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Playtest Rules

The Walking Dead is ©2019 Robert Kirkman. All Rights Reserved. The Walking Dead™ (including all prominent characters) and The
Walking Dead logo, are trademarks of Robert Kirkman, LLC. Skybound is TM and © 2019 Skybound, LLC.
Playtest rules

Game Overview
The Walking Dead: March to War Miniatures Game allows you to recreate the struggle for survival in
a lawless new world. Groups of Survivors must face each other in a desperate fight for resources, all
the while trying not to attract the attention of roaming packs of Walkers.

The game is best played with two players taking on the role of rival Survivor groups, while the
Walkers are controlled by an innovative AI system that directs them around the board, spelling
trouble for both sides!

The aim of the game is to eliminate rival groups, whilst scouring the bleak landscape for vital
supplies and objectives. Do this, and your group will thrive – unless the Walkers get you first!

ALREADY PLAYED ALL OUT WAR?


The rules you’ll find in this book are a completely standalone set, designed to reflect the brutal,
competitive nature of well-organised groups duking it out for supremacy. If you’re an existing player
of The Walking Dead: All Out War Miniatures Game, you’ll find that March to War is familiar enough
to pick up quickly, but far from the same game. You’ll need to read these rules carefully, and come
up with entirely new strategies if you’re to survive!

The Basics
Before diving headlong into the game rules, it’s worth taking some time to familiarize yourself with
the basic game concepts. Throughout the rules, you’ll find other important mechanisms highlighted
as ‘Key Concepts’ – getting to grips with these quickly will make your games smoother.

SURVIVORS
A Survivor is a player-controlled model, which forms part of your ‘group’ – your faction, which you
use to battle your rivals. You’ll learn more about how to choose a group later, and the models you
choose will have a dramatic effect on the tactics available to you during a game.

Every Survivor has a corresponding ‘profile’ – a set of characterisitcs and special rules that dictate
how it functions in the game. You’ll find many examples of these beginning on page @@. Before the
game begins, this information should be recorded on your group’s roster (page @@).

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**PROFILE EXAMPLE**

GLENN
Atlanta Scavenger……………………………………………………………………………………….30pts
Type Melee Shoot Defense Health SP
Runner n n £ 5 X/1

Equipment:

• Knife
• Backpack

Special Rules
• Nimble: At the start of his activation, if Glenn is engaged he may roll [BLACK]. On a [«], he
moves out of base contact and at least 1” away from all enemies he was engaged with, by
the shortest route possible. Glenn may do this even if he is surrounded, moving through
engaged enemies as if they were not there. He may not end this move in contact with an
enemy.
• Tread Lightly: Glenn may spend 1SP when he Runs to avoid causing NOISE.

1. Name
Each Survivor a name (1a) to identify them. Some Survivors also have a subtitle (1b), used to
differentiate alternate versions of a character from different points in the story. You may never have
more than one Survivor with the same Name in your group.

2. Type
This is a keyword that will interact with certain other rules used in the game. A character’s type may
bestow special rules, and will also interact with other rules in the game. The Character Types are as
follows:
• Bruiser: Favors melee combat and feats of strength.
• Tactician: Best at threat management and coordinated efforts.
• Marksman: Favors ranged combat.
• Support: Provides boosts, medical aid or just moral support to the group.
• Runner: An expert scavenger, quick on their feet.

4. Points Value
Survivors, Walkers and Equipment are all assigned a points value, representing their comparative
worth in a fight. These values are used at the start of a game to create evenly-matched groups of
Survivors. For more information on building a group, see page @@.

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5. Characteristics
All Survivors possess three key characteristics or values (Melee, Shoot, and Defense), and two special
pools (Health and Strategy Points). Melee, Shoot, Defense and Strategy Points are all expressed as a
number of colored dice symbols – see page @@.

The health store represents how tough a character is, and varies from Survivor to Survivor. Each
number represents a single point of health, and this can be depleted during a game. At the start of
the game, note the model’s maximum Health on the roster, as shown on its profile.

7. Equipment
Most models are equipped with a standard loadout of weapons and/or equipment. These items are
listed here and are already included in the model’s points value. When choosing your group, you
have the option to complement or exchange these items at additional cost.

8. Special Rules
This section will detail any additional qualities or special actions that apply to the Survivor, if any.
Some Survivors also have Special Orders listed here – these rules only apply when the Survivor is
chosen as your group’s Leader (page @@).

WALKERS
In addition to Survivors, you will also need numerous Walker models. These models are not
controlled by the players, but instead roam the gaming area, moving towards noise, and attacking
any Survivors who get in their path. If you’re very unlucky, you may also encounter a ‘Herd’ – a large
pack of Walkers, modelled together as a single mob on a large base.

Note that Walkers do not have a health store. They only have a single health point and are killed
after taking a single point of damage. Of course, if you don’t hit them in the head, being ‘killed’
doesn’t stop them for long…

DICE
The game uses various different colored dice, and these will be referenced throughout the rulebook
and the cards using these symbols:
n Red Die
£ White Die

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n Blue Die
[BLACK] Black Action Die

Each of these symbols represents one die that is rolled when a character makes an Action or a rule is
applied.

The red, white and blue dice all have a number of symbols on their faces to represent how powerful
a dice roll is. Each symbol represents one ‘success’, and the successes for all the dice rolled at any
one time are totaled to give a final score. These symbols are also used to generate numbers, such as
the number of Walkers to move.

The red, white and blue dice have a [!] symbol on some of their faces. These signify Critical
Successes, as described on page @@.

The Action die has three blank faces and three faces marked with a Sheriff Badge [«]. This die has
many purposes throughout the rules; sometimes to randomize between two equal outcomes; other
times, the indicates a particular effect. Each use of the die will be described individually in the rules.

The Rule of Three


Survivors cannot roll more than 3 dice of the same colour in a single roll. They must discard excess
dice of their choice. Walkers are exempt from this restriction.

MEASURING
All distances in this game, for moving figures, measuring weapon ranges, and determining who can
hear any noises made by your Survivor, are noted in inches (").

Note that it is permitted (indeed, often essential) to measure distances at any time, to check the
range to a target, to avoid causing MAYHEM, or simply to plan your models’ possible moves.

The Kill Zone


You will also need a Kill zone template to check various game ranges. This circular template is used
for Walker attacks, explosion areas, and many other situations.

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THE GAMING AREA


Of course, you’ll need somewhere to play! The gaming area is often referred to as the ‘board’,
although it can be simply a defined area of table or floor in reality. A gaming area with a minimum
size of 20” square is required, although larger spaces are ideal. Mantic Games supplies a range of
game mats, which can be arranged in different configurations to make an attractive board.

You’ll also need some scenery to enhance the look of the game, and provide all important cover and
vantage points for your Survivors. The game works equally well with three-dimensional or two-
dimensional scenery.

OTHER COMPONENTS
With the essential components introduced, it’s time to get into the rules of the game. Don’t worry
about everything else for now – each item will be explained as it comes up.

Key Concept: Noise and Mayhem


Sometimes the best way to survive is to stay quiet. Unfortunately, many essential actions are loud,
bright or otherwise indiscreet, and the commotion that they create attracts Walkers.

There are two levels of commotion – NOISE and MAYHEM. These will be caused by various events
and actions taken by the Survivors as listed in the following pages. It is important to understand the
implications of these actions before deciding what your Survivors will do.

The rules for NOISE and MAYHEM are resolved immediately after fully resolving the Action that
caused them, before the model performs any further Actions.

NOISE
When NOISE is caused, the closest eligible Walker at least partially within 10" of the source of the
NOISE immediately moves in a straight line directly towards it (see Moving Walkers on page @@).

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MAYHEM
When MAYHEM is caused, all eligible Walkers that are at least partially within 10" of the source of
the MAYHEM, immediately move in a straight line directly towards it (see Moving Walkers on page
@@).

ACTIVATING WALKERS
As soon as a Walker moves, it receives an Activated counter – it cannot move again this turn, except
when resolving the Kill Zone part of the Walker phase (explained later).

In addition, if a move brings a Walker into base contact with a Survivor, they are engaged (see page
@@).

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The Game Turn


Once you’ve set up the gaming area and your models, you can start. The game is structured around a
strict turn sequence, comprising several ‘phases’, explained step-by-step in the rules that follow.
Once this sequence ends, assuming no one has achieved the scenario’s victory conditions by that
point, the turn is over and a new turn begins. Play continues in this way until the game ends –
usually because the victory conditions have been met or one group has been wiped out.

Initiative will then alternate between players in the End Phase of each turn.

THE TURN SEQUENCE


1. Strategy Phase
2. Action Phase
3. Walker Phase
4. End Phase

The Strategy Phase


In the Strategy phase, leaders plot their tactics, and attempt to seize the Initiative. This phase is
broken into two sub-phases: Initiative, and Strategy Points.

INITIATIVE
Initiative is an important concept in The Walking Dead: March to War; it dictates who goes first in
each phase of the game, and often who resolves certain events and special situations.

In the first turn of the game, the scenario rules will inform you which side has the Initiative, and that
player should place the Initiative counter on their side of the game board as a visual reminder.

STRATEGY POINTS
Players now generate Strategy Points (SP) based on their models’ Strategy Rating. All models have a
rating with two values, usually denoted by a dice icon, or a dash, ‘-’ (indicating no value). The first
value is how many SP they generate if they’re the Group Leader. The second is how many points
they generate if they aren’t the leader.
• Many models simply have a rating of -/-, denoting that they generate no points at all.
Moreover, if the first value is an X (i.e. X/n), that model may never be the Group Leader.

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• Strategy Points can be spent to boost Actions, perform special actions and Strategies, or
sometimes to perform the Group Special Rule – uses of Strategy Points will be discussed later.
• Strategy Points are generated afresh each turn – unspent points do not carry over to the next
round. Use them or lose them! Note that, as your models are removed as casualties, your SP
pool is reduced.

WHO IS THE ‘ENEMY’?


Throughout these rules you will see the word ‘enemy’ or ‘enemies’. This term refers to any model
that is not part of your own Survivor group, be it one of your opponent’s Survivors or one of the
Walkers.

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The Action Phase


In this phase, all of the important maneuvering, scavenging and combat takes place.

ACTION PHASE BREAKDOWN


1. Player with Initiative activates one model and performs two Actions.
2. Play passes to second player, who activates one of their models.
3. Play continues alternating between players in this way until all models that can activate have
done so.

Beginning with the player who has the Initiative, players take it in turns to activate one of their
Survivors. If one side has more models than the other, all excess models are activated at the end of
the phase by their owning player, one at a time, until every model that can act has done so. Each
Survivor can only activate once per turn. If a model is engaged in melee (by an enemy model or
Walker moving into base contact with it) before it has a chance to act, then it must still activate, but
will be restricted in the actions is can perform.

When activated, a Survivor model can perform two different Actions, in any order. Once a model has
been activated, place an Activation Counter next to the model to remind you that it has acted this
turn.

PASS ON ACTIVATION
The player with the fewest models in their group receives one ‘Pass’ for every two models’
difference. When it is your turn to activate a model, you may instead declare the use of one Pass.
Play is immediately handed back to the opponent. The model that Passed must still take its
activation later. A player may not Pass twice consecutively.

THE ACTIONS
When activated, a Survivor model can perform up to two Actions from the list below, in any order.
You may not perform the same Action twice in one activation (so you may not Move twice or Attack
twice for example, but you may Move and Attack).
• Move
• Attack
• Reload
• Scavenge

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• Shove!
• Smash!
• Hide
• Stand Up
• Make NOISE
• Special Action
Note that if any rule requires a character to perform a specific Action, that Action will count as one
of its two for the turn unless specified otherwise.

Prone Models
Some rules refer to ‘Prone’ models. A Prone model should either be laid on its side or, to prevent
inaccuracy in recording the model’s position, a Prone Counter can be placed next the model’s base.
If a Survivor is Prone, the only Actions it may perform when activated are Move (but only at a sneak),
or Stand Up.

Free Actions
A ‘Free Action’ is exactly as it sounds – an Action bestowed upon a model by a special rule, that does
not use up one of the model’s Actions for the turn. The same Action may still not be performed
twice, however, unless the special rule specifically allows it.

Extra Actions
There are several means of granting a Survivor an ‘Extra Action’, or ‘+1 Action’ during the game. This
simply allows a model to perform a third Action instead of the usual two, although the same Action
may still not be performed twice. A survivor may not receive more than one Extra Action in the same
activation. Place a +1 Action Counter next to the Survivor, and discard it when the model’s activation
is over, whether it was used or not.

Move
During a Move Action, a survivor must choose to either Sneak, or Run, using the distances below. If
the Survivor begins the activation engaged with one or more enemies, they may opt to Withdraw
instead.

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Max Distance Additional Effects


Sneak 4” None
Run 8” Creates NOISE
Withdraw 4” or 8” * Uses two Actions.
* Choose: Sneak or Run.

A model does not have to move the entire distance indicated for the chosen move – it can stop short
if you wish. Survivors do not have to move in straight lines – they can move in any direction as long
as their total movement doesn’t exceed the distance for the type of Move Action they are
performing. Survivors may not move through other models, friend or foe.

A model may not move into base contact with an enemy (either Walker or Survivor) unless it wishes
to fight in close combat – otherwise, keep enemy models at least 1" away from each other to be
clear. As soon as base contact is made, the model is engaged in melee, and its activation ends.

Running, as shown on the chart above, creates NOISE – see page @@.

Example: Carl Sneaks past a Walker. Place the range ruler in contact with the model’s base. Move the
model so that its base is behind the 4" (Sneak) increment on the ruler.

WITHDRAW
A Withdraw move is a special type of Move Action, which may only be attempted if the Survivor is
engaged with one or more enemies, and allows an attempt at an escape. There must be sufficient
room for the model’s base to move away from enemies in contact – if not, the Survivor is considered
to be surrounded, and may not Withdraw.

The Withdraw Action requires two Actions to perform. If all of the enemies in contact were Walkers,
the Survivor simply moves away, and may choose whether to Sneak or Run, exactly as described
above. If there were any enemy Survivor models in contact, however, one of them may immediately
perform a free Melee Attack (page @@) at the withdrawing Survivor, even if they have already
activated this turn. The owner of the attacking models chooses which one strikes (in a multiplayer
game with three or more sides in the same combat, the player with Initiative decides which
opponent strikes).

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If the withdrawing model survives, may choose whether to Sneak or Run, exactly as described above.

MOVING INTO ENGAGEMENT


As described above, if a model moves into base contact with an enemy, it is engaged in melee.
Models that are not engaged are often referred to as ‘unengaged’. A survivor engage several
enemies at the same time, only if it is possible to move into base contact simultaneously – a model
must stop moving as soon as it makes contact.

CLIMB TESTS
Some obstacles, such as cars and barriers, are categorized as ‘Traversable Scenery’. These can be
crossed as part of a Survivor’s movement, as long as it has enough movement to fit its base on the
other side. This requires a Climb test. If the obstacle is long and thin, such as a barricade, wall or
wrecked car, the model may only climb across the narrow width of the scenery, not across its length.

To make a Climb test, roll [BLACK]. A [«] means the climb is successful – place the model on the
other side of the scenery and continue moving if able (the width of the Terrain is counted as part of
the move). A blank means the model has failed to Climb – it remains in place and its Move Action
ends. A model may not usually end its move on top of an obstacle.

For the full Scenery rules, see page @@.

Attack
When performing an Attack Action, a Survivor must choose whether to Shoot, or make a Melee
Attack. The Survivor performing an attack is referred to as the ‘attacker’. The target enemy is the
‘defender’.

Note: If a model is required to roll as part of its attack (because of a weapon rule or other special
rule), the [«] is not counted as part of the attack roll.

SHOOT
To Shoot, a Survivor must be unengaged, and have a Ranged Weapon equipped. The attacker may
target any model within range and line of sight (see below). Only one ranged weapon can be used as
a single Action, even if a Survivor has more than one for any reason.

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Line of Sight
To check line of sight, simply draw an imaginary straight line from the center of the shooter’s base to
the center of the target’s base – if another standing model’s base breaks that line, the target is
obscured and cannot be shot. Otherwise, the target can be seen and shot at.

Scenery does not block line of sight unless it has the Blocking rule (page @@), or the target is Prone
behind it (page @@). It may still provide Cover (page @@).

**EXAMPLE HERE: See AoW rules, page 13**

Range
All ranged weapons in the game can target enemies at one of three ranges:

SHORT RANGE: Up to 10”.


MEDIUM RANGE: More than 10” and up to 20”.
LONG RANGE: More than 20” and up to 30”.

A weapon’s effectiveness usually decreases the further away a target is. If a weapon has a value of X
beneath a particular range (i.e. Long: X), it cannot be used at that range.

**insert weapon profile here.**

Range is measured from the edge of the shooter’s base to the nearest edge of the enemy’s base.
The range of a weapon is specified on its profile, and should be noted on your roster (see Survivor
Groups, page @@).

The Ranged Attack Roll


Once a target has been established, it is time to make your ranged attack roll. Simply take the dice
listed on the weapon profile, add the dice from the Survivor’s Shoot value (if any), and roll them all
together, counting up the total number of successes.

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The defender must then make a defense roll. Simply take the dice listed under its Defense value,
adding any bonuses from its equipment, Cover (page @@) and other special rules. Roll them all
together, counting up the total number of successes.

Compare each model’s number of successes. If the attacker scores more successes than the
defender, the target has been wounded. See Taking Damage (page @@). If the scores are equal or
the defense roll has more successes, there is no effect.

Out of Ammo!
If the ranged attack roll includes two or more [!], then not only have you scored a Headshot (page
@@), but unfortunately you may also be out of ammo!
• If the attack roll scored only one [!], roll [BLACK] as soon as the attack is resolved. This is an
‘Ammo Roll’. On a [«], there is no effect. On a blank, however, the weapon is out of ammo
and must reload.
• If the attack roll scored two or more [!], the weapon automatically runs out of ammo.

Resolve the shot as normal, but place an Ammo Counter on the roster sheet as a reminder. The
weapon may not be fired again until the Survivor performs the Reload Action.

ADDITIONAL SHOOTING RULES


Cover
If your ranged attack passes over any scenery (not counters) before it hits the target, then the target
model is in Cover. When a ranged attack is made, trace a straight line between the attacker and the
target, and take note of any scenery that falls even partially beneath that line. Scenery in contact
with the attacker is not counted (the shooter is assumed to lean over or around it).
• If the shot passes over one or more pieces of Light Cover, the target adds n to their defense
roll.
• If the shot passes over one or more pieces of Heavy Cover, the target adds £ to their
defense roll.
See page @@ for the full Cover rules.

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Prone Models
You can shoot at a Prone model following all of the usual shooting rules. However, if a model is
Prone and also in Cover, it cannot be targeted by ranged attacks at all, as it cannot be seen. Prone
models do not block line of sight.

Shooting at Engaged Models


There is nothing to stop you from shooting at a model that is engaged in melee, even if the model it
is fighting is on your own side. Choose your target following the normal rules. However, before
making the ranged attack roll, roll [BLACK]. On a [«], you hit the intended target. On a blank,
however, you hit one of the other combatants – your opponent chooses which one is hit. Once the
target is established, make the ranged attack roll as normal.

Multiple Shots
Some weapons and special rules allow an attacker to take multiple shots as a single Action. You may
opt to fire fewer shots than the number listed if you wish, unless the weapon rules specifically forbid
it. Each shot is resolved separately, one at a time, following all of the usual rules.

As this is a single Action, NOISE or MAYHEM is only calculated once, regardless of how many shots
are taken.

**Insert example – see AoW pg 14**

MELEE ATTACK
A Survivor that is engaged with one or more enemy models may perform a Melee Attack against one
of them. Choose one enemy in base contact as the target of the attack.

Unlike ranged attacks, a model does not have to have a weapon equipped in order to attack in
Melee – as long as it has one or more dice listed under its Melee value, it can kick, punch and head-
butt without a weapon! However, some models are such poor combatants that they have no Melee
value. These models can only attack in melee if they have a weapon or rule that grants them dice.

Survivors may only attack once, no matter how many enemies they’re fighting, unless they have
some special rule that permits them otherwise.

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The Melee Attack Roll


To make a melee attack, a player must roll the number and type of dice specified by their model’s
Melee characteristic, adding any dice indicated on its melee weapon profile and special rules, if
applicable. If a model has several melee weapons, it must choose one before any dice are rolled: it
cannot add the bonuses from more than one weapon to its Melee value.

The defender must then make a defense roll. Simply take the dice listed under its Defense value,
adding any bonuses from its equipment and other special rules. Roll them all together, counting up
the total number of successes.

Compare each model’s number of successes. If the attacker scores more successes than the
defender, the target has been wounded. See Taking Damage (page @@). If the scores are equal or
the defense roll has more successes, there is no effect.

Outnumbering
If there are more friendly Survivors than enemies in contact with the target, who are not themselves
engaged with enemies, then your side outnumbers the enemy (see examples below). When the

attacker outnumbers the enemy, they gain one ■ to their melee attack roll.

**EXAMPLES**

Push Back
If the attacker wounds the target but fails to either make them Prone or remove them as a casualty,
they may choose to push them back instead. The target is pushed 1” directly away from the attacker,
by the shortest possible route. If the target cannot move the full 1”, it is pushed as far as possible up
to 1” instead, as long as there is clear separation between attacker and target. If it is not possible to
move the target at all, they may not be pushed back.

As long as the distance pushed is not more than 1”, the target model may be moved into contact
with an enemy.

Multiple Attacks
Some special rules allow an attacker to attack in melee several times as a single Action. You may opt
to perform fewer attacks than the number listed if you wish, unless the rule specifically forbids it.

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Each attack is resolved separately, one at a time, following all of the usual rules – it may be
performed against the same target, or another engaged enemy.

Prone Combatants
If an attacker is not engaged in melee with any standing opponents, it may instead make a melee
attack against a prone model in base contact. The prone model may take its defense roll as normal.
If the attacker beats the defense roll of the prone model, the prone model is removed from play
immediately.

Although they can be attacked if they are in contact, prone models do not stop enemy models from
simply disengaging and moving away during their activation.

Defending Barriers
Any standing model in base contact with the long edge of a barrier is in melee with any standing
enemy in base contact with the other side of the barrier, as long as the models are no more than 1”
apart. When attacked across a barrier, the defender adds n to its defense roll.

Although they may fight in melee, Survivors behind barriers are not considered to be in base contact
with enemies on the other side of the barrier for movement purposes. They may move away from
enemy models touching the same barrier in their Movement phase as normal, without the need to
Withdraw.

Walkers cannot defend barriers and are considered engaged with enemies on the other side. Prone
models may not defend barriers, nor may they be attacked over a barrier.

Melee Weapons Causing NOISE or MAYHEM


In some cases, a Survivor may use a weapon in melee that causes NOISE or MAYHEM, such as a
chainsaw or handgun. If this happens, resolve the combat as normal. After resolving all damage from
an attack, work out the effects of the NOISE or MAYHEM as normal.

MULTIPLE MELEE
The rules above assume that only two sides are involved in the combat – Survivors vs. Walkers, or
Survivors vs. Survivors. If there is a three-sided combat, however, where a defending model is in
contact with both enemy Survivors and Walkers, the attacks are treated slightly differently.

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To keep things simple, Walkers do not fight in the Action Phase – they instead activate later, in the
Walker Phase. However, for each Walker model in contact with the target, the attacker adds one n
to the melee attack roll. In a three-sided combat, Walkers do not gain the Walkers Outnumbering
special rule (pg @@), they are too distracted by the prospect of multiple meals. Any [!] rolled in a
multiple melee count towards the attacking Survivor’s roll, and do not inflict Bites.

EXAMPLE: AoW book pg 25.

Taking Damage
When a Walker is wounded, it is laid Prone. A Prone Walker automatically receive an Activated
Counter. It cannot Stand Up like a Survivor, but it may be able to get back into the fight later (see
page @@).

When a Survivor model is wounded by an attack, it immediately loses health points equal to the
difference between the two scores. For example, if the attack roll had 4 successes, and the defense
roll had 2 successes, the target would lose 2 health points (4-2=2).

Every Survivor has a Health box on their entry on the group roster. Mark current Health points here.
If a Survivor’s current health points ever reaches 0, the Survivor model has been killed. It is dead, for
all intents and purposes, although its body may rise later to become a Walker! Replace the Survivor
with a Prone Walker.

Headshots [!]
You will see that the dice have a Critical Success [!] symbol on some faces. These symbols do not add
to your total successes in any way. However, if you successfully wound an enemy, and you roll more
[!] symbols than the defender, you’ve caused a Headshot against your target.

Against Survivors, a Headshot increases the number of health points lost by the target by 1 (the
bonus is always 1, no matter how many [!] you roll). If a target model is reduced to 0 health points as
a result of an attack, and a [!] was rolled, no Prone Walker is placed. The model is removed from
play immediately – there’s no coming back from a headshot!

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Walkers that suffer any damage from an attack that rolls a [!] are removed from play instead of
being laid Prone.

Negating Critical Successes


Some special rules negate or ignore [!]. Note that only the Critical Success icon is negated – any
standard Successes rolled on those dice still apply.

Casualties and Equipment


As soon as a Survivor is removed from play, any equipment, upgrades, weapons, and counters it was
carrying are lost. Perhaps they are trampled into the mud in the confusion of the fighting, or broken
and rendered useless. In any case, equipment is not left behind, and may not be picked up by other
models.

Other Actions

RELOAD
A model may spend an Action to remove one Ammo Counter from its roster.

SCAVENGE
Any Survivor model in base contact with a supply counter, and not engaged in melee with an enemy,
may scavenge for supplies. This is a common way of scoring points during the game. A model cannot
search if there is an unengaged enemy model also in base contact with the counter, or the scenery
that the counter is inside (such as a car).

Once the scavenge is complete, remove the supply counter from the board, and note any Victory
Points it awards on your roster (see page @@).

No matter how many counters a searching Survivor is in contact with, only one may be picked up per
Scavenge Action.

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SHOVE!
A survivor that is engaged with one or more Walkers may spend an Action to attempt to Shove! one
of them away. Roll [BLACK]. On a [«], the Walker is moved 1” away, exactly as if it had been Pushed
Back (page @@).

This Action has no effect against Herd models.

SMASH!
Smash! Actions are often required to break open locked doors, crates or safes – items usually
specified by the scenario. Whatever the reason for performing a Smash! Action, the method is
always the same.

The object that needs to be Smashed will have a Defense value assigned to it in the same way as an
enemy model. In order to perform the Action, the Survivor must be in base contact with the object,
and otherwise unengaged. The Survivor rolls their Melee dice, adding n if they have an equipped
Melee Weapon with the Bludgeon keyword. If the Smash! roll beats the object’s Defense roll, the
Smash! Action is successful.

The Smash! Action creates NOISE.

HIDE
In some situations, a model may rather duck behind Cover than do anything else, even if it leaves
them exposed to attack later. A model may Hide as an Action if there are no enemies within their Kill
Zone (see page @@), and it is in base contact with a scenery piece. This may provide Cover from
ranged attacks (see page @@).

If a model Hides, it becomes Prone. It may attempt to stand up again during its next activation if you
wish.

STAND UP
A prone Survivor may Stand Up as an Action. Stand the model upright, and it may then act normally.

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MAKE NOISE
The Survivor jumps up and down, waves their arms about and shouts to attract attention. The model
makes NOISE (see page @@).

SPECIAL ACTION
Some models are able to use special rules ‘as an Action’, or have access to unusual items of
Equipment that require a Special Action to use.

Unless stated otherwise, items that allow Special Actions must be equipped for the Action to be
used.

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Strategies
Depending on their character type, Survivor models have the option to perform Strategies during
their activation by spending Strategy Points from the group’s SP pool. A model may not perform the
same Strategy more than once per turn.

A model may spend SP during its activation to perform the following Strategies:

Bash! (Bruiser Only)


Any Bruiser that performs a melee attack may spend 1SP to add one automatic [!] to the melee
attack roll.

Crackshot (Marksman Only)


Any Marksman that performs a ranged attack may spend 1SP to add one automatic [!] to the ranged
attack roll.

Encourage (Support Only)


Any Support character may spend 1SP during their activation to give a target model in their Kill Zone
a +1 Action token.

Tactical Flexibility (Tactician Only)


Any Tactician may spend 1SP to treat their Type as either Bruiser, Marksman, Runner or Support for
the rest of the turn. They retain their Tactician type in addition to the new type. Further SP may be
spent to perform Strategies in accordance with the new type.

Turn of Speed (Runner Only)


Any Runner may spend 1SP when performing a Run Action to add 2” to their Run distance (does not
apply when mounted).

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The Walker Phase


Once every model has acted, it is time to see what the Walkers will do this turn. Survivor models
rarely get to act in the Walker Phase; instead, players work against each other to control Walkers
and resolve various special scenario events.

Walker Phase Breakdown


To keep things clear, the Walker Phase follows a strict three-step sequence:
1. The Kill Zone. Walkers that are very close to Survivor models lunge into melee.
2. Scenario Events. Random events detailed in the scenario are resolved.
3. Walkers Attack. All Walkers engaged with Survivor models now perform melee attacks.

1. THE KILL ZONE


The Kill Zone template is placed over models to determine the range of certain effects.

In this step, you must first see if any Walkers are sufficiently close to a Survivor to attack them
directly. This is established by centering the Kill Zone template on each standing, unengaged Walker
model. If there are any Survivors at least partially beneath the template, the Walker is immediately
moved into contact with the nearest one. Even Walkers with an Activated counter (page @@) are
subject to this rule.

Walkers in contact with a survivor must be shuffled slightly to make room for new Walkers entering
combat, as long as all of them can comfortably fit in base contact, and none of them has to cross a
barrier to make way.

If the nearest Survivor is already fully surrounded, or unreachable for some other reason (due to
intervening scenery for example), then the Walker will move into contact with the next closest
eligible target instead, and so on. If two or more eligible targets are equidistant from the Walker, the
player with Initiative decides who it will attack. If there are no Survivors under the Kill Zone
template, or all eligible targets cannot be attacked, then the Walker does not move in this part of
the phase.

EXAMPLE: See AoW pg 18.

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Herds and the Kill Zone


Because Herds are so large, they do not use the Kill Zone template. Instead, measure an area 2”
from the Herd’s base in all directions, and treat this area as a Kill Zone.

2. SCENARIO EVENTS
At this step of the Walker Phase, any special scenario events, such as moving Walkers, bringing new
Walkers into play, or creating Herds, are resolved. The more common situations are detailed here:
rarer events will be covered in the scenarios themselves, beginning on page @@.

KEY CONCEPT: MOVING WALKERS


Throughout the rules and cards you will encounter the term eligible Walker. This term applies to any
Walker without an Activated counter that is not currently Prone or engaged with a Survivor. These
Walkers will be eligible to move when an event or other rule requires it.

Walkers always move at a Shamble (6"), and always in dead straight lines, usually towards a model,
source of NOISE or MAYHEM, or in some other direction specified by the rules. If a rule requires a
Walker to move towards another model, it moves towards the center of that model’s base.

Walkers cannot pass over or through scenery, and will stop instantly when they contact a piece of
scenery (note that this may result in combat against a Survivor that is defending a barrier, as
explained on page @@).

If a Walker starts its move already in contact with a scenery piece, it will move around the scenery
by the shortest possible distance to reach its target. This is the only time a Walker may deviate from
its straight line movement.

Walkers ignore supply counters.

Walkers never attack other Walkers. Instead they pass through other Walkers in their path, as long
as they have sufficient movement to end their move without their bases overlapping. If a Walker
would finish its move with its base overlapping, it instead stops in contact with the other Walker.
If a Survivor is in the Walker’s path, the Walker will move into base contact with that model. When
moving Walkers into base contact with a Survivor, it is always considered reasonable to ‘shuffle’
models around slightly to allow additional Walkers to attack, as long as the Walkers had enough

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movement left to reach the target. However, if there is no space at all left to engage a Survivor
(without overlapping bases), then the Walkers must stop short of their target.

Moving Herds
A Herd is treated just like a Walker for the purposes of movement, and for any instruction to move
Walkers that does not specifically prohibit Herds. The foremost narrow edge is the ‘front’ of the
model, and should always be used as a directional facing, just like a mounted model (pg @@).

Herds stop when contacting scenery, just like normal Walkers, unless the scenery piece has only a
single scenery Point (such as a small barrier, street sign or lamppost – see page @@ for examples).
In these instances, the scenery piece is removed from play as soon as it is contacted, and then the
Herd continues moving up to its maximum Shamble distance.

Herds may not move into buildings unless their base will physically fit through the door.

Walkers Entering Play


Events often require Walkers to ‘enter play’. Regardless of the number specified, the procedure for
doing this is always the same.

Take the requisite number of spare Walkers. Beginning with the player with Initiative, take one of
the Walkers and place it in base contact with the board edge of your choice. The Walker may not be
placed within the Kill Zone of a Survivor. Once it is placed, the other player does the same, until all of
them have been placed. These Walkers are considered to have been moved for the purposes of the
current event, and therefore receive an Activated counter immediately.

If the number of Walkers entering play is determined by each player rolling a dice to decide the
number, players must take their own allocation of Walkers, but the placement is still alternated as
described above.

It is quite possible that, using this method, you could finish the game facing more Walkers than you
began!

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Not Enough Walkers?


If the Threat gets too high, you may soon find that you don’t have enough Walker models to bring
into play! While you’re always likely to have one or two on hand based on those removed from play
or not being used in a given scenario, chances are in larger games you’ll run out. You can purchase
booster packs of Walkers from Mantic Games.
If an event requires more Walkers to enter play than you have on hand, bring on as many as you can
and then immediately Create a Herd, as described below. If you don’t have any Herds left, then
simply don’t place any more models: it looks like you’ve got enough to handle!

Create a Herd
Whenever you are instructed to Create a Herd, take the Kill Zone template and check any groups of
five or more Walkers currently in play. If five Walkers fit wholly or partially beneath the template,
that group is eligible to become a Herd. Prone Walkers do not count for these purposes.

No more than one Herd can be created in the same Walker Phase. If there is more than one eligible
group of Walkers, the player with Initiative chooses.

Remove five of the Walkers from the group, and replace them with a Herd model. Care must be
taken to make room for the Herd whilst removing models. Preference should be given to Walkers
that are not engaged, and the Herd cannot be placed in contact with a Survivor unless there is no
other option – as always, the player with Initiative chooses if there is no clear position.

Other models may be nudged slightly (up to a maximum of ½”) to make room if necessary.

A Herd automatically receives an Activated counter when it is created.

*EXAMPLES NEEDED*

3. WALKERS ATTACK
At this step of the Walker Phase, all engaged Walkers perform Melee Attacks against Survivors in
contact.

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Split Combats
As there can often be multiple Walkers in contact with multiple Survivors from each side, we first
have to split the combats to make it clear who is fighting. This must result in a melee with only one
model on one or both of the sides.

Nudge the models apart slightly (no more than ½”) to make it clear which Walkers are fighting which
Survivors. This rule cannot be used to take a Survivor out of melee altogether – if a model is
engaged, it must fight!
See the examples below.

**insert examples here – will need new wording as Survivors no longer attack at this point.**

Walker Attack Rolls


The player with Initiative decides the order in which Walker combats are resolved. If a Walker would
be eligible to fight multiple Survivors, the player with Initiative must choose which Survivor the
Walker attacks.

Walkers perform a melee attack just like Survivors, and Survivors make a defense roll as described in
the Action Phase. Walkers attack Prone combatants if there is no other choice of enemy, as
described on page @@.

Walkers Outnumbering
Lone Walkers are slow and lethargic, and don’t pose much of a threat, but in groups they can drag
down an unsuspecting foe with sheer weight of numbers. If there is only one Walker in a combat, it
rolls its Melee value as normal – 1n. A second Walker in the same combat, however, rolls 2n; the
third rolls 3n, and so on, up to a maximum of 5n.

Herds never count for the purposes of outnumbering – they roll quite enough dice as it is!

Note: Walkers ignore the restriction on the number of dice that can be rolled as part of the same
attack.

Example: Rick is engaged with three Walkers. He rolls his £ defense die, adding a n because Carl is
in his Kill Zone. The Walkers roll a total of 6 n (1+2+3=6)! Rick has a tough fight ahead.

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Example: Tyreese is engaged with a Herd and two ordinary Walkers. The Herd rolls an impressive ten
n dice. The other two Walkers attack with nnn – they get their own outnumbering bonus, ignoring
the Herd. Tyreese’s opponent rolls a total of 13 . The big man is in serious trouble…

Bitten!
Rather than achieving a Headshot, if Walkers successfully wound a Survivor and roll one or more [!],
the Survivor is Bitten. Immediately place a Bite counter on the model’s entry on the group roster.
The latent infection that all Survivors carry has been accelerated. This may have severe
repercussions for your Survivor later! See page @@.

WALKER PROFILES
For ease of reference, all Walker profiles are collected here. Note that the scenario rules will instruct
you if there are any limitations to the number and types of Walker than can be placed.
Type Melee Defense Health
Walker n n 1

Armored Walker n nn 1
Herd nnnnn nn 10
nnnnn

HERDS: RULES SUMMARY


Some scenarios specify the use of Walker Herds. A Herd is a single large base representing multiple
Walkers. Walker Herds cost 90 points.
• All Herds have the Fear keyword (see page @@).
• Statistics: 10 n Melee, 2 n Defence, 10 Health.
• A Herd’s ‘Kill Zone’ measures 2” from the edge of the Herd’s base.
• Herds follow the rules for moving and placing Walkers, counting as a single Walker model for
these purposes.
• When a Herd contacts scenery piece with 2 or more scenery points, it will stop just like a
normal Walker. If the object has only a single scenery point, it is removed and the Herd
keeps moving!
• Herds do not count as a Walker for the purposes of Outnumbering in combat – their 10 dice
are quite enough!

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The End Phase


With all of the moving and fighting complete, it’s time to see if any Prone Walkers get back up again,
and see if infection starts to set in for the bitten Survivors.

End Phase Breakdown


The End Phase follows a four-step sequence:
1. The Dead Return. Prone Walkers have a chance to rise from the dead (again).
2. Infection. Bitten Survivors check to see if the infection takes ahold of them.
3. Scoring. Players check their Victory Points totals.
4. End of Turn. Apply remaining effects, and tidy the gaming area ready for the next turn.

THE DEAD RETURN


The player with the Initiative chooses each prone Walker in turn and rolls [BLACK] for each. On a
[«], the Walker stands up, ready to act normally next turn. On a blank, it stays down.

INFECTION
Any Survivor model with a Bitten counter must test to see if anything nasty happens to them.

Begin with the player with Initiative and alternate until each player has tested for all of their infected
models. Simply roll [BLACK] for each model that has been bitten during the game. On a [«], there is
no effect, and the Survivor shrugs off the injury for the turn. On a blank however, the Survivor loses
1 health point immediately. If this roll results in death, the Survivor is immediately replaced with a
Prone Walker! The Walker is treated just like any other from this point on.

SCORING
In this part of the End Phase, players record any Victory Points earned for Static Objectives (see
Scenarios, page @@). If the Victory Conditions specify that the ‘first to X VPs’ wins, and that
condition is met, then the game can end here.

END OF TURN
Any special rules in play that require checks or effects ‘at the end of the turn’ should be applied now.
If there are several of these, players should take it in turns to resolve them, beginning with the
player with Initiative.

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Finally, remove all Activated counters from the board.

GAME OVER?
If the scenario turn limit has been reached, the game ends, and players should calculate their Victory
Points to see who’s won (page @@). Otherwise, a new turn begins, starting with the Strategy Phase.

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Special Rules
Now that the main rules have been covered, it’s time to look at some of the special rules and models
that change the way the game plays.

Note: where a special rule seems to contradict the core rules, the special rule always takes
precedence.

THE GROUP LEADER


Every group needs someone to lead it: you must nominate one model from your collection as the
Leader. Even in small groups that do not have an obvious Leader, one Survivor always steps forward
to take charge – this model is often the one with the most Strategy Points, as these can prove
integral to your plans. As you’ll see when choosing your group later (page @@), your Leader’s
character type can also be an important choice, as it affects the composition of your group.

Special Orders
One of the most important ways that a Leader can affect the outcome of a game is through the
careful use of Special Orders. These abilities are activated by spending one or more Strategy Points
(SPs) during the Leader’s activation.

The following five abilities may only be performed by the Group Leader (some Leaders have their
own Special Orders, which they can use in addition to these). Special Orders do not use an Action
unless otherwise specified.
• Follow Me!: When the Group Leader declares a Move action, any friendly model in its Kill
Zone may also Move as a free, out-of-sequence action (even if they have already moved this
turn), at a cost of 1SP per model moved. All models must start and end this move within the
Group Leader’s Kill Zone – if this is not possible (because they fail a Climb roll, for example),
the model loses 1 Action in its next activation. This special move may not be increased by a
Runner’s Turn of Speed Strategy. NOISE caused by Run actions is worked out one model at a
time.
• Bring ’Em Down!: The Group Leader may spend 1SP after performing a Shoot action. Any
friendly model performing a ranged attack against the same target enemy this turn adds n
to their ranged attack rolls.

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• Hold Your Nerve: The Leader may spend 1SP at the start of their activation to ignore the
effects of Fear this turn. If they do so, all friendly models in their Kill Zone are also immune
to Fear this turn.
• Charge!: While engaged with an enemy, the Group Leader may spend Strategy Points to
move friendly models within 6” into contact with enemies in their respective Kill zones, at a
rate of 1SP per friendly model moved. This special move may only be performed if the
enemy can be reached without moving a total of more than 4” (due to intervening models
and scenery, for example). Models may attempt to Climb only if there is no other way to
reach the target enemy.

**EXAMPLES to follow**

MOUNTED MODELS
Several models have the option of riding to war on a horse, motorcycle or quad bike. This section
collates the rules for mounted models for convenience.

Mounted models count as a single model for all purposes, mounted on a large base. Mount and rider
are not taken into account separately. The mount is treated as an equipped special item. In addition:
• Conspicuous: Mounted models may not perform the Hide Action.
• Downed Rider: If a mounted model is killed without a Headshot, it becomes a Prone Walker
as normal. The mount is assumed to leave the battle, or be destroyed, and when the Walker
returns to play, it will be on foot.
• Hard to Hit: Once per game, a Mounted model may choose to ignore all damage from a
single attack roll. If it does so, the mount is scratched from the roster, and the model must
be replaced by a model on foot (standing within the footprint occupied by the mounted
model). If you have no suitable model on foot, you may not use this option.
• Stowage: As long as the mount is in play, a model may carry one additional ranged weapon.
Note on the roster clearly which is equipped. As an Action, a model may equip a different
weapon in its possession. If the mount is destroyed, any unequipped weapon must also be
removed from the roster.
• Transport: When it performs a Move Action, a mounted model may choose one unengaged
friendly model in base contact (at any point during the move). That model may be removed,
and replaced on the board in contact with the mounted model at the end of the move.

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Horses
A model on horseback may move up to 12”, and this movement is always considered a Run, and
therefore causes NOISE. It may cross Traversable Scenery (page @@), but may not Climb or enter
buildings.

Motorized Mounts
A model on a bike or quad may ‘Sneak’ up to 6”, causing NOISE, and ‘Run’ between 6” and 12”,
causing MAYHEM. It may not cross Traversable Scenery, Climb, or enter buildings. In addition, a
model on a Motorized Mount adds n to its Defense rolls.

Scenery
Many gamers have large collections of scenery, and perhaps enjoy building and painting their own
tabletop terrain. Others are perfectly happy using two-dimensional game mates and card scenery –
the game rules accommodate both preferences. In either case, players are free to collect whatever
scenery pieces they wish to customize their gaming areas, whether representing downtown Atlanta,
an imposing correctional facility, a forest on the city limits, or anything else they devise.

In order to represent the effects of such varied scenery in your games, we apply special rules to
certain scenery types. In most cases, it will be up to you to decide which rules apply to which scenery
pieces and make sure that both players are aware of this before the game. Some examples are
provided below.

Area Terrain
This type of terrain, as its name suggests, covers an area of the battlefield – it can be moved
through, but not easily. Examples include forests, swamps and dangerous ruins. The edges of Area
Terrain must be clearly defined.

Any distance moved through Area Terrain is halved, so a Survivor wanting to Sneak 4” through a
forest could only move 2”. A model may make part of its movement outside of the terrain and the
remainder inside, for example Sneaking 2” up to the edge of a piece of Area Terrain, with the
remaining 2” halved to 1” inside it.

Walkers can move through Area Terrain but risk becoming snagged or bogged down. Whenever a
Walker starts its move inside Area Terrain, roll [BLACK]. On a [«], it moves at a Shamble, halving the

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distance inside the terrain as normal (so usually 3” instead of 6”). On a blank it does not move (but
still receives an Activated counter). Area Terrain does not affect Walker movement using the Kill
Zone.

Beacon
This scenery piece represents large, distracting features like bonfires, searchlights, neon signs or
public address systems. It creates NOISE each turn, calculated at the start of the Action phase before
any models have been activated.

Blocking
Examples of Blocking terrain include small buildings, forests, or any other feature significantly taller
than a man. Line of Sight may be drawn into and out of but not through Blocking terrain.

Blocking terrain protects models behind it from Elevated attacks, unless the target is also Elevated.

Collapse!
This rule is applied to fragile scenery pieces that might fall down if enough Walkers swell against it.
Examples include chain-link fences and makeshift barricades.

If at any point three or more Walkers are in contact with the same scenery piece with this rule, the
scenery piece is removed from play.

Cover
Most terrain pieces larger than waist-height but not taller than a man have the Cover special rule –
the barriers and cars supplied in this box are examples. If a ranged attack passes through any
Cover, then the target model gains a bonus to its Defense against ranged attacks.

There are two types of cover in the game: Light Cover (such as fences and other low barriers), and
Heavy Cover (such as abandoned cars and fortified walls). When a ranged attack is taken, trace a
dead straight line between the attacker and the target, and take note of any scenery that falls even
partially beneath that line.
• If the shot passes through one or more pieces of Light Cover, the target adds n to its
defense roll.
• If the shot passes through one or more pieces of Heavy Cover, the target adds £ to its
defense roll.

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Note: Always use the best Cover when working out which dice to add – so if a shot passes through
two pieces of Light Cover and one piece of Heavy Cover, the target would add £ to its defense roll
(claiming the Heavy Cover, but ignoring the Light Cover).

Defensible
Defensible terrain pieces tend to be narrow, linear pieces that a model can fight over in melee, such
as low walls, hedges and fences. See page 26.

Elevated
These terrain pieces are distinguished by having a surface on the top that can be occupied by
models. Examples include upper floors of buildings, hills, and the tops of things like shipping
containers and vehicles. Some of these can be tall, and therefore usually have the Blocking special
rule as well. Others, like cars, just provide Cover.

If an Elevated position is accessible via a gentle slope or staircase, they can be moved up without
penalty. If it is only accessible via a ladder or precarious footholds, however, then the model must
make a Climb test to access it – see Traversable terrain. A model occupying an Elevated position may
also make a Climb test to climb down to the ground, but if this test is failed they are laid Prone at the
foot of the ladder/stairs/etc.

There must be space on top of the Elevated terrain piece to move the Survivor to, and there must be
no enemy models already occupying it within the Survivor’s Kill Zone. If there is an enemy model
occupying it within the Survivor’s Kill Zone, that enemy may count the Elevated position as
Defensible and will engage the climbing Survivor in the Melee phase. The climbing Survivor remains
at the bottom of the Elevated position (or on a slope or lower platform if possible), but counts as
engaged.

A Survivor making a ranged attack from an Elevated position can draw line of sight over intervening
models, and negates all Cover bonuses, unless the target behind Cover is also in an Elevated
position.

Elevated positions can vary in height – you will need to decide before the game which ones can see
over which others. A model on a roof would be able to see over a model on a car, for example.

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Walkers may never climb. If for any reason they start their move on an Elevated terrain piece that
must be climbed, and are required to move off of it, they will fall to the ground – lay them prone
next to the terrain piece. This ends their movement.

Although they cannot climb, if an Elevated terrain piece is no taller than a Walker model, they can
attack a Survivor occupying it in melee. The Survivor can defend the top of the scenery piece like a
barrier, and the Walkers will not gain Outnumbering bonuses – they will roll a single n each.

**EXAMPLES to follow:
1. A model on a car defending vs Walkers.
2. A model at the top of a ladder defending vs a model at the bottom.

Flammable
Some scenery is Flammable, which means it can be destroyed by fire relatively easily. If Flammable
scenery is ever within the area of an Attack with the Flaming keyword, or is contacted by a Walker
with a Burning token, immediately place a Burning token on the scenery piece. While the Burning
Token is present, the scenery piece gains the Beacon, Flammable, and Impassable special rules. If a
Survivor is present on or in the scenery when this happens, it loses 1 Health point and is immediately
moved out of the scenery piece, in contact with the edge.

Conversely, if a non-burning Walker moves into contact with scenery that is currently on fire, it
receives a Burning token.

In the End phase, after rolling for any Prone or burning Walkers, roll [BLACK] for each scenery piece
that has any Burning Tokens. On a blank, the Burning token remains. On a [«], another Burning
Token is added. If the number of Burning Tokens on a scenery piece ever exceeds its Scenery Points,
the scenery piece is removed from play.

Impassable
This scenery may not be moved through or over. Examples include high walls or tangles of barbed
wire.

Light Source
When the Night Fighting rules are in effect (see page @@), any model within the Kill Zone of a Light
Source can be seen normally, even if they lie outside the reduced 8” range.

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Traversable
Scenery with this special rule may be climbed over as part of a Survivor’s Move Action by making a
Climb Test, as described on page @@. They must have enough movement to fit their base on the
other side. Note that some Traversable terrain is long and thin, and cannot be traversed lengthways
like a tightrope!

A model may not end its movement on top of the terrain piece, unless the terrain is also Elevated.
Walkers may never move over Traversable scenery.

Example: Using the rules in this section, you’ll see that a Wrecked Car is Traversable, and provides
Heavy Cover. You could also decide to treat Cars as being Elevated if you wish.

BUILDINGS
To keep things simple, you may rule that buildings in play are locked and boarded up, so that they
are simply impassable for the purposes of your game (imagine that, during combat, there’s no time
to break in). However, if you wish to have buildings that you can enter, then they can be defined
using all of the terms listed above in various combinations. For example:
• Walls are Blocking and Impassable.
• Flat roofs and Balconies are Elevated, and can be accessed via stairs using a model’s normal
movement, or via a ladder or other method using a Climb Action. These roofs could have a
low wall around the edge that would provide Heavy Cover to Survivors on the roof.
• Doors are gaps in the walls that can be moved through as normal.
• Windows are Defensible and Traversable, like barriers. Models that can be seen through the
windows claim Heavy Cover.
• The floors inside the building are open ground, with no extra rules. Alternatively if the floors
were filled with a lot of rubble and debris, they could be considered Area Terrain.
• When inside, Walkers do not stop moving when they hit a wall. They will hit the wall, and
then continue moving around the wall towards their target via the shortest possible route,
up to their full 6" movement.

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SCENERY POINTS
If you are using your own scenery collection for your games, you will need some guidelines for how
much scenery to place when setting up, as described on page @@. To do this, you need to assign
each scenery piece a value based on its size. This value is referred to as its Scenery Points. A rough
guide is included below – if you have more unusual pieces in your collection that don’t easily fit
these categories, then you should agree with your opponent how many points it is worth during the
scenario setup.

Points Examples
1 Barrier (up to 4" long); Motorbike; Small Tent
2 Car; News-stand; Large Shed/Outbuilding; Large pile of crates; Dumpster
3 Large Truck or RV; Trailer; Small Wood (collection of trees up to 4"
diameter); Shipping Container; Guard Tower; Articulated Lorry
4 Roadside diner; Forest (collection of trees up to 6" diameter)
5 Gas Station; Large Barn; Farmhouse

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Keywords
Keywords are common special rules and traits that are often referenced by equipment rules,
Survivor special rules, Special Orders and Events. They are grouped together here for ease of
reference.

Amputate
May be performed as a Special Action when a Bitten friendly model is within the Survivor’s Kill Zone.
Target friendly model loses £ health points. If they survive, remove the Bite counter (they are no
longer Bitten).

Now roll [BLACK]. On a [«], the model immediately gains the One-Handed keyword. If it already has
a Bulky item, or more weapons that it is allowed, you must scratch the extra items from the roster
immediately. On a blank, the model gains the One Leg keyword instead.

Armor
A model may not possess more than one item with the Armor Keyword.

Armor Piercing
When targeted by an attack with this keyword, any [!] in the target’s defense roll are ignored.

Assault
These weapons gain an extra shot at ranges up to 5". So, for example, an Assault, Multiple Shots (2)
weapon would allow two shots ordinarily, but three shots at 5" or less. An Assault weapon without
the Multiple Shots keyword effectively gains Multiple Shots (2) at 5" or less.

Attachment (X)
An item with this keyword can be attached to an item of the type X. Note on the roster which item it
is attached to – it cannot be swapped between items during the game. If the item is lost during the
game for any reason, the attachment is lost with it.

Beast
Models with the Beast keyword may Run up to 10”. They may never perform the Shoot or Scavenge
Actions. In addition, all of their melee attacks have the Sharp keyword.

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Playtest rules

Blast
When performing a ranged attack with this weapon, you may target a point on the gaming area
within range, rather than a model. Simply mark the point with a dice or token.

Center the Kill Zone template on the target and make the ranged attack roll as normal. If you score
any [!], the attack has ‘hit’, and the Kill Zone stays exactly where you placed it. If you do not roll any
[!], the shot has gone slightly awry. Your opponent may reposition the Kill Zone template up to 3”
away from its original point. In either case, make sure you keep a note of the ranged attack score.

Once the template is in its final position, any model, friend or foe, even partially touched by the
template is hit with the ranged attack. Every model affected must roll its Defense separately,
comparing it to the attack roll.

NOISE or MAYHEM is calculated from the center of the template, not the shooter. If a piece of
terrain is between the center of the template and one of the affected models, they may gain a Cover
bonus as normal.

Bludgeon
After a successful melee attack in which an enemy is wounded but not killed, roll [BLACK]. On a [«],
the enemy model is made Prone.

Bulky
This item counts as two melee weapons for the purposes of working out what a Survivor may equip.

Burning
If a model receives any damage from an attack with the Burning keyword, roll [BLACK]. On a [«], it
receives a Burning token. A model cannot have more than one assigned Burning token at the same
time. At end of the turn, roll [BLACK] for every model with a Burning token. On a [«], it takes 1 point
of damage (Walkers are removed from play), then the token is removed.

Scenery with the Flammable rule will receive a Burning token if it is contacted by a model with a
Burning token, or if it touched by a Blast with the Burning keyword. See page @@ for what happens
to burning scenery.

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Playtest rules

Crossbow
This weapon requires two Actions instead of one to Reload.

Deadly Precision
When performing a ranged attack with this weapon, you may use two Actions instead of one to
perform an Aimed Shot, adding £ to the ranged attack roll. A Rifle with Deadly Precision gains both
bonus dice when aiming (see Rifle, below).

Dual Wield
A model equipped with two melee weapons with the Dual Wield keyword may perform two melee
attack Actions in the same activation, in an exception to the normal Action limitations. Only one
Attack can be made with each weapon.

Fear
Enemy Survivors that begin their activation within this model’s Kill Zone must roll [BLACK] before
performing any Actions. On a blank, the enemy Survivor loses one Action, and their remaining
Action(s) may not be used to perform an Attack of any kind.

Models that themselves cause Fear are immune to this effect.

Forceful
After a successful ranged attack in which an enemy is wounded but not killed, roll [BLACK]. On a [«],
the enemy model is made Prone.

Handgun
In addition to being ranged weapons, Handguns may be used in a melee attack instead of an
equipped melee weapon (they may cause NOISE or MAYHEM as described on page @@). Critical
Successes may trigger Ammo Rolls exactly as if the Handgun had been used to shoot.

Just a Kid
If a survivor wishes to target this model with a Ranged Attack, roll [BLACK]. On a [«], they may take
the shot as normal. On a blank, they must choose a different target, or a different Action. In
addition, a model with this Keyword may not be equipped with Bulky items, or any ranged weapon
with the rifle keyword.

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Lob
An attack with this special rule has a maximum range of 8”, and does not require Line of Sight to the
target. However, the target cannot lie behind a terrain piece that has both the Blocking rule and 3 or
more Scenery Points.

Masked Scent
Whenever a Walker would move into base contact with this Survivor, roll [BLACK]. On a [«] it
stops 1" away instead.

Mount
A model with this item follows the rules for Mounted Models (page @@). In addition, a model may
not possess more than one item with the Mount Keyword.

Multiple Attacks (X)


The number in parentheses is the maximum number of times this model may perform a melee
attack as a single Action. If this keyword is bestowed by a weapon, then that weapon must be used
for all of the Multiple Attacks. The attacks do not have to be directed at the same target – they may
target any enemy in contact, Prone or standing.

Multiple Attacks do not stack if bestowed by different sources (so two items with the keyword, or a
Survivor special rule and a weapon, for example). You must choose which iteration of Multiple
Attacks the Survivor will use this activation.

A model with Multiple Attacks that also has two Dual Wield weapons equipped may only use its
Multiple Attacks once in the activation; it may, however, perform a Dual Wield attack as a second
Action.

Multiple Shots (X)


The number in parentheses is the maximum number of shots this weapon may fire as a single
Action. The shots do not have to be allocated against the same target. Instead, shots after the first –
whether or not it was successful – may target any model within the Kill Zone of the original target (as
long as it is within range of the shooter).

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As all of the shots are taken as a single Action, any NOISE or MAYHEM is calculated only once, when
the Action is complete. However, each shot might trigger an Ammo Roll, which could result in
further shots being impossible.

When used as a melee attack, Handguns with Multiple Shots may be fired several times as normal,
but all targets must be in base contact with the shooter.

One-Handed
This model can only be equipped with a single ranged weapon and a single melee weapon. It cannot
be equipped with Bulky items. If this model receives an Amputation and a Hand is rolled, it is
immediately removed as a casualty.

One Leg
This model cannot Run. If it receives an Amputation and a Leg is rolled, it is immediately removed as
a casualty.

One Use
This item may only be used once, and is then removed from the roster.

Reliable
This weapon never takes Ammo Rolls when only one [!] is scored. Instead, it takes Ammo Rolls when
two or more [!] are scored, and never automatically runs out of ammo.

Rifle
When performing a ranged attack with this weapon, you may use two Actions instead of one to
perform an Aimed Shot, adding n to the ranged attack roll.

RPG
Weapons with this Keyword always have the Blast Keyword. When fired, calculate MAYHEM from
the center of the Blast, and NOISE from the model that performed the attack. When an RPG is fired,
it automatically receives an Ammo counter, which cannot be removed with a Reload Action.

Scout
This model does not halve its movement when moving through Area Terrain.

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Sharp
After a successful attack, roll [BLACK] if the target is not killed. On a [«], the target enemy loses 1
extra health point.

Shotgun
When firing at a range of 5” or less, any model wounded by this weapon but not killed is made
Prone. However, Shotguns cannot cause Headshots at ranges greater than 5” (Any [!] rolled for shots
at this range may still count for Ammo Rolls).

Smoke
When performing a ranged attack with this weapon, you may target a point on the gaming area
within range, rather than a model. Simply mark the point with a die or spare token.

Center the Smoke template (or 40mm round marker) on the target and roll your ranged attack dice
as normal. If you score any [!], the attack has ‘hit’, and the template stays exactly where you placed
it. If you do not roll any [!], the shot has gone slightly awry. Your opponent may reposition the
template up to 3" away from its original point.

The template remains in play and is treated as Blocking and Area Terrain, providing Heavy Cover to
those inside it. At the start of each Action phase, it creates NOISE. At the end of the turn, roll
[BLACK] for each Smoke template in play. On a [«], the Smoke template remains where it is. On a
blank, it is removed.

Stun
A Survivor wounded by this weapon but not killed is immediately laid prone.

Unreliable
This weapon automatically fails any Ammo Roll it is required to take.

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Choosing a Group
The following section provides guidelines for shaping your collection of miniatures into a hard-bitten
group of Survivors.

POINTS MATCHES
Groups are chosen to a set ‘points limit’, agreed in advance by the players. Simply select the
Survivors and Equipment you want to use, using the points values from the lists on pages @@-@@,
with a total no higher than the agreed limit.

If each group comprised around (but no more than) 300 points of models, we would refer to this as a
‘300-point game’, because both sides are chosen to a 300-point limit. We recommend sticking to
nice, round increments for your games: 200, 300, 450 points, and so on.

GROUP LIMITS
There are a few limits and restrictions to what you can select. Each group must abide by the
following rules:
• Every group must have a Primary Faction – this book focuses on three Factions: Atlanta
Camp, Woodbury Army, and Wanderers (neutral parties who can join another faction, or
band together themselves). Future supplements will introduce new Factions from The
Walking Dead saga.
o One model must be selected as the group Leader (see page @@), and that model
must belong to your Primary Faction.
o At least half the models in your group (rounding fractions up) must be from the
Primary Faction Survivor List. Models from other Faction lists that are included in
your group are referred to as Allies (see below).
• No more than half the models in your group (rounding up) may be of the same Character
Type.
• You may never include more than one version of the same named character (Rick Grimes,
Atlanta Camp Leader and Rick Grimes, Disfigured but Determined, for instance) in a group.
Note that in some games opposing players may have the same character in their groups.

Allies and Alignment


Models from other Factions may be recruited into your group, as explained above. Any model that is
not from your Primary Faction is called an ‘Ally’.

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• Every Faction also has an Alignment: either Lawful, Neutral, or Ruthless. Allies must either
have the same Alignment as your Primary Faction, or a Neutral alignment.
• Allies cannot benefit from the Group Leader’s Special Orders (but usually have their own
special rules to compensate).

Loners
Loners are not truly a Faction in their own right, but represent characters who have spent time in
the Walker-infested world either alone, or as part of small, insular groups. These characters might
well have joined any larger group, but were molded by hardship, luck, and comradeship. Loners may
be included in any group, with the following restrictions.

Loners are treated as Allies when added to your group, and therefore must have the same Alignment
as your Primary Faction, or a Neutral Alignment.

In addition, you may build your own Faction from these disparate elements, banding them together
as a group in their own right. By choosing Loners as your Primary Faction, you can simply follow the
usual group restrictions. All of the Loners in your group must still be of the same Alignment as your
Leader, otherwise they count as Allies.

More Loners will be added to the game in future supplements.

**EXAMPLES OF WEIRD AND WONDERFUL GROUP COMPOSITIONS**

THE FACTION LISTS


The lists that follow are broken down by Faction. Note each Faction’s Alignment – only those models
with the same Alignment, or a Neutral Alignment, may be recruited in the same group.

Some Survivors are listed more than once, with different subtitles representing their development
within the Walking Dead story arc. Some rare characters even appear in more than one Faction list –
however, remember that you can only choose the same character once.

At the end of each Survivor List is an Upgrade Chart, listing all of the optional extras and their costs.
Only models belonging to the named Faction may choose items from a Faction’s list.

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OPTIONS
Most models are equipped with a standard loadout of weapons and/or equipment. Some characters
also have one or more Options listed under their group entry – these are items that aren’t available
to the wider group, but are instead specific to that Survivor. Options can be chosen at the listed cost
in points, and increase the core cost of that model.

Note any purchased options on your group roster.

All Survivors in your group, however, may choose extra items as ‘Upgrades’ from the charts
presented at the end of each Faction list. See below.

UPGRADES
Any model may purchase additional items from their Faction’s Upgrade Chart, using the following
guidelines:
• A model may not purchase options with a combined total cost higher than its own core
points cost (e.g., Carl Grimes costs 22 points, and therefore may not spend more than 22
points on optional equipment).
• A model may only carry one ranged weapon.
• A model may carry up to two melee weapons (or one if that weapon has the Bulky keyword).
• A model may carry a single special item.

A model may replace any of its starting equipment with items of the same type from the Upgrade
Chart, but the cost paid is therefore a premium. Upgrades increase the core cost a model for the
purposes of group composition.

Rare Items
Items marked * after their name are rare – no more than one such item may be purchased per
Group.

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Playtest rules

Atlanta Camp
Alignment: Lawful

GROUP SPECIAL RULES


Community Spirit: Any model in an Atlanta Camp group (including Allies) may spend 1SP to add n to
its Defense roll, as long as there is at least one friendly model in its Kill Zone.

Prison Council: If the group Leader has the Prison Advisor subtitle, all models in the group with the
Prison Advisor subtitle may use Special Orders as if they were the Leader.

RICK GRIMES
Atlanta Camp Leader………………………………………………………………………………………….60pts
Type Melee Shoot Defense Health SP
Tactician £ n £ 6 n/£

Equipment:

• 9mm Pistol
• Hatchet

Options:

• May be mounted on a Horse (+15 points).

Special Rules
• Blood Ties: If a friendly Carl Grimes is in Rick’s Kill Zone, Rick adds n to his attack and
defense rolls in melee.
• Natural Leader: If the Atlanta Camp is your Primary Faction and Rick Grimes is included in
the group, he must be the Group Leader.
• Sound Tactics (Special Order): Rick may spend 1SP to nominate a friendly model in line of
sight. That model activates immediately after Rick, in an exception to the usual order of play.

RICK GRIMES
Prison Advisor………………………………………………………………………………………………….….62pts
Type Melee Shoot Defense Health SP
Bruiser £ n £ 7 £/n

Equipment:

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Playtest rules

• Hatchet
• Riot Gear

Special Rules
• Defensive Formation! (Special Order): While engaged, Rick may spend 1SP to add £ to one
of his defense rolls, or the defense roll of a friendly model within 3”.

RICK GRIMES
Disfigured but
Determined……………………………………………………………………………………….58pts
Type Melee Shoot Defense Health SP
Support n n nn 6 n/n

Equipment:

• 9mm Pistol
• Hatchet

Special Rules
• One-Handed
• Fearless: Rick is immune to the effects of the Fear keyword.
• Police Brutality: When Rick uses a Charge! Special Order, target friendly models add n to
their melee attack rolls this turn (Rick Grimes himself does not receive this bonus).

CARL GRIMES
Cynthiana Survivor……………………………………………………………………………………………….25pts
Type Melee Shoot Defense Health SP
Support n n n 4 X/-

Equipment:

• .22 Revolver
• Lucky Hat

Special Rules
• Just a Kid
• Like Father Like Son: If Rick Grimes is the Group Leader and still in play, Carl’s Strategy
Rating becomes X/n.

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Lucky Hat (Special Item)


Carl Grimes only. Each time Carl is reduced to 0 Health, roll [BLACK]. On a [«], Carl is not removed,
and is instantly restored to 1 Health point. On a blank, he is removed from play (or turned into a
Prone Walker) as normal.

LORI GRIMES
Cynthiana Survivor……………………………………………………………………………………………….22pts
Type Melee Shoot Defense Health SP
Support n n £ 3 n/-

Equipment:

• Knapsack

Special Rules
• Nurturing: Friendly Rick Grimes and Carl Grimes models within Lori’s Kill Zone add n to their
Defense.

SHANE
Jealous Cop……………………………………………………………………………………………………….50pts
Type Melee Shoot Defense Health SP
Bruiser £ £n £n 6 £/n

Equipment:

• 9mm Pistol

Special Rules
• Love Triangle: When Rick and Lori Grimes are in the same group, measure the distance
between them at the start of each Strategy Phase. If Rick is closer to Lori than Shane, Shane
adds n to his attack rolls for the remainder of the turn.
• Gung-Ho (Special Order): Spend 1SP when Shane is engaged. Shane and all friendly Bruisers
within 6” add n to their melee attack rolls this turn.

ANDREA
Skilled Sharpshooter…………………………………………………………………………………………….46pts
Type Melee Shoot Defense Health SP
Marksman n £n nn 4 n/-

Equipment:

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Playtest rules

• 9mm Pistol
• Knife

Special Rules
• Clinical Fire: If Andrea kills or makes Prone an enemy with a ranged attack at Short range,
she may immediately perform a second ranged attack if she has enough Actions remaining.

ANDREA
Prison Sniper………………………………………………………………………………………………...58pts
Type Melee Shoot Defense Health SP
Marksman n n nn 4 n/-

Equipment:

• Safari Rifle
• Knife

Options:

• Sniper Scope (+8 points)

Special Rules
• Pinpoint Accuracy: Andrea may spend 1SP when performing a ranged attack against a target
in Cover. If she does, the shot ignores Light Cover, and reduces to Heavy Cover to n.

AMY……………………………………………………………………………………………………………..10pts
Type Melee Shoot Defense Health SP
Support n - n 3 X/-

Equipment:

• None

Special Rules
• Baby Sister: If a friendly Andrea model is within Amy’s Kill Zone, both models add n to their
Defense, and are immune to Fear.

DALE
Atlanta
Lookout…………………………………………………………………………………………………….48pts
Type Melee Shoot Defense Health SP
Marksman n £ nn 4 n/n

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Equipment:

• Browning Hunting Rifle

Special Rules
• Spotter: Dale may spend an Action to give one friendly model in his Kill Zone that is yet to
activate a bonus n to their next ranged attack roll. If the bonus die is not used this turn, it is
lost. Dale may spend 1SP to increase the range of this ability to 10”.

DALE
Prison Advisor…………………………………………………………………………………………………….38pts
Type Melee Shoot Defense Health SP
Support n £ nn 4 n/£

Equipment:

• .22 Revolver
• Knife

Special Rules
• One Leg: Dale cannot Run. If Dale receives an Amputation and a Leg is rolled, he is
immediately removed as a casualty.
• Tainted Meat!: Dale can reroll failed Infection rolls.
• Confidence Boost: If a friendly Andrea model is in play, Dale’s Strategy Rating becomes
£/n.

GLENN
Atlanta
Scavenger………………………………………………………………………………………………….40pts
Type Melee Shoot Defense Health SP
Runner n n £ 5 X/n

Equipment:

• Knife
• Backpack

Special Rules
• Nimble: At the start of his activation, if Glenn is engaged he may roll [BLACK]. On a [«], he
moves out of base contact and at least 1” away from all enemies he was engaged with, by
the shortest route possible. Glenn may do this even if he is surrounded, moving through

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Playtest rules

engaged enemies as if they were not there. He may not end this move in contact with an
enemy.

GLENN
Prison Guard………………………………………………………………………………………………….45pts
Type Melee Shoot Defense Health SP
Tactician nn n £ 5 X/n

Equipment:

• Riot Baton
• Riot Gear

Options:

• Glenn’s Knife (+8 points) or Riot Shield (+8 points)

Special Rules
• Crowd Control: Glenn may perform the Shove! Action as a Free Action, even if he has
already performed a Shove! Action this turn.

Unique Equipment: Glenn’s Knife


Type Attack Special Rules Keywords
Roll
Melee Weapon n When performing a melee Sharp
attack across a barrier,
exchange n for n.

MAGGIE GREENE
Prison Defender……………………………………………………………………………………………45pts
Type Melee Shoot Defense Health SP
Support nn £ nn 4 X/n

Equipment:

• Browning Hunting Rifle

Special Rules
• Against the World: When Maggie starts her activation within the kill Zone of a friendly
Glenn model, she treats Move as a Free Action.

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Playtest rules

MICHONNE
Vengeful Hunter……………………………………………………………………………………………….58pts
Alignment: Lawful
Type Melee Shoot Defense Health SP
Runner n n £ 5 X/-

Equipment:

• IMI Uzi
• Riot Gear

Options:

• Riot Baton (+10 points) or Katana (+16 points)

Special Rules
Grim Vendetta: Michonne adds n to her attack rolls (any type) against an enemy Brian Blake model.
Live by the Sword: When performing a melee attack with the Sharp keyword, Michonne gains the
Multiple Attacks (X) Keyword, where X is equal to the number of enemies she is currently engaged
with.

TYREESE
Prison Advisor…………………………………………………………………………………………….….70pts
Type Melee Shoot Defense Health SP
Runner ££ - n 8 n/n

Equipment:

• Hammer
• Riot Gear

Special Rules
• Block & Tackle: When Tyreese successfully performs a Shove! Action, he may spend 1SP to
automatically Shove! all other enemy models in contact, whether Walker or Survivor.
• Bring It: When Tyreese is Outnumbered (either by Survivors or Walkers) he adds n to his
melee attack rolls.

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Playtest rules

ALLEN…………………………………………………………………………………………………..…………….38pts
Type Melee Shoot Defense Health SP
Bruiser £ n nn 5 X/-

Equipment:

• Knife
• Remington 700

Special Rules
None.

DONNA………………………………………………………………………………………………….…….…….8pts
Type Melee Shoot Defense Health SP
Support - n n 3 X/-

Equipment:

• None

Special Rules
• Blood Ties: If a friendly Billy & Ben model is in Donna’s Kill Zone, Donna adds n to her melee
attack and defense rolls.

BILLY & BEN……………..…………………………………………………………………………………….12pts


Type Melee Shoot Defense Health SP
Support - - n 3 X/-

Equipment:

• Knife

Special Rules
• Just a Kid

• Didn’t Hurt His Brain…: Billy & Ben cannot score Headshots (Critical rolls still count towards
Ammo rolls if applicable).
• Split Up!: Billy & Ben may spend two Actions instead of one when performing the Scavenge
Action, to gain +1 Victory Point.

JIM…………………………………………………………………………………………………..…………….30pts
Type Melee Shoot Defense Health SP

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Support n n £n 5 X/-

Equipment:

• 9mm Pistol

Special Rules
• None

CAROL………………………………………………………………………………………………….…….…….12pts
Type Melee Shoot Defense Health SP
Support n - n 4 X/-

Equipment:

• Knife

Special Rules
• Unstable: At the start of each of Carol’s activations (before applying the effects of Fear), roll
□. This is how many Actions Carol may take this turn. If there is a friendly Sophia model in
play, roll n instead.

SOPHIA……………..………………………………………….……………………………………………….11pts
Type Melee Shoot Defense Health SP
Support - - n 3 X/-

Equipment:

• None

Special Rules
• Just a Kid

ATLANTA CAMP UPGRADES

Melee Weapons
Name Cost
Baseball Bat 10
Knife 10
Machete 15
Metal Pipe 3

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Riot Baton 10
Tire Iron 10

Ranged Weapons
Name Cost
.22 Revolver 8
.38 Revolver 14
9mm Pistol 16
Beretta 92 18
Coach Gun 20
Colt Python* 25
Crossbow* 22
Molotov 10
Mossberg 500 30
Pump-Action Shotgun 25
Remington 700 24

Special Items
Name Cost
Bandages 5
Body Armor* 18
Flashlight 2
Gory Clothing 15
Makeshift Padding 4
Police Vest* 10
Rifle Scope 10
Riot Gear 16
Running Shoes* 10
Stab Vest 10
Suppressor 8

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Woodbury Army
Alignment: Ruthless

GROUP SPECIAL RULE


Conscript Militia: Models with the Woodbury Commander keyword, and friendly Woodbury Army
models within 3” of them, may spend 1SP to add n to a Ranged Attack roll. However, if a Woodbury
Army model begins its activation more than 3” from a Woodbury Commander, it loses 1 Action.

BRIAN BLAKE
The Governor……………………………………………………………………………………………………….68pts
Type Melee Shoot Defense Health SP
Tactician £n £ n 7 nn/n

Equipment:

• Beretta 92
• Knife

Special Rules
• Woodbury Commander
• Tyrant: If the Woodbury Army is the primary faction of your Group, and Brian Blake is
included, he must be the Group Leader.
• Do as I Say! (Special Order): The Governor may spend 1SP to perform a single Action with a
friendly model within 6”, even if the target model has already activated this turn, and has
already performed the same Action. It does not use an Action from either model. When this
bonus Action is complete, play reverts back to the Governor (if he has any Actions
remaining).

BRIAN BLAKE
Mutilated and Merciless………………………………………………………………………………….65pts
Type Melee Shoot Defense Health SP
Support £ £ n 6 £/-

Equipment:

• Beretta 92
• Riot Gear

Options:

• Katana (+16 points)


• The Governor’s Megaphone (+10 points)

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Special Rules
• One-Handed
• Woodbury Commander.

• Tyrant: If the Woodbury Army is the primary faction of your Group, and Brian Blake is
included, he must be the Group Leader.
• Kill them All! (Special Order, One Use): Spend 1SP and create NOISE. Brian Blake and every
friendly Woodbury Army model within 6” add n to their attack rolls (any type) for the
remainder of the turn.

Special Item Rules


The Governor’s Megaphone: Brian Blake, Mutilated and Merciless Only. Brian may use this item to
increase the range of his Kill them All! Special Order to 12”, creating MAYHEM instead of NOISE.

BRIAN BLAKE
Trophy Collector……………………………………………………………………………………………….65pts
Type Melee Shoot Defense Health SP
Tactician £n £ n 7 nn/n

Equipment:

• Beretta 92

Special Rules
• Woodbury Commander

• Trophy Hunter: If Brian Blake kills an enemy Survivor in melee without causing a Headshot,
do not replace the enemy with a Prone Walker. Instead, remove the model from play and
gain 1 bonus Victory Point.
• Tyrant: If the Woodbury Army is the primary faction of your Group, and Brian Blake is
included, he must be the Group Leader.

GABE HARRIS…………………………………………………………………………….……….42pts
Type Melee Shoot Defense Health SP
Support nn £ £n 6 n/-

Equipment:

• 9mm Pistol

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Playtest rules

Special Rules
• Woodbury Commander
• Out of Shape: Gabe can only Sneak 3” and run 6”.
• Trusted Lieutenant: If a friendly Brian Blake is in play, Gabe can use the Try Again Special
Order as if he were the Group Leader.

BRUCE COOPER……………………………………………………………………………..…….49pts
Type Melee Shoot Defense Health SP
Bruiser n £ nn 6 n/-

Equipment:

• M4 Carbine

Special Rules
• Woodbury Commander
• Bodyguard: If a friendly Brian Blake model within Bruce’s Kill Zone is targeted by a ranged
attack, Bruce may take the attack on his behalf. Bruce becomes the new target, even if he
was not initially in range or line of sight.
• The Muscle: If a friendly Brian Blake is in play, Bruce can use the Charge! Special Order as if
he were the Group Leader.

MARTINEZ…………………………………………………………………………………..………….52pts
Type Melee Shoot Defense Health SP
Marksman £ £n £ 5 n/n

Equipment:

• Browning Hunting Rifle


• Knife

Special Rules
• Woodbury Commander
• Wall Guard: If a friendly Brian Blake is in play, Martinez can use the Bring ’em Down Special
Order as if he were the Group Leader.

GLORIA…………………………………………………………………………………………………..…….45pts
Type Melee Shoot Defense Health SP
Tactician £ £ n 5 £/n

Equipment:

• 9mm Pistol

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Playtest rules

Special Rules
• Independent: Gloria ignores the Conscript Militia special rule.
• Up Close and Personal: When using a weapon with the Handgun keyword in melee, Gloria
adds n to her attack rolls.

DR. STEVENS………………..………………………………………………………………………………….34pts
Type Melee Shoot Defense Health SP
Support - - £ 4 X/-

Equipment:

• Medical Bag

Options:

• Bandages (+5 points)

Special Rules
• Medical Professional: As an Action, Stevens may restore £ Health points lost earlier in the
game to himself or a friendly model in his Kill Zone.

ALICE…………………..……………………………………………………………………………..………….36pts
Type Melee Shoot Defense Health SP
Support n - nn 3 X/-

Equipment:

• Bandages
• Mossberg 500

Special Rules
• Medical Assistant: As an Action, Alice may restore n Health points lost earlier in the game
to herself or a friendly model in her Kill Zone.
• Reluctant Follower: Alice may never be the target of a Woodbury Commander’s Special
Orders. However, she ignores the Conscript Militia special rule.

RAYMOND………………………………………………………………………………………………..31pts
Type Melee Shoot Defense Health SP
Runner n n nn 4 X/-

Equipment:

• IMI Uzi

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Special Rules
None.

LILLY………………………………………………………………………………………………………..42pts
Type Melee Shoot Defense Health SP
Marksman n £ £ 4 £/n

Equipment:

• Remington 700
• Knife

Special Rules
• Cunning: Lilly may spend 1SP to add one bonus n to either her Melee, Shoot or Defense
until the end of the turn.

BOB………………………………………………………………………………………………………..16pts
Type Melee Shoot Defense Health SP
Support n £ nn 4 X/-

Equipment:

• Liquor

Options:

• Medical Bag (+15 points)

Special Rules
• Bottom of a Bottle: Unless a friendly Lilly model is within 6”, Bob treats all enemies as if they
cause Fear.

CURTIS………………………………………………………………………………………….…….30pts
Type Melee Shoot Defense Health SP
Runner n £ nn 3 X/0

Equipment:

• AK-47

Special Rules
None.

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Playtest rules

EUGENE COONEY……………………………………………………………………………………………..40pts
Type Melee Shoot Defense Health SP
Bruiser £n - £n 5 X/-

Equipment:

• Baseball Bat
• Football Pads

Special Rules
• Dirty Fighter: If Eugene performs a melee attack and fails to beat the target’s defense roll,
immediately roll n and add it to the attack roll.

HAROLD ABERNATHY……………………………………………………………………………………..37pts
Type Melee Shoot Defense Health SP
Bruiser £n - nn 6 X/-

Equipment:

• Crowbar
• Hockey Gear

Special Rules
• Competitive: Whenever a friendly Eugene Cooney model kills or makes Prone an enemy in
melee, Harold adds £ to his melee attack rolls for the rest of the turn.

WES……………………………………………………………………………………………………..……..30pts
Type Melee Shoot Defense Health SP
Bruiser £ n £n 4 X/-

Equipment:

• M4 Carbine

Special Rules
• None.

TOM……………………………………………………………………………………………………..……..25pts
Type Melee Shoot Defense Health SP
Bruiser £ n £ 5 X/-

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Equipment:

• Tire Iron

Special Rules
• None.

SMITTY……………………………………………………………………………………………………..……..30pts
Type Melee Shoot Defense Health SP
Marksman £ n £ 4 X/-

Equipment:

• Springfield M1903

Special Rules
• Scout
• Guilty Conscience: Each time Smitty kills an enemy Survivor, roll [BLACK]. On a blank, he
loses one Action in his next activation.

WOODBURY ARMY UPGRADES


Melee Weapons
Cost
Name
Baseball Bat 10
Chainsaw* 17
Knife 10
Machete 15
Metal Pipe 3
Sledgehammer 14
Taser 6

Ranged Weapons
Name Cost
9mm Pistol 16
Airtronic RPG-7* 26
AR-15 32
Beretta 92 18
Coach Gun 20
CX4 Storm* 33
Grenade 13
IMI Uzi 30

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M16 Assault Rifle 32


Sawn-Off Shotgun 22
Smoke Grenade 8
Tear Gas Grenade* 10
UTAS UTS-15* 32

Special Items
Name Cost
Bandages 5
Bandoleer 15
Camo Gear 10
Flak Jacket 8
Flashlight 2
Rifle Scope 10
Rocket Reload 12
Silencer 12

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Playtest rules

Greene Family
Alignment: Lawful
Special Rules
Close-Knit: Any model from the Greene Family faction may sacrifice one of its Actions to give
another friendly model from this Faction within their Kill Zone a +1 Action counter.

HERSHEL GREENE
Greene Family Patriarch……………………………………………………………………………………….30pts
Type Melee Shoot Defense Health SP
Support n n nn 5 £/£

Equipment:

• None

Options:

• Veterinarian’s Bag (+14 points)

Special Rules
• Greene Family
• First Aid: Hershel may use Bandages on a friendly model in his Kill Zone.
• Look Out for the Family (Special Order): Hershel may spend 1SP to choose a friendly Greene
Family model within 6”. Until the end of the turn, the target model adds £ to its Defense
rolls vs Survivors, and n to its Defense rolls vs Walkers. Friendly Greene Family members
cannot score Headshots against Walkers in a turn in which this Special Order is used (Critical
rolls still count towards Ammo rolls).

MAGGIE GREENE
Rebellious Daughter…………………………………………………………………………………………….32pts
Type Melee Shoot Defense Health SP
Tactician n n nn 4 X/n

Equipment:

• CZ 82

Special Rules
• Rebellious: If Maggie begins her activation more than 12” from the group Leader, roll
[BLACK]. On a [«], she gains a +1 Action counter.

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ARNOLD GREENE………………………………………………………………………………………..……..26pts
Type Melee Shoot Defense Health SP
Bruiser £ n £n 6 X/-

Equipment:

• None

Special Rules
• Haymaker: If Arnold attacks in melee without a weapon, his attack gains the Stun keyword.
• Protector: If a friendly model from the Greene Family Faction within Arnold’s Kill Zone is
targeted by a ranged attack, Arnold may take the attack on their behalf. Arnold becomes the
new target, even if he was not initially in range or line of sight.

LACEY GREENE……………………………………………………………………………………….…….…….15pts
Type Melee Shoot Defense Health SP
Support n - n 3 X/-

Equipment:

• Pitchfork

Special Rules
• Distract: When performing the Make NOISE Action, Lacey may choose a point within 6” of
herself (not within the Kill Zone of an enemy model) from which to cause the NOISE.

SUSIE & RACHEL…………..…………………………………………………………………………………….15pts


Type Melee Shoot Defense Health SP
Support n - n 3 X/-

Equipment:

• Knife

Special Rules
• Just a Kid

• Split Up!: Susie & Rachel may spend two Actions instead of one when performing the
Scavenge Action, to gain +1 Victory Point.

BILLY GREENE……………………………………………………………………………………………..……..46pts
Type Melee Shoot Defense Health SP

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Marksman n n £ 4 X/n

Equipment:

• Knife
• Remington 700

Special Rules
• None

OTIS……………………………………………………………………………………………………..……..35pts
Type Melee Shoot Defense Health SP
Runner n nn nn 5 X/-

Equipment:

• Marlin XT-17R

Special Rules
• Scout

PATRICIA………………………………………………………………………………………………….…….…….14pts
Type Melee Shoot Defense Health SP
Marksman - £ n 4 X/-

Equipment:

• .22 Revolver

Special Rules
None.

GREENE FAMILY UPGRADES


Melee Weapons
Name Cost
Cattle Prod 8
Cleaver 12
Felling Axe 20
Hay Hook 7
Knife 10
Scythe 16
Shovel 8
Sickle 10

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Ranged Weapons
Name Cost
.22 Revolver 8
.38 Revolver 14
9mm Pistol 16
Antique Rifle 22
Coach Gun 20
Flare Gun 12
Remington 700 24
Tranquilizer Gun 13

Special Items
Name Cost
Adrenaline Shot* 3
Animal Catcher 4
Bandages 5
Keepsake* 4
Leather Jacket 9
Makeshift Padding 4
Rifle Scope 10

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Playtest rules

Abraham’s Group
Alignment: Neutral
Special Rules
Stay On-Mission: If more than half the starting models in the group are removed from play, friendly
models gain +1 VP each time they remove an enemy Survivor from play.

ABRAHAM FORD
Army Sergeant………………………………………………………………………………………………….….74pts
Type Melee Shoot Defense Health SP
Tactician £n £n n 7 £/n

Equipment:

• AK-47

Options:

• Cuban Cigar (+2 points)

Special Rules
• Got You Covered: When Abraham wounds an enemy model, he may spend 1SP. If he does,
one unengaged friendly model in his Kill Zone may immediately perform a Move Action,
even if it has already activated this turn. This is a Free Action, performed out of sequence. It
does not use an Action from either model. Once the Move is complete, continue Abraham’s
activation (if he has any actions remaining).
• Secure the Objective (Special Order): Abraham may spend 1SP when a member of his group
controls a Static Objective in the Scoring part of the End Phase. That model gains 1 extra VP.

ROSITA ESPINOSA
Tough Companion…………………………………………………………………………………………….….45pts
Type Melee Shoot Defense Health SP
Marksman £ £ £ 4 X/-

Equipment:

• AK-47

Special Rules
• Covert Maneuvers: When an enemy performs a ranged attack against Rosita at Medium or
Long range, she adds £ to her defense roll if the attacker scores any blanks. If there is a

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friendly Abraham Ford or Eugene Porter model in Rosita’s Kill Zone, they also benefit from
this rule.
• Steadying Influence: If Abraham is the group Leader and is in play, his Strategy Rating
becomes n/n.

EUGENE PORTER
Secretive Scientist………………………………………………………………………………………….….40pts
Type Melee Shoot Defense Health SP
Support - - £ 4 X/n

Equipment:

• Knapsack

Special Rules
• Extremely Intelligent: Once per game, in the Strategy phase, when the opponent takes the
Initiative, Eugene may steal the Initiative. If the opponent also has the ability to steal
Initiative, it may be stolen back again!
• Good Liar: Enemy models within 6” of Eugene who wish to use a Strategy Point must spend
double the usual number of SP.

ABRAHAM’S GROUP UPGRADES

Melee Weapons
Name Cost
Baseball Bat 10
Knife 10
Machete 15
Sledgehammer 14

Ranged Weapons
Name Cost
AR-15 32
Browning Hi-Power 16
Grenade 13
IMI Uzi 30
M16 Assault Rifle 32
Smoke Grenade 8

Special Items
Name Cost

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Bandages 5
Bandoleer 15
Body Armor 18
Camo Gear 10
Camo Paint 3
Flak Jacket 8
Rifle Scope 10

Tyreese’s Group
Alignment: Lawful
Special Rules
Offensive Line: Models from Tyreese’s group may spend 1SP to add n to their melee attack rolls as
long as there is at least one friendly model in their Kill Zone. If they are fighting unarmed, or with a
weapon with the Bludgeon keyword, this bonus is £ instead.

TYREESE
Pro Football
Player…………………………………………………………………………………………….….56pts
Type Melee Shoot Defense Health SP
Bruiser ££ - n 8 n/n

Equipment:

• Hammer

Special Rules
• Block & Tackle: When Tyreese successfully performs a Shove! Action, he may spend 1SP to
automatically Shove! all other enemy models in contact, whether Walker or Survivor.
• Paternal Rage: If a friendly Julie model is killed, Tyreese gains the Multiple Attacks (2) and
Fear Keywords for the rest of the game.

JULIE……………………………………………………………………………………………………………..9pts
Type Melee Shoot Defense Health SP
Support - - n 3 X/-

Equipment:

• None

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Special Rules
• Daddy’s Girl: While Julie is in the Kill Zone of a friendly Tyreese model, Julie adds n to her
Defense, and Tyreese’s Strategy Rating becomes £/£.

CHRIS……………………………………………………………………………………………………………..22pts
Type Melee Shoot Defense Health SP
Tactician - nn n 4 X/-

Equipment:

• Browning Hi-Power

Special Rules
• None

TYREESE’S GROUP UPGRADES


Melee Weapons
Name Cost
Hammer 6
Knife 10
Shovel 8
Sledgehammer 8

Ranged Weapons
Name Cost
.22 Revolver 8
.38 Revolver 14
9mm Pistol 16
Coach Gun 20
Old Gun 6

Special Items
Name Cost
Bandages 5
Keepsake* 4
Leather Jacket 9
Football Pads 11

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Prisoners
Alignment: Neutral
Special Rules
Trust Issues: If Prisoners are your Primary Faction, do not roll to see how many Strategy Points you
receive in each Strategy phase. Instead, gain 1 SP for every model with the Prisoner keyword still in
play. Allies add their Strategy Rating as normal.

DEXTER…………………………………………………………………………………….55pts
Type Melee Shoot Defense Health SP
Bruiser £n n £n 7 n/-

Equipment:

• Pump-Action Shotgun

Special Rules
• Prisoner
• Top Dog: Dexter may spend 1SP to roll £. He may distribute that many +1 Action counters
between friendly models with the Prisoner keyword (including himself).

AXEL…………………………………………………………………………………….32pts
Type Melee Shoot Defense Health SP
Support £ n £n 6 -/ n

Equipment:

• .38 Revolver

Special Rules
• Prisoner

ANDREW………………………………………………………………………………28pts
Type Melee Shoot Defense Health SP
Runner n £ nn 4 X/-

Equipment:

• Marlin XT-17R

Special Rules
• Prisoner

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Playtest rules

THOMAS………………………………………………………………………………16pts
Type Melee Shoot Defense Health SP
Tactician £ - n 4 X/-

Equipment:

• Shiv

Special Rules
• Prisoner
• Stab!: When attacking with any weapon with the Sharp Keyword, if Thomas rolls two or
more [!], he may immediately perform a second melee attack once the first is resolved. This
extra attack cannot generate further attacks.

PRISONERS UPGRADES
Ranged Weapons
Name Cost
Melee Weapons Molotov 10
Name Cost Pump-Action Shotgun 25
Knife 10 Sawn-Off Shotgun 22
Shiv 4 Tear Gas Grenade* 10
Metal Pipe 3 Tranquilizer Gun 13
Riot Baton 10
Taser 6
Special Items
Name Cost
Bandages 5
Makeshift Padding 4
Riot Gear* 16

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Playtest rules

The Marauders
Alignment: Ruthless
Special Rules
Gang Up: Any model with the Marauder Keyword may spend an Action to perform a single Action
with another friendly Marauder, even if the target model has already activated this turn, and has
already performed the same Action. It does not use one of the target’s Actions for the turn. Play
then reverts back to the original Marauder (if he has any Actions remaining).

JUD…………………………………………………………………………………….20pts
Type Melee Shoot Defense Health SP
Tactician n n n 5 n/-

Equipment:

• Knife

Special Rules
• Marauder
• Prey on the Weak: Jud ignores the Just a Kid keyword.

ANDY…………………………………………………………………………………….25pts
Type Melee Shoot Defense Health SP
Runner £ n nn 4 X/n

Equipment:

• .38 Revolver

Special Rules
• Marauder

CRAIG……………………………………………………………………………………………………….18pts
Type Melee Shoot Defense Health SP
Bruiser n n nn 4 X/-

Equipment:

• Knife

Special Rules
• Marauder

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Playtest rules

MARAUDERS UPGRADES

Melee Weapons Ranged Weapons


Name Cost Name Cost
Knife 10 Molotov 10
Shiv 4 Old Gun 6
Metal Pipe 3 Pump-Action Shotgun 25
Sawn-Off Shotgun 22

Scavengers
Alignment: Ruthless
Special Rules
Loot and Pillage: Each time a model from the Scavengers faction list performs the Scavenge Action,
roll [BLACK]. On a [«], gain 1 bonus Victory Point.

DEREK…………………………………………………………………………………….50pts
Type Melee Shoot Defense Health SP
Bruiser nn £ £n 5 nn/n

Equipment:

• Browning Hi-Power

Special Rules
• Survival of the Fittest: Whenever a Walker would move into contact with Derek, first check
to see if there is a friendly model in his Kill Zone with 3 or less Health remaining. If it is
possible for the Walker to reach that model, Derek may redirect the Walker into contact
with the new target.

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CARLOS…………………………………………………………………………………….44pts
Type Melee Shoot Defense Health SP
Marksman n £ nn 5 X/-

Equipment:

• Arctic Warfare Sniper Rifle

Special Rules
• None

SANDRA…………………………………………………………………………………….32pts
Type Melee Shoot Defense Health SP
Runner n nn £ 4 X/-

Equipment:

• Knife

Special Rules
• Quick: Sandra may perform two Move Actions in the same turn (if she has the Actions to
spend). She may not Run twice.

PATRICK…………………………………………………………………………………….24pts
Type Melee Shoot Defense Health SP
Bruiser £n n n 4 X/-

Equipment:

• Baseball Bat

Special Rules
• None

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Playtest rules

LIAM…………………………………………………………………………………….8pts
Type Melee Shoot Defense Health SP
Support n - n 3 X/n

Equipment:

• None

Special Rules
• None

SCAVENGERS UPGRADES

Melee Weapons
Name Cost Special Items
Knife 10
Baseball Bat 10
Name Cost
Bandages 5
Knapsack* 5
Laser Sight 8
Ranged Weapons
Name Cost
.22 Revolver 8
.38 Revolver 14
Pump-Action Shotgun 25

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Playtest rules

The Hunters
Alignment: Ruthless
Special Rules
Easier Game: All members of the Hunters faction ignore the Just a Kid keyword.

Pick them Off: Each time a model from the Hunters faction wounds an enemy Survivor at Medium or
Long range, but does not remove them as a casualty, they may spend 1SP to make them Prone.

CHRIS
Leader of the Hunters…………………………………………………………………………………….50pts
Type Melee Shoot Defense Health SP
Tactician nn £ £n 5 £/-

Equipment:

• 9mm Pistol
• Cleaver

Special Rules
• A Man’s Gotta Eat: Chris adds n to all attack rolls against enemy Survivors with 2 or fewer
Health points remaining.
• Ugly Business (Special Order): Spend 1SP to automatically remove a Prone Survivor (friend
or foe) within the Kill zone of Chris or a friendly Hunter in line of sight of Chris. If the Survivor
removed is an enemy, Chris adds n to his next Attack roll. If the Survivor was a friendly
model, Chris adds n to his Strategy rating in the next Strategy phase. These bonuses are not
cumulative (the order may be used to remove multiple Survivors from play, but Chris may
only benefit from one attack or Strategy rating bonus).

GREG…………………………………………………………………………………….44pts
Type Melee Shoot Defense Health SP
Tactician £ £ £ 6 X/n

Equipment:

• Remington 700
• Knife

Special Rules
• None

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Playtest rules

CHARLIE…………………………………………………………………………………….38pts
Type Melee Shoot Defense Health SP
Marksman n £ n 4 X/-

Equipment:

• M16 Assault Rifle


• Knife

Special Rules
• Scare Tactics: When Charlie makes an enemy Survivor Prone, he may spend 1SP to make
himself or a friendly Hunter in his Kill Zone cause Fear until the end of their next activation.

THERESA…………………………………………………………………………………….26pts
Type Melee Shoot Defense Health SP
Support n n £ 4 X/n

Equipment:

• Beretta 92

Special Rules
• None

DAVID…………………………………………………………………………………….32pts
Type Melee Shoot Defense Health SP
Support n n nn 5 X/-

Equipment:

• M16 Assault Rifle

Special Rules
• None

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Playtest rules

ALBERT…………………………………………………………………………………….24pts
Type Melee Shoot Defense Health SP
Support n - n 3 X/-

Equipment:

• 9mm Pistol
• Knife

Special Rules
• Scout.

HUNTERS UPGRADES

Melee Weapons
Name Cost
Knife 10
Machete 15

Ranged Weapons
Name Cost
9mm Pistol 16
Coach Gun 20
Crossbow* 22
Molotov 10
Pump-Action Shotgun 25
Remington 700 24

Special Items
Name Cost
Backpack 12
Bandages 5
Bear Trap 4
Camo Gear 10
Camo Paint 3
Rifle Scope 10
Suppressor 8

83
Playtest rules

Loners
Models from this section have their Alignment listed individually in their character profile.

Special Rules
Shared Armory: Loners have no Upgrade Chart of their own, but may use the same Upgrade Chart as
the Primary Faction to which they ally. If the Loners are your Primary Faction, they may only take
options presented in their Faction list, and no additional Upgrades.

MICHONNE
Wandering Nomad……………………………………………………………………………………………….55pts
Alignment: Neutral
Type Melee Shoot Defense Health SP
Bruiser n n nn 5 X/-

Equipment:

• Katana
• Travelling Cloak

Options:

• Mike & Terry (+18 points)

Special Rules
Follow-Up Attack: Once per turn, if Michonne kills or makes an enemy Prone with a melee attack,
she may immediately perform a second melee attack as a Free Action against another enemy in
contact. If there is no enemy in contact, Michonne may instead move into base contact with another
standing enemy in her Kill Zone (unless it is impossible to make contact for whatever reason), and
immediately perform her Follow-Up Attack against the fresh enemy.
Swordswoman: If Michonne rolls one or more [!] as part of a melee attack roll with a Katana,
immediately add n to the roll.

UNIQUE EQUIPMENT

Mike & Terry


The Mike and Terry models are treated as markers. While both are in play, Michonne gains the
Masked Scent keyword. They must remain within 1” of Michonne at all times. They are treated as
Walkers by enemy models, but may only defend, and are removed from play if they suffer any
damage. Michonne may discard one of these models to ignore all damage from a single attack.

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Playtest rules

Travelling Cloak
Attachment (Armor: Body). When a model with a Travelling Cloak is in cover, it gains n to its Cover
bonus.

MICHONNE
Beaten but not Broken……………………………………………………………………………………….50pts
Alignment: Neutral
Type Melee Shoot Defense Health SP
Bruiser n n £n 5 X/-

Equipment:

• Katana
• Travelling Cloak

Special Rules
Arena Fighter: When engaged with a single enemy, Michonne adds £ to her melee attack roll.
Single-Minded: At the start of the game choose one enemy Survivor, or one Static Objective. Each
time Michonne activates and is not engaged, she must Move is possible towards the target. If she is
able to move into contact with the target, she must do so, but must always end the move closer to
the target than she started.
We’re Not Done Yet: Michonne may never join a group that includes Brian Blake. In addition,
Michonne may reroll blanks when attacking an enemy Brian Blake.

85
Playtest rules

SCOTT MOON………………………………………………………………………….30pts
Alignment: Neutral
Type Melee Shoot Defense Health SP
Runner n n £ 4 X/-

Equipment:

• 9mm Pistol

Special Rules
• Proving his Worth: While Scott is within the group Leader’s Kill Zone, he rolls [BLACK] at the
start of each of his activations. On a [«], the group Leader gains a +1 Action counter. On a
blank, Scott gains a +1 Action counter.

MORGAN
Cynthiana Survivor……………………………………………………………………….48pts
Alignment: Lawful
Type Melee Shoot Defense Health SP
Tactician £ n £ 5 n/n

Equipment:

• Fire Axe
• Remington 700

Special Rules
• Responsibility: If Duane or Carl Grimes is included in the same group, Morgan is immune to
Fear while either of them are in play.

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Playtest rules

MORGAN
Distraught Father……………………………………………………………………….25pts
Alignment: Neutral
Type Melee Shoot Defense Health SP
Tactician £n n n 5 X/-

Equipment:

• Shovel

Special Rules
• Grief-Stricken: At the start of each of Morgan’s activations (before applying the effects of
Fear), roll n. This is how many Actions Morgan may take this turn. Furthermore, if Morgan
begins an activation unengaged, and there are any enemy models in his Kill Zone, he must
move into contact with at least one of those enemies as his first Action if possible.

DUANE………………………………………………………………………….14pts
Alignment: Lawful
Type Melee Shoot Defense Health SP
Runner n - n 3 X/-

Equipment:

• Shovel

Special Rules
• His Father’s Son: Duane may only be included in a group that also includes Morgan:
Cynthiana Survivor.
• Someone to Live For: While a friendly Morgan is within Duane’s Kill Zone, both Morgan and
Duane add n to their Defense rolls.

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Playtest rules

FATHER GABRIEL
Naïve Preacher……………………………………………………………………….22pts
Alignment: Lawful
Type Melee Shoot Defense Health SP
Tactician - - n 4 X/n

Equipment:

• Holy Bible

Special Rules
• Atonement: When Gabriel loses any Health points (but is still in play), you may spend 1SP to
give a friendly Survivor within 6” a +1 Action token.
• Soft-Hearted: Gabriel cannot score Headshots against Survivors (Critical rolls still count
towards Ammo rolls if applicable).

UNIQUE EQUIPMENT

Holy Bible
As a Special Action, cause NOISE. Then, this model and all friendly models in its Kill Zone are immune
to Fear until the end of their next activation.

REGGIE………………………………………………………………………….40pts
Alignment: Ruthless
Type Melee Shoot Defense Health SP
Bruiser £ n nn 5 X/-

Equipment:

• Pump-Action Shotgun

Special Rules
• I Ain’t Goin’ Back!: Reggie may reroll blanks when performing ranged attack rolls at Short
range against enemy Survivors with a Lawful Alignment.

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Playtest rules

LEE………………………………………………………………………….46pts
Alignment: Lawful
Type Melee Shoot Defense Health SP
Tactician £n n n 5 £/n

Equipment:

• Fire Axe

Special Rules
• Fiercely Protective: If a friendly Clementine model is wounded (but not killed), Lee adds n
to his attack rolls for the remainder of the turn. If a friendly Clementine is killed, this bonus
lasts for the rest of the game.

CLEMENTINE………………………………………………………………………….20pts
Alignment: Lawful
Type Melee Shoot Defense Health SP
Special* n n n 3 X/-

Equipment:

• Hammer
• Backpack

Special Rules
• Just a Kid.
• Father Figure: Clementine may only be included in a group that also includes Lee. If Lee is
the group Leader, Clementine’s Strategy Rating becomes X/n.
• Adaptable*: Clementine does not have a fixed Character Type, but instead must choose her
Type each time she’s activated. Clementine never counts towards the character type
restrictions when choosing a group.

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Scenarios
Games of The Walking Dead: March to War are structured around scenarios, which provide a
variety of gaming set-ups, special deployments and victory conditions. Each scenario will list any
required models or scenery along with instructions on how to set everything up ready to play.

THE GAMING AREA


You’ll need a gaming area as described on page @@. Each scenario lists the ideal size of area – some
are variable depending on the points limit of the game. If a scenario requires a gaming area larger
than you have to hand, simply choose a different scenario this time.

A note on boundaries: The edge of the gaming area cannot be passed during a game unless some
special rule specifically allows it.

Scenery
Many gamers will have their own scenery collections, and it’s impossible to account for the exact
configurations everyone will have. To work out how much scenery to use, and of what type, refer to
the Scenery Points section on page @@. Players should make clear at the start of the game what
special rules apply to various scenery pieces.

SETUP INITIATIVE
Before setting up the board, one player should roll [BLACK]. On a [«], they have Initiative for the
setup part of the scenario. This is used to determine elements of the game setup.

VICTORY CONDITIONS
Every scenario lists the criteria you must achieve in order to win the game. This might be as simple
as killing enemy Survivors, or scoring points by securing objectives.

Wipe Out
If one side is wiped out (all of their Survivors have been removed from play), the game ends
immediately, and the side that was wiped out automatically loses.

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Playtest rules

VICTORY POINTS
Victory Points (or simply ‘VPs’) are the most common way to win a game. Models can score VPs in a
variety of ways, depending on the scenario. A running tally must be recorded from turn to turn. At
the end of the game, the side with the most Victory Points wins.

CHOOSING A SCENARIO
The player with Setup Initiative rolls n£n, and adds together the number of successes, resulting in
a score of 1-7. Consult the chart below to see which scenario you should play.

Score Scenario
1 Breakthrough
2 Ambush
3 Supply Run
4 Skirmish
5 Turf War
6 The Herd
7 End of Days

Faction Scenarios
Most Factions have their own bespoke scenario. If the player with Setup Initiative rolls a result of 1
or 7, and both players agree, they may choose to use that player’s Faction Scenario instead of the
ones rolled.

THE GAMING AREA


Games of up to 400 points are played on a 20” x 40” gaming area, with 24 scenery points of terrain.
Games of more than 400 points are played on a 40” x 40” gaming area, with 40 scenery points of
terrain. No scenery piece may be placed within 2” of a board edge or a Static Objective.

When using the larger board size, note that the relative distance between the deployment zones and
the Objectives must be maintained – this may mean increasing deployment zones or Walker zones
accordingly.

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NUMBER OF WALKERS
The number of Walkers in play depends on the size of game you’re playing. The chart below acts as a
quick ‘ready reckoner’ for Walkers.
• Armored Walkers count as 2 normal Walkers (and it’s advised that no more than 25% of
Walkers in play are Armored).
• Each Herd in play at the start of the game (as specified by the scenario) counts as 5 normal
Walkers.

Points Limit Walkers


<50 5
50-149 8
150-249 15
250-349 20
350-449 25
450-549 30
>550 35

SCENARIO SPECIAL RULES


Below you will find a list of common scenario special rules, which are referenced by some or all the
scenarios that follow.

Night Fighting
When the Night Fighting rules are in play, line of sight is reduced to 8” for all models.

Dawn Breaks: This special rule only applies during Night Fighting games. At the start of Turn 3, and
every turn thereafter, roll [BLACK]. On a [«], dawn breaks, and the Night Fighting rules cease to
apply.

Static Objectives
These major Objectives are large tokens or scenic objects. They count as Impassable Terrain and
Light Cover, and cannot be destroyed by any means.

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One unengaged, standing survivor in contact with a Static Objective in the Scoring part of the End
phase ‘controls’ it, and earns 3VP, as long as there are no enemies also in contact with the Objective
(in which case the Objective is ‘contested’, and no points are scored).

Special Objective: Some scenarios contain a named ‘Special Objective’, instead of or in addition to
other Objectives. These follow all of the rules for Static Objectives, above, although the scenario may
specify additional rules and/or a variable VP value for controlling it.

Supply Counters
These minor Objectives are small tokens. They do not impede movement or line of sight in any way,
although a model cannot end a move on top of them.

A model in base contact may use the Scavenge Action to remove these counters from play,
immediately gaining 1VP. When a Supply counter is removed, note on the roster sheet which
survivor claimed it. If the Survivor is still alive when the game ends, they receive 1 additional VP for
every Supply counter they scavenged.

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Scenario 1: Breakthrough
Two patrol groups have found themselves in breach of agreed territorial boundaries. They must
break through their rivals’ lines in order to reach their vehicles and escape – but the firefight will
surely draw Walkers into the fray…

Walker Edge

5” 5” 20” 5” 5”

Player A Deployment
Player B Deployment

Escape Zone
Escape Zone

Player B
Player A

Walker Zone

Walker Edge

DEPLOYMENT
Players split their Groups into two halves, with an equal number of models in each (or as close as
possible). The player with setup initiative deploys one half of their group in their deployment zone.
The other player then does the same, then the process is repeated until all models are deployed.

SUPPLY COUNTERS
Players take it in turns to place a number of Supply Counters on the board, determined by the game
size (see chart, below). Supply Counters may be placed anywhere on the board, but not within the
Kill Zone of each other, or within 6” of a Survivor.

Game Size Supply Counters


<300 6
300-499 8
500+ 10

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WALKERS
Calculate the number of Walkers required for the game as normal (page @@). You may include up
to one Herd if both players agree.

Players take it in turns to deploy Walkers in the Walker Zone:


• First they must deploy in contact each Supply Counter, until each one has at least one
Walker in contact.
• Remaining Walkers are placed anywhere in the Walker Zone, but not within the Kill Zone of
another unless there is no room otherwise.

EVENTS
In the events part of each Walker phase, follow these steps:
1. The Walking Dead: All Walkers that have not yet activated Move, as described on page @@.
Begin with the player with Initiative, and take it in turns to choose and move an unactivated
Walker.
2. Drawn to Battle: Each player rolls £: that many Walkers Enter Play from either marked
Walker edge, as described on page @@.

GAME LENGTH
5 turns. However, if at the end of any turn one player has all their models in their marked Escape
Zone, and the other player has none in their own Escape Zone, the game ends immediately.

VICTORY CONDITIONS
Victory Points are recorded during play for scavenged Supply counters as normal. In addition, when
the game ends, each player gains 2VP for each of their models in their marked Escape Zone (Bitten
and Prone models do not count).

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Scenario 2: Ambush
A group has been lured into an ambush by the promise of food, fuel and ammo. Can they turn the
tables on their rivals and not only fight their way out, but also claim the goods for themselves?
Attacker Deployment A

Attacker Deployment B
5”
X
Objective

Walker Zone

5” 5”

OBJECTIVES
Place a Special Objective marker in the center of the board. Then, players take it in turns to place a
number of Supply Counters on the board, determined by the game size (see chart, below). Supply
Counters must be placed in the Walker Zone, but not within the Kill Zone of each other.

Game Size Supply Counters


Up to 300 6
301-500 8
501+ 10

WALKERS
Calculate the number of Walkers required for the game as normal (page @@). There must be no
Herds present when the game begins.

Players take it in turns to deploy Walkers in the Walker Zone:


• First they must deploy in contact each Supply Counter, until each one has at least one
Walker in contact.
• Remaining Walkers are placed anywhere in the Walker Zone, but not within the Kill Zone of
another unless there is no room otherwise.

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DEPLOYMENT
The player with Setup Initiative must decide whether to be the Attacker or the Defender.

The Attacker splits their group in half, with an equal number of models in each (or as close as
possible). They then place one half of their group in Attacker deployment zone A, and the other in
Attacker deployment zone B.

The Defender then places all their models in the circular deployment area (a 5” radius from the
center point).

EVENTS
1. The Walking Dead: In the events part of each Walker phase, all Walkers that have not yet
activated Move, as described in the rulebook. Begin with the player with Initiative, and take
it in turns to choose and move an unactivated Walker.
2. The Herd!: Create a Herd, as described on page @@.

GAME LENGTH
5 Turns.

SCENARIO SPECIAL RULES


This scenario uses the Night Fighting and Dawn Breaks special rules. In addition, the Special
Objective has the following rules:

Motherlode: Any model that controls the Special Objective in the Scoring part of the End Phase must
roll n, and consult the following table to see what they find:

Roll Result
1 Spare Clip: The model ignores its first failed ammo check in its next activation.
2 First Aid: the model restores 1 Health point lost earlier in the game.
3 Special Ammunition: The model increases the range of its next Shoot Action by 3”.

VICTORY CONDITIONS
Victory Points are recorded during play for scavenged Supply counters, and for control of the Special
Objective (3VP). In addition, players earn 1VP for each enemy Survivor removed from play.

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Scenario 3: Supply Run


A group is running low on supplies, and has ventured out further than before, finally finding a cache
of vital resources on the outskirts of town. Unfortunately, somebody else has had the same idea,
and conflict is inevitable.

Walker Edge

5” 5” 20” 5” 5”

Player B Deployment
Player A Deployment

Walker Zone

Supply Zone Walker Zone

Walker Edge

OBJECTIVES
Players take it in turns to place a number of Supply Counters on the board, determined by the game
size (see chart, below). Supply Counters must be placed in the Supply Zone, but not within the Kill
Zone of each other.
Game Size Supply Counters
Up to 300 9
301-500 11
501+ 13

WALKERS
Calculate the number of Walkers required for the game as normal (page @@). There must be no
Herds present when the game begins.

Divide the Walkers into two groups of as close to equal size as possible. Players take it in turns to
deploy Walkers in the two Walker Zones, one group in each.
• First they must deploy in contact each Supply Counter, until each one has at least one
Walker in contact. Walkers are placed anywhere in the Walker Zones, but not within the Kill
Zone of another unless there is no room otherwise.

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DEPLOYMENT
The player with Setup Initiative chooses a Deployment Zone. Players then split their Groups into two
halves, with an equal number of models in each (or as close as possible).

The player with setup initiative deploys one half of their group anywhere in their deployment zone,
but not within the Kill Zone of a Walker. The other player then does the same, then the process is
repeated until all models are deployed.

EVENTS
In the events part of each Walker phase, follow these steps:
1. Lucky Strike: If there are 4 or less Supply Counters in play, roll n; players take it in turns to
place that many Supply counters in either the Supply Zone or the Walker Zones. They cannot
be placed closer than 6” to a survivor, or within the Kill Zone of another Supply counter if
possible.
2. Roamers: Each player rolls n, and moves that many unactivated Walkers, as described on
page @@.
3. Moths to a Flame: Each player rolls n: that many Walkers Enter Play from the edges of the
Supply Zone marked on the map, as described on page @@.

GAME LENGTH
5 Turns. However, the game ends automatically if, in any End phase, one player has at least 5 more
Supply counters than their opponent (counters claimed by models no longer in play do not count).

VICTORY CONDITIONS
Victory Points are recorded during play for scavenged Supply counters. In addition, players earn:
• 1VP for each enemy Survivor removed from play
• 2VP for each Herd they remove from play.

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Scenario 4: Skirmish
Tensions have grown to fever pitch over the last weeks and months, and both groups know there’s
no way to coexist peacefully. It’s time to choose a time and place, and settle this once and for all…

5”

10” X Objective
Walker Zone

5”

OBJECTIVES
Place an Objective marker in the center of the board. Then, players take it in turns to place a number
of Supply Counters in the Walker Zone, determined by the game size (see chart, below). Supply
Counters must not be placed within the Kill Zone of each other, or an Objective.

Game Size Supply Counters


Up to 300 7
301-500 9
501+ 11

WALKERS
Calculate the number of Walkers required for the game as normal (page @@). There must be no
Herds present when the game begins.

Players take it in turns to deploy Walkers – the first must deploy in contact with the Objective. Then,
deploy a Walker in contact with each Supply Counter, until each one has at least one Walker in
contact. Remaining Walkers are placed anywhere in the Walker Zone, but not within the Kill Zone of
each other unless there is no other way to place them.

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DEPLOYMENT
Players split their Groups into two halves, with an equal number of models in each (or as close as
possible). The player with setup initiative deploys one half of their force, with each model in base
contact with their board edge. The other player then does the same, then the process is repeated
until all models are deployed.
• When playing on a 20” x 40” board, players deploy their models on the edges parallel to the
Walker Zone.
• When playing on a 40” square board, deployment zones extend from the board edges
running parallel to the Walker Zones, but no closer than 5” to the edge of the Walker Zone.

EVENTS
1. The Walking Dead: In the events part of each Walker phase, all Walkers that have not
yet activated Move, as described on page @@.
2. The Herd!: Create a Herd, as described on page @@.

GAME LENGTH
5 turns. However, if one group has more than double the number of Survivors in the other at the
end of any turn, the game ends automatically.

VICTORY CONDITIONS
Victory Points are recorded during play for controlling the Objective, and for scavenged Supply
counters. In addition, players earn 1VP for each enemy Survivor removed from play, or 2VP if the
enemy Leader is removed from play.

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Scenario 5: Turf War


Two groups have been pushing to increase the boundaries of their territories, and their expansion
efforts have become increasingly aggressive. A land grab was always on the cards, and a fight was
inevitable.

20”

Survivor Walker
10” Zone A Zone

Walker Survivor
10”
Zone Zone B

OBJECTIVES
Players each take 5 Supply Counters and take turns placing these using the normal rules, until there
are 5 in each Walker Zone. No Supply counter can be placed in the Kill Zone of another.

WALKERS
Calculate the number of Walkers required for the game as normal (page @@). There must be no
Herds present when the game begins.

Divide the Walkers into two groups of as close to equal size as possible. Players take it in turns to
deploy Walkers in the two Walker Zones, one group in each.
• First they must deploy in contact each Supply Counter, until each one has at least one
Walker in contact.
• Walkers are placed anywhere in the Walker Zones, but not within the Kill Zone of another
unless there is no room otherwise.

DEPLOYMENT
The player with Setup Initiative chooses a Survivor Zone to deploy in – their opponent gets the
opposite zone. Players then take it in turns to deploy their models, one at a time, no closer than 8”
to an enemy Survivor, and no closer than 6” to a Supply counter.

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EVENTS
Roamers: In the events part of each Walker phase, each player rolls n, and moves that many
unactivated Walkers, as described on page @@.

GAME LENGTH
5 turns

VICTORY CONDITIONS
In addition to Victory Points scored for scavenging Supply counters, players earn points for
controlling table quarters (Zones) at the end of the game.

A quartered ‘Zone’ is controlled if there are more of your standing Survivors in it when the game
ends than enemy models (Walkers and enemy Survivors combined). Players earn 5VP for each Zone
under their control.

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Scenario 6: The Herd


There are areas of the wilderness best avoided, where large herds of Walkers roam, growing in size.
Occasionally, brave groups set about thinning out these herds. Sometimes, it becomes a necessity if
disaster is to be averted.

5”

10” X X X
Walker Zone

5”

OBJECTIVES
Three Static Objective markers must be placed on the centre line, no closer than 8” to each other –
take it in turns to place these. Then, players take it in turns to place a number of Supply Counters in
the Walker Zone, determined by the game size (see chart, below). Supply Counters must not be
placed within the Kill Zone of each other, or an Objective.

Game Size Supply Counters


<250 7
250-500 9
501+ 11

WALKERS
Calculate the number of Walkers required for the game as normal (page @@). You must include two
Herds, counting as 6 Walkers each.
• The player with Setup Priority chooses one Objective, and places a Herd in contact with it.
The other player then chooses a different Objective and placed the other Herd.
• Players then take it in turns to deploy remaining Walkers into the Walker Zone.
o First they must deploy in contact each Supply Counter, until each one has at least
one Walker in contact.

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o Walkers are placed anywhere in the Walker Zones, but not within the Kill Zone of
another unless there is no room otherwise.

DEPLOYMENT
Players split their Groups into two halves, with an equal number of models in each (or as close as
possible). The player with setup initiative deploys one half of their force, with each model in base
contact with their board edge. The other player then does the same, then the process is repeated
until all models are deployed.
• When playing on a 20” x 40” board, players deploy their models on the edges parallel to the
Walker Zone.
• When playing on a 40” square board, deployment zones extend from the board edges
running parallel to the Walker Zones, but no closer than 5” from the edge of the Walker
Zone.

EVENTS
In the events part of each Walker phase, follow these steps:
1. Riled Up…: The player with Initiative rolls n - beginning with that player, players take it in
turns to remove the rolled number of Walker Activation tokens. then, each player rolls £,
and moves that many unactivated Walkers, as described on page @@.
2. Shamblers: Each player rolls n; that many Walkers Enter Play from any board edge, as
described on page @@.
3. The Herd!: Create a Herd, as described on page @@.

GAME LENGTH
5 turns. However, the game ends automatically if one player has at least 9VPs more than the other
during any End phase.

VICTORY CONDITIONS
In addition to Victory Points scored for Objectives and scavenged Supply counters, players earn 3VPs
for destroying a Herd, and 1VP for each enemy Survivor removed from play.

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Scenario 7: End of Days


The by-product of open war is the abundance of Walkers – not just drawn to the chaos, but those
freshly turned in the bitter conflict. Sometimes, as the bullets fly and the rain pounds, and the dead
rise to devour the living, it truly seems like judgment day is at hand…

Survivor 5” 5” Survivor
Zone A Zone B

Walker
Zone

Survivor Survivor
Zone C 5” 5” Zone D

DEPLOYMENT
In this scenario, models are deployed before other elements. Both players splits their group in half,
with an equal number of models in each (or as close as possible).
• The player with Setup Initiative chooses one of the four Deployment Zones and places half
their models in it.
• The next player then chooses a different Deployment Zone, and places half their models.
• Alternate until all models are placed.

OBJECTIVES
Players take it in turns to place a number of Supply Counters in the Walker Zone, determined by the
game size (see chart, below). Supply Counters must not be placed within the Kill Zone of each other,
or within 6” of a Survivor.

Game Size Supply Counters


<300 9
300-500 11
501+ 13

WALKERS
Roll n. This is the number of Herds in play at the start of the game, counting as 6 Walkers each.
Calculate the remaining Walkers required for the game as normal (page @@).

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• Players take it in turns to deploy Walkers into the Walker Zone, beginning with any Herds.
o First they must deploy in contact each Supply Counter, until each one has at least
one Walker or Herd in contact.
o Walkers are placed anywhere in the Walker Zones, but not within the Kill Zone of
another, or within 6” of a Survivor, unless there is no room otherwise.

EVENTS
In the events part of each Walker phase, follow these steps:
1. Riled Up…: The player with Initiative rolls n - beginning with that player, players take it in
turns to remove the rolled number of Walker Activation tokens. then, each player rolls £,
and moves that many unactivated Walkers, as described on page @@.
2. Thunderstorm: Roll [BLACK]. On a [«] a thunderstorm breaks out. While the storm is in
effect, models cannot shoot beyond Short range unless they first roll [«] on [BLACK]. In
addition, each time a model with Gory Clothing activates, roll [BLACK]. On a blank, their Gory
Clothing is removed from the roster. The thunderstorm remains in play each turn, but roll
[BLACK] for this Event – on a [«], the storm ends, and line of sight is returned to normal.
Once a storm ends, ignore this Event for the rest of the game.
3. The Herd!: Create a Herd, as described on page @@.

GAME LENGTH
5 turns.

VICTORY CONDITIONS
In addition to Victory Points scored for scavenged Supply counters, players earn 2VPs for destroying
a Herd, and 1VP for each enemy Survivor removed from play.

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Reference
Print this section for Quick Reference!

Special Orders
Spend one or more Strategy Points (SPs) during the Group Leader’s activation to perform a special
Order. Special Orders do not use an Action unless otherwise specified. See the Special Rules section
for expanded rules.
• Follow Me!: When the Group Leader declares a Move action, any friendly model in its Kill
Zone may also Move as a free, out-of-sequence action (even if they have already moved this
turn), at a cost of 1SP per model moved. All models must start and end this move within the
Group Leader’s Kill Zone – if this is not possible, the model loses 1 Action in its next
activation. This special move may not be increased by a Runner’s Turn of Speed Strategy.
NOISE caused by Run actions is worked out one model at a time.
• Bring ’Em Down!: The Group Leader may spend 1SP after performing a Shoot action. Any
friendly model performing a ranged attack against the same target enemy this turn adds n
to their ranged attack rolls.
• Hold Your Nerve: The Leader may spend 1SP at the start of their activation to ignore the
effects of Fear this turn. If they do so, all friendly models in their Kill Zone are also immune
to Fear this turn.
• Charge!: While engaged with an enemy, the Group Leader may spend Strategy Points to
move friendly models within 6” into contact with enemies in their respective Kill zones, at a
rate of 1SP per friendly model moved. This special move may only be performed if the
enemy can be reached without moving a total of more than 4”. Models may attempt to
Climb only if there is no other way to reach the target enemy.
• Try Again!: The Group Leader and any friendly model within 6” may spend 1SP to reroll a
single die as part of any roll (including the Action die). Multiple SP may be spent to reroll
more than one die, but:
o All dice must be nominated to reroll (and the SP spent) before rerolling any of them
– you cannot reroll a die, then decide to reroll another.
o No die may be rerolled more than once. The second result must be accepted even if
it’s worse than the first.

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KEYWORDS

Amputate Beast
May be performed as a Special Action when a Models with the Beast keyword may Run up to
Bitten friendly model is within the Survivor’s Kill 10”. They may never perform the Shoot or
Zone. Target friendly model loses £ health points. Scavenge Actions. In addition, all of their melee
If they survive, remove the bite counter (they are attacks have the Sharp keyword.
no longer Bitten).

Blast
Now roll [BLACK]. On a [«], the model When performing a ranged attack with this
immediately gains the One-Handed keyword. If it weapon, you may target a point on the gaming
already has a Bulky item, or more weapons that it area within range, rather than a model. Simply
is allowed, you must scratch the extra items from mark the point with a dice or token.
the roster immediately. On a blank, the model
gains the One Leg keyword instead. Center the Kill Zone template on the target and
make the ranged attack roll as normal. If you score
Armor any [!], the attack has ‘hit’, and the Kill Zone stays
A model may not possess more than one item with exactly where you placed it. If you do not roll any
the Armor Keyword. [!], the shot has gone slightly awry. Your opponent
may reposition the Kill Zone template up to 3”
Armor Piercing away from its original point. In either case, make
When targeted by an attack with this keyword, any
sure you keep a note of the ranged attack score.
[!] in the target’s defense roll are ignored.

Once the template is in its final position, any


Assault model, friend or foe, even partially touched by the
These weapons gain an extra shot at ranges up to
template is hit with the ranged attack. Every
5". So, for example, an Assault, Multiple Shots (2)
model affected must roll its Defense separately,
weapon would allow two shots ordinarily, but
comparing it to the attack roll.
three shots at 5" or less. An Assault weapon
without the Multiple Shots keyword effectively
NOISE or MAYHEM is calculated from the center of
gains Multiple Shots (2) at 5" or less.
the template, not the shooter. If a piece of terrain
is between the center of the template and one of
Attachment (X)
the affected models, they may gain a Cover bonus
An item with this keyword can be attached to an
as normal.
item of the type X. Note on the roster which item
it is attached to – it cannot be swapped between
items during the game. If the item is lost during
the game for any reason, the attachment is lost
with it.

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Bludgeon Dual Wield


After a successful melee attack in which an enemy A model equipped with two melee weapons with
is wounded but not killed, roll [BLACK]. On a [«], the Dual Wield keyword may perform two melee
the enemy model is made Prone. attack Actions in the same activation, in an
exception to the normal Action limitations. Only
Bulky one Attack can be made with each weapon.
This item counts as two melee weapons for the
purposes of working out what a Survivor may Fear
equip. Enemy Survivors that begin their activation within
this model’s Kill Zone must roll [BLACK] before

Burning performing any Actions. On a blank, the enemy


If a model receives any damage from an attack Survivor loses one Action, and their remaining
with the Burning keyword, roll [BLACK]. On a [«], Action(s) may not be used to perform an Attack of
it receives a Burning token. A model cannot have any kind.
more than one assigned Burning token at the same
time. At end of the turn, roll [BLACK] for every Models that themselves cause Fear are immune to
model with a Burning token. On a [«], it takes 1 this effect.
point of damage (Walkers are removed from play),
then the token is removed.
Forceful
After a successful ranged attack in which an enemy
Scenery with the Flammable rule will receive a is wounded but not killed, roll [BLACK]. On a [«],
Burning token if it is contacted by a model with a the enemy model is made Prone.
Burning token, or if it touched by a Blast with the
Burning keyword. See page @@ for what happens Handgun
to burning scenery. In addition to being ranged weapons, Handguns
may be used in a melee attack instead of an

Crossbow equipped melee weapon (they may cause NOISE or


This weapon requires two Actions instead of one MAYHEM as described on page @@). Critical
to Reload. Successes may trigger Ammo Rolls exactly as if the
Handgun had been used to shoot.
Deadly Precision
When performing a ranged attack with this Just a Kid
weapon, you may use two Actions instead of one If a survivor wishes to target this model with a
to perform an Aimed Shot, adding £ to the Ranged Attack, roll [BLACK]. On a [«], they may
ranged attack roll. A Rifle with Deadly Precision take the shot as normal. On a blank, they must
gains both bonus dice when aiming (see Rifle, choose a different target, or a different Action. In
below). addition, a model with this Keyword may not be
equipped with Bulky items, or any ranged weapon
with the rifle keyword.

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Lob Multiple Shots (X)


An attack with this special rule has a maximum (X) = the maximum number of shots this weapon
range of 8”, and does not require Line of Sight to may fire as a single Action. The shots do not have
the target. However, the target cannot lie behind a to be allocated against the same target. Instead,
terrain piece that has both the Blocking rule and 3 shots after the first – whether or not it was
or more Scenery Points. successful – may target any model within the Kill
Zone of the original target (as long as it is within

Masked Scent range of the shooter).


Whenever a Walker would move into base contact
with this Survivor, roll [BLACK]. On a [«] it As all of the shots are taken as a single Action, any
stops 1" away instead. NOISE or MAYHEM is calculated only once, when
the Action is complete. However, each shot might
Mount trigger an Ammo Roll, which could result in further
A model with this item follows the rules for
shots being impossible.
Mounted Models (page @@). In addition, a model
may not possess more than one item with the
When used as a melee attack, Handguns with
Mount Keyword.
Multiple Shots may be fired several times as
normal, but all targets must be in base contact
Multiple Attacks (X) with the shooter.
(X) = the maximum number of times this model
may perform a melee attack as a single Action. If
One-Handed
this keyword is bestowed by a weapon, then that
This model can only be equipped with a single
weapon must be used for all of the Multiple
ranged weapon and a single melee weapon. It
Attacks. The attacks do not have to be directed at
cannot be equipped with Bulky items. If this model
the same target – they may target any enemy in
receives an Amputation and a Hand is rolled, it is
contact, Prone or standing.
immediately removed as a casualty.

Multiple Attacks do not stack if bestowed by


One Leg
different sources (so two items with the keyword, This model cannot Run. If it receives an
or a Survivor special rule and a weapon, for Amputation and a Leg is rolled, it is immediately
example). You must choose which iteration of removed as a casualty.
Multiple Attacks the Survivor will use this
activation.
One Use
This item may only be used once, and is then
A model with Multiple Attacks that also has two removed from the roster.
Dual Wield weapons equipped may only use its
Multiple Attacks once in the activation; it may,
however, perform a Dual Wield attack as a second
Action.

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Playtest rules

Reliable Smoke
This weapon never takes Ammo Rolls when only When performing a ranged attack with this
one [!] is scored. Instead, it takes Ammo Rolls weapon, you may target a point on the gaming
when two or more [!] are scored, and never area within range, rather than a model. Simply
automatically runs out of ammo. mark the point with a die or spare token.

Rifle Center the Smoke template (or 40mm round


When performing a ranged attack with this marker) on the target and roll your ranged attack
weapon, you may use two Actions instead of one dice as normal. If you score any [!], the attack has
to perform an Aimed Shot, adding n to the ranged ‘hit’, and the template stays exactly where you
attack roll. placed it. If you do not roll any [!], the shot has
gone slightly awry. Your opponent may reposition
RPG the template up to 3" away from its original point.
Weapons with this Keyword always have the Blast
Keyword. When fired, calculate MAYHEM from the
The template remains in play and is treated as
center of the Blast, and NOISE from the model that
Blocking and Area Terrain, providing Heavy Cover
performed the attack. When an RPG is fired, it
to those inside it. At the start of each Action
automatically receives an Ammo counter, which
phase, it creates NOISE. At the end of the turn, roll
cannot be removed with a Reload Action.
[BLACK] for each Smoke template in play. On a
[«], the Smoke template remains where it is. On a
Scout blank, it is removed.
This model does not halve its movement when
moving through Area Terrain.
Stun
A Survivor wounded by this weapon but not killed
Sharp is immediately laid prone.
After a successful attack, roll [BLACK] if the target
is not killed. On a [«], the target enemy loses 1
Unreliable
extra health point.
This weapon automatically fails any Ammo Roll it is
required to take.
Shotgun
When firing at a range of 5” or less, any model
wounded by this weapon but not killed is made
Prone. However, Shotguns cannot cause
Headshots at ranges greater than 5” (Any [!] rolled
for shots at this range may still count for Ammo
Rolls).

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Playtest rules

RANGED WEAPONS
Name Attack Roll Special Rules Keywords N/M
Short Med. Long
.22 Revolver n X X Handgun M
.38 Revolver £ X X Handgun M
9mm Pistol n X X If the attack roll Handgun, Reliable M
scores one or more
!, add n to the roll.
AK-47 n n X Assault, Multiple
Shots (3), Rifle
Airtronic RPG-7* ££ ££ X Automatically runs Blast, RPG Special
out of ammunition
each time it is fired,
as if it had failed an
Ammo roll.
Antique Rifle £ n X Rifle, Unreliable M
AR-15 £ n X Armor Piercing, M
Assault, Multiple
Shots (2), Rifle
Arctic Sniper Rifle n n £ If an attack with this Rifle M
weapon scores two
or more [!],
immediately add n
to the roll.
Beretta 92 £ X X Handgun, Reliable M
Browning Hi-Power n X X May reroll one die Handgun, Reliable M
per attack roll.
Browning Hunting nn n n Rifle M
Rifle
Coach Gun £ X X Forceful, Shotgun M
Colt Python* n X X Armour Piercing, M
Handgun
Crossbow* nn n X Crossbow -
CX4 Storm* £ n X Assault, Handgun, M
Multiple Shots (3)
CZ 82 n X X Assault, Handgun M
Flare Gun n n X Only damages Blast, Burning, One M
targets under Use
template center.
Leave the template
in play until the end
of the turn: It
counts as a Light
Source. In addition,
any model that
shoots at a target
under the template
this turn adds n to
the attack roll.
Grenade £n X X Blast, Lob, One Use M
IMI Uzi n X X Assault, Handgun, M
Multiple Shots (3),
Reliable
M16 Assault Rifle £ n X Assault, Multiple M
Shots (2), Rifle
M4 Carbine £ n X Assault, Multiple M
Shots (2), Reliable
Marlin XT-17R £ £ X Rifle M

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Playtest rules

Molotov nn X X All ! rolled as part of Blast, Burning, Lob, M


ranged attack are One Use
ignored.
Mossberg 500 nn n X Multiple Shots (2), M
Shotgun
Pump-Action n n X Multiple Shots (2). M
Shotgun Shotgun
Remington 700 nn n X Reliable, Rifle M
Safari Rifle n £ n Forceful, Rifle
Sawn-Off shotgun n X X Handgun, Shotgun M
Smoke Grenade n X X No damage is Blast, Lob, One Use, N
applied when Smoke.
attacking with this
weapon. Instead,
place a Smoke
marker on the
target point.
Springfield M1903 £n £ X Rifle M
Tear Gas Grenade n X X No damage is Blast, Lob, One Use N
applied when
attacking with this
weapon. Instead,
roll [BLACK] for
every Survivor
under the template.
On a [«], it is made
Prone.
Tranquilizer Gun n n X Cannot damage Rifle, Stun -
Walkers. Cannot
score Headshots,
but [!] count
towards Ammo rolls
as normal.
UTAS UTS-15 ££ £ X Multiple Shots (2), M
Shotgun

MELEE WEAPONS
Name Attack Special Rules Keywords N/M
Roll
Baseball Bat n Bruisers may reroll one n per
attack.
Cattle Prod n Ignore [!] rolled when Stun
attacking with this weapon.
Chainsaw nn If an attack roll with this Amputate, Bulky, Sharp M
weapon scores two or more
[!], roll [BLACK]. On a blank,
remove the Chainsaw from
your roster.
Cleaver n Amputate, Dual Wield, Sharp
Crowbar - When performing a Smash! Bludgeon
Action, add £ instead of n.
Felling Axe £n Bulky, Sharp
Fire Axe £ When performing a Smash! Amputate, Sharp
Action, add £ instead of n.
Hammer £ Bludgeon, Dual Wield
Hatchet £ Amputate, Dual Wield
Hay Hook - Adds n to melee attack rolls Dual Wield, Sharp
vs models that have no
melee weapon equipped
(including Walkers).

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Playtest rules

Katana n Sharp
Knife n Dual Wield, Sharp
Machete £ Amputate, Dual Wield, Sharp
Metal Pipe - Bludgeon
Pitchfork n Bulky, Sharp
Riot Baton n Bludgeon, Dual Wield
Riot Shield - Add n to defense rolls in
melee, or £ versus Walkers.
If this model also has a Riot
Baton equipped, this weapon
gain the Dual Wield keyword.
Scythe £ May reroll 1 die per melee Bulky, Sharp
attack.
Shiv - Once per game, you may add Dual Wield, Sharp
£ to an attack roll with this
weapon. If you do so,
remove this weapon from
the roster once the attack is
resolved.
Shovel n Bludgeon, Bulky
Sickle n May reroll 1 die per melee Sharp
attack.
Sledgehammer £ When performing a Smash! Bludgeon, Bulky
Action, add £ instead of n.
Taser - Stun
Tire Iron £

SPECIAL ITEMS
Name Special Rules Keywords N/M
Adrenaline Shot Gain +1 Action. At the end of the activation, One Use
lose 1 Health point.
Animal Catcher This item uses a Melee Weapon slot.

As an Action, target one standing Walker in


your Kill Zone and roll [BLACK]. On a [«],
Move that Walker to any other point in your
Kill Zone and assign an Activated token to (it
if it didn’t already have one). This can move a
Walker freely over Traversable terrain, and
into contact with a Survivor.
Backpack Whenever this model Scavenges a Supply Attachment: Armor, Body
Counter, they gain +1 VP.
Bandages One use only. As an Action, restore 1 health
point lost earlier in the game.
Bandoleer Reload is a Free Action while this item is
equipped.
Bear Trap At the start of the game, secretly note one One Use
piece of Area Terrain on the board. The first
time an enemy activates within or moves
into that Area Terrain, declare that it is
trapped, and roll [BLACK]. On a [«], the trap
goes off – the model loses n health and is
made Prone. Remove this item from your
roster. If the trap does not go off, the trap
remains in play and you must roll again the
next time an enemy model enters the
terrain.
Body Armor Reduce damage taken from enemy attacks Armor
by 1.

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Playtest rules

Camo Gear When this model is in Cover, it upgrades its Attachment: Armor, Body
Cover bonus die (n to £, and £ to n).
Camo Paint When this model is in cover, it adds 1 success One Use
to its Cover bonus roll (if it cannot take the
roll for whatever reason, it does not receive
the bonus).
Flak Jacket Reduce damage received from weapons with
the Blast keyword by £.
Flashlight At the start of the model’s activation, declare
whether the Flashlight is on or off. While it is
on, the model counts as a Light Source.
Football Pads Reduce damage taken from melee attacks by Armor
1 point.
Gory Clothing Armor or Attachment: Armor,
Masked Scent
Hockey Gear Ignore the Bludgeon keyword when attacked Armor
in melee.
Knapsack This model does not lose VPs for Supply Attachment: Armor, Body
counters if it is killed during a game.
Laser Sight When performing a ranged attack with the Attachment (Rifle or Handgun)
attached weapon, roll [BLACK]. On a [«], add
n to the attack roll.
Leather Jacket Reduce the damage taken from a single Armor, One Use.
melee attack by n.
Liquor Use as an Action. Until the end of the turn, One Use.
reduce this model’s ranged attack rolls by 1
success, but add £ to its defense rolls.
Makeshift Padding When this Survivor is Bitten!, roll [BLACK]. On Armor or Attachment: Armor,
a [«] ignore the Bite. One Use
Medical Bag If this model restores Health points to itself Amputate
or a friendly model, increase the number of
points restored by 1.
Police Vest Add one automatic [!] to this model’s Armor
Defense rolls.
Rifle Scope The attached weapon treats its Medium Attachment: Rifle
range as up to 25”, and Long Range (if
applicable) as up to 35”.

Riot Gear Your opponent must discard one die of their Armor
choice from attack rolls against this Survivor.
If this Survivor dies, they are replaced with
an Armored Walker.
Rocket Reload As an Action, remove the Ammo counter Attachment: RPG, One Use
from the attached weapon.
Running Shoes When performing a Run Action, roll [BLACK].
On a [«], add 2” to the movement distance.
Silencer The attached weapon causes NOISE instead Attachment: Handgun or Rifle
of MAYHEM.
Sniper Scope Grants the attached weapon the Deadly Attachment (Rifle)
Precision Keyword, and increases its Long
Range (if applicable) to 35”.
Speedloader Remove this item from the roster to remove Attachment (Handgun), One
one of the model’s Ammo counters. Use
Stab Vest Enemies cannot use the Sharp Keyword Armor
when attacking this model in melee.
Suppressor Roll [BLACK] each time the attached weapon Attachment: Handgun
is fired. On a [«], the weapon causes NOISE
instead of MAYHEM.

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