, the larger and more varied its composition.
quick meals. So, your team of Survivors is not the only 1 - Tiny: a family, a few couples and friends.
organized party in the City. Others are hunkering down in 2 - Small: an extended family, a group of a dozen
condos, mall warehouses, and police stations. friends.
3 - Typical: a sports team, a military squad.
Varying in number and organization, these groups of 4 - Substantial: a small neighborhood, members of
survivors spend the majority of their time in their own turf, a firm, a platoon.
leaving only to scavenge for supplies. What will happen when 5 - Large: a large neighborhood, a whole company
the Survivors trespass into their territory? Are they going of soldiers.
to be friendly, or are they going to shoot first and talk later? 6 - Vast: a district-sized community.
SURVIVORS
Meet the Community Disposition
This rating can be used to gauge the reaction of the
NPS groups are made of individuals, so interactions with group upon meeting the Survivors. The higher the rank,
their members will follow the normal rules for interacting the friendlier the members of the group are.
with NPS described on page 90. 1 - Hostile: predatory and violent, disposed to kill
• When considered as a collective, NPS Groups are and loot rather than parley.
described using a number of numerical characteristics, 2 - Unfriendly: aggressive, ready to shoot first and
all ranging from 1 to 6. then ask questions.
3 - Suspicious: defensive, requiring proof of trust
If a NPS group is introduced by a published Mission or to be approached.
THE GAME
district, these values are predetermined. Otherwise, 4 - Cautious: open-minded, but still wary.
PLAYING
the GM is free to alter or choose each value, or even 5 - Friendly: seeking contact, inclined to collaborate
improvise it by rolling a D6. if reciprocated.
6 - Peace-loving: willing to help voluntarily, good
Here follow the five characteristics defining each NPS samaritans.
Group. The combination of the various ratings allows for
the creation of hundreds of different factions; potential
allies or rivals competing with the Survivors for supplies
and for the best Shelters in town.
• Size
• Disposition
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RUNNING
• Morale
• Leadership
• Resources
NAME
±
Organized groups often give themselves
fancy names to give their members a sense of
identity. You don’t have to give a name to all
of them, but if you do, make it fancy!
Examples: the East Yates Wackos, the Ghosts
OF ZOMBICIDE
THE WORLD
INTRODUCTION
Several weeks have passed since the infection began and the zombie population peaked. What
may seem like a routine mission is actually an ordeal where the smallest mistake could be fatal.
SURVIVORS
From a structural point of view, you play the game as as the GM is to consider which episodes or incidents will
a series of Mission Phases separated by short Shelter gain the Survivors an Experience award.
Phases. The interplay between challenges set by the GM,
the actions chosen by the Survivors to overcome them, WARNING!
and the consequences of those same actions create a
Remember that the rules for Stress, Trouble,
dynamic narrative, a story created with equal input from and Adrenaline come into play during each
the GM and the players. Mission Phase. See pages 48 and 72 for
their proper application.
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PLAYING
Each Mission Phase typically sees the Survivors play out
a number of days of game time before a new Shelter An Objective represents a turning point in the Mission, a
Phase is initiated to wrap the mission up. Ideally, the milestone that when reached, indicates that the Survivors
Survivors leave their refuge with a plan in mind, as set at are indeed advancing towards achieving their plan.
the end of the previous Shelter Phase (see Plan Mission,
page 100). Usually, the Survivors have resolved to Usually, the nature of an Objective is tightly connected
pursue a precise Objective tied to events that happened to the Mission type being played. Descriptions of the
in previous Mission Phases, or to investigate a Rumor various types of Mission presented starting on the next
they'd heard (see Rumors, page 100). This should give page include examples of Mission Objectives.
you the necessary time to set up the new Mission Phase
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RUNNING
accordingly, casting it as 1 of 10 different Mission types: On some occasions, a Mission Objective may instead
1 - Supply Run represent a side-quest, an achievement that is significant
2 - Exploration but not necessary to the overall success of the Mission.
3 - Secure Area Tangential Mission Objectives like these can be easily
4 - Seek New Shelter improvised, taking the chance to reward the Survivors
¸
5 - Make Contact for an unexpected turn of events.
6 - Obtain Information/Item • As a rule of thumb, Missions should always feature
7 - Rescue Run a minimum of 2 Objectives: a main Objective and a
8 - Survival side-quest.
OF ZOMBICIDE
Here's a brief description of each Mission type, including Seek New Shelter
examples of plausible plans of execution and rewards
tied to the Mission’s achievement. A brief list of potential We’ve had enough bashing zombie heads in the middle of
Objectives (see Experience Awards, page 95) the night. This place is no longer friendly to humans. On
concludes each writeup. the other hand, that police station over there seems cozy
and well defendable! If we secured the area, we may have
The Stories from the Outbreak mission compendium a new place to call home.
contains a fully-developed example of each Mission Type. • Plan: Find a new Shelter, fortify and stash it
properly, and settle down.
Supply Run • Reward: You have a brand new Shelter.
• Objectives: Discover the best location. Ensure a
During the Apocalypse, some inconveniences are to be safe move. Keep it secret.
expected. First, you run out of tuna. No big deal! But then,
you realize that you've ran out of gas too and can’t loot Make Contact
the mall. Then, things escalate and people start dropping
dead, sick and starving. You need to find stuff and you That column of smoke over there at the campus may not
need to find it fast. be another red herring. I’m sure there’s a BBQ going on! I’ll
• Plan: Rush to the nearest unspoiled source of go get a couple six-packs. They’ll appreciate that for sure.
supplies and take everything you can carry. Watch out for friendly fire though, as everyone (including
• Reward: During the next Shelter Phase, you you!) shoots first, then worries later about properly
automatically pass any Supply Checks. identifying who’s knocking.
• Objectives: Find a supply source. Secure a fast • Plan: Get to the location and investigate any
means of transportation. Bring everything back traces of life.
to the Shelter without casualties. • Reward: Start collaborating with a group of NPS.
You can start bartering Equipment, exchange
Exploration information, and help each other... If they are willing.
• Objectives: Discover who’s there without making
How can we stop this madness if we don’t know where yourself known. Gain allies. Save someone.
the infected come from and if there are others hiding out
there? There must be some safer places to settle, too.
• Plan: Reach and explore another District.
• Reward: Gain key information about the District, its
locations and possible denizens.
• Objectives: Find a vantage point for observation.
Acquire a map of the area. Bring back useful
information.
INTRODUCTION
to be dealt with. An illness has spread. The dead have
unexpectedly found a way into the Shelter. An unexpected
or a particularly large horde is getting closer. This mission
can end in a Shelter Assault! (see page 105).
• Plan: Survive the threat.
• Reward: Your life.
• Objectives: Resist until help arrives. Upgrade
SURVIVORS
Another Abomination spotted, another job for our elite
You’ve heard it through the grapevine. There’s still a group of zombie killers! Time for the prey to become the
chance to power up the entire district, or there may be a hunters. I hope you brought explosives.
way to open that damn bunker. • Plan: Deal with a particular Zombie threat.
• Plan: Follow your lead to a specific item or piece • Reward: The critter’s head and tons of XP!
of info. • Objectives: Spring a trap. Obtain a special means
• Reward: Get what you're looking for… or of destruction. Reach an ideal ambush site.
something totally different.
• Objectives: Get what you were looking for. Find Keep Hope Alive
something unexpected. Put the information/item
THE GAME
to good use. They say that there are Survivor camps out east,
PLAYING
protected by the military. Do you really believe that?
Rescue Run The government is certainly looking for a cure, right? We
must stick our head out and try to make contact with the
There’s no time to lose. Kim is still fending off wave after wider world.
wave of runners, but she can hold on for only so long. We • Plan: Set up a recorded radio broadcast to find
need to get her out of there. other Survivors, leave messages for others to find
• Plan: Find and reach someone in distress, extract you, and look for any traces of the world before or
them, and take them to the Shelter. any other action to keep a beacon of hope alight.
• Reward: Someone is indebted to you and might • Reward: Preserve hope. You never know who out
return the favor at some point. Also, you may gain there might be actively doing something to end
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RUNNING
a sidekick! all this.
• Objectives: Infiltrate unseen. Deal with the threat. • Objectives: Find news of other communities.
Don't leave anyone behind. Reach the location you need to secure. Deliver the
message you wanted to spread.
MIXING MISSIONS UP
The mission types we’re presenting here are not rigid structures never to be broken. For the sake of
variety, you are encouraged to use them for what they are: guidelines. Especially when you will have
a number of sessions of play under your belt, you’ll find it easy to mix 'n’ match different types of
OF ZOMBICIDE
THE WORLD
missions. For example, an Obtain Information mission can suddenly turn into a Seek and Destroy
assignment when the Survivors discover the presence of a powerful Abomination!
Our shelter is safe, for now. Unfortunately, our supplies won’ t last long. We also need
clothes, equipment, and ammo. We ’ve decided to go explore the surrounding houses. We
cannot come back empty-handed.
NO STRESS, NO TROUBLE!
Forcing successes is a special opportunity
reserved for the Mission Phase. This means
that during the Shelter Phase what you roll is
what you get! Also, you never gain Adrenaline
for rolls made during the Shelter Phase. Look at
the bright side, though. During a Shelter Phase,
INTRODUCTION
there is a supply shortage, the Survivors must comb their water suffer from a hindering Condition.
District for food and water, meds, ammo, or spare parts. • Medication Shortage. Survivors running low on
medical supplies only recover 1 single HP with each
During each Shelter Phase, the Survivors experience one rest or successful HEAL roll.
supply shortage and must pass a Supply Check to find or fix • Unreliable Gear. Survivors causing Trouble on a roll
what has become scarce. Roll on the table on the previous using a tool or a weapon see their piece of equipment
‘
page to find which Action is required by the Supply Check. become useless until the next Shelter Phase (it
• A Supply Check is a Prolonged Action requiring breaks, runs out of ammo, etc.).
a number of successes equal to the number of
Survivors in the group. All Survivors contribute to
the check, making 1 single roll each and adding up
SURVIVORS
their successes.
Œ
consequences (who exactly is up to the players). If the
Check is passed, everyone is fine (until next time!).
2 Shelter Actions
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PLAYING
Each Survivor has enough time to perform the following
three Shelter Actions, each one describing a special
downtime activity.
Gather Rumors
Roll CONTACTS to collect scraps of information and
collate it into something useful. On a successful roll, the
SUPPLY RUN MISSION: Survivor receives a piece of news from the GM providing
NO SUPPLY CHECK! some insight about what is going on (see the next page
for more on crafting Rumors).
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RUNNING
If the Survivors completed a Supply Run
Mission in their last Mission Phase, the
Survivors are enjoying living in a land of Make
plenty for a while and don’t experience a Roll TINKER to build something simple (like a personal
supply shortage this Shelter Phase. item), manufacture Molotov cocktails (if in possession
of enough flammable liquid), or to repair a broken item.
Used in conjunction with the rules for attacks upon a
NO SHELTER! Shelter, this action is used to repair damage inflicted on
In the unfortunate case that the Survivors find the refuge (see page 105).
themselves without a Shelter (they find rest
OF ZOMBICIDE
every Mission Phase suffering from all three Roll EDUCATION to gain a number of Experience points
consequences of failing Supply Checks.
equal to the number of successes rolled.
INTRODUCTION
and Objectives. characteristics. These features are kept track of using
the Shelter Sheet. A copy is found on page 170 and a
As the Survivors gather more and more pieces of news, PDF can be downloaded from www.CMON.com.
the more they discover about their role in this brave new Let’s have a look at a typical Shelter’s features.
world of the dead.
Description
Crafting Rumors
You would be surprised at what some people find
How do you create interesting Rumors? At first, you don’t comfortable nowadays. Basements are more in demand
have much to work with as the Survivors just entered the than luxury attics. Who wants to climb all those stairs
game. Study each Survivor’s backstory and prologue, now that elevators don’t work? Sure, Zombies don’t climb
SURVIVORS
looking for things characterising their past that you can them easily, either.
exploit. As the game progresses, what the Survivors live
through will provide more and more material for you to Ideally, a Shelter should be large enough to accomodate
capitalize upon. all the Survivors and their supplies, but not so large to
be hardly defensible. A Size rating is provided for each
Here's some useful guidelines for creating interesting Shelter type.
Rumors: • If you are creating a Shelter for your first game, ask
1 - Rumors must always be vague and compelling. your players where they have decided to hole up
They aren’t precise, cold intel. For example, let the together. It is advisable to choose a Shelter site with
Survivors hear stories about strange lights appearing a Size rating no greater than 3.
THE GAME
at night in a district. Don’t tell them of Survivors with
PLAYING
an operating power generator. Choose a site or roll D66. Many locations in the table are
2 - Rumors should often be enhanced with a personal not meant to indicate the entire building (for example, a
element. Any story is ten times more engaging if it hospital), but only a small section of it.
involves you in one way or another. Should a Survivor
care if they hear stories about military planes attacking Roll Size
Shelter Description
a hospital? Maybe, if it’s the same place they used to
a D66 rating
work, alongside many friends. 11-13 Bus, Caravan, Subway Car 1
3 - Rumors take many forms. It can be a story told by
14-16 Town House (Basement, Attic) 2
a lone, crazy guy, graffiti seen on a subway wall, a
message sent on the airwaves at regular intervals, 21-23 Office, Store 2
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RUNNING
or even an urban legend from before the outbreak. 24-26 Warehouse, Showroom 3
4 - Finally, Rumors aren’t always true! In fact, you must
31-33 Police Station, Post Office 3
intersperse the information you pass on to the
Survivors with useless fake news. Don’t exaggerate 34-36 Fast-Food Joint, Bank 3
though, or your players will soon stop trusting Rumors
Œ
41-43 Church, Mortuary 4
or putting any effort into following up on them.
44-46 Theater, Museum 4
51-53 Hotel, Casino 5
54-56 School, Courthouse 5
OF ZOMBICIDE
THE WORLD
Name
Ask the players to give a name to their crib.
Choosing a moniker for a refuge is certainly not
fundamental, but to some, it makes it homier.
Openings
One of the main qualities of a Shelter is its
safety. This depends directly on its number of
openings (doors and windows). The higher the
number, the more difficult it is to protect, but it
also means it has more ways to escape if things
go south.
•
The minimum number of openings of a
chosen site is equal to its Size rating.
OPENINGS
Roll a D6 Type Hit Points Notes
Î
Up to 2 Survivors can attack
••• Window 5
through a Window.
INTRODUCTION
Assets
A Shelter is more than just a refuge. The reason why the
Survivors chose to find sanctuary there is that this place
has a number of qualities. They're what we call Assets.
• The number of Assets of a chosen site is equal to its
Size rating.
SURVIVORS
Assets and their effects are described below.
SHELTER ASSETS
Roll a
Type
D66
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PLAYING
21-23 Shooting Point
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41-43 Garage
RUNNING
Reinforced Opening
Every time the Shelter receives this Asset, double the HP
44-46 Library
of 2 windows or 1 door.
51-53 Easy Access to Supplies (HEAL) Examples: Reinforced door, grated window.
Examples: Observation point, functioning radio. Examples: Trapdoor to the sewers, makeshift bridge
to another building.
Workshop
This grants an additional die to all Survivors choosing the
Make Shelter Action.
Library
This grants an additional die to all
Survivors choosing the Study/
Train Shelter Action.
Garage
You have a place to house
your very own pimpmobile! You don’t
use it much to move across town
though, as it burns precious fuel,
but it’s the safest way to escape
in case of disaster, or should
you consider moving
someplace else.
INTRODUCTION
is because, sooner or later, they will risk losing it. It’s a
Zombie world out there, and the dead can come knocking
at their door at any time.
SURVIVORS
Shelter Assault
The staple of many a Zombie movie, a Shelter Assault
sees the Survivors besieged by the dead trying to break
in. The Survivors have barred all the openings and are
armed and ready.
THE GAME
• When it is their turn to act, all Zombies by an opening
PLAYING
Z
attack it, dealing normal damage. When an opening
is reduced to 0 Hit Points, it is destroyed.
THE GAME
RUNNING
reduce any opening to 0 HP, no problem. The Survivors • Damaged or destroyed openings can be fixed with the
won the day. If the Zombies manage to destroy an Make Shelter Action during a Shelter Phase.
opening, they’ll start swarming inside, starting with the • Additionally, roll 1 die for each Asset of the Shelter.
Zombies that were attacking the smashed opening and On a Zombie Head, the Asset is destroyed beyond
then followed by the others. repair. If Zombies were able to enter the Shelter, roll
• Up to 15 Strength points of Zombies can swarm the die twice for each Asset.
through a smashed door each round. 5 through a
broken window. If all Assets in a Shelter are destroyed, the refuge is
considered doomed and a new one must be found. The
OF ZOMBICIDE
Once the Zombies are inside, the fight continues same happens if, for any reason, the Survivors left the
THE WORLD
following the usual rules. Shelter to the rampaging Zombies to save their lives.
#05
THE WORLD OF ZOMBICIDE
Where were you when the Zombie invasion began? Of course I remember. We were in the
City. We didn’ t know each other yet. We were ordinary people, leading ordinary lives. We
were consumers with jobs and bills. Bricks in the wall.
We should have seen it coming. We were clever, once. But just a disease. Even before the dead started to rise, we
we didn’t, even if we had all the information we needed. discovered that it's hard to contain an outbreak without
We felt safe in our cities of steel and concrete, and we radical measures. And when we found the guts to take
never thought the things we saw happening around us those radical measures, it was too late. For they had
would actually happen to us. already started to walk the earth…
Well, it turns out the City was probably the worst place First, we called the cops and the firefighters. Then, the
to be when the outbreak erupted. Diseases love places army intervened. They leveled entire neighborhoods
with a high density population combined with high levels with extreme prejudice. Other areas went up in flames by
of poverty. And that’s what it was, in the beginning: "accident". It was not enough. A quarantine was called
on the entire City, and there we
were, isolated from the rest of
the world. It was up to us. We
were alone.
CITY MAP
The City of Zombicide: Chronicles
is an abstraction of many
metropolis around the world.
The map shown below is meant
CITY MAP SHOWING to be used as-is, disregarding
any real world specifics.
THE 9 DISTRICTS
1. Downtown
2. Old Town
3. Fun Zone
4. University District
5. Heart of the City
6. The Slums
7. Suburbia
8. Uptown
9. Industrial Park
INTRODUCTION
ruin of civilization is concerned, but also for the type of
As you can see from the map, the City is divided into nine Zombies that they are more likely to encounter there. For
Districts. This partition is used by the GM to regulate some reason, the most dangerous specimens of aggressive
movement, and by the Survivors to scout the town and cadavers tend to crowd around the most dilapidated areas.
keep track of the changes that will occur as gameplay • TLs range from 0 to 4. In game terms, this rating is
progresses. Blocks may be cleaned up and secured used in conjunction with the rules for Crossing the
from the dead, others may be quarantined, others can City and Zombie Hordes.
be marked as interesting when news or rumors hint at
useful resources to be found. In the course of play, the TL of a District may change,
temporarily or permanently, usually as a consequence
If you choose to use the map as a starting point for your of the outcome of a Mission, be it positive or negative.
SURVIVORS
own real-world adaptation, the first thing you should do Temporary changes are quite common, while permanent
is to assign the different district types described in this ones are rare.
chapter to existing ones, rearranging the map to fit the
one you are trying to model.
LOCATION THREAT LEVEL
As a default, locations inside a District have
Survivors can make copies of the map to take notes and the same Threat Level as the general area. If,
keep track of any useful information concerning the City, for any reason, the location’s TL is different,
it is indicated in the text as a modifier to the
especially in conjunction with any Rumors they collect
basic TL (like +2 or -1, for example).
during the Shelter Phase (see page 100).
THE GAME
PLAYING
THREAT LEVELS TABLE
Threat Descriptive
Description
Levels Notes
I Could Get
If it wasn’t for the fact that no one is around, the area looks almost as it did
0 Used to This
before the outbreak. Yeah, there’s a few Walkers around, but it’s no big deal.
(Easy)
That's Still OK Broken windows, the occasional burnt building. The dead are manageable,
1
(Normal) apart from the occasional Runner.
THE GAME
RUNNING
Come and
This is becoming adventurous. Come here only when you’ve earned your
2 Get Me!
stripes and found some good gear. Here be Brutes!
(Medium)
Not for the Faint If you enjoy decay, pain, gore, and destruction in general, this is where the
3 of Heart fun starts. It has it all, from whole blocks that were incinerated, to big herds
(Hard) of the most grotesque and misshapen Zombies you’ll ever see.
OF ZOMBICIDE
Nightmare City.
THE WORLD
Ì
East or west, home is best! But to get things done during
the Mission Phase, the Survivors must often leave their
area and move across town. And this means danger.
Travel Rolls
In game terms, when the Survivors move across town,
you must:
1 - Determine the total Threat Level of the traversed
Districts, adding up their TL values.
2 - Then, the Survivors must nominate a pathfinder to
roll SCOUT. For each success scored, reduce the total
Threat Level of the journey by 1 (to a minimum of 1).
3 - Finally, make a number of rolls on the table below
equal to the final Threat Level of the journey. Each
entry represents a separate incident befalling the
Survivors, so resolve multiple incidents one at a time.
INTRODUCTION
Unfortunately, he snapped his Baseball Bat in Level indicator (1 to 3), a list of suggested Mission types
the process. that can easily take place in the area, a First Look
• Accident (ATHLETICS): To avoid a large herd, paragraph, with an overview of the area and its general
the group makes a long detour taking them in mood, and a number of Locations described in detail.
and out of the sewers (STUNT) and Shamsa is
particularly tired at the end of it. Zombies! Zombies Everywhere!
• Encounter (ATTITUDE): Yuka sees two starving
survivors fighting over a scrap of food. She The presence of Zombies in a location is expressed in a
tries to separate them (APPEAL), but then number of possible ways:
one suddenly stabs the other to death. Yuka is 1 - As a specific reference. For example, 1 Toxic
demoralized to see how low a person can fall Abomination and 2 Brutes.
SURVIVORS
after the outbreak. 2 - As a Zombie type accompanied by a multiplier,
expressing the number of Zombies based on the
Travel Time number of Survivors. For example, Berserker
â
Runners (x2).
Survivors mostly move across the City by foot. Cars 3 - Last, as a Horde (see the rules on page 82).
and other motorized vehicles are used for emergency
escapes, or to move to a new shelter, for a lot of good
reasons. First off is fuel consumption. There's not a lot
of Go-Juice left. Second, they make a lot of noise. To go
somewhere on a car or motorbike is a surefire way to find
THE GAME
a welcoming party when you get to your destination.
PLAYING
• So, as a rule of thumb, crossing a District on foot
requires a number of hours equal to its Threat Level.
THE GAME
RUNNING
University District TL1 2 Locations Page 130
Downtown was the city’ s most important business district. All the big financial companies
were managed here from magnificent skyscrapers and opulent offices. They loved to look
down on us, those rich bastards...
ï
Threat Level: 3
Exploration, Seek and Destroy, Survival
The Central Bank Moving across the first floor is possible using only a small
number of passages (marked on the map). These passages
The central headquarters is where all the start at the two entrances and look like they lead into the
money of the business district was handled in building. In reality, they only lead to side alleys.
total security. Now, all that cash is nothing
but paper useful for... you know what, and Explosive Traps
gold bars are maybe good for dropping them Anyone who enters the bank through one of the numerous
from a height. But the bank vault could be barred windows, or strays far from one of the passages of
an impenetrable refuge, and maybe it ’ s even the maze by climbing over a piece of furniture, or opens
possible to find some weapons down there. any of the doors not already open, risks triggering one of
the many explosive devices.
The parking lot of the central bank and the surrounding
streets are littered with corpses in unnatural poses, If a Survivor is looking for something unusual, roll
riddled with bullet holes or gnawed to the bone. The husks SPOT to find an explosive trap. Defusing each bomb is
of vehicles of all kinds, including a police cruiser and an a Prolonged Action requiring 3 SECURITY successes. If
army truck, form an inextricable tangle of burnt metal. Trouble is rolled, the bomb explodes.
INTRODUCTION
SURVIVORS
THE GAME
PLAYING
When such an explosive device detonates, it causes
a Contained Explosion and whoever sets it off is
considered to be in the blast area (see page 74 for
THE GAME
RUNNING
the rules on Explosions).
The Tunnels
The Banker has set up a network of tunnels right below
the ceiling to move along four observation points (marked
in green on the map). From there, he can safely follow the
movements of any intruders and lob improvised explosive
devices on them (see the Banker’s Special Rules).
OF ZOMBICIDE
The Exchange
A large but demoralized group of white collars led by
their managers has found shelter within the Exchange,
wary of the behavior and armaments of the Survivors.
e
They won’t reveal their presence unless the Survivors
eliminate the Zombies in the square, at least for a while...
• NPS Group in the Exchange: Size 4, Disposition 3,
Morale 2, Leadership 3, Resources 1.
Corporation Tower
The symbol par excellence of civilized society.
Mr President Its last floors burned for days in the first
week of the plague. Once, it was a beacon of
light, projected higher than anything else
T H E BA N K E R in this city. Now, it ’ s just a dark tower of
cracked glass and bent iron. An empty hive
• Name: The Banker, unassuming clerk
of abandoned offices, meeting rooms, useless
• Description: If there wasn’t an apocalypse
going on, the Banker would just look a little computers, and countless stairs. But hey,
unkempt for a clerk. He still shaves and wears there has still to be coffee somewhere.
his tie every day, but his shirt is blood-stained
and his glasses have a cracked lens (collateral Wandering about this extremely tall, 50 stories building is
damage from various explosions)
like going through the circles of Hell. Hordes of Zombies
• Motivation: “The Bank is mine! I am finally in
prowl its corridors and offices at any given time. The fast
charge!”
• Gear: DIY tools, 2 explosive devices on him at elevators of the building do not work anymore and the
any time only way to get to the top floors is by the stairs.
• Enemy Level: Dangerous
• Special Rules: Any unauthorized trespasser is
met with explosives lobbed from any of the 4
observation posts (marked on the map)
INTRODUCTION
who fails the roll is hindered until able to rest. who ran up the stairs when the first wave of infected
came knocking.
Floors -1 to 3
SURVIVORS
The wide underground parking space and the first few
floors are crowded with Brutes whose large size did not
allow them to climb the emergency stairs of the tower
easily. Spending too much time in this area means
fighting against groups of Zombies (one group every 10
minutes) consisting entirely of these chubby cadavers,
Brutes (x3).
THE GAME
PLAYING
Survivors may make a Search on floor -1 (Weapons
1, General 1) and on Floor 2 (Any 1). Nothing worthy of
notice can be found on the other floors.
Floors 4 to 20
Words scrawled with black paint on the stairs leading to
Floor 4 read: “STAY AWAY! HERE RULES THE MANAGER”.
From this floor upwards, the place crawls with Walkers in
groups of (x4) or (x5).
THE GAME
RUNNING
Unfortunately, the writing on the wall is not unfounded. The
Manager is an Abomination (Grabbing). It is surrounded at
all times by a large group of Walkers (x3).
The Survivors may look around the site of the fight with
the Manager and conduct a Search (Weapons 1, Any 1).
In game terms, for the next 1d6 Mission Phases, all TL3
Districts are considered TL2 for Survivors’ travel rolls
(see Crossing the City rules, page 110).
c
undead kept at bay by even more unspeakable horrors? in its husk all the Survivors who fail a STUNT roll (DL1) to
jump out.
The only thing that Survivors can find out by carefully
observing the tower from the outside is that on the If the Survivors succeed in repairing the helicopter
helipad on the roof, spared by the flames, is a red without taking a dive onto the pavement below, it takes
helicopter... a pilot to fly it. An improvised pilot who, for example,
has studied how it’s done or has played with chopper
simulators might try to take off with it. Never mind that
it’s on the top of a tower…
INTRODUCTION
Tourists loved the Old Town. It had it all, historical buildings, museums, and cafes. And above
all, the cathedral, with its old cemetery. It was also a busy area due to the traffic going to and
from the port. The docks are less-infested with Zombies, and the ones there don’ t like to walk...
SURVIVORS
and residents alike for its decadent and romantic quirks in the transition from life to... un-death, though.
look. Now, decadence has become decay, and what
was romantic is now grotesque. The small houses that
Æ
characterize the architecture of the place are quickly
falling into disrepair as weeds and climbing vegetation
slowly suffocate the broken windows and doors.
THE GAME
undead street performers strum their broken guitars
PLAYING
with maimed fingers.
The former members of the cleaning squad, now a group
of Runners (x2), still wander the place carrying mops
LOCATIONS and buckets. They pop up whenever a Survivor causes
Trouble or messes up the place in any other way.
Old Train Station But hey, one member of the cleaning squad is still alive!
His name is Terry. At the end of the day, keeping up
Ah, the old train station! Those beautiful with his coworkers is not too bad… as long as he keeps
locomotives, the coaches with polished a low profile, not to mention an even lower standard of
THE GAME
RUNNING
mahogany and briar interiors, and those hygiene, he is safe.
beautiful songs of the ‘20s playing in the
background, attracting tourists like moths Lobby (1)
to a flame. How sad to see all that splendor The various blood-spattered entrances of the building
ruined by guts and blood... lead to a wide hall, dominated by enormous wooden train
timetables. Strangely enough, there is nobody here.
The oldest train station in the city still stands. It has Well, to be exact, there is absolutely nothing; no bodies,
not operated as an actual train station for a couple of viscera, signs of combat, or blood spurts on the wall.
centuries already, but it has been kept intact and clean
OF ZOMBICIDE
for tourists. There’s even a train museum, built for kids If Survivors pass a SPOT roll, they smell a strong odor of
THE WORLD
and train model collectors. Unfortunately, the top floor lemon-scented bleach. Maybe that is what’s keeping the
burned in a fire during the first days of the outbreak. Zombies away?
Platforms (2)
TERRY From the lobby, wide passageways lead to the four
platforms and the tracks. On platform 3 sits a wonderful
example of a 19th century train with two coaches and
• Name: Terry, needy janitor the old engine. If the Survivors get close to the coaches,
• Description: Terry is alive, young and in they discover that they are jam-packed with Zombies
somewhat good health. He has coated himself
squeezed against each other, their faces pressed against
in blood and viscera to trick his hungry ex-
colleagues into believing he is one of them, the windows. The doors of the coaches have been barred
and helps with the ‘cleaning’ shut from the outside.
• Motivation: Survive! Better to trust dead
friends I know, than people I have never met Opening the doors of each coach releases a starving
• Gear: Mops and buckets Horde (x3). If the Survivors linger in this location, the
• Enemy Level: Harmless
entire Cleaning Squad (or the remaining members,
• Special Rules: As long as he’s coated in blood
and rotted remains, and doesn't make any anyway) will arrive after a few minutes. While the undead
aggressive or noisy moves, Terry is ignored by try to keep the Survivors occupied, Terry hurries to open
his former colleagues and by other Zombies the coaches. He opens one at the start of the second
round of combat and the other at the start of the fourth.
INTRODUCTION
is oddly pristine. A small Horde (x2) wanders among the
showcases, seemingly enraptured by the models.
SURVIVORS
on or destroyed by his companions.
THE GAME
still be something useful in the lockers. However, the smell of
PLAYING
bleach is suffocating among the neat rows of wooden chairs!
The tourist area was that place that every
No Zombies are present in this area (as in the Lobby), but local avoided because it was insanely crowded.
Survivors who remain here for more than a few minutes Interestingly enough, it was the area that
must pass an ENDURE roll to avoid becoming hindered. got deserted first when people just stopped
Opening the lockers requires a roll of SECURITY and will coming to the City to visit...
yield 1 item (Any 1).
The tourist area is an ugly place, full of those identical,
Offices (6) uninviting little restaurants, tourist-traps adorned
The old offices were cordoned off, allowing tourists only with photos of fake-looking meals at exorbitant prices,
THE GAME
RUNNING
to look from the open doors and windows. Mannequins surrounded by stalls advertising cheap shows and
in period clothing are arranged at the various desks, uninteresting tours.
together with typewriters, stacks of paper, and nineteenth
century furniture. Who came here to visit was a living Zombie even before
the outbreak. Now, nobody comes here, as it is the haunt
Not all of the mannequins are… well, mannequins. A number of some of the most aggressive critters around, undead
of former staff members posed in re-enactment clothing, tour guides and gift shop vendors: Seeker Walkers (x3)!
and some of them have been turned into Zombies. Now,
they stand motionless in the dimly lit corners of the offices Gift Shops
OF ZOMBICIDE
and are easily mistaken for mannequins if one doesn’t pay If the Survivors deal with the Tourist Area Zombies,
THE WORLD
attention. Survivors must pass a SPOT check to avoid they can find something useful ransacking the many gift
being surprised by a small Horde (x1). shops by performing a Search (Any 3).
The Neo-Gothic Cathedral A murder of Crowz (x2) warns the Zombies inside if living
It is the oldest religious building in the city, although it has humans are coming, attacking when they approach the portal.
burned a couple of times in the last two centuries. Visitors
and scholars came from afar to admire the refined bas- Inside the Church
reliefs and stained-glass window. The Zombies have been stuck inside the building since
the start of the outbreak. A Horde (x4) of pious people
When the outbreak arrived, the church was full of the usually stay in the nave, a sinister Berserker Horde (x2) of
faithful who participated in a religious ceremony led by Priests walk all the time along the walls, while the Bishop
the bishop himself. Catholic priests and devotees took too Abomination (Fast) is hiding in some dark corner.
long to bolt the entrance portal and pile wooden kneelers
in front of the lower windows. The blasphemous contagion If all Zombies are eliminated, Survivors may make a
was already among them… And now they’re all still there, Search (Any 1) here, but with the first Trouble, they
all turned into Zombies. attract Nun Walkers (x1).
Day or Night
For a human being, the park and the area around the
church are curiously much more dangerous during the
day than at night. Under the sun, in fact, several groups
of jogging Runners (x2) tend to ambush visitors, while
isolated Walkers or Brutes can choose that moment to
rise unexpectedly from their graves.
INTRODUCTION
The Zombie Slayer a tourist guide for the crypts before the outbreak and that
Nobody knows who they are. Nobody knows why they do most already considered him a crazy old man back then.
what they do. They don’t talk to anyone. They work alone.
Now, it seems he has proclaimed himself the Prophet of
The Crypts Death and acts as the spiritual leader of the community,
In the western area of the park, the oldest part, there performing grim rituals that involve human skulls and bones.
are funerary buildings that give access to a set of
underground crypts. Sure, neither him nor his people tell much about their
feeding habits (whatever they are, really…), but being
Once a destination for history buffs or lovers of the macabre, around them long enough and improving their Disposition
they are not so bad now as a place to stay safe. The dead to at least 3, the Survivors make a surprising discovery:
SURVIVORS
here seem to not have been awakened, and it is rare for the the Ghouls seem to be utterly ignored by the Zombies.
Zombies from the outside to end up here. Were it not for the Whether that is because of their deathly stench or the
total lack of food and any other comfort, they would make obscure rituals they perform far from prying eyes is still
for an ideal, although somewhat depressing, shelter. a mystery, but it could be rather helpful for the Survivors.
ZOMBIE SLAYER
In the Crypts, all SCAVENGE rolls have (DL2). Conversely,
Hordes triggered during a Search there cannot be larger
than (x1).
• Name: Zombie Slayer
The Ghouls • Description: It’s not easy to get a clear view
of the Slayer. She seems to be just a young
THE GAME
In the Crypts, some survivors have built a proto-
PLAYING
community. Some say they are cannibals. Others that girl, about 16 years old
they are breeding rats to eat them. If they are cannibals, • Motivation: As long as I’m around, no Zombies
they should be avoided altogether. But if they are will get up at night from their coffin
• Gear: A sort of strange Kukri
breeders indeed, maybe the rodents taste good enough...
• Enemy Level: Formidable
The only sure information is that these independent
• Special Rules: At the start of each combat
survivors, called The Ghouls, roam the catacombs and
round, 1 random Zombie is killed
seem to know the place pretty well. You just have to be
very careful. Even if food is scarce, you can often smell
grilled meat... the question is: whose?
• NPS Group The Ghouls: Size 5, Disposition 1, Morale VERMIN
THE GAME
RUNNING
3, Leadership 1, Resources 1.
• Name: Vermin, Prophet of Death
The Ghouls do not like the “surface dwellers” at all, and • Description: A thin, bald, pale guy
attack anyone who enters their territory. They are not • Motivation: Ushering in the coming Age of
very dangerous, and most of the time they only fight to Death and celebrating its triumph with his
be left alone (their Enemy Level is Harmless or, more followers. Oh, and finding a girlfriend
rarely, Tough). • Gear: None (except his ornamental bones, of
course...)
• Enemy Level: Harmless
If the Survivors somehow manage to make peaceful
• Special Rules: Due to his terrible smell, Vermin
OF ZOMBICIDE
Hipster Zombies
These undead creatures hold their differences dear and
are known for the unusual practice of not just attacking
the living, but also other undead who do not sport
checkered flannels, folded-up trousers and bushy beards.
Undead Hipsters patrol the streets, also proving they
know how to drive their branded bikes, ready to stack any
intruders. They are considered groups of Runners (x3).
INTRODUCTION
Remember the Sunday afternoons spent having fun at the amusement park, supporting your team
at the stadium, or watching the latest Hollywood movie at the multiplex? The hot dog stands, the
smell of fried food, people cheering, and couples sharing PDAs everywhere... Now, there is only the
stench of death. But hey, the view from the top of the Ferris wheel will always leave you breathless!
SURVIVORS
dream! The place where everybody gathered to have
fun with family and friends, no matter the age or social
extraction. Watching a game of the Bats while drinking
beer and eating hot dogs, going on a date with your high
school sweetheart and eating cotton candy, or taking her
to the movies, the amusement park was really the place
to be… and now is one of the places NOT to be.
THE GAME
carousel music still playing from somewhere in the park...
PLAYING
And the ever-present moaning of the undead, of course.
LOCATIONS
Stadium
The stadium was home to the local football
team, The Bats, that before the outbreak
THE GAME
RUNNING
was quickly climbing every rank. Every time
the team played, the matches were attended
by so many people that the cheering could be
heard several leagues away. Now, you can hear
screams alright, but, well, they are "slightly"
different...
It's easy to see that it’s not safe to stay here for too long,
and Survivors who want to explore the place should
either take refuge in the tunnels below the stands at the
first opportunity, or try to run away through the pitch
A
(see below).
Tunnels
The tunnels lead to restrooms, shops, first aid stations,
and the locker rooms. There are Zombies here too, but
in smaller numbers than in the stands: Horde (x2) and a
Horde is still replaced by another when defeated. They
can be avoided with rolls of SNEAK.
INTRODUCTION
some groups of Toxic Brutes (x3) lie in wait for their next Should anything go sideways for the Survivors during
snack. So, no matter what, DO NOT GO TO THE BATHROOM! their exploration, the pitch is the fastest way to get out
of the stadium, but the Zombie players won’t make that
Shops easy for them.
There are four pro shops inside the stadium, one on each
corner of the building, plus twice as many shops selling On the pitch are Berserker Brutes (x3) and Runners (x4)
merchandise and snacks. There is little left now. Most of the that will try to tackle and dismember anyone who tries to
goods have been looted and, in fact, one can still see many get past them. All these Zombies have double the normal
Zombies rocking their team’s colors… with an extra serving Hit Points, thanks to their protective gear. To flee to the
of blood and guts. main gates, Survivors have to defeat them, or pass a STUNT
roll (DL1, since those cornerbacks are still damn fast).
SURVIVORS
Successfully looting the pro shops with a Search yields 1
Item (Any 1). However, there’s nothing more exciting than to reach the
last yard of the pitch under the eyes of the crowd (even if it’s
First Aid a Zombie-crowd). Any Survivor who manages to get past
The stadium had three first aid stations, accessed by the the player-Zombies successfully using STUNT will gain an
ramps on the northwest, northeast and southeast. To get Adrenaline Boost. AND THE CROWD GOES WILD!
there, of course, one must cross the sea of Zombies and
filth, only to realize that two of them were clearly looted
long ago. The southeast station was miraculously spared,
E
allowing the Survivors to conduct a Search (Health 1) there.
THE GAME
PLAYING
Locker Rooms
The locker rooms on the first floor can be reached in
two ways: through the tunnels (but a successful roll of
SECURITY is needed to open the doors of the reserved
area), or using the entrance from the pitch, at the cost
of drawing the attention from the Zombie players (see
The Pitch, below). Getting there may be worth the risk,
though. In the locker rooms, the Survivors will find 1
Sports Protective Gear each (no rolls needed).
THE GAME
RUNNING
However, as soon as they grab the gear, Seeker Walkers
(x3) break through the locker room and force the
Survivors to fight them, or to flee through the only
remaining way out: the pitch.
The Pitch
It just so happens that during the outbreak, an important
match was being played by the local team. The infection
spread so quickly that many players turned into Zombies
OF ZOMBICIDE
P
turned into Zombies, undead children crumpling on
finally, I took her on the Ferris wheel and the trampolines, and the disturbing carousel music still
we kissed on the top... Such good memories. playing from somewhere have turned this once happy
Who knows what happened to her? I place into a hellish landscape.
wonder if she would still like this place...
Crossing this area requires a roll of COOL to avoid
The theme park is one of the most dangerous and yet becoming demoralized (a hindering condition) until
safest places in the city. The danger is rather obvious: leaving. Moreover, Survivors must face a Horde (x5)
Zombies everywhere. However, that is also where the every 10 minutes or so while exploring this place.
“safe” part of the deal comes into play. Zombies have
a hard time entering the rides because of staircases, Northwest
chains, and all sorts of safety barriers. So, being there is This is the most traditional portion of the park, with
a mixed blessing. many classic attractions like the mirror maze and the
haunted house. These places could even make for good
safe houses, if you know all exits and escape routes. Or,
they could be a death trap if you don’t. Being trapped
inside a labyrinth while hunted by Zombies is almost the
worst nightmare you could have. Not that the outside is
much better, since Hordes (x4) wander the area and will
be quickly replaced by other Hordes when defeated.
INTRODUCTION
anything from the great classics to the most
anticipated blockbusters! Now, the only thing
you can do here is experience a 4D splatter
movie starring yourself. At least the popcorn
machine still works, so you can always crunch
some while shooting Zombies.
The multiplex was the gathering spot for families and the
local youth, and also featured a fast food stand, a comic
shop, and an arcade. The lobby is now a battlefield, with
tens of bodies lying on the ground and at least twice as
SURVIVORS
many wandering and groaning among them. However,
a small group of survivors seem to have managed to
barricade themselves inside the building. They could
be reached, if one managed to get past the Horde (x5)
!
stationed in front of the cinema…
Southeast
This is the area dedicated to the adrenaline junkies, with Even defeating the Horde, Survivors should be careful
all sorts of extreme rides. They have stopped working a when walking among the corpses on the ground. There
long time ago, save for the Eco Roller Coaster, the pride are some immobile groups of Crawlers (x2), virtually
of the theme park, that is powered by batteries that indistinguishable from the truly dead bodies. They will
THE GAME
recharge with a giant wheel generator… and that is still suddenly grasp the leg of a passerby, requiring them to
PLAYING
full of Zombies. It’s impossible to describe how macabre pass a STUNT roll in order to stay on their feet. In case
the sight of shuttles full of Zombies trudging onwards as of failure, the Survivor suffers 1 Wound and, you know, a
the occasional body part falls off due to centrifugal force. rather vivid experience of a Zombie movie.
THE GAME
RUNNING
for computers, communication devices, and the like. to restore power to the cold storage rooms to freeze
everything that is perishable. At the far end of the atrium
But beware! Any Trouble in this area triggers the arrival is the main ticket office. Inside, one of the survivors is
of the Candyman, a Toxic Brute (+2 HP, Impervious) present at all times standing guard.
completely covered in caramel and body parts, followed
by his smaller Walker customers (x3). Maybe he was the The Halls
owner of the old food truck stationed nearby selling Beyond the ticket office is the entrance of the lower halls.
cotton candy and sweets, or maybe he actually is a Upstairs, the upper ones. The multiplex is now the shelter of
number of Zombies held together somehow. Whatever a group of survivors who have been doing pretty well so far.
OF ZOMBICIDE
the truth, if you wander the theme park and smell that • NPS Group in the Multiplex: Size 2, Disposition 4,
THE WORLD
I
Tommy, his coworker, bit three fingers off of a customer
and all of a sudden, hordes of spectators had begun
screaming inside the theaters. That’s how every Zombie
movie starts, he thought... So he grabbed a fire axe,
and after an old fashioned killing spree, he secured the
cinema and gathered the remaining survivors.
The beach was the pride of the city. More than ten miles
long, it was a bustling place with dozens of restaurants,
shops, and food trucks on the shoreline road. In addition
}
(x3) if defeated, unless the Abomination itself is destroyed. • Name: John, the fisherman
• Description: An old sea dog, not very friendly,
INTRODUCTION
who always seems to know what he’s doing
If the Survivors manage to avoid the Abomination and the
• Motivation: Set sail for a safe island
Zombie hordes roaming the beach, they could certainly somewhere. If there’s one at all…
find something useful among the debris washed ashore. • Gear: Kukri
Performing a Search will yield some Items (Any 3), but • Enemy Level: Tough
the rolls are made with a (DL1) due to the fact that most • Special Rules: -
of the objects are junk, or almost completely buried in
#
the sand.
SURVIVORS
The Boatville
THE GAME
PLAYING
During the outbreak, some people sought refuge in the
sea. These were mainly lifeguards, anglers returning from
their fishing trips, and other civilians who owned a boat
and fled. And so it was that, by chance, the Boatville was
born, a community of survivors capable of finding food,
moving rapidly from place to place, and even of settling
down in a safe place by mooring offshore and connecting
their boats together. We haven't seen a Zombie swimming
so far, right? Its leader is fisherman John, who owns a
THE GAME
RUNNING
fishing boat and feeds the community daily.
• NPS Group in the Boatville: Size 3, Disposition 4,
Morale 3, Leadership 3, Resources 2.
E
Threat Level: 1
Obtain Information/Item, Keep Hope Alive, Seek New Shelter
FIRST LOOK
The university district is a mosaic of modern buildings The med school hospital is where everything began. It all
and older construction and includes the main campus, started when Patient Zero “woke up” in the emergency
laboratories, a medicine department, and a hospital. room minutes after his mysterious death and began to
The campus is a small town by itself, accomodating dorms, attack anyone in sight, biting and tearing all flesh to
libraries, lecture halls, and an auditorium. shreds. Soon, the hospital fell into chaos, and with it, the
whole city.
Such a wide space has helped mitigate the effects of the
outbreak, if compared to other, more crowded places like Now, just as in the early hours of the outbreak, the
the nearby med school hospital, for example. hospital is one of the most dangerous places of the city.
The corridors and rooms are literally overflowing with
But still, the lively buzz of students hurrying down the Zombies of the deadliest kinds, and the hospital can be a
university’s walkways has now turned into the wail of deadly maze for those who can’t find their way around.
the dead. One never knows from what nook or cranny an
undead professor might spring up... So, why the hell should one go in there? For starters,
because this is the only place left in town where one can
find big stocks of medicines and medical equipment that
LOCATIONS haven’t been already looted several times. On top of that,
the hospital stored food, emergency generators, and all
sorts of useful gear in case of the apocalypse. So maybe it’s
The Hospital (TL +2) worth a shot… Just remember to wear gloves and masks.
The hospital was the pride of the campus. Main Entrance (1)
It employed cutting edge machinery and The lobby can be recognized by its wide glass walls and
advanced treatment methods. It was here a large, white receptionist desk. Everything is white. The
that the first confirmed Zombie in the city floor, the walls, and staircases, even the leather couches.
was spotted and the outbreak flared. Some Or, at least, they were. Now, blood and organic matter
say that an experimental cure was under have taken over in grim patterns. There are broken
b
development in some departments of this very glasses and papers everywhere on the ground, and the
hospital. Unfortunately, the results of this sliding doors of the entrance are torn and partially open.
final, desperate attempt are quite obvious... At all times, a Horde (x5) can be encountered here.
INTRODUCTION
(from the cafeteria to the roof), the tower is three yield some items (Health 3).
stories tall. Every floor has a detailed map and color-
coded pathways to its numerous wards. Emergency Room (3)
The ER is among the most dangerous areas of the hospital,
On the first floor is the emergency room, the morgue, being populated by a Horde (x5). This nightmarish place
the cafeteria, a small supermarket, and the chapel. is possibly even more gory than the rest of the hospital,
Starting from the second floor, the many wards can be with dried blood and body parts almost everywhere,
reached following the information panels. A Horde (x4) including the ceiling. As if it wasn’t enough, Patient Zero
is always present on each floor, and must be either himself still wanders these halls, an Abomination (+2 HP,
eliminated or avoided with a SNEAK roll. However, a Impervious) mutated beyond recognition. Running away
new Horde (x4) will be encountered shortly after the from this hell-on-earth of a place would be the wisest
SURVIVORS
first (regardless of whether it is defeated or avoided), thing to do, but defeating Patient Zero and taking a
so the Survivors must hurry to do whatever they need blood sample could lead to some interesting discoveries,
to do. if one could analyze it.
THE GAME
PLAYING
THE GAME
RUNNING
OF ZOMBICIDE
THE WORLD
Moreover, if they find an operating room in good condition, The campus includes the lecture halls, a library, the
Survivors could use it to perform surgical treatment that labs, and the dormitories. Most of these buildings are
would be much riskier (or even impossible) elsewhere. now abandoned and covered with climbing vegetation,
with groups of Zombie students and professors roaming
Infectious Diseases (5) aimlessly around an otherwise quiet and peaceful place.
The department of infectious diseases of the hospital is
situated on the third floor. Apart from containing Toxic Dormitories
Hordes (x5), its only relevance for the Survivors is that This is where the frat parties were held. The dormitories
the data related to the experimental treatment have to be consist of several identical buildings with brick facades,
somewhere inside this department. A Search is needed three stories tall and with the same floor plan as the
to find them (DL2). It’s up to the GM to rule whether or others. The common area is on the first floor while the
not these data are of any use for the Survivors. others are dedicated to the rooms.
INTRODUCTION
more than 1 Item (General 1). and wearing long, black rubber gloves. Apparently, the
Zombies ignore him, and indeed, they almost seem to
However, not all is lost. One of these buildings is the follow his orders…
shelter of some surviving students, the members of the
Zeta Omega Mu fraternity. Using good teamwork and Whatever the truth, it is undeniable that every night, a faint
their knowledge of the campus, they managed to survive light can be seen in the windows of the chemistry lab...
and stay hidden, scavenging whatever they can from the
other buildings.
SURVIVORS
Resources 1.
The Labs
There are multiple labs
THE GAME
equipped with advanced
PLAYING
machinery within the campus
where students from all over
the world worked to earn their
PHDs in chemistry, medicine, and
the like.
THE GAME
RUNNING
(x4) of Zombies that, quite remarkably, glow
in the dark. It is unclear why exactly these
Zombies have this peculiar feature, but it may
have something to do with the broken x-ray
equipment leaking radiation from the main lab...
bombs to batteries.
Ä
|
Though less dangerous than the rest of campus, even
the library hides its hazards. A Horde (x3) lurks among
the shelves, very likely to catch unwary visitors by surprise
unless a successful SPOT check is made. Once eliminated,
it is possible to find any desired volume simply by using the
library lists, without having to perform any Search.
OF THE CITY
INTRODUCTION
The throbbing heart of the city, defined by many pubs and shops, now teeming with the
undead. Due to its central position, it is connected to many districts of the city. Wide
avenues lead to Uptown, while the narrow streets of the Ethnic neighbourhood connect it
to Oldtown and to the Fun Zone. To the south, its buildings give way to the decrepit houses
of Suburbia. And to the north, a bridge leads to Downtown.
Threat Level: 2
Make Contact, Secure Area, Supply Run
LOCATIONS
SURVIVORS
FIRST LOOK Asian supermarket
The district used to be crowded at every time of the day Before the outbreak, this supermarket sold
or night. Smells of any kind lingered in the air, from the many exotic products and oriental household
food trucks parked at the edge of the roads to the ethnic appliances. Strolling down the streets, one
restaurants dotting the main street, splitting the district could still smell the strong aroma of spices,
evenly in half east to west. now mixed with the rancid stink of rotten
food. There could be some unspoiled meat
In the eastern half is the famous asian supermarket stored on some shelf, or maybe that katana
#
displayed in the Japanese shop is a real one...
THE GAME
that sells any kind of far east food, and hosts numerous
PLAYING
restaurants and gift shops, while the western side is
dominated by an immense electronics mall, open for In its eighty years of activity, this establishment started
business since the Forties. as a small gathering of hawkers and peddlers from
the four corners of Asia, grew into a shop for Eastern
The local nightlife quickly adapted to the great influx of foodstuffs and trinkets, and then became a full-blown
people, and soon in both halves rose dozens of pubs and modern mall.
clubs serving beer, cocktails, and a few traditional dishes
to all kinds of patrons. The Pagoda
After the outbreak of the epidemic, the building became
one of the most famous symbols of the resistance, today
THE GAME
RUNNING
simply called The Pagoda for its once-famous sushi
bar. There, one can find food, drinks, weapons, and
much, much more. Helped by the building’s single main
entrance, it is easily defended by the fearsome group of
NPS hunkered down inside.
OF ZOMBICIDE
THE WORLD
INTRODUCTION
SURVIVORS
THE GAME
PLAYING
Enter the Pagoda In the far right corner is a small area dedicated to trinkets
If admitted into the building, the Pagoda looks like the for tourists, such as all kinds of vases, jade statuettes
world has never collapsed and the mall was just about to (are they, though?), dragon heads, fake Chinese sabres,
open its doors to the crowds. The mall extends over three and a smattering of other frivolous bits.
floors. The first floor is dedicated to China, the second to
Thailand, and the third to Japan. Lucky Balls
THE GAME
RUNNING
A SPOT (DL2) roll allows a Survivor to notice a small
First Floor: China box among the worthless stuff. It contains two brightly
The first floor was once a supermarket offering a wide colored enamelled Stress Relief Balls of unknown origin.
variety of foods from China. Luckily, most of its products The Survivor must roll EDUCATION. If they fail, the
have not soured yet and some will not for a long time still. It Survivor believes the balls are lucky! Once per game
also specialized in tea and sold numerous varieties as well session, when the Survivor fails a roll, they can decide
as tea-related accessories like teapots and ceramic cups. to roll again and keep the new result. If the second shot
is again a failure or causes Trouble, the Survivor is
Only If the group’s Disposition is 4 or more, Survivors are convinced that the balls have lost their power and throws
OF ZOMBICIDE
offered unusual amounts and varieties of exotic foods. them away. Bye bye, lucky balls.
THE WORLD
Third Floor: Japan HS was the largest place to buy household appliances and
Once on the third floor, Japan’s, one can understand why in electronics in the city. From young couples making their
the past it was a major attraction. In addition to every kind wedding list, the elderly looking for a hoover robot, to
of packaged food and instant ramen, there are numerous millennials queuing up for the latest smartphone model,
fluorescent snacks, gadgets of all kinds from Japan, manga HS was the place to be when it came to electronics.
shops, and even a sushi bar called the Pagoda.
This enormous store is divided into multiple floors, each
Much like the first floor, in the corner opposite to the dedicated to specific kinds of products, from televisions on
sushi bar is an area dedicated to traditional Japanese the first floor to electric scooters and other non-polluting
merchandise like katanas, Kimono sets, and tea accessories. means of locomotion to the top one.
INTRODUCTION
roll and face a single group of Walkers (x3). Once inside, enthusiastic students will try to convince the Survivors to
it is possible to Search (General 3, Any 1), although every attack the store.
character taking part in it must first pass a SNEAK roll to
X
avoid attracting a Horde (x3). The Survivors can refuse the proposition and be banished
from the area, accept the offer and give minor support
(weapons, ammunition, and tactical advice), or actively
guide the attack as the students and the professor watch
their backs.
SURVIVORS
choose to give minor support, the NPS (including
Professor Cronauer professor Cronauer) will be wiped out by the Zombies.
A number of university students, mostly from IT and However, in their suicidal attack, they take out enough
electronics, and members of the local ham-radio club undead to negate the necessity of rolling SNEAK during
have put their eyes on the store. They dream of wiping Search Actions inside the store. In addition, if the
out the Zombie threat and salvaging whatever they Survivors enter from the main access, they have to face
can to put together a high-frequency radio station to only a single Horde (x4).
communicate over long distances.
If, instead, they choose to lead the attack, the Survivors
They are more than happy to see an armed team wandering must face three Hordes (x4, x5, and x6, one after the
THE GAME
the area. They try to make contact with the Survivors as other). Once inside, a Horde (x5) must be taken out to
PLAYING
soon as possible, as they could be of great help. secure the first floor. A Horde (x6) waits on the second
• NPS Group of Students: Size 4, Disposition 5, Morale 4, floor and then another on the third floor.
Leadership 2, Resources 3.
If the Survivors decide to push to the fourth floor, the
The group is led by Professor Cronauer who once taught situation grows dire. Attracted by the sounds of battle,
telecommunications at the university and now has created a large mob of Zombies is drawn into the store and
a temporary shelter in a dismal apartment overlooking attacks the rearguard of the students, who now risk
the HS. During weeks of careful exploring and constant slaughter. The Survivors must face a Horde (x6), unable
observing, the NPS have filled dozens of pages with data to fall back to the lower floors unless they come up with
on the movement of the undead, blueprints, likelihood of some risky stratagem.
THE GAME
RUNNING
fighting per floor, etc.
In addition, for any Trouble caused by the Survivors, part
The Professor’s Papers of Professor Cronauer’s group is killed. With the first
Professor Cronauer jealously guards his notes. To Trouble, the students suffer heavy losses, up to half their
consult them, a Survivor must pass a CONVINCE roll numbers. With the second Trouble, all students fall, one
(DL1). Alternatively, they might try to steal them with a after the other, overwhelmed by the Zombies from the
SNEAK (DL2) roll. lower floors. Cronauer is the only survivor. With the third
Trouble, even the professor is devoured...
On a success, the Survivors gain access to the dossier.
OF ZOMBICIDE
Cronauer’s notes let the Survivors forfeit the SNEAK roll Should the Survivors make it through this gruelling fight,
THE WORLD
required when making a Search Action inside the store. the building is cleared. For how long, though?
¡
Main Street is a terrifying nightmare. Moving about without
being noticed is probably impossible, and those who want
to do so must face the ever-growing hordes. The first is a
INTRODUCTION
Horde (x1), the second a Horde (x2), and so on, resulting in
a hopeless fight from the very beginning. No group of NPS
has settled directly here and, unless they feel a sudden
shopping urge, there is nothing here for the Survivors.
Ahmed and his Family
Survivors could have better luck in exploring the smaller Ahmed is the owner of one of the 24/7 grocery stores
stores and shops in the narrower and less crowded side in a rundown building behind a large fashion store on
alleys with a SNEAK roll to avoid attracting the hordes Main Street. His family (his wife Randi and their three
from the main street. Inside the shops, it is possible to take children), lives on the second floor, although the rest of
Search (Any 1) normally. At worst, if Trouble happens, the the building is uninhabited.
occasional Walker will appear. It is in one of these small • NPS Group of Ahmed’s Family: Size 1, Disposition 2,
SURVIVORS
stores that Ahmed and his family have found shelter. Morale 3, Leadership 2, Resources 2.
THE GAME
his long time behind the cash register. Nineteen armed
PLAYING
robberies, endless theft attempts, and a dozen drunken
brawls for good measure. Ahmed is more than capable of
handling himself!
THE GAME
AH M ED RUNNING
• Name: Ahmed, the distrustful
• Description: He looks proud, but maybe he
takes himself a little too seriously to be
really convincing. In fact, sometimes he’s
unintentionally funny
• Motivation: Protect his family at all costs
• Gear: Shotgun
• Enemy Level: Tough
OF ZOMBICIDE
to Dangerous
ï
INTRODUCTION
practice throwing darts has paid off!
h
Meeting the King
SURVIVORS
The King is rather friendly with the Survivors, inviting
them in for a pint if they make their way to the Winchester
Tavern. The NPS group holed up there is mostly The
King’s old drinking buddies and a couple of patrons who
happened to be there when the apocalypse hit. Chatting
with their leader, the Survivors learn that the NPS have
grown tired of fried chicken wings and onion rings and
are contemplating the idea of a sortie to move into the
legendary World’s End pub down the road, the largest
and most famous club in the whole pub mile.
THE GAME
PLAYING
The King dreams of making it to the World’s End with his
group after drinking a pint from all the pubs between
that and the Winchester, cementing his legendary
achievement of completing the hardest and most famous Œ
pub crawl of the city.
THE GAME
RUNNING
someone who's had one drink too many. But,
do not have to kill all the Zombies inside, only hold them it is undeniable that his jovial and affectionate
for just the 3 rounds it takes to The King to have a pint. ways inspire confidence and good humor
• Motivation: Reaching the legendary World’s
If they make it to the World’s End, helping The King in his End pub
pub crawl, the Disposition of the NPS group becomes 6 • Gear: Molotovs (LOTS of them)
• Enemy Level: Tough
and each Survivor gains an Adrenaline Boost. The King,
• Special Rules: If he smells Zombies, he
drunk and euphoric, thanks the Survivors by kissing and overlooks the street and turns it into a hell of
hugging them one by one, and before they leave, hands a fire in minutes
each of them 1 Molotov.
OF ZOMBICIDE
THE WORLD
LOCATIONS
Doug Prison (TL -2)
The butthole of the world. That ’ s what Before the outbreak, nobody wanted to go
they’ve always called this neighborhood. to prison. It takes your freedom and isolates
Scum, outcasts, junkies, alcoholics, criminals you from the outside. Now, everyone wants to
of all kinds. These are the people who lived go there. It ’ s so safe and comforting with
here. Even Zombies seem to avoid the place its walls and towers, especially if you have
somehow. But give it a chance, you'll end up the keys. And there are washing machines,
loving it. ironing boards, lots of laundry, and beds!
How ironic that what was hell now seems like
Threat Level: 2 heaven on Earth!
Obtain Information/Item, Make Contact, Secure
Area After the outbreak, the local jail has been secured and
now is such a steadfast bastion that the survivors call
FIRST LOOK it The Paradise. During the chaos of the first few days
after the apocalypse began, the convicts revolted and
In the northern slums of the city, this district has abandoned the prison in a few hours.
always been hated on by everyone, and its inhabitants Some time later, the residents of the district have joined
considered the filth of society. In reality, they were simply the surviving overseers in cleaning and securing the
less fortunate people trying to get by. However, this might place, turning it into a shelter for children and the elderly
be the reason why the Slums have found the strength to under the leadership of the Directress, a determined and
become one of the meanest and safest district after the incredibly charismatic woman.
outbreak, as the local communities have banded together The prison has four floors and a large yard surrounded
and faced the disaster as an united front. by barbed wire and fences.
INTRODUCTION
SURVIVORS
THE GAME
PLAYING
THE GAME
º
RUNNING
First Floor
There are no cells or offices, but the locales where the
convicts once worked. From the laundry area to the
workshop to the mess hall and the kitchen, everything
has been renovated and is in full use for everyday tasks
and, thanks to its dedicated generators, the prison has
the extremely rare commodity of electricity. Its kitchens
feed dozens of survivors from all over the city thanks to
the immense food reserves in its cold storage units, which
OF ZOMBICIDE
Fourth Floor
The fourth floor was dedicated to administration, but
has been converted into a relaxation area because of
its television and working blu-ray, while the office of the
former director is the Directress’ own command center.
• NPS Group of The Paradise: Size 6, Disposition 4,
Morale 5, Leadership 3, Resources 6.
INTRODUCTION
and stolen goods. Now, it ’ s an open-air dump. of Zombie ears is a testament to his
But, on the other hand, you can still find a determination
lot of clothes, tools, and if you’ re lucky, even • Motivation: Defeating Ol’Hook (see below) and
claiming the market for the Lost Boys
radios and walkie-talkies!
• Gear: Katana
• Enemy Level: Tough
The open air market has always been one of the most • Special Rules: -
iconic destinations in the district. Once, one could find all
kinds of bits here, even many of the items stolen around
the city, making the place a “lost and found” of sorts. Growning in the market (his family owned a kitchen
From the thrift stalls to kitchen utensils stands, from the utensils stand), Lil’Pete lost his mother the day of
food trucks to bicycle, skateboard, and scooter peddlers, the outbreak and swore to destroy all undead (one in
SURVIVORS
the market had a little bit of everything. particular, see The Abomination called Ol’Hook below).
THE GAME
of a Horde (x4). Once they have defeated the Horde and The Ol’Hook
PLAYING
any additional Wave, the Survivors have enough time The presence of an Abomination among the undead
for 1 additional Search before another Horde (x4) makes ranks complicates things, though. The creature has been
its appearance. nicknamed Ol’Hook by the kids because of his hands
fused solid into hook-like appendages by the mutations.
Lil’Pete and the Lost Boys It seems that Lil’Pete himself has a personal score to
The market is also the hunting grounds of the Lost Boys, settle with it, believing it was Ol’Hook that killed his
a gang of adolescent foundlings who have made a habit of mother during the outbreak.
scavenging useful items by moving over the stalls or under
them through the sewers network. What they do not keep, Temporarily clearing the marketplace from Ol’Hook
they barter, mainly with the group in the prison or the one and the other Zombies means fighting a Horde (x4) and
THE GAME
RUNNING
in the park, but are willing to trade with anybody who has a Horde (x6), one after the other. The latter led by the
interesting bits to exchange. Abomination itself.
• NPS Group Lost Boys: Size 3, Disposition 3, Morale 4,
Leadership 2, Resources 2. Defeating Ol’Hook and its hordes lowers the Threat
Level of this location by 1 (TL -1), turning it into the new
These NPS have no actual hideout, but can be often met Hideout of the Lost Boys and raising their Disposition by
on the border between the market area and the Homeless 2. In addition, the kids are very grateful and any social
Park (see next page), when they split the loot of their interaction with them does not raise Trouble (regardless
sorties. The Lost Boys are led by Lil’Pete, the eldest. of their Resources rank).
OF ZOMBICIDE
THE WORLD
THE UNDERCITY
INTRODUCTION
We all took the subway. It was working perfectly and you... ah, you’re asking me if I ever went
down in the sewers? No, I didn’t go there before and I’m certainly not going there now!
Threat Level: 3
Exploration, Obtain Information/Item, Survival
SURVIVORS
If there ’ s a word to describe these places, it is
anguish. It is terrible down here. Your heart The Metro
is always pounding, every single noise echoes
everywhere and it seems that everything, even Some metro stations are still operating, but if
the very walls, wants to kill you. Welcome to you want to move one of those damn trains
the Undercity, pal! you would better come to terms with it, and
hope for a lot of luck! Almost nothing works
Mould, rot, sewage... these are the smells that hover in anymore, even if at times you can hear an
the air. And then darkness, darkness everywhere. Going electric humming coming from the tracks. I
underground is scary enough, add all those lurking haven’ t seen any trains go by, but if you could
get one going, you could save a lot of people.
THE GAME
monsters up, and you may get the ambience around
PLAYING
here. Even the rats are transforming. You don’t have to
watch out only for Zombies, but also for rats or worse, I tell you, though, never use the subway tunnels
and never, ever, EVER enter the water! to escape. There is only going backwards or
forwards for god knows how long...
Enter the Undercity
It’s not difficult. The city is dotted with subway stops, After the outbreak, the metro has turned into one of the
almost all of which are still accessible. The same goes most dangerous areas of the city. Some stations are still
for the Sewer manholes. They're even more numerous, under emergency lights, but the majority are drowned
which can be easily lifted with a suitable tool (or with a in darkness with the occasional flickering lamp or fading
roll of STUNT). LED. All of them, however, are packed full with Zombies
THE GAME
RUNNING
of all kinds, including Abominations, that seem to appear
more frequently there than anywhere else.
Restoring the Metro Once inside the generator rooms, the Survivors need
A functioning means of transportation in the city would a TINKER (DL2) roll to restore its machinery. On a
be invaluable! The Survivors just need to reactivate the Trouble result on any roll, the group attracts ever-larger
track's electrical system and find someone who can drive Berserker Hordes, as above.
those damn train cars…
To restore power to a section of track, Survivors need
Restoring a tract of the railway system to a functional only to find a train in working order. Every train of the
condition is no small feat, but could earn the Survivors metro is a series of six cars where numerous people have
a means of transportation much faster and safer than barricaded themselves to escape the outbreak… only
anything on the surface. First, the Survivors must find a to be butchered by the infected. For this reason, inside
clear railway section. Then, they must find its generators. every train is a Berserker Horde (x6) the Survivors must
eliminate before they can reach the cockpit. Luckily, the
The generators can be found with a Prolonged Action train is made so that the Survivor can fight it as a series
requiring 3 SCOUT successes, or by finding a map of the of 3 Berserker Hordes (x2), unless they choose to open
tunnels with a SCAVENGE (DL2) Action taken inside of the doors of all the cars at the same time...
the control stations.
To reach the generators, the Survivors must move Driving the train is not particularly complex, but
through the pitch black tunnels. Fortunately, the tracks understanding its workings and turning it on requires a
only have a Berserker Horde (x2) roaming about. TINKER (DL1) or EVALUATE (DL1) roll.
INTRODUCTION
SURVIVORS
The Sewers Ratz Everywhere
As the network is seemingly free of Zombies and spans
If there is any place you need to stay
THE GAME
the whole city with no other apparent threat than the
PLAYING
away from, it ’ s the sewers! You don ’ t stench, moving through the sewers could be seen as
know w hat ’ s underneath, but strange smart move on paper, but in practice, it is actually suicide.
noises come from dow n under... and I’ m Some time after the outbreak, it was observed that even
not talking about Zombie moans. I’ m the local animals had started mutating. Rats were first,
talking about feral growls! Some people numerous in the underground, and now the tunnels are
say that w harf rats have become Zombies teeming with Zombie Ratz colonies that are much more
themselves and that the legends about aggressive than their living counterparts and attack
undead crocodiles are not false... Yup, anything in their path.
that ’ s all we need.
Undead Ratz are constantly running through the tunnels,
THE GAME
RUNNING
The sewers are every inch the hellhole popular wisdom attacking any human they come cross. In the areas
has them to be. The only reason why somebody in their closest to the manholes, they form groups of Ratz (x4),
mind would venture in that maze of toxic exhalations is if or (x6) in the inner tunnels.
they're being chased by Zombies and could only escape
by getting into a nearby manhole. The Thing
Anything that ends up in the sewer area below Oldtown
Manholes and drainage grates are all over the city, but disappears suddenly. The reason is because the thing that
only a few are large enough to fit an adult. They can be crawls in the mud and putrid water feeds on anything.
opened with a STUNT roll (DL1). Maybe it used to be a baby crocodile, but then it grew up.
OF ZOMBICIDE
(Very Fast).
What ’ s there to say about the suburbs? Just a huge residential area with hundreds of
houses, one next to the other, all the same, each with its own garden, its driveway, and its
mailbox. So was this neighborhood: the boring symbol of the American dream. The only two
places of interest here were the mall and the nearby nuclear power plant, and that ’ s all
there is to it. Now, the place is completely deserted ... well, by the living at least.
Threat Level: 2
Rescue Run, Secure Area, Supply Run
•
ö
INTRODUCTION
Game Shop
In front of the escalators, there is even a game store
selling comics, tabletop, miniature, and card games once
frequented by the local geek community. It is the worst-
smelling place in the whole mall (to be fair, it was even
before the outbreak), and is always occupied by a group
of Toxic Brutes (x3). The group is led by the owner of the
shop, a Toxic Abomination with a badge reading “Max”
SURVIVORS
First Floor Italian first edition of a historical fantasy RPG set in the
The ground floor of the mall features a large General Roman Empire.
Store, a clothing outlet, numerous coffee shops, an ice
cream shop, and an indoor square with benches. Oh,
and a putrescent fountain. Teenagers loved it before the
outbreak! Fake road signs help visitors orient themselves
inside such a massive structure. Passing from the main
entrance pits the Survivors against a Toxic Horde (x4),
followed by another Toxic Horde (x4) a few minutes later,
and so on… unless the Survivors take the short break
THE GAME
between hordes to sneak into one of the stores, find what
PLAYING
they need, and leave as soon as possible.
Candy Shop
THE GAME
RUNNING
u
A place to stay away from is the candy shop in front of the
ice cream stall. It was the favorite destination of a local girl
who loved to put on costumes and still wanders the place
wearing her preferred outfit. This Brute (Unbearable) girl
attacks the Survivors if they get Trouble on any roll during
their stay in the mall; she attacks in the company of her
friends, a group of other Brutes (x2).
Second Floor
OF ZOMBICIDE
Sports Store After spending his youth entering and leaving jail ("I was
The enormous sports store is well stocked even to this young and foolish, you know"), Pops turned a new page
day, but is teeming with quite fit Zombies. It is a group and in the years became a pillar of the neighborhood.
of Toxic Runners (x3). Once disposed of, it is possible to He always knew what was happening in The Hood, and
make a Search (Sporting 3) Action. In addition, every if anybody needed anything, he was the right person to
Survivor can find a Baseball Bat without needing to roll. go to.
Other Shops Even after the outbreak, things have not changed. Pops
There is a hunting and fishing store store where the has sworn he will fight tooth and nail before losing to the
Survivors can make a Search (Outdoor 2), and another damn Zombies. He and his family have taken in many
that sells household appliances and electronics that they of those in need, creating a small oasis of peace. The
can ransack with a Search (General 2). The remaining community has weapons and food scavenged from the
shops sell beauty products, musical instruments, and nearby homes and partially grown in their orchard and
books, which are all occupied by a group of Toxic Walkers hen-house in the backyard.
(x3). In addition to those roaming outside, of course.
INTRODUCTION
more towards animals than human beings, but she could
not stand Pops. It seems she thought nothing good could
ever come from him and those in the know claimed it was
because of a failed relationship in their youth. However,
like him, she always helped her neighbors… at least as
long as she was among the living.
SURVIVORS
see page 86).
¬
THE GAME
PLAYING
Pops has tried multiple times to stop Milly without
success. The problem, however, is not the numerous
and aggressive Zombie cats; Pops seems to harbor
some sort of feelings for the old cat lady to this day that
prevents him from doing what must be done. Perhaps the
Survivors could end this matter once and for all.
THE GAME
POPS RUNNING
The Meltdown
The truth is that although the shutdown sequence
was initiated for both, one reactor has never stopped
working. After some time, the core went into meltdown
and radiation spilled in the whole district, starting with
the mall nearby.
ö
INTRODUCTION
instrumental in safely delving into the building (found
with another SPOT roll), granting the Survivors the
possibility to make an ENDURE roll to avoid or reduce
Radiation damage (without proper protections no rolls
are allowed, see page 75).
The Corridors
The reactor control room is connected to the office
block by airtight corridors. The safety system activated
automatically, closing all the doors, so moving through
the various segments is a Prolonged Action requiring
SURVIVORS
6 SECURITY (DL1) successes. In all corridors, there are
higher contamination levels (Moderate Intensity, see
page 75).
THE GAME
PLAYING
This is the most contaminated area of the powerplant
(Severe Intensity, see page 75).
THE GAME
RUNNING
EDUCATION (DL2) successes. Only then is it possible to roll Should the Survivors succeed in this titanic endeavor, they
EVALUATE (DL2) to learn that a failure in the control box would stop the meltdown and avoid a catastrophic nuclear
prevented the sequence from being completed. Finally, accident. It would still take a long time for the radiation
the Survivors must pass a TINKER (DL2) roll to repair to drop to non-dangerous levels, but that would leave the
the damaged control box and complete the procedure, Zombies the “only” problem for the local survivors…
activating the plant’s emergency cooling systems.
If the Survivors fail, the consequences could be
Every Trouble that occurs during these operations causes catastrophic, starting with the district, which will see its
the arrival of a Toxic Horde (x3). Threat Level increase by 1 (TL+1).
OF ZOMBICIDE
THE WORLD
The turf of splurge and dogwalks, where filthy rich people enjoyed posh boutiques that
ordinary people could only dream of. But it was also the city’ s Broadway, where new
dramas and musicals were released on a tight schedule and to huge acclaim. The lights are
not shining anymore, the cars are now half-burned wrecks, and it ’ s striking to see those
divas, still glittery in their gala dresses, eating those who once were their fans...
Threat Level: 1
Keep Hope Alive, Rescue Run, Seek New Shelter
FIRST LOOK Now, the neighborhood looks bleak and decadent. The
plaster is peeling off the villas and their surrounding walls
Uptown was one of the most exclusive neighborhoods are covered with creepers. Luxury cars lie abandoned in the
in the city. It stretched around Paradise Hills, where the long boulevards and Zombies dressed in the latest fashion
most luxurious and bizarre villas were on display. wander the streets, stopping in front of the shops every
now and then to stare at the windows with blank eyes.
LOCATIONS
Î
Carnation Street
The Main Street featured the flagship
stores of the most important brands in the
world. Maisons and boutiques, world class
restaurants, and the most exclusive clubs...
It was a fashionista ’ s dream. Since very few
people could afford to enter those places,
the Main Street is semi-deserted now. Still,
it ’ s a treat to go hunting for Zombies in
designer clothes!
INTRODUCTION
SURVIVORS
THE GAME
PLAYING
For this reason, walking about Carnation Street is not as The silver paper envelopes with matte black lettering
dangerous. The worst thing that could happen is spotting the were a true symbol of prestige.
occasional Horde (x2) that would not be followed by others
for some time once defeated. There have even been cases The first floor is dedicated to women, and it looks
THE GAME
RUNNING
of Zombies taking crude “picture” poses in front of survivors completely empty. There are only a few mannequins
with a smartphone or cameras, letting them escape with ease. and some torn and bloodied clothes somebody put back
on their hangers who knows why. Oh, yes, and the odd
Inside every boutique, there are usually Walkers (x3) that, decomposing corpses on the ground. Mostly cashiers.
barring the presence of the occasional unusually elegant A successful SPOT roll allows Survivors to notice that
Brute, should not pose a threat. all the changing rooms have their curtains drawn. And
some are moving... If the Survivors do not deal with it
Maxwell quickly, they are surrounded by a Horde (x4) of half
The famous Maxwell is located about halfway down dressed former customers. As the Zombies pour in
OF ZOMBICIDE
Carnation street. Until recently, it was considered the from everywhere, for the duration of the combat, all the
THE WORLD
best multi-brand store in town and entire families of Survivors are considered hindered.
super-rich people came here to dress from head to toe.
Œ
small castle and some sort of cardboard forest.
Martha
Even if almost crazed by terror, Martha is still alive,
spending most of her time hiding in a closet. She leaves
only when there are no children in sight to stock up water,
Michelle snacks, and molding bread from the cafeteria.
INTRODUCTION
SURVIVORS
Originating from the Dominican Republic, she had already The store now is nowhere near the sight it once was,
lost much of her family before the outbreak and now has hiding a terrible secret. On the first floor, all the shelves
nowhere to go. If the Survivors let slip they have a safe have been torn down and the floor has become a
THE GAME
shelter, most likely she offers to join them and take care of dump of feces, dog food, and blood stains. In the wide
PLAYING
the cleaning in exchange for food and a roof over her head. underground storehouse, instead, some survivors - who
have nothing human - have found shelter.
Luxury Pets
Luxury Pets was a famous brand of high-end accessories, Cannibals in Town
clothing, and food for animals. Although they sold These are survivors driven crazy after the outbreak, who
products mostly for dogs and cats, they also kept now practice cannibalism. They wear dog collars, scraps
something for exotic pets. This specific retail space of clothes dirty with urine and dried blood, and now look
was managed by a small, cheerful man called Richard closer to the Zombies that roam the streets.
“Chihuahua” Watts, beloved by all the celebrities in the
neighborhood (and even more by their domestic animals). They form a Horde (x6) led by “Chihuahua” Watts himself,
THE GAME
RUNNING
now an Abomination (Fast), whose renowned smile has
M A RTH A turned into a grin of sharp and blackened teeth.
• Name: Martha, cleaning girl They leave to hunt mostly at night and are incredibly
• Description: She is tall, early 20s, maybe a violent and territorial, like a pack of stray, hungry dogs.
little too muscular. Shy and good-hearted, she
is always ready to help others
• Motivation: Any place is better than this Talking with them is impossible. Should the Survivors
• Gear: Cleaning products defeat them and find their shelter, rummaging through
• Enemy Level: Harmless the filth and human bones, they would find the personal
OF ZOMBICIDE
Nightclub Road (TL +1) If the Survivors want to venture into the three-story club,
they face the largest concentration of Zombies that side
Drink an Old-Fashioned and lean against of town, Hordes (x6) on each floor. On the top floor, the
the balcony of the Bad Luck. Then, order Horde is joined by an Abomination (the former owner of
a Fubu sashimi at Myazaki’ s. And close the the club, once a friend of all the celebrities). Once the
evening sweating to the beats of the greatest nightclub is cleared, the Survivors could turn it into their
DJs in the VIP room at the Slash/Torn... new Shelter in relative safety.
I know more than someone who would kill
for an evening like this! Maybe this is the Myazaki’s
only place that hasn’ t changed. Brainless “Simply the best Sushi I have ever had” was what the
before, brainless today. people leaving this place said the most. Myazaki’s was a
small sushi bar not too far from the Bad Luck, with only a
A few blocks from Main Street beats the heart of Uptown’s handful of seats but also with a great attention to detail.
nightlife, Nightclub Road. It was here that high society Reservation lists spanned years and its chef, Hinoki Ryu,
youth spent the majority of their nights out, usually great rival of Ray Kobayashi in the Pagoda (see Heart of
starting with dinner in the best restaurants and ending in the City, page 135), was known all over the world.
the trending clubs alongside jet set celebrities.
With the outbreak, chef Hinoki refused to leave the
The area seems emptier now than what it looked like on restaurant with his workers and, after a strenuous
the average pre-apocalypse Sunday morning. The truth resistance, was eventually taken down by the undead.
is that the clubs still teem with the reanimated corpses Now, Ryu is one of the local nightmares, a Berserker
of those who could not escape during the outbreak. Runner (+2 HP) always surrounded by his loyal Berserker
While on the streets, one can find only the occasional Horde (x4) of former employees. For some absurd reason,
and relatively harmless Walkers (x2), inside the clubs are Hinoki still clutches tightly a pair of extremely sharp
the much more dangerous Seeker Walkers (x4) waiting knives. Only he does not use them on fish anymore…
for careless Survivors looking for food and alcohol. Of
the numerous clubs, two were the most famous: the Bad
Luck and Myazaki’s.
INTRODUCTION
posing on the red carpet, and the great shade carpets, always smelling of incense. Madame
galas... Before the outbreak, people would Gillette herself looked like a flesh and bone version of
cut off one of their arms to participate her shop, short and thin, old and curved.
in these happenings. Now, you have to be
careful not to lose one of yours. But hey, Madame Gillette has survived the outbreak, as she still is
if you’ re lucky enough, you might still find in her boutique. For some odd reason, the woman is left
your favorite celebrities here, and even get alone by the Zombies. If asked about it, Madame Gillette
a picture while they try to eat you! claims she is capable of communicating with the dead and
somehow convinced them to spare her. Whether there is
In this neighborhood, it was once normal to see thousands some truth to her claim or it is just the rambling of an old
of people going wild at the sight of their favorite actors. woman, Madame Gillette still offers her services, usually
SURVIVORS
Now, it's almost more frequent to see the opposite. Actors, in exchange for supplies or apparently worthless trinkets
now Zombies still dressed in their gala outfits, go wild in (that, in her exact words, have “spiritual power”).
glee at the sight of their dear fans... Especially so if they
are plump and have a beating heart!
THE GAME
Boutique Magique, fortune teller of the stars!
PLAYING
Tom’s Theater
This cinema saw the neighborhood change year after
year and is a piece of cinema history. Opened in the
40’s by Tom’s father, it was used by numerous famous
directors of the time for special events and premieres.
Then, with time, the small cinema of the now aging Tom, louise
well into his nineties, has become a small jewel, the only
one still using a motion picture projector and projecting MADAME
movies from the 60’s. GILLETTE
THE GAME
It is said old Tom miraculously survived the outbreak and
• Name: Madame Gillette, medium
• Description: Her age is indefinite and she
RUNNING
still lives in the cinema. That is not all, however. Legend won’t reveal it even if threatened. She keeps
has it that one night, a Zombie horde invaded the cinema, her black hair, streaked with white, under
a burgundy handkerchief and wears many
took their seats in the movie theater and spent about an
necklaces, rings, and earrings
hour and a half staring at a blank screen before leaving in
• Motivation: I speak with both the dead and undead
an orderly fashion. Nobody knows if this is a true story or • Gear: Card reading accoutrements
not, but as Tom would say, “wouldn’t be the first miracle • Enemy Level: Harmless
to happen in a cinema, nor the last!” • Special Rules: If a Survivor pays for her services,
OF ZOMBICIDE
That desolate flatland in two words? Iron and The motorways connecting the industrial park to the
concrete. Take a stretch of land where nobody suburbs are partially cleared, so the eye can wander freely
wants to live, stick tens of foundries and ironworks about the grey and flat plain, beyond the abandoned gas
there, and you basically have the Industrial stations and the countless biker bars and strip-clubs. In the
Park. Add some dingy afterwork pub, the odd days immediately after the outbreak, this was the theater
biker gang, a few strip clubs, and a smattering of of the initial fighting between the undead and the military
gas stations, and the picture is complete. sent to contain the contagion. Things seemed to be going
well until all hope was lost at the battle at Checkpoint 232.
Threat Level: 1
Exploration, Seek and Destroy, Survival
LOCATIONS
FIRST LOOK
During the economic boom, the local industrial area was Mou’s Gas Station
brimming with ironworks employing hundreds of workers.
Then, under looming threat of inflation and foreign Mou was always a quirky one, even before
competition, the factories ground to a halt, closing one being turned into a Zombie... When traffic
after the other. The Howe Brass Foundry, the largest and decreased and work at the gas station
most productive, was one of them, brought low not just stopped, he started spending much of his
by the crisis, but also by proven charges of emission of time fighting against tall grass and bugs.
toxic substances.
Surrounded by rocky ground thick with weeds, Mou’s gas
station is one of the few that still function. It has been in
his family’s possession for generations and truck drivers
liked to stop there even just for a fresh beer or a snack.
His beloved dogs have always been at his side.
Army truck
Closing in to the gas station, the first sight is the six large
army trucks right in front of the building. One bars the
road. The others are lined up behind, a couple of them
overturned, as that image has made the rounds of the
press. Military trucks used as coffin carriers. Too many
died in too few days in the city. The dangerous dead,
perhaps spreading the contagion, were being moved to
the cremation chambers far from the inhabited areas of
the City. However, it seems the journey of this particular
convoy has stopped here.
number of Zombies closing in from the road, we radioed command and they said
INTRODUCTION
reinforcements were inbound. We were prepared and did not give in to panic. After
shouting some warning that we knew were utterly useless, we opened fire on the
shambling horde with rifles and grenades. Dozens of them were torn to shreds,
but their numbers looked... endless. We radioed for reinforcements and air support
again, but nobody was answering anymore. Behind us, another horde came from the
plains. We kept shooting, but there was nothing more to do. At 07:44, it was all over.
SURVIVORS
THE GAME
PLAYING
THE GAME
RUNNING
OF ZOMBICIDE
THE WORLD
ï
The Drake is an old bikers’ pub with neon signs and lists
of beers and liquors written on a chalkboard. Numerous Entering the Complex
large motorcycles are parked outside, but there's no sign Past the large gates, the industrial complex appears made
of their owners. of four large warehouses, numbered 1 to 4 and connected
by a single road. During the day, it looks like textbook
Inside the Pub industrial archaeology: tall chimneys, rusting truck shells,
The bartender, the only employee and owner of the place, and warehouses with windows whose glass was broken
is Drake, younger brother of Gillian, one of the leaders of who knows how long ago. There's definitely nobody around,
the famed biker gang, the Crazy 66. They are both Zombies either living or dead.
now, and somehow they keep getting along in their own
way. Drake and Gillian (two Berserker Brutes) stay inside
the pub, alongside the Crazy 66 gang, a Berserker Horde
(x4), sat at the tables or behind the counter.
Performing a Search (General 2) inside the pub is possible
INTRODUCTION
SURVIVORS
THE GAME
Everything changes after sundown. The darkness looks Lighting a fire or using any light source outside of the
PLAYING
even thicker here than elsewhere and the air itself warehouses quickly attracts a host of those same
appears as if it's sick. Is it its fame playing tricks, or homeless that, in a single night, had taken over the
decades of toxic emissions? In addition, keeping one’s complex and killed all the paramilitaries. They form a
cool as the machinery creaks and groans is notoriously Toxic Horde (x6) made of wretched undead mutated by
difficult... All the Survivors must pass a COOL roll to avoid the toxic fumes.
being hindered until they leave the facility.
Warehouse 1
When the factory was still working, this place housed
administration and most of the offices. Then, it was used
as a headquarters by the Archangels. It is a dozen rooms
THE GAME
RUNNING
total, between open spaces and smaller offices, spread
over two floors. The Archangels made their last stand
here, among ruined computers and upturned desks.
To piece the development of the battle together, it is
enough to follow the trail of undead bodies riddled with
bullet holes and occasional mangled Archangel corpses.
From the first rooms, the piles of the dead lead to the
stairs and the second floor.
OF ZOMBICIDE
weapons
level: Traits
BIO NAME:
Occupation:
HABIT:
LOOKS:
5
hit points
6
CONDITIONS:
location: DISTRICT
openings
HP:
Access Point:
assets
rumors
and notes
CHRONICLES
INTRODUCTION
Abominations..................................81 Force a Success..............................48
Actions................................ 38,44,67 Fun Zone.........................................123
Adrenaline................................ 40,48 Game Master...................................66
Advancements................................63 Garage............................................ 104
Aim.................................................... 52 Gather Rumors...............................99
Assets..............................................103 Gear............................................ 32,55
Attacks.............................................. 51 Generator...................................... 104
Attributes.................................. 32,37 Habit.................................................. 31
Berserker Zombies........................84 Heal...................................................49
Bonus Dice.......................................46 Hearten............................................49
SURVIVORS
Boosted Zombies...........................88 Heart of the City...........................135
Brutes...............................................80 Hit Points.........................................40
Catch a Break.................................49 Hordes........................................82,83
City.................................................. 108 How the Dead Fight....................... 78
Combat..................................50,52,91 Improvised Moves.......................... 53
Conditions....................................... 73 Industrial Park.............................. 164
Crossing the City.......................... 110 Inflicting Damage..........................54
Customizing the Dead..................88 Initiative............................................91
Damage............................................54 Interaction Rolls.............................90
Darkness.......................................... 77 Inventory.........................................55
THE GAME
Defending the Shelter................ 105 Keep Hope Alive............................. 97
PLAYING
Derived Stats.................................. 32 Leadership.......................................94
Dice........................................ 13,45,47 Level................................................... 31
K
Difficulty Levels.............................46 Leveling Up.....................................63
Disengage........................................ 52 Library............................................ 104
Disposition....................................... 93
Districts.............................................111
N
Location..........................................102
Looks................................................. 31
Downtown........................................112 Major Injury.....................................54
Draw/Trade..................................... 52 Make Contact..................................96
Drowning.......................................... 74 Make Noise...................................... 52
Enemy Level.................................... 92 Making Camp................................... 71 Occupation......................................30
THE GAME
RUNNING
Evade................................................ 52 Map of the City............................. 108 Old Town..........................................117
Experience Awards........................95 Mission Bonus.................................96 Openings.........................................102
Experience Level............................63 Mission Objectives.........................95 Opening Shots................................50
Exploration......................................96 Mission Phase Structure..............95 Opposed Actions............................ 67
Explosions....................................... 74 Mission Types.................................96 Pick Up............................................. 52
Extra Actions................................... 51 Molotov Cocktails..........................58 Plan Mission.................................. 100
Falling............................................... 74 Mood.................................................40 Proficiencies............................. 32,37
Favored Actions............................. 32 Morale...............................................94 Prologue.................................... 32,33
Fighting the Living.........................91 Mutated Zombies...........................83 Protection........................................56
OF ZOMBICIDE