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by Graeme Dawson, Karl Perrotton and Carl Stoelzel Published by Crooked Dice Game Design Studio Background material: Karl Perrotton, Helena Nash and Carl Stoelzel Design and Layout: Karl Perrotton Maps: Graeme Dawson Editing: Helena Nash Card stock terrain: Carl Stoelzel Photography: Karl Perrotton For more information contact:

Crooked Dice Game Design Studio www.crooked-dice.co.uk [email protected] Crooked Dice Game Design Studio 237 Tweed Crescent Dundee, DD2 4DP

Dedicated to our own little monsters: Jack the Knife, Ot-Bot and Katie Stegosaurus

PROLOGUE Some things surprise you. Like a rotting hand bursting from the earth. Or waking up to find the Zombie Apocalypse has started without you. Tch. So we were wonderfully surprised to uncover a horrific masterwork in Carl Stoelzel’s Creature Feature. Carl had applied the action:engine to the horror genre covering universal monsters and crimesolving teenagers. But best of all he had some great zombie material that we thought perfectly captured the gross-out gore-fests we loved too. So with his kind permission, we fed this through the Crooked meat-grinder and added our own heady mix of human brains and survival instincts and worked up some rules and scenarios for a Hallowe’en release. This release provides a cut-down version of the action:engine rules for new players plus new mechanics for zombies to get your All Hallows Eve off with a swing. A massive thank you to Carl for his initial inspiration and allowing us to develop his material. May you always find a cabin in the woods with a working lock. Karl & Graeme, October 2011

Contents Zombieville USA

5

What is 7ombieTV?

7

Quick Play Rules

8

Zombie and Survivor rules

15

Cast Creation

18

The Survivors

19

The Zombies

24

Casting Couch

26

Special Effects

28

Episode Guide

32

Episodes

37

Programme Guide

44

Cabin Fever

51

Appendices

58

Miniatures and Scenery

68

4

Zombieville, USA by At the height of his success, 7TV supremo Sidney Barron was looking to expand. His phenomenally successful stable of series like Department X, The Man From 2000 and The Daredevils were the talk of playgrounds and public houses the length and breadth of Britain, but for a visionary impresario like Barron, the big prize had always lain over the Atlantic – the untapped American market. Whilst his core programmes had met with some limited critical success across the pond, a truly transatlantic smash hit had continued to elude 7TV throughout the 1960s and 1970s. Admittedly, classic Department X episodes such as the risqué A Dash of Sulphur had garnered a certain notoriety among latenight viewers from Rhode Island to Oregon, but these remained guilty pleasures enjoyed by the few, rather than the mass-market breakthrough Barron was looking for. That tantalising foot in the door finally came about almost by accident. A Midwestern film distributor, looking for a cheap means of boosting his declining drive-in revenue, bought a job lot of 7TV reels with the intention of putting them on as cheap B movies before the main feature. They

BARRON PICTURES PRESENT

IF YOU GO DOWN TO THE WOODS

BARRON PICTURES PRESENTS A 7TV PRODUCTION A HENRY YOUNGER PICTURE JUNE COLLINS RALPH GATES “IF YOU GO DOWN TO THE WOODS” MUSIC BY BERNARD JAMES SCREENPLAY BY JORGE ROMEO SYDNEY BARRON FILMED IN TECHNICOLOR DIRECTED BY HENRY YOUNGER PRODUCED BY MICHAEL BARRON EXECUTIVE PRODUCER

HELENA RODINGS, Splatterhouse Magazine, April 1994

contained a round dozen episodes from Barron’s 60s anthology Tea-Time Thriller, including such gems as Mayfair 3939 (US: Don’t Pick Up!), The Worm Keeper (US: They Crawl!) and Farmer John’s New Wife (US: Squeal Bride, Squeal!), and proved a runaway word-of-mouth success with hormonal teenagers and horror-hungry film buffs alike. News of the success of the revival across American drive-ins and fleapit movie houses eventually made its way back to Barron, who instantly put his writers to work on a whole new series of chillers to cement their fledgling transatlantic toehold, and his lawyers to work renegotiating the rights to Tea-Time Thriller. Heading up the new production company would be Sid’s son Michael, then a twentysomething media brat eager to prove himself as a producer in his own right. Recognising the same restless ambition of his younger self, Barron Senior gave Michael carte blanche to do whatever he needed to crack America once and for all. Who knows if he suspected just how far his prodigal son would go? Given free reign, the younger Barron applied himself to the task with all the zeal of a missionary journeying into heathen lands. His youth proved to be an advantage, as he soaked up American culture and trends like a sponge, but it was his instinctive eye for what would sell to a Vietnam-weary, post-Summer of Love generation which made the newlyminted Barron Pictures a near-instant moneymaking machine. Fresh thrillers and outright horrors pictures like The Psychotics, If You Go Into The Woods and Deathroute caught the eye and imagination of an audience with an increasingly dark taste in movies. While the inevitable criticism of conservative media-watchers and god-fearing parents raged outside the gates of Barron Pictures, Michael applied himself ever more keenly to the job of catering to his lucrative market, and if blood and gore was what they’d pay for, then he would ensure they got their money’s worth.

DISTRIBUTED BY BARNA ARTISTS STEREO WHERE AVAILABLE

5

By the mid-70s, a definite sub-genre had begun to emerge from the Barron oeuvre. Starting with the seminal Invasion of the Dead, the zombie flicks struck a chord with the public, and Barron was quick to respond with a steady torrent of shambling undead offerings. Characterised by black humour, thinly veiled political allegory and of course scenes of censor-baiting terror, the zombie series would prove to be Barron’s greatest success story, and its ultimate undoing. Movie-goers of the time were pressed into their seats by such offerings as the desperate strangers fleeing The Walking Plague, the post-apocalyptic Zombieville, USA, and the tense psychological drama of The Last House On Earth. The casting of relative unknowns, the bucking of certain heretofore sacrosanct plot elements (The hero is – gasp – black! Nobody survives!) and the eye-popping make-up and effects proved to be a winning formula for the studio, who continued to strain their audience’s nerves – and the patience of censors around the world. Eventually matters came to a head with the now infamous Zombie Drill Eaters in the early 1980s. The advent of the video cassette market, and with it the so-called video-nasty in the United Kingdom, had put the lowbudget horror genre on a collision course with authorities both in the U.S. and Britain, and with unfortunate timing, Zombie Drill

FROM THE MAKERS OF ‘THE PSYCHOTICS’ AND ‘INVASION OF THE DEAD’ BARRON PICTURES PRESENT

BARRON PICTURES PRESENTS A 7TV PRODUCTION A HENRY YOUNGER PICTURE AMY LEIGH CURTIS KIRK RUSSELL “ZOMBIEVILLE U.S.A” GAYLE ROSS HELEN SANDWICH SCREENPLAY BY JORGE ROMEO MUSIC BY BERNARD JAMES DIRECTED BY HENRY YOUNGER PRODUCED BY MICHAEL BARRON EXECUTIVE PRODUCER SYDNEY BARRON FILMED IN TECHNICOLOR DISTRIBUTED BY BARNA ARTISTS STEREO WHERE AVAILABLE

Eaters proved to be the straw that broke the camel’s back. Newspapers on both sides of the Atlantic screamed to Ban This Filth and Save Our Children, and no amount of cinephiles contending that Zombie Drill Eaters was a sharply observed morality play on the Cold War clothed in Kensington Gore could contend with apocryphal tales of a schoolchild who had microwaved his little brother’s head because ‘that’s how you kill zombies’. And so the story of Barron Pictures came to an end, perhaps fittingly, in a savage orgy of blood-letting, albeit a metaphorical one at the hands of the popular press. By today’s standards, we might view the zombie series as mild, even camp, but they were for their time on the absolute edge of western cinema, responsible for some of the most memorable scenes of the 70s and 80s, like the unnamed cop of The Walking Plague handcuffed to a moaning undead perp and the sole survivor of The Last House On Earth staggering out into the blessed morning sun, only for the shadow of a clawed hand to fall across her face. The outrage may have faded, but the nightmares endure.

BARRON PICTURES PRESENT YOUNGER PICTURE BAMBI DAYE BARRON PICTURES PRESENTS A 7TV PRODUCTION A HENRY JAMES ELWICK SCREENPLAY BY JORGE ROMEO MUSIC BY BERNARD “ZOMBIE DRILL EATERS” JULIE EGDE IRENE HINDLE MICHEAL SYDNEY BARRON BY MICHAEL BARRON EXECUTIVE PRODUCER DIRECTED BY HENRY YOUNGER PRODUCED FILMED IN TECHNICOLOR

DISTRIBUTED BY BARNA ARTISTS STEREO WHERE AVAILABLE

6

WHAT IS 7OMBIETV This release brings the world of zombie horror to 7TV. Players control either a disparate group of survivors or a horde of shambling undead. As a survivor, you must use all your skills and pray your luck holds, for if you die, you will become one of your zombie opponent’s number. 7ombieTV provides a number of pre-generated characters suitable for play, as well as rules for the zombies and other horror-specific rules you’ll need.

WhaT Is different in 7ombieTV These rules use the core action:engine mechanics in the 7TV core rulebook. However to best reflect the genre and maximise your enjoyment, there are some variations and new rules to give your games that authentic undead feel!

7ombieTV Glossary As a set of rules based firmly on the TV and film genre, 7ombieTV has renamed several game terms to better reflect the source material, for example: l The value of your squad is expressed as Ratings. l The type of squad you choose is referred to

as a Show. Also included are four episodes and cardboard terrain which will test your survival skills to the limit. These episodes are also suitable for playing solo if you want to pit your wits against the unthinking hordes alone.

l The models within your Show are the Cast. l Your Cast is made up of Stars, Co-Stars and

Extras. l Your models’ extra abilities are defined

as Special Effects. l And finally, the scenarios you play are called

And finally we have included new Event cards and some new Scavenge cards to provide a much needed edge against the undead horde. This release is based on the Creature Feature horror rules originally written by Carl Stoelzel. If you liked this, check them out here:

Episodes.

Survivors and Zombies

Befitting the genre, the standard 7TV terms Heroes and Villains don’t tend to be used. Instead we’ll be discussing Survivors (and sometimes the Living) and Zombies (or Undead). Simply think of these as Heroes and Villains and you’ll be alright. Possibly.

http://www.crooked-dice.co.uk/zombie.html

“MOMMY AND DADDY DIED. THEN They CAME BACK.””” Little Jonny, The Walking Plague

7

QUICK PLAY RULES All the basic mechanics of 7ombieTV are explained in this chapter. The fundamentals of model profiles, actions, combat and environmental effects are collected below. They are also suitable for teaching the basics to new players. If available a reading of the 7TV main rulebook pages 12 to 37 is also handy beforehand.

The Profile Most models in the game are different – you would expect a desperate survivor to handle differently to a mindless zombie and the rules reflect this. Each model has a profile – a set of statistics which let us see how fast, strong or intelligent they are – as well as special effects, star qualities (where applicable), information and weapons. Each stat can go from 0 (not applicable) up to 10 in most cases, although higher values are possible in extreme examples. The statistics used in the game are:

Movement (Move)

Agility (Agi)

A high Agility represents – both bodily manoeuvrability and manual dexterity. Good Agility allows a model to avoid falls and other perilous situations where more clumsy types would suffer.

Intelligence (Int)

Possessed by the finest minds both on the side of law and order and the underworld, Intelligence has often made the difference in numerous encounters. A model with 0 Intelligence is considered mindless.

Morale

High Morale indicates bravery or sheer recklessness. Models with a Morale score of 0 never need to take Morale tests for any reason – they are either totally fearless or have otherwise been conditioned to keep fighting no matter what.

Special Effects & Star Qualities Any special rules the model might use are listed here. Most models in 7ombieTV utilise special effects – special rules which define their abilities in the game. One type of model - the Star - gains unique star qualities, most of which are very powerful.

A model can move this distance in inches each time they take a Move action, through unobstructed terrain. Models with a Move of 0 cannot move at all. There is no maximum Move value.

Information

Defence (Def)

Weapons

The higher a model’s Defence, the less likely they are to come to harm. Factors include their natural toughness, armour and thick skin or hide. Models with a Def of 0 cannot be harmed by physical attacks because of their lack of substance.

Hits

A model can only be wounded a number of times equal to this number before they are removed from play. There is theoretically no maximum value for this stat.

Strength (Str)

Strength is used in melee (physical combat) or when performing other feats of brute force. Models with a Str of 0 are non-corporeal (i.e. they don’t have a physical form).

This section gives some background details on the model in question. This section lists any weapons (close combat or ranged) the model might possess and gives the following information: Range

The maximum distance the weapon can be used.

Hit

The basic number required to score a hit. This is shown on each model’s profile.

Strength Notes

The Strength of any hit caused. Any special rules the weapon may have.

8

What you need to play

All you need to play are this document, a gaming table with some scenery, at least one measuring tape in inches and some 6-sided dice.

Audience Appreciation

Each model in a cast is categorised as one of four types:

Determine the difference between the two initiative rolls. The first player gets a number of Audience Appreciation (AA) tokens equal to half this amount (rounding up). The second player gains the remainder. These tokens can be used to do the following:

l Stars are the main movers – they have awesome

l 2 tokens can be spent to activate an additional

Casts

abilities but are few in number l Co-Stars are very capable, and can lead your cast in the absence of a Star l Extras provide the numbers to keep your cast on the table l Guest Stars are one-off, highly individual models who can be added to your squad.

The Game Turn The Game Turn is comprised of 4 phases: 1. 2. 3. 4.

Determine Initiative & Audience Appreciation First Player Actions Second Player Actions End Phase

Initiative

Both sides roll 1D6; highest roll becomes first player. On a tie the person who was the second player last turn becomes the first player.

model this turn. l 1 token can be spent to modify one of that

player’s die rolls by +1 or –1. You can use multiple points for multiple adjustments to the same roll. Tokens can only be used in a player’s own action phase and in the same turn they are gained; unused tokens each turn are lost.

Action Phase

Each player gets an action phase. They gain a number of activation tokens equal to half their total models in play (round up) – not counting models with any statuses. Place a token next to each model you wish to make actions this turn. One at a time you can now activate your models.

Activation

Each model gets to make up to 2 actions when activated. The available actions are: l l l l l l

Movement up to the model’s Move value Make an attack in melee (hand-to-hand) Shoot with a weapon Aim prior to firing a weapon Perform a special action Perform a heroic action

Models can take multiple movement, melee attack or special actions in the same turn, but cannot shoot or aim twice in one turn.

The End Phase

In the end phase, the first player then the second player should: l Check to see if their cast is Shaken or

Wiped Out (page 12) l Attempt to remove any statuses their cast

may be affected by (page 13).

9

Movement Each action spent on movement allows a model to move up to its Move stat in inches. Models can move in any direction during this move – although their final facing is important for shooting purposes. Models moving over rough ground or an obstacle can only move 1D6 inches. They will get over an intervening obstacle if the die roll allows sufficient movement to reach the other side.

Going Prone

Models may drop to the ground for free. Movement while prone is now at half rate. Models can stand up by spending a move action – they can also move up to half their Move stat in the same action.

Charging

Survivor models ending their move in base contact with an opposing model are considered to have charged. They can make an immediate free hand-tohand attack with one of the following benefits: l +1 bonus to hit l Successful hits count as +1 Strength

Falls

Models who fall or drop one or more storeys (count each storey as 2” or so) must make an immediate Agi test (see page 12), with a –1 Agi penalty for each level greater than one dropped or fallen. If the test is passed the model can do nothing further this turn. If the test is failed, the model has fallen badly and counts as being stunned.

Shooting Models armed with a ranged weapon can make one shooting attack per turn, as long as: l The firer has not already fired a weapon this turn l The firer is not in base contact with any enemy

models l The distance to the proposed target is equal to or less than the weapon’s range l The target is not hidden or blocked by terrain or another model, or in melee (but see below) l The target is in view of the front half (180º) of the model’s base (no shooting all round)

Roll To Hit

Roll 1D6 – a hit will be scored if the result equals or exceeds the “Hit” value of the weapon being fired. In addition there are modifiers to this die roll – see below. A die roll of 1 will always miss, regardless of any modifiers.

Ranged Weapon Modifiers table Condition

Modifier

Weapon is fired at more than half range

-1

Target is partially hidden / in cover

-1

Target is prone and more than 6” away

-1

Target is Small

-1

Target is Stunned or immobile

+1

Firer has Aimed

+2

Aiming

An action spent aiming allows a +2 modifier to a shot taken in the same turn, as given above.

Roll To Wound

If a hit is scored, see page 11 for details on how to determine the effects of the hit. 

“BREATHE AND SQUEEZE AIM FOR THE HEAD EVERY SHOT COUNTS ””” Sheriff Barbera teaches the seventh grade basic handgun skills

10

Melee

Pushback/Knockdown Successful melee attacks do not have to inflict damage. Instead, the attacking model can choose to have the losing model suffer one of the two following penalties:

Models in base contact with one or more enemy models can make one melee attack for each melee action their model expends. Survivor models charging into combat (Zombies can’t charge!) gain a single free melee attack. Only the model activating gets to make an attack at this point.

l Pushback – move the losing model 1” back,

+1” for each point the attacker’s Str exceeds the defender’s Str. The attacker can choose to advance to remain in base contact l Knockdown – the defending model is knocked prone

Roll To Hit

Roll 1D6 – a hit will be scored if the result equals or exceeds the “Hit” value of the melee attack being used. In addition there several different modifiers which may apply – see below. A die roll of 1 will always miss, regardless of any modifiers.

Killing Blow

Successful unarmed combat attacks (brawl, martial arts etc.) normally cause the affected model to be stunned, but if the attacker’s Str is greater than the Def of his opponent then they can elect to inflict 1 Hit instead.

Melee Weapon Modifiers table Condition

Modifier +1 To Hit or +1 Str

Charging

Taking Damage

extra D6

‘All or Nothing’ attack

When a model is hit or suffers potential damage from any other source, compare the attacking Str with the defender’s Def and roll 1D6 on the Damage table below.

–1 Def

Attacked from rear 180º

+1 Def (target)

Defending obstacle

Multiple Damage

Attacking over obstacle/ while prone

-1

Attacking from rear 180°/ attacking prone model

+1

Normally only 1 point of damage is caused, but some weapons or circumstances may cause more. Roll on the Damage table for each potential point of damage.

Models & Hits

Models with more than 1 Hit can keep functioning normally until they lose their last point. Once a model sustains a number of wounds equal to their Hit rating they are incapacitated (even if only temporarily!). See the Hard To Kill and Zombie Infection special effects for further possible complications.

All Or Nothing Attack

Desperate Survivor models can make an all or nothing attack, trading an efficient defence for a greater chance to score a hit. The model can roll an additional 1D6 when rolling to hit – roll to wound/ damage with all dice which score a hit. Regardless of the hit roll, surviving models can make an immediate free return attack.

Models that have taken hits but are still in play should have the damage taken recorded, either on the player’s cast list or by using small wound tokens placed next to the models in question.

Roll To Wound

If a hit is scored, see below for details on how to determine the effects of the hit.

Damage table Strength Higher

Defence Higher

EQUAL 2 or more

1

2+

3+

4+

1

2

3

4

5

6 or more

5+

6

6 then 4+

6 then 5+

6 then 6

X

X: This Str is unable to damage a model of this Def.

11

Statistic test table Stat

1

2

3

4

5

6

7

8

9

10+

Target

6

5+

4+

3+

2+

2+/6

2+/5+

2+/4+

2+/3+

2+/2+

Special Actions Special actions cover all the miscellaneous things models can get up to. Some special effects require a special action to use.

Heroic Actions

One Star or Co-Star on each side can spend an action as a Heroic Action. This model gains a +2 bonus on one of the following this turn: l Rolls to hit l Rolls to wound/damage l Stat tests including opposed tests

If the roll which gains the +2 modifier is re-rolled, note that the re-roll does not get the bonus, only the original roll.

Statistic Tests

Models are sometimes required to test against one of their stats, sometimes alone, sometimes in opposition to an enemy model. For models on their own, check the model’s stat against the target number from the Statistic test table above and roll 1D6. Opposing models simply roll 1D6 for each model on each side, and add the highest stat on each side, +1 for each additional model greater than 1 on that side. The side with the highest total wins.

Morale Tests Morale determines those Survivor models which will stay and fight, and those which run at the first sign of trouble. Zombie models have a Morale of 0 so are always assumed to pass any Morale tests. Morale tests are made using the Statistic test table above

Alone

Many models do not operate well far from help. If any Extra is within 6” of 3 or more enemy models and there are no friendly models within 6” when they are activated, that model must make a Morale test. If this test is passed the model will stand firm, but if it is failed they must make an immediate retreat move, which counts as one of the model’s actions for this turn. Models in base contact with one or more enemy models are not required to make Morale tests for being alone.

Models who are required to make a retreat move immediately move their full normal Move distance away from the closest enemy model(s). The model may move less than this distance if its move would take it into or behind cover, like a wood, or behind a wall. If a retreating model cannot get behind cover, and there are still enemy models within 6” after their retreat move, the model is removed from the game.

Shaken

If your side has lost half (50%) or more of its starting models (counting stunned models), in the end phase you must make a single Morale test using the highest Morale value of any active Star or Co-Star on your side, counting it at –1. If this test is passed your cast will fight on, sensing victory might just still be possible. If the test is failed then choose a number of your models equal to the difference in the roll and the target number used in the test. Remove these models from the game immediately. If the Morale value used in this test was 6 or more and you failed your re-roll, then count the result as 1 (i.e. remove a single model from play). If you have no Stars or Co-Stars remaining in your cast do not make a Morale test. Simply remove 1D6 of your models from play.

Wiped Out

During the end phase, if your side has lost three quarters (75%) or more of its starting models (including stunned models), you must make a single Morale test using the highest Morale value of any Star or Co-Star on your side, but counting it as –2. If this test is passed your force will either bravely or foolishly fight on. If the test is failed then you must remove from play a number of your models equal to the difference in the roll and the target number used in the test. If the Morale value used in this test was 6 or more and you failed your re-roll, then count the result as 1 (i.e. remove a single model from play). If you have no Stars or Co-Stars remaining in your cast do not make a Morale test. Your opponent can remove 1D6 of your models from play. Casts which are Wiped Out do not need to make Shaken Morale tests.

12

statUses Models can be affected by conditions which can carry over from turn to turn – statuses. There are two statuses in 7ombieTV: Living Dead and Stunned.

Stunned

All models can be stunned by melee attacks. If a model is stunned then place a stunned status token next to the model.

Living Dead

Stunned models immediately fall prone and cannot activate until this status is removed. Stunned models attacked in melee are hit on the roll of 2+ and must count their Def as 1 less. Stunned models can be dragged by other models in base contact: one model can move themselves and the stunned model at half rate; two or more models can manage full movement.

Living Dead models are left lying in place on the table where they fell. Although the model is ‘dead’ 1D6 can still be rolled to try to remove this status. If this status is removed survivors are replaced with standard zombies, and zombies return to play as models of the same type, with 1 Hit.

Removing statuses

Survivors gain this status when they lose their last Hit to a zombie attack. Zombies gain this status if a survivor fails to roll the 5+ required to score a ‘clean’ kill as part of the zombies Hard To Kill special effect.

In the End phase of each turn, a player can attempt to recover from each status they currently suffer from. Check each models, one at a time. Roll 1D6 for each Hit that model has remaining (zombies counting as having 1 Hit). The status (and token) will be removed if any die roll comes up 6, otherwise the model will continue to suffer the status until the next turn. Repeat this for each status the models suffers. Models can automatically roll to recover – they do not need to have activated to attempt to remove their stunned status.

13

BARRON PICTURES PRESENT

BARRON PICTURES PRESENTS A 7TV PRODUCTION A HENRY YOUNGER PICTURE BAMBI DAYE “ZOMBIE DRILL EATERS” JULIE EGDE IRENE HINDLE MICHEAL ELWICK SCREENPLAY BY JORGE ROMEO MUSIC BY BERNARD JAMES DIRECTED BY HENRY YOUNGER PRODUCED BY MICHAEL BARRON EXECUTIVE PRODUCER SYDNEY BARRON FILMED IN TECHNICOLOR

DISTRIBUTED BY BARNA ARTISTS STEREO WHERE AVAILABLE

Zombie and Survivor rules Zombie Activations

Zombies behave differently to normal living models. At the start of their Activation Phase the zombie player should total the number of their models in play, determine the number of activation tokens they will receive and allocate them as usual. There may be some activation tokens already on the table from the Zombie Reactions special effect as detailed on page 29 – you get these in addition to those for the number of models you have in play. You can’t add more than one activation token to a single zombie. Every zombie on the table not suffering from the Living Dead status can be activated – not just zombies with an activation counter: l Zombies with an activation counter may use two

actions as normal – remember most are Slow so they cannot spend both actions moving! l Zombies without an activation counter may only

make a single move action - they may not make any other action.

Zombie Movement

Zombies unerringly want to savage the living and feast on their flesh. When moving, a zombie must end its movement action closer to at least one survivor model than when it started.

Barricades

Survivor models inside buildings can scavenge for suitable furniture or bits of furniture, wreckage and tools to fortify doors and windows from any undead who might wish to break in. If a Survivor model adjacent to a door or window uses a special action barricading, roll 1D6. On the roll of 4+ you can add one barricade token to the door or window. Doors can have up to 3 barricade tokens, windows can have up to 2. The attacking hordes will have to remove these tokens before trying to break through. Barricade tokens are hit automatically in melee combat. They count as having Def 3 and each token has 1 Hit. Up to 3 zombies can attack each door or window.

The Luck Pool

Instead of each model getting a number of Luck points, the survivor player gains a Luck Pool which all models can access. Calculate your Luck Pool by adding: l One point for each model in your starting Cast. l One point for each rank of Luck points your

Zombies and Morale

Zombies are relentless in their attempts to feast on the living, so are never required to make Morale tests for any reason. This includes Shaken and Wiped Out tests. This is usually a great advantage.

Ammunition and Ammo Jams

Ammo for the survivors is in short supply and firearm maintenance is low on the list of priorities. When using any firearm, a hit roll of 1 indicates either a jam or that the weapon is out of ammo. Mark the model with an Ammo Jam token (see page 58). This weapon cannot be used again until a special action is spent either reloading or clearing the jam.

models have. Example: Calculating your Luck Pool The survivor player starts with 6 models. Ted, the Natural Leader, and another model Deirdre, both have the Luck (2) special effect. They get 10 points in their Luck Pool – 6 for the number of models, and 2 each from the models with the Luck special effect. Each model can use one point per turn from the Luck Pool in exactly the same way as the Luck special effect. It is possible to also replenish your Luck. In each end phase, roll 1D6 if you have expended any Luck Pool points at all. On the roll of 4+ you can return one point to the pool.

15

Weapons The end of the world is a very dangerous place for survivors. Traditional weapons are in short supply, so more mundane household objects are put to deadly use in zombie-slaying.

Weapons table Weapon

Range

Strength

Brawl/Unarmed

Melee

User

Improvised Weapon

Melee

User –1

Hand Weapon

Melee

User

Cosh/Truncheon

Melee

User +1

Crossbow

24”

Pistol

Special

Rating

Stuns

0

Can also be Thrown

0

-

2

Stuns

2

4

Move or Fire

4

12”

3

Pistol

2

Rifle

24”

3

-

4

Shotgun

8”

3

Blast 3”, +1 to hit

4

Submachine Gun (SMG)

16”

3

Burst, Cannot Aim

6

Chainsaw

Melee

5

High Calibre, Blocker

6

Molotov Cocktail

Thrown

4

Blast 3”, Scatter 1D6”, Thrown

2

High Explosive

Placed only

6

Blast 5”, 1D6 hits within 3”, 1D3 hits within 5". Survivors knocked prone. State 1–3 turn delay before detonation. Explodes end of owning player’s action phase.

8

16

Weapon Effects Blast

The weapon uses a blast template of the size indicated. The template is centred on the target of the shot (or where the shot scatters). All models whose bases are touched by the template must roll for damage. In addition, those who survive will be knocked Prone after the effects of the blast have been worked out.

Blocker

See the Blocker special effect on page 29.

Burst

Roll 3D6 when rolling to hit, counting all rolls which equal or exceed the required hit number as successes. Extra hits may either be allocated to the original model or models within 2”.

Chainsaw

This gasoline-powered gardening tool is the perfect weapon for carving a swathe through slow witted zombies. However on a To Hit roll of 1 the device will cut-out and will take one special action to restart.

High Calibre

Roll 2D6 per hit inflicted when rolling to wound. Count the highest D6 as the wound roll.

Molotov Cocktail

The Molotov cocktail is favoured by rioters and dissenters the world over for its simplicity and terrifying effects. It is simply a bottle of flammable liquid, such as petrol, with a lit wick. The whole thing is thrown like a grenade, causing damage to anything in its burst area.

Move or Fire

The weapon is slow or clumsy to use. It cannot be fired if the model using it has moved this turn (turning round doesn’t count as moving).

Pistol

The weapon gains a +1 hit bonus at short range. Pistols are small enough to be used in hand to hand combat, although attempting to get off a shot while your opponent tries to grapple you means you can’t gain the +1 to hit for short range shots. In addition, if you roll a 1 to hit, you must apply the shot against the model with the pistol, as your opponent has managed to turn your gun against you!

Scatter

A missed shot will land the designated distance away from its target point in a random direction.

Stuns

The affected target model is Stunned – see page 13.

Thrown

This weapon has a range of the wielder’s Str +1, doubled. Thrown weapons do not suffer the –1 hit penalty for long range shots.

Unwieldy

This weapon is cumbersome and difficult to use. Models electing to use this weapon in melee combat do not get the free attack immediately after a charge – although they can still make an attack by spending an action as usual.

7TV players can use the full Fire rules on page 40 of the rulebook for this weapon if they wish. In this case count the Str as N/A, the weapon adding 1 Fire Marker to all models under the blast template.

“I SHOT IT WHY WON'T IT DIE

”””

Helen, The Psychotics

17

cast creation Cast creation differs slightly in 7ombieTV to reflect the genre’s B-movie status, where the glitzy world of Stars and Co-Stars have yet to reach.

The Survivors

The Zombies

Following the zombie outbreak much of humanity has been killed and partially eaten. Subsequently these unfortunates have joined the massed shambling ranks of the undead, ever searching for more life to feast on. Social classes have broken down as those not killed band together in rag-tag groups for protection.

The zombies seem to be everywhere. Lurching forwards relentlessly in search of the living, most still wear the clothes they had in life, and many bear the horrific wounds which killed them. Some zombies are more obviously cadaverous, having escaped from morgues or dug themselves out of the ground.

Choose a number of models with a total ratings value no higher than that specified in the episode you’re about to play. At least half of your models must be Extras.

Stars

There is only one Star Archetype available in 7ombieTV - the Natural Leader. Studio budget restrictions mean that you may only have one Star in your Cast (not including Guest Stars).

Co-Stars

The zombie genre has a long tradition of a number of bit part actors – most of which don’t make it through to the end credits. These are represented in 7ombieTV by 11 new Co-Star templates. You will notice that these are considerably cheaper, but weaker than 7TV equivalents. You can choose as many survivor Co-Stars as you can afford in an episode and can have multiple models of the same profile type if you wish

Choose a number of models with a total ratings value no higher than that specified in the episode you’re about to play. At least three quarters of your models must be Extras.

Stars

7ombieTV has no zombie Stars.

Co-Stars

You can choose as many zombie Co-Stars as you can afford in an episode and can have multiple models of the same profile type if you wish. There are four zombie Co-star archetypes that represent rare and unusual zombies – up to a quarter of your total models may be Co-Stars.

Extras

There are two zombie Extra types. At least three quarters of your models must be Extras – the zombies are simply so numerous!

Extras

At least half the numbers of your survivor Cast must be made up of the everyday men and women desperate to escape the zombie menace. There are three Survivor Extras to choose from. 7TV: Using Stars and Co-Stars The more powerful Stars, Co-Stars and Extras given in the 7TV rules are generally not used in the Episodes in this book. However, there is nothing to stop players using them and zombies in their own games.

18

THE SURVIVORS Heroic Casts are also known as Survivor Casts. Survivors are everyday men, women and children who are now fighting for their lives as the dead have risen.

SURVIVOR ARCHETYPES Thrown into a new world of horror and survival they must do the best they can with whatever talents and equipment they have. You can choose any of the archetypes opposite as part of your initial Survivor Cast simply by paying the listed ratings costs, although at least half of your models must be Extras. All archetype ratings include the cost of any weapons the archetype comes equipped with. Upgrades may be taken to tailor your Cast and costs are specified in each profile. Additional weapons will have to be paid for as usual, their ratings are given in the archetype description.

Natural Leader and Guest Stars

The Natural Leader gets 5 or 6 attribute adds with up to another 3 available at extra cost – each adds +1 to one attribute. They can allocate a maximum of +3 to up to 2 different attributes. Hits may never be increased. Instead of the Natural Leader, you can field any number of Guest Stars detailed on pages 43 to 49. If you play with Guest Stars in your cast the restrictions on Extras no longer apply.

Survivor Star Archetypes

Rating

Natural Leader

45

Survivor Co-Star Archetypes

Rating

The Brain

20

The Cop

26

The Grease Monkey

22

The Grunt

22

The Heavy

26

The Hick

24

The Jock

24

The Looker

20

The Preacher

20

The Screamer

14

The Suit

22

Survivor Extras

Rating

The Kid

6

The Mutt

6

The Survivor

8

“MAYBE WE CAN FIND AN ISLAND. someWHERE THE FOLKS WON'T EAT US” Deirdre, Zombieville U.S.A.

19

NATURAL LEADER

The end of the world makes heroes of the unlikeliest of us. This person has demonstrated their natural ability to command and lead, even if this is done reluctantly or unwillingly.

SURVIVOR Star 45 Ratings

“WE CAN MAKE IT. WE JUST

NEED TO LAST THE NIGHT...”

Jill, Invasion of the Dead

Attributes Move

Def

Hits

Str

Agi

Int

Morale

6

3

3

3

3

3

4

Adds

Basic: 5 Additional: 0–3 (+5 ratings each) Adjust: Gain +1 Add if you allocate –1 to one attribute (–2 to Move)

Special Effects

Basic: Leader (1), Luck (2) and either Heroic Surge or Inspirational. Additional: 5 from Combat, Knowledge, Physical or Traits Disadvantages: 0–2 (one Additional special effect per Disadvantage) Adjust: Gain one Additional special effect if you remove one Basic special effect

Attacks

Basic: Brawl 4+ and Pistol 4+ New Attack: Any one attack 4+ (+5 ratings each) Improved Attacks: Improve the Hit number of one attack by 1 (+5 ratings). This can be chosen multiple times, to a maximum hit number of 2+ with any single weapon.

Star Quality

Last Man on Earth The Natural Leader is amongst the most resilient of survivors: quick witted, mentally tough and a keenly developed survival instinct. He may ignore any Alone Morale rolls and once per game automatically win initiative for his Cast.

20

C0-STARS The Brain

The Grease Monkey

Survivor Co-Star | 20 Ratings Perhaps a member of the medical profession or a savvy academic - their smarts are just as useful in defending yourself against hordes of undead.

Survivor Co-Star | 22 Ratings An all-round fixer-upper, suddenly these skills might make the difference between life and death. Handy with a spark plug and swinging a wrench!

Attributes

Attributes

Move

Def

Hits

Str

Agi

Int

Mor

Move

Def

Hits

Str

Agi

Int

Mor

6

3

2

2

3

4

3

6

3

2

4

3

3

3

Special Effects

Special Effects

Attacks

Attacks

The COP

The GrUNT

Survivor Co-Star | 26 Ratings Even a small town Policeman can pack enough of a punch to make a difference.

Survivor Co-Star | 22 Ratings Caught away from his barracks, a Soldier is good to have around when the going gets tough.

Attributes

Attributes

Basic: Luck (1), Medic, Scavenger (1) Additional: 1 from Knowledge or Traits Disadvantages: 0–1 (+1 Additional special effect per Disadvantage) Adjust: Gain +1 Additional special effect if you remove 1 Basic special effect Basic: Brawl 5+ New Attack: Hand Weapon 5+ (+2 ratings)

Basic: Luck (1), Repair, Scavenger (1) Additional: 1 from Physical or Traits Disadvantages: 0–1 (+1 Additional special effect per Disadvantage) Adjust: Gain +1 Additional special effect if you remove 1 Basic special effect Basic: Wrench (Cosh) 4+ Improved Attack: Wrench 3+ (+2 ratings)

Move

Def

Hits

Str

Agi

Int

Mor

Move

Def

Hits

Str

Agi

Int

Mor

6

3

2

3

3

3

3

6

4

2

3

3

3

3

Special Effects

Special Effects

Attacks

Attacks

Basic: Leader (1), Luck (1), Body Armour Additional: 1 from Combat or Traits Disadvantages: 0–1 (+1 Additional special effect per Disadvantage) Adjust: Gain +1 Additional special effect if you remove 1 Basic special effect Basic: Truncheon 4+ and Shotgun or Rifle 4+ Improved Attack: One or more weapon hit number to 3+ (+2 ratings each)

Basic: Luck (1), Military Training Additional: 1 from Physical or Traits Disadvantages: 0–1 (+1 Additional special effect per Disadvantage) Adjust: Gain +1 Additional special effect if you remove 1 Basic special effect Basic: Brawl 4+, Rifle 4+ New Attack: Hand Weapon 4+ (+3 ratings)

21

The HEAVY

The JOCK

Survivor Co-Star | 26 Ratings Bouncers, Hells Angels, and bodyguards have the muscle – something essential to survive in this harsh new world. Make sure you use it.

Survivor Co-Star | 24 Ratings An amateur or professional sportsperson brings power and dexterity, both useful now the only sport on offer is simple survival.

Attributes

Attributes

Move

Def

Hits

Str

Agi

Int

Mor

Move

Def

Hits

Str

Agi

Int

Mor

6

4

2

4

2

2

3

6

3

2

4

4

3

3

Special Effects

Special Effects

Attacks

Attacks

Basic: Blocker, Great Strength, Luck (1) Additional: 1 from Combat or Physical Disadvantages: 0–1 (+1 Additional special effect per Disadvantage) Adjust: Gain +1 Additional special effect if you remove 1 Basic special effect Basic: Brawl 4+ and Pistol 4+ New Attack: Hand Weapon 4+ (+3 ratings)

Basic: Brawl 4+ New Attack: Hand Weapon 4+ (+3 ratings) Improved Attack: One weapon hit number to 3+ (+2 ratings)

The HICK Survivor Co-Star | 24 Ratings Good ol’ boys, survivalists, honest country folk, poachers or simply fans of the great outdoors, all stand a fair chance now the dead have risen.

The LOOKER Survivor Co-Star | 20 Ratings Prissy prom queens or aspiring actors can provide a much needed morale boost, or hold sway over the hapless, with a smouldering look or click of the fingers.

Attributes Move

Def

Hits

Str

Agi

Int

Mor

6

4

2

3

3

3

3

Special Effects

Basic: Eagle Eyes, Luck (1), Scavenger (2) Additional: 1 from Knowledge or Physical Disadvantages: 0–1 (+1 Additional special effect per Disadvantage) Adjust: Gain +1 Additional special effect if you remove 1 Basic special effect

Attacks

Basic: A Good Offense, Dodge, Luck (1) Additional: 1 from Physical or Traits Disadvantages: 0–1 (+1 Additional special effect per Disadvantage) Adjust: Gain +1 Additional special effect if you remove 1 Basic special effect

Basic: Knife (Hand Weapon) 4+ and Crossbow 4+ Improved Attack: One weapon hit number to 3+ (+2 ratings)

Attributes Move

Def

Hits

Str

Agi

Int

Mor

6

3

2

2

3

3

4

Special Effects

Basic: Luck (2), Obey Me! Additional: 1 from Physical or Traits Disadvantages: 0–1 (+1 Additional special effect per Disadvantage) Adjust: Gain +1 Additional special effect if you remove 1 Basic special effect

Attacks

Basic: Brawl 5+ New Attack: Hand Weapon 5+ (+2 ratings)

“C'MON HONEY, LET’s GET OUT OF HERE AND FIND YOU SOME CLOTHES ” Chuck, Deathroute

22

The PREACHER Survivor Co-Star | 20 Ratings A man of the cloth can prove vital when morale starts to fall, although they need to rethink their attitude to the dead now they have risen.

Attributes Move

Def

Hits

Str

Agi

Int

Mor

6

2

2

3

3

3

4

Special Effects

Basic: Inspirational, Leader (1), Luck (1), Psychic Additional: 1 from Physical or Traits Disadvantages: 0–1 (+1 Additional special effect per Disadvantage) Adjust: Gain +1 Additional special effect if you remove 1 Basic special effect

Attacks

Basic: Brawl 5+ New Attack: Hand Weapon 5+ (+2 ratings)

The SCREAMER

The SUIT

Survivor Co-Star | 14 Ratings Often female and sometimes blonde, these individuals have powerful lungs and a keen sense of approaching danger.

Survivor Co-Star | 22 Ratings VIPs or wandering businessmen, these oftenruthless men and women have turned their business acumen to the job of survival.

Attributes

Attributes

Move

Def

Hits

Str

Agi

Int

Mor

Move

Def

Hits

Str

Agi

Int

Mor

6

2

2

2

2

3

2

6

3

2

3

3

4

3

Special Effects

Special Effects

Attacks

Attacks

Basic: Luck (2), Screamer, Sixth Sense Additional: 1 from Knowledge or Traits Disadvantages: 0–1 (+1 Additional special effect per Disadvantage) Adjust: Gain +1 Additional special effect if you remove 1 Basic special effect Basic: Brawl 5+ New Attack: Hand Weapon 5+ (+2 ratings)

Basic: Luck (2), Scavenger (1) Additional: 1 from Physical or Traits Disadvantages: 0–1 (+1 Additional special effect per Disadvantage) Adjust: Gain +1 Additional special effect if you remove 1 Basic special effect Basic: Brawl 5+ New Attack: Hand Weapon 5+ (+2 ratings) or Pistol 5+ (+3 ratings) – choose one only

23

THE ZOMBIES Their origins were lost in the panic. Some claim a toxic leak or a government experiment gone wrong. Other say a comet brought the infection or that there is no room left in hell. It really doesn’t matter. Just know that they are legion. That they are relentless and will never tire. And that they will never stop eating human flesh. Although much less common, there have been sightings of different types of zombie. If you are playing a game versus another player (as opposed to a solo game, see page 37) you can choose any of these archetypes as part of your initial zombie horde simply by paying the listed ratings costs.

Zombie Co-Star Archetypes

Rating

Bloater

10

Leader

20

Rager

10

Tank

20

Zombie Extras

Rating

Zombie

5

Zombie Dog

4

24

BLOATER

RAGER

Zombie Co-Star | 10 Ratings Bloaters are fat and extremely sickly looking zombies. They lurch about unsteadily, their wounds weeping strange fluids from their swollen insides.

Zombie Co-Star | 10 Ratings Ragers may have been athletic and powerful during life, or there may be some other reason for their speed. Their quick pace means they are a great threat in areas of open ground.

Attributes Move 1D6

Def

Hits

2

1

Str 2

Agi 2

Int

Mor

1

Attributes Move

Def

Hits

Str

Agi

Int

Mor

5

2

1

2

2

1

0

0

Special Effects

Special Effects

Basic: Hunger For The Living, Zombie Infection, Zombie Reactions, Slow

Basic: Hard to Kill, Hunger For The Living, Zombie Infection, Zombie Reactions, Rage

Unstable Innards: The zombie player can choose to explode any or all of his Bloaters which have an activation marker instead of making an attack. Centre the small (3”) blast template on the Bloater – all survivor models under this template and not behind some kind of hard cover suffer a Str 3 hit from the terrible fluidic contents of the Bloater’s insides. Then remove the Bloater. Bloaters will also explode when reduced to 0 Hits.

Attacks

Basic: Sharp Claws and Bite 4+, Zombie Infection

LEADER

Fast: Ragers can choose to move again instead of making an attack if they have an activation marker.

Attacks

Basic: Sharp Claws and Bite 4+, Zombie Infection

TANK Zombie Co-Star | 20 Ratings Tanks are huge zombies, looking like a grotesquely enlarged human. It is unknown how these creatures come into being, but luckily they seem to be scarce amongst the undead.

Zombie Co-Star | 20 Ratings Not all zombies are mindless. A few have been observed showing rudimentary signs of intelligence and even leadership. In life, these may have been persons of great intellect or power.

Attributes

Attributes

Special Effects

Move

Def

Hits

Str

Agi

Int

Mor

4

2

2

2

2

2

0

Special Effects

Move

Def

Hits

Str

Agi

Int

Mor

4

4

2

4

1

1

0

Basic: Body Armour, Hunger For The Living, Zombie Infection, Zombie Reactions, Slow

Attacks

Basic: Powerful Rend and Bite 4+, 2 attacks, Zombie Infection

Basic: Hard to Kill, Leader (4), Slow, Zombie Infection, Zombie Reactions

Attacks

Basic: Sharp Claws and Bite 4+, Zombie Infection

25

CASTING COUCH Survivor Extras At least half your survivor Cast must be made up of the everyday men and women desperate to escape the zombie menace.

The Kid

Survivor Extra | 6 Ratings Scared and often a liability, children in dangerous situations can prove to be surprisingly motivational to adults charged with protecting them.

Upgrade Options l Leader (1) (+4 ratings) – one model only l Survivors without any other special effects may be

given one from the following list for +2 ratings. You cannot allocate the same special effect twice to any Extras within your Cast: Cat Burglar, Daring Leap, Fists of Fury, Great Strength, Heroic Surge, Luck (2), Plucky, Rage, Sixth Sense, Tumbling Also Starring: Knowledge, Physical, Traits

Move 5 Def 2 Hits 1 Str 2 Agi 4 Int 2 Morale 2 Special Effects: Dodge, Screamer, Scavenger (2)

Zombie Extras

Attacks: Brawl/Improvised Weapon 6+

Nobody yet knows how millions of dead bodies turned into zombies. What is known is that they are almost relentless, fearless and totally single minded. They exist only to kill the living. The same process which has brought these unfortunates to life also reanimates their victims after some time, swelling their numbers.

Also Starring: Traits

Zombie

Help Me!: Kids grant a single re-roll per turn to one friendly adult model within 6”. You lose 1 VP if The Kid is removed from play.

The Mutt

Survivor Extra | 6 Ratings Man’s best friend, these animals are good when backed into a corner, caring little for their own safety.

Zombie Extra | 5 Ratings Zeds, the undead, sickos, zuvembie, nzumbe, the walking dead – zombies have plenty of names and come in all shapes and sizes, but none of them will stop until they have eaten your flesh and turned you into one of their own!

Move 8 Def 3 Hits 1 Str 3 Agi 3 Int 1 Morale 4 Move 4 Def 2 Hits 1 Str 2 Agi 1 Int 1 Morale 0 Special Effects: Animal (no model can use their Leader ability on a Dog), Scavenger (1)

Special Effects: Hard To Kill, Hunger For The Living, Zombie Infection, Zombie Reactions, Slow

Attacks: Bite 3+

The Survivor

Survivor Extra | 8 Ratings An ordinary man or woman, ill-equipped to deal with the horror facing them. Still, they may survive, with a bit of luck. Move 6 Def 3 Hits 1 Str 3 Agi 3 Int 3 Morale 3 Special Effects: None.

Weight in Numbers: Zombie attacks gain +1Str per additional zombie in base contact with the target model. Attacks: Sharp Claws and Bite 4+ – melee, Zombie Infection

Zombie Dog

Zombie Extra | 5 Ratings Nothing is immune to zombification and these former pets are now after more than bones to chew on!

Attacks: Brawl 4+ Move 4 Def 2 Hits 1 Str 2 Agi 1 Int 1 Morale 0 New Attack: Hand Weapon 4+ (+2 ratings) Special Effects: Hard To Kill, Hunger For The Living, Zombie Infection, Zombie Reactions, Slow Fast: Zombie Dogs can choose to move again instead of making an attack if they have an activation marker. Attacks: Bite 3+ – melee, Zombie Infection

26

BARRON PICTURES PRESENT

IF YOU GO DOWN TO THE WOODS

BARRON PICTURES PRESENTS A 7TV PRODUCTION A HENRY YOUNGER PICTURE JUNE COLLINS RALPH GATES “IF YOU GO DOWN TO THE WOODS” MUSIC BY BERNARD JAMES SCREENPLAY BY JORGE ROMEO DIRECTED BY HENRY YOUNGER PRODUCED BY MICHAEL BARRON EXECUTIVE PRODUCER SYDNEY BARRON FILMED IN TECHNICOLOR

DISTRIBUTED BY BARNA ARTISTS STEREO WHERE AVAILABLE

SPECIAL EFFECTS This chapter details the special effects available to 7ombieTV models during cast creation.

The full special effects list appears in the 7TV core rulebook, and players with those rules can use all available special effects if they wish. 7TV players should note that some special effects differ slightly from the core rulebook.

The special effects table below has been tailored for 7ombieTV and can be used when purchasing additional special effects for Survivor Stars and Co-Stars (page 20 to 23).

However, the following special effects should be avoided. If you are playing some kind of special game then agree their use between players before play starts.

There are five new special effects for Survivors and Zombies Casts:

l Alien, Aquatic, Boffin, Gadgets, Mechanoid and

Vehicle.

l Hard To Kill, Hunger For The Living, Scavenger (x),

Zombie Infection, Zombie Reactions Unless specially noted, models do not need to spend actions to use their special effects.

Special effects table Combat

Disadvantages

Knowledge

A Good Offense

Danger Magnet

Medic

Body Armour

Loner

Military Training

Eagle Eyes

Slow

Repair

Fists Of Fury

Unlucky

Rage Sixth Sense

Physical

Traits

Unexplained

Blocker

Inspirational

Hard To Kill

Cat Burglar

Leader (x) •

Hunger For The Living

Daring Leap

Luck (x) •

Psychic

Dodge

Obey Me!

Zombie Infection

Great Strength

Plucky

Zombie Reactions

Heroic Surge

Scavenger (x) •

Tumbling

Screamer

• This special effect can be chosen multiple times.

28

Combat

Knowledge

A Good Offense

Medic

This model can re-roll one unsuccessful hit roll per turn.

Body Armour

The model wears protective armour which will negate a hit of Str 3 or less on the 1D6 roll of 5+, or a Str 4 hit on a 6. Hits of higher Str cannot be negated.

The model has some medical knowledge including first aid. Wounded friendly models not reduced to 0 Hits can be treated, as can models reduced to 0 Hits in this or the previous turn. If the medic gets into base contact, spends an special action and passes an Int test one lost Hit is restored.

Eagle Eyes

Military Training

Models taking an aimed shot can choose to either ignore the –1 hit penalty for long range shots or increase the maximum range of the weapon they are using by +6”.

Fists of Fury

Your model hits with the force of a runaway train. They count all unarmed attacks as being at +1 Str.

Rage

Make an opposed Morale test with the defender when this model charges. If the Raging model wins they can make an additional melee combat attack this turn.

Sixth Sense

The model is acutely aware of danger and is very hard to surprise. If attacking in the rear, an enemy gains none of the usual benefits, nor does the model with sixth sense suffer any of the penalties. This model may make melee attacks all round (360°).

The model has been trained in the art of war and can remain cool-headed in the midst of battle. The model may make a single Morale check re-roll per turn.

Repair

Faulty equipment can be repaired and put to use. Once per game, the model may spend two actions to convert a piece of junk into a useful piece of equipment. If they pass an Int test they may draw one additional Scavenge card.

Physical Blocker

Opposing models moving to within 2” of this model must either move into base contact or stop immediately. Models within this distance can only move away or into base contact with the blocker. Models in melee or which are stunned lose their Blocker ability.

Cat Burglar

Disadvantages Danger Magnet

The model can climb walls and move across ceilings without requiring an Agi test. Any applicable Move penalties still apply.

Zombie models have to roll 5+ on 1D6 or must move and attack this tasty looking model before any other. If this model gains the Living Dead Status, the zombie player will receive +1 VP.

Daring Leap

Loner

Dodge

Slow

Great Strength

This model does not work well with others. They cannot have the Leader ability, or gain the benefit of any other model’s Leader ability. The model is so slow, clumsy or shambling that it cannot take two move action in the same turn. However, so deliberate are their steps that Slow models suffer no movement penalties for travelling over difficult ground.

Unlucky

The model has a natural air of misfortune. Whenever they attempt any re-roll, they must roll an additional die – their opponent chooses which one is the re- roll result. Their own player cannot spend audience appreciation markers on this model’s rolls – but their opponent can.

If the model needs to cross a gap between buildings or other chasm, or cross an obstacle, they can add +1D6” to the Move action they use to get over the gap. Models can attempt to dodge one successful melee hit made against them per turn. The attack is counted as a miss if the model can succeed at an Agi test. The model can concentrate and bring their vast reserves of physical might to bear. If they spend a special action they can count their Str as 5 for the remainder of the turn.

Heroic Surge

The model may take an immediate free activation, once per game. This can be done at any point in the turn, even if the model has activated this turn already.

Tumbling

The model always counts as passing an Agi test when falling one or more levels.

29

Traits Inspirational

If this model’s Morale is the same or higher, friendly models within 6” of this model can re-roll their own failed Morale tests, once per turn.

Screamer

If a Screamer model is activated and is within 6” of an enemy model, the Screamer must make an immediate Morale test. If this roll is failed any single friendly model within 6” can immediately take one action, regardless of whether it has already been activated this turn. If the Screamer is removed from play in the same turn, the opposing side gains +1 VP.

Leader (x)

This ability can be chosen more than once – each additional time it is chosen adds +1 to the number in brackets. Starting ranks (x) are specifified within each Archetype - otherwise it is 1. When this model is activated, place a number of additional activation counters as per the number in the brackets after this effect. These counters must be placed on models within 6” of the Leader, who have not activated this turn already, and who do not already have a counter.

Luck (x)

This ability can be chosen more than once – each additional time it is chosen adds +2 to the number in brackets. Starting ranks (x) are specifified within each Archetype - otherwise it is 1. This model may re-roll any single D6 once per turn that directly affects them or a friendly model within 6”. For example this could be an attack or wound roll (either for or against the character), or a stat test. The model may do this a number of times each game equal to the number in brackets. This ability can only be used once each turn.

Obey Me!

The moment an enemy model gets within 6” of this model, they may activate for free any friendly model within 6” that has not yet activated this turn. This ability can only be used once per turn.

Plucky

This model can re-roll one Morale check per turn if they are more than 6” away from any other friendly model.

Unexplained Hard To Kill

The survivor player must roll an additional 1D6 when a zombie model is reduced to 0 Hits. If the total of the roll and any modifiers (see Scavenge cards - pages 61 to 63) is 5+ then a head hit has been inflicted – remove the zombie from play. Otherwise the zombie gains the Living Dead status.

Hunger For The Living

Zombies must always finish each move activation closer to at least one living model.

Psychic

Psychic models are ‘touched’ by a power that is unseen and unfathomable to most. Models with this ability get to re-roll one die which directly affects them each turn. It can only be used on themselves, and if not spent in a turn it is considered lost.

Zombie Infection

Models reduced to 0 Hits by a zombie are left lying where they fell. Place a Living Dead Status marker next to the model. Roll 1D6 in each end phase for each such model. On the roll of 6, replace it with a zombie model.

Zombie Reactions

Zombies seem attracted to loud noises. Whenever a model shoots a firearm, roll 1D3. You may place that many activation tokens on any zombies on the table.

Scavenger (x)

This ability can be chosen more than once – each additional time it is chosen adds +1 to the number in brackets. The end of the world is scattered with abandoned treasures that will help you survive. The scavenger’s keen senses allow them to uncover useful items to aid your Cast. In the Prologue Phase, you may draw a random card from the Scavenge deck for each rank you have in this special effect.

30

-THE CROOKED DEAD SCENE 42. CABIN, INTERIOR, NIGHT. Apart from the dead bodies of DIANNE and BILLY-RAY, the main room of the cabin looks largely undisturbed. The carpet, chairs, discarded backpacks and the stuffed animal heads are all is as they were before the nightmare began. The front door bursts open as BRUCE staggers in, wild-eyed and filthy from his ordeal in the woods. In one bleeding hand he clutches a sheaf of ancient papers. BRUCE slams the door shut behind him and hurriedly barricades it with piled furniture, panting loudly. He stands back to admire his handiwork just as something massive and heavy smashes against the door, rattling the entire cabin. BRUCE swears under his breath and throws himself against the barricade to lend his weight. The impacts from outside continue for several seconds as BRUCE strains to keep the door shut, then it falls quiet. Raising an eyebrow, BRUCE cocks his head left and right, listening for the next blow. But nothing comes. BRUCE, relief turning to triumph, lets out a hysterical laugh. At this point, the body of DIANNE sits up in front of him. MAKE-UP: DIANNE’s eyes are milky white, her skin pale and greasy. Her hair has become spidery, and her mouth stretched open to reveal far too many teeth. DIANNE (sing-song) Baby, baby... EXTREME CLOSE-UP on BRUCE as he stares at DIANNE in shock and terror. He shakes his head in denial as his free hand scrabbles among the piled barricade for a weapon. BRUCE (getting louder) No... no... no... BRUCE’s hand wraps around the antlers of a stuffed deer head.

31

EPISODE GUIDE This chapter deals with the episode, called the scenario in other games.

Game structure Games are divided into three acts: l Prologue – deal event cards, pick your Scavenge

cards, set up models l Feature – the main game l Epilogue – determine victory points and winner

Playing Event Cards

Cards can be played at any appropriate time. This is usually obvious as determined by the cards’ effects, although once a new model is moved, or the game moves on past the point when the card could be reasonably played, it is too late. Prologue event cards should be played before the first turn’s initiative rolls are made. Once the game begins only one card can be played by each side during each turn, so think carefully.

Dice Re-rolls

Prologue

Certain cards allow dice to be re-rolled. Dice cannot be re-rolled if they have already been re-rolled in this turn – players must accept the result of any already re-rolled dice.

Before beginning play, you must set the scene and conditions of your game. Players must:

7TV cards

l Decide which episode is to be played and set up the

table. There are four episodes on pages 38 to 43 l Deal Event cards (see below). l Choose cards from the Scavenge Deck for your

cast (page 34). Further prologue conditions may be specified within the Special Rules section of a scenario, so always read these before you begin. 7TV: What no Think Tank or Gadgets? There is no Think Tank phase or purchasing of gadgets in 7ombieTV. These great minds have been eaten (they have the finest brains) or are hidden in bunkers deep beneath the earth searching for ways to stop the walking dead. However, your Cast still has an opportunity to unearth handy equipment to aid their battles with the new Scavenge deck (pages 60 to 62).

Event Cards 7ombieTV action shows are full of unusual and random twists of fate. These are represented by Event Cards. 7TV and the Summer Special supplement both have decks of Event cards that you can use for 7ombieTV games. These are available to download from the Crooked Dice website. In the Appendix of the rulebook you will find nine new cards to cut out. Event cards can either be played to affect the set-up before the game starts or alter the game as it unfolds. Each event card will specify when it can be played.

The following event cards from the basic rules and the Summer Special supplement should not be used – remove them before play: l l l l l l l l l l l l l

Casting News Cliff Hanger! Devastating One Liner Equipment Mix Up Faulty Equipment The Great Escape Guesswork Longstanding Grudge Mwah-ha!-ha! Never Work With Children or Animals Self Destruct Technical Difficulties Weapons Jam

The survivor player can redraw (and redraw again) if they receive any of the following event cards: l Astonishing Accuracy l No Faith In The Plan l Terribly Bad Luck

If the zombie player receives any of the following event cards they can redraw (and draw again if required): l l l l l

A Lot Riding on This Stirring Flashback Retreat Sustained Attack Terribly Good Luck

Dealing the Cards Shuffle all the cards and deal the same number of each out to both players – we suggest 4. If there is more than one player on a side they will share the cards dealt.

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New cards The following 9 new event cards present threats and opportunities especially suitable for the events of a zombie uprising. You can either use them on their own or add them to the event cards already present in 7TV. If a player draws a card marked exclusively for the other player, they may redraw or retain it and use it as a Luck point.

Dead Faint

Zombie player only The current predicament is all too much for one of the survivors. The survivor player must choose one of their models, who immediately gains the stunned status.

Desperate Last Stand

Survivor player only Choose one survivor model. The zombie player can move this model up to twice their normal Move distance towards any zombie model. The survivor player can then make one attack with this model, which automatically hits.

Man the Barricades!

Survivor player only You gain one barricade token for each survivor model inside a building. These tokens must be allocated immediately by the survivor player and unused tokens are lost.

Sewer Rats

Survivor player only You uncover a hidden storm drain, half choked with debris. Once per game you may move 1D6 models 12” in any direction.

State of Decay

Survivor player only The advanced rotting state of some of the zombies can count against them. You must remove 1D3 zombies from play immediately.

Stirring Speech

Survivor player only A rousing speech fills your survivors with hope. Your models gain +1 to hit this turn on all their attacks. If your Natural Leader is still alive, models within 6” can add +2 instead.

The Restless Dead

Zombie player only Even the buried feel the proximity of the living nearby, clawing their way through the earth to reach the surface. Choose a spot no closer than 12” to any survivor models. Place 1D3 zombie Extras from your ‘dead pile’ within 2” of this spot.

They’re Breaking In!

Zombie player only Surprise! For this turn only, up to 3 of your zombies can ignore intervening barricade markers and make an attack against survivor models within a building or fortification.

The Wandering Dead

Zombie player only Place 1D3 zombie Extras from your ‘dead pile’ within 2” of any table edge. The zombies do not need to be placed near each other.

33

Scavenge DECK The end of the world is scattered with abandoned treasures that will help you survive. If you have models with the Scavenger special effect in your survivor Cast, you may be able to uncover the spoils you to need to survive by drawing cards from the Scavenge deck. Before play starts you need to determine what your Cast has uncovered amongst the ruins. In the Prologue phase you may draw cards from the Scavenge deck based on the following factors: l Each survivor Cast gets to draw two free cards l You may also draw a number of cards totalling

the number of ranks of the Scavenger (x) special effect you have in your cast. Cards are kept in a pool and can be played at any time on any model you choose. It is noted on each card if the item is one use and is discarded after being played. Each model can only have one card played on them in any one turn.

Weapon cards

Several cards have particular offensive potential and are listed as Weapons. These should be either allocated to one model with the Scavenger special effect at the start of the game, or given to the model discovering it if found during play. Models can only be given a single weapon card – this can be discarded for another but the discarded card is considered lost. Models can have a weapon card and also have one scavenge card played on them per turn as per the rules above. In this case they retain their scavenged weapon after the effects of the card just played have resolved.

Example: Using Scavenge cards Jed has been given a scavenged weapon, the Bike Chain, before the game begins. Suddenly Jed finds himself surrounded by the silently advancing dead and needs to make a Morale test for being Alone. The survivor player elects to play one of his ‘in hand’ scavenge cards – the Doll’s Head – to keep Jed from bolting into further trouble. Jed still keeps possession of the Bike Chain through all this drama. Scavenged weapons have a hit number depending on the attacks the equipped model can utilise: l Melee weapons hit with the model’s best (lowest)

hit number for any melee attacks they already have. l Ranged weapons hit with the model’s best (lowest) hit number for any ranged attacks the already have. If they have no ranged attacks, the weapon hits on 4+. Example: Scavenge weapon benefits After successfully searching a deserted sporting goods store, the episode being played allows Lyle to draw one scavenge card. The Katana weapon card is drawn. Lyle’s best melee hit number is his Brawl attack of 4+, so his newfound sword will also hit on 4+. The Mutt Extra cannot be allocated any weapon cards, and cannot have scavenge cards played on them at any time.

Scavenge cards

The 27 cards and their abilities are reproduced in full on pages 60 to 62. A deluxe card set is also available from the Crooked Dice website.

34

The Feature This is the main part of the game, from the very first initiative roll to the realisation that one side or other has won the game. The feature part of the episode is played according to the standard game rules as given earlier in this book. Some episodes will detail special rules – these should always be used or the episode might not play as well as intended.

Feature format

And...Action!

This specifies the order in which each force will start. Simply follow the Phases in a Turn as set out on page 9.

Special Rules

This section is the most flexible and should contain any specific rules required to play the scenario not covered in the core rules. Rules may include: the use of event cards; new weapon effects; zombie mechanics; objective effects; or terrain rules to name but a few.

The four episodes included in this book, all follow a standard format containing the basic information to help you set up and play:

End Credits

Synopsis

l when some or all of the cast have been defeated; l when all objectives have been met; or l when a countdown has been reached.

This is a narrative outline of the story that you would typically find in a TV listings guide to set the scene and tone of your episode.

Cast

This will list the members of the opposing survivor and zombie casts and the rating limits allowed for the scenario – as well as any other limitations. It should also outline any weapon or optional upgrades taken by your Extras.

Location

This section should specify the dimensions of your playing surface and what it represents. Is it a sleepy small town, the busy city mall or a secret military base lair? Where necessary, it will detail the specific placement and size of scenery or objectives. A map should be provided to help clarify terrain requirements and set-up.

Set-Up

Here you must specify the starting point of all your models, noting the board edge and distance from that edge. Some models or objectives will start further in the table or are required to be a specific distance from each other.

The conditions that will signal the end of the game. That may be:

Episodes might clearly state at which point the game play will end – usually one of the following: l A specific or random number of turns has passed l A dice roll at the end of a turn specifies the end

of the game l One side achieves their stated victory conditions

If no specific end criteria are specified the game will end when one side either concedes or has no models left on the table.

Victory Points

These will be the specific rewards that casts will receive for defeating opponents or completing in-game objectives as detailed in each episode. survivors and zombie often receive different rewards. At this point the Epilogue should be played out to determine the winner.

“THIS CAN'T BE TRUE

IT’S LIKE SOME CRAZY MOVIE ”

Shaky, Zombieville U.S.A.

35

Epilogue And finally, the Epilogue is where players establish Victory Points (VPs) and return all cards to their respective decks before sitting down to survey the carnage. The episode guidelines will state on what basis the winner of the episode is to be decided. This may not be as obvious as simply being the player who may have ended the game or achieved their victory conditions first. Some episodes detail the criteria for a victory, others use the Victory Points rules, either in full or in part.

Victory Points

Victory Points are used to determine who has won the game in certain scenarios. At the end of the game each side should total up the VPs they have gained to see who has won. Victory Points are cumulatively awarded in the following circumstances detailed in the Victory Point table in each episode.

Victory Level table VP Difference

Victory level

0

Draw

1-2

Minor Victory

3-4

Sound Victory

5-6

Major Victory

7+

Colossal Victory

The 7TV Summer Special supplement explores campaign rules that allow the abilities of cast members to advance through playing a series of battles. This represents the continuing development seen as individual series progress.

Levels of Victory

As any winning player will tell you, there is a difference between defeating the enemy at massive cost, and causing a rout with almost no casualties to your own side. Work out the difference in VPs and consult the Victory Level table to determine the level of victory achieved.

36

EPISODES The following four episodes drop groups of survivors into situations typically encountered during a zombie outbreak. Each episode details the ratings each player should use when choosing models for their cast, along with any further restrictions which may apply. The table layout, starting positions and other special rules used in each episode are given, along with when to end the game and how to determine the winner. The following special rule is common to all these episodes: Leave The Helpless: If the only survivor models left on the table in the end phase are all suffering from one or more statuses (including the Living Dead status), then the game ends, with these helpless models all counting as casualties of the zombies.

Alone Against The Dead If you’re on your own, it is perfectly possible to play the 4 episodes presented here solo. You will play the survivors, and the zombies will act in a predetermined way. All other applicable 7ombieTV rules should be used.

Solo Zombie Casts

Playing against zombies in solo games might be slightly easier, as you will have a fairly good idea of what they will do on their turn. So increase the ratings they are allowed by one-quarter (25%). Zombie casts for solo games can only comprise basic Zombie Extras (not Dogs), although the zombies still get their 3 Leaders in the No Escape episode.

Zombie Activations and Actions Allocate zombie activation tokens to the zombies closest to any survivor models, working away from the survivors. Zombies will always attempt to get into base contact with survivors, moving in a straight line but able to detour round obstacles. They will attack survivors or barricade tokens as applicable. Zombie Leaders will always try to move so that they have at least two zombies between themselves and any survivors.

Random Table Edge

Before the game begins nominate the table edges as North, South, East and West. If you have to bring on zombies at a table edge, roll 1D6:

Random Table Edge table 1D6

Edge

1

North

2

East

3

South

4

West

5-6

Edge closest to survivor model

If specific points along this table edge have to be determined, then divide the edge into six equal sections (a 48” table gets six 8” sections) and roll 1D6 to determine which section to place your zombie. Zombies get placed in each section closest to any survivors.

37

BREAK DOWN Synopsis

Special Rules

A group of travellers finds themselves stranded and alone on a road miles from anywhere beside their broken down vehicle. The nearest gas station was a mile back down the road, but off in the distance, in the direction they need to head, are moans and screams of the danger they were trying to flee. The goal of the survivors is to secure gas for their car and get back…. alive.

Get The Gas!: A gas can marker is located adjacent the gas station. Any heroic model may pick up the gas can marker by coming into base contact and simply declaring this as a free action. If the model carrying the gas can marker is killed, the marker will remain where they fell until another survivor model picks it up. The zombie player must ignore this marker at all times. The gas station is securely locked and players cannot force entry.

Cast This episode features 2–5 survivor models, with a total ratings to be agreed between both players. The Zombie player chooses a cast with a total ratings not over this value.

Location This episode should be played on a 4’ by 4’ table covered with scattered low hills, rocks and areas of woods. A road should run from the middle of one board edge to the middle of the opposite edge. At one end of this road, 4” from the table edge is the broken down vehicle (1). At the opposite end place a building representing the gas station, 6” from the table edge (2). The two sides of the table parallel to the road should be lightly wooded.

Set Up The survivor player should place all their models within four inches of the broken down car. The zombie player places their models anywhere within four inches of the game board edges that are parallel to the road (3).

End Credits This episode will end if all of one side’s models are removed from play. The survivor player can end the game in any end phase after they manage to get the gas can marker from the gas station back to the broken down car. Models in the car at the time get off safely.

Victory Points The standard 7TV VP rules are not used in this scenario. Only conditions listed below will award players VPs during this scenario. Victory Condition

VP (Survivors)

VP (Zombies)

Each survivor model off the table in the restarted vehicle

+1 per initial Hit

-

Each survivor model eliminated or with the Zombie Infection.

-

+1 per initial Hit

And Action Initiative is determined normal in all turns.

3

1

2

3

38

THE DEAD WILL RISE Synopsis The survivors find themselves wandering into the middle of a cemetery – where many of the interred are now above the ground. With hordes of the walking dead behind them, their only hope is to get through to the gate on the other side before they are overwhelmed..

The survivor player should place all their models within four inches of each other, up to 2” in from any one table edge (2). Draw a line from the centremost model through the exact centre of the table to the opposite table edge. This point represents the centre of the 4” wide gate which is the exit point of the survivor models (3).

Cast

And Action

This episode features up to 200 ratings of survivor models. The zombie player begins with models with total ratings of one half of the survivor models – although they will gain more as the game progresses.

Initiative is determined normal in all turns.

Special Rules The Dead Will Rise: This resting place of the dead is simply crawling with bodies wishing to break free from their coffins and stalk the living. In each end phase the zombie player should roll 1D6 and consult the table below to determine the ratings he can spend on bringing ‘newly risen’ zombies into play. These zombies can be chosen from any types the ratings will allow. Ratings cannot be saved from one turn to another. Newly risen zombies must be placed adjacent to a gravestone at least 8” away from any survivor models.

Location This episode should be played on a 4’ by 4’ table, most of which represents the main part of the graveyard (1). Liberally scatter gravestones all over the table (neat rows are probably best, but you can go with random stones if you like) as long as no gravestones are placed closer than 8” to any table edge. This area can also contain several small crypts, trees and other bits of funerary art (stone plinths etc.) The edges of the graveyard (within 6” of the table edges) can be more heavily wooded.

1D6

Additional Ratings

Set Up

1–2

5

The zombie player must place one quarter of his models in each table quarter, no closer than 4” to another zombie model. Once all his initial zombies have been placed the survivor player can set up.

3–4

10

5–6

15

Z

3 1 2

39

End Credits

Victory Points

This episode will end if all of one players models are removed from play. The game will also end if all survivor models on the table are affected by statuses, or if all survivor models without statuses get off the table.

The standard 7TV VP rules are not used in this scenario. Only conditions listed below will award players VPs during this scenario. Victory Condition

VP (Survivors)

VP (Zombies)

Each survivor Star/ Co-Star off the table via the exit gate

+1 per initial Hit

-

Per survivor Star/CoStar eliminated

-

+1

Survivor side reduced to half models or less

-

+3

Division Headquarters 89th Infantry Division Disease Epidemic Assessment Department Winter Falls, Indiana Oct 13, 1978

To:

General Rhodes

Subject:

ALERT, possible outbreak ZB-1159B2

At 1930 Friday Oct 11, Private Louis Rodriquez of the 4th Battalion 102nd Light Infantry was brought into the battalion aid station having suffered a bite to the right hand. The private had reported having been on night-time training maneuvers when he and his fellow squad mate, Specialist Jason Parker observed a bright flash on the horizon which was immediately followed by a loud crashing sound. Without reporting the incident to their superiors, the private and specialist went to investigate. After a 15 minute hike, they arrived at what they described as a “crash site” or some impact crater, we later ascertained this to be the debris field caused by the Legba-9 meteor crashing into the Millpond Biomedical Research Center. The details of what happed next are unclear from first hand reports but at some time, the private was startled by an awkwardly moving “creature” which somehow maneuvered around him and bit the private on the hand. At this point the specialist secured the private and brought him to the battalion aid station. By the time the private arrived at the aid station he was barely lucid, salivating profusely, vomiting and appeared to have urinated himself. Initial assessment of the private suggested a highly probable case of nerve agent poisoning. However, the major feature which drew the attention of the aid station and prompted them to forward the case to our off was the rapid onset and spread of necrosis to the injury site, suggesting a possible case of necrotizing fasciitis. The private was airlifted and brought to our facility by 0345 Saturday Oct 12, 2011 and was immediately quarantined in the biohazard level 3 care unit. Private Rodriquez expired for the first time at 0515 Saturday Oct 12, 2011. I have attached pertinent medical evaluations from our facility for your review. Colonel J. Amplas

40

The Cabin In The Woods Synopsis

Special Rules

The survivors were just out for a weekend getaway in the woods. Little did they know that they were not alone – garbled news is coming in on their TV set indicating the scale of the horror which has broken out. Night has already fallen, and the woods are too dangerous to attempt an escape in the dark. The only hope of the survivors is to survive the night, and hope for help to arrive in the morning.

Night: All shooting suffers a –1 hit penalty due to the darkness.

This episode features up to 200 ratings of survivor models, with the zombie player getting an equal amount of ratings with which to select his cast.

Totally Unprepared: The survivors are still unprepared for the horror about to visit upon them. Each survivor model begins with one less scavenger card than they would normally have. A model can spend one special action per turn searching either the cabin or the outhouse for something useful. In this case roll 1D6: On a 5+ (cabin) or 3+ (outhouse) they can gain one scavenger card. Cards found can immediately be allocated to any model which can have scavenger cards, although no model can have more cards than is indicated on their profile.

Location

End Credits

This episode should be played on a 4’ by 4’ table, in the centre of which is a single wooden cabin (1). An outbuilding (2) should be placed 6” from the cabin, and the whole immediate area is surrounded by a rickety wooden fence, which counts as an obstacle, although up to one barricade token can be used to fortify one 2” wide section of the fence. Multiple tokens can be expended to fortify multiple sections The structure of the cabin cannot be damaged by either side, but its flimsy construction means that its doors have Def 3 and 1 Hit, while the windows are Def 2 and have 1 Hit.

This episode will end if all of one side’s models are removed from play. The game will also end after 12 turns (dawn).

Cast

Set Up The survivor player should place all their models within the cabin (1). The zombie player places all his models no further than 8” from any table edge (3). Zombies do not have to be placed together.

And Action Initiative is determined normal in all turns.

Victory Points The standard 7TV VP rules are not used in this scenario. Only conditions listed below will award players VPs during this scenario. Victory Condition

VP (Survivors)

VP (Zombies)

+1

-

Per survivor Star/ Co-Star eliminated

-

+1

Survivor side reduced to half models or less

-

+3

Per 2 turns the survivor player survives

1 2

8"

3

41

NO ESCAPE Synopsis

Set Up

The survivors have already faced terrible trials in their escape across country, before seeing the lights of a deserted settlement ahead. Steeling themselves for one last push, they do not know that the living dead which are closing in are being directed by forces they cannot begin to guess at.

The survivor player should place all their models within 6” of one table corner (2). The zombie player places one of his Leaders on each of his spawning points (3), – see below. The remainder of the zombie cast should be divided up as equally as possible into thirds. Each third is placed within 4” of one Leader model.

Cast This episode features up to 200 ratings of survivor models, with the zombie player getting an amount of ratings equal to three-quarters of this value with which to select his cast. The zombie player gets 3 Zombie Leaders free, but cannot choose additional Leader models as part of his cast.

Location This episode should be played on a 4’ by 4’ table, in the centre of which are four to six cabins (1), representing the remote settlement. A road should run from one edge of the table to the opposite edge. The remainder of the table should be covered with low hills, rocky outcrops and patches of woods. The structure of the cabins cannot be damaged by either side, but their flimsy construction means that cabin doors have Def 3 and 1 Hit, while the windows are Def 2 and have 1 Hit.

3

8"

1

2

And Action Initiative is determined normal in all turns

Special Rules A Dead Will Drives Them: The powerful mental presence of the Zombie Leaders draws more undead to the area. In each end phase the zombie player should roll 1D6 and consult the table below to determine the ratings he can spend on bringing additional zombies into play. These zombies can be chosen from any types the ratings will allow. Ratings cannot be saved from one turn to another. These additional zombies must be placed on one spawning point. If the Zombie Leader corresponding to that spawning point has been removed from play then zombies cannot be placed on that point. If all 3 Zombie Leaders are removed from play no further zombies can be brought onto the board. 1D6

Additional Ratings

1–2

5

3–4

10

5–6

15

3

6"

3 6” 6"

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Spawning Points The dead are drawn by the powerful forces emanating from the zombie leaders. There are 3 spawning points on the table, to which the zombies in the local area are being drawn like moths to a flame. Each spawning point is a circle 8” across, placed with its centre 6” from 2 table edges. Spawning points are invisible and do not hinder play or movement in any way. Night: All shooting suffers a –1 hit penalty due to the darkness. Not Quite Abandoned: If a special action is spent by the Survivor player searching a cabin, roll 1D6. Each cabin can only be searched once. 1D6

Result

1

Trapped Zombie! Place a single standard zombie no closer than 4” to the model doing the searching.

2

3

4

5–6

End Credits This episode will end if all of one side’s models are removed from play.

Victory Points The standard 7TV VP rules are not used in this scenario. Only conditions listed below will award players VPs during this scenario. Victory Condition

VP (Survivors)

VP (Zombies)

+2

-

Per survivor Star/CoStar eliminated

-

+1

Survivor side reduced to half models or less

-

+3

Per Zombie Leader eliminated

Nothing. The search reveals nothing of value. Hidden Survivor(s). Add 1D3 Extras to your cast immediately. You cannot choose more than 1 Mutt, or upgrade these models in any way. Weapons Cache. Choose any weapon with a rating no greater than 1D3x2. The model finding it can use it at their best chance to hit. Scavenged Stuff. Choose one Scavenger card. This card does not count towards that model’s scavenger card maximum.

43

Programme Guide There are a number of guest stars below who represent some of the more colourful characters from Barron Pictures. You may add any of these models to your survivor casts by paying the listed ratings for each model.

Bruce Groovy Gravebuster Bruce was a slow-witted everyman, before the dead ate his loved ones. Incompetent in everything apart from killing the armies of darkness, Bruce’s greatest gift is his ingenuity and quick wits under pressure.

Signature Weapon (Chainsaw) The model gains an attack with the stated signature weapon, which hits on 3+. Once per turn the model can choose to roll either an extra hit, or an extra damage die, and choose the highest roll.

Guest Star | 70 Ratings Move

Def

Hits

Str

Agi

Int

Mor

6

4

3

4

3

3

5

Special Effects

A Good Offence, Dodge, Fanatic, Luck (3), Rage, Signature Weapon (Chainsaw)

Attacks

Brawl 4+, Chainsaw 3+, Shotgun 4+

Unique Special Effects

Inventive Slaughter: Bruce has a knack for turning the most innocuous items into a deadly weapon against the undead. He may count head-shots against zombies (see their Hard To Kill special effect on page 29) on a dice roll of 3+.

Fanatic This model fears almost nothing. It never needs to make Alone or Fear based Morale tests. This model cannot be removed from play due to a failed Shaken or Wiped Out Morale test if there are other nonfanatic models still in play.

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Amelia

Ruby Blossom

Bred for Battle Boffins from an evil corporation have grown Amelia in a lab in an attempt to create the perfect soldier – the same experiments which some claim released the zombie virus on the world! Amelia now roams the world, fighting to right their wrongs with her formidable combat training and mental powers.

Go-Go Gunfighter When resourceful exotic dancer Ruby Blossom finds herself in the middle of an undead invasion, she won’t let anything stand in her way – not even the loss of a limb! Outfitted with a fully automatic prosthetic, she wages war on the sicko brain-eaters with a hail of lead - and legs that just won’t stop!

Guest Star | 75 Ratings

Guest Star | 60 Ratings

Move

Def

Hits

Str

Agi

Int

Mor

Move

Def

Hits

Str

Agi

Int

Mor

7

4

3

5

3

3

4

5

4

3

2

3

3

5

Special Effects

Special Effects

Kung Fu Grip Secret fighting techniques allow your model to roll an extra hit die when making an unarmed attack. Count the highest roll.

Seduce The model can captivate an opponent with their wily charms! The model must spend one standard special action to seduce one opponent within 2”. If the seduced model fails an opposed Morale test they gain the Confused status effect. This special effect obviously does not work on zombies.

Dodge, Kung Fu Grip, Loner, Military Training, Telekinesis, Tumbling

Telekenesis The model can move objects using the power of their mind alone. Telekinesis is activated by a standard special action, has a range of 8” and can: l Strike another model with an object (Str 2 hit) l Trip a character (target must pass an Agi test) l Open/close/lock/unlock a door etc within range

Attacks

Brawl 3+, Knives 3+, High Calibre Pistol 3+

Unique Special Effects

Send in the Clones: If reduced to 0 Hits, one of Amelia’s duplicates will appear to continue the fight. Roll 1D6 to determine the turn that she will appear on the survivor player’s board edge (this model does not count as part of your cast when calculating your number of activations until it appears). The survivor player loses 1VP for each new clone. Conditioning: If Amelia fails a Morale test, her former mental conditioning reasserts itself. She immediately gains the Uncontrolled Status.

Eagle Eyes, Luck (3), Military Training, Scavenger (2) Seduce, Slow, Snap Shot

Snap Shot The model can shoot faster than the eye can see. They do not have to spend a shooting action to take a shot, but suffer a –1 hit penalty if they elect to make a snap shot. This otherwise counts as a shooting action, so a model taking a snap shot cannot shoot again this turn. Models cannot combine aimed and snap shots. Heroic actions (see page 11) cannot be used to modify the die roll when using this special effect.

Attacks

Brawl 5+, SMG 3+

Unique Special Effects

Death Blossom: Ruby is able to unleash a devastating dance of death, spinning and gyrating and flinging bullets in all directions. Once per game, she may spend both Actions and place the 5” Blast template directly beneath her. All models touching the template can be targeted with a Ranged attack. Make To Hit rolls as normal. However, Ruby suffers an Ammo Jam (see page 14) in her next Turn.

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- TIM TO DIE SCENE 37. SUPERMARKET CAR PARK, EXTERIOR, DAY. Abandoned cars are scattered around, some crashed into walls and shopping trollies. Corpses slump out of car doors and lie in pools of blood on the ground. The half-eaten body of the SELFISH DRIVER from SCENE 2 sprawls across the disabled parking space. A handful of ZOMBIES stagger around aimlessly or are busy feeding on the dead. A blood-spattered TIM, gripping his cricket bat, makes his way cautiously past the supermarket doors, taking care to keep out of the ZOMBIES’ way. The gormless MIKE ambles along behind, his golf club tucked into his belt. He seems more interested fiddling with his transistor radio. TIM (whispering, not looking round) Jen’s place is just round the corner. All we’ve got to do is make it past the job centre and we’re home and dry. MIKE, not looking up from his radio, grunts in vague acknowledgement. TIM navigates carefully around a wrecked car as if picking his way through a minefield. He makes a hand signal for MIKE to follow up. TIM (still whispering) The main thing is to keep quiet and move slowly. I think the zom- the people - only respond to loud sounds and rapid movement. Got it? EFFECT: A loud and irritating disc jockey’s sound bite, such as that of a cackling urchin saying “’Ello Darling”. TIM freezes in shock. The ZOMBIES stop what they are doing and look in TIM and MIKE’s direction. MIKE stares at his radio for a second or two as a pop tune echoes piercingly across the car park. MIKE (delighted, nodding to the beat) Hey, I love this one!

46

Tim

Mike

Slayer Salesman Tim is trapped in a humdrum life shared between his slacker best-mate, his dissatisfied girl-friend, the pub and his dead-end job. Thankfully a zombie apocalypse arrives to give his life some focus.

Slayer Slacker Mike lives on the sofa supplying medicinal herbal cigarettes to the locals. The end of the world presents a considerable inconvenience - although he’s pretty sure that his best mate Tim will sort it out for him.

Guest Star | 60 Ratings

Guest Co-Star | 35 Ratings

Move

Def

Hits

Str

Agi

Int

Mor

Move

Def

Hits

Str

Agi

Int

Mor

6

3

3

3

4

4

5

6

4

2

3

3

3

4

Special Effects

Heroic Surge, Infiltrator, Inspirational, Leader (2), Luck (2), Signature Weapon (Cricket Bat) Infiltrator The model may set up with the other side’s forces, and cannot be attacked by them until they make an attack of any sort, or come within 2” of a model from the infiltrated side.

Special Effects

Infiltrator, Loner, Luck (2), Plucky, Sidekick (Tim) Sidekick Mike can activate for free if Tim activates and is within 6”. This does not use up one of Tim’s Leader activations.

Attacks

Golf Club (Cosh) 4+ Inspirational If this model’s Morale is the same or higher, friendly models within 6” of this model can re-roll their own failed Morale tests, once per turn. Signature Weapon (Cricket Bat) The model gains an attack with the stated signature weapon, which hits on 3+. Once per turn the model can choose to roll either an extra hit, or an extra damage die, and choose the highest roll.

Attacks

Cricket Bat (Cosh) 3+, Shotgun 4+

Unique Special Effects

Not Bovvered: Mike can’t really be bothered with all this zombie palaver – and he seems to instil this attitude in others – even the undead. Enemies within 12” will have to roll 4+ on 1D6 to shoot at or engage this model in melee. Instead they are oddly compelled to ignore him. If Mike is still alive and in play at the end of the game, deduct 1 VP.



Unique Special Effects

Don’t Stop Me Now: If Tim is in base-to-base contact with any other survivor models, they gain one free melee attack – even if they have not Activated in the players turn. Man with a Plan: Tim is determined to see through any mission to the end. If Tim and one other survivor are still in play at game end, the survivor player receives +2 VP.

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FROM THE MAKERS OF ‘THE PSYCHOTICS’ AND ‘INVASION OF THE DEAD’ BARRON PICTURES PRESENT

BARRON PICTURES PRESENTS A 7TV PRODUCTION A HENRY YOUNGER PICTURE AMY LEIGH CURTIS KIRK RUSSELL “ZOMBIEVILLE U.S.A” GAYLE ROSS HELEN SANDWICH SCREENPLAY BY JORGE ROMEO MUSIC BY BERNARD JAMES DIRECTED BY HENRY YOUNGER PRODUCED BY MICHAEL BARRON EXECUTIVE PRODUCER SYDNEY BARRON FILMED IN TECHNICOLOR DISTRIBUTED BY BARNA ARTISTS STEREO WHERE AVAILABLE

zomBieville HIGH Joined by the local sheriff and resident madman and accompanied by two ferocious but loyal dogs, this band of high school students has lived longer than most. But for how long...…

Sample Cast You can use this pre-generated Cast to play any of the scenarios in this supplement. This Cast totals 242 Ratings, but you can choose members to fit the Ratings limit for each Episode.

Ted

The Jock | Guest Star | Natural Leader | 62 Ratings Ted is a natural leader with a penchant for setting traps for the brain-eaters.

Deirdre

The Looker | Guest Co-Star | 22 Ratings Red-headed cheerleader Deirdre was the prom queen until the end of the world. She has now sworn revenge on the zombies that ruined her social life. Move 6 Def 3 Hits 2 Str 2 Agi 3 Int 3 Morale 4 Special Effects: Dodge, Luck (1), Obey Me! Attacks: Brawl 5+, Hockey Stick (Hand Weapon) 5+

Move 6 Def 5 Hits 3 Str 4 Agi 3 Int 3 Morale 5 Star Quality: Last Man on Earth Special Effects: A Good Offence, Heroic Surge, Leader (2), Luck (2), Rage, Scavenger (1), Sixth Sense

Thelma

The Brain | Guest Co-Star | 22 Ratings The brains of the outfit – and power behind the throne – Thelma’s knowledge and quick wits have kept the survivors alive. Move 6 Def 3 Hits 2 Str 2 Agi 3 Int 4 Morale 3

Attacks: Brawl 4+, Tire Iron (Cosh) 3+, Pistol 3+ Special Effects: Luck (1), Medic, Plucky, Scavenger (1) Attacks: Brawl 5+, Book Bag (Hand Weapon) 5+

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Shaky

The Screamer | Guest Co-Star | 16 Ratings Shaky is a slacker and lives in a constant state of terror, which is only held in check by his insatiable appetite. Move 6 Def 2 Hits 2 Str 2 Agi 3 Int 3 Morale 2

Extras Spooky

The Mutt | Extra | 10 Ratings This lovable Great Dane has an uncanny ability to communicate with his team-mates and an insatiable appetite - for destroying the undead!

Special Effects: Luck (1), Screamer, Sidekick (Spooky), Sixth Sense

Move 8 Def 3 Hits 2 Str 3 Agi 3 Int 1 Morale 4

Attacks: Brawl 5+, Frying Pan (Hand Weapon) 5+

Special Effects: Animal, Scavenger (1)

Sheriff Barbera

Attacks: Bite 3+

The Cop | Guest Co-Star | 30 Ratings The most trouble this local sheriff had to deal with was the occasional scam from Old Man Wiggins. Real life monsters have made him question himself, but he hasn’t forgotten his duty to protect these crazy kids.

Crabby

The Mutt | Extra | 10 Ratings This annoying mongrel pup is a vicious and ferocious killer. Move 8 Def 3 Hits 2 Str 3 Agi 3 Int 1 Morale 0

Move 6 Def 3 Hits 2 Str 3 Agi 3 Int 3 Morale 3 Special Effects: Animal, Loner, Scavenger (1) Special Effects: Leader (1), Luck (1), Body Armour, Snap Shot

Attacks: Bite 3+

Attacks: Truncheon 3+, Shotgun 3+

Pep Squad x4 (44 Ratings)

Old Man Wiggins

The Hick | Guest Co-Star | 26 Ratings Old Man Wiggins hoped to scare developers away from buying his land with some convoluted scam, but now only the dead reside in his old swamp and he has had to join this motley crew just to survive.

The remainder of the Cast are made up of the Zombie High cheerleaders and neanderthal football players (11 Ratings each). Move 6 Def 3 Hits 1 Str 3 Agi 3 Int 3 Morale 3 Special Effects: The Pep Squad have the following abilities:

Move 6 Def 4 Hits 2 Str 3 Agi 3 Int 3 Morale 3 Special Effects: Eagle Eyes, Infiltrator, Luck (1), Scavenger (2)

l l l l

Dee Dee - Daring Leap Brenda - Heroic Surge Taffy - Tumbling Cavey - Great Strength

Attacks: Knife 4+, Crossbow 3+ Attacks: Brawl 4+, Hand Weapon 4+

50

CABIN FEVER CARDSTOCK TERRAIN BY CARL STOELZEL The following pages provide a handy paper terrain building, suitable for use in the episodes above.

Build Instructions 1. Print out each page and cut along the outer black

border of each piece. Please note that the two outer wall pieces each require you to print two copies. 2. Start with the four outer wall sections and fold

them over along the middle where indicated by the red arrows. Start with the two low sides and use a spray adhesive to glue the two sides to a piece of thin card stock. Now, fold over each of the side tabs ninety degrees so that they all face the interior of the cabin. 3. Now take the two outer short wall sections

(peaked) and fold them along the middle where the red arrows indicate. Use a spray adhesive to glue piece to each side of some thin cardstock (However note tip in next step). 4. The tabs to either long side pieces should be

glued to the edges of the short outer wall sections (Tip: you can sandwich this tab between the images and cardstock of the peaked side pieces to hide the join) 5. The two tabs at the bottom of the long outer

wall sections should be glued or taped to the underside of the flooring section.

6. Take the two interior wall sections and fold those

over as you did for the outer wall sections. The two sides can be glued together, but be careful not to get any glue in between the tabs. The tabs should each be folded 90 degrees away from each other so that either end of the wall resembles a “T” when viewed from above. These tabs are used for attaching to the outer wall structure. Use the black lines on the flooring to locate where the wall sections should be placed. Test fit the short interior wall fit before attaching the longer interior walls to the house structure. Also note that the long interior wall has a vertical black line to align the short interior wall, make sure this line faces toward the small rooms. 7. Locate the two roof support beams. Fold along

each long black line to form a rectangular block. Glue the white tab to the underside of the opposite edge. 8. Stitch the two roof pieces together by gluing

the black teeth from each roof section to the underside of the opposing roof section. Fold along the seam created by the teeth so that the roof falls along the roof line created by the house structure. Glue the roof support beams under the roof to hold this shape.

51

Flooring Section

52

Outer Long Wall section

53

Interior Walls section

54

Roof and supports

55

Roof

56

Outer Short Wall section

57

APPENDICES Scavenge Event Cards and Tokens The following pages reproduce Scavenge cards, Event cards and the tokens required for play. Permission is given to reproduce these pages to enable you to make your own cards, but you may also purchase a deluxe deck of event and scavenge cards from the Crooked Dice website.

Token Key Activation

Ammo Jam

Audience Appreciation

Barricade

Living Dead

Luck

Stunned

Wounded

Token Back

http://www.crooked-dice.co.uk/store5.html

Making your cards

If you are making your own cards then take your photocopied or printed PDF pages and glue them to a thin sheet of card available from most art and craft shops. Coloured card is often available if you want to differentiate between your two decks. Cut or scalpel them out using the grey border lines as a guide.

Making your tokens

Follow a similar process for the tokens. The 7ombieTV logo is provided as a suitable reverse for the tokens for the more creative amongst you. The tokens are 25mm in diameter, the same dimensions as a standard slottabase, so you could use this as a guide - or glue them directly to an upturned base to make more robust tokens. You could even paint the edges to match the tokens.

58

© Crooked Dice. Permission granted to copy for personal use.

59

© Crooked Dice. Permission granted to copy for personal use.

60

© Crooked Dice. Permission granted to copy for personal use.

61

© Crooked Dice. Permission granted to copy for personal use.

62

© Crooked Dice. Permission granted to copy for personal use.

63

© Crooked Dice. Permission granted to copy for personal use.

64

Move

Def

Move

Def

Move

Def

Move

Def

Move

Def

Hits

Hits

Hits

Hits

Hits

© Crooked Dice. Permission granted to copy for personal use.

Special Effects, Star Qualities & other notes:

Name/Archetype/No.

Special Effects, Star Qualities & other notes:

Name/Archetype/No.

Special Effects, Star Qualities & other notes:

Name/Archetype/No.

Special Effects, Star Qualities & other notes:

Name/Archetype/No.

Special Effects, Star Qualities & other notes:

Name/Archetype/No.

Str

Str

Str

Str

Str

Agi

Agi

Agi

Agi

Agi

Int

Int

Int

Int

Int

Mor

Mor

Mor

Mor

Mor

Cast List

Luck

Luck

Luck

Luck

Luck

Weapon

Weapon

Weapon

Weapon

Weapon

To Hit

To Hit

To Hit

To Hit

To Hit

Range

Range

Range

Range

Range

Cast NAME

Str

Str

Str

Str

Str

TOTAL RATINGS

Special

Special

Special

Special

Special

Rating

Rating

Rating

Rating

Rating

65

3+

2+

4+

EQUAL

5+

1 6

2 6 then 4+

3

High Calibre - Roll 2D6 per hit inflicted when rolling to wound. Count the highest D6 as the wound roll.

Burst - Roll 3D6 when rolling to hit, counting all rolls which equal or exceed the required hit number as successes. Extra hits may either be allocated to the original model or models within 2”.

Blast - The weapon uses a blast template of the size indicated. The template is centred on the target of the shot (or where the shot scatters). All models whose bases are touched by the template must roll for damage. In addition, those who survive will be knocked Prone after the effects of the blast have been worked out.

6 then 6

5

Unwieldy- This weapon is cumbersome and difficult to use. Models electing to use this weapon in melee combat do not get the free attack immediately after a charge – although they can still make an attack by spending an action as usual.

Thrown - This weapon has a range of the wielder’s Str +1, doubled. Thrown weapons do not suffer the –1 hit penalty for long range shots.

Stuns - The affected target model is Stunned – see page 13.

Scatter - A missed shot will land the designated distance away from its target point in a random direction.

X

6 or more

Pistol - The weapon gains a +1 hit bonus at short range.

6 then 5+

4

Defence Higher

Weapon effects

© Crooked Dice. Permission granted to copy for personal use.

1 token can be spent to modify any of that player’s die rolls by +1 or –1. You can use multiple points for multiple adjustments to the same roll.

2 tokens can be spent to activate an additional model this turn.

Audience Appreciation

4. End Phase

3. Second Player Actions

2. First Player Actions

1. Determine Initiative & Audience Appreciation

Turn Sequence

NOTE: Stuns cannot be attempted if the Def is 3 or more higher than the Str.

1

2 or more

Strength Higher

+1 Def

Modifier

Ranged Weapon Modifiers table

Condition

Melee Weapon Modifiers table

Player reference sheet

66

TEMPLATES Blocker 2" Template

Blast 3" Template

Blast 5" Template

67

MINIATURES AND SCENERY To get your 7ombieTV games off with a bang, here are some miniature and scenery suppliers that provide suitable ranges.

Scenery suppliers

28mm miniatures

Resin Scenery

There are many companies who produce some great ranges for survivors and zombies for use in 7ombieTV - just a few are listed here.

Ainsty Castings Superb modular resin scenery and accessories including their Cemetery Plot range! www.ainstycastings.co.uk

www.cold-war.co.uk www.copplestonecastings.co.uk www.eurekamin.com.au www.fenrisgames.com www.hasslefreeminiatures.co.uk www.reapermini.com www.studiominiatures.com www.tengumodels.co.uk www.zombiesmith.com

To help build your fantastic tabletops we can recommend these suppliers who specialise in modern or genre-friendly scenery:

Armorcast US scenery suppliers of modern and sci-fi accessories. A smaller range is also available from the excellent Hasslefree Miniatures. www.armorcast.com Black Cat Bases Resin and metal accessories. www.blackcatbases.com Frontline Wargaming Modern and historical accessories. www.frontlinewargaming.co.uk Pardulon A great German scenery supplier of urban and near future terrain and accessories. www.pardulon-models.com

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ThEY ARE COMING BURSTING FROM THE GRAVE AND ONTO YOUR SCREENS 7ombieTV brings undead horror to 7TV. Control a desparate group of survivors or a horde of shambling zombies and compete to become stars of the end of the world... 7ombieTV is a tabletop miniatures game set in the world of classic horror movies of the 70s.

cr

NON FICTION

ked dice

www.crooked-dice.co.uk

ACTION:ENGINE

UK £9