Zpocalypse: Military Tiles and Promotional Cards
Zpocalypse: Military Tiles and Promotional Cards Rulebook
Table of Contents
Table of Contents
Product Contents
- 8 Military themed tiles. Front: military base top side (fences, tents, guard towers). Back: underground bunker tiles.
- 5 Promo weapon cards: Lazer Sabre (listed on the card as Lasersaber), Mini Nuke, Lincoln's Top Hat, Lawn mower, ZBFG.
- 5 Something's Happening cards. New, usable with any Zpoc product.
Military Tiles
The eight military tiles are placed and played under the base Zpocalypse rules. The publisher's product page does not print separate rules text for the tiles, so none is given here. The page describes the tile features as fences, tents, guard towers and underground bunker tiles.
Something's Happening Promo Cards
Each card has a Special effect and a per-night value for Nights 1 to 4. Night values are written as "move, zombies/tile".
01 – A puppy
- Special: All Squads gain +1d6 to attacks while puppy stays alive in bunker. Lose bunker, all squad's attack with 1 less die.
- Night 1: 4 move, 5 zombies/tile
- Night 2: 4 move, 6 zombies/tile
- Night 3: 5 move, 6 zombies/tile
- Night 4: 5 move, 7 zombies/tile
02 – Raider's in the night
- Special: Lose cards, possible find during the night.
- Night 1: 3 move, 4 zombies/tile
- Night 2: 3 move, 6 zombies/tile
- Night 3: 3 move, 6 zombies/tile
- Night 4: 3 move, 8 zombies/tile
03 – Cannibals
- Special: 1 squad eats another survivor.
- Night 1: 2 move, 5 zombies/tile
- Night 2: 2 move, 7 zombies/tile
- Night 3: 4 move, 6 zombies/tile
- Night 4: 4 move, 6 zombies/tile
04 – Stickies
- Special: Zombies can climb over walls for 2 move.
- Night 1: 4 move, 3 zombies/tile
- Night 2: 4 move, 5 zombies/tile
- Night 3: 6 move, 6 zombies/tile
- Night 4: 6 move, 8 zombies/tile
05 – The tunnels have ears
- Special: Sewer Zombies, can't use tunnels.
- Night 1: 3 move, 4 zombies/tile
- Night 2: 3 move, 5 zombies/tile
- Night 3: 4 move, 6 zombies/tile
- Night 4: 4 move, 6 zombies/tile
Armory Promo Cards
Each card gives its type, Victory Points (VP), its effect for an untrained survivor, its effect at level 5 and at level 10, its range, and whether it has a Click Die. "n/a" means the card has no entry for that column.
06 – Lasersaber
- Type: Melee
- VP: 0
- Untrained: 2d6 kill on 5 or Z. [Prototype]
- Lv. 5: 3d6 kill on 4, 5 or Z.
- Lv. 10: 4d6 kill on 3, 4, 5 or Z.
- Range: 1
- Click Die: yes
07 – ZBFG
- Type: Firearm
- VP: 0
- Untrained: 2d6 kill on 5 or Z. [Prototype]
- Lv. 5: 3d6 kill on 4, 5 or Z.
- Lv. 10: 4d6 kill on 4, 5 or Z.
- Range: 4
- Click Die: yes
08 – Mini Nuke
- Type: Explosive
- VP: 0
- Untrained: Spend 1 Scrap to remove kill everythign [sic] on tile, and remove from game.
- Lv. 5: n/a
- Lv. 10: n/a
- Range: 2d6
- Click Die: no
09 – Lincoln's Top Hat
- Type: Accessory
- VP: 0
- Untrained: Grants +1 Smarts when worn. 1/day re-roll any set of dice once.
- Lv. 5: n/a
- Lv. 10: n/a
- Range: n/a
- Click Die: no
10 – Lawnmower
- Type: Melee
- VP: 4
- Untrained: 1d6 kill on a 5 or Z. [Gas Powered]
- Lv. 5: 1d6 kill on 4, 5 or Z.
- Lv. 10: 2d6 kill on 4, 5 or Z [Mow Down]
- Range: 2
- Click Die: Yes