Zombicide: 2nd Edition – Fort Hendrix
Zombicide: 2nd Edition – Fort Hendrix Rulebook
Table of Contents
Table of Contents
Game Components
- 6 ID cards (Javier, Michelle, Karl, Marian, Wayne, Riley)
- 1 Campaign Sheet notepad (24 sheets)
- 7 tokens: 1 Clock, 6 Light Beams
- 6 All-Out dice
- 91 Objective cards
- 6 double-sided tiles
- 97 Equipment cards: 6 Advanced Starting Equipment, 30 Advanced Equipment, 11 Advanced Pimpweapons, 50 Military Equipment
- 40 Zombie cards
- 13 miniatures: 6 Survivors (Javier, Michelle, Karl, Marian, Wayne, Riley), 1 Companion (Penny), 6 Zombies (including Shooter Walkers)
Advanced Rules
The advanced rules detailed in this chapter are meant to enhance your Zombicide games with new features. They are used in the Star-Spangled Banner campaign and add flavor to one-shot Missions as well!
Advanced Equipment Rules
The Advanced Core decks replace Zombicide's corresponding Equipment decks. The Military deck is used with Fort Hendrix's setting. Both use the new All-Out and Keep rules.
Zombicide: Fort Hendrix comes with several Equipment decks using the special All-Out dice.
- Fort Hendrix's Advanced Core decks replace the Zombicide: 2nd Edition's Equipment, Starting Equipment, and Pimpweapon decks, with the All-Out and Keep values detailed below. To use them, simply replace the corresponding decks with their Advanced counterparts.
- The Military deck is used with the Zombicide: Fort Hendrix campaign and tiles (see Military Equipment and Tiles).
Going All-Out
Fighting against zombies is a whole new combat experience. Weapons created before the invasion were meant to kill or put living beings out of action. Putting down a zombie is completely different. We have to push our weapons over the top, and sometimes... they break.
A player may declare going All-Out before any Combat Action performed by their Survivor using a weapon with an All-Out value. For the ensuing Combat Action, the player adds the written amount of All-Out dice to the standard dice, then resolves the Action. It's all or nothing: the whole All-Out dice amount is added to the pool.
The All-Out dice act like standard dice, adding hits if the weapon's Accuracy value is met. However, rolling 1 or more Breaks on any of the All-Out dice (ONLY All-Out dice, standard dice do not generate Break results) means the weapon broke. Discard the weapon card right after the Combat Action is resolved.
The Break symbol replaces the 1 on All-Out dice. Apply the corresponding game effects whenever a Break is rolled.
Dual weapons are used normally, adding both weapons' All-Out dice to the pool (remember, it's all or nothing, either you go All-out, or you go home). Each Break rolled means a single one of these weapons is lost. So, both weapons are lost whenever 2 Breaks (or more) are rolled.
IMPORTANT: All-Out dice cannot be re-rolled in any way (the Lucky Skill, Plenty of Bullets, or Plenty of Shells cards have no effect on these, for example).
EXAMPLE 1: Marian goes All-Out with a Tactical Tomahawk. This weapon rolls 2 standard dice and 1 All-Out die. All 3 dice are grouped for the roll with a 3+ Accuracy. The standard dice roll obtains 1 hit. The standard die showing a Break face is not a Break, as it is a standard die. The All-Out die rolls a hit, adding 1 hit. The Attack roll obtained 2 hits total.
EXAMPLE 2: Marian goes All-Out with a Mossberg 500. This weapon rolls 2 standard dice and 2 All-Out dice. All 4 dice are grouped for the roll with a 4+ Accuracy. The standard dice obtain 2 hits. The All-Out dice roll obtains 1 hit and 1 Break. The Attack roll obtained 3 hits total, and 1 Break. All hits are assigned normally, then the Mossberg 500 card is discarded.
EXAMPLE 3: Marian goes All-Out with dual Katanas. Each weapon rolls 2 standard dice and 2 All-Out dice. All dice are grouped for dual use, totaling 4 standard and 4 All-Out dice with a 4+ Accuracy. The standard dice obtain 2 hits. The All-Out dice obtain 3 hits and 1 Break. The Attack roll obtained 5 hits and 1 Break. All hits are assigned normally, then one of the Katana cards is discarded. The other Katana can still be used.
EXAMPLE 4: Marian goes All-Out with dual H&K MP7's, having a Plenty of Bullets card in her inventory. Each weapon rolls 3 standard dice and 3 All-Out dice. All dice are grouped for dual use, totaling 6 standard and 6 All-Out dice with a 5+ Accuracy. The standard dice obtain 1 hit. The All-Out dice obtain 2 hits and 2 Breaks. All-Out dice cannot be re-rolled, meaning both H&K MP7's are lost to the 2 Break results after the Ranged Action is resolved. The player can use Marian's Plenty of Bullets card to re-roll the 6 standard dice and try to improve their results, though!
Keeping Your Equipment
With experience, a Survivor soon comes to know the rarity of the equipment they salvage. In the near future, food may become an issue, but we have time. The point is about weapons: finding what to fight with is easy, but some weapons are more potent, or less reliable, than others. Filter the best out of the toughest weapons you find, and use the others when the situation needs it.
The Keep value allows Survivors to keep Equipment cards from one game to the next. Keep a balanced inventory, as the most potent weapons are often the hardest to keep!
Players may want to play consecutive Zombicide games with the same Survivors, or play a campaign like the one featured in this expansion. In these cases, the Keep value simulates the Equipment cards' durability, allowing Survivors to keep some of them from one Mission to the next.
Each Survivor's inventory is discarded at the end of each Mission, save for the Equipment cards featuring a Keep value. Roll an amount of All-Out dice corresponding to the Keep value of each of these cards, individually:
- If 1 or more Breaks are obtained, the Equipment card is discarded. It had a malfunction of some sort before the next Mission and is lost.
- If no Break is obtained, the Equipment card is kept. The Survivor begins the next Mission with the Equipment. Its card is automatically assigned to them during Setup, in addition to any Starting Equipment they get. They can organize their inventory as they please before the game starts.
IMPORTANT: The Keep roll cannot be re-rolled in any way.
- The Plenty of Shells Equipment card has no Keep value. It is discarded right away.
- 5 All-Out dice are rolled for the Chainsaw (Keep 5). A single Break is enough to lose the weapon and discard it.
- 2 All-Out dice are rolled for the Machete (Keep 2). No Break. Wayne will have it for the next Mission.
- 4 All-Out dice are rolled for the first Sawed-Off (Keep 4). No Break. The Sawed-Off is kept as well.
- 4 All-Out dice are rolled for the second Sawed-Off (Keep 4). 2 Breaks! The Sawed-Off is lost and discarded.
Mixed gaming groups may result in not having enough Equipment cards of a given type for the Survivors. In that case, players decide which Survivors receive the available Equipment cards. Other Survivors have lost theirs.
EXAMPLE: Wayne ends a Zombicide game with a Chainsaw (Keep 5), a Machete (Keep 2), a pair of Sawed-Off (Keep 4), and a Plenty of Shells (no Keep value) Equipment card.
KO / R.I.P. Rules
Classic Zombicide games are lost whenever a Survivor is eliminated. This may not be the case if you play a Campaign using these rules. Using the KO rules provides extra time to save a fallen comrade before they die for good.
A Survivor losing their last Health point is considered KOed (but not dead). Lay down their miniature in the Zone they currently occupy and discard all Equipment cards they may have (no Keep rolls allowed).
The Survivor is now considered as an Objective token until the End Phase of the subsequent Game Round (not the ongoing one). They can be taken by another Survivor using a Take an Objective Action. If they are not taken by the deadline, well… they're dead (see below).
- If the KOed Survivor is taken, place their miniature on their own Dashboard. The KOed Survivor is not dead, but cannot be played until the next Mission.
- If the KOed Survivor is not taken, they are dead for good. Remove their miniature. Check out the Mission's Objectives, as they may state it is lost whenever a Survivor dies. The dead Survivor cannot be played until the end of the Campaign.
NOTE: Keep note of all Survivors that die to make sure they aren't used in the same Campaign.
The dead Survivor's player may choose another Survivor for the next Mission, starting with a new Campaign Sheet. Choosing another Survivor results in a loss of all Equipment, CXP, Bonus Actions, and Campaign Skills (see Campaign Sheet). Campaign Achievements, on the other hand, are kept from one dead Survivor to their successor.
If there is no Survivor left to play (everyone is KOed or dead), the Campaign is lost for all players.
The Clock and Night Rules
Soldiers are trained to stay awake for extended periods, but also know sleep deprivation can lead to deadly mistakes. In any case, using the night is a double-edged sword. While zombies don't sleep or tire, they are blind as bats in the dark and get excited by artificial light sources. Use this info wisely to evade zombie herds and lure them to killing grounds!
Night Rules
- Lines of Sight for Zombies are limited to Range 0.
- Lines of Sight for Survivors are limited to Range 0-1.
- Ranged Attacks have Accuracy 6 (rolling a 6 is required to hit). Game effects altering the Accuracy still apply (like +1 to dice roll: Ranged, for example). Automatic success, like throwing a Molotov, also still apply.
The Clock
As an advanced form of First Player token, the Clock tracks the time passing as the Mission goes by. Sooner or later, the night falls, enforcing its own dark rules.
Representing hours and the cycle of night and day, the Clock acts as the First Player token. The chosen Mission's description details the Clock's starting hour. From then on, the Clock is moved forward 1 hour during each End Phase, right before passing it to the next First Player.
Classic rules apply during daytime (from 7am to 6pm). Night rules apply during nighttime (from 7pm to 6am).
The Clock, and Night rules, may be used during classic Zombicide games. In that case, use the current real hour as the Clock's starting hour as the game begins.
Light Sources
Flashlights have the Light Source keyword, and may be used to illuminate Zones during nighttime. These rules have no effect during daytime. A Light Beam token is set on the board whenever a Survivor uses one. The light cancels most night rules and stimulates Zombies!
A Flashlight is turned ON under these circumstances.
- The Survivor spends 1 Action to turn the Flashlight on.
- The Survivor performs a Search Action using their Flashlight.
- The Survivor declares a Ranged Action at Range 0-1 and chooses to use their Flashlight. The token is set before the Ranged Action is resolved.
Put a Light Beam token straddling 2 Zones: the Survivor's Zone and another adjacent Zone (not diagonal). The token follows the Survivor whenever they Move and is orientated in the direction of your choosing before the Survivor performs each Action. In case of a Ranged Action at Range 0-1, the other Zone covered by the token is automatically the target Zone.
A Flashlight is turned OFF under these circumstances.
- The Survivor spends 1 Action to turn the Flashlight off.
- The Survivor Trades or discards the Flashlight they used to illuminate the Zones.
Remove the Light Beam token the Survivor created.
Zones illuminated by Light Beams are subject to the following rules:
- Actors may trace Lines of Sight to them normally.
- Ranged Actions aimed at the Zone are no longer affected by nighttime Accuracy penalties.
- Right before the Zombie Phase, any Zombie having a Line of Sight on 1 or more Light Beams immediately performs an extra Activation. Then, the classic Zombie Phase is played normally. Each Zombie may only get a single extra Activation per Game Round due to Light Beams. Keep in mind that Light Beams can be seen from very far away, as Actors may trace Line of Sight to them normally!
NOTE: A Light Beam does not illuminate through obstacles blocking Line of Sight like closed doors or walls. It can be directed toward a wall to avoid illuminating a second Zone, though.
EXAMPLE (Karl): The night has fallen. Karl's Line of Sight is limited to Range 0-1 and Zombies are nearby. Karl may use his Sawed-Off against the Runner, but the night changes the weapon's Accuracy to 6. Karl performs a Ranged Action and turns his Flashlight on, for free, before the dice are rolled. A Light Beam token is set straddling both Karl and the Runner's Zones. The Sawed-Off's Accuracy is back to 3+, but both Zones are now illuminated. Having Line of Sight to illuminated Zones, the Abomination, the Runner, the Walker, and the Fatty inside the room will get a free extra Activation right before the Zombie Phase. A single illuminated Zone is enough. Multiple illuminated Zones don't grant multiple extra Activations.
EXAMPLE (Javier): Javier has Line of Sight to the Walker's Zone (Nighttime, Range 1). The Walker's Zone is in the dark, thus changing the Sniper Rifle's Accuracy to 6. On the other side of the street, the Runner's Zone is illuminated and within the Sniper Rifle's Range. Javier may fire at it without penalty. Note both the Runner and the Walker, being Zombies, have their Lines of Sight limited to Range 0, and thus can't see Javier. This Walker has Line of Sight to the Light Beam, yet doesn't see any Survivors. It will get an extra Activation right before the Zombie Phase and will Move toward the noisiest Zone: Javier's.
EXAMPLE (Marian): Performing a Search Action with a Flashlight, Marian has a Light Beam in her Zone. She chose to turn it toward the wall. Her own Zone is illuminated, but not the Zone behind the wall (the wall is an obstacle blocking Lines of Sight). Thus, the Fatty next to Javier has no Line of Sight to the Light Beam. Before Karl switched his Flashlight on, the Fatty had no Line of Sight to him. Since Karl's Zone is now illuminated, the Fatty has Line of Sight to him. The same applies to the Runner and the Abomination.
EXAMPLE (Michelle): The night has come, and Michelle is at Yellow Danger Level. Her 1st Action is a Ranged Action using her Colt M4 Carbine against a Runner at Range 1. She turns her Flashlight on, for free, illuminating both Zones. The nighttime Accuracy penalty doesn't apply! The dice are rolled and Michelle eliminates the Runner. For her 2nd Action, Michelle Moved up 1 Zone. She chose to keep her Flashlight on, orientating it toward the door. For her 3rd Action, Michelle Opens the door in front of her using her Fire Axe. She chooses to keep her Flashlight on. The building opens and Zombies are spawned normally. For her 4th (and final) Action, Michelle performs a Ranged Action with her Colt M4 Carbine aimed at the Walkers' Zone. She shoots one down. Michelle's Turn ends. Both her Zone and the Walkers' Zone are illuminated by the Light Beam. Right before the Zombie Phase, players check for Zombies having a Line of Sight on 1 Light Beam (or more). That's the case for the Walkers. Both of them immediately perform an extra Activation. The Fatty doesn't have Line of Sight on a Light Beam. It doesn't get an extra Activation. The Zombie Phase now occurs normally. Michelle loses 1 Health to the Walker in her Zone. The other Walker moves to her Zone, and the Fatty moves towards Michelle's Zone as well. Let's hope there is no extra Activation card during the Spawn Step!
Fort Hendrix Rules
The rules detailed in this chapter are meant to be used with the Star-Spangled Banner Campaign. They can also be used in your own custom Missions, too!
Shooter Walkers
To get Shooter Walkers in your game, simply replace the standard Zombie cards from the core box (#001 to #040) with the Fort Hendrix Zombie cards (#041 to #080). They are used to spawn Zombies in the same manner.
They are a threat to Survivors at any range! Use Fort Hendrix's Zombie cards to get Shooter Walkers in your game. The "Zombie Shooter" symbol is used both to spawn them and make them fire at Survivors.
Zombies are already bad on their own, but armed zombies are a nightmare come true. They now wander around, shooting randomly as their dead finger pulls the trigger, or their weapon hits something they stumble across. Talk about collateral damage!
Shooter Walker (stat block)
- Actions: 1
- Wounds dealt: 1
- To eliminate: Damage 1
- Adrenaline provided: 1 point
Special rules:
- Shooter Walkers share the same Priority Level as Walkers. They do not benefit from Walker extra Activation cards.
- Whenever you draw a Zombie card with the "Zombie Shooter" symbol, proceed as follows, in order:
- Each Shooter Walker already on the board performs a Zombie Attack aimed at each Zone on which it has a Line of Sight, and where 1 or more Survivors stand. Dark Zone rules and Night rules are ignored. If a single Shooter Walker has Lines of Sight on several Zones with Survivors, it performs one Attack aimed at each of them.
- Each Shooter Walker's Attack inflicts 1 Wound, assigned in any way the players want among Survivors in each targeted Zone. These Wounds are distributed normally among the Survivors standing there.
- Spawn the standard Zombies indicated on the Zombie card with the "Zombie Shooter" symbol. Notice the indicated Zombie type (Walker, Fatty, or Runner), as you will need this information for the next step.
- Spawn 1 Shooter Walker in each Zone with a Zombie of the indicated type (Walker, Fatty, or Runner), and having a Line of Sight to a Zone where 1 or more Survivors stand. Dark Zone rules and Night rules are ignored. Don't spawn in Zones already featuring Shooter Walkers. If there are not enough Shooter Walker miniatures to perform such a spawn, place the remaining Shooter Walker miniatures in eligible Zones of the player's choosing. Then, all Shooter Walkers on the board perform an extra Activation (they don't shoot!).
IMPORTANT: Shooter Walkers only shoot when a "Zombie Shooter" card is drawn. On their normal Activations they act just like standard Walkers.
Shooter Walker examples (diagram captions, in reading order; the board diagrams are not reproduced):
- This Fatty doesn't see any Survivors. No Shooter Walker is added.
- This is the Spawn Step at Blue Level. There are no Shooter Walkers on the board. First, a Fatty card featuring the "Zombie Shooter" symbol is drawn. 1 Fatty is set in the Starting Spawn Zone. Then, players check for all Zones having at least 1 Fatty in them with a Line of Sight on 1 Survivor or more (Night rules are ignored). The Fatty that just spawned has Line of Sight on Riley, so 1 Shooter Walker is added.
- The Fatty in this Zone has Line of Sight on Javier and Wayne: 1 Shooter Walker is added.
- A Zombie card featuring 2 Walkers and the "Zombie Shooter" symbol is drawn for the second Spawn Zone. Before placing any miniatures, each Shooter Walker on the board deals 1 Wound to every Zone with Survivors to which it has Line of Sight (Night Rules are ignored). This Shooter Walker has Line of Sight to Javier and Wayne's Zone. A single Wound is dealt. Players choose to deal it to Javier. This Shooter Walker has Line of Sight to Riley's Zone. Riley is dealt 1 Wound.
- After the Zombie Shooting is resolved, 2 Walkers are placed on the second Spawn Zone. Then, 1 Shooter Walker is placed on every Zone a Walker has Line of Sight to 1 or more Survivors. The Walkers just placed there see Javier and Wayne. This Walker has Line of Sight to Riley. A Shooter Walker is set in this Zone.
- This Walker has Line of Sight to Marian and Michelle. No matter if they are in different Zones, seeing 1 Survivor is enough. A Shooter Walker is placed in the Walker's Zone.
- After all Zombie shots are resolved, a Shooter Walker should spawn in each Zone having a Runner with a Line of Sight on 1 or more Survivors. There is already a Shooter Walker in this Runner's Zone, however, and no addition occurs.
- Both Shooter Walkers fire at Riley's Zone. The Survivor endures 2 more Wounds and is defeated. Time to check K.O. Rules (see KO / R.I.P. Rules)!
- This Shooter Walker is alone, yet fires at all Zones with a Survivor and within Line of Sight. Marian and Michelle both endure 1 Wound.
- 2 Shooter Walkers have Line of Sight to Javier and Wayne's Zone. 2 Wounds are distributed among them. Each Survivor takes one for the team.
- Third Spawn Zone: a "Zombie Shooter" and 1 Runner. The Zombie Shooting is resolved first (see the other captions), then the Runner is set. The Runner has no Line of Sight to any Survivors, so no Shooter Walker spawns in its Zone after all shots are resolved.
Military Equipment and Tiles
The Military Equipment cards can be found by Searching any room in military tiles.
The Military Equipment cards form a deck of their own, with a distinctive military uniform back. They are shuffled and placed as a pile, facedown, close to the board during Step 6 of the Setup. Military cards use the Advanced Equipment rules (see Advanced Equipment Rules).
All tiles included in Fort Hendrix are military tiles. If in doubt, note that military tiles have no sidewalks. Unless otherwise stated, any Survivor performing a Search Action on a military tile draws from the Military deck.
Military Equipment and tiles are used in the Star-Spangled Banner campaign.
Campaign Rules
The Campaign rules detailed in this chapter complete Zombicide's core and advanced rules to be used specifically with the Star-Spangled Banner Campaign.
Campaign Sheet
The Campaign Sheet is used to track a Survivor's individual progress. As the Campaign begins, each Survivor gets their own Campaign Sheet from the sheetpad. Write down your hero's story! The different sections are explained below.
- CXP Bar: Check the boxes as your Survivor earns CXP. Reaching the indicated Milestones grant the Survivor Bonus Actions or Campaign Skills.
- Campaign Skills: Each time your Survivor earns a Campaign Skill, choose 1 from the list and check the corresponding box.
- Bonus Actions: Each time your Survivor earns a Bonus Action, check a Reserve box here. They are cumulative, but each can be used only once per Mission!
- Equipment Kept: Write down the Equipment the Survivor will keep for the next Mission here.
- Campaign Achievements: Write down the keywords epitomizing the Survivor's significant choices and feats here. They have an impact on campaign events.
CXP Bar
During the Campaign, Survivors gain Campaign Experience Points (CXP) to earn Bonus Actions and Campaign Skills. The decisions made may unlock specific Achievements and change the course of the story.
CXP is kept during the Campaign. Check the corresponding boxes as the Survivor's CXP reserve grows. Reaching the indicated Milestones earns the Survivor the corresponding reward(s).
CXP is earned as the Mission goes on. Milestone rewards are immediate and may be used the Turn in which they are acquired.
With each Milestone comes a reward choice: either a Bonus Action or a Campaign Skill.
EXAMPLE: The team is now playing the Campaign's second Mission. Michelle reaches the Orange Level again, earning another CXP. She now has 2, which is enough to unlock a reward. The player chooses between a Bonus Action or a Campaign Skill.
EXAMPLE: Michelle reached the Orange Danger Level during the Campaign's first Mission, but not the Red Danger Level. She earned 1 CXP and the player checked the 1 CXP box on Michelle's Campaign Sheet. This CXP is earned for the entire Campaign (or until the Survivor dies).
Each Survivor may earn up to 2 CXP per Mission:
- 1 for reaching the Orange Danger Level for the first time in the Mission.
- 1 for reaching the Red Danger Level for the first time in the Mission.
Reaching Ultrared Levels (Core rule book, P. 35) doesn't count. Some Missions may allow Survivors to earn additional CXP.
Campaign Skills
The Survivor earns a Campaign Skill of the player's choosing among the list. Check the corresponding box. Each Campaign Skill can be acquired only once.
From then on, the Survivor gets the chosen Skill at Blue Level, in addition to any Blue Level Skill(s) they already possess. It can be used immediately.
Some Campaign Skills are new and detailed in the New Skills chapter.
EXAMPLE: Michelle's player goes for the Hoard Campaign Skill. From now on, Michelle has both the Spare parts Skill and Hoard, as Blue Level Skills! Hoard is even active immediately, offering Michelle an extended inventory!
Bonus Actions
The Survivor earns a free Action to spend in any way they want, once per Mission.
This reward may be selected multiple times across the Campaign. Check the corresponding amount in the Reserve boxes of the Bonus Actions' section.
Check a Spent box with a pencil each time the Survivor spends 1 Bonus Action, up to their Reserve amount. The Survivor may use several Bonus Actions in the same Turn. The Reserve is fully replenished at the end of each Mission. Erase the Spent marks.
EXAMPLE: Karl got the +1 Bonus Action reward 3 times over the course of the Campaign. He has up to 3 Bonus Actions to spend during each Mission, in any way the player pleases. Bonus Actions are recovered at the end of each Mission.
Equipment Kept
The Keep rules allow Survivors to keep Equipment from one Mission to the next. This section may be used to write down the list with a pencil for an easier tracking.
Campaign Achievements
Campaign Missions may require either an important decision to be made or get Survivors to perform a significant feat. The choice or feat may result in writing down a Campaign Achievement, usually a descriptive keyword (like Contaminated, for example) in the corresponding section of the Campaign Sheet.
Campaign Achievements may be individual or collective. They may have an impact on future Missions. Obtaining a specific Achievement may unlock special events, influence the behavior of non-playing characters toward the Survivor, or change the course of the Campaign itself.
Objective Cards
In Campaign Missions, Objective tokens are replaced by Objective cards. These cards are designed to be set in specific Zones or straddling doors. Their back blends in with the tile's environment. Don't read Objective cards until a Survivor picks them, as it would spoil your gaming experience!
Pimpweapon Crates are not replaced with cards. These tokens are set and taken as usual.
Setup
Each Campaign Mission has its own set of Objective cards, gathered in an Objective set. Make sure to take the right set for the chosen Mission and place the Objective cards as described on the Mission map. For ease of setup, Objective cards display the number of the tile they are placed on.
Some Objective cards, called Notes, are placed facedown close to the board. They may be read during the Mission, according to the decisions the Survivors make. Notes may be picked up and read over the course of the game, according to situations or choices made with the Objective cards. For example, Objective Card #17 may lead players to choose between two options. Each of them is then explained on its corresponding Note, #1 or #2.
Taking an Objective Card
- Objective cards set in Objective Zones are taken in the same way as classic Objective tokens.
- Objective cards straddling doors are taken whenever the corresponding door is opened.
NOTE: Unless otherwise stated, taking an Objective card does not grant AP.
Whenever an Objective card is taken, read it out loud for all the team to enjoy and apply the game effects described on the card. In descriptions, "the Survivor" designates the Survivor who took the Objective card. Some cards may lead the team to talk about decisions to make. Zombicide is a cooperative game!
Unless otherwise stated, Objective cards are discarded after their effects are resolved. Some of them may ask you to keep them revealed. Keep them faceup on the Zone they were picked up, or near the board, as reminders of game effects to apply.
EXAMPLE: Riley takes a door Objective card. The player reads it and discovers it cannot be opened as a KEY is needed. But when it is done, players may read Note #1. The Objective card is placed back on the door. Later, Javier takes an Objective card featuring a KEY. The door Riley previously found can now be opened. As soon as it is done, Note #1 is read. What secret lies inside this locked room?
Achievements and Keywords
Objective cards may feature Achievements to write down on Campaign Sheets. Some Objective cards also feature capitalized keywords, linking them to other Objective cards in a narrative way.
Notes hold secret information about choices made by Survivors during the Mission.
Fort Hendrix Campaign: Star-Spangled Banner
Star-Spangled Banner is a 10-Mission campaign for 6 Survivors. Unless otherwise stated, play the Missions in order. It uses the core rules and all rules detailed in this expansion. Don't forget to provide each Survivor with a Campaign Sheet!
Campaign Companion: Penny
The Survivor team starts each Mission with Penny as a Companion (Core rules, P. 33). During each Mission's Setup, players agree about which Survivor is Penny's Leader and set her miniature accordingly. Penny does not gain AP or CXP, but her abilities may evolve during the campaign! They are detailed in each Mission's Special Rules.
If Penny dies, the campaign is lost.
M1 – Gathering the Braves
- Tiles needed: 1R, 2R, 3V, 6V, 7R, & 9V.
- Difficulty / time: Medium / 60 minutes.
- Objectives: Survivors, unite! Gather all Survivors in the same Zone. As soon as it is done, read Note #1.
- Starting hour: 10am.
Special rules:
- Setup.
- Place Javier, Karl, and Riley on Survivor Starting Zone #1 (Tile 1R/3V).
- Place Marian, Michelle, Penny, and Wayne on Survivor Starting Zone #2 (Tile 7R).
- If playing this Mission with other Survivors, place them in an even manner (players' choice) in the Starting Zones. Penny's Leader has to be in Starting Zone #2.
- Before the first Game Round, resolve a Zombie Phase.
- Rescue them first. Until the Mission's Objective is met, the Objective card #7 (A collection of electronic stuff) is the only card Survivors can take.
- Pimpweapons. Each Pimpweapon Crate gives a random Pimpweapon to the Survivor who takes it. They can then reorganize their inventory for free.
- Penny's quest. Survivors get the Low profile Skill as long as they stand in Penny's Zone. That includes Penny herself, and her Leader. Low profile – The Survivor can't get hit by Friendly Fire (Molotovs still apply). Ignore them when shooting at the Zone they stand in.
M2 – Digital Clues
- Tiles needed: 1R, 2R, 17R, 18R, 19R, & 20R.
- Difficulty / time: Medium / 60 minutes.
- Objectives: Check the office. Go to the Command Office (take the "Command Office" Objective Card) on tile 19R.
- Starting hour: 7am.
Special rules:
- Locked data center. The building on tile 20R cannot be opened.
- Unfolding events. First, visit the Guard house and Command Office (only the Objective cards "Guardhouse" and "Command Office" can be taken).
- Penny's quest. Survivors get the Low profile Skill as long as they stand in Penny's Zone. That includes Penny herself, and her Leader. Low profile – The Survivor can't get hit by Friendly Fire (Molotovs still apply). Ignore them when shooting at the Zone they stand in.
- Pimpweapon. Each Pimpweapon Crate gives a random Pimpweapon to the Survivor who takes it. They can then reorganize their inventory for free.
M3 – Send My Love to Linda
- Tiles needed: 4V, 9R, 17R, 18V, 19V, & 21R.
- Difficulty / time: Medium / 90 minutes.
- Objectives: Rescue Dr. Linda Kirkland. Take Objective cards until you find a lead to Penny's mother.
- Starting hour: 9am.
Special rules:
- Penny's quest. Survivors get the Low profile Skill as long as they stand in Penny's Zone. That includes Penny herself, and her Leader. Low profile – The Survivor can't get hit by Friendly Fire (Molotovs still apply). Ignore them when shooting at the Zone they stand in.
- No time to waste. The building straddling tiles 17R and 21R cannot be opened.
- Pimpweapon. Each Pimpweapon Crate gives a random Pimpweapon to the Survivor who takes it. They can then reorganize their inventory for free.
M4 – Secret Lab
- Tiles needed: 16R, 17R, 19V, & 20V.
- Difficulty / time: Medium / 60 minutes.
- Objectives: Secure the secret lab. Take Objective cards until you find a way to make sure the zombies won't spread various plagues.
- Starting hour: 4am.
Special rules:
- Blocked doors. The Red doors cannot be opened from the street Zones. They can only be opened from inside the building.
- Loaded car. The Pimpmobile cannot be Driven or Searched until stated otherwise.
- Penny's wrath. Penny's Leader gets the +1 free Combat Action Skill. This free Combat Action can only be performed with a weapon in the Leader's Backpack.
- Pimpweapon. Each Pimpweapon Crate gives a random Pimpweapon to the Survivor who takes it. They can then reorganize their inventory for free.
M5 – Pathogen Eden
- Tiles needed: 4R, 6R, 7R, 16R, 17V, & 19V.
- Difficulty / time: Medium / 45 minutes.
- Objectives: Destroy the laboratories (and any Zombies standing in it). Take the "Refrigerators" Objective card on tile 19V.
- Starting hour: 8pm.
Special rules:
- Jammed. The Green door cannot be opened.
- Penny's wrath. Penny's Leader gets the +1 free Combat Action Skill. This free Combat Action can only be performed with a weapon in the Leader's Backpack.
- Pimpweapon. Each Pimpweapon Crate gives a random Pimpweapon to the Survivor who takes it. They can then reorganize their inventory for free.
M6 – Area Romero
- Tiles needed: 2V, 16V, 17R, 18R, 19V, & 21V.
- Difficulty / time: Medium / 120 minutes.
- Objectives: Did they experiment on soldiers? Check the Officer's room (on tile 16V).
- Starting hour: 10pm.
Special rules:
- Setup.
- The Green Spawn Zone is not active at the start of the game.
- The Blue and the Green Doors cannot be opened until the "Metal door" Objective card has been taken.
- Penny's wrath. Penny's Leader gets the +1 free Combat Action Skill. This free Combat Action can only be performed with a weapon in the Leader's Backpack.
- Pimpweapon. Each Pimpweapon Crate gives a random Pimpweapon to the Survivor who takes it. They can then reorganize their inventory for free.
M7 – The Headquarters
- Tiles needed: 9R, 16V, 17V, 18V, 20R, & 21V.
- Difficulty / time: Medium / 120 minutes.
- Objectives: Start the decontamination protocol. You'll find it in the Fort Hendrix's HQ. Take the corresponding Objective card on tile 16V.
- Starting hour: 11am.
Special rules:
- Zombie vanguard. This special rule only applies if Mission M6 - Area Romero has not been played yet. The Green Spawn Zone is active from the start of the Mission. Fort Hendrix's HQ Objective card cannot be taken (and thus, the Mission cannot be won) until the Green Spawn Zone has been deactivated (see below).
- Crashed helicopter. The central Zone of tile 21V, representing a crashed helicopter, is on fire. It cannot be searched. Roll a die each time a Survivor enters this Zone or performs an Action in this Zone: on a 4+ they are dealt 1 Wound. The Pimpweapon Crate cannot be taken before the "Crashed helicopter" Objective card. Performing a Molotov effect in that Zone removes the Green Spawn Zone. The Pimpweapon Crate and the Objective card in that Zone are removed as well if they were not previously taken.
- Penny's wrath. Penny's Leader gets the +1 free Combat Action Skill. This free Combat Action can only be performed with a weapon in the Leader's Backpack.
- Pimpweapon. Each Pimpweapon Crate gives a random Pimpweapon to the Survivor who takes it. They can then reorganize their inventory for free.
REMEMBER: Doing Nothing is an Action.
M8 – In the Army Now
- Tiles needed: 7R, 8R, 9V, 16R, 17R, 18V, 19V, 20R, & 21V.
- Difficulty / time: Very Hard / 120 minutes.
- Objectives: Unveil Fort Hendrix' secret. Take Objective cards until you discover what happened in Fort Hendrix.
- Starting hour: 4am.
Special rules:
- Setup. Place the following Zombies in the central Zone of tile 21V:
- 20 Walkers
- 8 Fatties
- 8 Runners
- 1 Shooter Walker
- Incoming trouble. The Green Spawn Zone is not active at the start of the game.
- Penny's wrath. Penny's Leader gets the +1 free Combat Action Skill. This free Combat Action can only be performed with a weapon in the Leader's Backpack.
- Pimpweapon. Each Pimpweapon Crate gives a random Pimpweapon to the Survivor who takes it. They can then reorganize their inventory for free.
M9 – Pandora's Box
- Tiles needed: 3V, 5V, 7R, 9V, 16V, & 17V.
- Difficulty / time: Special / Special duration.
- Objectives: Recover Hendrix's legacy. On tile 16V.
- Starting hour: 5am.
Special rules:
-
All the diseases in the world. Survivors with Contaminated Achievements cannot use Skills earned through Danger Levels. The more Contaminated a Survivor is, the more Skills they cannot use.
- Contaminated x1: Cannot use Red Level Skills.
- Contaminated x2: Cannot use Orange and Red Level Skills.
- Contaminated x3: Cannot use Yellow Level or higher Skills.
- Contaminated x4 (or more): Cannot use Blue Level or higher Skills.
Experience is earned as usual to choose Skills (even if they cannot be used) and determine the current Danger Level. Survivors losing Contaminated Achievements recover the use of the corresponding Skills.
-
Penny's wrath. Penny's Leader gets the +1 free Combat Action Skill. This free Combat Action can only be performed with a weapon in the Leader's Backpack.
-
Pimpweapon. Each Pimpweapon Crate gives a random Pimpweapon to the Survivor who takes it. They can then reorganize their inventory for free.
M10 – Purple Haze
- Tiles needed: 2V, 3R, 4R, 16R, 18R, 19R, 20R, & 21R.
- Difficulty / time: Very Hard / 90 minutes.
- Objectives: Prevent outside zombies from getting in Fort Hendrix. Find a way to destroy the Green Spawn Zone and lock Fort Hendrix's accesses.
- Starting hour: 1am.
Special rules:
-
Outside invasion. The Green Spawn Zone is active from the start of the game. During their activation in case there are no open paths to the noisiest Zone, Zombies move toward it as if all doors were open, though locked doors still stop them.
-
Crossing the border. The doors of the building straddling tiles 3R and 4R may break if 1 or more Zombies standing in those Zones gets an extra Activation while trying to get into the building. Open the door and spawn Zombies in the building if it was the first door to be opened. If 2 or more doors are forced by Zombies in this manner (doors opened by Survivors don't count), take Note #1.
-
Is it tomorrow, or just the end of time? Survivors with Contaminated Achievements cannot use Skills earned through Danger Levels. The more Contaminated a Survivor is, the more Skills they cannot use.
- Contaminated x1: Cannot use Red Level Skills.
- Contaminated x2: Cannot use Orange and Red Level Skills.
- Contaminated x3: Cannot use Yellow Level or higher Skills.
- Contaminated x4 (or more): Cannot use Blue Level or higher Skills.
Experience is earned as usual to choose Skills (even if they cannot be used) and determine the current Danger Level. Survivors losing Contaminated Achievements recover the use of the corresponding Skills.
-
SPECIAL: At the end of the campaign, whatever the outcome, Survivors with 1 or more Contaminated Achievements die. Their journey ends here.
-
Penny's wrath. Penny's Leader gets the +1 free Combat Action Skill. This free Combat Action can only be performed with a weapon in the Leader's Backpack.
New Skills
In case of a conflict with the general rules, the Skill rules have priority. The effects of the following Skills and/or bonuses are immediate and may be used the Turn in which they are acquired. This means that if an Action causes a Survivor to level up and gain a Skill, that Skill may be used immediately if the Survivor has any Action remaining (or the Survivor may use any extra Actions the Skill grants).
- +1 free All-Out [Action] Action – The Survivor has 1 extra free Action of the specified type (Combat, Melee, or Ranged) to go All-Out with. This Action may only be used to perform an Action of the specified type.
- All-Out: [Skill] – The Survivor benefits from the indicated Skill or game effect whenever going All-Out.
- Double All-Out dice – The Survivor may double the All-Out dice amount written on the Equipment card(s) they use whenever going All-Out.
- Ignore 1 Break – This Skill may be used once per Game Round, right after a Combat Action roll. Ignore all Break results for this Action.
- Jack of all trades – The Survivor begins each game with 1 Campaign Skill of their choosing, and that they don't already possess. The chosen Skill is kept only until the end of the Mission.
- Night fighter – The Survivor's Ranged Attacks performed during nighttime have Accuracy 5+ (rolling 5 or more is required to hit). Game effects altering the Accuracy still apply (like +1 to dice roll: Ranged, for example). Automatic success, like throwing a Molotov, also still apply.
- Night vision – The Survivor ignores Night rules and Dark Zone rules (Core Rule book P. 33).
- Spare parts – Each time the Survivor gets 1 or more Break results during a Melee or Ranged Attack, they may discard a weapon card of the corresponding type (Ranged or Melee) to ignore these Break results.
Game Round Summary
The player with the First Player token activates all of their Survivors, one after the other, in any order. When they're done, the next player's Turn begins. Play clockwise. Each Survivor has 3 Actions to spend, chosen from the following list. Unless otherwise stated, each Action may be performed several times per Activation.
Each round begins with:
01 - Player Phase
- Move: Move 1 Zone (spend extra Actions if there are Zombies in the starting Zone).
- Search (1x per Turn): In a building Zone free of Zombies only. Draw a card from the Equipment deck. If searching from a Pimpweapon Crate, pick a card from the Pimpweapon deck.
- Open Doors: The Survivor uses Door-opening Equipment to open a door in their Zone. No roll is required. NOTE: Open Doors cannot be closed again.
- Reorganize/Trade: The Survivor can reorganize the cards in their inventory in any way the player wishes. The Survivor can simultaneously exchange any number of cards with 1 other Survivor currently in the same Zone. This other Survivor may reorganize their own inventory for free.
- Combat Action: Melee Action: Equipped Melee weapon required. Ranged Action: Equipped Ranged weapon required.
- Take or Activate an Objective in the Survivor's Zone.
- Make Noise: Put a Noise token in the Survivor's Zone.
- Do Nothing: All remaining Actions are lost.
When every player has finished:
02 - Zombie Phase
Step 1: Activation. Each Zombie activates and spends its Action on either an Attack or a Move, depending on the situation. Resolve all the Attacks first, then all the Moves. Each Zombie performs either an Attack OR a Move with a single Action.
- Attack: Each Zombie in the same Zone as Survivors performs an Attack. A Zombie's Attack is always successful and does not require any die rolls.
- Move: The Zombies that have not Attacked use their Action to Move 1 Zone toward Survivors. NOTE: Runners get 2 Actions, so they can attack twice, attack and move, move and attack, or move twice.
Step 2: Spawn. Using Zombie Spawn tokens, the Mission maps show where Zombies appear at the end of each Zombie Phase. These are the Spawn Zones.
- The Starting Spawn Zone is always the first one to spawn.
- Always draw Zombie cards for all Spawn Zones in a clockwise order starting with the Starting Spawn Zone.
- Zombies spawn following the highest Danger Level among Survivors (Blue, Yellow, Orange, or Red).
Zombie Shooter (summary)
- Each Shooter Walker attacks all Zones with Survivors it has LOS to (ignore night rules).
- Each attack deals 1 Wound in the Zone.
- Spawn the standard Zombies indicated on the card.
- Spawn 1 Shooter Walker in each Zone with a Zombie of the indicated type, no Shooter Walkers, and LOS to a Survivor (ignore night rules). If there aren't enough miniatures, all Shooter Walkers perform a normal activation.
03 - End Phase
- Remove all Noise tokens from the board.
- The first player hands the First Player token to the player to their left. Another Game Round then begins.
Targeting Priority Order
When several targets share the same Targeting Priority Order, the players choose which ones are eliminated first.
| Targeting Priority | Name | Actions | Min. Damage to kill | Adrenaline earned |
|---|---|---|---|---|
| 1 | Fatty/Abomination | 1 | 2/3 | 1/5 |
| 2 | Walker/Shooter | 1 | 1 | 1 |
| 3 | Runner | 2 | 1 | 1 |