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Zombicide: Divine Beasts Abomination Pack

Expansion for Zombicide: Black PlagueExpansion for Zombicide: White DeathExpansion for Zombicide: Green Horde

Zombicide: Divine Beasts Abomination Pack Rulebook

Table of Contents

Table of Contents

  • Divine Beasts Rules
  • Divine Beasts Spawn Order
  • Vermillion Bird
  • White Tiger
  • Black Tortoise
  • Azure Dragon

Divine Beasts Rules

  • Divine Beasts are Abominations. Wounds inflicted by Abominations cannot be prevented by Armor rolls.
  • Divine Beasts don't have regular Actions like typical Abominations, instead, at the beginning of the Zombies Phase, draw 1 Action card from their respective deck and perform the Action listed on the card.
  • Each Divine Beast spawns once per game, following a predetermined order. Upon drawing their Abomination card, remove it from the game and spawn the Vermillion Bird first.
  • They leave the game in 2 cases:
    • When a Divine Beast is eliminated: place the next Divine Beast in the closest Spawn Zone (if tied, players choose). The Survivor eliminating it earns the AP, along with the Divine Beast Skill card. The Skill rewarded is considered acquired at Blue Level and kept until the end of the game. It does not occupy an Inventory slot and cannot be traded, discarded or lost.
    • When a Divine Beast has no Action cards to draw: remove that Beast from the game and at the next End Phase place the next Divine Beast in the closest Spawn Zone. (If the Divine Beast is the Azure Dragon, shuffle its discarded Action cards to create a new deck). If the Divine Beast is gone because their deck is empty, Survivors don't get the Skill card.

Repeat the process until all Divine Beasts are eliminated. When the Azure Dragon is eliminated, they are gone for good.

Divine Beasts Spawn Order

Divine Beasts spawn in this order:

  1. Vermillion Bird (awards Sprint)
  2. White Tiger (awards Bloodlust: Combat)
  3. Black Tortoise (awards Iron Hide)
  4. Azure Dragon (awards Lucky)

Vermillion Bird

  • Actions: Draw 1 Action card
  • Damage dealt: 1
  • To eliminate: 2 hits with a Ranged weapon on a single Ranged Action.
  • Adrenaline provided: 5 points
  • Special Rules: Last in Targeting Priority Order. Cannot be eliminated by Guards Attacks. At the start of the Zombies Phase, other Zombies in its Zone gain 1 Move Action.

White Tiger

  • Actions: Draw 1 Action card
  • Damage dealt: 2
  • To eliminate: 2 hits with a Melee weapon on a single Attack Action.
  • Adrenaline provided: 5 points
  • Special Rules: Last in Targeting Priority Order. Cannot be eliminated by Guards Attacks. At the start of the Zombies Phase, other Zombies within Range 1 of the White Tiger gain 1 free Melee Action.

Black Tortoise

  • Actions: Draw 1 Action card
  • Damage dealt: 1
  • To eliminate: 2 hits with a Vault Weapon on a single Combat Action.
  • Adrenaline provided: 5 points
  • Special Rules: Last in Targeting Priority Order. Other non-Abomination Zombies within Range 1 and in Line of Sight of the Black Tortoise need 2 Damage to eliminated.

Azure Dragon

  • Actions: Draw 1 Action card
  • Damage dealt: 2
  • To eliminate: Damage 3, Cauldron, or Dragon Fire.
  • Adrenaline provided: 5 points
  • Special Rules: At the start of the Zombies Phase, all Survivors within Range 2 and in Line of Sight suffer 1 Wound.