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Intro

What is 'Zombieworld'?
Zombieworld is a cannibalization of'Dungeon World' written by Adam Koebel and Sage Latorra which in
turn, is a hack of 'Apocalypse World'authored by D. Vincent Barker.
In it, players assume the roles of survivors trapped in world overrun by the living dead. How and why
the whole world went to hell isn't really important. All that matters now is replenishing your supply pool
and finding refuge . . .
. . . that, and not getting yourself eaten alive by all the flesh-craving, undead freaks out there!
In order to play Zombieworld, you should be at least somewhat familiar with Dungeon World or
Apocalypse World. If you haven't had an opportunity to check either of these games out, do yourself a
favor and Google 'em so you can get to know them and how game system works.
If you have already played (or at least read up on either game), Zombieworld should be a no-brainer
for you. So break the popcorn and chainsaws . . .
. . . it's Zombie-slayin' time!

Zombieworld Expectations
This is a game about survival in the aftermath of the zombie-apocalypse. And, ultimately, it should
be your game about survival in the aftermath of the zombie-apocalypse!
To that end, Zombieworld leaves a lot of things up to the ZM and his or her players. Things like where
exactly your game takes place, what started the whole undead pandemic or whether or not there is
anything left of the world as you once knew it, is entirely up to you. No two doomsdays are alike, right?

That said, Zombieworld was designed around some rather familiar tropes. The game makes a few basic
assumptions that any one familiar with the genre will be quick to recognize. Here are the core conceits
of Zombieworld . . .
+The zombie-apocalypse itself is over. Zombieworld is all about what happens afterthe the end of
the world. Just how far along into the aftermath it is, is up to you and your ZM, We strongly suggest that
at the very least, enough time has passed that supplies and resources have grown alarmingly scarce.
What little remains must be scrounged and scavenged for.
+Your world has gone dark. Maybe it's just the part of the world that you happen to be in or maybe
it's the whole god-damn thing. Who knows? All you know for sure is that the power grid is out, the
networks are down, and the land lines are dead. There is no functioning, legitimate government, and no
shred of society or civilization. Sure, some small pockets of humanity must still exist. You're holding out
hope that there maybe even be a true safe-zone out there, somewhere. But so far as you can tell, all
that's left of the world is a lawless, zombie-infested wasteland where it's every man for himself.
+The dead have inherited the earth. The living are few and far between. The fact of the matter is, a
lot of people died during the zombie-apocalypse. Most of them turned. You know from experience, that
the living are woefully outnumbered by the dead.
+You and group of survivors are desperately trying to stay alive without compromising what's
left of your own humanity. That more or less means that you are the good guys, or at least you're
trying to be. The minute you lose sight of the fact that you are supposed to be human being is the
moment you might as well start walking with the dead . . .

Concerning Zombies . . .
So the dead walk the earth . . .
Is it because of a mutant strain of super-flu? The result of bio-terrorism? An act of god? A side-effect of
all the preservatives the fast food companies have been pumping into their value meals? Does it really
make any difference . . ? The point is that zombies are real. for whatever reason, they are here, they're
hungry and they'll eat you alive if you give them the chance.
Zombieworld makes a few basic assumptions about zombies in general. Most of this stuff conforms to
what you already know thanks to Hollywood and pop culture . . .
+Zombies are dead. They might have been living, breathing human beings at one time, but not any
more. they aren't sick people stricken by some terrible disease that has turned them into raging,
maniacal cannibals. They are walking corpses, plain and simple.
+Zombies are driven by an insatiable urge to feed on the flesh of the living. Of course, they'll
just as soon devour your brains or gorge on your innards. They don't discriminate. Fresh meat is fresh
meat.
+Zombies are mindless. They are incapable of complex problem solving and are pretty much limited to
brute force and swarm tactics. They'll always take the most direct path to their objective, regardless of
what lies in the way.
+Zombies retain the use of their primary senses. They can see see, hear and smell and they are
particularly sensitive to bright lights and loud noises. So keep quiet and don't forget to turn out the

lights.
+Zombies don't talk . . . but they can moan! A moaning zombie means more zombies will be on the
way.
+A zombie is probably no more powerful or strong than it was during it's life. However, the fact
that it feels no pain is immune to exhaustion can make it come off as inhumanly tough.
+Zombies are slow . . . but relentless. In general, the dead are clumsy and uncoordinated and it can
take them a while to build up a good head of steam. For the most part, you should be able stay one step
ahead of them, provided they don't manage to overwhelm you or steer you into a corner. Just remember,
you may be able to outrun the dead, but you'll never outlast them. Zombies don't have to stop an catch
their breath. You do . . .
+The head shot thing is partly a myth. Sure, brainin' a zombie is the quickest and most efficient way
to take it out, but it isn't the only way to kill it. A zombie is basically a automation . . . you just have to
do enough damage to it for it to break down and cease functioning.
+If you are killed by a zombie, you'll come back as a zombie . . . assuming you aren't completely
devoured.

Survivors

updated 11/24/2014
Fleshing out a brand new survivor is quick and easy.
We suggest that all the players get together and flesh out their survivors together at the beginning of the
first session with the help of the zm. This way everyone can discuss their intentions up front and get
everything out on the table.
First things first: no survivors are the same and not all survivors are created equal. Some survivors will
probably seem 'stronger' than others. That's okay. In fact, it's intentional. That's part of the challenge of
playingZombieworld. Its what makes the game interesting. If everyone was awesome with the shotgun,
when you really think about it for a second, no one is awesome with the shotgun. Keep that in mind when
selecting a profile.
The only real hard and fast rule when it comes to creating a survivor is that two players can't choose the

same survivor profile. There's only one Biker, just like there's only one Girl Next Door. In fact, we
strongly suggest that if a survivor bites the dust, than that survivor profile ought to be permanently
retired moving forward. Once the Lawman is dead, he's dead for good.
One more thing: all new survivors start off at level one.
Now you're probably ready to get started. Here the step-by-step instructions to fleshing out a new
survivor:
Step 1 - Choose a Survivor. Look over the survivor profiles and choose the one you like the best.
Step 2 - Choose a Name. You can make it a nick name or a given name. Whatever you want.
Step 3 - Choose a Look. Select which of the options you think best describes your survivor.
Step 4 - Choose a Survivor Type. This is your survivor's basic personality or moral outlook. When you
act according to your survivor-type, you get to mark 1 XP.
Step 5 - Assign Stats. In Zombieworld, survivors have 4 stats that impact the moves they might
make during game-play. Here is what you need to know about them:
+Brains - a measure of a survivor's acumen, intelligence, senses and overall awareness.
+Body - a measure of a survivor's combat prowess, strength and stamina
+Guts - a measure of a survivor's nerve, resolve and intuition.
+Sway - a measure of a survivor's leadership, charm and ability to communicate with others.
Survivors start out with the following array - +2, +1, +0, +0. Assign these to your survivor's Brains,
Body, Guts & Sway as you see fit
Step 6 - Determine Load and Fleshwounds. Your load starts off at 12. Your fleshwounds start off at
18.
Step 7 - Choose your Stuff. Choose your staring gear. As the game goes on, you will probably use up
stuff and find new stuff. You can keep a record of this on a separate sheet if you like.
Step 8 - Starting Moves. Every survivor starts out with at least 1 move. Some may have more than
one. Each time you gain a new level, choose a new move.
Step 9 - Introduce your survivor. Once everyone else gets to this point it's time to introduce your
survivor to everyone else. We recommend that for the first session, each of the survivors know each
other at least on some level. They may not exactly be best friends, but they are part of the same group.
So, taking turns, each player should go over their survivor's looks and any other background they feel is
relevant. The ZM may want to ask questions about your survivor and should encourage other players to
do so as well. Some of the things that should be touched upon include things like: how long have you
been a part of this group? Where were you when the zombie apocalypse began? Do you know what
happened to your loved ones?

Step 10 - Establish Ties. Building on your survivor introductions, Choose another player and tell how
you think your survivor knows their survivor and explain their relationship. If they agree, tell them to add
+1 to their ties with you.

Moves

updated 11/20/2014
So what is a move?
A move is the basic unit of rules inZombieworld. It is a set of instructions that tells the ZM and the
players what happens when a certain event or development occurs.
Both players and the ZM have moves at their disposal and they each work a bit differently from each
other. For now, we'll focus on the players and the moves the their survivors might make.
All of the survivor moves have a specific fictional trigger and a fictional outcome. Most moves that have
more than one potential outcome will use a roll of 2d6 adding together to determine exactly what
happens.
Rolling dice in Zombieworld works pretty much exactly the same way as it does in Dungeon World and
Apocalypse World. When a player makes a move that calls for a roll, he or she throws 2d6 and adds any
applicable modifiers:
*a result of 10+ is a success.
*a result of 7-9 is a success, but one that comes with a compromise, cost or some unexpected outcome.
*a 6- is a failure. it also means that some additional trouble might comes into play as well.

Stats & Moves

Most of the moves in Zombieworld are impacted by a survivor's stats, of which there are four. Here is
what you need to know about them:
+Brains - a measure of a survivor's acumen, intelligence, senses and overall awareness.
+Body - a measure of a survivor's aim, agility, strength and stamina
+Guts - a measure of a survivor's nerve and resolve.
+Sway - a measure of a survivor's leadership, charm and ability to communicate with others.

Basic Moves
Shoot
When you shoot a firearm or throw something at an enemy roll +body *On a 10+ your shot is true and
deals damage +1d6. If the enemy is at point blank range, you avoid their attack as well. *On a 7-9, your
shot only grazes the enemy and you deal damage. if the enemy is at point blank range you avoid their
attack. alternatively, you can choose to deal damage +1d6 to an enemy at point blank range, but you
must expose yourself to their attack (or some other immediate danger). If the enemy is beyond point
blank range you can choose to take multiple shots in order to deal damage +1d6, but you must reduce
your ammo by 1 in order to so so.
Fight
When you exchange attacks with an enemy in hand-to-hand combat, roll +body. *On a 10+ you land a
solid blow, deal damage +1d6 and avoid the enemy's attack *On a 79, you land a glancing blow, deal
damage and avoid the enemy's attack. Alternatively, you may have the option of landing several blows in
order to deal damage +1d6 but you must expose yourself to the enemy's attack (or some other
immediate danger) in order to do so.
Act Under Pressure
When you act under pressure (imminent danger, threat, harm, a deadline or discovery, etc.), roll
+guts *On a 10+, you do what you set out to do. *On a 79, you do what you set out to do but with
compromised results. (the ZM will tell you what)
Read a Person or Situation
When you study or interact with person or situation, roll+guts *On a 10+, you gain some useful insight
(the ZM will tell you what) and you take +1 forward when you act on it. *on a 7-9, you gain some useful
insight (The ZM will tell you what).
Apply Knowledge
When you apply what you know about a person, place, subject or thing, roll+brains. *On a 10+, you
recall some-thing useful about it (The ZM will tell you what) and you take +1 forward when you act on
this information. *On a 7-9, you recall something useful about it (the ZM will tell you what). The ZM may
ask you to explain how you know this information.
React
When you're alert and paying close attention to your surroundings and trouble approaches, roll+brains.
*On a 10+ you see it coming and can get the jump on it. You and anyone you alert takes +1 forward.
*On a 79 you see it coming, but not in time to get the jump on it. It doesn't get the jump on you or

anyone you alert either. *On 6- you don't see it coming. It gets the jump on you and your people.
Everyone takes -1 forward.
Manipulate
When you have leverage over someone (something they want or need) and demand something of them,
roll+sway. *On a 10+, they do what you want in exchange for your promise to give them something
want or need. Whether you actually follow through is up to you. *On a 7-9, they do what you want but
only if you give them what they want or need first.
Take Charge
When you ask or demand a friendly, ZM-controlled survivor to take action in a dangerous or demeaning
situation, roll+sway. *On a 10+ they stand firm carry out the order to the best of their ability *On a 7-9
they carry out the order, but waver or hesitate, yielding a compromised result (the ZM will tell you what)
*On a 6-, they refuse, freeze or protest.
Assist or Oppose
When you assist or oppose another player who is making a move, roll+ties with them. *On a 10+, choose
1 and take +1 forward. *On a 79 choose 1 . . .
+Give them +1 if you assist them with a move or -2 if your oppose them while they make a basic move
+Halve an enemies attacks effect or damage (assist) or halve the target's attack effect or damage
(oppose)
+Redirect an attack against them to yourself (assist) or redirect the target's attack against an enemy to
yourself (oppose)

Special Moves
Cheat Death
When you have sustained your max. fleshwounds, you fall unconscious and start to die. Assuming you
have been left for dead and zombies aren't devouring you, roll: *On a 10+, you stave off death and
recover 1 fleshwound. *On a 7-9, you stave off death and recover 1 fleshwound but take -1 ongoing until
you can rest. *On a 6-, you remain unconscious and continue to bleed out.
Lighten Load
When you make a move while carrying weight up to or equal to Load, youre fine. When you make a
move while carrying weight equal to load+1 or load+2, you take -1. When you make a move while
carrying greater than load+2, you must drop at least 1 weight and roll at -1 or automatically fail.
Hunker Down
When you spend the day laying low at your refuge, have the player in charge of the supply pool roll (The
ZM will tell what modifiers apply to roll) *On a 10+, you maintain your current supply pool. *On a 7-9,
you use up some resources. reduce your supply pool by 1 *On a 6-, you use up some resources. reduce
your supply pool by 1 and some other trouble comes to bear.
Resupply
When you and your fellow survivors raid the supply pool for basic resources (ammo, batteries, bandages,
food & water, fuel, medicine or matches), reduce the supply pool by 1 and everyone may take what they

want or need and it to their stuff.


Barricade
When you are holed up in a shelter and have the time to fortify it, expend what's required from your
supply poll and have the player in charge of the fortification effort roll (the ZM will tell you what modifiers
apply). *On a 10+ it's secure enough to keep zombies at bay for several days, give or take. *On a 7-9,
it's secure enough to keep zombies at bay for a day or two at the most. *On a 6-, it's secure enough to
keep zombies at bay for a couple of hours at best.
Rest
When you rest (do nothing strenuous for at least 8 hours) you heal up to half of your max. fleshwounds.
Recover
When you recover (do nothing strenuous for a full 24 hours) you heal up to your max. fleshwouds. After
two consecutive days of recovery, you remove one condition of your choice.
Head Out
When you leave your refuge and travel across the post apocalyptic waste-land, at the start of the trip (or
at the start of each day of travel in the case of extended trip), have the player in the lead roll (the ZM will
you what modifiers, if any, apply) *On a 10+, you get as far as expected. *On a 7-9, choose 1. *On a 6-,
the ZM chooses 1 and some other trouble comes to bear.
+You have to back-track
+You leave obvious signs of passage.
Scrounge
When you search a location you have cleared for supplies, have the player in charge of the salvage effort
roll (the ZM will tell you what modifiers, if any, apply) *On a 10+, you find what's available. *On a 7-9,
you find what's available, but choose 1. *On a 6-, you find what's available, but the ZM chooses 1 and
some other trouble comes to bear.
+It takes you longer than expected
+You draw attention to yourself
End of Session
At the end of a session . . .
+If there is a survivor who now has a stronger relationship with you than before, explain how and tell
that player to add +1 to their ties with you. If this brings them to ties+4, they reset to ties+0 and mark 1
XP.
+Next, if you did something or took some course of action that corresponds to your survivor-type during
the course of the session, mark 1 XP.
+Finally, answer these three questions as a group:
- Did we learn or discover something new and/or significant about the world?
- Is everyone who was in our group at the start of the session still with us?
- Did our group grow stronger in some way?
Each player marks 1 xp for every 'yes' answer.
Level Up
When you hunker down in you refuge and XP equal to your current level +7, you may gain from your

experiences and perfect your survival skills.


+Subtract your current level+7 from your total XP
+Increase your level by 1
+If your new level is even, add 1 to your total fleshwounds
+Choose a new move from your list

Rules

The moves section details the basic unit of rules in Zombieworld. It explains the game engine and how
moves work on a mechanical level. Moves are the guts of the game, so before coming here to look over
the rest of the rules, go back and make sure you understand all of the basic and special moves.
This section deals with the peripheral rules and other crunchy bits that come into play.

Dealing Damage
In Zombieworld, when you deal damage:
+You roll 1d6 when you are armed (using a weapon or firearm)
+You roll 2d6 and use the lowest of the two results when you are unarmed.
+Sometimes, you may get to add a modifier to your roll. Other times, like when you roll a 10+ when you
are fighting, your hit is such a good one that you deal an additional 1d6 damage on top everything else.
+Damage from other sources (such as running some down a zombie with a tank or blowing one up with
a stick of dynamite) can range from 1d6 up to 6d6. Furthermore, you can add the ignores protection tag
if the source of the damage is particularly large or if the damage comes from fire, explosion, collision,
fall, etc.

Taking Damage

When a survivor takes a point of damage, it is expressed as fleshwound. When a survivor reaches their
maximum threshold for fleshwounds, they fall unconscious and begin to die.
Different enemies deal different amounts of damage. Most zombies do an average of 1d6+1. Some do
more. Others do less.

Damage From Multiple Enemies


If multiple creatures attack at once roll the highest
damage among them and add +1 damage for each enemy beyond the first.

Protection
Protection is stuff you wear to mitigate any damage or harm you might suffer. It supposed to guard
against teeth, claws, weapons and bullets.
Protection carries a number. When you take damage and sustain fleshwounds while wearing protection,
you subtract the value of your protection from the amount of damage you take. For example, if you get
bit by a zombie for 5 damage but you are wearing riding leathers (1 protection), you actually only sustain
1 fleshwound. If protection reduces the damage to 0 or less, than you sustain no fleshwounds.
Just remember, some weapons and attacks can penetrate protection, or ignore it altogether.

Circumstantial Protection
Temporary or circumstantial protection works the same way as protection that you wear:
+1 protection for partial cover,
+2 protection for superior cover.

Conditions
Cuts and bruises aren't the only thing a survivor needs to worry about. Conditions can hurt too.
+Dazed - You not in the right state of mind and your thinking is skewed. -1 brains.
+Weak- You're weak and unsteady. -1 body.
+Rattled- Your nerves are shot. -1 guts
+Crazed- You are edgy and irritable. You're not yourself -1 sway.

Starvation
If the zombies don't get you, thirst and starvation will. When you a

+Starving - You are hungry and thirsty, take -1 ongoing (stacks with everything) until you can eat and
drink. After 4 consecutive days of starving, your survivor dies.

Refuge
Survivors need to place to stay . . . somewhere relatively safe where they can hunker down, rest, recover
or simply escape the horrors of the zombie apocalypse . . . even if only for a day or two.
In Zombieworld, we call this place your refuge . . .
+A refuge is essentially any temporary to semi-permanent location used by the players as a base-camp
or shelter. It can be tent in the woods, a broken down school bus, an old farmhouse, an abandoned
motel, a derelict storefront, etc, etc.
+A refuge is where the players stockpile resources and keep their supply pool.
+In many cases, a refuge can be fortified and barricaded to keep zombies (and enemies) at bay.

The Supply Pool


Managing your supply pool is one on the keys to your continued survival in the aftermath of the zombie
apocalypse.
+Your supply pool will have a number. This number doesn't count as each individual chocolate bar, bottle
of Tylenol or gallon of fuel. Rather, it's a abstract representation of all the supplies you have on hand. As
long your supply pool is at 1 or better, you have what you need to get by.
+Sometimes, the ZM might tell you that you've used up some of your resources and instruct you to
reduce your supply pool accordingly. Again, when you reduce your supply pool, you generally don't run
out of anything specific (like penicillin or batteries) . . . unless there's trouble and the ZM specifically tells
you otherwise.
+If your supply pool is ever reduced to 0, you're in tough. Unless you replenish it, you'll probably starve
to death in a mater of days. Needless to say, once your supply pool starts to dwindle you will want to
replenish it as soon as possible.
+Replenishing your supply pool (or recovering a specific item should some trouble create the need),
usually calls for you to leave your refuge and head out and go scrounging for resources.
+When you scrounge for supplies, the ZM normally won't give you a detailed inventory of each and every
last scrap and morsel you find. Instead, you'll just come away with a number meant to serve as abstract
representation of all the stuff you've managed to find. You simply add this number to your current supply
pool.
+It's assumed that any supplies and resources you have scrounged up you cram into your backpacks and
duffel bags in order to carry them back to your refuge. Normally, scrounged supplies do not count against
your load limit.

Stuff
Your stuff is handled a bit differently than the supply pool. While the supply pool is an abstract representation of all the resources you have in your refuge, your stuff is a detailed inventory of everything

you have on your person . . . weapons, items and so on.


+Firearms, weapons, protection, and many items are treated as unique. These kinds of things aren't
included in your supply pool numbers. They exist on their own and must be found or discovered by way
of the game fiction. In other words, just because you've managed to scrounge up some supplies, doesn't
mean you have unearthed a shotgun. You find a shotgun when the unfolding game story tells you that
you find a shotgun.
+Other stuff, like resources are included in your supply pool numbers. When you run out of a resource,
you can simply take more from your supply pool, assuming your supply pool is at 1 or better. See
the resupply move. Whenever you scrounge up supplies, resources are assumed to be part of what you
recover.
+In addition the stuff on your person, you have a backpack or duffel bag for carrying supplies and spare
items. Usually, the stuff in your backpack doesn't count against your load, but the trade-off is that you
can't access it very easily.

Stuff

A survivor is only as good as his or her gear. This section details some of the common weapons, firearms,
items and assorted miscellanea that players may unearth in the aftermath of the zombie apocalypse.

General Stuff Tags


Applied: Its only useful when carefully applied to a person.
Awkward: Its unwieldy and tough to use.
+Bonus: It modifies your effectiveness in a specified situation. It might be +1 forward to shoot or -1
to head out
Dangerous: Its easy to get in trouble with it. If you interact with it without proper precautions the ZM
may freely invoke the consequences of your foolish actions.

Ingested: You need to eat it or drink it


Slow: It takes minutes or more to use.
Two-handed: It takes two hands to use it effectively.
n Load: Count the listed amount against your Load.
Worn: To use it, you have to be wearing it.
n Uses: It can only be used n times.

Protection Tags
n Protection: It protects you from harm and absorbs damage. When you take damage, subtract your
protection from the total. If you have more than one item with n protection, only the highest value
counts.
+n Protection: It protects you and stacks with other protection. Add its value to your total protection.
Clumsy: Its tough to move around with. -1 ongoing while using it. This penalty is cumulative.

Firearm & Weapon Tags


Accurate: This firearm rewards careful aim. You can use your brains when you shoot with this firearm,
instead of your body.
+n Damage: This weapon or firearm is particularly deadly. Add n to damage dealt.
Forceful: It can knock someone back a pace, maybe even off their feet.
Durable: This weapon is nearly impervious to damage. It will not break.
Fragile: This weapon is susceptible to damage and could break.
Large: This firearm is too large to be used effectively in close quarters. take -1 while using vs. a target
at point blank range.
Ignores Protection: Dont subtract protection from the damage dealt.
Loud: This weapon or firearm is very noisy. It will give away your position and attract attention.
Messy: It does damage in a particularly destructive way, ripping people and things apart. It leaves
evidence behind.

n Piercing: It goes right through protection. When you deal damage with n piercing, you subtract n from
the enemys protection for that attack.
Precise: It rewards careful strikes. You can use your Brains to fight with this weapon, in place of your
Body.
Reload: After you shoot it, it takes more than a moment to reset for another shot.
Reliable: This firearm is reliable. It won't jam or misfire.
Silent: This firearm makes no noise when fired.
Thrown: Throw it at someone to hurt them. You can pretty much throw something out to near range, or
against a targets who you can see the whites of their eyes. If you shoot with this weapon, you cant
choose to mark off ammo on a 79; once you throw it, its gone until you can recover it.
Unreliable: This firearm is prone to jamming up.

Range Tags
Hand (Point Blank): Its useful for attacking something within your reach, no further. If you roll a 7-9
when you fight with it, chances are you are going to deal damage but expose yourself to the enemy's
attack.
Close: Its useful for attacking something at arms reach plus a foot or two. If you roll a 7-9 when you
fight with it, you can call it grazing blow and deal half damage or you can land a solid hit or head shot,
dealing full damage but exposing your yourself to the enemy's attack. It's your call.
Reach: Its useful for attacking something thats several feet awaymaybe as far as ten. If you roll a 79 when you fight with it, it probably means that you just land a grazing blow and deal half damage.
Near: Its useful against targets if you can see the whites of their eyes. Within 25 yards give or take.
Far: Its useful against targets within earshot. 25-100 yards give or take.
Distant: It's useful against targets a good ways off. Beyond 100 yards.

Firearms
Revolver: near, reliable, loud, 2 load
Pistol: near, loud, unreliable, +1 damage, 2 load
Magnum Revolver: near, loud, reliable, 1 piercing, 3 load

Vermin Rifle: near, far, large, loud, two-handed, 4 load


Hunting Rifle: near, far, large, loud, accurate, reload, two-handed, 5 load
Sniper Rifle: near, far, large, distant, loud, accurate, 1 piercing, reload, two-handed, 5 load
Machine Pistol - SMG: near, loud, messy, unreliable, +1 damage, 4 load
Assault Rifle: near, far, large, loud, messy, unreliable, +1 damage, two-handed, 6 load
Shotgun: near, large, loud, forceful, 1 piercing, +1 damage, 2-handed, 6 load
Composite Bow: near, far, large, silent, 1 piercing, two-handed, 3 load
Crossbow: near, far, silent, 2 piercing, reload, two-handed, 4 load
Speargun: near, silent, 2 piercing, reload, 3 load

Weapons
Fists - Kicks: close, 0 load
Brick - Stone - Rock - Small Knife - Small Tool: hand, thrown, 2 load
Pocket Knife - Switchblade - Butterfly Knife: hand, 1 piercing, 1 load

Throwing Stars (5) - thrown, 1 piercing, 2 load


Pistol Whip: hand, load by type
Buck Knife - Combat Knife - Butcher Knife: hand, 1 piercing, thrown, 2 load
Tire Iron - Golf Club - Nightstick - Crowbar: close, durable, 3 load
Cast Iron Frying Pan- close, durable, 4 load
Baseball Bat: close, fragile, +1 damage, 3 load
Butt End: close, two-handed, load by type
Hatchet - Machete: close, messy, precise 1 piercing, 3 load
Katana - Short Sword: close, precise, 2 piercing, 3 load

Lead Pipe: close, forceful, durable, +1 damage, two-handed, 5 load


Axe - close, messy, 2 piercing, two-handed, 5 load
Sword: close, messy, precise, 2 piercing, two-handed, 5 load
Motorcycle Chain: reach, awkward, two-handed, 4 load
Sledgehammer: close, awkward, forceful, +2 damage, two-handed, 6 load
Pick-axe: close, awkward, 2 piercing, +2 damage, two-handed, 5 load
Shovel - Spade: reach, awkward, messy, 1 piercing, two-handed, 4 load
Chainsaw - Power Tool: close, awkward, dangerous, loud, messy, 2 piercing, +2 damage, two-handed,
6 load

Miscellaneous Weapons
Molotov Cocktail: area, thrown, dangerous,+1 damage, ignores protection, 2 load
Hand Grenade: area, near, thrown, loud, 2 piercing, +2 damage, 2 load
Smoke Grenade: area, near, thrown, 2 load, no damage, 2 load

Protection
Heavy Jacket - Heavy Coat - Riding Leathers: 1 protection, worn, 2 load
Sports Equipment - 2 protection, worn, 4 load
Kevlar Vest: 2 protection, clumsy, worn, 3 load
Makeshift Armor: 2 protection, fragile, worn, 5 load
Riot Gear - Combat Armor: 3 protection, clumsy, worn, 6 load
Riot Shield: +1 protection, 3 load

Items
Binoculars: Lets you see 3x as far as the naked eye,+1 to react, 2 load
Gas Mask: Lets you breathe easy in toxic environments, 6 uses, 3 load

First Aid Kit: Heals 1d6+2 fleshwounds slow, applied, 5 uses, 2 load
Flashlight: Lets you see see in the dark, +1 to scrounge, 2 load
Handcuffs & Key: Restrain someone, 1 load
Morphine Auto-Injector: Heals 5 fleshwounds, hand, 1 use, 1 load
Road Flare: Creates bright light for about 10 minutes, ignites combustible materials, 1-use, 1 load
Silencer: Once equipped to a pistol, it suppresses the loud tag, 10 uses, 1 load
Trauma Kit: Heals 1d6+6 fleshwounds, slow, applied, 6 uses, 4 load
Tool Kit: Fix stuff and make mechanical repairs. +1 to barricade, 6 uses, 4 load
Map: +1 to head out. Good for one area, 1 load
Walkie-Talkie: Communicate with others within range, 2 load

Resources
Ammo - 3 uses, 2 load
Bandages - Heals 1d6 fleshwounds, slow, applied, 1 use, 1 load
Batteries - Replace dead batteries in certain devices, slow, 1 use, 1 load
Food & Water - Feeds 1 person for a day. 1 use, 2 load
Fuel/Gas - A small portable container's worth, 1 use, 5 load
Medicine - Temporary relief of 1 condition of your choice for 1 day. ingested, 1 use, 1 load
Matches - slow, 5 uses, 1 load

ZM

Running a game of Zombieworld(or playing the part of the Zombie-Master, or ZM) is pretty easy. Just . .
.
+Stick to your agenda
+Remember your principles
+Make your moves

ZM Agenda
Your agenda is pretty straightforward:
+Breathe life into a post-apocalyptic world overrun with the living dead
+Fill the survivor's lives with dread and horror
+Play to find out what happens

ZM Principles
Think of your principles as guidelines to help you run the game . . .
+Begin and end with the fiction
+Describe everything to death
+Use maps, floor plans and other images to help players visualize things
+Create interesting situations, not defined plots
+Bring trouble to bear, but let the players decide how they will try to overcome it
+Make moves according to the fiction
+Never speak the name of your move
+Address the survivors, not the players
+Give every living person a name
+Make your zombies and your enemies memorable
+Pull for the survivors, but don't cheat for them

When to Make a Move


ZM's get to make moves under different circumstances than the players. Here's when you should make
your move:
+When the players look to you to find out what happens next
+When a player tempts fate
+When a player rolls a 6Whenever you make a move, always ask the players "What do you do?"

ZM Moves
Here are some basic ZM moves. This isn't meant to be a complete list, but it does serve to point you in
the right direction . . .
+Shows signs of impending trouble
+Bring trouble to bear
+Change something about the location
+Reveal something
+Deal damage to to survivors
+Make them suffer a condition
+Use a zombie or enemy move
+Use a custom move
+Use up the player's resources
+Separate the players
+Offer the players an opportunity, with or without strings attached
+Put the players in a tough spot
+Give the player's a hard choice
+Threaten someone important to the players

Trouble
There are some special moves and some ZM moves that talk about trouble. In Zombieworld, trouble is
like boiled-down version of a Dungeon World' 'danger'. It is something specific that threatens the
survivors or their followers. While 'trouble' often implies zombies or enemies, it can be almost any event,
development or complication that may prompt the players into taking action.
What makes trouble special is no matter what it is, it is never static. In other words, trouble doesn't wait
around for the survivors to come to it. Trouble comes looking for the survivors. Sometimes trouble carries
warning signs of it's approach and if left unchecked, it will run it's course, resulting in significant, if not
disastrous consequences to the survivors and their people, or to the world around them. Survivors are
not necessarily obliged to take action against trouble but there should always be a price to pay if they

don't.
Here are a few examples of trouble that you can use in your game.
+A herd of zombies stumbles upon the players current position.
+A pack of zombies shows up
+An enemy or group of enemies cross paths with the players.
+A pack of feral dogs, or some other wild animal stalks the players..
+Severe weather threatens the players
+Something important to the players (a vehicle or even the supply pool) is taken or is stolen by unknown
and unseen enemy or rival.
+Someone important to the players goes missing or is abducted.
+A few zombies somehow manage to get into the shelter
+The shelter's defences become compromised and must be re-barricaded
+The supply pool is tainted or compromised
+There is a sudden, desperate need for a specific resource (penicillin, insulin, fuel, etc.)
+The shelter is somehow compromised and must be abandoned.
+Another small group of survivors looks to the players for refuge.

Settings

As the ZM, part of your job is breathe life into a post-apocalyptic world overrun by the living dead.
You can use settings to help you do this by organizing your world into smaller, easier to manage pieces.
Settings come in two, basic flavours:areas (which are settings on a regional scale), andlocations (which
are settings on a local scale, or smaller places within larger ones).

Areas

An area is a large, regional setting within your Zombieworld. It is meant to serve as sort of a backdrop
for all the action. Some areas are more dangerous than others, Some will have more zombies present
than others. Many will have varying levels of resources readily available.

Suggested Area Types


Cities
The cities were hit the hardest by the zombie pandemic. These densely populated urban centres served
as flashpoints for the spread of the undead outbreak. In the end, any city that wasn't bombed into
smithereens or burned to the ground was overrun by the dead within a matter of days.
+Infestation Levels: Extreme
The sheer number of zombies that linger in the urban wasteland makes the city an extraordinarily
dangerous place for the living. Encounters with the dead will likely include mobs and even hordes. In the
blink of an eye, the city streets can go from empty to overflowing with flesheaters. Establishing any sort
of refuge here would be very bad idea . . . it would be discovered almost immediately.
+Resources: High
Cities are chock-full of supermarkets, shopping malls, big box superstores, retail outlet plazas, factories,
industrial facilities, hospitals, and police stations. Additionally, there are many mom-and-pop businesses
and small shops to be found here. In terms of suppplies, no other locale can match what the city can
provide.
+Human Presence: Moderate
While the city is often a magnet for survivors hoping to scavenge supplies, few will venture in too deep
and even less stay longer than they have to. While There's a fair to decent chance that the survivors may
cross paths with other survivors on a supply run, the likelihood of encountering a semi-permanent
commune or compound is very low.
The Suburbs
Hit almost as hard as the urban core were the out-laying residential neighborhoods. Like the big cities,
they were flashpoints were the spread of zombie plague. Most fell within a matter of days.
+Infestation Levels: High
Most people were reluctant to leave their homes when things went south, and as a result, the suburbs
are now crawling with the dead. While hordes are less common here than in the city, mobs lurk
everywhere. Navigating the crescents and cul-de-sacs of post-apocalyptic suburbia can be nothing short
of a nightmare for survivors.
+Resources: Moderate to High
The sheer volume of homes and residences in the suburbs means that basic, household supplies are
probably plentiful. Add to that the occasional supermarket, strip mall and big box retailer and most
resources should be fairly easy to come by. While there's a good chance that survivors will be able to find
refuge in the suburbs, maintaining it long term is probably out of the question. There's just too many
dead for it to go undiscovered.
+Human Presence: Low
Much the same as in the big city, the living rarely venture very far into the suburbs. Most come for short
supply runs and seldom stay for very long. Compounds and communes are uncommon.

Small Towns
Many small towns never saw the zombie pandemic coming and were decimated almost overnight. Some

received enough warning that they were at least partially evacuated. Others were quarantined and cut
off. Inevitably, all would fall.
+Infestation Levels: Moderate to High
The zombie infestation levels in most small towns will range from moderate to high. Zombie encounters
will be common enough, but generally, they will be limited in size to mobs. With some effort, portions of
a small town could be cleared of zombies long enough to allow survivors to establish a temporary refuge.
+Resources: Moderate
Most small towns are just big enough to boast a grocery store or two, a couple of diners or fast food
joints, maybe a hardware store or a medical clinic, a gas station or two and maybe a sheriff's office.
When it comes to resources, the selection may not be as wide or comprehensive as what the big city has
to offer, but there should be enough to keep a small group going for some time.
+Human Presence: Moderate to High
There is a fair to decent chance that other survivors or groups of survivors will be found in small towns,
holed up in camps, communes or compounds of their own. Due to relatively favorable resource-tozombie ratio, small towns are a natural draw to the living. Camps, communes and even compounds are
somewhat common.
Back Road & County Highways
Perhaps somewhat surprising is the fact that most back roads and county highways remain relatively
barren. there may be the occasional broken down car at the side of the road or jack-knifed semi blocking
the lane, but for the most part, these roads are relatively passable.
+Infestation Levels: Low
For the most part, there won't be much in the way zombies wandering down the back roads and country
highways. That's not to say that there wont be any, but anything more than a mob would be unusual.
+Resources: Minimal
Aside from the occasional gas station or roadside diner, there isn't much in the way of locations on the
back roads and county highways. Abandoned or wrecked vehicles are far less common than they would
be on the freeways and interstates so the availability or resources is low. Refuge can be established out
here, but they tend to be isolated and vulnerable.
+Human Presence: Moderate to High
It is very likely that the survivors will encounter people travelling and traversing the back roads and
county highways. Because it's the one way to get around with the least chance of encountering the dead,
everyone who is still breathing uses the back roads and county highways to move around.
Freeways & Interstates
In the frantic rush to evacuate the cities and suburbs, the main transportation arteries were
overwhelmed. High volumes of traffic, Collisions and roadblocks bogged down the major freeways and
interstates, leaving them clogged with stalled auto-mobiles and derelict vehicles. In a short amount of
time, they were rendered virtually impassible. Like moths drawn to a flame, the dead simply followed the
tail-lights and a feeding frenzy ensued.
+Levels: Moderate to High
Zombies still lurk here in significant numbers, many trapped inside or beneath the stalled out or
overturned cars, trucks and motorcycles. While massive herds shamble up and down the road, mobs
linger in and around the truck stops, rest areas and roadside service stations, making this not an ideal
area to establish a refuge.
+Resources: Moderate
Freeways and interstates offer a surprisingly wide variety of resources. After-all, the bulk of consumer

goods and products are shipped by road. Most of what was in transit at the time of the outbreak is still
out there, stuck in gridlock.
+Human Presence: Low to Moderate
Most survivors look to avoid freeways and interstates in favor of the back roads and county highways.
Those that do venture here come mainly for the supplies.
The Rural Back Country
The rural back country is full of old farmsteads, wooden pole barns and sprawling acre homes. The
relatively remote and isolated nature of these places meant that they were among the last places to fall
to the dead.
+Infestation Level: Minimal
These areas are long way out from the epicentres of the zombie pandemic. Consequently, zombie
presence is low. Anything larger than a mob would be unusual.
+Resources: low
Resources are limited in that places that offer them are few are far between. The remote nature of the
back country locations makes it tempting to survivors to try and establish a semi-permanent refuge out
here, but considering that most of these places are out in the middle of nowhere, that is something could
prove to be a vulnerability.
+Human Presence: Moderate to High
The relative isolation of the rural back country combined with the relatively low presence of undead is
enough to lure most survivors. Camps, communes and even the occasional compound can be found out
here.
The Wilderness
The wilderness remains largely wild and untamed. For the most part, the dead never made it to the
frontier regions.
+Infestation Level: Minimal
The wilderness is the one environment where the presence of the undead is somewhat limited. That not
to say that you won't find the occasional wandering zombie roaming through the woods or meandering
over the hills, but running into a full-on horde would probably be extremely unlikely.
+Resources: Minimal
The flip side to this is that most resources, with the exception of wild berries and small game, are
virtually non-existent in the wild. There's not a whole lot out here to keep a group resupplied. the
survivors might get lucky and come across a hunting cabin or summer cottage but any thing they
manage to ransack from one of these places certainly won't last forever.
+ Human Presence: Minimal
Only the most desperate or skilled survivors venture into the wilderness for very long. The odds of
starving to death or getting lost run high. Camps will be the most likely sign of refuge in the wilderness,
although the occasional compound might be found.

Locations
A location is a specific place in your game world that the players interact with. Not every abandoned
vehicle, deserted storefront or ruined structure is a true location, only those the players actually explore,
search, clear and/or try and claim for a refuge.

Suggested Locations by Area


City - High-rise apartments, skyscrapers, major hospital complex, police headquarters, fire department,
supermarkets, big-box retail stores, warehouses, factories, colleges, universities, large churches
Suburbs - Residential subdivisions, medical clinics and small hospitals, police stations, fire halls, grocery
stores, small retail shops, schools, small churches
Small Towns - Homes, doctor's offices, drug stores, sheriff's office, volunteer fire hall, grocery stores,
small retail shops, schools, small churches
Rural Back Country - Farmsteads, barns, acreages, sheriff's office, volunteer fire hall, general supply
stores, chapel
Wilderness - Hunting cabins, cottages, supply outposts
Freeways & Interstates - Truck stops, weigh stations, rest areas, gas stations, highway patrol stations
Backroads & County Highways - Truck stops, gas stations, roadside taverns

Location Size Tags


Size tags give you an idea of how big a location is, how many rooms or sub-areas it may have and how
long it would take to thoroughly scrounge for supplies.
Tiny - It's about the size of a small shed or toll booth. 1 or 2 rooms or areas at the most. It would take
about 5-10 minutes to scrounge.
Small - It's about the size of a garage or a corner store. It could consist of up to 4 rooms or areas, give
or take. It could take 15-30 minutes to scrounge.
Medium - It's about the size of a small home or modest storefront. It can have anywhere from 1 to 6
rooms or areas, give or take. Scrounging for supplies could take anywhere from 45 minutes to an hour.
Large - It's about the size of a grocery store or middle school. There can be any number of rooms or
areas here. Scrounging it for supplies could take anywhere from 1 to 2 hours.
Huge - It's about the size of a big box retail store or supermarket. It probably has lots of rooms and
sub-areas. It could several hours to scrounge thoroughly.
Sprawling - It's massive. About, the size of a major hospital or factory. It could have many rooms,
hallways and corridors. It could take the better part of a day to scrounge.

Condition Tags

Condition tags tell you what sort of state the location is in . . .


Derelict - It's little run down, but relatively intact. Reduce your supply pool by 1 to barricade.
Damaged - It's somewhere between intact and ruined. Reduce your supply pool by 2 to barricade.
Destroyed - There's not much left to fortify, not to mention the fact that it's clearly unsafe. It can't be
barricaded.
Intact - It's still in very good condition. There is no need to reduce your supply pool to barricade it.
Ruined - It's in very bad shape and probably unsafe. Reduce your supply pool by 3 to barricade.

Occupancy Tags
General location tags give you a basic impression of the location . . .
Abandoned - It appears to be deserted. There or no obvious signs of life . . . or death. But that doesn't
necessarily mean it's empty . . .
Infested - It is obvious that the dead lurk here. You can see, hear and/or smell them. You just aren't
sure how many . . .
Overrun - There are obvious signs that the place was sacked by bandits or breached by the dead.
Exactly how long ago of if anyone or anything lurks about is anyone's guess.
Occupied - It's clear that the area has been claimed as a refuge and is currently being lived in. It may
even shows signs of being fortified. By who exactly and just how many is unknown . . .
Reclaimed - There are obvious signs that the living have cleared and/or claimed the area recently.
Whether or not anyone (alive or dead) is still here has yet to be determined.

Supplies & Stuff


These tags tell you what you can expect to find in the way of supplies . . .
Supplies (n) - The location has some resources worth taking. once you return to your refuge with what
you have found, add (n) to your supply pool. When stocking a location, consider the tags you have
already applied before deciding on what's available. A destroyed and overrun location probably won't
have much left to offer while an intact and occupied one will probably have a sizable supply pool on
hand.
Stuff (n) - The location has some items on hand. It's up to the ZM to determine exactly what and how
many. Using the guidelines for supplies, the zm should stock articles of stuff accordingly. Military-style
body armor, for eample, isn't likely to be found in a grocery store.

Location Impressions
A few lines of fluff that give the players a little more detail. Impressions are meant to help round out a
location and make it memorable in some way.

Sample Locations
Here is a small sampling of locations. Feel free to use any of these or modify them as you see fit. Come
up with your own and add them to the list.
THE GRAB-N-GO
small, damaged, overrun, supplies (2), stuff (nil)
Impressions: jammed parking lot, shrivelled-up corpses, barricaded front doors breached and broken,
dark interior, awful smells, fire damage
THE MANCHESTER PUB
medium, intact, reclaimed, supplies (2), stuff (shotgun, butcher knife, first aid kit)
Impressions: boarded up, bloody hand prints, a half-smoked cigarette still burns in an ash tray, a pint of
ale, three-quarters finished
LINCOLN COUNTY URGENT CARE CLINIC
large, destroyed, overrun, supplies (0), stuff (0)
Impressions: stacked corpses in soiled body bags, small arms damage, fire damage, dry, darkened,
blood-spatter and body fluids

Area & Location Moves


Sometimes, you will want to use area and location moves to change a setting on the fly, mainly as a way
of moving the unfolding fiction forward and keeping the survivors on their toes. Other times, you'll want
to plan out when and where you want a particular area or location move to happen.
Usually, you'll want to make one these moves when the players look to you to for direction, when they
present you with an opportunity you simply can't ignore, or when they fail a roll. Here are some ideas for
setting moves you may want to put in play . . .
+Change something about the area or location
+Give them the a new direction to go in
+Show signs of impending trouble
+Bring trouble to bear
+Make them back track
+Put some sort of obstacle in their path

Zombies

Zombies are you go-to trouble. You can always throw the undead masses at the players to further your
agenda . . . and fill the lives of the survivors with dread and horror.

Zombies, Supplies & Stuff


As a general rule of thumb, zombies never carry supplies. There's no need. You may be able to scrounge
up supplies in area where zombies linger, but the dead themselves almost never have enough of anything
to make a difference to your supply pool.
On infrequent occasions, zombies may have stuff. This is especially true if it makes sense within the
context of the unfolding game fiction. If the players happen upon a derelict highway patrol car and finish
off a cop zombie, chances are the cop zombie will have an item or to on it appropriate to a member of
the law enforcement community . . . perhaps a pistol, or a walkie-talkie, or a nightstick for example. The
ZM is encouraged to place stuff on zombies based on common sense, keeping in mind that zombies with
stuff should be a rare occurrence.

Zombie Tags
Common - This type of zombie can be found almost anywhere in any environment. Use these zombies to
fill out your mobs and hordes.
Gross - This zombie is revolting in some way. Enough to make you toss your cookies.
Slow - This zombie doesn't move very quick and can probably be outrun.
Stealthy - This zombie can be sneaky and avoid detection, preferring to attack with the element of
surprise.

Rank - All zombies stink of rot. These ones are so bad you can smell before you see 'em.
Swift - This zombie can move quickly, albeit over short distances
Uncommon - This type of zombie is unusual. When encountered, you might run into a handful at the
most . . . usually no more than a dozen or so.

Staple Zombies
Below is a list of the staple zombies common to the genre. Encourage your survivors to come up with
their own names and labels for them.
INSIPID ZOMBIE
common
8 fleshwounds | 0 protection
+Claws/Teeth - close, messy, 1d6 damage
Description:
+Clad in soiled, tattered rags, with putrid, gray-green flesh, empty, lifeless eyes, grasping claws and
jagged teeth. dull, drab and dead. These guys are your garden-variety, basic stock zombie, The stuff that
mobs and hordes are made of.
Instinct: to feed
Moves:
+Grab onto a survivor
+weaken a survivor with it's infectious bite
+Moan, call more zombies
DECREPIT ZOMBIE
common, rank, slow
6 fleshwounds | 0 protection
+Claws/Teeth - close, messy, lowest of 2d6 damage
Description:
+This zombie is marked by an advanced state of decay and putrescence and appears weak and slow.
Instinct: to feed
Moves:
+daze a survivor with it's nauseating stench
+weaken a survivor with it's infectious bite
+Moan, call more zombies
HULKING ZOMBIE
uncommon
12 fleshwounds | 0 protection
+Claws/Teeth - close, messy, 1d6+1 damage
Description:
+A large, lumbering brute of a zombie. Judging from it's size and girth, it'll probably take a lot to put this
monster down.
Instinct: to feed

Moves:
+Grab onto a survivor and hold them in place
+weaken a survivor with it's infectious bite
+Moan, call more zombies
FAST ZOMBIE
uncommon, swift
10 fleshwounds | 0 protection
+Claws/Teeth - close, messy, 1d6+2 damage
Description:
+Relatively fresh, the fast zombie can be exceptionally dangerous. They are capable of sudden short
bursts of speed which make them more difficult to outrun than most zombies.
Instinct: to feed
Moves:
+Grab onto a survivor and hold them in place
+Charge
+Moan, call more zombies
RAVENOUS ZOMBIE
uncommon
10 fleshwounds | 0 Protection
+Claws/Teeth - close, messy,1 piercing, 1d6+2, damage
Description: The ravenous zombie is perhaps the most feared of all undead. Not only would appear that
there may be some small spark of sentience in it's otherwise lifeless eyes, but when it attacks, it does so
with unbridled fury and rage.
Instinct: to feed, to hunt
Moves:
+Moan, call more zombies
+Sense the presence of the living
+Find a way in to a refuge
CRAWLING ZOMBIE
uncommon, slow, stealthy
6 fleshwounds | 0 protection
+Claws/Teeth - close, messy, 1d6 damage
Description: This wretched zombie moves around by dragging itself across the ground. It's lower
extremities have been mangled or are missing altogether.
Instinct: to feed
Moves:
+Surprise a survivor from below
+Grab onto a survivor
+Moan, call more zombies
BLOATED ZOMBIE
uncommon, gross
8 fleshwounds | 1 protection (rubbery skin)
+Claws/Teeth - close, messy, 1d6 damage

Description: Bloated zombies are those that died in the water. Consequently, they are soggy, putrid and
disgusting. Obviously rare unless there is some significant source of water nearby.
Instinct: to feed
Moves:
+daze a survivor with it's nauseating stench
+weaken a survivor with it's infectious bite
+Rattle a survivor with it's horrific appearance
BURNT ZOMBIE
uncommon, gross, rank
8 fleshwounds | 2 protection (blackened skin)
+Claws/Teeth - close, messy, 1d6 damage
Description: The burnt zombie is a zombie that has been charred and singed by fire. Their blackened
skin acts as armor
Instinct: to feed
Moves:
+daze a survivor with it's nauseating stench
+weaken a survivor with it's infectious bite
+Rattle a survivor with it's horrific appearance

Zombie Masses
A lone zombie, or even a pair of zombies is typically not much of a threat. But in a group, all riled up and
agitated, they can be exponentially dangerous. As zombies mass, their numbers grow large enough that
they gain additional moves.
ZOMBIE MOB (6+)
Any time you have more than a half-dozen zombies in one place, you have a zombie mob. In addition to
any moves each of it's individual zombies might have, a zombie pack gains the following:
+cut-off and surround survivor
+overwhelm a surrounded survivor and drag them to the ground
+rattle an outnumbered opponent
+swarm a location
ZOMBIE HORDE (24+)
A zombie horde is essentially a very large zombie mob. Any time you have more than a couple dozen
undead in one place, you have a zombie horde. In addition to any of the moves it's individual zombies
possess, a zombie horde gains all of the following:
+cut-off and surround survivor from their group
+overwhelm a surrounded survivor and drag them to the ground
+swarm a location
+separate and flank a position
+breach a refuge
+demoralize (impose the rattled and crazed conditions on survivors) by virtue of their sheer numbers

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