QUICK REFERENCE SHEETS

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QUICK REFERENCE SHEETS 1

QUICK REFERENCE SHEETS Survivor Action Point Table Actions AP Cost Walking (3 ) 1 Turning more than 180 degrees 1 Spotting 1 Running (6 ) 1 Diving (1 ) 2 Crawling (1 ) 1 Going prone (counts as stationary) 1 Stopping (counts as stationary) 1 Standing up from prone 1 Climbing low obstacle (less than 1m) 1 Climbing high obstacle (per 3m / one storey) 3 Climbing through a window 3 Using a missile weapon 1 Using a missile weapon for the second time in a 2 combat phase Attacking in hand-to-hand combat 1 Attacking in hand-to-hand combat for the 2 second time in a combat phase Create noise and place LOUD marker 1 Zombie Action Point Table Zed Zombie Actions AP Cost Moving (3 for Zeds, 6 for Ragers) 1 Attack in hand-to-hand combat First attack free then 1AP for each subsequent attack Spotting 1 Crawling (1 ) 1 Standing up from prone 2 Climbing low obstacles 2 (less than 1m) Climbing through a window Four AP spent over two turns Opening a door (Ragers only) 2 Armour Saves 1d20 Armour Save Cost Sport Pads (Football, Ice Hockey) 1 Light Body Armour 1-8 20 (Stab Proof Vest) Military Grade Body Armour 1-12 30 Spotting Modifiers Modifier Target Per 1 AP to aim (max 2APs / +4 modifier) +2 Target is moving Target is prone (not counted if target is within 4 ) Target in soft cover -2 Target in medium cover Target in hard cover -6 Target is higher (per storey / 3m) -2 Target is within 4 +6 Attacker Attacker running Attacker is prone (not counted if target is within 4 ) +4 Attacking from above (per storey / 3m) +2 Attacker in moving vehicle or riding animal 2

Shooting Modifiers table Target Modifier Target Per 1 AP to aim (max 2APs / +4 modifier) +2 Target is moving Target is prone (not counted if target is within 4 ) Target in soft cover -2 Target in medium cover Target in hard cover -6 Target is higher (per storey / 3m) -2 Target is within 4 +6 Attacker Attacker running Attacker is prone +4 (not counted if target is within 4 ) Attacking from above (per storey / 3m) +2 Attacker in moving vehicle or riding animal Hand-to-Hand Modifiers Table Target Modifier Per 1 AP to aim (max 2APs / +4 modifier) +2 Target is prone +4 Target is running -2 Each additional attacker -2 Attacker Attacker is prone Attacker is running -2 Each additional attacker +2 3

QUICK REFERENCE SHEETS Missile Weapons Table Type Damage Points Special rules Pistol 1d20 15 LOUD. On to-hit roll of 20 the weapon is out of ammunition. Takes 3AP to reload. Range 50m (25 ) Assault Rifle 1d20 35 LOUD. On to-hit roll of 20 the weapon is out of ammunition. Takes 3AP to reload Shotgun 2d20 (under 12 ) 1d20 (over 12 ) 35 VERY LOUD. Under 12, a shotgun has a 2 wide x 1 deep template. Over 12 a shotgun hits a single target. On to-hit roll of 20 the weapon is out of ammunition. Takes 3AP to reload. LMG 4d20 50 VERY LOUD. Has a 4 wide x 1 deep template. Reduces target s armour value by 5 points. On to-hit roll of 20 the weapon is out of ammunition. Takes 3AP to reload. Rifle 1d20 30 LOUD. On to-hit roll of 20 the weapon is out of ammunition. Takes 3AP to reload. +2 to spot if scoped (+5pts) Sawn-off Shotgun 2d20 20 VERY LOUD. 12 maximum range. A sawn-off has a 3 wide x 1 deep template roll damage and divide it amongst combatants. On to-hit roll of 20 the weapon is out of ammunition. Takes 3AP to reload. Compound Bow 1d20 On to-hit roll of 20 the string breaks. Takes 3AP to replace. Crossbow 1d20 On to-hit roll of 20 the string breaks. Takes 3AP to replace. Slingshot On to-hit roll of 20 the string breaks. Takes 3AP to replace. Hand grenade 4dKZ/1d6DZ 50 See page 36 for details 1d Resources 1d Threat* 1 50 points of resources 1 Empty 2 25 points of resources 2 1 Rager Zombie 3 75 points of resources 3 Empty 4 50 points of resources 4 1d3 Zeds 5 points of resources 5 Empty 6 150 points of resources 6 1d3 Zeds 7 25 points of resources 7 Empty 8 50 points of resources 8 1 Rager Zombie, 1 Zed 9 75 points of resources 9 Empty 0 points of resources 1d6 Zeds 4

QUICK REFERENCE SHEETS Hand-to-hand Weapons Table Type Damage Points Special rules Unarmed 1d n/a On to-hit roll of a 20 breaks a bone, 1d6/2 damage to self. Chainsaw 2d 30 VERY LOUD. Runs out of fuel on a to-hit roll of 20. Sword Dropped on to-hit roll of 20. Takes 2AP to pick up. Fire axe Dropped on to-hit roll of 20. Takes 2AP to pick up. Baseball bat Dropped on to-hit roll of 20. Takes 2AP to pick up. Tire iron/crowbar Dropped on to-hit roll of 20. Takes 2AP to pick up. Riot baton Breaks on to-hit roll of 20. Club/Stick Dropped on to-hit roll of 20. Takes 2AP to pick up. Riot shield and baton 20 Adds +5 to parry Police Tonfa 1d+2 15 (20 for a pair) +2 to parry, +4 to parry for a pair Knife On to-hit roll of 20 is stuck in body and lost Machete On to-hit roll of 20 is stuck in body and lost Machete On to-hit roll of 20 is stuck in body and lost VERY LOUD Markers Table Morale Modifiers Table Type Volume Modifier Chainsaw VERY LOUD In soft cover +3 Edged Weapon N/A In medium cover +4 In hard cover +5 Shot at by LMG -3 Hit by grenade/blast weapon - Failed a test previously -5 For each Zed within 6-2 For each Rager within 6 (fire axe, katana) Pistol LOUD Basic Weapon N/A (cricket bat, knife, crowbar) Unarmed N/A Assault Rifle LOUD Shotgun VERY LOUD Bolt Action Rifle LOUD LMG VERY LOUD Grenade VERY LOUD 5

QUICK REFERENCE SHEETS The Missile Combat Sequence Table STEP 1 STEP 2 STEP 3 Spotting: 1. The ATTACKER draws a clear line of sight (LoS) to the TARGET. 2. The Attacker automatically spots any TARGET in the open if they have LoS. Otherwise the ATTACKER must make a Spot roll. 3. By spending APs, the ATTACKER can increase their chance to spot (+2 to Spot skill for each AP to a maximum of +4). Making a missile attack: 1. If the ATTACKER has successfully spotted their TARGET, the ATTACKER spends 1 or more AP to make an attack roll if they have enough APs remaining. The outcome of this roll will be determined by the Survivor s skill in Firearms or Archery. i. If successful go to Step 3. ii. If unsuccessful go to Step 4. 2. The ATTACKER may spend APs to improve aim (+2 to weapon skill for each AP). 3. If the ATTACKERS skill is a negative number a roll of 1 on 1d20 is always a success. Success against Human: 1. The ATTACKER rolls the damage they have inflicted on the TARGET. 2. The TARGET makes their Armour saving roll if they are wearing armour. 3. If the TARGET has no armour, or fails their Armour save and / or Cover save, then the TARGET takes all the damage rolled, i. If the Survivor is not killed outright, at the beginning of the next activation phase a wounded TARGET must make a Morale Break test. ii. If the TARGET fails that test they roll on the failed morale table Success against a Zombie: The ATTACKER rolls the damage they have inflicted on the ZOMBIE and checks for effects on the Zed or Rager Damage Chart. STEP 4 Failure: If the ATTACKER is unsuccessful, the TARGET completes a Morale Break test at the beginning of their next activation phase. i. If the TARGET is successful they may act as they wish. ii. If the TARGET is not successful they roll on the failed morale table Experience type Morale Civilian Youth 12 Average Joe 14 Professional 16 Elite 18 Modifier In soft cover +3 In medium cover +4 In hard cover +5 Shot at by LMG -3 Hit by grenade/blast - weapon Failed a test previously -5 For each Zed within 6-2 For each Rager within 6 6

QUICK REFERENCE SHEETS Hand-to-Hand Combat Sequence STEP 1 Hand-to-Hand attack Hand-to-hand combat takes place when both combatants are in base-to-base contact. 1. Each Survivor experience level has a set of values for hand to-hand on their player Survivor sheet. The Survivor finds the experience level of their opponent and rolls equal to or under that value on 1d20. 2. Each Zombie type has a set of values for hand to-hand on their Zombie information sheet. ZC finds the experience level of their opponent and rolls equal to or under that value on 1d20. If the ATTACKER is successful go to step 2. If unsuccessful the Zombie or Survivor has missed. STEP 2 Success against Human: 1. If a Survivor, the DEFENDER can now roll either their Parry skill or their Dodge skill. Only one may be used per activation. 2. If the Survivor uses Parry and rolls equal to or less than their skill they successfully block the incoming attack. The Survivor is in hand-to-hand combat and may not move out of combat. 3. If the Survivor uses Dodge and rolls equal to or less than their skill they successful avoid the incoming attack and can now spend additional APs to leave the combat by moving their miniature out of base-to-base combat. They cannot attack again in this activation. The Survivor is no longer in han-to-hand combat. If the attack was neither dodged nor parried by the DEFENDER the ATTACKER now rolls the damage have inflicted on the DEFENDER. 1. The DEFENDER makes their Armour saving roll if they are wearing armour. If successful the DEFENDER does not take Damage. 2. If the TARGET has no armour or fails their Armour save the TARGET marks the damage on their Survivor sheet Success against a Zombie: 1. The ATTACKER rolls the damage they have inflicted on the ZOMBIE and checks for effects on the Zed/Rager Damage Chart. 7

QUICK REFERENCE SHEETS Failed Morale Table (Shooting) 1d20 1- Go Firm and Return Fire The Survivor player loses 2AP from his AP pool. The Survivor must go firm. This means they can move 3 in any direction to get into the best cover available and can attack any targets they have LoS too. However as this is reaction fire, the Survivor suffers - to their skill level. The Survivor will have to make a compulsory Morale Break test at the beginning of their next combat phase. Failing again will lead to a Pinned result. The Survivor gains an additional -2 cover benefit form missile combat for going firm as they are using all cover available. 11-18 Pinned (cannot fire) The Survivor goes prone if not behind cover and cannot return fire as the incoming fire is too scary or intense. The Survivor player loses 3 AP from his AP pool. The Survivor will have to make a compulsory Morale Break test on their next combat phase. Failing again will lead to a Retire result. The Survivor gains an additional -2 cover benefit for being pinned as they are using all cover available. 19-20 Retire (cannot fire) The Survivor moves 12 away from combat towards the best cover available. The Survivor will have to make a compulsory Morale Break test in their next combat phase. If this is failed the Survivor is taken off the board and counts as casualties for victory conditions. Failed Morale Table (Hand-to-hand) 1d20 1-15 Tactical retreat The Survivor moves an 6 away from the nearest combatant immediately and at the beginning of the next combat phase they must make a Morale Break test at. Failing again will lead to a Broken result. 16-20 Broken The Survivor moves 12 away from combat to the best cover available. The Survivor will have to make a compulsory a Morale Break test in their next combat phase. If this is failed the Survivor is taken off the board and counts as casualties for victory conditions. 8

QUICK REFERENCE SHEETS Zombie Infection Table When a Zombie successfully attacks a Survivor the ZC player rolls for the wound. 1d20 Roll 1-2 Critical Infection! A wound to a critical area such as the neck. The virus works its way straight to the brain, killing the host and reanimating them immediately - time to run! The Survivor is immediately infected and converts to a Rager. They are now under the control of the Zombie Controller and the ZC may immediately allocate AP to them. The new Rager is prone due to their wounds and so will need to spend 2AP standing up 3- Infected wound A bite on an arm or leg. A slow burning infection that s a death sentence with no recovery in sight. All combat skills to Morale Compulsory Morale Break test in first available combat phase Causes Morale Break test for all witnesses within 12 with a -8 penalty to Morale Reduced to half speed Takes 2 Combat Phases to before turning into a Rager (First Aid rolls can delay this further) 11-20 Uninfected Wound Roll 1d and take damage as normal damage table below: Damage Morale 1-6 Wound all combat skills Compulsory Morale Break test in first available combat phase 7 Serious wound All combat skills halved. Compulsory Morale Break test in first available combat phase -8 The survivor may not run Multiple Infections A Survivor who suffers a second Infected Wound will immediately suffer a Critical Infection and will turn into a Rager. First Aid cannot be administered to this second wound to delay its effects. 9

QUICK REFERENCE SHEETS ZED H2H Civilian Youth Average Joe Professional Elite Attack 12 8 6 4 RAGER H2H Civilian Youth Average Joe Professional Elite Attack 16 14 12 8 Survivor Damage Table Damage Morale 1-6 Wound all combat skills. Compulsory Morale Break test in first available combat phase. 7 12 Serious wound -8 All combat skills ½. Compulsory Morale Break test in first available combat phase. The survivor may not run. 13+ Dead Causes Morale test for all witnesses with in 12. N/A Zombie Damage Table Damage Effect 1-8 Zombie knocked prone. It takes 2AP to get up. The Zombie can crawl 1 for 1AP. 9+ Zombie killed outright Victory Points Table Killing a Rager Zombie Killing a Zed Zombie Killing Survivors Completing a mission successfully Points 50 points 25 points 25 points See scenario victory points

QUICK REFERENCE SHEETS TURN SEQUENCE 1. Morale Tests: Any Morale tests from previous phases are resolved. 2. Loud Markers All VERY LOUD and LOUD markers are removed. 3. Rager Markers Any Rager countdown markers are decreased by one. Any Survivor that turns into a Rager at this time is activated in the Zombie Controller (ZC) first activation. 6. Next Survivor Player activates The turn moves to the next Survivor player and when all Survivor players have activated one character the Zombie Controller (ZC) now activates. The Zombies activate The ZC can activate up to 3 Zombies in their activation as long as they have sufficient AP. The ZC can spend up to 2 APs per Zed and 3APs per Rager. The Zombies can do any mixture of the following actions: a. Move b. Attack c. Spot 4. Roll Action Point (AP) Dice Each Survivor player rolls 1d6 per Survivor and halves the total the Zombie Controller rolls 3d6. The ZC must activate the Zombies nearest to any Survivors first. If a Zombie moves it must follow this order: 5. The Survivors activate The Survivor player can allocate 1-3 AP to one of their Survivors. The survivor can spend AP doing a mixture of the following: a. Moving i. Survivors move a distance according to the AP table below. ii. A Survivor player may choose not to move their characters but if any of Survivors are running or walking the player must spend 1AP per survivor to stop. iii. Moving within 2 of a Zombie that is not currently engaged in hand-to-hand combat triggers an automatic attack from the Zombie. 1. If the Zombie has already activated in this combat phase it has grabbed the character and doesn t attack until its next activation round. 2. If it has not activated in the this combat phase it immediately attacks the character at no AP cost. 3. The character cannot move any further and is now in hand-to-hand combat. Any additional AP allocated to movement are lost. b. Attack i. The survivor can perform a missile or hand to-hand attack (see sequence below). c. Spotting i. The survivor can spend AP to attempt to spot Survivors or Zombies they have Line of Sight to. a. Move towards any Survivor it can draw Line of Sight to without crossing intervening terrain. b. If Line of Sight to any Survivors crosses intervening terrain the Zombie must make a Spot roll (at the cost of 1AP) i. Zeds Spot skill is 15 (+/- normal spot modifiers). ii. Ragers Spot skill is 20 (+/- normal spot modifiers). iii. If successful the Zombie moves towards the spotted survivor. iv. If unsuccessful the Zombie moves towards the nearest LOUD or VERY LOUD marker. c. Move towards any VERY LOUD or LOUD markers placed in the Survivor phase d. All Zombies gain a free attack if they can move into base-to-base contact with a Survivor. 7. ZC runs out of APs If the ZC runs out of APs before the Survivors player(s) then after each Survivor turn the ZC activates all Zombies on the board and spends 1AP on each. This may be used for movement, attacks or spotting. 8. Note - Additional AP Once the player has spent at least 1AP per Survivor, the Survivor player can spend any additional APs on whichever character they wish as normal except that making a second attack costs 2AP. 11

OTHER PRODUCTS 12