Zombicide: SciFi Mission M6 – Blind Law
Zombicide: SciFi Mission M6 – Blind Law Rulebook
Table of Contents
Table of Contents
Scenario Details
- Difficulty: Hard
- Survivors: 6+
- Length: 120 minutes
- Material needed: Zombicide Invader Box, Black Ops.
- Tiles needed: 05-R, 07-R, 08-R, 19-R, 20-R, & 21-R.
The sheet prints the six tiles in a grid: 20-R and 07-R on the top row, 19-R and 05-R on the middle row, and 21-R and 08-R on the bottom row.
Objectives
Rescue the TacLaw operatives. Accomplish the objectives in this order to win the game:
- Pick up the operatives. Take all 5 Noise tokens on tile 20-R (see Special Rules).
- Bring them to safety. Reach the Exit with all Survivors. Any Survivor may escape through this Zone at the end of their Turn, as long as there are no Xenos in it.
Special Rules
-
Setup.
- Place 5 Noise tokens in the designated Zone on tile 20-R. They represent the TacLaw operatives.
- Each Survivor begins with an Oxygen Tank.
-
TacLaw operatives. The Noise tokens on tile 20-R are permanent. They are not removed during the End Phase. The operatives can be picked up like Objectives, giving 5 Experience Points to the Survivor taking one. The token is then placed on the Survivor's base (or next to it): it can be traded like Equipment. A Survivor may escort several operatives at once. TacLaw operatives still count as Noise tokens, and move along the Survivor possessing them.
The game is lost whenever a Xeno reaches a TacLaw operative who has not been taken.
-
Scattered toys. Each Objective gives 5 Experience Points to the Survivor who takes it. Each Red Objective provides a random Prototype weapon as well (if any are available).
Map Legend
The sheet prints these labels on the map:
- Player Starting Area
- Active Mold
- Bot
- Remotes
- Sentry Gun
- Objective (5 XP + Prototype weapon)
- Spawn Zone
- TacLaw operative (5 XP + Noise)
- Exit Zone