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Zombie Shoot em up

Each human gets 4 AP


Each zombie in the game gets 2 Action points (AP)
Stats
Move in inches
Melee Modifier; +/- to hit rolls
Shooting modifier; +/- to shooting rolls
Strength; +/- to melee damage rolls
Tough: D6 roll needed to wound/kill
Morale: humans only

Basic Stats
Basic human
Move

Melee Mod

Shooting
Mod
0

Strength

Tough

Moral

4/6

Shooting
Mod
N/A

Strength

Tough

Moral

+1

4/6

N/A

Basic Zombie
Move

Melee Mod

Action List
Move once 1 AP
Shoot weapon AP of weapon
Reload weapon 1 AP
Melee attack 1 AP
Aim 1 AP
Apply first aid 1 AP
Hot wire car 2 AP
Drive car 2 AP

Open/close door/window 1 AP
Search Room 2 AP
Stand up 1
Shooting
Roll to hit d6, apply modifiers
1 Miss and Out of Ammo
2 4 Miss
5 6 Hit
7+ Head shot, instant death
To Wound
Roll d6 +/- Weapon modifier, to achieve/ beat targets tough score
Armour Modifiers
(-1 riot shield or crash helmet, -2 Kevlar armour)
Close Combat
Roll to hit d6, apply modifiers 1 4 Miss
5 6 Hit
7+ Decapitated, instant death
To Wound
Roll d6 +/-Character/ Weapon modifier, to achieve/ beat targets tough score
Armour Modifiers
(-1 riot shield or crash helmet, -2 Kevlar armour)
Wounded humans
Are knocked down and must try recovery roll next turn, roll d6
1 Character is too wounded to carry on or dead, reactivates next turn as normal
zombie
2-4

Character is still wounded, remains on floor

5 + Character recovers
(If another character with a first aid kit applies first aid, +1 to roll

Ranged weapon Chart


Weapon

Range

AP Cost

ROF

To Hit Mod

Pistol
Pump
Action
Shotgun
Double
Barrel
Shotgun
Rifle
Assault
Rifle
Machine
Gun
Crossbow
Molotov
Cocktail

12
8 Spray

1
2

1
1

0
+1

Damage
Mod
0
0

8 Spray

+1

+1

24
24

1
1

1
2

+1
0

+2
+2

24

+1

12
6

2
2

1
1

0
3 template
auto

-1
+1 plus fire
damage

Melee weapon chart


Weapon
Zombie Claws and
Teeth
Hand/Fist/Kick
Improvised
Club/Hockey stick
Sword/Axe/real
Melee weapon
Chainsaw

AP Cost
1

To Hit Mod
0

Damager Mod
0

1
1

0
0

-1
0

+1

+1

-1*

+2

*On a roll to hit of a 1 with a chainsaw the attacker hits themselves and must roll
to wound against themselves
Fear
On any turn that a zombie is within 4 of a character, the character must start
their activation with a fear test, roll 2d6 and score equal or under morale
Modifiers
-1 for each human within 4
+1 for each zombie within 4
+1 for each dead/wounded human within 4

If the test is failed the character must run 2 AP away from the threat, they may
try to rally next turn

Zombie Movement
Zombies will move randomly (use a scatter dice0 until they see/hear a human,
when they will move directly towards the human/sound, or until another
distraction is seen/heard.
Zombie Lurch, if after a zombie moves it is within 1 of a human, it may perform
a lurch, move it into base contact with the human and perform one melee attack
at -1 to hit
Survivor Gang
The starting points for a gang are 20, but opportunity will arise to add/develop
your gang.
Characters
Basic human (5 pts)
Move

Melee Mod

Shooting
Mod
0

Strength

Tough

Moral

4/6

Strength

Tough

Moral

-1

3/5

Strength

Tough

Moral

5/6

Strength

Tough

Moral

+1

5/6

10

Strength

Tough

Moral

Child/young adolescent (2 pts)


Move

Melee Mod

-1

Shooting
Mod
-1

Law Enforcement Officer (7 points)


Move

Melee Mod

+1

Shooting
Mod
+1

Military type/SWAT team (8Points)


Move

Melee Mod

+2

Shooting
Mod
+2

Street Gang Member/Biker (7 Points)


Move

Melee Mod

Shooting

+2

Mod
0

+1

4/6

Equipment
Each character can carry three items; a child can only carry one
Each character also starts with one ammo clip for each gun they carry
Improvised Club Free
Sword 1 pt
Chainsaw 1 pt
First Aid Kit (one Use) 1pt
Pistol 3 points
Pump action shotgun 3 pt
Double Barrel Shotgun 3 pts
Rifle 4 pts
Assault rifle 4 pts
Machine gun 5 pts
Crossbow 3 pts
Ammo reload for above 1 pt
Kevlar body armour 3 pts
Riot shield 1 pt
Crash helmet 1 pt
Zombie Stats
Basic Zombie
Move

Melee Mod

Shooting
Mod
N/A

Strength

Tough

Moral

+1

4/6

N/A

Shooting
Mod
N/A

Strength

Tough

Moral

+2

5/6

N/A

Rage/Leaper Zombie
Move

Melee Mod

+1

Zombie Deployment
At the start of the game D6 zombies per character are on randomly decided
board edges. At the end of each turn D6 more zombies enter.
Room Searching/ entering a room
When a character enters a new room roll on the table below to see what there!
1 Human survivor, child
2 Standard human survivor, with a basic club
3 -4 - D3 standard zombies
5 - D6 standard zombies
6 D3 rage zombies
Searching a room
Roll D6
1 Nothing
2 Food cache
3 Ammo clip (your choice)
4 Chainsaw
5 Pump action shotgun
6 First aid kit

Ongoing Campaign
After a game, every character loses one morale point, if they panicked during the
last game, when they lose 3 points roll on the psychosis table below.
Every character that was wounded must roll a D6, on a 5 or 6 their tough stat is
reduced by 1.
Every game that is survived without running away or being wounded the
character has 1 xp to add to any one of his stats.
Psychosis Table
2 -Berserk cant distinguish friend from foe. When firing roll die, on 1 or 2 must
fire on closest
Target
3 Charge
must spend at least one AP to move into contact with the closest
zombie.
4 Mental block the character can either shoot or move but cant perform both
actions in the same
Turn.
5 Terrified cant move towards zombies within LOS and 10cm. Never attacks
zombies in close combat
6 Depressive the character is so sad that he/she cant stop crying: -2 to each
shooting test.
7 - Paranoid All firearms. Must shoot any friendly within 4
8 Scared if, there are any zombies within 4 at the start of a turn, the
character must use all of his APs to move towards the nearest
friendly
9 - Schizophrenic Roll 1D6 at the beginning of each turn: on a 1 the character
doesnt perform any
Action.
10 Hallucinate Close combat weapons. The character sees zombies
everywhere. Must attack any friendly within 4
11 - Rage
Must use all AP to shoot any zombies in LOS and Range
12 - Despaired Roll 1D6 at the beginning of each turn: on 1 the character shoots
one bullet in
his/her brain, no zombification possible

Character Sheets
Move

Melee Mod

Shooting
Mod

Strength

Tough

Moral

Range

AP Cost

ROF

To Hit Mod

Damage
Mod

Shooting
Mod

Strength

Tough

Moral

2
Equipment
Weapon

Other Equipment

Psychosis

Character Sheets
Move
3
Equipment

Melee Mod

Weapon

Range

AP Cost

ROF

To Hit Mod

Damage
Mod

Melee Mod

Shooting
Mod

Strength

Tough

Moral

Range

AP Cost

ROF

To Hit Mod

Damage
Mod

Shooting

Strength

Tough

Moral

Other Equipment

Psychosis

Character Sheets
Move
3
Equipment
Weapon

Other Equipment

Psychosis

Character Sheets
Move

Melee Mod

Mod
3
Equipment
Weapon

Range

Other Equipment

Psychosis

AP Cost

ROF

To Hit Mod

Damage
Mod

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