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Last Night on Earth: The Zombie Game – Radioactive Zombies with Grave Weapons Supplement thumbnail

Last Night on Earth: The Zombie Game – Radioactive Zombies with Grave Weapons Supplement

Expansion for Last Night on Earth: The Zombie Game

Last Night on Earth: The Zombie Game – Radioactive Zombies with Grave Weapons Supplement Rulebook

Table of Contents

Table of Contents

  • Grave Weapons Deck and Markers
    • 3.9.5 Grave Weapons Cards
      • 3.9.5.1 Immediately Played
    • 3.14.6 Grave Weapon Markers
  • Grave Weapons
    • 14.6 GRAVE WEAPONS
    • 14.6.1 Eligible Zombies
    • 14.6.2 Assigning a Grave Weapon
      • 14.6.2.1
      • 14.6.2.2
      • 14.6.2.3
      • 14.6.2.4
    • 14.6.3 Effects of Grave Weapons
      • 14.6.3.1 Barbed Wire
      • 14.6.3.2 Bloated Body
      • 14.6.3.3 Blood Spray
      • 14.6.3.4 Crawling Torso
  • Killed Grave Weapon Zombies (Combat Resolution)
    • 11.6.6.1 Killed Explosive Grave Weapons
    • 11.6.6.2 Killed Blood Spray Grave Weapons

Grave Weapons Deck and Markers

3.9.5 Grave Weapons Cards

The Grave Weapons deck allows the Zombie player to spawn dangerous new Weapons onto individual Zombies within their horde. These range from traditional weapons like an Old Pitchfork or Rusty Axe to various physical traits that can be used as a weapon such as Bloated Body or Blood Spray. The Grave Weapons cards are not considered Zombie Cards and are not canceled by cards that cancel Zombie Cards.

3.9.5.1 Immediately Played

When drawn, Grave Weapon cards are immediately played face-up on the table.

3.14.6 Grave Weapon Markers

When a Zombie gets a Grave Weapon the appropriate marker can be placed underneath the model to show which weapon it has. Alternately the Grave Weapon models may be used [see rule 14.6.2]. Number available: 22

Grave Weapons

14.6 GRAVE WEAPONS

Whenever Spawning new Zombies, at a cost of 2 Spawn Points each, a Zombie on the Board may instead be given a Grave Weapon. This can be done multiple times if you have enough Spawn Points. Note that this does NOT count when a card tells you to "place" Zombies on the Board, only when actually Spawning new Zombies.

Assigning a Grave Weapon costs two Spawn Points.

14.6.1 Eligible Zombies

Any standard Zombie, Grave Dead, Zombie Hero or Zombie Martian Champion may be given a Grave Weapon, but Zombie Champions may not. (Footnote in the source: Although not specifically mentioned in the original rules, it seems prudent not to allow Grave Weapons on Zombie Champions.) No Zombie may have more than one Grave Weapon assigned to them.

14.6.2 Assigning a Grave Weapon

To give a Zombie a Grave Weapon, draw a card from the Grave Weapons deck and then choose any Zombie on the Board that is on a Spawning Pit or that is NOT in the same or Adjacent space as a Hero or Martian and replace the model with the corresponding Grave Weapon model (or add a Grave Weapon marker). (Footnote in the source: For some Grave Weapons (Blood Spray, Explosive, Recently Dead and Stench of Death) there are no models.) Place the Grave Weapon card face up on the table to show that it is active and for reference and place the removed Zombie model (if any) on that card (this ensures that the Zombie Pool is not enlarged by adding Grave Weapon models). When the Grave Weapon Zombie is killed and removed from the Board, return the Zombie model from the card to its Pool.

A Grave Weapon can be assigned to a Zombie on a Spawning Pit or one that is NOT in the same or Adjacent space to a Hero or Martian.

14.6.2.1

You may assign a Grave Weapon to a Zombie that has just been Spawned in the same Step.

14.6.2.2

If a Zombie already has a Grave Weapon, you may not assign another to them.

14.6.2.3

There may not be more than 8 Grave Weapons total on the Board at a time.

14.6.2.4

Generators [see rule 16.6.9] do NOT prevent a Zombie from having a Grave Weapon Spawned onto them (like nearby Heroes or Martians do).

14.6.3 Effects of Grave Weapons

The various Grave Weapon effects are summarized below.

14.6.3.1 Barbed Wire

The Zombie is tangled in barbed wire. If a Hero or Martian rolls a 1 on any of their Fight Dice while in a Fight with the Zombie, that Hero or Martian instantly loses the Fight.

14.6.3.2 Bloated Body

Any time the Zombie would take a Wound, roll a D6. On the roll of 3+, prevent that Wound. This cannot prevent Wounds done by an Explosive.

14.6.3.3 Blood Spray

If this Zombie is killed while in the same space as a Hero or Martian, transfer the Grave Weapon card to that Hero or Martian (if more than one, Zombie's choice). Once transferred, the card counts as a Remains in Play Zombie Card. Next time that Hero or Martian takes a Wound, they are instead turned into a Zombie/Zombie Hero/Zombie Martian Champion.

14.6.3.4 Crawling Torso

The Zombie may now move 2 spaces instead of its normal move. Also, Heroes or Martians in the same space as the Zombie must roll a 4 or higher for movement to be able to move away.

14.6.3.5 Explosive

At the end of each Zombie Turn (except the Turn when the Explosive Zombie is assigned), roll a D6. On the roll of 6, the Zombie explodes. If the Zombie is killed it also explodes. Any other Zombies in its space when it explodes are Killed on the roll of 2+, any Hero or Martian there is Killed on the roll of 5+. Any model in an Adjacent space takes a Wound on the D6 roll of 5 or 6.

14.6.3.6 Machete

The Zombie rolls an extra Fight Die. In addition, if the Zombie has doubles on any of its Fight Dice, the Hero or Martian must Fight this Zombie again after the current Fight is Resolved (unless the Zombie is killed).

14.6.3.7 Old Pitchfork

Any Hero or Martian Fighting the Zombie rolls one less Fight Die than normal.

14.6.3.8 Recently Dead

The Zombie may move D3+1 spaces instead of their normal move.

14.6.3.9 Rusty Ax

The Zombie rolls an extra Fight Die. In addition, before Fight Dice are rolled, the Zombie player may choose one of a Hero's Hand Weapons that they may not use during this Fight.

(The source spells this weapon "Rusty Ax" in rule 14.6.3.9 and "Rusty Axe" in rule 3.9.5. It is transcribed as printed in each place.)

14.6.3.10 Sickle

The Zombie rolls an extra Fight Die. In addition, once per Fight, the Zombie may force the Hero or Martian to re-roll one of their Fight Dice.

14.6.3.11 Stench of Death

Every Hero or Martian within 2 spaces of the Zombie rolls one less Fight Die than normal (minimum of 1).

Killed Grave Weapon Zombies (Combat Resolution)

This section is rule 11.6.6 "Killed Zombies", sub-rules 11.6.6.1 and 11.6.6.2 only, from the same community document. Rule 11.6.6.3 (Radioactive Grave Dead) is in the Radioactive Grave Dead entry.

11.6.6.1 Killed Explosive Grave Weapons

When an Explosive Grave Weapon is killed, it explodes. Any other Zombies in its space are Killed on the roll of 2+, any Hero or Martian there is Killed on the roll of 5+. Any model in an Adjacent space takes a Wound on the D6 roll of 5 or 6.

11.6.6.2 Killed Blood Spray Grave Weapons

If a Blood Spray Grave Weapon Zombie is killed while in the same space as a Hero or Martian, transfer the Grave Weapon card to that Hero or Martian (if more than one, Zombie's choice). Once transferred, the card counts as a Remains in Play Zombie Card. Next time that Hero or Martian takes a Wound, they are instead turned into a Zombie/Zombie Hero/Zombie Martian Champion [see rule 14.7].

  • 14.6.3.5 Explosive
  • 14.6.3.6 Machete
  • 14.6.3.7 Old Pitchfork
  • 14.6.3.8 Recently Dead
  • 14.6.3.9 Rusty Ax
  • 14.6.3.10 Sickle
  • 14.6.3.11 Stench of Death