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Super Dungeon Explore: Stilt Town Zombies Warband

Expansion for Super Dungeon ArenaExpansion for Super Dungeon ExploreExpansion for Super Dungeon Explore: Forgotten King

Super Dungeon Explore: Stilt Town Zombies Warband Rulebook

Table of Contents

Table of Contents

  • Hero: Survivor Marie-Claude
    • Survivor Marie-Claude (Human Hero)
    • Card Back: Keyword Rules (Survivor Marie-Claude)
  • Mini-Boss: Gruesome George
    • Gruesome George (Undead Zombie Mini-Boss)
    • Card Back: Keyword Rules (Gruesome George)
  • Monsters: Shamble Priest and Minions
    • Shamble Priest (Witch Elite)
    • Card Back: Keyword Rules (Shamble Priest)
    • Pudge (Undead Zombie Minion)
    • Card Back: Keyword Rules (Pudge)
    • Prowler (Undead Zombie Minion)
    • Card Back: Keyword Rules (Prowler)
    • Swampie (Undead Zombie Minion)
    • Card Back: Keyword Rules (Swampie)
  • Pet: Mr. Bitey
    • Mr. Bitey (Pet Wonder)
  • Spawning Point: Grabby House
    • Grabby House (Paired Spawning Point)
    • Card Back: Keyword Rules (Grabby House)

Hero: Survivor Marie-Claude

Survivor Marie-Claude (Human Hero)

Stats:

  • Strength (STR): 3 (sword symbol)
  • Armor (ARM): 2 (blue shield symbol)
  • Will (WILL): 2
  • Dexterity (DEX): 3
  • Printed badges: 6 and 3 (top right), 5 (heart, life) and 2 (pink badge, bottom right)

Keywords: Tough

Abilities:

  1. Rolling Pin (red 2 badge): Melee attack (sword symbol), Sweep 2.
  2. Frying Pan (red 2 badge): Melee attack (sword symbol), +1 STR, Bane (hood icon).
  3. Hearty Grog (green 1 badge): Blue gem icon, Heal 1, Remedy.

Card Back: Keyword Rules (Survivor Marie-Claude)

Bane: A model suffering Bane discards the highest result rolled anytime it makes a defense roll. (Arcade: A monster suffering Bane reduces its ARM by 1.)

Heal X: A model affected by Heal may remove a number of wound tokens or a number of status effect tokens equal to the value of X.

Remedy: A model affected by Remedy removes all status effect tokens.

Tough: During its upkeep, a model with Tough may remove a single wound token.

Marie's Grog and Gruel Inn is a welcome respite to the weary and frightened citizens of the Glauerdoom Moor. Inside, multiple hearths blaze brightly and a broad assortment of axes line the walls, in easy reach for every patron should the restless dead seek to gain entrance. Over the rumble of talk and laughter, minstrels' songs keep the gloom at bay. While Marie's home brewed grog and hearty rabbit stew warms their bellies.

Mini-Boss: Gruesome George

Gruesome George (Undead Zombie Mini-Boss)

Stats:

  • Strength (STR): 2 (sword symbol, with the Immune: Status Effects icon in the header)
  • Armor (ARM): 2 (blue shield symbol)
  • Will (WILL): 1
  • Dexterity (DEX): 1
  • Printed badges: 6 and 3 (top right), 6 (heart, life) and 4 (skull, bottom right)

Keywords: Immune: Status Effects, Mob, Static Charge, Tough

Abilities:

  1. Static Discharge (red 2 badge): Melee attack (sword symbol), Wave 2, +1 STR.
  2. Brilliant (red 2 badge): Melee attack (sword symbol), 3 as printed beside the sword, +1 STR. Gruesome George suffers one wound.
  3. Electric Jolt (blue 2 badge): Blue gem icon, Gruesome George heals one wound.

Super: This model carries the SUPER banner on its card.

Card Back: Keyword Rules (Gruesome George)

Immune: Status Effects: A model that is Immune: Status Effects can never suffer the negative effects of status effects. If a model that is suffering a status effect gains Immune: Status Effects remove all status effect tokens immediately.

Mob: When making a sword (offensive) action, a model with Mob adds +1 STR to its offense roll for every additional model with Mob that is in range of its target, up to +3 STR.

Static Charge: A model with Static Charge gains +1 STR and +1 ARM for every wound it is currently suffering.

Tough: During its upkeep, a model with Tough may remove a single wound token.

Part zombie, part construct, Gruesome George is the particularly fiendish invention of a gnome Shamble Priest pushed past the edge of sanity. Fueled by both necromantic energy and arcane electricity, George grows stronger as the battle intensifies, gaining strength from his own motion and the damage inflicted upon him.

Monsters: Shamble Priest and Minions

Shamble Priest (Witch Elite)

Stats:

  • Strength (STR): 2 (sword symbol)
  • Armor (ARM): 3 (blue shield symbol)
  • Will (WILL): 2
  • Dexterity (DEX): blue 1, red 1
  • Printed badges: 6 and 3 (top right), 3 (heart, life) and 2 (grey skull, bottom right)

Keywords: Bane, Hookshot, Hex (shown as icons in the Pin Cushion ability)

Abilities:

  1. Pin Cushion (red 3 badge): Ranged icon with 8 as printed, +2 WILL, Hookshot, Bane, Hex.
  2. Wakey-Wakey (blue 1 badge): Place one Zombie from the spawning pool adjacent to Shamble Priest. Shamble Priest suffers one wound.
  3. Brain Food (blue 3 badge): Blue gem icon, Wave 3, All Zombies may immediately make one Melee Attack.

Card Back: Keyword Rules (Shamble Priest)

Bane: A model suffering Bane discards the highest result rolled anytime it makes a defense roll. (Arcade: A monster suffering Bane reduces its ARM by 1.)

Hookshot: Actions with Hookshot do not require line of sight to target a model. Range must still be counted around walls and structures.

Hex: A model suffering Hex discards the highest result rolled anytime it makes an offense roll. (Arcade: A monster suffering Hex reduces its STR by 1.)

By any conventional definition Shamble Priests are stark raving lunatics. Driven by a uniquely malicious nature, they breathe unnatural life into the freshly deceased. Leading hordes of zombies, they wander Crystalia preying upon small villages and hamlets, taking nothing but the bodies of the victims—new recruits for their host.

Pudge (Undead Zombie Minion)

Stats:

  • Strength (STR): 2 (sword symbol)
  • Armor (ARM): 1 (blue shield symbol)
  • Will (WILL): 1
  • Dexterity (DEX): 1
  • Printed badges: 5 and 1 (top right), 2 (heart, life) and 2 (grey skull, bottom right)

Keywords: Grabby, Gross, Mob

Abilities:

  1. Disgusting (red 1 badge): Melee attack (sword symbol), Lance 3, +1 STR, green drop icon.

Card Back: Keyword Rules (Pudge)

Grabby: A model that is adjacent to an enemy model with Grabby may not move.

Gross: When Pudge is destroyed, before removing the model, resolve the following action: red die, sword (attack), Wave 1, +1 STR.

Mob: When making a sword (offensive) action, a model with Mob adds +1 STR to its offense roll for every additional model with Mob that is in range of its target, up to +3 STR.

It is unknown if a Pudge is an intentional creation or merely a byproduct of zombies naturally decaying and bloating—yuck. Regardless of the cause of their revolting existence, Heroes are advised to give them a wide berth in case they pop—seriously?—yes, seriously. Double yuck.

Prowler (Undead Zombie Minion)

Stats:

  • Strength (STR): 3 (sword symbol)
  • Armor (ARM): 1 (blue shield symbol)
  • Will (WILL): 1
  • Dexterity (DEX): 3
  • Printed badges: 8 and 2 (top right), 1 (heart, life) and 1 (grey skull, bottom right)

Keywords: Grabby, Mob, Stealth

Abilities:

  1. Homunculus (red 1 badge): Melee attack (sword symbol). If Homunculus inflicts a wound one Witch may remove a single wound token.

Card Back: Keyword Rules (Prowler)

Grabby: A model that is adjacent to an enemy model with Grabby may not move.

Mob: When making a sword (offensive) action, a model with Mob adds +1 STR to its offense roll for every additional model with Mob that is in range of its target, up to +3 STR.

Stealth: Actions targeting a model with Stealth reduce their Range by 3, to a minimum of 1.

Prowlers are raised from the cruel criminal element of Crystalia's deceased. Allowed to maintain a modicum of their former selves, Prowlers nonetheless share a deep link with those attuned to necromantic energy. Consuming the life energy of those they attack, Prowlers siphon the energy to nearby practitioners of the dark arts.

Swampie (Undead Zombie Minion)

Stats:

  • Strength (STR): 2 (sword symbol)
  • Armor (ARM): 1 (blue shield symbol)
  • Will (WILL): 1
  • Dexterity (DEX): 1
  • Printed badges: 5 and 1 (top right), 1 (heart, life) and 1 (grey skull, bottom right)

Keywords: Grabby, Mob

Abilities: None printed.

Card Back: Keyword Rules (Swampie)

Grabby: A model that is adjacent to an enemy model with Grabby may not move.

Mob: When making a sword (offensive) action, a model with Mob adds +1 STR to its offense roll for every additional model with Mob that is in range of its target, up to +3 STR.

Once the wetlands of the Glauerdoom Moor were vibrant with life, now they are little more than festering swamps. Lurching through the diseased waters, Swampies are nothing but mindless corpses propelled forward by the will of a Shamble Priest. Possessing deceptive strength, they cling to Heroes with rotting claws, as yellowed teeth search for the perfect place to take a juicy bite.

Pet: Mr. Bitey

Mr. Bitey (Pet Wonder)

Stats:

  • Strength (STR): 2 (sword symbol)
  • Armor (ARM): 2 (blue shield symbol)
  • Printed badges: 6 and 2 (top right)

Keywords: Small, Master gains Berserk

Abilities:

  1. Rotten Carrot (red 2 badge): +1 STR.

The card text is read from a low-resolution image; see the source note.

Spawning Point: Grabby House

Grabby House (Paired Spawning Point)

Stats:

  • Armor (ARM): 1 (blue shield symbol)
  • Printed badges: 4 (heart, life) and a blank grey skull, bottom right; the top silver badges carry no number

Keywords: Grabby Hands, Immune: Status Effects

Spawning Pool:

  • 2x Grabby House (Spawning Point)
  • 1x Shamble Priest
  • 2x Prowler
  • 2x Pudge
  • 6x Swampie

Card Back: Keyword Rules (Grabby House)

Grabby: A model that is adjacent to an enemy model with Grabby may not move.

Grabby Hands: Monsters with a blue gem icon that are within 2 squares of Grabby House gain Grabby.

Immune: Status Effects: A model that is Immune: Status Effects can never suffer the negative effects of status effects. If a model that is suffering a status effect gains Immune: Status Effects remove all status effect tokens immediately.

While skeletons of the long dead are the most common undead terror to stalk the Glauerdoom Moor, the freshly deceased are also frequently disturbed from their eternal slumber to become zombies. Any will that a zombie may still retain is extinguished by the crushing madness of the Shamble Priest's desires. Nursing old grudges, or merely indulging in insane fantasy, Shamble Priests drive shuffling herds of zombies into townships, wreaking terror and carnage. When homes are overrun they become new focal points of necromantic energy that the Shamble Priests use to spawn still more zombies and grow their horde.