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Turn Actions

Move
1 AP to move orthogonally. Cant move out of
room w/ zombies in it. 1 damage per burn token
in room
Search
1 AP to roll 1 die per survivor in room (max 4). For
each success, fnd item. Searcher can keep 1 item
found, distribute the rest to other survivors.
Pass/Receive Equipment
1 AP to pass or take equipment/chip from survivor
in same room
Unlock a Door
Can fip code chip for free. 1 AP to unlock door if
survivor has all colors needed in inventory.
Extinguish a Fire
2 AP to remove 1 burn marker
Use Corner Room Function
2 AP to use function. Cant use same function
again until next round
Combat
1 AP / attack. Up to 4 dice. Roll 1 die if unarmed.
Aid Entrapped Survivor
1 AP to add to entrapment roll of an entrapped
survivor or 1 AP to help entrapped survivor. (roll
entrapment number)
Turn Actions
Move
1 AP to move orthogonally. Cant move out of
room w/ zombies in it. 1 damage per burn token
in room
Search
1 AP to roll 1 die per survivor in room (max 4). For
each success, fnd item. Searcher can keep 1 item
found, distribute the rest to other survivors.
Pass/Receive Equipment
1 AP to pass or take equipment/chip from survivor
in same room
Unlock a Door
Can fip code chip for free. 1 AP to unlock door if
survivor has all colors needed in inventory.
Extinguish a Fire
2 AP to remove 1 burn marker
Use Corner Room Function
2 AP to use function. Cant use same function
again until next round
Combat
1 AP / attack. Up to 4 dice. Roll 1 die if unarmed.
Aid Entrapped Survivor
1 AP to add to entrapment roll of an entrapped
survivor or 1 AP to help entrapped survivor. (roll
entrapment number)
Turn Actions
Move
1 AP to move orthogonally. Cant move out of
room w/ zombies in it. 1 damage per burn token
in room
Search
1 AP to roll 1 die per survivor in room (max 4). For
each success, fnd item. Searcher can keep 1 item
found, distribute the rest to other survivors.
Pass/Receive Equipment
1 AP to pass or take equipment/chip from survivor
in same room
Unlock a Door
Can fip code chip for free. 1 AP to unlock door if
survivor has all colors needed in inventory.
Extinguish a Fire
2 AP to remove 1 burn marker
Use Corner Room Function
2 AP to use function. Cant use same function
again until next round
Combat
1 AP / attack. Up to 4 dice. Roll 1 die if unarmed.
Aid Entrapped Survivor
1 AP to add to entrapment roll of an entrapped
survivor or 1 AP to help entrapped survivor. (roll
entrapment number)
Turn Actions
Move
1 AP to move orthogonally. Cant move out of
room w/ zombies in it. 1 damage per burn token
in room
Search
1 AP to roll 1 die per survivor in room (max 4). For
each success, fnd item. Searcher can keep 1 item
found, distribute the rest to other survivors.
Pass/Receive Equipment
1 AP to pass or take equipment/chip from survivor
in same room
Unlock a Door
Can fip code chip for free. 1 AP to unlock door if
survivor has all colors needed in inventory.
Extinguish a Fire
2 AP to remove 1 burn marker
Use Corner Room Function
2 AP to use function. Cant use same function
again until next round
Combat
1 AP / attack. Up to 4 dice. Roll 1 die if unarmed.
Aid Entrapped Survivor
1 AP to add to entrapment roll of an entrapped
survivor or 1 AP to help entrapped survivor. (roll
entrapment number)
Turn Actions
Move
1 AP to move orthogonally. Cant move out of
room w/ zombies in it. 1 damage per burn token
in room
Search
1 AP to roll 1 die per survivor in room (max 4). For
each success, fnd item. Searcher can keep 1 item
found, distribute the rest to other survivors.
Pass/Receive Equipment
1 AP to pass or take equipment/chip from survivor
in same room
Unlock a Door
Can fip code chip for free. 1 AP to unlock door if
survivor has all colors needed in inventory.
Extinguish a Fire
2 AP to remove 1 burn marker
Use Corner Room Function
2 AP to use function. Cant use same function
again until next round
Combat
1 AP / attack. Up to 4 dice. Roll 1 die if unarmed.
Aid Entrapped Survivor
1 AP to add to entrapment roll of an entrapped
survivor or 1 AP to help entrapped survivor. (roll
entrapment number)
Turn Actions
Move
1 AP to move orthogonally. Cant move out of
room w/ zombies in it. 1 damage per burn token
in room
Search
1 AP to roll 1 die per survivor in room (max 4). For
each success, fnd item. Searcher can keep 1 item
found, distribute the rest to other survivors.
Pass/Receive Equipment
1 AP to pass or take equipment/chip from survivor
in same room
Unlock a Door
Can fip code chip for free. 1 AP to unlock door if
survivor has all colors needed in inventory.
Extinguish a Fire
2 AP to remove 1 burn marker
Use Corner Room Function
2 AP to use function. Cant use same function
again until next round
Combat
1 AP / attack. Up to 4 dice. Roll 1 die if unarmed.
Aid Entrapped Survivor
1 AP to add to entrapment roll of an entrapped
survivor or 1 AP to help entrapped survivor. (roll
entrapment number)
Turn Actions
Move
1 AP to move orthogonally. Cant move out of
room w/ zombies in it. 1 damage per burn token
in room
Search
1 AP to roll 1 die per survivor in room (max 4). For
each success, fnd item. Searcher can keep 1 item
found, distribute the rest to other survivors.
Pass/Receive Equipment
1 AP to pass or take equipment/chip from survivor
in same room
Unlock a Door
Can fip code chip for free. 1 AP to unlock door if
survivor has all colors needed in inventory.
Extinguish a Fire
2 AP to remove 1 burn marker
Use Corner Room Function
2 AP to use function. Cant use same function
again until next round
Combat
1 AP / attack. Up to 4 dice. Roll 1 die if unarmed.
Aid Entrapped Survivor
1 AP to add to entrapment roll of an entrapped
survivor or 1 AP to help entrapped survivor. (roll
entrapment number)
Turn Actions
Move
1 AP to move orthogonally. Cant move out of
room w/ zombies in it. 1 damage per burn token
in room
Search
1 AP to roll 1 die per survivor in room (max 4). For
each success, fnd item. Searcher can keep 1 item
found, distribute the rest to other survivors.
Pass/Receive Equipment
1 AP to pass or take equipment/chip from survivor
in same room
Unlock a Door
Can fip code chip for free. 1 AP to unlock door if
survivor has all colors needed in inventory.
Extinguish a Fire
2 AP to remove 1 burn marker
Use Corner Room Function
2 AP to use function. Cant use same function
again until next round
Combat
1 AP / attack. Up to 4 dice. Roll 1 die if unarmed.
Aid Entrapped Survivor
1 AP to add to entrapment roll of an entrapped
survivor or 1 AP to help entrapped survivor. (roll
entrapment number)
Leo Friedkin
Downtown Firefghter
Starting Weapon: Fire axe
Gain XP: 1 per zombie killed, 2 per unlocked door,
2 per creature killed (all survivors)
Special Ability: Can move into non-
destroyed rooms without taking damage
Sneak: Doesnt contribute a die to a
camera check
Protection: Takes only 1 damage
(instead of 3) when entering a destroyed
room
Medic: When Leo uses a healing item on
himself or a team member, heal an extra
wound
Firefghter: Leo removes an extra burn
token when spending APs to remove a
burn marker
Lucy Chang
Know-it-all College Geek
Starting Weapon: Baseball bat
Gain XP: 1 per zombie killed, 2 per unlocked door,
2 per creature killed (all survivors)
Special Ability: Lucy can replace an
adjacent code chip with one that was
removed at the start of the game at a cost
of 4XP. Choose the new code chip ran-
domly from those with the same number
of icons, then place it face-up.
Coordinator: Can pass items to other
survivors in the same room at no AP cost
Tech wizard: When performing the termi-
nal function Lucy can place as many code
chips on the security board as desired
for 2AP
Searcher: When at least one success is
rolled in a search in Lucys room, add a
success to the search roll.
Mighty blow: Each knockback Lucy rolls
in an attack can push an opponent 2
spaces instead of 1
Jack Fulci
Brooklyn Weapons Dealer
Starting Weapon: Handgun
Gain XP: 1 per zombie killed, 2 per unlocked door,
2 per creature killed (all survivors)
Special Ability: Can attack once per
round without spending AP
Backpacker: Jack has an extra inventory
slot
Deadeye: Each aim allocated to a suc-
cess in an attack roll provides an extra hit
(as well as providing extra range)
Handgun expert: Jack rolls an extra die
when attacking with a handgun
Ammo reserve: When Jack conducts
a search and fnds ammo, he may put 2
extra ammo cubes on the card. He cant
exceed the 8-cube limit
Chuck Lee
Black belt Tennis Coach
Starting Weapon: Shurikens
Gain XP: 1 per zombie killed, 2 per unlocked door,
2 per creature killed (all survivors)
Special Ability: Can reroll each die once
when hes participating in a defense roll at
a cost of 1XP per die.
Powerfst: roll 2 dice when attacking
without a weapon
Close combat expert: roll 1 extra die
when attacking with a melee weapon
Heavy impact: Each knockback result in
an attack pushes one target 2 rooms back
Deadeye: Each aim Chuck allocates to a
success in an attack roll provides an extra
hit (as well as providing extended range)
Nina Argento
Wisecracking Nurse
Starting Weapon: Combat Knife
Gain XP: 1 per zombie killed, 2 per unlocked door,
2 per creature killed (all survivors)
Special Ability: Can cure other charac-
ters wounds at a cost of 1 AP per wound
Knife Expert: Nina rolls an extra die
when attacking with a knife
Eternal bandage: Can heal 1 of her own
wounds at a cost of 2XP (limit once per
round)
Shotgun expert: Nina rolls an extra die
when attacking with a shotgun
Virus Resistance: Nina can take 3 virus
tokens before beginning the zombifcation
process
Bunny Van Camp
Raging Cheerleader
Starting Weapon: Chainsaw
Gain XP: 1 per zombie killed, 2 per unlocked door,
2 per creature killed (all survivors)
Special Ability: When Bunny participates
in a rescue attempt on an entrapped
survivor (other than herself), her dice are
rolled separately and success and retreat
icons are both considered successful
rescue rolls
Night eyes: Bunny can convert a zombie
token into a horde in any room adjacent
to her (no line of sight required)
Rescue patrol: Bunnys entrap rate is
increased by 1
Eternal bandage: Bunny can heal 1 of
her own wounds at a cost of 2XP (limit
once per round)
Close combat expert: Bunny rolls 1
extra die when attacking with a melee
weapon
Bruce Romero
Retired Bodyguard
Starting Weapon: Handgun
Gain XP: 1 per zombie killed, 2 per unlocked door,
2 per creature killed (all survivors)
Special Ability: Bruce may give or take
up to 3AP to or from another survivor in
his multitracker team space (limit once
per round)
Coordinator: Can pass items to other
survivors in the same room at no AP cost
Handgun Expert: Bruce rolls an extra die
when attacking with a handgun
Defense: Bruce can contribute two dice
for a defense roll
Sharpshooter: Bruce gains +1 range on
all frearms

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