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RAD ZOMBIES

#1 RADIOACTIVE 1- When a Rad Zombie occupies a zone,


it becomes an irradiated Hot Zone. The
ZOMBIE RULES radiation persists in that zone for
one full round, even if all Rad
You thought radioactive zombies would Zombies have left or have
glow? Oh trust me, if you see them been eliminated. Place a
glowing it’s already too late. You get Radiation Token within
yourself cornered by rad zombies and a zone to designate it as
you’re better off letting them eat you. a Hot Zone. Radiation
Sure, you can run, but you will never Tokens are removed at
escape. You might survive a day or even the beginning of the next
a year, but either way you’d be doomed round’s zombie phase.
to a long agonizing death. and you’d
probably take your closest friends with 2- Any survivor who shares a zone with a
you. Take you and me, for example... Rad Zombie, or who enters a Hot Zone,
By the way, do you happen to have a
becomes irradiated and must
pick up a Rad Card.
Geiger counter handy?
Rad Cards are not the same as Wound
Cards and are only considered wounds
with the usual penalties when they are
occupying empty inventory slots.

NOTE: The following items grant


immunity from radiation to the carrier:
Lead Vest, Radiation Suit, Gas Mask
and Geiger Counter.

6- Any Standard Zombies sharing a Zone


with a Rad Abomination at the end of the
3- When a Rad Card is taken, it combines Zombies’ Phase becomes a Rad Zombie.
with an item in the survivor’s inventory; the Replace it with a Rad Zombie of the
player may choose which. Place the Rad matching type or mark it with a Rad Token.
Card behind the chosen Equipment Card;
that item is now permenantly irradiated. If

#2 OPTIONAL
traded, its radiation effect will continue in its
new carrier’s inventory.

4- Rad Cards will slowly irradiate every


RULES
item in the survivor’s possession. Every
turn a survivor begins with a Rad Card, they UltraRad Mode:
must add +1 Rad Card to their inventory. 1- Standard Zombies that enter a Hot Zone
When a survivor runs out of radiation-free become irradiated. Exchange them for Rad
equipment, new Rad Cards must be placed Zombies.
in empty inventory slots. Rad Cards in empty 2- Hot Zones persist longer or are even
inventory slots are considered Wounds. If a permanent.
survivor has no inventory slots left in which 3- When a survivor bearing a Rad Card
to place a Rad Card, they must discard begins their turn sharing a zone with other
an irradiated item. The Rad Card that was survivors, each of them also becomes
combined with that item remains in the slot irradiated and must pick up a Rad Card.
and is considered a Wound. Like Wounds, 4- Irradiated survivors cannot leave the
Rad Cards in empty inventory slots cannot board.
be dropped. Equipment Cards cannot be
added to slots that already contain a Rad Campaign Mode:
Card. 1- Irradiated survivors who escape will
either die or become Zombivors (your
5- Survivors may spend an Action Point to choice) before the next session. Roll once
drop irradiated items. Irradiated survivors for each of the other survivors. On a roll of
are not considered decontaminated until 1, the survivor begins the game with a Rad
they have no Rad Cards left. Card.

RAD ZOMBIES
M01POSITIVELY
GLOWING
HARD / 6 SURVIVORS / 90 MINUTES
OBJECTIVES
Bury the source of the radiation and get out
clean.
There’s some weird goo glowing in the 1 - Get the concrete mix (Red Objective)
alley behind the diner. It spilled onto and carry it to the source (Green Objective).
all those zombies down in the sewer and 2 - Spend an action to mix the concrete
now they’re coming up hot. Radioactive with water, bury the source and take the
hot! There’s even more trapped inside Green Objective.
the diner. If we don’t do something 3 - Reach the exit with all starting survivors
soon we’ll have to abandon the whole (decontaminated).
city. We’re gonna get some concrete
and bury that glowing radioactive gunk.
Maybe that won’t work, but either way
SPECIAL RULES
we can’t stick around to try anything • Don’t forget to
else. bring water. Shuffle
a Water card in with
Material needed: Season 1, Rad Zombies.
the starting equip-
Tiles needed: 1B, 2C, 3C, 4C, 6B, 7B.
ment and then deal
it to a random sur-
vivor.

6B 4C
2C 7B
1B 3C

Survivor Spawn Rad Zombie


Starting Area Zone Spawn Zone

Door Hot Concrete Radiation


Door Mix Source

Permanent Exit
Hot Zone Zone
#3 TARGETING
• Wear protection. Shuffle the Rad Suit,
Lead Vest, Geiger Counter, and Gas Mask
equipment cards into the search deck. PRIORITY ORDER
• Too hot to handle. Opening Hot Doors This Targeting Priority summary is updated
will irradiate survivors without protective from Season 3: Rue Morgue and includes
radiation-proof gear. Spread of the Dead zombie types.

TARGETING MIN DAMAGE EXPERIENCE


PRIORITY NAME ACTIONS TO DESTROY POINTS

1 SURVIVOR (EXCEPT SHOOTER) / LOST ZOMBIVOR -/1 -/5 -/1


TOXIC/RAD/GHOUL WALKER / BREAKER / RELATIVE
2 MURDER OF CROWZ 1 1 1

3 STANDARD/SKINNER WALKER / SEEKER / V.I.P. 1 1 1

4 BERSERKER WALKER 1 1 1

TOXIC/RAD/GHOUL FATTY (1) /


5 TOXIC/RAD ABOMINATION (2) 1 2/3 1/5

STANDARD FATTY (1) /


STANDARD ABOMINATION 1 2/3 1/5
6
SKINNER FATTY (1) / A-BOMB ABOMINATION (3) 1 2/A lot 1/5

BERSERKER FATTY (1) / BERSERKER


7 ABOMINATION (4) 1 2/3 1/5

8 TOXIC/RAD RUNNER 2 1 1

9 STANDARD/SKINNER RUNNER 2 1 1

10 BERSERKER RUNNER 2 1 1

11 ZOMBIE DOG / CRAWLER / RATZ / STRANGER (5) 3/1/1/1 1 1

(1) Each Fatty (except Ghouls) comes with two Walkers of the same type as itself when it spawns (Standard, Skinner, Toxic, Berserker).
(2) Toxic/Rad Abomination: Toxic/Irradiated. All Standard Zombies standing in its Zone at the end of the Zombies’ Phase become Toxic/Rad
Zombies (respectively).
(3) A-Bomb Abomination: Impervious. Grabbing.
(4) Berserker Abomination: Berserker. 2 Zones per Move.
(5) Each Stranger comes with two Fatties when it Spawns.

V2.0 - 4/2022
A ZOMBICIDE DISCORD RELEASE

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