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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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