Sie sind auf Seite 1von 57

SURVIVE!

The Zombie Apocalypse Survival Game

Karl Brooks
Survival Games
1/1/2013

Contents
Contents.................................................................................................................................................. 2

The Zombie Apocalypse Survival Game ..................................................................................................................... 4


What is SURVIVE? .................................................................................................................................... 7
Statistics and Skills .................................................................................................................................. 7
Knowledge Skills .................................................................................................................................... 12
Physical Skills ......................................................................................................................................... 13
Combat Skills ......................................................................................................................................... 13
Archetypes ............................................................................................................................................ 15
Business Person .................................................................................................................................... 16
Student ................................................................................................................................................. 16
Entertainer ............................................................................................................................................ 16
Medical Professional ............................................................................................................................. 17
Family Man / Woman* .......................................................................................................................... 17
Police Officer ......................................................................................................................................... 17
Gang Member ....................................................................................................................................... 18
Ex-Soldier .............................................................................................................................................. 18
Rural People .......................................................................................................................................... 18
Organized Criminal ................................................................................................................................ 18
Basic Equipment .................................................................................................................................... 22
Basic Firearm Chart ............................................................................................................................... 23

SURVIVE! Character Sheet ............................................................................................................................... 49


Movement and Combat .................................................................................................................................... 25
Movement............................................................................................................................................. 25
Combat ................................................................................................................................................. 26
Combat Progression Chart ..................................................................................................................... 27
Between Combat Rounds ....................................................................................................................... 28
Equipment Lists ..................................................................................................................................... 30

Weapons and Equipment ................................................................................................................................... 31


Clothing
Food
Luxuries *

Gear ................................................................................... 31
Firearms and Ammunition .................................................................. 32
Melee Weapons ........................................................................ 35

Becoming the Undead ..................................................................................................................................... 36


The Beginning of the End ............................................................................................................................ 38
APPENDICES .......................................................................................................................................... 40
Appendix I: Definitions .......................................................................................................................... 40
Knowledge Skills .................................................................................................................................... 40
Physical Skills......................................................................................................................................... 41
Combat Skills ......................................................................................................................................... 42
Appendix II: Weapon Types and Damage- Firearms ............................................................................... 43

I owe a debt of gratitude to many people for contributing photos to this undertaking. Courtney Leigh
Fishell, Rob Wills, Emma Lysyk, and Jason Meyer at Hobby Destination in Chandler. These folks have
helped me in the re-fit and distribution of the game, and much of the artwork as well. A very special
thank you goes to Gen Baker of Winslow AZ, for being my SOLE CONTRIBUTOR in my funding campaign,
and to ALL members of the Zombie Eradication Response Team Z.E.R.T.- for their inspiring, down to
earth methodology and knowledge.

SURVIVE
The Zombie Apocalypse Survival Game

SURVIVE!
The Zombie Apocalypse Survival Game
Welcome to the Apocalypse and not the Biblical fire and brimstone
one. This was made by us. H5N1, HTLV-3, BSE, Anthrax, and E-Bola
viruses have been unleashed by an unknown source, and have
genetically bonded together to create the Human-Bovine-Avian
Reanimatory Virus (HBAR-V). It spread quickly throughout the world, in
both airborne and fluid-borne means, and has begun re-animating the
infected population, once they have passed on. Scientists are searching
out a cure, but may be losing the battle, as the hordes of the walking
dead begin to feast upon the living. While 90% of the worlds
population survived the initial viral attack, those who did not, including
canines, pigeons, feral cats, rodents, bovines, and humans, began
attacking the human population with severe ferocity, decimating the
third-world countries it had first sprung to life in.

Now that HBAR-V has reached the United States, it has spread like a
wildfire through dry grass, destroying large cities like New York,
Chicago, Orlando, Los Angeles, and Portland almost overnight. As
society crumbled, the CDC and FEMA have begun to co-ordinate with
the US Military to attempt to find a cure, or at least a vaccine for
survivors. They announce very basic facts, hiding the real truth behind
the virus. The public is told to avoid scratches, bites, and any other
bodily fluids from infected persons, but are not told that when their
infected family members die, theyll get up and try to eat them. The
public is also informed to avoid pigeons, small dogs, rats, cows, and
stray cats, and to contact authorities if large groups are seen milling
around. No cause for alarm, even though little Fluffy just ate the kitty
next door; Just call Animal Control, and dont let Fluffy in the house.
Military bases are closed, and then fortified against the ever-growing
hordes, and contact with them is lost. After only a few days, a terse,
ominous message from the President;
Under no circumstances should non-military personnel approach any
installation in the continental United States, Alaska, and Hawaii, the
territories of Puerto Rico or Guam. Deadly force has been authorized.
The television stopped transmitting, then the radio, then the internet.
Now, three weeks later, even the police are finding themselves merely
surviving, and using their skills to help, or in some cases, prey upon
others.
This could be the end times, or it could just be another turning point in
mankinds history. The Suburbs of most cities were not ravaged, and as
one of the residents, do you have what it takes to SURVIVE?

What is SURVIVE?
SURVIVE is a points-based tabletop combat and role playing game, based in the grim near-future, where
our own folly has brought us to the brink of extinction. Each character archetype will have a base point
allotment, and the ability to gain more points through experiences, combat, and straight-up dumb luck.
Each Archetype has a different point value and a different base skill set, though all have some abilities in
common. Having a well rounded group will give each member a better chance of survival.
There are a few things necessary to play SURVIVE. These items are in the repertoire of almost all
gamers, but if this is your first game, youll need to get:
-

12, 6-sided dice, for rolling skill modifiers. You need one die for each point in a skill category.
These dice are also used to roll statistics for the character.
4, 10-sided dice, for rolling to hit, dodge, and escape.
4, 8-sided dice for Melee damage. This is the MAXIMUM necessary for melee damage.
4, 12-sided dice for Ranged weapon damage. This is the MAXIMUM necessary for ranged
damage.
6, 4-sided dice for fire and explosion damage. These may need to be rolled multiple times,
depending upon what is being used.
2, 20-sided dice, for adding hit points, and for taking damage from zombies.
Scatter and hit location dice, to see where fire/ explosions go, and where you hit/ have been bit.
Pencils and paper, for keeping track of what happens, what you have, and how many zombies
you have killed in each gaming session.
Character sheet. This is who you are.
Rule book. This is what you need to know.
TWO models representing your character (One survivor, one zombie)

Statistics and Skills


There are many skills, broken into several groups that each character can learn. Each skill can have a
minimum score of 1, and a maximum of 12. Some skills cannot be learned immediately, or have to be
purchased from another character (using the currency of the game!). Once learned, a skill can be used
the following game round, not the next turn, and skills cannot be learned in combat AT ALL!

There are three skill categories; Knowledge, Physical, and Combat.


Knowledge skills can be anything from simple reading, to how to make TNT from hand soap and toilet
paper rolls. The skill level determines how extensively the knowledge is known, and determines the
chance of success when using that skill.
Physical skills are how fit, limber, and robust the character is. These skills can improve through simple
movement, or may require equipment to achieve better results. Some of these skills can affect Combat
skills as well, adding or subtracting from the dice roll accordingly.
Combat skills are how well the character fights, and with what. These skills MUST be learned or
purchased, as they are not inherently ingrained into our minds from birth. The higher the skill level, the
more effective the character is at surviving combat, but not necessarily the more mundane aspects of
life in the zombie apocalypse.
Statistics are the basics of the character, and can affect how much they can learn, how healthy they are,
and how many skills are available at the outset. The statistics for all archetypes are Health, Stamina,
Intelligence, Strength, Speed and HBAR-V Resistance. 4, 6-sided dice are rolled five times, ones re-rolled
only once, and added and written down after each roll. Then, the player can choose where to place the
scores as they see fit, prior to choosing an archetype. There are NO minimum scores for any of the
archetypes or sub-types, as the characters are assumed to have survived the HBAR-V outbreak initially.
Statistics definitions are as follows:
-

Health- This is the general health of the character, reflecting the fact they are survivors of the
21st century plague. Mid-range scores (12 18) are normal people, lower MUST claim some
form of infirmity, such as an allergy or minor, recurrent injury. Damage lowers health score.
Stamina- This is how long the character can be functional, and useful, to the group of survivors.
Sleep will replenish lessened stamina, unless caused by HBAR-V. Health scores of less than 12
effect stamina, reducing the score by 1 point per point of health below 12. Conversely, each
point above 18 of health adds 1 point of stamina.
Intelligence- This is generally how much brain power the character has. This will affect the
number of maximum skills available. Scores from 3-12 allow only 4 extra Knowledge skills
beyond archetype basics, 12-18 allow for 8, and 18-24 allow for 12 extra Knowledge skills.
Strength-This score is the raw power the character has, as well as affecting their abilities in
Physical and Combat: Melee skills. Strength and stamina are not mutually exclusive; if the
stamina is reduced to half of the base score or less, strength is reduced by half as well.
Speed- This score reflects how fast a character can move, and react to different situations.
HBAR-V Resistance- This is how susceptible the character is to the zombie virus. Health and
Stamina scores determine this score. Half of strength (rounded down), and half of stamina
(rounded down) make this score. This is the number of times the character can be bitten by the
infected, without seeking or getting, medical treatment, before succumbing to the virus.

Also, gender is not a factor in who is and is not a survivor. Children and the elderly were nearly
completely eradicated by the virus, and children, thankfully, did not rise to eat their families.
After rolling your dice, choosing where each statistic will go, and working out your HBAR-V resistance
score, you must choose whether or not to be male or female. Then, you need to roll for the age of the
character. Using 2d10, choose which will represent the 10s column, and which is the ones. Roll the dice,
and write down your age. (Example: Seamless Kaboom rolls 2d10, one green, one blue. The green die is
tens. He rolls them. Green comes up as 8, blue comes up as 0. As an 80 year old man, he wouldnt make
it long. So he chooses to make his character 18, making him young and relatively inexperienced, but
healthy.)
With all of this in mind, stats rolled, and character sheet in hand, its time to begin choosing the
archetype and sub-type you wish to play. Think what you would like to be, should the zombie
apocalypse happen. Now get rid of that, and look around you. 10% of the people nearby would be dead
within the first 48 hours of the outbreak, and another 25% almost as soon as the dead rose and began to
eat them. YOU have survived, so make the character as close to you as possible. Think through what
(and WHO) you know, and use that as a guide. This is a game of survival, violence, and carnage. There is
also humor, sadness, and the potential for love between the characters.
For those who have prior experience with role playing games, you will notice there is no alignment
mentioned anywhere. This is due to the fact that ALL human beings, when faced with unbearable
horrors, are capable of doing anything. This also alleviates the I wish I could do that, but my alignment
says its wrong arguments. Do what you believe should be done, what has to be done, and (in some
cases) what you want to do. Pick your skills according to how you feel, choose your equipment based on
what you know how to use (or at least properly identify), and start killing zombies!
I hope somebody finds this record. I watched one of the people in my office eat yes, eat- our manager.
I ran away as fast as I could, tried to get home. My building was on fire, so I went to my friend Santos
house. He shot at me before seeing who I was. I didnt even know he had any guns. He let me in, but his
abuela was dying with a horrible cough. When she died, Santos leaned over to kiss her forehead, and she
tore his throat out. I hit both of them in the head with a hammer, and grabbed Santos guns and a big
machete. Im trying to get to the CDC site in San Jose, but I dont know if Ill make it. My name is Piotor
Segyerovich, and I am on Route, uh, 9, I think. Try and find me. Found in a small SUV, just outside San
Jose, New Mexico, in the pocket of the driver. Drivers license confirms identification on the speaker.
Individual self-terminated by way of a self-inflicted gunshot wound to the head. Notes of a U.S. Army
kill team, sent to clear CDC checkpoint in San Jose, New Mexico. No further transmissions from this
team were received.

Look for these posters! They may well save your life one day!
ZERT began training for the outbreak years before it actually happened. When the dead began to rise,
they became first responders in every city, state, and country they had squadrons in. The established
military safe zones fell, while ZERT held the line. Las Vegas, HQ city for ZERT, is a veritable safe-zone,
with only scattered pockets of the walking dead.

Knowledge Skills
These skills are taught, usually by someone skilled in their art. Some are taught in school, some at home,
but others are street-wise skills used for survival. They each have a distinct point cost, and some will
have to be purchased with other skills to get the full benefit.

Skill
Reading
Writing
Language (Eng.)
Language (Spn.)
Language (other)
Social Interaction
Hide*
Inventiveness
Insider Knowledge
Dark Insight
Horticulture
Unreal Attitude
Skewed Viewpoint
Stoicism*
Emergency Surgery*
Humorous Cynicism
Home Making
Disaffection*
Bad Neighborhood
Driving; Basic*
Driving: Advanced*
Driving: Hard and
Fast*
Driving: Off-road*
Driving: Military*
Gang Signs*
No Trace*
Move Silent*
Scavenge*
Firearms: Handguns**
Firearms: Long guns**

Point cost
5
5
5
7
10
5
5
6
10
6
7
3
3
5
10
2
6
6
3
3
4
7
7
8
5
6
6
4
5
5

Physical Skills
These skills are the measure of the characters physical abilities to perform certain actions, how long
they can perform them, and in some cases, how well they are performed. Some of these must be taken
in conjunction with other skills in order to function properly.

Point
cost

Skill
Endurance
Brawling
Flexibility
Iron Stomach
Stoicism*
Walking Pharmacy
Disaffection*
Driving; Basic*
Driving: Advanced*
Driving: Hard and
Fast*
Driving: Off-road*
Driving: Military*
Gang Signs*
No Trace*
Move Silent*
Scavenge*
Firearms:
Handguns**
Firearms: Long
guns**
Walking Supermarket

5
6
8
8
5
7
6
3
4
7
7
8
5
6
6
4
5
5
4

Combat Skills
These skills are the measure of effectiveness the character has in a fight. Some skills have to be taken to
make others work properly, while others can be taken alone and provide some degree of assistance to
the character in performing somewhat unfamiliar combat actions. For instance, most people have seen
movies where firearms are used, but many films do not show the actors reloading, charging the weapon,
or misfires. Movies also show how easy it is to use a sword or an axe to split a skull, but do not take
into account the reality behind the forces necessary to do so. Movies and books also give a false sense

of ease with using incendiaries and explosives. With all of this in mind, the skills here MAY be useful to
keep the character, and their group, alive until (and if) help arrives.

Skill
Melee: Bat
Melee: Crowbar
Melee: Knife I
Melee: Knife II
Melee: Knife III
Melee: Sword
Melee: Chainsaw
Ranged: Spear
Ranged: Bow I
Ranged: Bow II
Ranged: Bow III
Ranged: Firearm I**
Ranged: Firearm II**
Ranged: Firearm III**
Ranged: Firearm IV**
Explosives I
Explosives II
Explosives III

Point cost
2
2
3
5
7
6
9
5
6
7
8
3
4
5
8
5
7
9

Archetypes
There are 10 archetypes available to play in SURVIVE. They are as follows:
-

Business Person- These are the people, who sold TVs, waited and bussed tables, answered
phones, cashiered, and worked the docks of the pre-apocalypse world. They are now just trying
to survive the hordes of undead scouring the world, waiting for help that may never come.
Some of these characters will have a base knife handling skill.
Student- These are High School and College students. Geeks, jocks, cheerleaders, band
members, stoners and outcasts. Only a few of these youth really know what is happening.
Entertainer These are the actors, actresses, news anchors, cameramen, and strippers who
have managed to survive the hordes of undead.
Medical Professional- These are the young doctors, nurses, and EMTs who were first to see the
HBAR-V in action, and survive. Most know what is really happening, and fear there will never be
a cure.
Family Man/Woman These are your average, everyday homemakers, living in suburbia when
the virus took hold of the world. Now they cling to hope that a cure will be found, and life will
just go back to a semblance of normalcy.
Police Officer These are your beat cops, patrolmen, and dispatchers. The rest were sent to the
worst areas of outbreak, and havent been heard from since. This is the first archetype with a
base firearms skill.
Gang Member These range from the skinny street thug to the mountainous bruiser that
populates most inner-city gangs. This archetype has a base firearms skill, as well as a base knife
handling skill.
Ex-Soldier- This is the crazy, paranoid guy down the block that sits in his bushes with a rifle
mumbling about gooks in the wire, the old veteran, who has seen combat, but didnt let it
break him entirely, and the ROTC gung-ho kid, who feels he is invincible. These characters have
two firearms skills, and some have melee weapons skills as well.
Rural People - These are the stereotypical farmers, rednecks, and migrant workers who
produced our food. Their lives were hardened by the bovine and canine outbreaks, forcing many
to move toward the cities in search of shelter. These characters have one firearm and one melee
weapon base skill, as well as horticulture.
Organized Criminal These are the numbers runners, aspiring hitters, and accountants of the
Italian and Irish Mafias. They are seeking to cut a new kingdom in the land of the dead, or simply
survive until society returns. All but the accountant have two base firearm skills.

For each archetype, there are sub-groups. Each of these has their own set of basic skills, which cost
nothing points wise. Each sub-type is given a specified number of points to spend on skills later on.

Business Person
This archetype and its sub-types all have the basic skills of Reading, Writing, Math, and Language at skill
level 3.
-

Wait Staff 70 points, Endurance 3


Cook 70 points, Knife II skill 2, Endurance 3
Bartender 70 points, Knife II skill 1, Endurance 3
Office Worker 60 points, Hide 4, Inventiveness 6
Secretary 60 points , Social Interaction 3
Dock Worker 80 points, Brawling 4, Endurance 4
Store Clerk 60 points, Endurance 3

Student
This archetype and all of its sub types have the basic skills of Reading, Writing, Math, and Language at
skill level 4.
-

Jock 70 points, Endurance 4, Brawling 2


Nerd 85 points , Hide 5, Insider Knowledge 5
Cheerleader 60 points, Endurance 3, Flexibility 4
Outcast* - 65 points, Dark insight 5, Iron Stomach 4
Stoner 55 points, Horticulture 7, inventiveness 6
Band Member 55 points, Stoicism 4, Endurance 3

*Outcasts include, but are not limited to, Goths, Freaks, Gamers, Splatterhounds, and Emos.

Entertainer
This archetype and its sub-types have the skills of Reading, Writing, Language, and Social Interaction at
skill level 4.
-

Daytime Star 50 points, Unreal Attitude 6, Skewed viewpoint 4


Rock Star 50 points, Endurance 5, Walking Pharmacy 4
Failed Theater Actor 45 points, Unreal Attitude 4, Dark Insight 2
Stripper 65 points, Endurance 5, Flexibility 6, (One weapon skill) 4

Medical Professional
This archetype and its sub-types have the skills of Reading, Writing, Math, Language, and Insider
Knowledge at skill level 6
-

Young Doctor 75 points, Iron Stomach 6, Endurance 6, Emergency Surgery 4


Off-Duty Nurse 70 points, Iron Stomach 6, Endurance 6, Social Interaction 7
EMT 65 points, Iron Stomach 10, Endurance 8, Humorous Cynicism 5

Family Man / Woman*


This Archetype and its sub-types have the skills of Reading, Writing, Math, and Language at skill level 4,
as well as Home Making at skill level 5.
-

Parent 50 points, Stoicism 4, Iron Stomach 3


Grand-Parent 35 points, Humorous Cynicism 5, Iron Stomach 5
Aunt /Uncle 35 points, Stoicism 5, Disaffection 4
Step-Parent 35 points, Stoicism 7, Disaffection 5

*This archetype and its sub types can ONLY be taken if a Student archetype character is played as well.

Police Officer
This archetype and its sub-types have the skills of Reading, Writing, Language, and Social Interaction at
Level 5. They also have the Firearms: Pistol skill at level 4.
-

Beat Cop 60 points, Endurance 6, Bad Neighborhood 4, Melee: PR-24 or Melee: ASP 5
Patrol Officer 60 points, Endurance 4, Driving: Fast and Hard 6, Melee: ASP 5, Firearms:
Shotgun 4
Dispatcher 65 points, Stoicism 5, Skewed Viewpoint 5

Gang Member
This archetype and its sub-types have the skills of Reading, Writing, and Language at skill level 4. They
also have Firearms: Pistol at skill level 4 and Melee: Knife at level 5. They also have Bad Neighborhood at
level 10.
-

Drug Dealer 50 points, Walking Pharmacy 7, Gang Signs 5


Runner 45 points, Walking Supermarket 6, Melee: Crowbar 7
Bruiser 50 points, Gang Signs 5, Melee: Bat 7, Firearms: Shotgun or SMG 4
House Breaker 70 points, No Trace 9, Move Silent 9, Melee: Crowbar 9

Ex-Soldier
This archetype and its sub-types have the skills of Reading, Writing, and Language at level 5. They also
have the skills Firearms: Pistol at level 5, and Firearms: Rifle at level 7.
-

Hopeless Paranoid 60 points, Skewed Viewpoint 9, Dark Insight 5, Scavenge 8


Tired Warhorse 65 points, Stoicism 10, Iron Stomach 7, Hide 6, Dark Insight 6
Gung-Ho Jarhead 60 points, Brawling 5, Endurance 4, Unreal Attitude 8

Rural People
This archetype and its sub-types have the skills Reading, Writing, and Language at level 5. They also have
the skills Firearms: Shotgun at level 4, Firearms: Rifle at level 4, and Melee: Machete at level 4.
-

Farmer 65 points, Horticulture 6, Stoicism 7, Scavenge 9, Endurance 7


Redneck 65 points, Inventiveness 6, Ranged Weapon: Bow 8, Skewed Viewpoint 7
Migrant Worker - 60 points, Endurance 9, Stoicism 5, Horticulture 5

Organized Criminal
This archetype and its sub-types have the skills of Reading, Writing, and Language at level 6, Firearms:
Pistol at level 4 and Melee: Bat at level 4.
-

Aspiring Hitter 60 points, Endurance 5, Firearms: Rifle 7, Melee: Knife 7


Mob Accountant 40 points, Social Interaction 8, Math 10, Hide 6
Numbers Runner 45 points, Endurance 6, Move Silent 6, Melee: Knife 6

Below are Wargames Factory models of male survivors painted by Mathew Leahy. They represent some
of the archetypes and sub-types described above. From top left to bottom right they are as follows:
-

Bruiser Gang Member, armed with a 30 crowbar and a Molotov Cocktail


Rural Migrant Worker, armed with a machete and a pistol
Mob Accountant Organized criminal, armed with a pistol
Nerd Student, armed with a bolt-action rifle
Patrol Officer , armed with a pump shotgun and a pistol
Office Worker armed with a wicket
Aspiring Hitter armed with a pistol
Hopeless Paranoid armed with two pistols
House Breaker armed with a chainsaw

These are SOME of the possibilities, and only male survivors are shown. These can be modeled to display
whatever weapons your character is carrying, and will make great fun for all involved, identifying the
different characters.

*Note* These models were the inspiration for the creation of this game, and I will endlessly thank
Wargames Factory for their diligent work in creating them.

We saw the first ones rounding the corner. They seemed well they seemed to be alive, at first. Then we
saw the bullet holes, the missing limbs, the torn out throats. Damn if some of them werent moving real
fast, runnin at us. First few we plugged with pistols, center of mass. Didnt do any good. Jess shot one in
the head, and we all caught on pretty quick after that. Found out if ya blow em in half, they go down
pretty permanent too. Jess got eaten by a group of em so did Martha and Ross. Jenny ate a bullet after
getting bit. Now its just me, Roy, and a couple of soldiers. Hope we make it out of town. Jared Jensen,
found on a tape recording in Green Valley, Pennsylvania, after the area was cleared by a local militia
group. There was no sign of his body, or that of the others mentioned in the recording.

Sitrep: 27 Aug 15.We scouted a strip mall in the southwest part of Albuquerque, hoping to find civilian
survivors. All we found were HBAR-V victims, and corpses. Cpl. Jenkins vomited profusely, destroying our
map of the outlying area, but PFC Whitehall was born there, so guided us through the worst of the areas.
Avoidance is the orders we last received, and the men have had little problem following this order to the
letter.
29 Aug 15. Ran into a detachment of Marine Reservists, and assimilated them into the unit with little
trouble. LCpl. Rodriguez and Pvt. Andrews were bitten, so were dispatched by their lieutenant. I hope we
find more troops. 15 men do not make for a large enough unit to successfully transmission ended
before Capt. Jon Dawson of the 1st battn. 2nd Engineer regiment could finish. No further contact had been
made.

Basic Equipment
Every character is going to have their own idea of what is necessary for survival, but there are basics
that all need food, water, first aid kit, clothing, and personal protection. These items are going to be
assumed to have been picked up within the first few days of the outbreak, so each character will have
some equipment to start the game with. This will NOT be a comprehensive list of necessary items, but
SOME basic items. Each character has, to begin with:
-

A backpack, with multiple pockets. This is an absolute, and if lost or left, ALL items contained
within or attached to the bag will be LOST, unless retrieved by the same or another character.
1 pair of pants
1 shirt, with whatever the character wants on it.
1 pair of boots, either hiking or combat (players choice)
1 pair of socks
One pocket knife. This is a basic, lock-blade knife, and not much of a weapon, but a useful tool.
One blanket
Two one-quart canteens, with carriers. These are filled with WATER, and nothing else.
One day worth of food. This is two meals per day. These can be canned foods, MREs, or freeze
dried hiking food. Each player MUST elaborate upon the food type, and list each type of food
INDIVIDUALLY.
Some form of firearm. This will be determined randomly, on a roll of 2d6. Amount of
ammunition depends upon firearm type.
Two packs of cigarettes, or comparable amount of cannabis sativa or loose tobacco and papers.
This is the most basic form of currency.

All other equipment must be purchased or gathered, although some sub-types will have specific loadouts and more equipment than this to begin with. Archetypes with weapons skills may choose a weapon
from the list in addition to those listed above. Characters with survival skills (Inventiveness, Dark Insight,
Skewed Viewpoint [depending upon archetype], and Scavenge) may have more and different
equipment, according to their archetype and sub-type. This extra equipment must be able to be carried
in the backpack, or on their person. Otherwise, it is basically useless. The following chart is used to roll
for firearm type in basic equipment list:

Basic Firearm Chart


Dice
Roll
2 to 4
2 to 4
2 to 4
2 to 4
5 to 7
5 to 7
5 to 7

Weapon
Caliber

.22 cal.
,22 cal.
.32 cal
.32 cal
9x 18 mm
.38 spcl.
.357 Mag.
8 .357 Mag.
9 .45 LC
10 .45 ACP
11 to 12 12 ga.
11 to 12 5.56x45
11 to 12 7.62x39
11 to 12 7.62x51

Load
6+1
6+1
16+1

8+1
8+1
8+1
varies
varies
varies

Type
8 Revolver
SA
6 Revolver
SA
SA
6 Revolver
7 Revolver
SA
6 Revolver
SA
Shotgun
Rifle
Rifle
Rifle

Weight

Max.
Range

Damage

1 lb.
1 lb.
1 lb.
1 lb.
1.5 lb.
1.5 lb.
2 lb.
4 lb
2 lb.
2 lb.
4 lb.
varies
varies
varies

6"
6"
7"
7"
7"
9"
10"
10"
12"
10"
14"
22"
22"
30"

1d4
1d4+1
1d4+2
1d4+2
1d6
1d8
2d6
2d6+2
2d6+2
2d8+2
3d8+2
1d8 +1
1d8+2
2d8+2

These are the most commonly available types of ammunition found, and will be the most likely for a
character to have gotten their hands on quickly. Again, some characters will have other, possibly more
exotic, firearms and ammunition.
More weapons are available, of course, but must be purchased or found during gameplay. The
archetypes with added weapons are:
-

Police Officer. They have the standard 9mm sidearm, and on a 4-6 roll on a d6 will also have a 12
ga. Pump shotgun at no extra points cost. There will be two extra magazines for the pistol, and 8
extra shells for the shotgun.
Gang Member. Gang members ALWAYS have 3 knives on them, and one of these, on a 2-6 roll
on a d 6, will be a machete.
Ex-Soldier. These characters begin with two combat knives, and a .45 cal. pistol. On a 4-6 roll on
a d6, they will also have a 5.56x45 rifle. The pistol will have 4 extra magazines, and the rifle 2
extra 20-round magazines.

Rural People. Rural people start with a hunting knife, machete, and a 12 ga. shotgun.
Organized Criminal. These characters start with a baseball bat and CHOICE of pistol type. Pistol
has 2 reloads.

The rest of the archetypes have nothing more than the basic equipment and weapon listed above. Some
characters will have other equipment available at no cost, depending upon what skills they choose.
When all above have been filled out on the character sheet, you can round out the character, giving
them a name, gender, height, weight, and even add a picture. The character sheet below may be
photocopied as many times as needed.

Movement and Combat


Movement
Movement is measured in inches, rate is based the Speed statistic, and distance is based on Endurance.
If a character has a speed score of 12, and an endurance of 20, then they would be able to move 10 for
6 rounds, unabated. This does not take into effect different terrain conditions, wounds, or combat. This
is just movement at a dead run, to the maximum distance allowable.
A standard equation for this is simple; half the speed scores for the number of rounds of movement,
rounding down to the nearest whole number. For distance the equation is the same. Some terrain,
however, hampers movement, as do injuries, and necessity for stealth.

Terrain Type

Speed Modifier

Distance Modifier

Clear
Light Debris
Medium Debris
Heavy Debris
Shallow Water
Waist-deep Water
Chest-deep Water
Partial Darkness
Total Darkness
Open Buildings
Locked Buildings

0
-1
-3
-5
-1
-4
Impassible
-5
Impassible
-2
Impassible

0
-2
-4
-6
-2
-4
Impassible
Add Terrain Modifier
Impassible
-2
Impassible

Light Debris includes rubble, massed dead bodies, and shallow ditches.
Medium Debris includes heavy rubble from burned buildings, parked cars, waist-high grass, and
military barricades
Heavy Debris includes wrecked cars, fallen buildings, and deep ditches/ irrigation canals.

The rest of the terms are rather self-explanatory, and they may or may not be encountered in suburban
situations. Total darkness is impassible without flashlights or night vision equipment, and should be
avoided. Locked buildings count as impassible due to the noise to break into them drawing the hordes of
undead.
Movement isnt always in a straight line, especially when fighting zombies or even other people. Even if
you move your maximum movement for a turn, changes in direction cost a full inch, so if you are
running around a car, take starting point (base of model), measure TO the side of the car facing the
model, then measure which direction around they will run. Subtract 1 for EACH turn of the model, and

then recalculate distance. Moving upwards is the same as moving in a straight line, but speed is reduced
by half.
Movement is also affected by combat. If firing a weapon while walking, cut movement speed by half,
UNLESS firing from the hip. If using a melee weapon, speed is reduced by half no matter the
circumstances.

Combat
Combating the undead is what this game is based on. Fighting, killing, and even dying, have all become
part of everyday life. As a survivor, there are four basic ways to destroy the walking dead; ranged
weapons (Firearms, thrown spears, bows), melee weapons (swords, bats, wickets, shovels, etc.), fire and
explosives.
Melee weapons, as shown above, have many variants. There are two main types of melee weapons;
blunt and edged. Blunt weapons are used like a bat. Swing as hard as you can, and destroy the head with
a single blow, if lucky. Edged weapons require somewhat more skill, but have a better chance of
destroying the threat in a single blow, if landed properly. Swords require a higher intelligence than most
melee weapons, to be used properly.
Ranged weapons, such as firearms and bow and arrow, are for keeping the undead well away while
dispatching them. More skill is needed with bows and arrows than firearms, but either requires more
skill than blunt melee weapons. Some ranged weapons will have a minimum intelligence to operate, as
well as requiring specific skills to use them.
Fire and Explosives both completely obliterate the zombie presence, but can also cause damage to
players as well. Fire itself needs no skill to use, but fire-bombs (such as Molotov cocktails) require some
form of explosives skill to use properly.
Combat is turn-based, and has 5 different parts to each round; Initiative, Movement, Ranged Combat,
Charge/ Melee Combat, and Casualties.
-

Initiative- This determines which character acts first. All characters roll 1d4, and the highest
score, added to speed, is first to move, but last to shoot.
Movement- This is performed as per the movement rules, stated above, and will determine
ranged combat ability.
Ranged Combat- This is when ranged weapons are used, and characters may fire as many
rounds as their weapon CURRENTLY has loaded. Changing weapons and reloading is done prior
to the next round. Fire and explosive attacks are also performed during this part of the round.

Charge/Melee Combat- This is after ranged combat, and characters MUST be able to close the
distance with opponents to base contact.
Casualties- This is the final stage of combat. Characters that have fallen to zombie attack must
roll 2d12, and if the score is BELOW their HBAR-V resistance score, they replace their living
model with their zombie model.

Combat continues for 4 rounds at a time, until survivors run out of ammunition, targets, or are all dead.
At the end of 4 rounds, characters can choose to regroup, retreat, or continue combat for another 4
rounds. Combat will NEVER exceed 8 rounds, and initiative will only be rolled before round 1. At the end
of round 8, the survivors will either dig in, or retreat to a safe house somewhere on the tabletop, and
role-playing will take over, at least until more zombies arrive.

Combat Progression Chart


Round Description
Initiative
Movement

Aimed pistol/rifle

Action Type
Beginning of Combat round
Move EACH character
separately
Firing/ reloading ranged
weapons
Selection of specific target

Aimed Shotgun

Selection of specific target

Bow/crossbow/spear*
Hip fired pistol/rifle/SMG

Selection of specific target


Area effect/group/wild shooting

Hip fired shotgun

Area effect/group/wild shooting

Ranged Combat

- Hand Thrown explosives


- Static explosives
Charge/Melee combat

Area effect/group damage


Area effect/group damage
Single, base to base combat

Long melee weapons

Single, base to base combat

Short melee weapons

Single, base to base combat

Grappling/ Hand to Hand

Single, base to base combat

Casualties

End of combat round

Survival percentage
Death to unlife

HBAR-V Resistance rolls**


Character removal/
Zombie placement

Dice roll necessary


1d4 for all characters on board
Measure, move, face, using
movement points
Use xd10 to determine to hit,
modified by skill level
xD12 rolled, modified by skill
level
xD12 rolled, modified by skill
level
See notes below
Roll scatter die, x d10 to hit,
xd12 for damage
Roll scatter die, xd10 to hit,
xd12 for damage
Roll scatter die, xd4 for damage
Roll scatter die, xd4 for damage
Roll xd10 to hit EACH model in
base contact
Roll xd10 to hit EACH model in
base contact, hit location die,
xd8 for damage
Roll xd10 to hit EACH model in
base contact, hit location die,
xd8 for damage
Roll xd10 to hit, hit location die,
xd6 for damage
Roll d20 PER ZOMBIE in base
contact for damage
See notes below
Roll scatter die for facing
direction

*For bow/spear to hit, roll xd10, based on strength, divided by 4. Crossbow may ONLY fire once per
round, while bows may fire up to the quartered speed of character, but MUST use scatter dice after first
arrow
** Roll 2d12, per health score. If number is GREATER than HBAR-V score, character is merely wounded.
If the number is LESS than the HBAR-V score, roll 1d8 for number of turns (not rounds) character has
remaining. At the end of this time, character dies, and returns as a zombie.

Between Combat Rounds


Between combat rounds, indeed more than half of the time, characters will be searching for the items
necessary to survive in the new, completely chaotic, world. Each player MUST role-play in conjunction
with the others, deciding on who is the leader, which direction to go, how to defend the safe-house,
etc. This is very important to remember, because they are trying to survive, and groups stand a better
chance than individuals. Specific goals needing to be resolved, and this is by no means the whole list,
include;
-

Recovering food- Characters start with minimal food, so this is important to find any form of
food not already scavenged by others.
Finding Water- Water is VERY important, clean water exponentially so. Who knows WHERE the
water is, and is someone already controlling/guarding it?
Replenishing ammunition- Firearms use ammunition. Bows need arrows. Molotov Cocktails
need spirits or gasoline to work. Somebody has to find these things, before they are all gone.
Finding Medical Supplies- Eventually, someone will get sick, or hurt. Who will fix them, and with
what?
Dealing with turned companions- What are we going to do with Johnny, since he has succumbed
to the virus? Whos going to do it?
Finding Shelter- Is this building secure and zombie-free? Do we have enough room? Where do
we crap?
Dealing with other survivors- Can we trust this guy and his group? Why arent they looking
hungry?
Dealing with the military- Are they really here to help, or are they doing a purge of regular
survivors?

These are a few scenarios that could easily occupy a full gaming session, along with the combat aspect,
making for a full gaming experience, and intense fun for those playing. Thinking is MANDATORY and
some skills to this end will be necessarily learned, expanded, and roll over into the real world as well.

The undead are portrayed in films as having almost supernatural strength, resilience, and are almost
impervious to all damage, excepting head shots or total obliteration. In SURVIVE!, this is not the rule.
Zombies can be destroyed, or at least suffer final death, due to catastrophic damage to the spinal
column, almost anywhere above the sternum. Therefore, chest shots with pistols, most rifles, and even
most shotgun shells, will not do any lasting damage to them. Large caliber weapons, shotgun slugs, and
explosives will end their existence permanently.
Melee weapons need to be used on the head or neck. Anywhere else will only waste time. Called shots
with melee weapons are rolled on 2d4, with a 6-8 being a lethal blow, and a 3-5 being a glancing blow.
Glancing blows will slow the zombie, affording the chance for a second hit. If the second hit is another
glancing blow, the slowing result does not take effect.
Called shots with firearms are simply at a -2 from the firearms skill roll, but more likely to cause lethal
damage to the zombie. All damage from firearms do the damage listed per firearm type.
If characters are fighting a horde of zombies, everyone in the group MUST make a decision on whether
to find a safe area, or attempt to destroy the horde. If attempts to destroy the horde are made, called
shots are at a -1 for melee weapons, and a -4 for firearms. Running negates the chances for called shots
for either melee or ranged weapons.
Fire and explosives will damage both characters and zombies, so characters must be careful when using
them without skill in their use. Fire can be used at range, by throwing Molotov Cocktails or spreading
fuel and igniting it from a distance. Explosives MUST be used by those with the skill to do so; otherwise
the chance of the explosive working properly is a 7 or 8 on a 1d8. Anything else is detrimental to the
characters within 1d10 inches from the center of the blast.
Zombie Age
Movement Rate
Damage Per Attack
New to 3 Hours
9
2d4 Claw x2, 1d8 Bite
3 Hours to 7 Hours
1
Nil due to Rigor Mortis
7 Hours to 3 Days
14
3d4 Claw x2, 2d8 Bite
Day 3 to Day 7
9
2d4 Claw x2, 1d8 Bite
Day 7 to Month 4
6
2d4 Claw x2, 3d8 Bite*
Month 4 and on
3
1d4 Clawx2, 1d4 Bite
*This represents the disease carrying capacity of each bite.

Allowable Damage
25 HP
25HP
25 HP
18 HP
18 HP
10 HP

Vehicles
Vehicles are abundant, but working vehicles are fairly rare. For gaming purposes, look for 1/48 scale, or
O scale models for vehicles, as these are correct size. During gameplay, a proper vehicle is more of a
secondary objective, a means to get to or from a primary objective. Vehicles are useful, but not required
for moving place to place. Most characters with driving skills will also (by this point, game time) be able
to hot-wire a car. Military vehicles do not require keys to begin with.Vehicles make useful Anti-horde
weapons, as they can drive through large groups of infected and keep the passengers relatively safe.

Equipment Lists
These lists contain a serious variety of items, categorized by type. The types are;
-

Clothing- This is what you are wearing, from head to feet, to hopefully fend off bites from the
undead hordes trying to eat you
Shelter- this is where you call home, even if only for a night.
Food- duh
Weapons- These are the things used to re-kill the walking dead.
Ammunition- This is used by the weapons, helping them to do their job.
Luxuries- These things arent NECESSARY, but nice to have anyway.
Gear- This covers the various other items available to survivors, some of which may be hard to
find, some very easy roll of the dice determines difficulty.

Each item on the following lists will have a specific number of points and Smokes associated to it. As
tobacco farming is now a thing of the past, smokeable materials are at a premium. Cannabis Sativa, or
marijuana, is included in this. Other drugs are readily available, as the end of civilization opened the
drugstores to everyone. Smoking materials, however, are at a serious premium. Cigarettes, loose
tobacco and papers, and small amounts of marijuana are use as cash, along with fresh foods, alcohol,
and water.
If a character spends the points to get extra smokeables, they may become somebodys best friend or
everybodys primary target.
Weapons listed here are only listed by price, type, and caliber (firearms). Specific names for weapons
are in the appendix. If you want to add weapons to the list, follow the guidelines for the listed weapons,
add them, and then get your gaming group to agree.

Weapons and Equipment


Clothing
Points Cost

Smoke cost

Type

Jean Pants
Dickies Pants
Leather Pants
Chinos

2
4

4
9

Denim Shirt
Leather Vest
T-Shirt

2
2
0

2
4
1

Jersey Shirt
Flannel Shirt
Denim Jacket
Leather Jacket
Cloth Trench
Leather Trench
Low Sneakers
Hi-Top Cloth
Sneakers
Hi-Top Leather
Sneakers
Hiking Boots

1
3
4
8
4
10
0
1

1
4
6
12
6
15
1
3

Combat Boots

15

Type

Knee High
15
Boots, Leather
Undergarments 2 each
Denim Shorts
1

2 packs
2 each
1

Gear
Points Cost

Smoke cost

Day Pack
LC-2 Pack, with
frame
MOLLE Field
Pack
Chest Harness
Tactical Vest
Hard Body
Armor
Fleece Blanket
Wool Blanket
Sleeping Bag
Tent, 2 man
Tent, 6 man
Tent, GP Small
Flashlight, 2 AA
Flashlight, 2 AA
MagLight
Flashlight,2 C

1
8

1
8

12

1 pack

5
7
20

7
15
4 packs

2
2
2
1
4
10
1
2

8
4
12
4
10
4 packs
1
4

Flashlight, 2 C
MagLight
Flashlight, 2 D
Military
Flashlight, 3 D
MagLight
4-pack T.P.
12-pack T.P.
Compass,
Lensatic
Map, Topo.
Map. City
Street
AA batteries, 8
pack
C batteries, 6
pack
D batteries. 6
pack
Mg Fire starter

10

2
6
3

5
1 pack
6

7
5

1 pack
10

15

P-38 Can
opener

Food

Must Find or
possess

Firearms and Ammunition

Type

Points Cost

Smoke cost

Type

Points Cost

Smoke cost

Canned, 3 0z.

Canned, 6 oz.

10

Canned, 24 oz.

Canned, #10

10

MRE single

10

MRE six

10

1 pack

10

1 pack

MRE Case

25

1 carton

20 oz. Water

13

1 L. Water

12

1 packs

1 gal. Water

10

.22 cal.
revolver
.22 cal. Semiauto w/ 2
mags.
.32 cal.
revolver
.32 cal. Semi
auto w/ 2
mags
.380 ACP Semi
Auto w/ 2
mags
9x19 mm Semi
Auto w/ 2
mags
.45 LC single
action revolver
.45 ACP SA
Semi auto w/ 2
mags
.45 ACP DA
Semi Auto w/ 2
mags
.357 Mag

12

Freeze dried
food, single
Freeze Dried
food. six

Freeze Dried
food, Case

10

14

Fresh Meat

Fresh Fruit/
Vegetables
Energy Drink

1 pack per
meal
1 pack per
meal
1 pack each

revolver
.44 Mag
revolver
.357 Mag Semi
Auto w/ 2
mags
,44 mag Semi
Auto w/ 2
mags
Pistol Ammo.
Per 20 rds.
Pistol Ammo,
Per 50 rds
Speed Loader x
2
Hi-cap Mag,
ea.
.22 cal rifle,
bolt action
.22 cal rifle,
Semi Auto w/ 2
mags
5.56x45 mm
rifle, bolt
action
5.56x45 mm
rifle, Semi Auto
w/2 mags
5.56x45 mm
Full auto rifle
w/2 mags
7.62x39 mm
Semi auto
fixed mag rifle
7.62x39 mm
semi auto rifle
w/ 2 mags
7.62x39 mm
full auto rifle
w/2 mags
7.62x51 mm
bolt action rifle
7.62x51mm
semi auto rifle
w/2 mags
7.62x51 mm
full auto rifle

12

15

15

2 packs

25

4 packs

10

1 pack

20

2 packs

10

15

25

3 packs

1 carton, or 1
bottle whiskey

10

10

1 pack

5 packs, or 1
bottle vodka

10

2 cartons, or 1
bottle good

w/ 2 mags
5.56x45
machine gun
7.62x51
machine gun
.50 cal
machine gun
9x18mm sub
machinegun
w/2 mags
.45 cal sub
machinegun
w/ 2 mags
5.7x28 mm sub
machinegun
w/2 mags
Small caliber
hi-cap rifle
mags
MBR rifle mags
Belted Ammo
Rifle
Ammunition,
Per 100
Rifle
ammunition ,
per 500
12 ga. single
barrel shotgun
12 ga double
barrel shotgun
12 ga. pump
shotgun
12 ga. semi
auto shotgun
Shotgun shells,
per 50
Pistol
crossbow
Crossbow
Compound
Bow
Recurve Bow
Bolts
Arrows

scotch
Must find

Must find

Must find

10

1 pack AND
small bottle of
whiskey
2 packs AND
small bottle of
rum
Must find

4 each

10 each

6 each
0
10

1 pack each or
find
Must find
1 packs

25

1 carton

10

10

10

10

1 pack

5
5

10
8

7
5 per doz.
5 per doz.

5
Must find
Must find

15

Type

Luxuries *
Points Cost Smoke cost

Type

pillows

Aluminum Bat

Sharpies

Wooden Bat,
weighted
Wicket

Lip balm

Must find

Sunglasses

Crowbar, 24

Hot sauce

Crowbar. 36

Duct tape roll

Camp Axe

10

WD-40 or
equivalent
Twister

Felling Axe

10

Tomahawk

10

Rum, 750ml

Battle Axe

15

Cheap
whiskey,
750ml
Good whiskey,
750ml
Cheap Scotch,
750ml
Good Scotch,
750ml
Vodka, 750ml

Must have or
find
Must have or
find
Must have or
find
Must have or
find
Must have or
find
Must have or
find
Must have or
find
Must have or
find
Must have or
find
Must have or
find

Kitchen knife

Butcher Knife

Cleaver

Must Find

Combat Knife

10

Machete, 18

Deck of Cards

Must have or
find
Must have or
find
Must have or
find
Must have or
find
Must have or
find
Must have or
find
Must have or

Machete, 24

15

Katana, cheap

Katana, good

1 pack

0
0
0
0

0
0

Melee Weapons
Points Cost Smoke cost

find
0
Must have or
Long sword
find
0
Must have or
Bastard Sword
find
0
Must have or
Claymore
find
*These items may also be traded for other items, or sold for smokes.

Must find

Must find

Must find

Explosives are not mentioned above, as they will only occasionally be found, and only those with an
explosives III skill can successfully create worthwhile explosives, and use military explosives with any
skill.
In each category, there are spaces open to add items, at your discretion, and to make the game more
interesting. The points costs are non-negotiable, as these are purchased at the beginning of each
character generation, and MAY be purchased after each game session, through points earned while
playing. If an unusual item is wanted, decide where it would fit in, and add it there. Permission to copy
the previous pages is allowed for game play ease.

Becoming the Undead


As was previously stated, if you are bitten, and fail your HBAR-V resistance roll, you will become a
zombie after death. What does this mean to you? You are hungry, ravenous, in fact. You no longer need
sleep, water, or air. Darkness doesnt mean anything, because your sight is limited to grayscale, while
your eyes are still intact. Bullets to the chest, if they dont hit your spine, do nothing. Even getting your
legs blown off does nothing, nor does the removal of an arm. Only shots which sever the spine,
ANYWHERE, or head shots will end your miserable existence.
The life and speed cycle of a zombie are as follows:
-

Hour 0 to Hour 3- Fast movement, sharper vision, same strength as when living.
Hour 3 to Hour 7- Limited movement due to rigor mortis, lessened vision and strength
Hour 7 to Day 3- Lividity returned to body, with a reduction in speed and vision, however,
strength not yet affected
Day 3 to Day 7- Corruption of muscles, due to beginnings of decomposition and invasion of flesh
eating insects. Reduction in speed, strength, and general movement.
Day 7 to Month 4- Desiccation of remaining tissues, resulting in sloughing off of skin and fatty
layer. Movement increased to pre-death levels, though strength reduced by .

Month 4 and On- If sufficient food is available, the corpse will continue existence, until
decomposition or trauma destroys the body. After month 2, if food sources are non-existent,
the body will decompose, although at a greatly reduced rate.

Now that that has been established, what does it all mean to you? If you become a zombie, you no
longer use weapons, so only strength and speed are used to calculate damage to former friends. A
single d20 is used to figure to-hit and damage from claws and bites. Your former HP value is your current
damage resistance roll. Once that is depleted, or someone scores a head or spine shot, you are finally
and irrevocably dead.
Standard zombies have 25 damage points, Zombie cows have 45, but slower movement, zombie dogs
and cats have 5 damage points, but are harder to hit, and pigeons and rats swarm, and 2d20 determines
the damage points for the swarm. These are the final stats for playing, so, get your friends together, get
your models, and start to decimate the living dead, before they destroy all life left.

The Beginning of the End


In early 2001, the central African country of Zimbabwe was stricken by a terrible anthrax outbreak,
killing hundreds, and causing the puppet government there to fall overnight. The United Nations and the
World Health Organization (W.H.O.), rushed in to provide aid, and several black agencies from the U.S.,
Russia, Iran, Iraq, and Pakistan rushed to see if the anthrax strain was able to be weaponized. Iraq and
Iran were the only countries to obtain un-tainted specimens, and quickly worked to weaponize the
bacterium. All they managed to do was kill small portions of their own populations before the attacks on
the U.S. in September of that year. The projects were shelved for the next 8 years, and were largely
forgotten.
In Atlanta, Georgia, at the headquarters of the Centers for Disease Control (CDC), the anthrax strain was
being studied by scientists, hoping to find a way to combat its efficacy and negate its lethality. At least
this is what was told to the public, Congress, and the rest of the world. Secretly, the scientists were
splicing the anthrax gene pool with those of the avian flu (H5N1), E-Bola, HTLV-3 (the AIDS virus), and
Bovine Spongiform Encephalopathy (BSE, or mad cow disease). When the final viral bacterium was
created, it was tested on rats. The rats swiftly died, but within moments returned to life, and began
horrible acts of cannibalism. The government froze samples, and sent a serum to the Federal Emergency
Management Administration (FEMA), so that government officials, military, and the ultra-rich could be
vaccinated against this plague, should it ever fall into the wrong hands.
On April 17th, 2013, the wrong hands obtained control of a small amount of the virus. Deep within the
laboratories of the Central Intelligence Agency (CIA), other scientists set about to weaponizing the viral
bacterium, for release in Afghanistan, Iraq, Iran, and Libya. Once the strain was controllable, the
scientists said, terrorism would be brought home to the terrorists. Upon finding a cell of Alqeda in
Central Africa, the CIA sent the virus there with an expendable courier pigeons. Once released, the
birds would seek out and infect the terrorist cell, and spread the infection throughout the organization.
The plan was a marginal success. All of the cell members in Zaire died within hours of being infected,
and the bird man reported this to his superiors. Once finished with his report, however, Zairian rebels
captured and beheaded him, not realizing what he had released. The dead began to rise, and attack the
rebels, killing and eating them, and creating even more undead in the process.
When the blood on the sand and bodies dried and became airborne, spreading the virus farther and
faster than anyone could have expected. Cows, small dogs, cats, pigeons and people were all stricken
with a sudden, unknown illness. The W.H.O. rushed in, thinking this was another SARS or anthrax
outbreak, but found the corpses of entire cities and villages rotting in the sun, or worse, eating the
bodies of the recently dead. Several countries came under immediate quarantine, and even local
warlords set aside their differences to combat the surge of seemingly unstoppable hordes. Zaire,
Zimbabwe, Congo, and Botswana fell within days and much of the rest of central Africa within two
weeks.

When the W.H.O. workers tried to alert the world about the events in Africa, the CIA assassinated those
who had witnessed the outbreaks. The belief that the viral bacterium would burn itself out in less than a
month spurred them into further action, quieting or misdirecting news agencies, leading them to believe
this was the fault of Alqeda, not the CIA. The truth of the beginning of the outbreak would only come
some 10 months later, in February 2014, when the first cases began to appear in the European countries
of Italy and Switzerland. By this time, however, the fatal blows had been struck to most of the
industrialized world. Germany was the first to use nuclear weapons to attempt to stem the tide,
destroying the cities of Dortmund and Nuremburg. This only proved to worsen the problems, spreading
and mutating the virus, so that even the serum developed by the CDC was only marginally effective.
Those given the serum merely died, not returning to devour their compatriots. Most humans, however,
had a basic immunity to the newly mutated viral bacterium, causing nothing more than high fevers,
vomiting, and dehydration. The very young, and the elderly, however, were not so lucky. Over 95% of
those under 15 and over 65 died within hours of contracting the mega flu, and the elderly rose quickly
to begin attacking their family members. Europe fell in two months, the dead swiftly outnumbering the
living, and nuclear wastelands dotting the countries that had them available.
The first cases reported in the U.S. were in New York, Los Angeles, Chicago, and Portland, Oregon
simultaneously. These cities fell to the 21 st century plague within days, spreading their contagion
throughout the country within weeks. All of central and South America became wastelands of the dead
and undead, almost at the same time as the U.S. and Canada declared martial law, and began realizing
that the viral bacterium they had created was going to kill them.
In August 2014, the CDC re-named the strain Human-Bovine-Avian Reanimatory Virus, or HBAR-V, to try
to calm the citizens in lightly or unaffected areas. The result of the renaming was catastrophic, as entire
cities fell to chaos, rioting and looting, killing one another for those supplies available. The dead,
however, did not remain that way, and returned to kill those who had kill them, creating more zombies,
and snow-balling the effect to near biblical proportions.
It has now been a full year since the first outbreak. Survivors worldwide are gathering into tight-knit
groups, scavenging the remains of once-great civilizations, just trying to maintain a semblance of
humanity in a chaotic, apocalyptic world.
The U.S. military, being previously inoculated against the original strain, began to venture out and
attempt to restore order in the wastelands, burned-out cities, and less-infected areas. The dead were
waiting, and those not quick or smart enough to leave the worst areas swiftly joined the ranks of the
undead. Roughly 20% of mankind has survived, and that number dwindles further each day.

Special Thanks go to the following groups, companies, and people, without whom I never would have
been able to begin, let alone complete, this game. They are as follows;
-

Z.E.R.T., for giving me some hope for the future, if (or when) this ACTUALLY happens.
The Face Book group Newbie Cosplay Support Group, NCSG, and its members Tyfani Lynn
Johnson, Scott Svelty, Eric Richardson, Gus Matos, and Jason Youngdale, for their ideas and help
when my own brain stalled
My Face Book friends Grizzly Beale, Nick Blazek, and Chris King, again for great ideas and
support.
My family and friends, Donna and Kirstynn Brooks, Karen Brooks-Sousie, Seamless Kaboom,
Kyle Earley, Matthew Lee and Ariel Shield.
Finally, I would like to thank Wargames Factory, LLC, for FINALLY creating modern zombies and
survivors in plastic model form, and especially to Jim Goss for reviewing and critiquing the game
prior to release.

APPENDICES
Appendix I: Definitions
Knowledge Skills
Reading
Writing
Language (Eng.)
Language (Spn.)
Language (other)
Social Interaction
Hide*
Inventiveness
Insider Knowledge

The ability to read written language


The ability to communicate through written
language
The ability to fluently speak the English Language
The ability to fluently speak the Spanish Language
The ability to fluently speak another language
The ability to deal well with other people, and
avoid direct confrontation
The ability to remain still, quiet, and unseen for
long periods of time
The ability to create solutions to problems, or find
ways to do things with little or no resources
The knowledge of what HBAR-V really is, and
prevention of contracting

Dark Insight
Horticulture

Unreal Attitude
Skewed Viewpoint
Stoicism*
Emergency Surgery*
Humorous Cynicism
Home Making
Disaffection*
Bad Neighborhood
Driving; Basic*
Driving: Advanced*
Driving: Hard and Fast*
Driving: Off-road*
Driving: Military*
Gang Signs*
No Trace*
Move Silent*
Scavenge*
Firearms: Handguns**
Firearms: Long guns**

A different view of the real darkness in the world,


making the outbreak less frightening
The ability to grow food (animal and vegetable).
A) The view that everything will always turn
out for the best. OR
B) The view that the individual is invincible
Seeing the world from the side, not really believing
that everything is as seen
The mental and physical ability to steel oneself
against the horrors of the reality presenting itself
The knowledge of how to perform emergency
operations safely
The mental ability to turn horrible situations into
jokes to lessen stress
The ability to create a comfortable living
environment under adverse conditions
The mental (and physical) closing off from friends
and loved ones to avoid pain
The ability to find your way and survive in violent
areas safely
Small, automatic transmissions, within speed limit
Standard transmissions, faster and more
aggressive driving
Fast, very aggressive driving
Ability to drive 4WD vehicles off-road safely and
effectively
The ability to drive APCs, tanks, and other large
military vehicles effectively
The mental and physical ability to recognize and
use gang sign language
The ability to move through an area without
leaving evidence of being there
The ability to move without making noise
The ability to find necessities and luxuries more
easily than others
The knowledge of how to properly use and
maintain handguns
The knowledge of how to properly use and
maintain rifles, shotguns, and sub-machine guns

Physical Skills
Endurance
Brawling

The physical ability to last for long periods of time


while exerting oneself
The physical ability to fight WELL with ones fists,
and take a beating in the process

Flexibility
Iron Stomach
Stoicism*
Walking Pharmacy
Disaffection*
Driving; Basic*
Driving: Advanced*
Driving: Hard and Fast*
Driving: Off-road*
Driving: Military*
Gang Signs*
No Trace*
Move Silent*
Scavenge*
Firearms: Handguns**
Firearms: Long guns**
Walking Supermarket

The ability to bend and stretch beyond normal


limits
The ability to maintain composure when faced
with horrible carnage
The mental and physical ability to steel oneself
against the horrors of the reality presenting itself
The ability to CARRY a number of different drugs,
and know their proper uses
The mental (and physical) closing off from friends
and loved ones to avoid pain
Small, automatic transmissions, within speed limit
Standard transmissions, faster and more
aggressive driving
Fast, very aggressive driving
Ability to drive 4WD vehicles off-road safely and
effectively
The ability to drive APCs, tanks, and other large
military vehicles effectively
The mental and physical ability to recognize and
use gang sign language
The ability to move through an area without
leaving evidence of being there
The ability to move without making noise
The ability to find necessities and luxuries more
easily than others
The knowledge of how to properly use and
maintain handguns
The knowledge of how to properly use and
maintain rifles, shotguns, and sub-machine guns
The ability to carry, unobtrusively, many
necessities at one time

Combat Skills
Melee: Bat
Melee: Crowbar
Melee: Knife I
Melee: Knife II
Melee: Knife III
Melee: Sword
Melee: Chainsaw
Ranged: Spear

The ability to use any of the various types of


baseball, cricket, or lacrosse bats as weapons
The ability to use a crowbar effectively and swiftly
as a weapon
Basic knowledge of stabbing and slicing
Knowledge of street fighting
Combat training in the use of edged weapons
The knowledge and ability to use swords
effectively
The knowledge and ability to use a chainsaw
effectively
The ability to throw a spear or javelin accurately

Ranged: Bow I
Ranged: Bow II
Ranged: Bow III
Ranged: Firearm I**

The ability to use a crossbow effectively


The ability to use a compound bow effectively
The ability to use a Recurve or longbow effectively
The ability to use simple firearms, with some
degree of accuracy
The ability to use most semi automatic firearms
accurately
The ability to use fully automatic firearms
accurately
The ability to use military scoped rifles, and any
other firearm, accurately
Fireworks and smoke bombs
Home-made low-grade safe explosives
High grade safe and military explosives
Molotov cocktails, gasoline
Homemade napalm, military incendiaries

Ranged: Firearm II**


Ranged: Firearm III**
Ranged: Firearm IV**
Explosives I
Explosives II
Explosives III
Incendiaries I
Incendiaries II

Appendix II: Weapon Types and Damage- Firearms


Weapon
Type

Caliber

Light Pistol

Damage

Max.
Range

Ruger LCR
pistol, 6 rd.
revolver
S&W Mod.48,
6rd. revolver

.22 long rifle

1d4 (base
damage)
1d4

.22 long rifle

1d4

S&W mod.317,
8rd. revolver

.22 long rifle

1d4

Taurus mod.
9482, 9rd.
revolver
Ruger SR22,
10rd. semi auto
pistol
S&W 22A, 10rd.
semi auto pistol

.22 long rifle

1d4

.22 long rifle

1d4+1

.22 long rifle

1d4+1

Image

S&WM&P22,
12rd. semi auto
pistol
Taurus 22BR,
10rd. semi auto
pistol
Jennings JA-32,
8rd. semi auto
pistol
Ruger LCP3718,
6rd. semi auto
pistol
S&W Bodyguard
380, 6rd.semi
auto pistol
Taurus 738FS,
6rd. semi auto
pistol
Medium Pistol
Ruger SP101,
6rd. revolver

.22 long rifle

1d4+1

.22 long rifle

1d4+1

.32 cal

1d4+2

.380ACP

1d6

.380ACP

1d6

.380ACP

1d6

.38 Spcl.

1d6
1d8

7
9

S&W 686 Plus,


7rd. revolver

.38 Spcl.

1d8

Taurus Mod.82,
6rd. revolver

.38 Spcl.

1d8

Glock 17, 19rd.


semi auto pistol

9x19mm

1d6

Browning HiPower, 13rd.SA


semi auto pistol
Ruger LC9, 17rd.
semi auto pistol

9x19mm

1d6

9x19mm

1d6

S&W M&P9,
17rd. semi auto
pistol
Taurus Mod.92,
17rd. semi auto
pistol
Glock 22, 17rd.
semi auto pistol

9x19mm

1d6

9x19mm

1d6

.40 S&W

1d6+1

Ruger SR40,
15rd. semi auto
pistol
S&W M&P.40,
15rd. semi auto
pistol
Taurus 24/7
G240, 15rd. semi
auto pistol
Large Pistols
Ruger SP101,
6rd. revolver

.40 S&W

1d6+1

.40 S&W

1d6+1

.40 S&W

1d6+1

.357 Mag

2d6
2d6+2

10
10

S&W 686 Plus,


7rd. revolver

.357 Mag

2d6+2

10

Taurus Mod.
608, 6rd.
revolver
Colt M1911A1,
8rd. SA semi
auto pistol
Glock 21, 10rd.
semi auto pistol

.357 Mag

2d6+2

10

.45ACP

2d8+2

10

.45ACP

2d8+2

10

Ruger SR45,
10rd. semi auto
pistol
S&W M&P45,
10rd. semi auto
pistol
Taurus 24/7
Mod.245, 12rd.
semi auto pistol
Ruger
Blackhawk, 6rd.
SA revolver
S&W Mod.19,
6rd. revolver

.45ACP

2d8+2

10

.45ACP

2d8+2

10

.45ACP

2d8+2

10

.44mag

2d8+3

12

.44mag

2d8+3

12

Taurus Mod.44,
6rd. revolver

.44mag

2d8+3

12

IMI Desert Eagle,


10rd. semi auto
pistol

.44mag

2d8+3

12

IMI Desert Eagle,


12rd. semi auto
pistol
Light Rifle
Ruger 77/22,
10rd., BA rifle
Ruger 10/22,
30rd. semi auto
rifle
Medium Rifles
Ruger M77 5rd.
BA rifle
Remington
Mod.700 5rd. BA
rifle
FN TSRXP, 5rd
BA rifle
Colt LE6940,
30rd. semi auto
rifle
Bushmaster M4,
30rd. semi auto
rifle
Colt M4 Carbine,
30rd. Select fire
rifle
FN SCAR, 30rd.
semi auto rifle
FN SCAR, 30rd.
Select fire rifle
HK G36, 30rd.
Select fire rifle
Norinco SKS,
10rd. semi auto
rifle
Norinco MAK-30,
30rd. semi auto
rifle
Soviet AK-47,
30rd. select fire
rifle
Heavy Rifles
Colt LE901-16S,
30rd. semi auto
rifle

.357 Mag

2d6+2

10

.22 long rifle

1d4
1d4+1

22
22

.22 long rifle

1d4+1

22

5.56x45mm

1d8+1
1d8+1

22
22

5.56x45mm

1d8+1

22

5.56x45mm

1d8+1

22

5.56x45mm

1d8+1

22

5.56x45mm

1d8+1

22

5.56x45mm

1d8+1

22

5.56x45mm

1d8+1

22

5.56x45mm

1d8+1

22

5.56x45mm

1d8+1

22

7.62x39mm

1d8+2

22

7.62x39mm

1d8+2

22

7.62x39mm

1d8+2

22

7.62x51mm

2d8+2
2d8+2

30
30

FN SCAR 17S,
30rd. semi auto
rifle
H&K MR762A1,
30rd. semi auto
rifle
FN SCAR Mk17,
30rd.select fire
rifle
H&K 417, 30rd.
select fire rifle
Springfield M14,
20rd. select fire
rifle
Barrett M82A1,
10 rd. semi auto
rifle
Sub Machine
Guns
H&K MP5SD
30rd, select fire
SMG
Ingram Model
11, 30rd. full
auto SMG
UZI, 30rd. select
fire SMG

7.62x51mm

2d8+2

30

7.62x51mm

2d8+2

30

7.62x51mm

2d8+2

30

7.62x51mm

2d8+2

30

7.62x51mm

2d8+2

30

.50 cal. BMG

3d10+3

60

2d6+2

9x19mm

2d6+2

9x19mm

2d6+2

9x19mm

2d6+2

Ingram Model
10, 30rd. Full
auto SMG
H&K UMP, 30 rd.
select fire SMG

.45ACP

3d6+3

.45ACP

3d6+3

FN P90 50rd.
select fire SMG
Machine Guns
Browning M2HB,
belt fed machine
gun
H&K MG4, belt
fed machine gun
Springfield M60,
Belt fed machine
gun

5.7x28mm

3d6+3

12

.50 cal. BMG

Variable
3d10+3

Variable
60

5.56x45mm

3d6+3

20

7.62x51mm

3d8+2

30

Soviet RPK 50rd.


select fire
machine gun

7.62x54R mm

3d8+2

30

Shotguns
Remington 870,
8rd pump
shotgun
Mossberg 500,
8rd. pump
shotgun
FN SLP Mk.I, 8rd.
semi auto
shotgun
Winchester
Mod. 101, 2rd.
Over/under
shotgun
Stoeger Double
Defense, 2rd.
side/side
shotgun
SRM Mod. 1216,
16rd semi auto
shotgun

12 ga.
12 ga.

3d8+2
3d8+2

14
14

12 ga.

3d8+2

14

12 ga.

3d8+2

14

12 ga.

3d8+2

14

12 ga.

3d8+2

14

12 ga.

3d8+2

14

SURVIVE! Character Sheet


Name
Gender
Weight
Archetype

Age
Height
Ethnicity
Sub-Type
Hit points

Statistics
Health
Intelligence
Speed
HBAR-V Res.

Stamina
Strength
Max Skills

Equipment
Backpack
Pants x
Shirt x
Socks x
Blanket x
Food (days) x
Canteen
Canteen
Pocket knife x
Smokes x

Food Type

Firearms

SKILLS
Knowledge

Physical

Combat

Reading

Endurance

Writing
Language (Eng.)

Brawling
Flexibility

Melee: Bat
Melee: Crowbar
Melee: Knife I

Language (Spn.)
Language
(other)
Social
Interaction

Iron Stomach

Melee: Knife II

Hide*

Disaffection*

Inventiveness
Insider
Knowledge

Driving; Basic*
Driving:
Advanced*
Driving: Hard
and Fast*
Driving: Offroad*
Driving:
Military*

Dark Insight
Horticulture
Unreal Attitude
Skewed
Viewpoint
Stoicism*
Emergency
Surgery*
Humorous
Cynicism
Home Making
Disaffection*
Bad
Neighborhood
Driving; Basic*
Driving:
Advanced*
Driving: Hard
and Fast*
Driving: Offroad*
Driving:
Military*
Gang Signs*
No Trace*

Melee: Knife III


Stoicism*
Walking
Pharmacy

Gang Signs*
No Trace*
Move Silent*
Scavenge*
Firearms:
Handguns**
Firearms: Long
guns**
Walking
Supermarket
Endurance
Brawling
Flexibility
Iron Stomach
Stoicism*
Walking
Pharmacy

Melee: Sword
Melee:
Chainsaw
Ranged: Spear
Ranged: Bow I
Ranged: Bow II
Ranged: Bow III
Ranged: Firearm
I**
Ranged: Firearm
II**
Ranged: Firearm
III**
Ranged: Firearm
IV**
Explosives I
Explosives II
Explosives III
Incendiaries I
Incendiaries II

Move Silent*
Scavenge*
Firearms:
Handguns**
Firearms: Long
guns**

Notes

SURVIVE! Character Sheet


Name
Gender
Weight
Archetype

Age
Height
Ethnicity
Sub-Type
Hit points

Statistics
Health
Intelligence
Speed
HBAR-V Res.

Stamina
Strength
Max Skills

Equipment
Backpack
Pants x
Shirt x
Socks x
Blanket x
Food (days) x
Canteen
Canteen
Pocket knife x
Smokes x

Food Type

Firearms

SKILLS
Knowledge

Physical

Combat

Reading

Endurance

Writing
Language (Eng.)

Brawling
Flexibility

Melee: Bat
Melee: Crowbar
Melee: Knife I

Language (Spn.)
Language
(other)
Social
Interaction

Iron Stomach

Melee: Knife II

Hide*

Disaffection*

Inventiveness
Insider
Knowledge

Driving; Basic*
Driving:
Advanced*
Driving: Hard
and Fast*
Driving: Offroad*
Driving:
Military*

Dark Insight
Horticulture
Unreal Attitude
Skewed
Viewpoint
Stoicism*
Emergency
Surgery*
Humorous
Cynicism
Home Making
Disaffection*
Bad
Neighborhood
Driving; Basic*
Driving:
Advanced*
Driving: Hard
and Fast*
Driving: Offroad*
Driving:
Military*
Gang Signs*
No Trace*

Melee: Knife III


Stoicism*
Walking
Pharmacy

Gang Signs*
No Trace*
Move Silent*
Scavenge*
Firearms:
Handguns**
Firearms: Long
guns**
Walking
Supermarket
Endurance
Brawling
Flexibility
Iron Stomach
Stoicism*
Walking
Pharmacy

Melee: Sword
Melee:
Chainsaw
Ranged: Spear
Ranged: Bow I
Ranged: Bow II
Ranged: Bow III
Ranged: Firearm
I**
Ranged: Firearm
II**
Ranged: Firearm
III**
Ranged: Firearm
IV**
Explosives I
Explosives II
Explosives III
Incendiaries I
Incendiaries II

Move Silent*
Scavenge*
Firearms:
Handguns**
Firearms: Long
guns**

Notes

SURVIVE! Character Sheet


Name
Gender
Weight
Archetype

Age
Height
Ethnicity
Sub-Type
Hit points

Statistics
Health
Intelligence
Speed
HBAR-V Res.

Stamina
Strength
Max Skills

Equipment
Backpack
Pants x
Shirt x
Socks x
Blanket x
Food (days) x
Canteen
Canteen
Pocket knife x
Smokes x

Food Type

Firearms

SKILLS
Knowledge

Physical

Combat

Reading

Endurance

Writing
Language (Eng.)

Brawling
Flexibility

Melee: Bat
Melee: Crowbar
Melee: Knife I

Language (Spn.)
Language
(other)
Social
Interaction

Iron Stomach

Melee: Knife II

Hide*

Disaffection*

Inventiveness
Insider
Knowledge

Driving; Basic*
Driving:
Advanced*
Driving: Hard
and Fast*
Driving: Offroad*
Driving:
Military*

Dark Insight
Horticulture
Unreal Attitude
Skewed
Viewpoint
Stoicism*
Emergency
Surgery*
Humorous
Cynicism
Home Making
Disaffection*
Bad
Neighborhood
Driving; Basic*
Driving:
Advanced*
Driving: Hard
and Fast*
Driving: Offroad*
Driving:
Military*
Gang Signs*
No Trace*

Melee: Knife III


Stoicism*
Walking
Pharmacy

Gang Signs*
No Trace*
Move Silent*
Scavenge*
Firearms:
Handguns**
Firearms: Long
guns**
Walking
Supermarket
Endurance
Brawling
Flexibility
Iron Stomach
Stoicism*
Walking
Pharmacy

Melee: Sword
Melee:
Chainsaw
Ranged: Spear
Ranged: Bow I
Ranged: Bow II
Ranged: Bow III
Ranged: Firearm
I**
Ranged: Firearm
II**
Ranged: Firearm
III**
Ranged: Firearm
IV**
Explosives I
Explosives II
Explosives III
Incendiaries I
Incendiaries II

Move Silent*
Scavenge*
Firearms:
Handguns**
Firearms: Long
guns**

Notes

Das könnte Ihnen auch gefallen