Zombicide: Invader – Black Ops
Zombicide: Invader – Black Ops Rulebook
Table of Contents
Table of Contents
Components
- 6 Survivor miniatures and ID cards (Kyle, Jean, Maria, Andrei, Fiona and Solomon)
- 2 Machine miniatures: XN35 "Crawley" Bot and Meteor Sentry Gun
- 1 Juggernaut Abomination miniature
- 3 Game tiles (double-sided)
- 26 Tokens:
- Doors: Blue x1, White x1
- Machine Activation x2
- Noise x12
- Xenos Spawn: Red/Red x3, Red/Blue x1, Red/White x1
- Mold: Active/Inactive x5
- 33 Mini-cards: 6 Juggernaut Abomination cards and 27 Equipment cards
- 48 Trackers
- 6 Survivor dashboards
- 6 Survivor color bases
Paint Me Black
Black Ops is an expansion to any core box from the Zombicide sci-fi setting. Missions were designed with Zombicide: Invader, but the content can also be played with Zombicide: Dark Side.
Upgrading your game is easy: unless otherwise stated by the chosen Mission, simply add all Black Ops Equipment and Xeno cards to their respective piles.
Black Ops Survivors are added to the pool players can choose from at the start of any Zombicide: Invader game. Zombicide Missions may be played with any Survivor from your collection!
Black Squad Arsenal
Starting Equipment
Every Survivor from the Black Squadron receives both a Blackbird SMG and a Shock Glove as Starting Equipment.
Black Squad Survivors display a symbol on their ID card.
XN35 "Crawley" Bot
Unless otherwise stated, the XN35 "Crawley" Bot follows the same rules as other Bots, and may be used in any Mission featuring a Bot.
NOTE: The Crawley is not able to perform Melee Actions.
Meteor Sentry Gun
Unless otherwise stated, the Meteor Sentry Gun follows the same rules as other Sentry Guns, and may be used in any Mission featuring a Sentry Gun.
The Meteor Sentry Gun has a special fire mode for Ranged Actions. Designate a target Zone at Range 1-3. No Line of Sight is needed. The shot cannot go through walls separating a building Zone from an exterior Zone (but can go through interior walls). No roll is needed: eliminate a single target in each intervening Zone, in a straight line, from Range 1 to the target Zone. Targeting Priority Rules apply.
The Meteor ignores Dark Zone rules (Zombicide: Dark Side) and can fire from exterior Zones.
NOTE: A Survivor standing in the Meteor Sentry Gun's Zone may control it, as if they had the corresponding Skill or Remote token.
New Xeno: Juggernaut Abomination
- Damage dealt: 3
- To eliminate: see Special rules
- Experience provided: 5 points
- Special rules:
- A Juggernaut Abomination shares the same Targeting Priority Order as other Abominations.
- A Juggernaut Abomination can only be killed by game effects eliminating automatically Actors, like:
- Hellfire: Pod Explosion (see Pod Zones below) or Flamethrower from Zombicide: Invader.
- Seismic Blast: Seismic Grenade from Zombicide: Dark Side.
- Meteor Sentry Gun.
New Tiles: Pod Zones and Security Rooms
Zombicide: Black Ops comes with three tiles featuring standard rooms, along with Pod Zones, and Security Rooms. They are ideal to create Missions featuring deep infiltration in Xeno territory, corrupted bases, or horror-inspired games.
Pod Zones
These pods store concentrated, and highly explosive, Xenium. Shoot at them to unleash Hellfire on Xenos!
Pod Zones are Active Mold Zones and should be treated as such, unless otherwise specified. They follow all standard Mold rules, such as no doors leading to them can be closed.
A Survivor may specifically select the Pods as targets before performing a Ranged Action aimed at the Pod Zone. If the Ranged Attack scores at least 1 hit and inflicts Damage 2 (or more), the Pods explode. A Hellfire is created in the targeted Zone:
- All Actors and Machines are eliminated. The Survivor earns all related Experience Points.
- Remove any Objective tokens.
- Set an Inactive Mold token on the Pod Zone.
The Inactive Mold token is removed (not flipped) as soon as a Spoiler Abomination enters the Zone. It reverses back to a Pod Zone, and the Pods may be shot at again!
NOTE: Pods are not affected by Friendly Fire rules, so they cannot be detonated by accident. They are not Survivors!
Security Rooms
Security Rooms are the only Zones Survivors with the Soldier trait may Search.
These Security Rooms work in the same way as in Zombicide: Invader. Soldier Survivors can only perform the Search Action in Security Rooms. Civilian Survivors are allowed to Search there, too!
Missions
Each Mission lists its difficulty, Survivor count, and length as printed. The tile grid shows the printed layout of the tiles listed in "Tiles needed"; the map legend lists the labels printed on the Mission sheet.
M1 In Invaded Territory
- Difficulty: Medium
- Survivors: 6+
- Length: 60 minutes
- Tiles needed: 01-R, 02-R, 08-R, 09-R, 19-R, & 21-R.
- Tile grid (printed): 08-R 21-R / 01-R 09-R / 02-R 19-R
Objectives: Welcome to PK-L7! Accomplish the objectives in this order to win the game:
- Meet the Xenos. Take all Objectives.
- … and kill them all! Reach the Exit with all Survivors. Any Survivor may escape through this Zone at the end of their Turn, as long as there are no Xenos in it.
Special Rules:
- Setup. Each Survivor starts with an equipped Oxygen Tank.
- Making marks. Each Objective gives 5 Experience Points to the Survivor who takes it. Each Red Objective on tiles 01-R and 02-R provides a random Prototype weapon as well.
Map legend: Player Starting Area; Objectives (5 XP); Sentry Gun; Exit Zone; Spawn Zone; Bot; Restricted areas (Objectives grant 5 XP and Prototype weapons).
M2 Agents Provocateurs
- Difficulty: Medium
- Survivors: 6+
- Length: 60 minutes
- Tiles needed: 02-V, 08-V, 09-V, 19-R, 20-V, & 21-R.
- Tile grid (printed): 20-V 21-R 02-V / 19-R 08-V 09-V
Objectives: Destroy all pods! The game is won as soon as all Pod Zones are turned to Inactive Mold Zones.
Special Rules:
- Setup. Survivors are split in 2 groups as evenly as possible, then placed at random in the indicated Player starting areas.
- Hidden gems. Each Objective gives 5 Experience Points, along with a random Prototype weapon, to the Survivor who takes it.
Map legend: Objectives (5 XP); Player Starting Area; Sentry Gun; Bot; Spawn Zone.
M3 Operation Specter Strike
- Difficulty: Medium
- Survivors: 6+
- Length: 90 minutes
- Tiles needed: 04-R, 05-V, 06-V, 08-R, 09-R, & 20-R.
- Tile grid (printed): 06-V 05-V / 09-R 08-R / 04-R 20-R
Objectives: Be quick or be dead. Accomplish the objectives in this order to win the game:
- Storm the sector. Reach these goals in any order:
- Take the four Prototype weapons.
- All Pod Zones must be turned to Inactive Mold Zones.
- Exit like a boss. Reach the Exit with all Survivors. Any Survivor may escape through this Zone at the end of their Turn, as long as there are no Xenos in it.
Special Rules:
- Incoming! The Blue Spawn Zone activates whenever the Blue Objective is taken. The White Spawn Zone activates whenever the White Objective is taken.
- Setup. Place the Blue and the White Objectives randomly among the Red Objectives, facedown.
- Grabbing sensible material. Each Objective gives 5 Experience Points to the Survivor who takes it. Each Red Objective provides a random Prototype weapon as well.
Map legend: Player Starting Area; Objectives (5 XP); Spawn Zones; Exit Zone; Sentry Gun; Bot; Active Mold.
M4 The Xeno-Files
- Difficulty: Medium
- Survivors: 6+
- Length: 120 minutes
- Tiles needed: 01-R, 03-V, 05-R, 06-R, 07-R, 08-V, 19-R, 20-R, & 21-R.
- Tile grid (printed): 07-R 19-R 08-V / 05-R 01-R 03-V / 20-R 06-R 21-R
Objectives: Recovery mission. Accomplish the objectives in this order to win the game:
- Recover the encrypted files. Take the four Prototype weapons.
- Reach the extraction point. Reach the Exit with all Survivors. Any Survivor may escape through this Zone at the end of their Turn, as long as there are no Xenos in it.
Special Rules:
- Setup. Objectives tokens are split in two groups on tiles 01-R and 06-R. Distribute the Blue and the White Objectives among each of them, randomly and face down.
- Time is running out. The Blue Spawn Zone activates whenever the Blue Objective is taken. The White Spawn Zone activates whenever the White Objective is taken.
- Unusual storage devices. Each Objective gives 5 Experience Points to the Survivor who takes it. Each Red Objective provides a random Prototype weapon as well.
Map legend: Player Starting Area; Objectives (5 XP); Exit Zone; Sentry Gun; Bot; Spawn Zones.
M5 Separated Out
- Difficulty: Hard
- Survivors: 6+
- Length: 90 minutes
- Tiles needed: 03-R, 04-R, 06-R, 19-V, 20-R, & 21-V.
- Tile grid (printed): 20-R 03-R 06-R / 19-V 04-R 21-V
Objectives: A coordinated effort. Accomplish the objectives in this order to win the game:
- Recover the spare parts. Take all Objectives (including the Remote Control tokens).
- Reach the meeting point. Reach the Exit with all Survivors and the Bot. Any Survivor may escape through this Zone at the end of their Turn, as long as there are no Xenos in it. The Sentry Gun must also be under control, either by taking the Violet Remote token, or a Survivor possessing the appropriate Skill (Remote control: Sentry Gun or Remote control: All).
Special Rules:
- Setup.
- Place the Blue Objective randomly among the Red Objectives, facedown.
- 2 Survivors, chosen at random, are set in the designated Player Starting Area. All other start in the second Player Starting Area.
- Standardization as its best. Each Objective gives 5 Experience Points to the Survivor who takes it. Each Red Objective provides a random Prototype weapon as well.
- Handle with care. The Green Spawn Zone activates whenever the Green Objective is taken. The Purple Spawn Zone activates whenever the Purple Objective is taken.
- No way out. The Airlock on tile 04-R cannot be crossed until the Blue Objective has been found.
Map legend: Player Starting Area (2 random Survivors); Player Starting Area (other Survivors); Spawn Zones; Exit Zone; Objectives (5 XP); Sentry Gun; Bot.
M6 Xenium Flowers
- Difficulty: Hard
- Survivors: 6+
- Length: 90 minutes
- Tiles needed: 04-R, 08-V, 09-R, 19-V, 20-V, & 21-V.
- Tile grid (printed): 21-V 08-V / 04-R 09-R / 19-V 20-V
Objectives: Picking dangerous flowers. Accomplish the objectives in this order to win the game:
- Pod hunt. Take as many Xenium pods as there are starting Survivors (see special rules).
- Back to the shuttle. Reach the Exit with all Survivors. Any Survivor may escape through this Zone at the end of their Turn, as long as there are no Xenos in it.
Special Rules:
- Setup. Each Survivor starts with an equipped Oxygen Tank.
- Remote controls. Each Objective gives 5 Experience Points to the Survivor who takes it.
- Picking pods. Any Survivor standing in a Pod Zone may spend 1 Action to pick up a pod, earning 5 Experience Points. Set an Objective token on the Survivor's dashboard. It doesn't take a slot in the inventory, and may be traded like an Equipment card. The Pod Zone is now exhausted: set an Inactive Mold token on top of it.
Remember: A Pod Zone turned into an Inactive Mold Zone reverses back to a Pod Zone, whenever a Spoiler Abomination stands on it.
Map legend: Player Starting Area; Objectives (5 XP); Sentry Gun; Exit Zone; Spawn Zone; Bot.
M7 Power Drop
- Difficulty: Hard
- Survivors: 6+
- Length: 60 minutes
- Tiles needed: 03-V, 06-R, 07-R, 19-V, 20-R, & 21-V.
- Tile grid (printed): 07-R 21-V 06-R / 20-R 03-V 19-V
Objectives: Relock and reload. Accomplish the objectives in this order to win the game:
- Unlimited power. Take all Objectives.
- Regroup and exit. Reach the Exit with all Survivors. Any Survivor may escape through this Zone at the end of their Turn, as long as there are no Xenos in it.
Special Rules:
- Setup. Survivors are split in 2 groups as evenly as possible, then placed at random in the indicated Player starting areas.
- Batteries in mold. Each Objective gives 5 Experience Points to the Survivor who takes it. Each Red Objective on tiles 06-R and 07-R also provides a random Prototype weapon.
Map legend: Spawn Zone; Exit Zone; Player Starting Area; Objectives (5 XP); Sentry Gun; Bot.
M8 Operation Bad Seed
- Difficulty: Very Hard
- Survivors: 6+
- Length: 120 minutes
- Tiles needed: 01-R, 02-R, 05-R, 09-R, 19-V, & 21-V.
- Tile grid (printed): 05-R 09-R / 01-R 02-R / 19-V 21-V
Objectives: Destroy the Xeno nest. Accomplish the objectives in this order to win the game:
- Plant the seeds. Take the explosives (see special rules) and plant one of them in every marked Zone. Pay attention! Objectives may be destroyed by Mold, compromising the Mission!
- Watch their world burn. The game is won as soon as no Survivor stands on tiles 19-V and 21-V.
Special Rules:
- Setup.
- Each Survivor starts with an equipped Oxygen Tank.
- Set a random Prototype weapon card in each marked Zone, face down.
- Explosives. Each Objective gives 5 Experience Points to the Survivor who takes it. Red Objectives represent explosives. Set the Objective token on the Survivor's dashboard. It doesn't take a slot in the inventory, and may be traded like an Equipment card. For 1 Action, the Survivor may set a Red Objective token they own in one of the marked Zones. Each Zone may only receive one explosive charge.
- Welcoming committee. Activate either the Blue or the White Spawn Zone whenever an Actor crosses the Airlock on tile 01-R for the first time. Set the token on its Red side. The same is done whenever an Actor crosses the Airlock on tile 02-R for the first time.
- Prototype weapons. Any Survivor may take a Prototype weapon card in the Zone they stand in, at the cost of 1 Action. Then, they can reorganize their inventory, for free.
Map legend: Player Starting Area; Sentry Gun; Bot; Objectives (5 XP); Spawn Zones; Prototype Weapon Card; Where to set explosives.
M9 Operation Black Dawn
- Difficulty: Hard
- Survivors: 6+
- Length: 120 minutes
- Tiles needed: 03-V, 05-V, 06-R, 09-R, 20-V, & 21-V.
- Tile grid (printed): 09-R 06-R / 20-V 21-V / 05-V 03-V
Objectives: Survive. Take all Objectives and Prototype weapons to win the game.
Optional: The game is made even harder if every Survivor has to reach the Red Danger Level. No guts, no glory.
Special Rules:
- Setup.
- Survivors are split in 2 groups as evenly as possible, then placed at random in the indicated Player starting areas.
- Set a random Prototype weapon card in each marked Zone, face down.
- Harvesting Xenium. Each Objective gives 5 Experience Points to the Survivor who takes it.
- Prototype weapons. Any Survivor may take a Prototype weapon card in the Zone they stand in, at the cost of 1 Action. Then, they can reorganize their inventory, for free.
- We are surrounded! Activate either the Blue or the White Spawn Zone whenever a Survivor enters tile 20-V for the first time. Set the token on its Red side. The same is done with the remaining colored Spawn Zone, whenever an Actor enters tile 21-V for the first time.
Map legend: Player Starting Area; Spawn Zones; Objectives (5 XP); Sentry Gun; Bot; Prototype Weapon Card.
M10 Reversing Roles
- Difficulty: Very Hard
- Survivors: 6+
- Length: 90 minutes
- Tiles needed: 08-R, 19-V, 20-V, & 21-R.
- Tile grid (printed): 19-V 21-R / 08-R 20-V
Objectives: Invade the Xeno hive. Accomplish the objectives in this order to win the game:
- Seek and destroy. Reach these goals in any order:
- Take all Objectives.
- All Pod Zones must be turned to Inactive Mold Zones.
- Run away. Reach the Exit with all Survivors. Any Survivor may escape through this Zone at the end of their Turn, as long as there are no Xenos in it.
Special Rules:
- Reclaim our legacy. Each Objective gives 5 Experience Points to the Survivor who takes it. Each Red Objective provides a random Prototype weapon as well.
- Keep them coming! Both the Blue and the White Spawn Zones activate as soon as a Pod explodes. Turn them on their Red side.
Map legend: Player Starting Area; Spawn Zones; Exit Zone; Objectives (5 XP); Sentry Gun; Bot.
Game Round Summary
Game rules override this round summary.
Each Round Begins With: 01 – Players' Phase
The first player 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.
- Move: Move 1 Zone (spend extra Actions if there are Xenos).
- Search (1x per Turn): In a room Zone free of Xenos only. Draw a card from the Equipment deck. Soldiers can only Search in Security Rooms.
- Door Activation (FREE, 1x per Turn): Place or remove a closed door token on a door opening in a Zone the Survivor occupies. Not in a Mold Zone or if there's a destroyed door.
- Reorganize/Trade:
- Exchange Equipment with another Survivor standing in the same Zone. You can trade however you want – it doesn't have to be even (may trade Remote tokens).
- Attach/Detach Equipment cards: Plenty of Bullets for Bullets weapons, Energy Cell for Energy weapon.
- 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: Any remaining Actions are lost.
- Machine Actions: The corresponding Skill or Remote Control token is needed. A Sentry Gun may be controlled by any Survivor in the same Zone. The Survivor's Skills don't apply to the Machine.
When Every Player Has Finished: 02 – Xenos' Phase
Step 1 – Activation: Attack or Move
All Xenos spend 1 Action doing 1 of these 2 things:
- Xenos in the same Zone as at least 1 Survivor Attack them.
- The Xenos who didn't Attack, Move instead. Each Xeno favors visible Survivors, then Noise. Choose the shortest path, ignoring closed doors. If several paths share the same length, split the Xenos in equal groups (any uneven Xenos goes with one of the groups of your choosing). If there's a closed door in the way, Xenos spend their action destroying it instead.
NOTE: Hunters get 2 Actions per Activation. Once all Xenos have taken their first Action, Hunters go through the Activation Step again to resolve their second Action.
Step 2 – Spawn
- Always draw Xeno cards for all Spawn Zones in the same order (play clockwise).
- Danger Level uses: Highest Danger Level among the Survivors.
- No more miniatures of a specified type (except Abominations): Place the remaining ones. Then, all Abominations get 1 extra Activation (Driller Abominations drill a Pit instead). Finally, place a Driller Abomination in 1 Spawn Zone.
03 – End Phase
- Remove all Noise tokens from the board.
- The next player receives the First Player token (play clockwise).
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 Eliminate | Experience Earned |
|---|---|---|---|---|
| 1 | Tank / Abomination | 1 | 2/3 (3/4)* | 1/5 |
| 2 | Worker | 1 | 1 (2)* | 1 |
| 3 | Hunter | 2 | 1 (2)* | 1 |
* For Driller Xenos standing on an Open Pit Zone at Range 1+ (see Zombicide: Dark Side rulebook P. 20).