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Dawn of the Zeds (Third Edition): Expansion Pack #1 – Stepping Forward thumbnail

Dawn of the Zeds (Third Edition): Expansion Pack #1 – Stepping Forward

Expansion for Dawn of the Zeds (Third Edition)

Dawn of the Zeds (Third Edition): Expansion Pack #1 – Stepping Forward Rulebook

Table of Contents

Table of Contents

  • Hero Cards
    • Mrs. May Hauser
    • General Lee
    • Check Mates™
    • "Big Wheels" Carter
  • Notes on the Cards

Hero Cards

Mrs. May Hauser

Civic Hero card. Strengths 3 / 1; Movement 4.

Abilities:

  • Thrifty Quartermaster: While she is in a Town space, you receive a "Saving Roll" for each Ammo you lose or spend for any reason. On a roll of 5 or 6, that Ammo is not lost or spent.
  • The Iron Volunteer: She can occupy a Hospital Staff Office space. While there, units discharged from the Hospital during the Action Phase receive an immediate free Action.
  • Combat Coach: Any unit she is stacked with (including those in Town Center) receive +1 Strength in Hand-to-Hand combat.
  • Pistol Top Shot: Her Gunfire attacks receive 1 [right-arrow icon]. She rolls an additional die for all Gunfire attacks, selecting which dice to use to determine the outcome. In addition, the first Gunfire attack she makes on any turn costs 0 Ammo.

General Lee

Equine Hero card. Strengths 2 / 1; Movement 6.

Abilities:

  • Saddle Up: General Lee can carry one non-Mounted human or primate Hero unit at a time; that Hero receives a "free" ride as part of General Lee's Movement Action. General Lee and his rider act as one unit for stacking purposes.
  • Cavalry Charge: Any Hero stacked with General Lee gains 1 Strength and does not increase [skull icon] when they engage in Hand-to-Hand combat.
  • Thoroughbred: General Lee receives one free Move Action each Action Phase. Place the Thoroughbred marker on this card to keep track of when you have used this ability.
  • Horse Sense: When this unit has no rider, it cannot voluntarily enter a Chaos or Tunnel space.
  • A Horse is a Horse: This unit never increases [skull icon] when attacking or defending in Hand-to-Hand combat. He cannot build Barricades, use vehicles, restore order, or make arrests.
  • Run, Flicka, Run!: This unit (and its rider) can choose to retreat before being attacked in Hand-to-Hand combat.

Check Mates™

Heroic Civilians unit card. Strengths 1* / 1*; Movement 3.

Abilities:

  • Strategists: At the start of each Action Phase, roll one die. If the result is greater than (>) the number of Event Actions received that turn, gain one additional (+1) Event Action (even if that increases the number of Event Actions past 4). Replace the Event Action marker with the Check Mates™ Event Action marker as a reminder.
  • *Ruse de Jeu: Each Refugees unit in the Refugee Camp increases this unit's full strength side by +1 (and reduced strength side by +½, rounded down) as new people join the club with a mind to fight Zeds.

"Big Wheels" Carter

Mounted Hero card. Strengths 8 / 4; Movement 5.

Abilities:

  • King of the Road: Carter and his truck are "one." He cannot voluntarily enter the Tunnel track, conduct Gunfire attacks, increase [skull icon] during Hand-to-Hand combat, nor can he make Arrests.
  • Cargo Hauler: Carter enters play on any above-ground Start space with his Cargo marker showing its Loaded side. When he reaches Town Center, his Move Action ends; flip the Cargo marker to its Empty side and immediately gain +5 Supplies and +3 Ammo. His truck can be reloaded at any Start space by spending 1 Action to do so.
  • Zeds Plow: To attempt to move through a Zeds-occupied space, upon entering it, roll one die: on a 4, 5, or 6 inflict 1 Hit on each Zeds in that space and Carter can continue moving. Otherwise, Carter stops and conducts Hand-to-Hand combat with no [skull icon] increase.
  • Repairs: Carter never suffers Hits; his truck does. However, after receiving 6 Hits, he gets a Saving Roll. If successful, he enters the Hospital where, after 1 Heal Action, he is discharged. He can Repair his truck in Town Center or a Start space by spending 1 Supply or 1 Action per Hit removed. No more than 1 Hit can be removed per turn.

Notes on the Cards

  • The Abilities text above is reproduced as printed on the four Hero cards. This document adds no rules beyond that text.
  • Dice icons are written out as the base rulebook's Symbol Key defines them: a single die icon is "roll one die". Where a card shows the faces of dice (Mrs. May Hauser's "5 or 6", and the "4, 5, or 6" of Carter's Zeds Plow), the faces are written as numbers.
  • The [right-arrow icon] on Mrs. May Hauser's Pistol Top Shot is a column shift. Under the base rules, a shift to the right is a plus (see Rule 6, step 3, Apply Column Shifts). The card gives no further explanation.
  • The [skull icon] appears on General Lee and on "Big Wheels" Carter. It is printed on the cards as a skull and is not defined on these cards; the cards are reproduced with the icon in place and its meaning is not restated here.
  • The Strength values marked with an asterisk on Check Mates™ ("1*") are printed that way. The asterisk pairs with the *Ruse de Jeu ability on that card.
  • The Thoroughbred marker, the Cargo marker (Loaded and Empty sides) and the Check Mates™ Event Action marker are named on the cards. They are components of this expansion pack and are not transcribed as separate rules.
  • The card names, card type lines, Strength and Movement numbers are read from the card's printed layout. The copyright and publisher lines printed on the cards are not transcribed.