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Zombicide: Mission A33 – Drive By Bombing thumbnail

Zombicide: Mission A33 – Drive By Bombing

Expansion for Zombicide

Zombicide: Mission A33 – Drive By Bombing Rulebook

Table of Contents

Table of Contents

  • Scenario Details
  • Objectives
  • Special Rules
  • Map Layout
  • Disclosed Gaps

Scenario Details

  • Difficulty: Very Hard (as printed on the sheet)
  • Survivors: 6
  • Length: 45 minutes
  • Material needed: Zombicide Season 1
  • Tiles needed: 1B, 1C, 2B, 5B, 5D & 5E

Objectives

  • Blast all Spawn Zones. Either use a Molotov or perform a drive-by bombing (see special rules) on each ACTIVE Spawn Zone. The blue Spawn Zone can be ignored unless it gets activated—then it has to be blasted.
  • The Mission fails when a Survivor is eliminated.

Special Rules

  • Setting the scene: Put the blue and the green Objectives randomly among the red Objectives, face down.
  • Bottled gas. Each Objective gives 5 experience points to the Survivor who takes it. Place a red Objective in the Inventory of the Survivor who takes it. It occupies a slot and can be traded. If it is destroyed or lost, the Mission fails. The blue and green Objectives are discarded once they are found.
  • Drive-by bombing. A Survivor carrying a red Objective can spend one Action to place it in a car they are occupying. Set the red Objective on the car token. A car with a red Objective can be shot at with a Ranged Action (with the same priority order as a Survivor). The car explodes when a "6" is obtained with any Ranged Action targeting it, generating a Molotov effect in the zone it occupies. The shooting Survivor earns all XP. This rule may be used to neutralize active Spawn Zones.
  • Blocking zombies' path. A Zombie Spawn token is removed whenever a Molotov effect is applied in its Zone. Set the token on any other active Spawn Zone, increasing its Spawn rate! The Mission succeeds as soon as there is no other Spawn Zone to put the tokens on.
  • It smells… GAS! The gas tank you just found is leaking! When the blue Objective is found, keep it in the Zone and apply the following effects:
    • The blue Spawn Zone activates.
    • At the end of the current Players' Phase, discard the blue Objective. All Actors in the blue Objective's building are eliminated. No XP is gained.
  • Metal shutter. The green door cannot be opened by normal means. Instead, the green door opens when the green Objective is taken. Immediately resolve a Zombie Spawn in the building. Yes, the key may be behind the green door. Bad luck.
  • Cars can be used.

Map Layout

The sheet prints the tile codes 2B, 1C and 1B, and 5E, 5B and 5D, in the map's arrangement of six tiles. Components are placed as shown in the sheet's legend:

  • Player starting area: one area, marked with the blue player icon.
  • Spawn Zones: red Spawn Zones and one blue Spawn Zone, as marked on the map.
  • Objectives: red Objectives (5 XP each), marked with red X symbols on the map. The blue and green Objectives are placed among them, face down, per the Setting the scene rule.
  • Doors: red-bordered doors are regular doors. The green-bordered door is the metal shutter door described above.
  • Cars you can drive: the sheet's legend shows a Pimpmobile and a Police Car. Cars are placed as marked on the map.

Disclosed Gaps

  • The printed sheet shows the map layout only as an illustration, with no text describing exact positions. Component placement follows the printed map; check it against the physical tiles when setting up.
  • The sheet does not print a Walker count for the Spawn Zones. Zombies appearing in Spawn Zones follow the Zombicide Season 1 base game rules.
  • No errata or additional rules were found on the sheet.
  • You can Search a Pimpmobile only once. It contains either the Ma's Shotgun or the Evil Twins (choose randomly).
  • You can Search a Police Car more than once. Draw cards until you find a weapon. Discard the other cards. The "Aaahh!!" card triggers the appearance of a Walker as usual and interrupts the Search.