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RULES AND QUESTS

Zombicide-Black-Plague-Rulebook

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SKILLS<br />

Each Survivor in Zombicide: Black Plague has specific Skills<br />

with effects described in this section. In case of conflict with<br />

the general rules, the Skill rules have priority.<br />

The effects of the following Skills and/or bonuses are immediate<br />

and may be used the Turn in which they are acquired.<br />

This means that if one Action causes a Survivor to level up<br />

and gain a Skill, that Skill may be used immediately if the<br />

Survivor has any Actions remaining (or the Survivor may use<br />

any extra Actions the Skill grants).<br />

+1 Action – The Survivor has an extra Action he may use as<br />

he pleases.<br />

+1 Damage: [Type] – The Survivor gets a +1 Damage bonus<br />

with the specified type of Combat Action (Magic, Melee or<br />

Ranged).<br />

+1 Damage with [Equipment] – The Survivor gets a +1 Damage<br />

bonus with the specified Equipment.<br />

+1 to dice roll: Combat – The Survivor adds 1 to the resultof<br />

each die he rolls on a Combat Action (Melee, Ranged or<br />

Magic). The maximum result is always 6.<br />

+1 to dice roll: Ranged – The Survivor adds 1 to the result of<br />

each die he rolls in Ranged Actions. The maximum result is<br />

always 6.<br />

+1 die: Combat – The Survivor’s weapons and Combat spells<br />

roll an extra die in Combat (Melee, Ranged or Magic). Dual<br />

weapons and spells gain a die each, for a total of +2 dice per<br />

Dual Combat Action.<br />

+1 die: Magic – The Survivor’s Combat spells roll an extra die<br />

for Magic Actions. Dual Combat spells gain a die each, for a<br />

total of +2 dice per Dual Magic Action.<br />

+1 die: Melee – The Survivor’s Melee weapons roll an extra<br />

die for Melee Actions. Dual Melee weapons gain a die each,<br />

for a total of +2 dice per Dual Melee Action.<br />

+1 die: Ranged – The Survivor’s Ranged weapons roll an<br />

extra die for Ranged Actions. Dual Ranged weapons gain<br />

a die each, for a total of +2 dice per Dual Ranged Action.<br />

+1 free Combat Action – The Survivor has one extra free<br />

Combat Action. This Action may only be used for Melee,<br />

Ranged or Magic Actions.<br />

+1 free Enchantment Action – The Survivor has one extra<br />

free Enchantment Action. This Action may only be used for<br />

Enchantment Actions.<br />

+1 to dice roll: Magic – The Survivor adds 1 to the result of each<br />

die he rolls on a Magic Action. The maximum result is always 6.<br />

+1 to dice roll: Melee – The Survivor adds 1 to the result of<br />

each die he rolls in Melee Actions. The maximum result is<br />

always 6.<br />

A PEEK FROM THE FUTURE<br />

If you played the modern era Zombicide Seasons, you<br />

may have noticed some familiar Skills with different<br />

names. It’s all about theme!<br />

- Dreadnought: [Zombie type] became Ironclad:<br />

[Zombie type]<br />

- Full auto became Iron rain.<br />

- Sniper became Marksman.<br />

You may also notice a slight adjustment in the Barbarian,<br />

Full auto/Iron rain and Mana rain Skills.<br />

<strong>RULES</strong> - ZOMBICIDE<br />

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