Heroclix Special Abilities Converted for use in Zombicide 1E
Draft 5.2
by Daft Phully
Superheroes fighting zombies? Or fighting aliens? How can a board gamer go wrong?
There’s an awful lot of fan-written material for the Zombicide game engine which I really like. While poking around on the internets, I had found a marvel /dc conversion of superheroes to Zombicide. And since I had already partially converted the Heroclix rules to put add superheroes to another miniature game, which I no longer play, I ran with it.
Note this was written before the C’mon spinoff games were released, so what I have written here is probably not as up- gunned as I suspect Z 2e is.
The Heroclix are a tad larger than the Zombicide game miniatures. They are close enough to use on the table top
ZOMBICIDE : INVADER follows most of the Zombicide 1e basic rules and these rules had only been tweaked for Invader,, and not re- written. Invader was the most current of the 1e games, at the time, of my original writing, so I had the benefit of having all of those new tweaks.
I have combined both skill lists for convenience.
Below are some of my general concepts:
This conversion will always be a work in progress. The inspirational blogs stated super heroes should be kitted out at the rookie level. I agree with this. However, these rookie skills still need to be finessed in order to keep a rookie hero from starting out OP.
Here is an example of finessing a character. It’s detailed. I chose Firestar (Marvel) I had that model. She has an inborn weapon that is not represented by any of the modern Zombicide weapons. Her innate ability is the control of microwaves, which makes this weapon a ranged attack. Searching through the other Zombicide games, the closest weapon available to represent her innate ability was found in the Black Plague game- It’s the Fireball spell (0-1/ 3/ 4+/ 1). I take the ability name from her HC character card, and it becomes Microwave Blast.
Of course, she has to be immune to her own weapons so she can use them at 0 range.
Now on the HC character card, her first power listed is FLIGHT ( The survivor can use this skill once during each of their turns. The survivor spends 1 action. she move 3 zones, flying above terrain. Ignore everything in the intervening zone. Flight cannot be used inside buildings. Movement related skills (like +1 zone per move or unstoppable) are ignored. Xenos cannot target Survivors in Flight) which had to be invented for zombicide use. Notice that this similar to the Murder of Crows. Her flight ability also contains Running Shot (which means she can move and fire in the same action). This would give Firestar three Fireballs, if she uses all of her actions as Move actions.
In reviewing this I saw it was too front-loaded. At Blue level I give her the superhero equivalent of a Fireball Spell , and Flight. I save Running Shot for later (She is already better equipped, than any of the other starting characters, but a this point not OP). She can move or fire but not both at Blue Level.
Yellow level, of course, is +1 Action. No change there.
At Orange level, she picks up one of two possible skills. Here is where I put Running Shot. The second orange skill-adapting this from her HC character card- is Microwave Beam- which they call ENERGY EXPLOSION. I treat this as +1 Damage: Ranged. So at Orange level, she can choose to either fire every Move Action, or get a +1 damage bonus with her Microwave Blast.
At Red Level, she picks up one of three possible skills. Looking again at her character card, she can pick Microwave Burst ( PULSE WAVE: treat as Point Blank: When Firing at range 0, the Survivor chooses freely the targets of his Ranged Combat Actions and can kill any type of zombies (Including Berserker zombies). Her Ranged weapons still need to inflict enough Damage to kill the target.)
Or Energy Shield/ Deflection- a defensive ability. That wasn’t in the original Heroclix list I used. Going to BLACK PLAGUE again, I treat this as a +4 Armour Save.
Or Set Ablaze-. Another HC skill with gain, with no real ZOMBICIDE equivalent.
Looking through my library of fan-written equipment cards, I find a flare gun, which is close enough to represent Set Ablaze. Modifying the card text, I use an ability off the Flamethrower Jr. fan-written equipment card. The auto- hit stuns one zombie and prevents it from acting in the zombie phase. The player rolls a D6: on a die roll of a 6, the auto- hit is treated as a Molotov, which destroys everything in that zone.
For player reference, I print out a list of all the character’s custom skills and paste them to the back of the character card.
Then I play- test it to be sure it works the way I want it to.
As stated above, certain abilities have to be created from scratch. Those I include at the end of this list.
For the most part, I give three wounds to the generic superhero character because Wolverine, Spiderman, and the like, at the beginning of their careers, were just not that strong. An exception will be Hulk- like heroes, which has five wounds, which is what I consider to be the maximum needed for the game. Any superhero that is a well-trained human should only have two wounds, as their skills make up for their lower wound count.
As for superheroes searching the zombie-infested ruins of the land, to find additional, gear, well, I am of two minds about it. I can’t see Wolverine searching for guns, or the Hulk not searching at all. I just say that any Hulk-like character just doesn’t search. They are already equipped with their “natural” weapons. Superheroes are kitted out for fighting, though the thought of some superheroes blazing away with found machine guns is tempting.
Enjoy.
What follows is the List.
+1 Action: The Survivor has an extra action he may use as he pleases.
+1 Damage (Type):The Survivor gets a +1 Damage bonus with the specified type of Combat Action (Melee or Ranged)
+1 Damage with [Equipment]: The Survivor gets a +1 Damage bonus with the specified Equipment.
+1 to dice roll: Combat: The Survivor adds 1 to the roll on a Combat Action (Melee or Ranged). The maximum result is always 6.
+1 to dice roll: Melee: The Survivor adds 1 to the roll on a Melee Combat. The maximum result is always 6.
+1 to dice roll: Ranged: The Survivor adds 1 to the roll on a Ranged Combat. The maximum result is always 6.
+1 die: Combat: The Survivor’s weapons roll an extra die in Combat (Melee or Ranged). Dual weapons gain a die each, for a total of +2 dice per Dual Combat Action.
+1 die: Melee: The Survivor’s Melee weapons rolls an extra die in Combat. Dual melee weapons gain a die each, for a total of +2 dice per Dual Melee Combat Action.
+1 die: Ranged: The Survivor’s Ranged weapons rolls an extra die in Combat. Dual Ranged weapons gain a die each, for a total of +2 dice per Dual Ranged Combat Action.
+1 free Dog Action: The Survivor has one extra free Action to use with Dog Companions (see the Dog Companions box). This Action may only be used with Dog Companions.
+1 free Melee Action: The Survivor has one extra, free Melee Combat Action. This Action can only be used for Melee Combat.
+1 free Move Action: The Survivor has one free extra Move Action. This Action may only be used as a Move Action.
+1 free Team Action: The Survivor can use an extra Team Action during his Activation, selecting the Team Action card that hasn’t been used yet this round. This Skill may be used even if the Survivor’s team already used a Team Action during the Players’ Phase. This Skill allows using the same Team Action multiple times in the same Players’ Phase, if the team chose identical Team Actions cards during setup.
+1 free Search Action: The Survivor has one extra, free Search Action. This Action can only be used for Search, and the Survivor can still only Search once per turn.
+1 max Range: The Survivor’s Ranged weapons’ maximum Range is increased by 1.
+1 Zone per Move: The Survivor can move through one extra Zone each time he performs a Move
Action. This skill stacks with other effects benefiting Move Actions. Entering a Zone containing Zombies ends the Survivor’s Move Action.
1 re-roll per turn: Once per turn, you can re-roll all the dice related to the resolution of an Action made by the Survivor. The new result takes the place of the previous one. This skill stacks with the effects of Equipment that allow re-rolls.
2 cocktails are better than 1: The Survivor gets two Molotov cards instead of one when he creates a Molotov.
2 Zones per move Action: When the Survivor spends one Action to Move, he can move one or two Zones instead of one.
Ambidextrous: The Survivor treats all Melee and Ranged weapons as if they had the Dual symbol.
Barbarian: When resolving a Melee Action, the Survivor can replace the Dice value of the Melee weapon(s) he uses by the number of Actors standing in his Zone (including other Survivors and himself). Skills affecting the dice value, like +1 die: Melee, still apply.
BARRIER: Give this character an action; put up to four blocking terrain markers in adjacent squares of clear terrain that are all within this character’s range. This character must have a clear line of sight to at least one of the terrain markers, that are placed this way. The terrain markers remain until the beginning of your next turn.
BATTLE FURY: Treat as +1 free [Melee] Action – The Survivor has 1 extra free Melee Action . This Action may only be used to perform an Action of that specified type.
BLADES/ CLAWS/ FANGS – Treat as Starts with a [Equipment] – The Survivor begins the game with the Melee Weapons. Its cards are automatically assigned to them during Setup.
Blitz: Each time your Survivor kills the last Zombie of a Zone, he gets 1 free Move Action to use immediately.
Bloodlust: Combat: Spend one Action with the Survivor: He moves up to two Zones to a Zone containing at least one Zombie. He then benefits of a free Melee Action
Bloodlust: Melee: Spend one Action with the Survivor: He moves up to two Zones to a Zone containing at least one Zombie (or rival Survivor). He then benefits of a free Melee Action
Bloodlust: Ranged: Spend one Action with the Survivor: He moves up to two Zones to a Zone containing at least one Zombie(or rival Survivor). He then benefits of a free Ranged Action.
Born leader: During the Survivor’s turn, he may give one free Action to another Survivor, to use as he pleases. This Action must be used during the recipient’s next turn or it is lost.
Break-in: The Survivor doesn’t need any Equipment to open doors. He doesn’t make Noise while using this Skill. However, other prerequisites are still mandatory (such as taking a designated Objective). Moreover, the Survivor has one extra, free Door opening Action. This Action can only be used to open doors. Please note the Break-in Skill doesn’t apply to removing barriers.
Can start at [Danger Level]: The Survivor can begin the game at the indicated Danger Level (first experience point of the indicated Danger Level). All players have to agree.
CARRY: treat as Lifesaver: The Survivor can use this Skill for free once during each of his Activations. Select a Zone containing at least one Zombie at Range 1 from your Survivor. Choose Survivors in the selected Zone to be dragged to your Survivor’s Zone without penalty. This is not a Move Action. A Survivor can decline the rescue, and stay in the selected Zone if his controller chooses. Both Zones need to share a clear path. A Survivor can’t cross barricades fences, closed doors, holes, or walls. Lifesaver can’t be used by a Survivor in a car, helicopter, or in an observation tower, nor can it be used to drag Survivors out of a car, helicopter, or an observation tower.
Charge : the Survivor can use this Skill for Free, as often as he pleases, during each of his Activations: He moves up to 2 Zones to a Zone containing least 1 zombie (or rival Survivor). End movement when you reach a zone that contains a zombie . Normal Movement Rules still apply.
CHARGE: treat as Charge : the Survivor can use this Skill for Free, as often as he pleases, during each of his Activations: He moves up to 2 Zones to a Zone containing least 1 zombie (or rival Survivor). End movement when you reach a zone that contains a zombie . Normal Movement Rules still apply.
CLOSE COMBAT EXPERT: treat as Predator – When resolving a Melee Action, the Survivor may substitute the Dice number of the Melee weapon(s) they use with the number of Zombies standing in their Zone. Skills affecting the dice value, like +1 die: Melee, still apply.
Collector [Zombie type]: The Survivor doubles the experience gained each time he kills a Zombie of the specified type.
Colossal Size – To be converted. Only characters with the symbol block lines of fire to or from this character. A character with this ability ignores the effects of hindering, elevated, and outdoor blocking terrain on movement. This character can’t be knocked back and can make ranged combat attacks against non-adjacent opposing character when they are adjacent to opposing characters. This character and a character on elevated terrain draw line of fire and make ranged combat attacks against each other as if they were both elevated. This ability can’t be countered
COLOSSAL STAMINA: This survivor has 4 wounds.
COMBAT REFLEXES: treat as Swordmaster: The Survivor treats all Melee weapons as if they had the Dual symbol.
Death grasp: Don’t discard an Equipment card when the Survivor receives a Wounded card. This Skill is ignored if there’s no space left in the inventory to receive the Wounded card.
Destiny: The Survivor can use this Skill once per turn when he reveals an Equipment card he drew. Discard that card and draw another Equipment card.
DEFEND; treat as Medic: Once per turn, the Survivor can freely remove one Wounded card from a Survivor in the same Zone. He may also heal himself.
Distributor: Using this skill alters the spawn step during the Zombies’ Phase. When Resolving the spawn step during zombies’ phase, draw as many Zombie cards as there are Spawn Zones. Assign each of them freely to a spawn Zone, then Spawn Zombies Indicated.
Dreadnought:[Zombie Type]: The Survivor Ignores all wounds coming from Standard Zombies of the Specified Type.
DUO ATTACK: treat as Ambidextrous: The Survivor treats all Melee and Ranged weapons as if they had the Dual symbol .
EMPOWER: Treat as Reaper: Combat: Use this skill when assigning hits while resolving a Combat Action. One of these hits can freely kill an additional identical Zombie in the same Zone. Only one single Zombie can be killed per Action when using this skill.
ENERGY EXPLOSION: treat as +1 Damage: Ranged: The Survivor gets a +1 Damage bonus with a Ranged Combat Action
ENERGY SHIELD/ DEFLECTION: treat as +4 armour.
ENHANCEMENT: treat as +1 max Range: The Survivor’s Ranged weapons’ maximum Range is increased by 1.
EXPLOIT WEAKNESS: treat as +1 free Combat Action: The Survivor has one free extra Combat Action. This Action may only be used for Melee or Ranged Combat.
Fast Roping: Move from a helicopter to a street zone
FLIGHT – The survivor can use this skill once during each of their turns. The survivor spends 1 action. They move 3 zones, flying above terrain. Ignore everything in the intervening zone. Flight cannot be used inside buildings. Movement related skills (like +1 zone per move or unstoppable) are ignored. Xenos cannot target Survivors in Flight.
FLURRY: treat as Roll 6: +1 die Melee: You may roll an additional die for each “6” rolled on a Melee attack. Keep on rolling additional dice as long as you keep getting “6”. Game effects that allow re-rolls (the “1 re-roll per turn” Skill, for example) must be used before-rolling any additional dice for this Skill.
FORCE BLAST: treat as Shove: The Survivor can use this skill for free, once during each of his turns. Select a Zone at Range 1 from your Survivor. All Zombies standing in the Survivor’s Zone are pushed to the selected zone. This is not a movement. Both Zones need to share a clear path: a Zombie can’t cross barricades, Fences, or walls. Shove can’t be used by Survivors in a Car.
Free Reload: Reload re-loadable weapons for free
Frenzy: Combat: All Weapons the Survivor carries gain +1 die per wound the Survivor suffers. Dual weapons gain a die each, for a total of +2 dice per wound and per dual combat action.
Frenzy: Melee All Melee: Weapons the Survivor carries gain +1 die per wound the Survivor suffers. Dual weapons gain a die each, for a total of +2 dice per wound and per dual combat action.
Frenzy: Ranged: All Ranged Weapons the Survivor carries gain +1 die per wound the Survivor suffers. Dual weapons gain a die each, for a total of +2 dice per wound and per dual combat action.
Full Auto: When resolving a Ranged Action, the Survivor can replace the Dice value of the Ranged weapon(s) he uses by the number of Actors standing in the targeted Zone (including other Survivors and the Survivor himself). Skills affecting the dice value, like +1 die: Ranged, still apply.
GIANT REACH: This survivor may make melee attacks one zone away.
GREAT SIZE: This survivor may not enter any building, and is treated as having Super Strength.
Hit & Run: The Survivor can use this Skill for free, just after a Melee or Ranged Combat Action resulting in at least a Zombie kill (or a rival Survivor kill). He can then resolve a free Move Action. The Survivor does not spend extra Actions to perform this free Move Action if Zombies are standing in his Zone.
Hoard: The Survivor can carry one extra Equipment card in reserve.
Hold your nose: This Skill can be used once per turn. The Survivor gets a free Search Action in the Zone if he has eliminated a Zombie (even outside a building) the very same turn. This Action may only be used to Search and the Survivor can still only Search once per turn.
Jump: The Survivor can use this Skill once during each Activation. The Survivor spends one Action: He moves two Zones into a Zone to which he has Line of Sight. Movement related Skills (like +1 Zone per Move Action or Slippery) are ignored, but Movement penalties (like having Zombies in the starting Zone) apply. Ignore all Actors, barricades, and holes in the intervening Zone (see the Angry Neighbors expansion). Any obstacles other than Actors, barricades, and holes in the intervening Zone prevent the use of this Skill.
HYPERSONIC SPEED: treat as Sprint: The Survivor can use this Skill once during each of his Activations. Spend one Move Action with the Survivor: He may move one, two, or three Zones instead of one. Entering a Zone containing Zombies ends the Survivor’s Move Action.
INCAPACITATE: Once per turn, convert a hit into a Free Action.
INDOMITABLE: This survivor has Willpower.
IMPERVIOUS: treat as Dreadnought:[All Walkers]: The Survivor Ignores all wounds coming from Standard Zombies of the Specified Type.
IMPROVED MOVEMENT: treat as 2 Zones per move Action: When the Survivor spends one Action to Move, he can move one or two Zones instead of one.
IMPROVED TARGETING: treat as +1 to dice roll: Ranged: The Survivor adds 1 to the roll on a Ranged Combat. The maximum result is always 6.
Is That All You’ve Got? – You can use this Skill any time the Survivor is about to take Damage. Negate 1 Damage for each Equipment card you discard from your Survivor’s inventory.
INVINCIBLE: Dreadnought:[Walker and Runner]: The Survivor Ignores all wounds coming from Standard Zombies of the Specified Type.
INVULNERABILITY: treat as Toxic Immunity: The Survivor is immune to Toxic Blood Spray.
LEADERSHIP: treat as Born leader: During the Survivor’s turn, he may give one free Action to another Survivor, to use as he pleases. This Action must be used during the recipient’s next turn or it is lost.
LEAP/CLIMB: treat as Jump: The Survivor can use this Skill once during each Activation. The Survivor spends one Action: He moves two Zones into a Zone to which he has Line of Sight. Movement related Skills (like +1 Zone per Move Action or Slippery) are ignored, but Movement penalties (like having Zombies in the starting Zone) apply. Ignore all Actors, barricades, and holes in the intervening Zone (see the Angry Neighbors expansion). Any obstacles other than Actors, barricades, and holes in the intervening Zone prevent the use of this Skill.
Lifesaver: The Survivor can use this Skill for free once during each of his Activations. Select a Zone containing at least one Zombie at Range 1 from your Survivor. Choose Survivors in the selected Zone to be dragged to your Survivor’s Zone without penalty. This is not a Move Action. A Survivor can decline the rescue, and stay in the selected Zone if his controller chooses. Both Zones need to share a clear path. A Survivor can’t cross barricades fences, closed doors, holes, or walls. Lifesaver can’t be used by a Survivor in a car, helicopter, or in an observation tower, nor can it be used to drag Survivors out of a car, helicopter, or an observation tower.
Lock it down: At the cost of one Action, the Survivor can close an open door. Opening it again later does not trigger a new Zombie Spawn.
Loud: Once per turn, the Survivor can make a huge amount of noise! Until this Survivor’s next turn, the Zone he used this Skill in is considered to have the highest number of Noise tokens on the entire map. If different Survivors have this Skill, only the last one who used it applies the effects.
Low profile: The Survivor can’t be targeted by allied Ranged Attacks and can’t be hit by car attacks. Ignore him when shooting in or driving through the Zone he stands in. Weapons that kill everything in the targeted Zone, like the Molotov, still kill him.
Lucky: The Survivor can re-roll once all the dice of each Action he takes. The new roll takes the place of the previous one. This skill stacks with the effects of other skills (1 re-roll per turn, for example) and Equipment that allows re-rolls.
Matching set!: When a Survivor performs a Search Action and draws a weapon card with the Dual symbol, he can immediately take a second card of the same type from the Equipment deck. Shuffle the deck afterward.
MASTERMIND: Once per turn, instead of taking a wound, transfer that wound to a zombie in the same zone as the survivor.
Medic: Once per turn, the Survivor can freely remove one Wounded card from a Survivor in the same Zone. He may also heal himself.
MINDCONTROL: treat as Distributor: Using this skill alters the spawn step during the Zombies’ Phase. When Resolving the spawn step during zombies’ phase, draw as many Zombie cards as there are Spawn Zones. Assign each of them freely to a spawn Zone, then Spawn Zombies Indicated.
MOVE AND ATTACK: treat as Hit & Run: The Survivor can use this Skill for free, just after a Melee or Ranged Combat Action resulting in at least a Zombie kill (or a rival Survivor kill). He can then resolve a free Move Action. The Survivor does not spend extra Actions to perform this free Move Action if Zombies are standing in his Zone.
MULTIATTACK: treat as +1 die: Combat: The Survivor’s weapons roll an extra die in Combat (Melee or Ranged). Dual weapons gain a die each, for a total of +2 dice per Dual Combat Action.
Ninja: The Survivor makes no Noise. At all. His miniature does not count as a Noise token, and his use of Equipment or weapons produces no Noise tokens either! The Survivor may choose not to use this Skill at any time, if he wishes to be noisy.
OUTWIT: treat as Rotten: At the end of his turn, if the Survivor has not taken a Combat Action, driven a car, and has not produced a Noise token, place a Rotten token next to his base. As long as he has this token, he is totally ignored by any and all types of Zombies (except Zombivors) and is not considered a Noise token. Zombies don’t attack him and will even walk past him. The Survivor loses his Rotten token if he takes any Combat Action or makes noise. Even with the Rotten token, the Survivor still has to spend extra Actions to move out of a Zone crowded with Zombies.
PENETRATING/ PSYCHIC BLAST: +1 Damage (Type):The Survivor gets a +1 Damage bonus with the specified type of Combat Action (Melee or Ranged)
PERPLEX: treat as Zombie link: The Survivor plays an extra turn each time an extra activation card is drawn in the Zombie pile. He plays before the extra activated Zombies. If several Survivors benefit from this Skill at the same time, the players choose their activation order.
PHASING/TELEPORT: The survivor makes a single move to any zone, ignoring terrain.
PLASTICITY: The survivor moves past two zombies per action.
Point Blank: When Firing at range 0, the Survivor chooses freely the targets of his Ranged Combat Actions and can kill any type of zombies (Including Berserker Zombies). His Ranged weapons still need to inflict enough Damage to kill his target.
POISON treat as+1 to dice roll: Melee: The Survivor adds 1 to the roll in Melee Combat. The maximum result is always 6.
PRECISION STRIKE: treat as Roll 6: +1 die Melee: You may roll an additional die for each “6” rolled on a Melee attack. Keep on rolling additional dice as long as you keep getting “6”. Game effects that allow re-rolls (the “1 re-roll per turn” Skill, for example) must be used before-rolling any additional dice for this Skill.
PROBABILITY CONTROL: treat as 1 re-roll per turn: Once per turn, you can re-roll all the dice related to the resolution of an Action made by the Survivor. The new result takes the place of the previous one. This skill stacks with the effects of Equipment that allow re-rolls.
PULSE WAVE: treat as Point Blank: When Firing at range 0, the Survivor chooses freely the targets of his Ranged Combat Actions and can kill any type of zombies (Including Berserker Zombies). His Ranged weapons still need to inflict enough Damage to kill the target.
QUAKE – All actors in the same zone as this character fall down and are knocked back 1 zone away from this survivour. Each actor takes 1 Damage. It takes 1 action to stand up and the “xenos in the same zone” rule still applies.
RANGED COMBAT EXPERT: treat as Reaper: Ranged: Use this skill when assigning hits while resolving a Ranged Combat Action. One of these hits can freely kill an additional identical Zombie in the same Zone. Only one single Zombie can be killed per Action when using this skill.
Reaper: Combat: Use this skill when assigning hits while resolving a Combat Action. One of these hits can freely kill an additional identical Zombie in the same Zone. Only one single Zombie can be killed per Action when using this skill.
Reaper: Melee: Use this skill when assigning hits while resolving a Melee Combat Action. One of these hits can freely kill an additional identical Zombie in the same Zone. Only one single Zombie can be killed per Action when using this skill.
Reaper: Ranged: Use this skill when assigning hits while resolving a Ranged Combat Action. One of these hits can freely kill an additional identical Zombie in the same Zone. Only one single Zombie can be killed per Action when using this skill.
REGENERATION: treat as Regeneration: At the end of each game turn, discard all Wounds the Survivor received. Regeneration doesn’t work if the Survivor has been eliminated.
Roll 6: +1 die Combat: You may roll an additional die for each “6” rolled on any attack, Melee or Ranged. Keep on rolling additional dice as long as you keep getting “6”. Game effects that allow re-rolls (the “1 re-roll per turn” Skill or the “Plenty of ammo” Equipment card, for example) must be used before-rolling any additional dice for this Skill.
Roll 6: +1 die Melee: You may roll an additional die for each “6” rolled on a Melee attack. Keep on rolling additional dice as long as you keep getting “6”. Game effects that allow re-rolls (the “1 re-roll per turn” Skill, for example) must be used before-rolling any additional dice for this Skill.
Roll 6: +1 die Ranged: You may roll an additional die for each “6” rolled on a Ranged attack. Keep on rolling additional dice as long as you keep getting “6”. Game effects that allow re-rolls (the “1 re-roll per turn” Skill or the “Plenty of ammo” Equipment card, for example) must be used before-rolling any additional dice for this Skill.
Rotten: At the end of his turn, if the Survivor has not taken a Combat Action, driven a car, and has not produced a Noise token, place a Rotten token next to his base. As long as he has this token, he is totally ignored by any and all types of Zombies (except Zombivors) and is not considered a Noise token. Zombies don’t attack him and will even walk past him. The Survivor loses his Rotten token if he takes any Combat Action or makes noise. Even with the Rotten token, the Survivor still has to spend extra Actions to move out of a Zone crowded with Zombies.
RUNNING SHOT: Moving and shooting for this character is 1 action.
Scavenger: The Survivor can Search in any Zone. This includes street Zones, indoor alleys, hospital Zones, helipads, tents, etc….
SET ABLAZE: Stuns all zombies for one turn. 6: treat as molotov.
SHAPE CHANGE: Roll a D6 – on a 5 or 6, the survivor gets the Slippery skill.
SHARPSHOOTER: treat as Sniper: The Survivor may freely choose the targets of all his Ranged Combat Actions.
Shove: The Survivor can use this skill for free, once during each of his turns. Select a Zone at Range 1 from your Survivor. All Zombies standing in the Survivor’s Zone are pushed to the selected zone. This is not a movement. Both Zones need to share a clear path: a Zombie can’t cross barricades, Fences, or walls. Shove can’t be used by Survivors in a Car.
SIDESTEP: treat as +1 Zone per move: The Survivor can move through one extra Zone each time he performs a Move Action. This Skill stacks with other effects benefiting Move Actions.
Slippery: The Survivor does not spend extra Actions when he performs a Move Action out of a Zone where there are Zombies.
SMOKE CLOUD: Zombies lose one action when activated. Runners take their second action.
Sniper – The Survivor may freely choose the targets of all their Ranged Actions. Friendly Fire is ignored.
Steady Hand: Allied Miniatures are ignored when the Survivor uses a Ranged Attack or Drives a Car through a Zone. The Skill does not apply to a Ranged weapon killing everything in the targeted zone (such as a Molotov Cocktail, for example).
STEAL ENERGY: treat as Collector [Walker]: The Survivor doubles the experience gained each time he kills a Zombie of the specified type.
STEALTH: treat as Ninja: The Survivor makes no Noise. At all. His miniature does not count as a Noise token, and his use of Equipment or weapons produces no Noise tokens either! The Survivor may choose not to use this Skill at any time, if he wishes to be noisy.
Sprint: The Survivor can use this Skill once during each of his Activations. Spend one Move Action with the Survivor: He may move one, two, or three Zones instead of one. Entering a Zone containing Zombies ends the Survivor’s Move Action.
Starts with a [Equipment]: The Survivor begins the game with the indicated Equipment; its card is automatically assigned to him before the beginning of the game.
SUPER SENSES: treat as Lucky: The Survivor can re-roll once all the dice of each Action he takes. The new roll takes the place of the previous one. This skill stacks with the effects of other skills (1 re-roll per turn, for example) and Equipment that allows re-rolls.
Super strength: Consider the Damage value of Melee weapons used by the Survivor to be 3.
SUPER STRENGTH: treat as Super strength: Consider the Damage value of Melee weapons used by the Survivor to be 3.
SUPPORT: treat as Destiny: The Survivor can use this Skill once per turn when he reveals an Equipment card he drew. Discard that card and draw another Equipment card.
and
Treat as Webbing: All equipment in the Survivor’s inventory is considered equipped in hand.
Swordmaster: The Survivor treats all Melee weapons as if they had the Dual symbol.
SWIM: This character treats water terrain as clear terrain for movement purposes.
Tactician: The Survivor’s turn can be resolved anytime during the Players’ Phase, Before or After any other Survivor’s Turn.
Taunt: The Survivor can use this skill for free, once during each of his turns. Select a zone your Survivor can see. All Zombies standing in the selected zone immediately gain an extra activation: They try to reach the taunting survivor by all means available. Taunted zombies ignore all other Survivors: They do not attack them and cross the zone they stand in if needed to reach the taunting Survivor.
TELEKINESIS: This skill is used in one of three ways, per turn.
1) Move an opposing actor: The survivor must have LOS to the actor and the target zone. The target is moved in a straight line up to 4 zones, not through any obstruction. The target may move through other actors with no effect to the actors. If the target hits any obstruction, the target takes one hit.
2) Move a survivor: As above, do not damage the survivor and this does not count as an action for the target.
3) Attack with an object: As above, roll 5+ to hit, 3 dice, Damage 1.
THROW A GRENADE: The character can throw any object Molotov-sized object 1 zone, The character may hit a zombie on a 6, with a rock. There are always rocks available in the street zones.
TINY SIZE: The character is -2 to be hit with ranged weapons.
Tough: The Survivor ignores the first Attack he receives from a single Zombie every Zombies’ Phase.
TOUGHNESS: treat as Tough: The Survivor ignores the first Attack he receives from a single Zombie every Zombies’ Phase.
Toxic Immunity: The Survivor is immune to Toxic Blood Spray.
Trick shot: When the Survivor is equipped with Dual Ranged weapons, he can aim at targets in different Zones with each weapon in the same Action.
Webbing: All equipment in the Survivor’s inventory is considered equipped in hand.
WILLPOWER: treat as Slippery: The Survivor does not spend extra Actions when he performs a Move Action out of a Zone where there are Zombies.
Zombie link: The Survivor plays an extra turn each time an extra activation card is drawn in the Zombie pile. He plays before the extra activated Zombies. If several Survivors benefit from this Skill at the same time, the players choose their activation order.