Welcome to “Left 4 Dead: Back 4 More” a board game version of the classic zombie shooting title “Left 4 Dead”. As far as I know there is no official board game so I’m making my own rules and you can consider this very much a beta test. Please be vocal with all suggestions and criticism. As this is in early beta changes can be made at any time. Players will be informed prior to changes taking place.
SurvivorsEach player must fill out the following sheet in order to be considered for the game. The players will be together for an entire campaign so it’s important to try to flesh out who you are.
Name: What is your name? (Required)
Physical Appearance: What do you look like? General Build? Notable Traits? Clothing? (Optional)
Personality: How do they act? This is useful for Role-playing. (Optional)
Background: A short description of what happened prior to the infection. This is also useful mostly for Role-playing. (Optional)
Preferred Difficulty: Vote on which difficulty level you want your adventure to start on. (Required)
Color and Symbol: Choose the color and symbol you want to represent you on the map. Remember that the map is white usually so it helps if it has decent visibility. Furthermore I’m using Microsoft Excel for the map making so it is also helpful if the symbol can be made using the Keyboard. (Required)
[Do not edit anything below this point]
Health: 100
Action Points: 5
Movement: 3 per Action Point above 40 Health. 2 Per action point above 15 health. 1 Per action Point below 15 health.
Primary Weapon: None
Secondary Weapon: Pistol
Backpack Slot: Health Kit [Only players who are starting from the beginning have this at spawn]
Throwable: None
Pocket: None
Each survivor functions identically in combat and as such the majority of the above is simply for flavor.
The limit of players on the survivor team is anywhere between one and eight. More players allows for more firepower but also makes zombies spawn at an increased rate and, at certain thresholds, increases the difficulty outright.
Weaponry and ItemsWithout a weapon you would be hard pressed to get very far at all as they are your primary offensive means. Items are also very important as they augment your arsenal for a wider variety of situations than pure offense. Picking up an item or weapon removes the previous occupant of that slot from your inventory and replaces it with the new one.
All weapons follow this template:
Name: Name of weapon
Uses: Brief description of the weapons strengths and weaknesses
Damage: How much damage this weapon does.
Max Clip Size: A weapon needs to be reloaded after this many uses.
Max Ammo Count: Every use decreases this number by 1. At 0 this weapon is worthless. This number can usually be replenished at ammo piles.
Max Range: How far this weapons attacks can go.
Accuracy: Lowest number on a d20 that must be rolled for the attack to connect. If a 20 is rolled then the attack automatically hits the target and deals double damage. A 1 is an automatic miss.
Abilities: Any special abilities this weapon has.
Primary WeaponsPrimary weapons are powerful but have a drawback of needing to reload every few uses. Furthermore they have an “Ammo Count” that needs to be replenished.
Name: Ak-47
Uses: A powerful weapon that deal extreme damage at the cost of a small clip size.
Damage: 100
Max Clip Size: 5
Max Ammo Count: 25
Max Range: Unlimited
Accuracy: 1/5/10/15 at 1-3/4-6/7-8/9
Abilities:
Slugger: Enemies who survive this weapon’s attack are knocked back one square.
Name: Auto Shotgun
Uses: A powerful weapon that excels at close range combat. It is less effective at further distances though.
Damage: 150/125/100 at 1/2/3 squares away.
Max Clip Size: 5
Max Ammo Count: 20
Max Range: 3
Accuracy: 1/1/5 at 1/2/3 squares away
Abilities:
Passing Through: This weapon affects all enemies within its Max Range.
Slugger: Enemies who survive this weapon’s attack are knocked back one square.
Spread: This weapon has a cone of effect. For each square out that the shot goes it affects an extra adjacent square.
Name: Compound Bow
Uses: A powerful first tier weapon that is good for picking off distant targets. Has a chance of not using ammo upon firing.
Damage: 90
Max Clip Size: 1
Max Ammo count: 10
Max Range: Unlimited
Accuracy: 15/10/5 at 1-3/4-6/7+
Abilities:
Arrows: When this weapon is fired if the “Aim” roll is 5, 10, 15, 20 or 21+ no ammo is expended.
Careful Aim: Adds +5 to your next accuracy roll with this weapon. Costs 1 AP to activate.
Draw Strength: Adds +30 to the damage roll of your next shot. Costs 1 AP to activate.
Headshots: This weapon does critical damage when the accuracy roll is between 18-20.
Name: Flamethrower
Uses: A rare weapon that excels at close range combat. It has a low ammo capacity however.
Damage: 200/150/150 at 1/2/3 squares away.
Max Clip Size: 8
Max Ammo Count: 8
Max Range: 3
Accuracy: 1/1/5 at 1/2/3 squares away
Abilities:
Incendiary: Any enemy who survives an attack by this weapon gains the Incendiary effect. The Incendiary effect last 3 turns on survivors. Infected affected by the Incendiary effect continuously take 5% of their total health per turn. An infected can only be cured of the Incendiary effect if they enter a source of water.
Passing Through: This weapon affects all enemies within its Max Range.
Rare Ammo: This weapons ammo count is not replenished at an ammo pile. It also gains no benefits from Ammo Packs.
Spread: This weapon has a cone of effect. For each square out that the shot goes it affects an extra adjacent square. 1 square at 1, 2 squares at 2, and 3 squares at 3. [Ex: -=3]
Name: Grenade Launcher
Uses: A powerful weapon that lobs explosive a long distance.
Damage: 200
Max Clip Size: 1
Max Ammo Count: 6
Max Range: Unlimited
Accuracy: 15/10/5 at 1-3/4-6/7+
Abilities:
Explosive: This weapon deals full damage to all squares adjacent to its target square and half damage to all squares adjacent to that. Enemies survive this attack are treated as if by Slugger.
Rare Ammo: This weapons ammo count is not replenished at an ammo pile. It also gains no benefit from ammo packs.
Name: Hunting Rifle
Uses: A powerful and common weapon that deals high damage at long ranges but is inaccurate up close. It also suffers from low clip size.
Damage: 175
Max Clip Size: 1
Max Ammo Count: 18
Max Range: Unlimited
Accuracy: 15/10/5 at 1-3/4-6/7+ squares away
Abilities:
Careful Aim: Adds +5 to your next accuracy roll with this weapon. Costs 1 AP to activate.
Headshots: This weapon does critical damage when the accuracy roll is between 18-20.
Passing Through: This weapon affects all enemies within its Max Range.
Scope: Having this weapon increases your line of sight by 4 squares.
Name: Heavy Machine Gun
Uses: Powerful anti-horde weapon that requires a tick to be set up.
Damage: 150
Max Clip Size: 5
Max Ammo Count: 20
Max Range: 13
Accuracy: 15 at all ranges.
Abilities:
Belt Fed: When this weapons current clip reaches zero the player automatically reloads the gun without spending an action point.
Passing Through: This weapon affects all enemies within its Max Range.
Quick Fire: This weapon may be used twice for a single action point.
Rare Ammo: This weapons ammo count is not replenished at an ammo pile. It also gains no benefits from Ammo Packs.
Slugger: Enemies who survive this weapon’s attack are knocked back one square.
Tripod: For 1 action point this weapons accuracy becomes 1/5/10/15 at 1-3/4-6/7-8/9+ instead of 15 for all ranges. If the player moves after activating this ability accuracy reverts to 15 for all ranges.
Name: M16
Uses: A high tier weapon that is surprisingly accurate and has a large clip size.
Damage: 60
Max Clip Size: 6
Max Ammo Count: 36
Max Range: 9
Accuracy: 1/5/10/15 at 1-3/4-6/7-8/9
Abilities:
Quick Fire: This weapon may be used twice for a single action point
Name: Pump Shotgun
Uses: A common weapon that excels at close range combat. It is less useful further away though.
Damage: 100/75/50 at 1/2/3 squares away.
Max Clip Size: 3
Max Ammo Count: 24
Max Range: 3
Accuracy: 1/1/5 at 1/2/3 squares away
Abilities:
Passing Through: This weapon affects all enemies within its Max Range.
Slugger: Enemies who survive this weapon’s attack are knocked back one square.
Spread: This weapon has a cone of effect. For each square out that the shot goes it affects an extra adjacent square. 1 square at 1, 2 squares at 2, and 3 squares at 3. [Ex: -=3]
Name: Sawn-Off Shotgun
Uses: A common weapon that excels at close range combat. It can fire two rounds very quickly but has low clip size and lower damage than other shotguns.
Damage: 75/60/50 at 1/2/3 squares away.
Max Clip Size: 2
Max Ammo Count: 24
Max Range: 3
Accuracy: 1/1/5 at 1/2/3 squares away
Abilities:
Passing Through: This weapon affects all enemies within its Max Range.
Quick Fire: This weapon may be used twice for a single action point
Slugger: Enemies who survive this weapon’s attack are knocked back one square.
Spread: This weapon has a cone of effect. For each square out that the shot goes it affects an extra adjacent square.
Name: SMG
Uses: A low tier weapon that is decent at range and has a large clip size and ammo count.
Damage: 30
Max Clip Size: 8
Max Ammo Count: 36
Max Range: 7
Accuracy: 1/5/10/15 at 1-2/3-4/5-6/7 squares away
Abilities:
Quick Fire: This weapon may be used twice for a single action point
Name: Sniper Rifle
Uses: A high tier weapon that deals high damage at long ranges but is inaccurate up close.
Damage: 125
Max Clip Size: 5
Max Ammo Count: 25
Max Range: Unlimited
Accuracy: 15/10/5 at 1-3/4-6/7+ squares away
Abilities:
Careful Aim: Adds +5 to your next accuracy roll. Costs 1 AP to activate.
Headshots: This weapon does critical damage when the accuracy roll is between 18-20.
Passing Through: This weapon affects all enemies within its Max Range.
Scope: Having this weapon increases your line of sight by 4 squares.
Secondary WeaponsThese weapons are weaker than primary weapons but never need to be reloaded and some can even be used while incapacitated.
Name: Chainsaw
Uses: A very powerful side-arm that can destroy almost any infected in short time.
Damage: 200
Max Ammo Count: 7
Max Range: 1
Accuracy: 1
Abilities:
Loud: Enemies may switch their attention to attacking you if you use this weapon.
No Pin: You can chose to sacrifice one ammo count in exchange for not being pinned by a special infected. If you use this ability you deal 200 damage to the attacking infected. If they do not die from this you move to a random adjacent square.
Passing Through: This weapon affects all enemies within its Max Range.
Rare Ammo: This weapons ammo count is not replenished at an ammo pile.
Name: Dual Pistols
Uses: An upgrade to the pistol that still deals average damage but can be fired far more often.
Damage: 20
Max Range: 7
Accuracy: Accuracy: 3/8/13/18 at 1-2/3-4/5-6/7 squares away
Abilities:
Quick Fire: This weapon may be used twice for a single action point
Side-arm: This weapon may be used while you are incapacitated.
Name: Bat/Katana/Machete/Frying Pan/Claymore/Pool Cue/Etc…
Uses: A side-grade to the pistol that deals high damage and is powerful at close ranges.
Damage: 75
Max Range: 1
Accuracy: 5
Abilities:
Passing Through: This weapon affects all enemies within its Max Range.
Sharp: Boomers and Spitters automatically die if they are injured by this weapon.
Slugger: Enemies who survive this weapon’s attack are knocked back one square.
Name: Pistol
Uses: A common side-arm that deals reliable damage and is fairly average. All survivors start with this weapon at the beginning of the campaign.
Damage: 20
Max Range: 7
Accuracy: Accuracy: 3/8/13/18 at 1-2/3-4/5-6/7 squares away
Abilities:
Side-arm: This weapon may be used while you are incapacitated.
Name: Revolver
Uses: An upgrade to the pistol that deals high damage but suffers from a reduced max range.
Damage: 40
Max Range: 6
Accuracy: Accuracy: Accuracy: 3/8/13 at 1-2/3-4/5+ squares away
Abilities:
Passing Through: This weapon affects all enemies within its Max Range.
Side-arm: This weapon may be used while you are incapacitated.
Slugger: Enemies who survive this weapon’s attack are knocked back one square.
BackpackBackpack items provide a powerful bonus to the team. All of these items are one use only and disappear afterwards.
Effect: Gives each player a full clip for their primary weapon. Any leftover ammo is placed in the Max Ammo Count. For a single clip the weapon gains the “Boomer Bile” ability.
AP Cost: 1
Uses: 1
Targets: Entire Party
Effect: When used on a dead survivor they are brought back to life at 50 health and with only a pistol.
AP Cost: 2
Uses: 1
Targets: 1 adjacent dead survivor.
Effect: Each player’s primary weapon gains the “Scope” ability. When the player switches their Primary weapon this ability is lost. This cannot stack with other attachments and players must individually choose an attachment to keep.
AP Cost: 2
Uses: 1
Targets: Entire Party
Effect: Gives each player a full clip for their primary weapon. Any leftover ammo is placed in the Max Ammo Count. For a single clip the weapon gains the “Explosive” ability.
AP Cost: 1
Uses: 1
Targets: Entire Party
Effect: Heals a survivor for 80% of their lost health. [A survivor cannot go reach 100 health again.]
AP Cost: 2
Uses: 1
Targets: 1 adjacent survivor or self.
Effect: Gives each player a full clip for their primary weapon. Any leftover ammo is placed in the Max Ammo Count. For a single clip the weapon gains the “Slugger” ability.
AP Cost: 1
Uses: 1
Targets: Entire Party
Effect: Gives each player a full clip for their primary weapon. Any leftover ammo is placed in the Max Ammo Count. For a single clip the weapon gains the “Incendiary” ability.
AP Cost: 1
Uses: 1
Targets: Entire Party
Effect: Each player’s primary weapon gains the “Careful Aim” ability. When the player switches their Primary weapon this ability is lost. This cannot stack with other attachments and players must individually choose an attachment to keep.
AP Cost: 2
Uses: 1
Targets: Entire Party
ThrowableThese one use items are auxiliary weapons that can provide a number of interesting effects but are almost always offensive.
Name: Bile Jar
Uses: A non-damage weapon that attracts the attention of the horde.
Damage: None
Max Range: 10
Accuracy: 1 for all squares around where it detonates.
Abilities:
Thrown: Roll a d20. If 15 or lower this weapon’s targets square is moved to a random square within a 3 square radius.
Boomer Bile: All spawned common infected will target any survivor or infected covered in this substance. They will ignore all other non-bile coated targets even if they must run right past them. They prioritize Bile coated survivors. This effect lasts 3 turns and cannot affect allies. Confers a -6 penalty on Accuracy rolls.
Bile Jar: The square this item lands in is treated as a “Valid Target” by common infected. All other “Valid Targets” covered in bile are prioritized. This effect lasts 5 turns.
Name: C4
Uses: A single use explosive that detonates whenever something moves into a square adjacent to it. Otherwise it can be detonated by being shot.
Damage: 200
Max Range: 3
Accuracy: 1 for all squares around where it detonates.
Abilities:
Thrown: Roll a d20. If 15 or lower this weapon’s targets square is moved to a random square within a 3 square radius.
Explosive: This weapon deals full damage to all squares adjacent to its target square and half damage to all squares adjacent to that. Enemies survive this attack are treated as if by Slugger.
Name: Grenade
Uses: A single use explosive that detonates on the next turn.
Damage: 200
Max Range: 10
Accuracy: 1 for all squares around where it detonates.
Abilities:
Bounce: This weapon will bounce 1d3 squares away from its target square.
Thrown: Roll a d20. If 15 or lower this weapon’s targets square is moved to a random square within a 3 square radius.
Explosive: This weapon deals full damage to all squares adjacent to its target square and half damage to all squares adjacent to that. Enemies survive this attack are treated as if by Slugger.
Name: Molotov
Uses: A powerful AoE weapon that can ignite infected and survivor alike.
Damage: None
Max Range: 10
Accuracy: 1 for all squares around where it detonates.
Abilities:
Thrown: Roll a d20. If 15 or lower this weapon’s targets square is moved to a random square within a 3 square radius.
Flames: All squares in a 3 square radius are on fire. Any player or infected entering this area will gain the “Incendiary” effect. Flames lasts 5 rounds.
Name: Pipe Bomb
Uses: A single use explosive that detonates after two turns. It attracts all common infected so it is a powerful anti-horde weapon.
Damage: 200
Max Range: 10
Accuracy: 1 for all squares around where it detonates.
Abilities:
Bounce: This weapon will bounce 1d3 squares away from its target square.
Thrown: Roll a d20. If 15 or lower this weapon’s targets square is moved to a random square within a 3 square radius.
Explosive: This weapon deals full damage to all squares adjacent to its target square and half damage to all squares adjacent to those squares. Enemies survive this attack are treated as if by Slugger.
High Pitch: This weapon attracts all common infected to it regardless of other effects that are currently in place.
PocketThis one use items are essentially secondary back-pack items. They tend to provide lesser effects that will fade over time.
Effect: The player who uses this item gains 25 temporary health points. Furthermore all actions require only 1 action point and the player may move at a rate of 4 squares per AP for 2 turns.
AP Cost: 1
Uses: 1
Targets: Self
Effect: The player carrying this item has their Line of Sight extended by 2.
AP Cost: None
Uses: Constant
Targets: Self
Effect: The player carrying this item receives ½ damage from friendly fire but has a -1 modifier on all accuracy rolls.
AP Cost: None
Uses: Constant
Targets: Self
Effect: The player who uses this item gains 50 temporary health points.
AP Cost: 1
Uses: 1
Targets: Self
The InfectedThe Infected are the enemy and the main obstacle to your survival. Each has its own strengths and weaknesses. Alone they are weak. Together they will likely give you a hard time.
Name:
Description:
Role:
Health:
Damage: [This applies only to regular melee attacks]
AP:
Movement: X per AP
Abilities:
Name: CEDA Zombie
Description: An Uncommon Infected who functions nearly identically to the Common Infected. This particular zombie is immune to fire.
Role: Cannon Fodder and foot soldier.
Health:20/30/40/50 [Easy/Normal/Advanced/Expert]
Damage: 1/2/5/20 [Easy/Normal/Advanced/Expert]
AP: 2
Movement: 4 per AP
Abilities:
Inflammable: This unit is not affected by the “Incendiary” ability. Furthermore this unit takes no damage from weapons with the “Incendiary” ability.
No Brainer: Critical Hits automatically kill this unit.
Name: Common
Description: Quantity over Quality they are the most common type of infected. They are easily killed or redirected. An aware survivor team should have little trouble taking care of them.
Role: Cannon Fodder and foot soldier.
Health:20/30/40/50 [Easy/Normal/Advanced/Expert]
Damage: 1/2/5/20 [Easy/Normal/Advanced/Expert]
AP: 2
Movement: 4 per AP
Abilities:
Flammable: If this unit is given the "Incendiary" status effect it instantly dies.
No Brainer: Critical Hits automatically kill this unit.
Name: Fallen Survivor
Description: An Uncommon Infected who functions nearly identically to the Common Infected. This particular zombie runs away from combat but drops a random item when killed.
Role: Cannon Fodder and foot soldier.
Health:200/300/400/500 [Easy/Normal/Advanced/Expert]
Damage: 0/0/0/0 [Easy/Normal/Advanced/Expert]
AP: 2
Movement: 6 per AP
Abilities:
Coward: The Fallen Survivor will run away from survivors when it becomes aware of their presence. This unit will despawn when he is outside of a survivor’s sight line.
Still Aware: The Fallen Survivor becomes aware of a survivor’s presence on a roll of 5+ or when he takes damage.
Well Armed: When the Fallen Survivor is killed they drop a random Weapon or item.
Name: Psychopath
Description: Crazed survivors who will attack player characters and zombies without distinction.
Role: Uber-Zombie
Health: 100/200/400 [Normal/Advanced/Expert] [This health is divided betwixt each Psychopath upon spawn]
Damage: 0
AP: 5
Movement: 3 per Action Point above 40 Health. 2 Per action point above 15 health. 1 Per action Point below 15 health.
Abilities:
Crazy Aim: When this unit attacks a player’s character the attack deals [Friendly Fire/2] Damage. Player characters deal full damage to Psychopaths.
Group Minded: When this unit spawns it will spawn in a group of 1D6.
Last Leg: When this survivor is incapacitated it dies.
No Brainer: Critical Hits automatically kill this unit.
Survivor: Upon spawning this unit spawns with 1 random item or weapon [Excluding those with the Rare Ammo ability]. When killed this item will be dropped unless the Psychopath had consumed it. Survivors and Other Psychopaths may pick up this item as desired.
Name: Riot Infected
Description: Functioning identically to the Common Infected this particular Uncommon Infected has a much higher health and does not die to critical hits.
Role: Cannon Fodder and foot soldier.
Health: 60/90/120/150 [Easy/Normal/Advanced/Expert]
Damage: 1/2/5/20 [Easy/Normal/Advanced/Expert]
AP: 2
Movement: 4 per AP
Abilities:
Flammable: If this unit is given the "Incendiary" status effect it instantly dies.
Name: Boomer
Description: A slow infected who can paint a target for common infected.
Role: Special Infected/Controller
Health: 25/50/100/200 [Easy/Normal/Advanced/Expert]
Damage: 5/10/15/20 [Easy/Normal/Advanced/Expert]
AP: 3
Movement: 2 per AP
Abilities:
Boomer Bile: All spawned common infected will target any survivor or infected covered in this substance. They will ignore all other non-bile coated targets even if they must run right past them. They prioritize Bile coated survivors. This effect lasts 3 turns and cannot affect allies. Confers a -6 penalty on Accuracy rolls, Lowers the Survivor's sight radius, and causes them to be unable to Overwatch or Covering Fire for the duration.
Boomer Spread: This weapon has a cone of effect. For each square out that the shot goes it affects an extra adjacent square. 1 square at 1, 2 squares at 2, and 3 squares at 3. This ability only affects the Projectile Vomit ability.
Projectile Vomit: The boomer can apply the Boomer Bile status effect to any survivor within 4 tiles. This ability has a recharge of 3 turns. Survivors targeted by this ability adjacent to the boomer roll a d20. If 15 or lower this attack does not affect anyone and the boomer is moved back a square. If they fail the roll then the attack proceeds as normal.
Tummy Troubles: When the boomer dies all survivors in adjacent squares receive the Boomer Bile status and are knocked back one square.
Name: Charger
Description: A damaging infected who can attack from nearly anywhere and is specifically designed to break up tight survivor formations.
Role: Special Infected/Crowd Control
Health: 200/400/500/600 [Easy/Normal/Advanced/Expert]
Damage: 5/10/15/20 [Easy/Normal/Advanced/Expert]
AP: 3
Movement: 3 per AP
Abilities:
Charge: This unit can move three times at the cost of 2 AP but only in a straight line. The first character this unit hits is pinned and moves with the Charger. Each other survivor it hits is moved 4 spaces away in a random direction and lose 3 AP on their next turn. This ability can only be used once per turn.
Frenzy: This unit attacks the pinned survivor once during each Survivor Tick and twice on the Infected’s turn excluding the first Infected Turn the survivor is pinned. This unit cannot manually end this ability. This unit cannot move during Frenzy.
Unshovable: This unit cannot be shoved or staggered by Slugger or shove-like effects.
Name: Hunter
Description: A damaging infected who is capable of hiding easily.
Role: Special Infected/High Damage
Health: 125/250/375/500 [Easy/Normal/Advanced/Expert]
Damage: 5/10/15/20 [Easy/Normal/Advanced/Expert]
AP: 3
Movement: 4 per AP
Abilities:
Frenzy: This unit attacks the pinned survivor once during each Survivor Tick and twice on the Infected’s turn excluding the first Infected Turn the survivor is pinned. This unit cannot manually end this ability. This unit cannot move during Frenzy.
Hunter Roll: When this unit is shoved it rolls a D20. On 15 or higher this unit may pounce immediately as long as it does not result in the Hunter pinning a survivor. This happens regardless of whether the Hunter has already pounced.
Pounce: This unit can move two times at the cost of 1 AP. If this puts the Hunter in contact with a survivor the survivor rolls a D20. If 15 or higher the Hunter loses all remaining AP and is moved back one space. If the roll was lower than 15 the Hunter pins the survivor. This ability can only be used once per turn.
Name: Jockey
Description: A low damage infected who can steer unlucky survivors into deadlier situations.
Role: Special Infected/Support
Health: 125/250/375/500 [Easy/Normal/Advanced/Expert]
Damage: 3/5/10/13[Easy/Normal/Advanced/Expert]
AP: 3
Movement: 4 per AP
Abilities:
Hard Ride: This unit attacks the pinned survivor in its possession once during each Survivor Tick and twice on the Infected’s Turn. This unit cannot manually end this ability. This unit can move the survivor for the survivor’s movement per AP point. If the survivor is incapacitated during this ability the Jockey no longer has the survivor pinned.
Leap: This unit can move one time at the cost of 1 AP. If this puts the Jockey in contact with a survivor the survivor rolls a D20. If 15 or higher the Jockey loses all remaining AP and is moved back one space. If the roll was lower than 15 the Jockey pins the survivor. This ability can only be used once per turn.
Name: Smoker
Description: An infected who pulls survivors away from the group and makes a cloud of obscuring smoke when killed.
Role: Special Infected/Chaos Maker
Health: 125/250/375/500 [Easy/Normal/Advanced/Expert]
Damage: 5/10/15/20 [Easy/Normal/Advanced/Expert]
AP: 3
Movement: 3 per AP
Abilities:
Ensnare: This unit can pin a survivor from up to 6 squares away. The survivor rolls a d20. On 15 or lower the Smoker automatically ensnares the survivor; however if the roll is higher than 15 than the survivor automatically shoots at the Smoker with the most recent firearm used. If successful then on each survivor tick the target is moved 1d3 squares closer to the smoker and takes 3 damage.The smoker cannot move when this ability is initiated. If the smoker or survivor is shoved this ability ends. This ability has a cool down of 2 turns starting when it ends.
Frenzy: This unit attacks the pinned survivor once during each Survivor Tick and twice on the Infected’s turn excluding the first Infected Turn the survivor is pinned. This unit cannot manually end this ability. This unit cannot move during Frenzy.
Smoke Cloud: On death the square occupied by the Smoker and all adjacent ones are covered in smoke for 2 turns. Survivors cannot see into the cloud or past it. If survivors enter the cloud they cannot see outside of it.
Name: Spitter
Description: A low-high damage infected who excels at Area of Denial attacks.
Role: Special Infected/Area of Denial
Health: 100/200/300/400 [Easy/Normal/Advanced/Expert]
Damage: 3/5/10/13 [Easy/Normal/Advanced/Expert]
AP: 3
Movement: 3 per AP
Abilities:
Acid Pool: When the spitter dies it automatically spits on the square she was on. This spit does not spread off of the initial square. The spit disappears on turn 2.
Spit: This unit spits highly corrosive acid up to 6 squares away that spreads over 2 turns after which is disappears. The amount of damage increases per turn. Turn 1: Acid covers only the target square and does regular Spitter attack damage per tick [Survivor and Infected]. Turn 2: Acid spreads over 4 random squares and does double Spitter attack damage per tick [survivor and infected]. The Spitter cannot reuse spit for 4 turns after the original spit.
Name: Tank
Description: A high damage infected whose great strength is his greatest asset.
Role: Special Infected/Uber-Zombie
Health: 3000/4500/6000/7500 [Easy/Normal/Advanced/Expert]
Damage: 20/30/40/100 [Easy/Normal/Advanced/Expert]
AP: 5
Movement: 2 per AP
Abilities:
Hard Head: This unit takes no extra damage from Critical Hits.
Hulk: If this unit moves into certain obstacles [Cars, Desks, Dumpsters, Etc.] that are specially marked than it will knock the obstacle forward 4 squares in a random direction. Any survivors hit by this moving obstacle are treated as though hit by the Rock Toss.
Passing Through: This weapon affects all enemies within its Max Range.
Rock Toss: For 2 AP the Tank can lob a large concrete slab for a ranged attack up to 6 squares. When the tank initiates this ability it rolls a D20. On 10 or lower the attack misses entirely and hits a square adjacent to the survivor for no damage. If this attack is successful the Survivor loses 3 AP on their next turn due to being knocked over.
Tank Punch: If a survivor is not incapacitated by a Tank’s attack the survivor is moved back four spaces and loses 3 AP on the next turn while they get up.
Unshovable: This unit cannot be shoved or staggered by Slugger or shove-like effects.
Name: Witch
Description: A high damage infected who does not attack unless provoked.
Role: Special Infected/Uber-Zombie
Health: 1000/1500/2000/3000
Damage: 100/100/100/400[Easy/Normal/Advanced/Expert]
AP: 5
Movement: 4 per AP
Abilities:
Cr0wned: This infected will instantly die to a Double Barrel Shotgun, Pump Shotgun, or Auto Shotgun attack if the attacking player is adjacent and rolls above a 10. This can only happen if she has not been provoked yet.
Dormant: This infected will not move or attack unless provoked. Being shot or entering awareness counts as being provoked. The Witch will only attack the player who provoked her.
MiscDeathIf a player is incapacitated 3 times without being healed or if they are not picked up after being incapacitated quickly enough then the player’s character is dead. They may take no actions nor may they influence the game in any way. But is this the end of your adventure? If even one survivor remains than it doesn’t have to be. Defibrillators are a powerful item for this very reason as they can bring a dead survivor back to life without waiting. If all survivors have died then they restart the level at the previous safe-room with all equipment they had in that safe-room.
IncapacitationWhen a player reaches 0 health they are incapacitated. While incapacitated you cannot use most of your weapons or any of your items. While incapacitated you lose 20 health per Survivor Turn plus any damage that infected do to you. Furthermore you only have 2 action point neither of which can be used to move. If you reach -300 damage you are killed and drop all items in your possession within 1d3 squares for each item. If you are picked up while incapacitated you receive 30 temporary hit-points.
PinnedWhen you are pinned by a special infected you continuously take damage per Survivor Tick and have 0 Action Points even if you are rescued from the pin on that turn.
Temporary HealthTemporary health depletes by 1 every Survivor Tick [-5 per Survivor Turn]. Temporary health cannot be used to take you above 100 health. If you have Temporary and permanent health than damage depletes your permanent health first.
Areas and Events of interestCar Alarms are a dangerous hazard. If one is activated [via being shot by a stray bullet, being hit by a throwable, or even by having a survivor make contact] it will trigger one of three crescendo event: Either a small horde will attack, a tank may spawn nearby, or a crazed survivor group will attack. It is best to exercise a lot of caution when one of these is nearby.
Closets will be found every so often where a dead character might just be found barricaded inside. If one of the surviving players opens the door the dead character is brought back with a single pistol and 50 health.
Rescue Vehicle mark the end of the campaign. After a finale is completed an uber-horde will spawn. At the same time a rescue vehicle will arrive and open its doors for the survivors. Once all non-incapacitated survivors are inside the vehicle the campaign is completed and you win. If you are downed inside the Rescue Vehicle you still win. All who are left behind are considered dead and therefore lose.
Safe Rooms mark the beginning and end of each chapter. Each one holds four health kits, Two-three weapon stacks, and three Backpack/Pocket/Throwable items. As an added bonus most infected cannot destroy safe room doors so they are as they are advertise: Safe. Even better all dead survivors will respawn inside of a safe room after a chapter is completed with 50 health and a pistol.
Stray Bullet If an accuracy roll is below ½ of the necessary number the bullet instead retargets the first unit within the Line of Fire [a straight line heading from the shooter to the target] and rerolls the accuracy roll with that unit as the target.
Crescendo EventsThese are event that ramp the difficulty up for an undefined amount of time. They are placed in order to kick up the amount of action. Some of these allow you to decide when to trigger them while others occur randomly.
Finale: Finales are ramped up versions of a Survival Section or a Gauntlet section. Both involve two large hordes, two tanks, and an uber-horde. The large hordes and tank sections are randomly assigned an order to occur in.
Gauntlet Section: During this crescendo event the survivors must reach a predetermined point and use an Action Point to press a button that will end the event. This event will continue forever otherwise.
Horde: During a horde a large amount of common infected spawn and attack the players regardless of where they are located. These can occur randomly, during a finale, during a Survival section, during a gauntlet section, or during a car alarm. Horde’s can appear in several sizes: Small [30], Medium [50], Large [100], or Uber [Unlimited]. These numbers are, of course, rough estimates. Most hordes comprise of waves that also come in various sizes Small [10], Medium [20], Large [30], or Uber [40]
Survival Section: During this crescendo event the survivors must survive for a random amount of time. Afterwards the crescendo ends.
Tank Attack: During a tank attack a single tank spawn and does its best to kill the survivors. These can occur randomly, during a finale, or during a car alarm.
Uber-Horde: Occurring only at the end of a finale the Uber-horde comprises of a Never Ending Large horde and two tanks at the same time.
DifficultyDifficulty is just that. It influences how difficult it is to win the game. Difficulty increases Infected Spawn Rates, Infected Damage, Infected Health, Ammo frequency, Item Frequency, and friendly fire damage.
Easy – In this game mode infected spawn less frequently, deal the least damage possible, have very low health, and items spawn in abundance. Friendly fire is turned off in this mode and Crazed Survivors will not spawn during this mode. This game mode isn’t recommended for players who want a challenge. This difficulty is no longer available with 5 or more survivors.
Normal – This game mode sees a decent infected spawn rate, damage output, and health. Items spawn somewhat frequently but shortages can happen if players aren’t careful. Survivors also take 1/5 damage from each-others weapons. This game mode can be challenging if dice rolls or player decisions do not act favorably. This difficulty is no longer available with 6 or more survivors.
Advanced – This game mode is difficult. Infected spawn frequently and have a heavy damage output with the health to match. Even worse is that items are hard to come by. Further-more survivor weapons do ½ damage to eachother.This game mode is designed to be a real challenge. Expect plenty of death. This difficulty is no longer available with 7 or more survivors.
Expert – This game mode is almost impossible. Infected spawn almost frequently and can kill survivors in just a few hits. Items are almost non-existent. As if this weren’t bad enough survivors do full damage to each other in this game mode. This game mode is only for those who REALLY want a challenge. Death is a constant companion in this mode. This mode is always available.
Rules continued in the next post.