Академический Документы
Профессиональный Документы
Культура Документы
All Things Zombie has one core rule book and four
supplements totaling 420+ pages of Zombie gaming. This
can cause some confusion when first looking at getting in
to the game so we decided to provide some answers.
Weve provided a bit of detail on each book and the ATZ
Timeline for them.
At the end weve provided the Table of Contents of each
to see what each offers.
HAVEN
Haven covers the first 30 days of the Outbreak. It contains
15 scenarios from five points of views. Haven covers the
breakdown of law and order and loss of the cities. Haven
explains how to establish your Gang in the cities or how
to escape to the rural areas. Haven also includes a
populated Survivor settlement called Nowhere, Nevada.
MASS HYSTERIA
Mass Hysteria runs parallel to Haven but at a larger scale.
In this supplement players command military, police and
civilian units in combat with hordes of Zombies. Theres
a campaign inside that covers the war against the Zombies
up to when the cities are abandoned.
I, ZOMBIE
I, Zombie coverts what happens outside the cities years
after High Rise to Hell. It contains a complete city in the
desert run by Gangers and adds other elements including
Zombie Wrangling, catching Zeds for fun and profit.
Possible Encounters
Encounter Descriptions
Word of Advice
Riot
Page References
11
Area
ATZ Timeline
Class Struggle
Forces
Riot Map
Civilians
Deployment
Police
Special Instructions
National Guard
Justifiable Force
Military
Deadly Force
Gangers
Survivors
10
The Mob
3
12
13
Defiant
The Choice
Aggressive
Your Choice
Flock of Seagulls
Out of Control
Sniper
Types of Mob Members
The Scenarios
Your Character
Protestors
Rioters
Police
Agitators
Targeting Agitators
Domestic Disturbance
Area
Mob List
Forces
Weapons
Deployment
Groups
Special Instructions
Activation
Encounter Descriptions
Reaction Tests
Face To Face
Mob Numbers
Formation
Quarantine
Mob Reputation
Area
Forces
Quarantine Map
Mob Movement
15
Deployment
National Guard
Special Instructions
16
Vehicles
Face To Face
Making an Arrest
14
HMMWV (Humvee)
Your Shift
Medics
Protection
Area
Interception
2009 ED TEIXEIRA TWO HOUR WARGAMES
17
Special Instructions
Protection Map
Gathering Supplies
Deployment
Random Encounters
Special Instructions
Encounter Descriptions
Riot
Encounter Descriptions
18
Safe Zone
19
Area
Area
Forces
Forces
Riot Map
Deployment
31
Deployment
20
32
33
Special Instructions
Special Instructions
Random Encounters
Military
Encounter Descriptions
Vehicles
Breakdown
HMMWV (Humvee)
Medics
Area
21
Grenades
Forces
Breakdown Map
Area
Deployment
Forces
Special Instructions
Patrol Map
Recruiting Others
Deployment
Gangers
22
Special Instructions
36
Area
23
Forces
Gangers!
Evacuation
35
Gang
Securing a Building
Clearing A Room
34
Gang Map
Deployment
24
Area
Special Instructions
37
Forces
Random Encounters
38
Evacuation Map
Deployment
25
Territory
Special Instructions
Random Encounters
Area
26
Forces
Territory Map
Encounter Descriptions
Deployment
Supply Convoy
Special Instructions
29
Area
Random Encounters
Forces
40
30
42
Encounter Descriptions
Deployment
Ambush
43
Survivors
44
44
Exodus
Area
Forces
Exodus Map
Deployment
45
Special Instructions
Obstacle Descriptions
Nowhere Nevada
49
Area
Forces
Deployment
Special Instructions
First Contact
50
51
52
http://games.groups.yahoo.com/group/twohourwargames/
53
54
Setting Up Nowhere NV
55
56
Armed or Unarmed
Designer notes
Word of Advice
NEEDED TO PLAY
Dice
1
1
2
2
2
2
2
Passing Dice
Counting Successes
Possibilities
Reading and Adding the Dice
1/2D6
How Many D6
RULES OF WAR
Turn Sequence
ACTIONS
MOVEMENT
Normal Movement
Fast Movement
Involuntary Movement
Fall Back
Run Away
Stop!
8
8
8
8
8
8
CRISIS TEST
9
9
9
10
10
10
10
10
11
RANGED COMBAT
11
11
12
12
12
2
2
3
3
3
3
TABLES
Why So Many?
Stop!
4
4
YOUR ROLE
MELEE
12
BASICS
DEFINING UNITS
4
5
5
5
5
5
5
5
6
12
12
13
13
13
13
13
14
14
14
6
6
6
6
7
Defining Zombies
Reputation
Weapons
Generating Zombies
Zombie Regeneration
Movement
Fast Zombies
Crisis Test
Melee
14
14
14
14
14
15
15
15
15
15
22
CITY BLOCKS
15
RANDOM EVENTS
23
15
15
16
16
16
16
23
MISSIONS
23
PATROL
23
OPTIONAL TERRAIN
16
ATTACK
24
Clear
Covered
City Blocks
Generating Terrain
Terrain Generator Table
16
16
17
17
17
DEFEND
24
CONVOY
25
SAFE ZONE
25
Safe Zone
26
26
26
26
NEW BEGINNING
27
28
28
28
28
28
28
28
28
28
FINAL THOUGHTS
29
CITY MAP
30
INDEX
IN
QRS
31
PEFS
17
Generating PEFs
Generating PEFs During the Mission
PEF Rep
PEF Movement
PEF Movement Table
Special PEF Movement
Resolving PEFs
PEF Resolution Table
17
18
18
18
18
18
18
18
19
CAMPAIGNS
19
19
19
19
19
20
20
20
20
20
21
21
Set Up
Starting Area Investment Levels
Your Force
Gaining Experience
Campaign Turn Sequence
Clearing an Area
Losing an Area
Leaving an Area
21
21
21
21
22
22
22
22
GUNSHIP
22
Gunship Table
22
14
Duck Back
Run Away
Run Away and Return Table
14
14
14
14
Getting Out
15
WANT MORE?
15
BARTERING
15
GENERATING ZEDS
15
INTRODUCTION
NAVIGATING
NEW ATTRIBUTES
Placing Zombies
15
THE CREW
PRO-CORP
16
Carol
Gina
Nate
Pete
Sam
4
5
6
7
8
16
LAZARUS PROJECT
16
ENCOUNTERS
16
9
9
9
9
9
17
17
17
BLACK HUMMERS
18
MOVING INSIDE
Elevators
Elevator Surprise
Stairs
Stair Surprise
9
10
10
10
Black Hummers
Armament
Silenced Weapons
Peek a Boo
Loot
Computer Access
Key Card
Silenced Weapons
18
18
19
19
19
19
19
19
RANDOM EVENTS
11
ARRIVAL
20
11
SEARCHING
12
Computer Access
12
DEFINING MOMENTS
12
20
21
21
21
21
21
21
12
12
13
13
13
13
14
PARKING GARAGE
22
22
22
23
23
23
23
1ST FLOOR
st
23
23
24
24
24
24
24
2ND FLOOR
25
nd
25
25
25
25
3RD FLOOR
26
26
26
26
26
4TH FLOOR
27
th
27
27
28
28
28
5TH FLOOR
28
29
29
29
29
29
29
29
6TH FLOOR
30
th
30
30
31
31
31
1ST UNDERGROUND
31
st
Key Card
Silenced Weapons
2NDUNDERGROUND
nd
33
34
34
34
34
34
3RDUNDERGROUND
35
rd
32
32
32
32
32
32
33
33
35
35
35
36
36
36
36
36
37
37
37
ESCAPE
37
38
38
38
38
PRE-GENERATED LISTS
39
CASTERS
39
Casters Objective
Caster Meet & Greet
Pre-Generated Casters
Defining Casters
Reputation
Attributes
Weapons
Generating Casters
Encountering Casters
Placing Casters
Groups
Leaders
Activation
Actions
Movement
Fast Move
Climbing Stairs and Ladders
Entering and Exiting Doors
Reactions
Ragers and Zombies Reaction
Shooting
39
39
40
40
40
40
40
40
40
40
40
40
40
40
41
41
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41
41
CASTING SPELLS
42
42
42
42
42
42
42
42
42
43
43
43
44
44
44
45
45
45
46
GANGERS
46
Ganger Objective
Ganger Meet & Greet
Pre-Generated Gangers
46
46
47
GANGERS NEWNESS
47
Newness Objective
Meet & Greet Newness
CJ Governor Newness
Bodyguards
Cult of Personality
Pre-Generated Newness Gangers
47
47
47
47
48
48
LYCAONS
48
Lycaon Objective
Pre-Generated Lycaons
Defining Lycaons
Reputation
Attributes
Transformation
Poisoning
Lycaon Virus Table
Weapons
Generating Lycaon
Encountering Lycaon
49
49
49
49
49
49
49
50
50
50
50
Placing Lycaon
Groups
Leaders
Activation
Actions
Movement
Fast Move
Climbing Stairs and Ladders
Entering and Exiting Doors
Reactions
Recover from Knock Down
Ragers and Zombies Reaction
Shooting
Line of Sight
Determining Damage
Auto-Kill
Charge into Melee
Melee
Hand-To-Hand Weapons
How to Melee
After the Battle
What About Silver Bullets?
50
50
50
50
50
50
50
50
50
50
51
51
51
51
51
51
51
51
51
51
51
51
MINERS
52
Miners Objective
Alex
Carleton
Chele
Dina
Miner Meet & Greet
Pre-Generated Miners
52
52
52
52
52
52
52
NOMADS
53
Nomad Objective
Nomad Meet & Greet
Pre-Generated Nomads
Reactions
53
53
53
53
PRO-CORP SCIENTISTS
54
54
54
54
54
PRO-CORP SECURITY
54
54
54
54
55
RAGERS
55
Ragers Objective
Pre-Generated Ragers
55
55
55
55
55
55
55
56
56
56
56
56
56
56
56
56
56
56
56
57
57
57
57
57
57
57
57
57
57
58
RAZOR
58
59
59
59
59
59
59
59
60
60
60
60
60
60
60
61
61
61
61
61
61
61
61
61
61
61
61
61
61
61
61
62
62
62
62
62
62
SMART ZOMBIES
62
Smarties Objective
Pre-Generated Smarties
Defining Smart Zombies
Reputation
Attributes
Weapons
Generating Smart Zombies
Encountering Smarties
Defining Moment
During the Defining Moment
Placing Zombies
Groups
Shaking the Tree
Zombie Feasting
Activation
Actions
Movement
Fast Move
Climbing Stairs and Ladders
Entering and Exiting Doors
Reactions
In Sight
Shooting - You
Reloading
Attracting Zeds
Shooting Them
Line of Sight
Determining Damage
No Knock Down
Auto-Kill
Easy to Kill Rule
Charge into Melee
Melee
Harry, Are You Okay?
After the Battle
The Trouble With Smarties
62
62
63
63
63
63
63
63
63
63
63
63
63
63
63
64
64
64
64
64
64
64
64
64
64
64
64
65
65
65
65
65
65
65
65
65
66
66
66
66
66
66
66
67
67
67
67
67
67
67
67
67
67
67
67
67
68
68
68
68
68
68
68
68
68
68
68
68
69
Line of Sight
Determining Damage
Auto-Kill
Charge into Melee
Melee
Hand-To-Hand Weapons
How to Melee
After the Battle
What About Garlic, etc.?
72
72
72
72
72
72
72
72
72
SURVIVORS
73
Survivors Objective
Survivor Meet & Greet
Pre-Generated Survivors
73
73
73
74
74
74
74
74
75
76
77
69
78
69
69
69
70
70
70
70
70
71
71
71
71
71
71
71
71
71
71
71
71
71
71
72
72
72
79
80
81
82
I, ZOMBIE
Motivation
Fame & Fortune
Words
Wealth
Deeds
Using Fame & Fortune Points
Zero FFP
Buildings Expanded
Getting Started
Changeable Floor Plan
Laying Out the Buildings
Choose the Type of Building
Layout the Grid
Label the Sections
Place Exterior Access Points
Place Windows
Place Interior Access Points
Populate the Building
Second Stories
Smaller & Larger Buildings
Joined Sections
Figures Inside Buildings
Shooting Inside Buildings
Moving Inside Buildings
Moving Through Access Points
Sample Battle in a Building
Floor Plans
Apartment
Bar
Diner
Gas Station
"No-Tell" Motel
Store
Safe Houses
Parting Shot
Bicycles
Boats
Groups
Power Boats
Types of Boats
Defining the Boat
Movement
Casting Off and Mooring
Drifting
Starting and Stopping
Reversing Direction
Turning
Getting In And Out Of Boats
Boats in Combat
Running Over Swimmers
Ramming Boats
Boat Bashing
Shooting and Boats
Shooting At Boats
Attracting Zombies
Swimming
Horses
Generating Horse Rep
TABLE OF CONTENTS
Prologue
Introduction
The 5 "W"s
Who
What
Where
When
Why
What's Inside?
Words of Advice
1
1
1
2
2
2
2
2
Rule Changes
Alternative Stars
New Fast Move
Personalized Reaction Tests
Modified In Sight Test
Drawing Down
No LOS Draw Downs
Getting the Drop on the Opponent
Received Fire
Cover or Concealment
Cover In Woods and Buildings
Modified Retire
Vehicles
Characters and Vehicles
Movement
On The Table Movement
Reversing Direction
Turning
Idling
Encumbrance
Consequences of Greed
Full Pack Jack
Vehicle Encumbrance
Horse Encumbrance
Shopping Cart
But Wait, There's More!
Other Stuff
2
2
2
3
3
4
4
New Rules
7
7
8
8
8
10
11
12
13
14
4
5
5
5
5
5
5
6
6
6
6
6
6
6
6
7
7
7
7
TOC
15
15
15
15
15
16
16
16
17
17
17
17
17
18
18
18
18
19
19
20
20
21
21
21
21
22
25
25
25
25
25
26
26
26
28
28
28
28
28
29
29
29
29
29
29
29
30
30
30
30
30
31
31
32
32
32
33
33
I, ZOMBIE
Movement
Fast Move
Mounting and Dismounting
Loose or Tied
Skittish
Mounted Tests
Are You A Horseman?
Damage to Horses
Two Riders
Mounted Combat
Charging
Shooting When Mounted
Mounted Figures as Targets
Feeding the Horse
Breakage
Lack of Sleep
Meet & Greet Table
Barter
33
33
33
33
33
34
34
34
34
34
34
35
35
35
35
35
36
36
Lazarus Project
36
36
36
37
37
37
37
37
37
38
38
38
39
39
39
39
39
39
39
39
40
40
40
41
41
41
41
41
41
41
41
41
41
42
42
42
42
42
42
TOC
43
43
43
43
43
43
44
44
44
44
45
45
45
45
45
45
46
46
47
47
47
47
47
47
47
47
47
48
48
48
48
48
48
49
49
49
49
49
49
49
50
50
50
51
51
51
51
51
51
51
52
52
52
52
52
Encounters
53
The 5 P's
53
I, ZOMBIE
Setting Up the Encounter
Voluntary or Involuntary
Types of Encounters
Determining the Area
Setting Up Terrain
Table Size
The 3X3 Table
The 4x6 Table
Dividing the Table
Encounter Area and Terrain
Placing the Terrain
Roads & Streets
Determine the Day Part
Characters in the Encounter
PEFs
Generating PEFs
Optional PEF Generation
PEF Movement
Resolving PEFs
What Happens Now?
Encounter Awareness Test
Taking the Encounter Awareness Test
How Many NPCs
What Are They?
Special Instructions
Deploying Characters
Placing NPCs
Placing NPCs Inside Buildings
Lacking Sleep
Begin the Game
Hunting
Hunting Limitation
Are You A Hunter?
What's Out There?
Explaining the Available Game
Tracking the Prey
Unforeseen Circumstances
Attracting Zombies
53
53
53
54
54
54
54
54
54
55
55
56
56
56
56
56
57
57
57
58
58
58
59
59
59
59
59
60
60
60
60
60
60
61
61
61
62
63
The Campaign
63
Character Journal
Campaign Area
Where Do I Start?
Getting Around the Area
Random Road Encounters
Destination Encounters
Buildings - Occupied or Not?
Placing Occupants
Knock, Knock, Who's There?
Looting the Landscape
Number of Encounters
Involuntary Encounters
Lake Havasu City
Background:
Location & Geography:
Size:
Land:
Sections:
63
64
64
64
65
69
69
70
70
70
71
71
72
72
72
72
72
72
Water:
Terrain:
Climate:
Power:
People:
Population:
Language:
Government:
Legal System:
Political Power:
Weapons Policy:
Papers
Holstered Weapon Policy:
Economy:
Bartering:
Communication:
Transportation:
River Borne:
Militia:
Patrols:
Zombie Threat:
Crime and Punishment:
TOC
73
73
73
73
73
73
73
73
73
73
73
73
74
74
74
74
74
74
74
74
75
75
NPCs
76
76
76
76
76
76
77
77
77
78
78
78
79
79
79
79
79
80
80
80
80
81
81
81
81
81
81
81
82
82
82
I, ZOMBIE
Havasu Encounters
86
104
105
Final Thoughts
110
110
Character Journal
111
Psy Tables
112
115
115
116
116
117
119
120
121
TOC
INTRODUCTION
1
1
2
2
NEEDED TO PLAY
Dice
Passing Dice
Counting Successes
Possibilities
Reading and Adding the Dice
1/2D6
How Many D6
Figures and Terrain
Basing Figures
Defining Facing
Tables
Why So Many?
2
2
3
3
3
3
3
3
3
4
4
4
GAME BASICS
Table 4
Table 5
Attributes Section 4, 5 or 6
Table 1
Table 2
Table 3
Table 4
Table 5
9
9
9
9
10
10
10
10
CLASS
11
Sheep
Wolves
Lone Wolves
Pack Wolves
What Class Are You?
Working Together
11
11
11
11
11
11
WEAPONS
11
11
AGE
11
How Old?
12
12
12
GROUPS
12
Group Rep
Group Cohesion
Splitting Up Groups
12
12
13
LEADERS
13
Star Leaders
Temporary Leaders
Leader Die
Medic Die
13
13
13
14
DEFINING FIGURES
5
5
5
5
6
6
REPUTATION
RULES OF WAR
15
SKILLS
TURN SEQUENCE
15
Fitness (FIT)
People (PEP)
Savvy (SAV)
How Proficient in the Skill
Increasing a Zero Level Skill
6
6
6
7
7
ACTIONS
15
MOVEMENT
16
ATTRIBUTES
Attributes Section 1, 2 or 3
Table 1
Table 2
Table 3
8
8
8
8
Normal Movement
Fast Movement
Going Prone
Involuntary Movement
Carry On
Charge
Cohesion Test
16
16
16
16
16
16
16
16
16
IN SIGHT
17
In Sight or Not
Triggering the In Sight Test
Taking the In Sight Test
Resolving the In Sight Actions
In Sight Resolution
Loss of Action
Completed In Sights
Moving and In Sight
New Insights
17
17
18
18
19
19
19
19
19
REACTION
20
Exceptions
Reaction Test Results
How to Take a Reaction Test
Received Fire
Man Down
Recover From Duck Back
Recover From Knock Down
Cohesion Test
Multiple Tests
20
20
20
21
21
21
21
21
22
22
Carry On
Charge
Cohesion Test
Duck Back
Obviously Dead
Out of the Fight
Runaway
Stunned
22
22
22
22
22
22
22
22
RANGED COMBAT
22
Type
Range
Targets
Impact
Modern Weapons
Arc of Fire or Swath
Archaic Weapons
Reloading Archaic Weapons
Outgunned Rankings
Firing Two Weapons at Once
Outgunning When Firing Two Weapons
Never Outgunned
Tight Ammo
Really Tight Ammo
Modern Reloading
22
22
22
23
23
23
23
24
24
24
24
24
24
25
25
SHOOTING
25
Line of Sight
Resolving Fire
Target Selection
Targeting
Shooting Sequence
Ranged Combat Table
Resolving Damage
Ranged Combat Damage Table
Types of Damage
Stunned
Out of the Fight
Obviously Dead
Cover or Concealment
Firing into Melee
Auto-Kill or Capture
Treating the Wounded
25
25
25
25
26
26
26
26
26
26
27
27
27
27
27
27
MELEE
28
Melee Weapons
Charge into Melee Test
How to Charge into Melee
In Sights & Charge into Melee
Melee Combat
Melee Combat Table
Adding to Melee
Multi-Figure Melee
Non-Lethal Melee
28
28
28
30
30
30
31
31
31
31
32
RETRIEVING WOUNDED
32
32
33
33
BUILDINGS
33
Types of Buildings
Occupying Buildings
Entering and Exiting Buildings
Barricading Windows and Doors
Destroying a Barricade
Cover or Concealment
Moving Between Levels
Attacking Buildings
Starting a Fire
33
33
33
33
34
34
34
34
34
TERRAIN
35
Generating Terrain
35
35
35
35
35
35
36
36
CHALLENGES
36
Success or Failure
Applicable Attribute
Using Tools
Resolutions
Challenge Test Table
36
37
37
37
37
38
Solo
Same Side
Head to Head
38
38
38
CAMPAIGNS
39
YOUR ROLE
39
Character Journal
39
39
40
AREAS
40
ENCOUNTER RATING
40
41
41
41
BARTERING
41
How to Barter
Barter Table
Whats Available
Maximum Number of Items Store
41
42
42
42
RESOURCES
42
Food
Fuel
Luxury Items
Medical Supplies
Weapons
Body Armor
42
42
43
43
43
43
FINDING RESOURCES
43
Stockpiling Resources
43
43
ITEMS
44
List of Items
How Do You Get Items?
How Do You Lose Items?
What Can I Carry?
Consequences of Greed
44
44
44
44
45
BREAKAGE
45
Repair
45
HOME
45
Burglarized
Home Alone Table
46
46
PARTY FAVORS
46
46
46
LACK OF SLEEP
47
47
ROAD ENCOUNTERS
48
Walking or Riding
Moving or Not
Road Encounter Tables
Random Road Encounter Table (1 or 2)
Random Road Encounter Table (3 or 4)
Random Road Encounter Table (5 or 6)
48
48
48
48
49
50
PEFS
51
Generating PEFs
PEFs and Buildings
PEF Rep
PEF Movement
PEF Movement Table
Special PEF Movement
Resolving PEFs
PEF Resolution Table
What Are They Table
How Many Table
How Many Lone Wolves
51
51
51
51
51
51
51
52
52
52
52
E ENEMIES
52
Confronting Enemies
52
F FRIENDS
53
Friend Interaction
53
53
53
Q QUEST
53
Wandering
Quest
Raid: Defend
Robbery
Bushwhack
64
64
65
65
65
NPC MOVEMENT
53
AFTERWARDS
66
54
54
Mercy Table
Surrendering
54
54
Increasing Rep
Increasing a Skill
Increasing a Zero Level Skill
Decreasing Rep
Decreasing Skills
66
66
66
66
66
SETTLEMENTS
55
67
55
55
55
55
55
55
56
56
56
56
56
57
57
57
FINAL WORD
68
EPILOGUE
68
PRE-GENERATED GRUNTS
69
RESIDENTS
58
Lone Wolves
Pack Wolves (1-2)
Pack Wolves (3-4)
Pack Wolves (5-6)
Sheep (1)
Sheep (2)
Sheep (3)
Sheep (4)
Sheep (5)
Sheep (6)
69
70
70
70
71
71
71
72
72
72
DAY PARTS
58
CHARACTER JOURNAL
73
58
58
58
ENCOUNTERS
59
59
59
59
60
60
60
61
61
61
61
62
62
62
63
63
63