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Zombicide: Invader – CMON Comics - Vol. 1 Promos thumbnail

Zombicide: Invader – CMON Comics - Vol. 1 Promos

Expansion for Zombicide: Invader

Zombicide: Invader – CMON Comics - Vol. 1 Promos Rulebook

Table of Contents

Table of Contents

  • Part 1: The Stepmother
    • Objectives
    • Special Rules
  • Part 2: The Stepmother
    • Objectives
    • Special Rules

Part 1: The Stepmother

Hard / 60 min / 6+ Players

Tiles Needed: 01-V, 04-V, 05-V, 06-V, 08-R, 09-V.

Objectives

Leave the Prison Ship. Accomplish the Objectives in this order to win the game:

  1. Tech Scavenge. Take all Red Objectives.
  2. Fresh Air. 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 (Players choose how they are distributed). Then, each group is placed in 1 of the indicated Player starting areas.
    • Replace all the Spoiler Abomination cards with the Stepmother Abomination cards in the Xeno deck.
    • Place the Stepmother Abomination as indicated on the map.
  • Tech items. Each Red Objective gives 5 Experience Points to the Survivor who takes it and provides a random Prototype Weapon (if any are available).
  • The Stepmother. This Abomination cannot be eliminated in a classic manner but runs away upon taking Damage 4 (either through Concentrated Attacks or Hellfire), providing 5 Experience Points to all Survivors. To represent this, remove the Stepmother miniature from the board and shuffle all discarded Stepmother Abomination cards back into the Xeno deck.
  • Finders keepers. Equipment may be kept from this Mission to the next (The Stepmother, part 2). At the end of this Mission, roll a die for each Equipment card (except Starting Equipment and Prototype weapons): on a roll of 4+, the Survivor keeps it for the next Mission. Their inventory may be reorganized as they please during Setup.

The sheet's icon key (printed without a heading) shows:

  • Player Starting Area
  • Stepmother Abomination
  • Spawn Zone
  • Exit Zone
  • Objective (5 XP)
  • Active Mold

The printed map layout (tile grid) is a graphic on the sheet: tiles 04-V and 06-V on the top row, 09-V and 01-V in the middle row, and 08-R and 05-V on the bottom row.

Part 2: The Stepmother

Hard / 90 min / 6+ Players

The Stepmother cannot be left unchecked. Since we can't seem to kill it no matter the firepower, we only have one option left: to blow up the ship with the monster in it (unfortunately also destroying any data about Captain Kane and his team).

This mission requires some finesse. We must place charges in strategic spots and escape this infernal ship ASAP.

Tiles Needed: 01-V, 04-V, 05-V, 06-V, 08-R, 09-V.

The printed map layout (tile grid) is a graphic on the sheet: tiles 04-V and 06-V on the top row, 09-V and 01-V in the middle row, and 08-R and 05-V on the bottom row.

Objectives

Explode the Prison Ship. Accomplish the Objectives in this order to win the game:

  1. Place the charges (see special rules). Take all Red Objectives with any Survivor holding charges.
  2. Take the Stepmother down. Make a damaged Stepmother run away at least once.
  3. Run for it! 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.
    • All Survivors start with the Equipment the kept from the previous Mission (sic; printed as "the kept"), 7 Experience Points, and 1 Oxygen Tank.
    • Replace all the Spoiler Abomination cards with the Stepmother Abomination cards in the Xeno deck.
    • Take 4 Noise tokens and distribute them among Survivors in any way you see fit. They represent the explosive charges to be placed in specific points. Explosive charges take up no slot in the inventory and can be traded in the same way as Equipment cards.
  • Explosive Charges. Any Survivor holding a Noise token (explosive charge) must discard it to take a Red Objective. It gives 5 Experience Points to the Survivor who takes it and provides a random Prototype Weapon (if any are available).
  • The Stepmother. This Abomination cannot be eliminated in a classic manner but runs away upon taking Damage 4 (either through Concentrated Attacks or Hellfire). To represent this, remove the Stepmother miniature from the board and shuffle all discarded Stepmother Abomination cards back into the Xeno deck.

The sheet's icon key (printed without a heading) shows:

  • Player Starting Area
  • Objective (5 XP)
  • Spawn Zone
  • Exit Zone
  • Active Mold