Zombicide: Crossfire Pack
Zombicide: Crossfire Pack Rulebook
Table of Contents
Table of Contents
Crossbow Guards
This box contains 12 Crossbow Guards, non-player characters that can be used in any fantasy-setting Zombicide product (Black Plague, Green Horde, White Death, and their respective expansions).
Crossbow Guards are like secondary heroes who support the Survivor group. Survivors can spend Actions to order them to move or to make ranged attacks with their crossbows. Crossbow Guards can defend positions of strategic value and slow the Zombie invasion while the Survivors focus on completing the objectives of the game.
How to Play with Guards
The Crossbow Guards included in this box and the standard Guards from the White Death base box can also be used with Black Plague and Green Horde. Both are different types of Guards, but they are still considered Guards in general. Unless otherwise specified, the rules explained below apply to both types, which are defined generically as "Guards".
Icon caption: Crossbow Guards are ideal for clearing the streets and defending Objectives. Watch out for the Brutes, though!
Please note that Crossbow Guards cannot perform melee combat actions! However, they have a special Guard action (the Delayed Ranged Combat action) that allows them to make ranged attacks during the Zombie Phase.
With White Death
If they wish, players may replace any number of standard Guards with Crossbow Guards during game setup.
Crossbow Guard Action: Delayed Ranged Combat Action
Printed card text (Delayed Ranged Combat action card, included in this box): "Discard this card at any time during the next Zombie Phase to make a ranged combat action with the designated Crossbow Guards."
For this special Guard action, the Delayed Ranged Combat action cards included in this box are used.
The player who performs this Guard action does not designate any Zone with Guards. Instead, they must draw a Delayed Ranged Combat action card from among those available.
These cards allow Crossbow Guards to shoot during the Zombie Phase. They are not Equipment cards and therefore cannot be exchanged or lost.
A player may discard one of their Delayed Ranged Combat action cards at any time during the Zombie Phase following its acquisition. They then choose a Zone that contains Crossbow Guards and resolve a ranged combat action with them (as explained above). This Delayed Ranged Combat action can only be performed with Crossbow Guards.
If several players wish to perform Delayed Ranged Combat actions during the same Zombie Phase, they must be resolved in turn order, starting with the first player and proceeding clockwise.
All Delayed Ranged Combat action cards that have not been used are discarded during the subsequent End Phase.
With Black Plague and Green Horde
Setup
Players may use Guards in any Quest. During game setup, up to two of them may be placed in each Zone that has an Objective. If there are not enough miniatures, the Zones in which the available ones are placed must be chosen.
Rules for Guards
Guards are Survivors. They are eliminated when they suffer 1 Wound. Each of them also counts as a Noise token and is susceptible to Friendly Fire. Guards cannot be selected as targets of Enchantments.
However, they have no actions of their own. Instead, they use the actions provided to them by the Survivors to fight the Zombies. Since they are secondary characters, nobody plays them, and unless otherwise specified, the players do not lose the game when a Guard is eliminated.
Note: Adding Guards to Black Plague and Green Horde makes the game easier. If you prefer a tighter difficulty level, consider the possibility that the game is lost as soon as a single Guard is eliminated.
Guard Actions (Black Plague and Green Horde)
Once (and only once) during each of their turns, a Survivor may spend an Action to designate a Zone that contains at least 1 Guard and name a specific type of Guard (standard or crossbow). There is no need to have Line of Sight to them.
The Survivor then selects one of the actions listed below. All the Guards in the chosen Zone perform that action simultaneously. Unless otherwise specified, the usual rules for the corresponding actions apply.
Guards may be activated several times this way (by different Survivors) in each Game Round.
Guard Action: Movement
Any number of Guards in the chosen Zone perform a Move action toward the same destination Zone.
NOTE: The player may perform this Move action with specific Guards in order to split off a group of Guards that are all in the chosen Zone.
Guard Action: Ranged Combat
The Guards chosen in the designated Zone perform a ranged combat action. Each of them has 1 die for this action. Gather all the dice and roll them at the same time. The Survivor who ordered the action gains all the corresponding AP. The Targeting Priority Order applies.
EXAMPLE: Clovis performs a Guard action to order four Guards in the same Zone of a nearby tile to fire at some Zombies that are within shooting range. Since there are four Guards, the ranged combat action is resolved by rolling four dice against the Zombies' Zone. Clovis receives all the AP obtained from the Zombies eliminated.
Crossbow Guard Action: Delayed Ranged Combat Action
NOTE: Crossbow Guards cannot perform melee combat actions! Do not let Zombies enter their Zone or you will lose them!
This action is resolved following the procedure described in the White Death section (see "Crossbow Guard Action: Delayed Ranged Combat Action" above).
Crossbow Walkers
Armed Walkers are not rare. Almost all of them still cling to the swords or maces they wielded in life. Probably this is force of habit. The fact is that they do not wield them effectively, and in any case their claws and teeth are just as dangerous. But then there are the Crossbow Walkers. Crossbows are not simple weapons, yet these Zombies handle them with spasmodic, mechanical movements, almost as if they were marionettes and someone were pulling their strings. Their accuracy is very dangerous, and the cursed bolts they fire can pierce armor and flesh as if they were butter.
To add Crossbow Walkers to your games of Zombicide, add the corresponding cards to the Zombie deck during setup and then shuffle it.
Players can adjust the difficulty these Zombies pose by selecting which cards are added to the Zombie deck:
- Zombie cards #577 to #579 result in fewer Crossbow Walkers appearing.
- Zombie cards #580 to #582 result in more Crossbow Walkers appearing.
Crossbow Walkers follow these rules:
- Wounds inflicted: 2 (no armor roll)
- Min. Damage to destroy: Damage 1
- Adrenaline provided: 1 point
Special rules:
- Crossbow Walkers occupy the same position as Walkers in the Targeting Priority Order.
- Crossbow Walkers Attack whenever they activate if there is a Survivor at Range 0-3 and within their Line of Sight. They perform a Zombie Attack against the designated Zone. If there are several Zones to choose from, they choose the target that satisfies the following priority criteria:
- The Zone that contains the most Survivors.
- The noisiest Zone.
- If all available Zones contain the same number of Survivors and Noise, the choice is left to the players.
- Armor rolls are not allowed against attacks by Crossbow Walkers.
Targeting Priority Order
Zombicide: White Death, Black Plague, and Green Horde differ in their Targeting Priority Order. Players must use the table that corresponds to the base product they are using.