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Cr ooked Dice Ga

is h SPIN-OFF for 7TV


zomb ie s k ir m
A

by Graeme Dawson, Karl Perrotton and Carl Stoelzel


Published by Crooked Dice Game Design Studio

Background material: Karl Perrotton, Helena Nash and Carl Stoelzel


Design and Layout: Karl Perrotton
Maps: Graeme Dawson
Editing: Helena Nash
Card stock terrain: Carl Stoelzel
Photography: Karl Perrotton

For more information contact:


Crooked Dice Game Design Studio
www.crooked-dice.co.uk
mail@crooked-dice.co.uk

Crooked Dice Game Design Studio


237 Tweed Crescent
Dundee, DD2 4DP

Dedicated to our own little monsters:


Jack the Knife, Ot-Bot and Katie Stegosaurus
PROLOGUE
Some things surprise you. Like a
rotting hand bursting from the
Contents
earth. Or waking up to find the Zombieville USA 5
Zombie Apocalypse has started
What is 7ombieTV? 7
without you. Tch.
Quick Play Rules 8
So we were wonderfully surprised to uncover a
horrific masterwork in Carl Stoelzel’s Creature Zombie and Survivor rules 15
Feature. Carl had applied the action:engine to the
horror genre covering universal monsters and crime- Cast Creation 18
solving teenagers. But best of all he had some great
zombie material that we thought perfectly captured The Survivors 19
the gross-out gore-fests we loved too.
The Zombies 24
So with his kind permission, we fed this through the
Crooked meat-grinder and added our own heady mix Casting Couch 26
of human brains and survival instincts and worked up
some rules and scenarios for a Hallowe’en release. Special Effects 28

This release provides a cut-down version of the Episode Guide 32


action:engine rules for new players plus new
mechanics for zombies to get your All Hallows Eve Episodes 37
off with a swing.
Programme Guide 44
A massive thank you to Carl for his initial inspiration
and allowing us to develop his material. May you Cabin Fever 51
always find a cabin in the woods with a working lock.
Appendices 58
Karl & Graeme, October 2011
Miniatures and Scenery 68

4
Zombieville, USA by HELENA RODINGS, Splatterhouse Magazine, April 1994

At the height of his success, 7TV supremo contained a round dozen episodes from
Sidney Barron was looking to expand. His Barron’s 60s anthology Tea-Time Thriller,
phenomenally successful stable of series including such gems as Mayfair 3939 (US:
like Department X, The Man From 2000 and Don’t Pick Up!), The Worm Keeper (US: They
The Daredevils were the talk of playgrounds Crawl!) and Farmer John’s New Wife (US:
and public houses the length and breadth of Squeal Bride, Squeal!), and proved a runaway
Britain, but for a visionary impresario like word-of-mouth success with hormonal
Barron, the big prize had always lain over the teenagers and horror-hungry film buffs alike.
Atlantic – the untapped American market.
News of the success of the revival across
Whilst his core programmes had met with American drive-ins and fleapit movie houses
some limited critical success across the pond, eventually made its way back to Barron, who
a truly transatlantic smash hit had continued instantly put his writers to work on a whole
to elude 7TV throughout the 1960s and new series of chillers to cement their fledgling
1970s. Admittedly, classic Department X transatlantic toehold, and his lawyers to work
episodes such as the risqué A Dash of Sulphur renegotiating the rights to Tea-Time Thriller.
had garnered a certain notoriety among late- Heading up the new production company
night viewers from Rhode Island to Oregon, would be Sid’s son Michael, then a twenty-
but these remained guilty pleasures enjoyed something media brat eager to prove himself
by the few, rather than the mass-market as a producer in his own right. Recognising
breakthrough Barron was looking for. the same restless ambition of his younger self,
Barron Senior gave Michael carte blanche to
That tantalising foot in the door finally came do whatever he needed to crack America once
about almost by accident. A Midwestern and for all. Who knows if he suspected just
film distributor, looking for a cheap means how far his prodigal son would go?
of boosting his declining drive-in revenue,
bought a job lot of 7TV reels with the Given free reign, the younger Barron applied
intention of putting them on as cheap B himself to the task with all the zeal of a
movies before the main feature. They missionary journeying into heathen lands.
His youth proved to be an advantage, as he
soaked up American culture and trends like a
BARRON PICTURES PRESENT sponge, but it was his instinctive eye for what
IF YOU GO would sell to a Vietnam-weary, post-Summer
of Love generation which made the newly-
DOWN TO minted Barron Pictures a near-instant money-
THE WOODS making machine. Fresh thrillers and outright
horrors pictures like The Psychotics, If You
Go Into The Woods and Deathroute caught
the eye and imagination of an audience with
an increasingly dark taste in movies.
While the inevitable criticism of conservative
media-watchers and god-fearing parents raged
outside the gates of Barron Pictures, Michael
applied himself ever more keenly to the job of
catering to his lucrative market, and if blood
and gore was what they’d pay for, then he
BARRON PICTURES PRESENTS A 7TV PRODUCTION A HENRY YOUNGER PICTURE JUNE COLLINS RALPH GATES
would ensure they got their money’s worth.
“IF YOU GO DOWN TO THE WOODS” MUSIC BY BERNARD JAMES SCREENPLAY BY JORGE ROMEO DISTRIBUTED BY BARNA ARTISTS
DIRECTED BY HENRY YOUNGER PRODUCED BY MICHAEL BARRON EXECUTIVE PRODUCER
SYDNEY BARRON FILMED IN TECHNICOLOR STEREO WHERE AVAILABLE

5
By the mid-70s, a definite sub-genre had FROM THE MAKERS OF ‘THE PSYCHOTICS’ AND ‘INVASION OF THE DEAD’

begun to emerge from the Barron oeuvre. BARRON PICTURES PRESENT

Starting with the seminal Invasion of the


Dead, the zombie flicks struck a chord with
the public, and Barron was quick to respond
with a steady torrent of shambling undead
offerings. Characterised by black humour,
thinly veiled political allegory and of course
scenes of censor-baiting terror, the zombie
series would prove to be Barron’s greatest
success story, and its ultimate undoing.
Movie-goers of the time were pressed into
their seats by such offerings as the desperate
strangers fleeing The Walking Plague, the
post-apocalyptic Zombieville, USA, and the
tense psychological drama of The Last House BARRON PICTURES PRESENTS A 7TV PRODUCTION A HENRY YOUNGER PICTURE AMY LEIGH CURTIS KIRK RUSSELL

On Earth. The casting of relative unknowns, “ZOMBIEVILLE U.S.A” GAYLE ROSS HELEN SANDWICH SCREENPLAY BY JORGE ROMEO MUSIC BY BERNARD JAMES
DIRECTED BY HENRY YOUNGER PRODUCED BY MICHAEL BARRON EXECUTIVE PRODUCER
SYDNEY BARRON
FILMED IN TECHNICOLOR DISTRIBUTED BY BARNA ARTISTS STEREO WHERE AVAILABLE

the bucking of certain heretofore sacrosanct


plot elements (The hero is – gasp – black!
Nobody survives!) and the eye-popping Eaters proved to be the straw that broke the
make-up and effects proved to be a winning camel’s back. Newspapers on both sides
formula for the studio, who continued to of the Atlantic screamed to Ban This Filth
strain their audience’s nerves – and the and Save Our Children, and no amount of
patience of censors around the world. cinephiles contending that Zombie Drill
Eventually matters came to a head with the Eaters was a sharply observed morality play
now infamous Zombie Drill Eaters in the on the Cold War clothed in Kensington Gore
early 1980s. The advent of the video cassette could contend with apocryphal tales of a
market, and with it the so-called video-nasty schoolchild who had microwaved his little
in the United Kingdom, had put the low- brother’s head because ‘that’s how you kill
budget horror genre on a collision course zombies’.
with authorities both in the U.S. and Britain, And so the story of Barron Pictures came to
and with unfortunate timing, Zombie Drill an end, perhaps fittingly, in a savage orgy of
blood-letting, albeit a metaphorical one at
the hands of the popular press. By today’s
standards, we might view the zombie series
as mild, even camp, but they were for their
time on the absolute edge of western cinema,
responsible for some of the most memorable
scenes of the 70s and 80s, like the unnamed
cop of The Walking Plague handcuffed to a
moaning undead perp and the sole survivor of
The Last House On Earth staggering out into
the blessed morning sun, only for the shadow
of a clawed hand to fall across her face. The
outrage may have faded, but the nightmares
endure.

BARRON PICTURES PRESENT

YOUNGER PICTURE BAMBI DAYE


BARRON PICTURES PRESENTS A 7TV PRODUCTION A HENRY JAMES
ELWICK SCREENPLAY BY JORGE ROMEO MUSIC BY BERNARD
“ZOMBIE DRILL EATERS” JULIE EGDE IRENE HINDLE MICHEAL SYDNEY BARRON
BY MICHAEL BARRON EXECUTIVE PRODUCER
DIRECTED BY HENRY YOUNGER PRODUCED
FILMED IN TECHNICOLOR

DISTRIBUTED BY BARNA ARTISTS


STEREO WHERE AVAILABLE

6
WHAT IS 7OMBIETV
This release brings the world WhaT Is different in 7ombieTV
of zombie horror to 7TV. Players These rules use the core action:engine mechanics
control either a disparate in the 7TV core rulebook. However to best reflect the
group of survivors or a horde of genre and maximise your enjoyment, there are some
variations and new rules to give your games that
shambling undead. As a survivor, authentic undead feel!
you must use all your skills and
pray your luck holds, for if you
die, you will become one of your 7ombieTV Glossary
As a set of rules based firmly on the TV and film
zombie opponent’s number. genre, 7ombieTV has renamed several game terms
to better reflect the source material, for example:
7ombieTV provides a number of pre-generated
characters suitable for play, as well as rules for the l The value of your squad is expressed as Ratings.
zombies and other horror-specific rules you’ll need. l The type of squad you choose is referred to
as a Show.
Also included are four episodes and cardboard l The models within your Show are the Cast.
terrain which will test your survival skills to the limit. l Your Cast is made up of Stars, Co-Stars and
These episodes are also suitable for playing solo Extras.
if you want to pit your wits against the unthinking l Your models’ extra abilities are defined
hordes alone. as Special Effects.
l And finally, the scenarios you play are called
And finally we have included new Event cards Episodes.
and some new Scavenge cards to provide a much
needed edge against the undead horde. Survivors and Zombies
Befitting the genre, the standard 7TV terms Heroes
This release is based on the Creature Feature horror and Villains don’t tend to be used. Instead we’ll be
rules originally written by Carl Stoelzel. If you liked discussing Survivors (and sometimes the Living)
this, check them out here: and Zombies (or Undead). Simply think of these as
Heroes and Villains and you’ll be alright. Possibly.

http://www.crooked-dice.co.uk/zombie.html

“MOMMY AND DADDY DIED.


THEN They CAME BACK.”””
Little Jonny, The Walking Plague

7
QUICK PLAY RULES
All the basic mechanics of Agility (Agi)
7ombieTV are explained in this A high Agility represents – both bodily
chapter. The fundamentals of manoeuvrability and manual dexterity. Good Agility
allows a model to avoid falls and other perilous
model profiles, actions, combat
situations where more clumsy types would suffer.
and environmental effects are
collected below. Intelligence (Int)
Possessed by the finest minds both on the side of
They are also suitable for teaching the basics to law and order and the underworld, Intelligence has
new players. If available a reading of the 7TV main often made the difference in numerous encounters. A
rulebook pages 12 to 37 is also handy beforehand. model with 0 Intelligence is considered mindless.

Morale
The Profile High Morale indicates bravery or sheer
Most models in the game are different – you would recklessness. Models with a Morale score of 0 never
expect a desperate survivor to handle differently to need to take Morale tests for any reason – they
a mindless zombie and the rules reflect this. Each are either totally fearless or have otherwise been
model has a profile – a set of statistics which let us conditioned to keep fighting no matter what.
see how fast, strong or intelligent they are – as well
as special effects, star qualities (where applicable), Special Effects & Star Qualities
information and weapons. Each stat can go from Any special rules the model might use are listed
0 (not applicable) up to 10 in most cases, although here. Most models in 7ombieTV utilise special
higher values are possible in extreme examples. The effects – special rules which define their abilities
statistics used in the game are: in the game. One type of model - the Star - gains
unique star qualities, most of which are very
Movement (Move) powerful.
A model can move this distance in inches each
time they take a Move action, through unobstructed Information
terrain. Models with a Move of 0 cannot move at all. This section gives some background details on the
There is no maximum Move value. model in question.

Defence (Def) Weapons


The higher a model’s Defence, the less likely they This section lists any weapons (close combat or
are to come to harm. Factors include their natural ranged) the model might possess and gives the
toughness, armour and thick skin or hide. Models following information:
with a Def of 0 cannot be harmed by physical
attacks because of their lack of substance. Range The maximum distance the weapon
can be used.
Hits
A model can only be wounded a number of times Hit The basic number required to score
equal to this number before they are removed from a hit. This is shown on each model’s
play. There is theoretically no maximum value for this profile.
stat.
Strength The Strength of any hit caused.
Strength (Str)
Strength is used in melee (physical combat) or when Notes Any special rules the weapon may
performing other feats of brute force. Models with have.
a Str of 0 are non-corporeal (i.e. they don’t have a
physical form).

8
What you need to play Audience Appreciation
All you need to play are this document, a gaming Determine the difference between the
table with some scenery, at least one measuring two initiative rolls. The first player gets
tape in inches and some 6-sided dice. a number of Audience Appreciation
(AA) tokens equal to half this amount
Casts (rounding up). The second player gains
Each model in a cast is categorised as one of four the remainder. These tokens can be used to
types: do the following:

l Stars are the main movers – they have awesome l 2 tokens can be spent to activate an additional
abilities but are few in number model this turn.
l Co-Stars are very capable, and can lead your l 1 token can be spent to modify one of that
cast in the absence of a Star player’s die rolls by +1 or –1.
l Extras provide the numbers to keep your cast on
the table You can use multiple points for multiple adjustments
l Guest Stars are one-off, highly individual models to the same roll. Tokens can only be used in a
who can be added to your squad. player’s own action phase and in the same turn they
are gained; unused tokens each turn are lost.

The Game Turn Action Phase


The Game Turn is comprised of 4 phases: Each player gets an action phase. They
gain a number of activation tokens
1. Determine Initiative & Audience Appreciation equal to half their total models in play
2. First Player Actions (round up) – not counting models with
3. Second Player Actions any statuses. Place a token next to
4. End Phase each model you wish to make actions
this turn. One at a time you can now
Initiative activate your models.
Both sides roll 1D6; highest roll becomes first player.
On a tie the person who was the second player last Activation
turn becomes the first player. Each model gets to make up to 2 actions when
activated. The available actions are:

l Movement up to the model’s Move value


l Make an attack in melee (hand-to-hand)
l Shoot with a weapon
l Aim prior to firing a weapon
l Perform a special action
l Perform a heroic action

Models can take multiple movement, melee attack or


special actions in the same turn, but cannot shoot or
aim twice in one turn.

The End Phase


In the end phase, the first player then the second
player should:

l Check to see if their cast is Shaken or


Wiped Out (page 12)
l Attempt to remove any statuses their cast
may be affected by (page 13).

9
Movement
Each action spent on movement allows a model to
move up to its Move stat in inches. Models can move
in any direction during this move – although their
final facing is important for shooting purposes.

Models moving over rough ground or an obstacle


can only move 1D6 inches. They will get over an
intervening obstacle if the die roll allows sufficient
movement to reach the other side.

Going Prone
Models may drop to the ground for free. Movement
while prone is now at half rate. Models can stand up
by spending a move action – they can also move up
to half their Move stat in the same action.

Charging
Survivor models ending their move in base contact
with an opposing model are considered to have
charged. They can make an immediate free hand-to-
hand attack with one of the following benefits: Ranged Weapon Modifiers table

l +1 bonus to hit Condition Modifier


l Successful hits count as +1 Strength
Weapon is fired at more than half range -1
Falls
Models who fall or drop one or more storeys (count Target is partially hidden / in cover -1
each storey as 2” or so) must make an immediate
Agi test (see page 12), with a –1 Agi penalty for each Target is prone and more than 6” away -1
level greater than one dropped or fallen. If the test is
passed the model can do nothing further this turn. Target is Small -1
If the test is failed, the model has fallen badly and
counts as being stunned. Target is Stunned or immobile +1

Firer has Aimed +2


Shooting
Models armed with a ranged weapon can make one Aiming
shooting attack per turn, as long as: An action spent aiming allows a +2 modifier to a shot
taken in the same turn, as given above.
l The firer has not already fired a weapon this turn
l The firer is not in base contact with any enemy Roll To Wound
models If a hit is scored, see page 11 for details on how to
l The distance to the proposed target is equal to or determine the effects of the hit. 
less than the weapon’s range
l The target is not hidden or blocked by terrain or
another model, or in melee (but see below)
l The target is in view of the front half (180º) of the
model’s base (no shooting all round) “BREATHE AND SQUEEZE
Roll To Hit AIM FOR THE HEAD
EVERY SHOT COUNTS ”””
Roll 1D6 – a hit will be scored if the result equals or
exceeds the “Hit” value of the weapon being fired.
In addition there are modifiers to this die roll – see
below. A die roll of 1 will always miss, regardless of Sheriff Barbera teaches
any modifiers. the seventh grade basic
handgun skills

10
Melee Pushback/Knockdown
Models in base contact with one or more enemy Successful melee attacks do not have to inflict
models can make one melee attack for each melee damage. Instead, the attacking model can choose to
action their model expends. Survivor models have the losing model suffer one of the two following
charging into combat (Zombies can’t charge!) gain a penalties:
single free melee attack. Only the model activating
gets to make an attack at this point. l Pushback – move the losing model 1” back,
+1” for each point the attacker’s Str exceeds
Roll To Hit the defender’s Str. The attacker can choose to
Roll 1D6 – a hit will be scored if the result equals advance to remain in base contact
or exceeds the “Hit” value of the melee attack being l Knockdown – the defending model is knocked
used. In addition there several different modifiers prone
which may apply – see below. A die roll of 1 will
always miss, regardless of any modifiers. Killing Blow
Successful unarmed combat attacks (brawl, martial
Melee Weapon Modifiers table arts etc.) normally cause the affected model to be
stunned, but if the attacker’s Str is greater than the
Condition Modifier Def of his opponent then they can elect to inflict 1 Hit
instead.
Charging +1 To Hit or +1 Str
Taking Damage
‘All or Nothing’ attack extra D6 When a model is hit or suffers potential damage from
any other source, compare the attacking Str with the
Attacked from rear 180º –1 Def defender’s Def and roll 1D6 on the Damage table
below.
Defending obstacle +1 Def (target)
Multiple Damage
Attacking over obstacle/ -1 Normally only 1 point of damage is caused, but some
while prone weapons or circumstances may cause more. Roll on
the Damage table for each potential point of damage.
Attacking from rear 180°/ +1
attacking prone model Models & Hits
Models with more than 1 Hit can keep functioning
All Or Nothing Attack normally until they lose their last point. Once a model
Desperate Survivor models can make an all or sustains a number of wounds equal to their Hit rating
nothing attack, trading an efficient defence for a they are incapacitated (even if only temporarily!). See
greater chance to score a hit. The model can roll an the Hard To Kill and Zombie Infection special effects
additional 1D6 when rolling to hit – roll to wound/ for further possible complications.
damage with all dice which score a hit. Regardless of
the hit roll, surviving models can make an immediate Models that have taken hits but are still
free return attack. in play should have the damage taken
recorded, either on the player’s cast
Roll To Wound list or by using small wound tokens
If a hit is scored, see below for details on how to placed next to the models in question.
determine the effects of the hit.

Damage table
Strength Higher Defence Higher
EQUAL
2 or more 1 1 2 3 4 5 6 or more

2+ 3+ 4+ 5+ 6 6 then 4+ 6 then 5+ 6 then 6 X

X: This Str is unable to damage a model of this Def.

11
Statistic test table

Stat 1 2 3 4 5 6 7 8 9 10+

Target 6 5+ 4+ 3+ 2+ 2+/6 2+/5+ 2+/4+ 2+/3+ 2+/2+

Models who are required to make a retreat move


Special Actions immediately move their full normal Move distance
Special actions cover all the miscellaneous things away from the closest enemy model(s). The model
models can get up to. Some special effects require a may move less than this distance if its move would
special action to use. take it into or behind cover, like a wood, or behind a
wall. If a retreating model cannot get behind cover,
Heroic Actions and there are still enemy models within 6” after their
One Star or Co-Star on each side can spend an retreat move, the model is removed from the game.
action as a Heroic Action. This model gains a +2
bonus on one of the following this turn: Shaken
If your side has lost half (50%) or more of its starting
l Rolls to hit models (counting stunned models), in the end phase
l Rolls to wound/damage you must make a single Morale test using the highest
l Stat tests including opposed tests Morale value of any active Star or Co-Star on your
side, counting it at –1. If this test is passed your
If the roll which gains the +2 modifier is re-rolled, cast will fight on, sensing victory might just still be
note that the re-roll does not get the bonus, only the possible.
original roll.
If the test is failed then choose a number of your
Statistic Tests models equal to the difference in the roll and the
Models are sometimes required to test against target number used in the test. Remove these
one of their stats, sometimes alone, sometimes models from the game immediately. If the Morale
in opposition to an enemy model. For models on value used in this test was 6 or more and you failed
their own, check the model’s stat against the target your re-roll, then count the result as 1 (i.e. remove a
number from the Statistic test table above and roll single model from play).
1D6.
If you have no Stars or Co-Stars remaining in your
Opposing models simply roll 1D6 for each model on cast do not make a Morale test. Simply remove 1D6
each side, and add the highest stat on each side, +1 of your models from play.
for each additional model greater than 1 on that side.
The side with the highest total wins. Wiped Out
During the end phase, if your side has lost three
quarters (75%) or more of its starting models
Morale Tests (including stunned models), you must make a single
Morale determines those Survivor models which will Morale test using the highest Morale value of any
stay and fight, and those which run at the first sign Star or Co-Star on your side, but counting it as –2.
of trouble. Zombie models have a Morale of 0 so are If this test is passed your force will either bravely or
always assumed to pass any Morale tests. Morale foolishly fight on.
tests are made using the Statistic test table above
If the test is failed then you must remove from play
Alone a number of your models equal to the difference in
Many models do not operate well far from help. If the roll and the target number used in the test. If the
any Extra is within 6” of 3 or more enemy models Morale value used in this test was 6 or more and
and there are no friendly models within 6” when they you failed your re-roll, then count the result as 1 (i.e.
are activated, that model must make a Morale test. If remove a single model from play).
this test is passed the model will stand firm, but if it
is failed they must make an immediate retreat move, If you have no Stars or Co-Stars remaining in your
which counts as one of the model’s actions for this cast do not make a Morale test. Your opponent can
turn. Models in base contact with one or more enemy remove 1D6 of your models from play.
models are not required to make Morale tests for
being alone. Casts which are Wiped Out do not need to make
Shaken Morale tests.

12
statUses
Models can be affected by conditions which can Stunned
carry over from turn to turn – statuses. All models can be stunned by
melee attacks. If a model is
There are two statuses in 7ombieTV: Living Dead stunned then place a stunned
and Stunned. status token next to the model.

Living Dead Stunned models immediately fall


Survivors gain this status when prone and cannot activate until this status
they lose their last Hit to a is removed. Stunned models attacked in melee are
zombie attack. Zombies gain this hit on the roll of 2+ and must count their Def as
status if a survivor fails to roll 1 less. Stunned models can be dragged by other
the 5+ required to score a ‘clean’ models in base contact: one model can move
kill as part of the zombies Hard To themselves and the stunned model at half rate; two
Kill special effect. or more models can manage full movement.

Living Dead models are left lying in place on the Removing statuses
table where they fell. Although the model is ‘dead’ In the End phase of each turn, a player can attempt
1D6 can still be rolled to try to remove this status. If to recover from each status they currently suffer from.
this status is removed survivors are replaced with Check each models, one at a time. Roll 1D6 for each
standard zombies, and zombies return to play as Hit that model has remaining (zombies counting as
models of the same type, with 1 Hit. having 1 Hit). The status (and token) will be removed
if any die roll comes up 6, otherwise the model will
continue to suffer the status until the next turn.

Repeat this for each status the models suffers.


Models can automatically roll to recover – they do
not need to have activated to attempt to remove their
stunned status.

13
BARRON PICTURES PRESENT

BARRON PICTURES PRESENTS A 7TV PRODUCTION A HENRY YOUNGER PICTURE BAMBI DAYE
“ZOMBIE DRILL EATERS” JULIE EGDE IRENE HINDLE MICHEAL ELWICK SCREENPLAY BY JORGE ROMEO MUSIC BY BERNARD JAMES
DIRECTED BY HENRY YOUNGER PRODUCED BY MICHAEL BARRON EXECUTIVE PRODUCER SYDNEY BARRON
FILMED IN TECHNICOLOR

DISTRIBUTED BY BARNA ARTISTS


STEREO WHERE AVAILABLE
Zombie and
Survivor rules
Zombie Activations Barricades
Zombies behave differently to normal living models. Survivor models inside buildings
At the start of their Activation Phase the zombie can scavenge for suitable furniture
player should total the number of their models in or bits of furniture, wreckage and
play, determine the number of activation tokens they tools to fortify doors and windows
will receive and allocate them as usual. There may from any undead who might wish
be some activation tokens already on the table from to break in. If a Survivor model
the Zombie Reactions special effect as detailed on adjacent to a door or window uses a
page 29 – you get these in addition to those for the special action barricading, roll 1D6. On the roll of
number of models you have in play. You can’t add 4+ you can add one barricade token to the door or
more than one activation token to a single zombie. window. Doors can have up to 3 barricade tokens,
windows can have up to 2. The attacking hordes will
Every zombie on the table not suffering from the have to remove these tokens before trying to break
Living Dead status can be activated – not just through.
zombies with an activation counter:
Barricade tokens are hit automatically in melee
l Zombies with an activation counter may use two combat. They count as having Def 3 and each token
actions as normal – remember most are Slow so has 1 Hit. Up to 3 zombies can attack each door or
they cannot spend both actions moving! window.

l Zombies without an activation counter may only The Luck Pool


make a single move action - they may not make Instead of each model getting
any other action. a number of Luck points, the
survivor player gains a Luck Pool
Zombie Movement which all models can access.
Zombies unerringly want to savage the living and Calculate your Luck Pool by adding:
feast on their flesh. When moving, a zombie must
end its movement action closer to at least one l One point for each model in your starting Cast.
survivor model than when it started.
l One point for each rank of Luck points your
Zombies and Morale models have.
Zombies are relentless in their attempts to feast on
the living, so are never required to make Morale tests Example: Calculating your Luck Pool
for any reason. This includes Shaken and Wiped Out The survivor player starts with 6 models. Ted, the
tests. This is usually a great advantage. Natural Leader, and another model Deirdre, both
have the Luck (2) special effect. They get 10 points in
Ammunition and Ammo Jams their Luck Pool – 6 for the number of models, and 2
Ammo for the survivors is in short each from the models with the Luck special effect.
supply and firearm maintenance is
low on the list of priorities. When Each model can use one point per turn from the Luck
using any firearm, a hit roll of 1 Pool in exactly the same way as the Luck special
indicates either a jam or that the effect.
weapon is out of ammo. Mark the
model with an Ammo Jam token It is possible to also replenish your Luck. In each
(see page 58). This weapon cannot end phase, roll 1D6 if you have expended any
be used again until a special action is spent either Luck Pool points at all. On the roll of 4+ you can
reloading or clearing the jam. return one point to the pool.

15
Weapons
The end of the world is a very dangerous place for
survivors. Traditional weapons are in short supply, so
more mundane household objects are put to deadly
use in zombie-slaying.

Weapons table

Weapon Range Strength Special Rating

Brawl/Unarmed Melee User Stuns 0

Improvised Weapon Melee User –1 Can also be Thrown 0

Hand Weapon Melee User - 2

Cosh/Truncheon Melee User +1 Stuns 2

Crossbow 24” 4 Move or Fire 4

Pistol 12” 3 Pistol 2

Rifle 24” 3 - 4

Shotgun 8” 3 Blast 3”, +1 to hit 4

Submachine Gun (SMG) 16” 3 Burst, Cannot Aim 6

Chainsaw Melee 5 High Calibre, Blocker 6

Molotov Cocktail Thrown 4 Blast 3”, Scatter 1D6”, Thrown 2

Blast 5”, 1D6 hits within 3”, 1D3 hits within


High Explosive Placed 6 5". Survivors knocked prone. State 1–3 8
only turn delay before detonation. Explodes end
of owning player’s action phase.

16
Weapon Effects
Blast Move or Fire
The weapon uses a blast template of the size The weapon is slow or clumsy to use. It cannot be
indicated. The template is centred on the target of fired if the model using it has moved this turn (turning
the shot (or where the shot scatters). All models round doesn’t count as moving).
whose bases are touched by the template must roll
for damage. In addition, those who survive will be Pistol
knocked Prone after the effects of the blast have The weapon gains a +1 hit bonus at short range.
been worked out. Pistols are small enough to be used in hand to hand
combat, although attempting to get off a shot while
Blocker your opponent tries to grapple you means you can’t
See the Blocker special effect on page 29. gain the +1 to hit for short range shots. In addition,
if you roll a 1 to hit, you must apply the shot against
Burst the model with the pistol, as your opponent has
Roll 3D6 when rolling to hit, counting all rolls managed to turn your gun against you!
which equal or exceed the required hit number as
successes. Extra hits may either be allocated to the Scatter
original model or models within 2”. A missed shot will land the designated distance away
from its target point in a random direction.
Chainsaw
This gasoline-powered gardening tool is the perfect Stuns
weapon for carving a swathe through slow witted The affected target model is Stunned – see page 13.
zombies. However on a To Hit roll of 1 the device will
cut-out and will take one special action to restart. Thrown
This weapon has a range of the wielder’s Str +1,
High Calibre doubled. Thrown weapons do not suffer the –1 hit
Roll 2D6 per hit inflicted when rolling to wound. penalty for long range shots.
Count the highest D6 as the wound roll.
Unwieldy
Molotov Cocktail This weapon is cumbersome and difficult to use.
The Molotov cocktail is favoured by rioters and Models electing to use this weapon in melee combat
dissenters the world over for its simplicity and do not get the free attack immediately after a charge
terrifying effects. It is simply a bottle of flammable – although they can still make an attack by spending
liquid, such as petrol, with a lit wick. The whole thing an action as usual.
is thrown like a grenade, causing damage to anything
in its burst area.

7TV players can use the full Fire rules on page 40


of the rulebook for this weapon if they wish. In this
case count the Str as N/A, the weapon adding 1 Fire
Marker to all models under the blast template.

“I SHOT IT WHY WON'T IT DIE ”””


Helen, The Psychotics

17
cast creation
Cast creation differs slightly in 7ombieTV to reflect the genre’s
B-movie status, where the glitzy world of Stars and Co-Stars have
yet to reach.

The Survivors The Zombies


Following the zombie outbreak much of humanity The zombies seem to be everywhere. Lurching
has been killed and partially eaten. Subsequently forwards relentlessly in search of the living, most still
these unfortunates have joined the massed wear the clothes they had in life, and many bear the
shambling ranks of the undead, ever searching for horrific wounds which killed them. Some zombies are
more life to feast on. Social classes have broken more obviously cadaverous, having escaped from
down as those not killed band together in rag-tag morgues or dug themselves out of the ground.
groups for protection.
Choose a number of models with a total ratings value
Choose a number of models with a total ratings value no higher than that specified in the episode you’re
no higher than that specified in the episode you’re about to play. At least three quarters of your models
about to play. At least half of your models must be must be Extras.
Extras.
Stars
Stars 7ombieTV has no zombie Stars.
There is only one Star Archetype available in
7ombieTV - the Natural Leader. Studio budget Co-Stars
restrictions mean that you may only have one Star in You can choose as many zombie Co-Stars as you
your Cast (not including Guest Stars). can afford in an episode and can have multiple
models of the same profile type if you wish.
Co-Stars
The zombie genre has a long tradition of a number There are four zombie Co-star archetypes that
of bit part actors – most of which don’t make it represent rare and unusual zombies – up to a quarter
through to the end credits. These are represented of your total models may be Co-Stars.
in 7ombieTV by 11 new Co-Star templates. You
will notice that these are considerably cheaper, but Extras
weaker than 7TV equivalents. There are two zombie Extra types. At least three
quarters of your models must be Extras – the
You can choose as many survivor Co-Stars as you zombies are simply so numerous!
can afford in an episode and can have multiple
models of the same profile type if you wish

Extras
At least half the numbers of your survivor Cast
must be made up of the everyday men and women
desperate to escape the zombie menace. There are
three Survivor Extras to choose from.

7TV: Using Stars and Co-Stars


The more powerful Stars, Co-Stars and Extras
given in the 7TV rules are generally not used in the
Episodes in this book. However, there is nothing to
stop players using them and zombies in their own
games.

18
THE SURVIVORS
Heroic Casts are also known as
Survivor Star Archetypes Rating
Survivor Casts. Survivors are
everyday men, women and children Natural Leader 45
who are now fighting for their
lives as the dead have risen. Survivor Co-Star Archetypes Rating

The Brain 20
SURVIVOR ARCHETYPES The Cop 26
Thrown into a new world of horror and survival they
must do the best they can with whatever talents and
equipment they have. You can choose any of the The Grease Monkey 22
archetypes opposite as part of your initial Survivor Cast
simply by paying the listed ratings costs, although at The Grunt 22
least half of your models must be Extras.
The Heavy 26
All archetype ratings include the cost of any
weapons the archetype comes equipped with. The Hick 24
Upgrades may be taken to tailor your Cast and costs
are specified in each profile. Additional weapons will The Jock 24
have to be paid for as usual, their ratings are given in
the archetype description. The Looker 20

Natural Leader and Guest Stars The Preacher 20


The Natural Leader gets 5 or 6 attribute adds with
up to another 3 available at extra cost – each adds The Screamer 14
+1 to one attribute. They can allocate a maximum of
+3 to up to 2 different attributes. Hits may never be The Suit 22
increased.
Survivor Extras Rating
Instead of the Natural Leader, you can field any
number of Guest Stars detailed on pages 43 to 49. If The Kid 6
you play with Guest Stars in your cast the restrictions
on Extras no longer apply. The Mutt 6

The Survivor 8

“MAYBE WE CAN FIND AN ISLAND.


someWHERE THE FOLKS WON'T EAT US”
Deirdre, Zombieville U.S.A.

19
NATURAL The end of the world
makes heroes of the

LEADER
unlikeliest of us.

This person has


demonstrated their
natural ability to
SURVIVOR Star command and lead,

45 Ratings even if this is done


reluctantly or
unwillingly.

Attributes
“WE CAN MAKE Move Def Hits Str Agi Int Morale
IT. WE JUST
6 3 3 3 3 3 4
NEED TO LAST
Adds
THE NIGHT...” Basic: 5
Additional: 0–3 (+5 ratings each)
Jill, Invasion Adjust: Gain +1 Add if you allocate –1 to one attribute (–2 to Move)
of the Dead
Special Effects
Basic: Leader (1), Luck (2) and either Heroic Surge or Inspirational.
Additional: 5 from Combat, Knowledge, Physical or Traits
Disadvantages: 0–2 (one Additional special effect per Disadvantage)
Adjust: Gain one Additional special effect if you remove one Basic
special effect

Attacks
Basic: Brawl 4+ and Pistol 4+
New Attack: Any one attack 4+ (+5 ratings each)
Improved Attacks: Improve the Hit number of one attack by 1
(+5 ratings). This can be chosen multiple times, to a maximum hit
number of 2+ with any single weapon.

Star Quality
Last Man on Earth
The Natural Leader is amongst the most resilient of survivors: quick
witted, mentally tough and a keenly developed survival instinct. He
may ignore any Alone Morale rolls and once per game automatically
win initiative for his Cast.

20
C0-STARS
The Brain The Grease Monkey
Survivor Co-Star | 20 Ratings Survivor Co-Star | 22 Ratings
Perhaps a member of the medical profession or a An all-round fixer-upper, suddenly these skills might
savvy academic - their smarts are just as useful in make the difference between life and death. Handy
defending yourself against hordes of undead. with a spark plug and swinging a wrench!

Attributes Attributes
Move Def Hits Str Agi Int Mor Move Def Hits Str Agi Int Mor

6 3 2 2 3 4 3 6 3 2 4 3 3 3

Special Effects Special Effects


Basic: Luck (1), Medic, Scavenger (1) Basic: Luck (1), Repair, Scavenger (1)
Additional: 1 from Knowledge or Traits Additional: 1 from Physical or Traits
Disadvantages: 0–1 (+1 Additional special effect per Disadvantages: 0–1 (+1 Additional special effect per
Disadvantage) Disadvantage)
Adjust: Gain +1 Additional special effect if you Adjust: Gain +1 Additional special effect if you
remove 1 Basic special effect remove 1 Basic special effect

Attacks Attacks
Basic: Brawl 5+ Basic: Wrench (Cosh) 4+
New Attack: Hand Weapon 5+ (+2 ratings) Improved Attack: Wrench 3+ (+2 ratings)

The COP The GrUNT


Survivor Co-Star | 26 Ratings Survivor Co-Star | 22 Ratings
Even a small town Policeman can pack enough of a Caught away from his barracks, a Soldier is good to
punch to make a difference. have around when the going gets tough.

Attributes Attributes
Move Def Hits Str Agi Int Mor Move Def Hits Str Agi Int Mor

6 3 2 3 3 3 3 6 4 2 3 3 3 3

Special Effects Special Effects


Basic: Leader (1), Luck (1), Body Armour Basic: Luck (1), Military Training
Additional: 1 from Combat or Traits Additional: 1 from Physical or Traits
Disadvantages: 0–1 (+1 Additional special effect per Disadvantages: 0–1 (+1 Additional special effect per
Disadvantage) Disadvantage)
Adjust: Gain +1 Additional special effect if you Adjust: Gain +1 Additional special effect if you
remove 1 Basic special effect remove 1 Basic special effect

Attacks Attacks
Basic: Truncheon 4+ and Shotgun or Rifle 4+ Basic: Brawl 4+, Rifle 4+
Improved Attack: One or more weapon hit number New Attack: Hand Weapon 4+ (+3 ratings)
to 3+ (+2 ratings each)

21
The HEAVY The JOCK
Survivor Co-Star | 26 Ratings Survivor Co-Star | 24 Ratings
Bouncers, Hells Angels, and bodyguards have the An amateur or professional sportsperson brings
muscle – something essential to survive in this harsh power and dexterity, both useful now the only sport
new world. Make sure you use it. on offer is simple survival.

Attributes Attributes
Move Def Hits Str Agi Int Mor Move Def Hits Str Agi Int Mor

6 4 2 4 2 2 3 6 3 2 4 4 3 3

Special Effects Special Effects


Basic: Blocker, Great Strength, Luck (1) Basic: A Good Offense, Dodge, Luck (1)
Additional: 1 from Combat or Physical Additional: 1 from Physical or Traits
Disadvantages: 0–1 (+1 Additional special effect per Disadvantages: 0–1 (+1 Additional special effect per
Disadvantage) Disadvantage)
Adjust: Gain +1 Additional special effect if you Adjust: Gain +1 Additional special effect if you
remove 1 Basic special effect remove 1 Basic special effect

Attacks Attacks
Basic: Brawl 4+ and Pistol 4+ Basic: Brawl 4+
New Attack: Hand Weapon 4+ (+3 ratings) New Attack: Hand Weapon 4+ (+3 ratings)
Improved Attack: One weapon hit number to 3+
(+2 ratings)
The HICK
Survivor Co-Star | 24 Ratings
Good ol’ boys, survivalists, honest country folk, The LOOKER
poachers or simply fans of the great outdoors, all Survivor Co-Star | 20 Ratings
stand a fair chance now the dead have risen. Prissy prom queens or aspiring actors can provide
a much needed morale boost, or hold sway over the
Attributes hapless, with a smouldering look or click of the fingers.

Move Def Hits Str Agi Int Mor Attributes

6 4 2 3 3 3 3 Move Def Hits Str Agi Int Mor

Special Effects 6 3 2 2 3 3 4
Basic: Eagle Eyes, Luck (1), Scavenger (2)
Additional: 1 from Knowledge or Physical Special Effects
Disadvantages: 0–1 (+1 Additional special effect per Basic: Luck (2), Obey Me!
Disadvantage) Additional: 1 from Physical or Traits
Adjust: Gain +1 Additional special effect if you Disadvantages: 0–1 (+1 Additional special effect per
remove 1 Basic special effect Disadvantage)
Adjust: Gain +1 Additional special effect if you
Attacks remove 1 Basic special effect
Basic: Knife (Hand Weapon) 4+ and Crossbow 4+
Improved Attack: One weapon hit number to 3+ Attacks
(+2 ratings) Basic: Brawl 5+
New Attack: Hand Weapon 5+ (+2 ratings)

“C'MON HONEY, LET’s GET OUT OF HERE


AND FIND YOU SOME CLOTHES ”
Chuck, Deathroute

22
The PREACHER
Survivor Co-Star | 20 Ratings
A man of the cloth can prove vital when morale starts
to fall, although they need to rethink their attitude to
the dead now they have risen.

Attributes
Move Def Hits Str Agi Int Mor

6 2 2 3 3 3 4

Special Effects
Basic: Inspirational, Leader (1), Luck (1), Psychic
Additional: 1 from Physical or Traits
Disadvantages: 0–1 (+1 Additional special effect per
Disadvantage)
Adjust: Gain +1 Additional special effect if you
remove 1 Basic special effect

Attacks
Basic: Brawl 5+
New Attack: Hand Weapon 5+ (+2 ratings)

The SCREAMER The SUIT


Survivor Co-Star | 14 Ratings Survivor Co-Star | 22 Ratings
Often female and sometimes blonde, these individuals VIPs or wandering businessmen, these often-
have powerful lungs and a keen sense of approaching ruthless men and women have turned their business
danger. acumen to the job of survival.

Attributes Attributes
Move Def Hits Str Agi Int Mor Move Def Hits Str Agi Int Mor

6 2 2 2 2 3 2 6 3 2 3 3 4 3

Special Effects Special Effects


Basic: Luck (2), Screamer, Sixth Sense Basic: Luck (2), Scavenger (1)
Additional: 1 from Knowledge or Traits Additional: 1 from Physical or Traits
Disadvantages: 0–1 (+1 Additional special effect per Disadvantages: 0–1 (+1 Additional special effect per
Disadvantage) Disadvantage)
Adjust: Gain +1 Additional special effect if you Adjust: Gain +1 Additional special effect if you
remove 1 Basic special effect remove 1 Basic special effect

Attacks Attacks
Basic: Brawl 5+ Basic: Brawl 5+
New Attack: Hand Weapon 5+ (+2 ratings) New Attack: Hand Weapon 5+ (+2 ratings) or Pistol
5+ (+3 ratings) – choose one only

23
THE ZOMBIES
Their origins were lost in the
Zombie Co-Star Archetypes Rating
panic. Some claim a toxic leak or
a government experiment gone Bloater 10
wrong. Other say a comet brought
the infection or that there is Leader 20
no room left in hell. It really
Rager 10
doesn’t matter. Just know that
they are legion. That they are Tank 20
relentless and will never tire.
And that they will never stop Zombie Extras Rating
eating human flesh. Zombie 5
Although much less common, there have been
sightings of different types of zombie. If you are Zombie Dog 4
playing a game versus another player (as opposed
to a solo game, see page 37) you can choose any of
these archetypes as part of your initial zombie horde
simply by paying the listed ratings costs.

24
BLOATER RAGER
Zombie Co-Star | 10 Ratings Zombie Co-Star | 10 Ratings
Bloaters are fat and extremely sickly looking zombies. Ragers may have been athletic and powerful during
They lurch about unsteadily, their wounds weeping life, or there may be some other reason for their
strange fluids from their swollen insides. speed. Their quick pace means they are a great
threat in areas of open ground.
Attributes
Attributes
Move Def Hits Str Agi Int Mor
Move Def Hits Str Agi Int Mor
1D6 2 1 2 2 1 0
5 2 1 2 2 1 0
Special Effects
Basic: Hunger For The Living, Zombie Infection, Special Effects
Zombie Reactions, Slow Basic: Hard to Kill, Hunger For The Living, Zombie
Infection, Zombie Reactions, Rage
Unstable Innards: The zombie player can choose
to explode any or all of his Bloaters which have an Fast: Ragers can choose to move again instead of
activation marker instead of making an attack. Centre making an attack if they have an activation marker.
the small (3”) blast template on the Bloater – all
survivor models under this template and not behind Attacks
some kind of hard cover suffer a Str 3 hit from the Basic: Sharp Claws and Bite 4+, Zombie Infection
terrible fluidic contents of the Bloater’s insides. Then
remove the Bloater. Bloaters will also explode when
reduced to 0 Hits. TANK
Zombie Co-Star | 20 Ratings
Attacks Tanks are huge zombies, looking like a grotesquely
Basic: Sharp Claws and Bite 4+, Zombie Infection enlarged human. It is unknown how these creatures
come into being, but luckily they seem to be scarce
amongst the undead.
LEADER
Zombie Co-Star | 20 Ratings Attributes
Not all zombies are mindless. A few have been
observed showing rudimentary signs of intelligence Move Def Hits Str Agi Int Mor
and even leadership. In life, these may have been
persons of great intellect or power. 4 4 2 4 1 1 0

Attributes Special Effects


Basic: Body Armour, Hunger For The Living, Zombie
Move Def Hits Str Agi Int Mor Infection, Zombie Reactions, Slow

4 2 2 2 2 2 0 Attacks
Basic: Powerful Rend and Bite 4+, 2 attacks, Zombie
Special Effects Infection
Basic: Hard to Kill, Leader (4), Slow, Zombie
Infection, Zombie Reactions

Attacks
Basic: Sharp Claws and Bite 4+, Zombie Infection

25
CASTING COUCH
Survivor Extras Upgrade Options
At least half your survivor Cast must be made up of l Leader (1) (+4 ratings) – one model only
the everyday men and women desperate to escape
the zombie menace. l Survivors without any other special effects may be
given one from the following list for +2 ratings. You
The Kid cannot allocate the same special effect twice to
Survivor Extra | 6 Ratings any Extras within your Cast: Cat Burglar, Daring
Scared and often a liability, children in dangerous Leap, Fists of Fury, Great Strength, Heroic Surge,
situations can prove to be surprisingly motivational to Luck (2), Plucky, Rage, Sixth Sense, Tumbling
adults charged with protecting them.
Also Starring: Knowledge, Physical, Traits
Move 5 Def 2 Hits 1 Str 2 Agi 4 Int 2 Morale 2

Special Effects: Dodge, Screamer, Scavenger (2) Zombie Extras


Nobody yet knows how thousands (if not millions) of
Help Me!: Kids grant a single re-roll per turn to one dead bodies turned into zombies. What is known is
friendly adult model within 6”. You lose 1 VP if The that they are almost relentless, fearless and totally
Kid is removed from play. single minded. They exist only to kill the living. The
same process which has brought these unfortunates
Attacks: Brawl/Improvised Weapon 6+ to life also reanimates their victims after some time,
swelling their numbers.
Also Starring: Traits
Zombie
The Mutt Zombie Extra | 5 Ratings
Survivor Extra | 6 Ratings Zeds, the undead, sickos, zuvembie, nzumbe, the
Man’s best friend, these animals are good when walking dead – zombies have plenty of names and
backed into a corner, caring little for their own safety. come in all shapes and sizes, but none of them will
stop until they have eaten your flesh and turned you
Move 8 Def 3 Hits 1 Str 3 Agi 3 Int 1 Morale 4 into one of their own!

Special Effects: Animal (no model can use their Move 4 Def 2 Hits 1 Str 2 Agi 1 Int 1 Morale 0
Leader ability on a Dog), Scavenger (1)
Special Effects: Hard To Kill, Hunger For The Living,
Attacks: Bite 3+ Zombie Infection, Zombie Reactions, Slow

The Survivor Attacks: Sharp Claws and Bite 4+ – melee, Zombie


Survivor Extra | 8 Ratings Infection
An ordinary man or woman, ill-equipped to deal with
the horror facing them. Still, they may survive, with a Zombie Dog
bit of luck. Zombie Extra | 5 Ratings
Nothing is immune to zombification and these former
Move 6 Def 3 Hits 1 Str 3 Agi 3 Int 3 Morale 3 pets are now after more than bones to chew on!

Special Effects: None. Move 4 Def 2 Hits 1 Str 2 Agi 1 Int 1 Morale 0

Attacks: Brawl 4+ Special Effects: Hard To Kill, Hunger For The Living,
Zombie Infection, Zombie Reactions, Slow
New Attack: Hand Weapon 4+ (+2 ratings)
Fast: Zombie Dogs can choose to move again
instead of making an attack if they have an activation
marker.

Attacks: Bite 3+ – melee, Zombie Infection

26
BARRON PICTURES PRESENT

IF YOU GO
DOWN TO
THE WOODS

BARRON PICTURES PRESENTS A 7TV PRODUCTION A HENRY YOUNGER PICTURE JUNE COLLINS RALPH GATES
“IF YOU GO DOWN TO THE WOODS” MUSIC BY BERNARD JAMES SCREENPLAY BY JORGE ROMEO DISTRIBUTED BY BARNA ARTISTS
DIRECTED BY HENRY YOUNGER PRODUCED BY MICHAEL BARRON EXECUTIVE PRODUCER SYDNEY BARRON FILMED IN TECHNICOLOR STEREO WHERE AVAILABLE
SPECIAL EFFECTS
This chapter details the special The full special effects list appears in the 7TV core
effects available to 7ombieTV rulebook, and players with those rules can use all
models during cast creation. available special effects if they wish. 7TV players
should note that some special effects differ slightly
The special effects table below has been tailored from the core rulebook.
for 7ombieTV and can be used when purchasing
additional special effects for Survivor Stars and However, the following special effects should be
Co-Stars (page 20 to 23). avoided. If you are playing some kind of special
game then agree their use between players before
There are five new special effects for Survivors and play starts.
Zombies Casts:
l Alien, Aquatic, Boffin, Gadgets, Mechanoid and
l Hard To Kill, Hunger For The Living, Scavenger (x), Vehicle.
Zombie Infection, Zombie Reactions
Unless specially noted, models do not need to spend
actions to use their special effects.

Special effects table

Combat Disadvantages Knowledge

A Good Offense Danger Magnet Medic

Body Armour Loner Military Training

Eagle Eyes Slow Repair

Fists Of Fury Unlucky

Rage

Sixth Sense

Physical Traits Unexplained

Blocker Inspirational Hard To Kill

Cat Burglar Leader (x) • Hunger For The Living

Daring Leap Luck (x) • Psychic

Dodge Obey Me! Zombie Infection

Great Strength Plucky Zombie Reactions

Heroic Surge Scavenger (x) •

Tumbling Screamer

• This special effect can be chosen multiple times.

28
Combat Knowledge
A Good Offense Medic
This model can re-roll one unsuccessful hit roll per turn. The model has some medical knowledge including
first aid. Wounded friendly models not reduced to
Body Armour 0 Hits can be treated, as can models reduced to 0
The model wears protective armour which will negate Hits in this or the previous turn. If the medic gets into
a hit of Str 3 or less on the 1D6 roll of 5+, or a Str 4 base contact, spends an special action and passes
hit on a 6. Hits of higher Str cannot be negated. an Int test one lost Hit is restored.

Eagle Eyes Military Training


Models taking an aimed shot can choose to either The model has been trained in the art of war and can
ignore the –1 hit penalty for long range shots or remain cool-headed in the midst of battle. The model
increase the maximum range of the weapon they are may make a single Morale check re-roll per turn.
using by +6”.
Repair
Fists of Fury Faulty equipment can be repaired and put to use.
Your model hits with the force of a runaway train. Once per game, the model may spend two actions
They count all unarmed attacks as being at +1 Str. to convert a piece of junk into a useful piece of
equipment. If they pass an Int test they may draw
Rage one additional Scavenge card.
Make an opposed Morale test with the defender
when this model charges. If the Raging model wins
they can make an additional melee combat attack Physical
this turn.
Blocker
Sixth Sense Opposing models moving to within 2” of this model
The model is acutely aware of danger and is very must either move into base contact or stop immediately.
hard to surprise. If attacking in the rear, an enemy Models within this distance can only move away or into
gains none of the usual benefits, nor does the model base contact with the blocker. Models in melee or
with sixth sense suffer any of the penalties. This which are stunned lose their Blocker ability.
model may make melee attacks all round (360°).
Cat Burglar
The model can climb walls and move across ceilings
Disadvantages without requiring an Agi test. Any applicable Move
penalties still apply.
Danger Magnet
Zombie models have to roll 5+ on 1D6 or must Daring Leap
move and attack this tasty looking model before any If the model needs to cross a gap between buildings
other. If this model gains the Living Dead Status, the or other chasm, or cross an obstacle, they can add
zombie player will receive +1 VP. +1D6” to the Move action they use to get over the gap.

Loner Dodge
This model does not work well with others. They Models can attempt to dodge one successful melee
cannot have the Leader ability, or gain the benefit of hit made against them per turn. The attack is counted
any other model’s Leader ability. as a miss if the model can succeed at an Agi test.

Slow Great Strength


The model is so slow, clumsy or shambling that The model can concentrate and bring their vast
it cannot take two move action in the same turn. reserves of physical might to bear. If they spend a
However, so deliberate are their steps that Slow special action they can count their Str as 5 for the
models suffer no movement penalties for travelling remainder of the turn.
over difficult ground.
Heroic Surge
Unlucky The model may take an immediate free activation,
The model has a natural air of misfortune. Whenever once per game. This can be done at any point in the
they attempt any re-roll, they must roll an additional die turn, even if the model has activated this turn already.
– their opponent chooses which one is the re- roll result.
Their own player cannot spend audience appreciation Tumbling
markers on this model’s rolls – but their opponent can. The model always counts as passing an Agi test
when falling one or more levels.

29
Screamer
Traits If a Screamer model is activated and is within 6”
of an enemy model, the Screamer must make an
Inspirational immediate Morale test. If this roll is failed any single
If this model’s Morale is the same or higher, friendly friendly model within 6” can immediately take one
models within 6” of this model can re-roll their own action, regardless of whether it has already been
failed Morale tests, once per turn. activated this turn. If the Screamer is removed from
play in the same turn, the opposing side gains +1 VP.
Leader (x)
This ability can be chosen more than once – each
additional time it is chosen adds +1 to the number in Unexplained
brackets. Starting ranks (x) are specifified within each
Archetype - otherwise it is 1. Hard To Kill
The survivor player must roll an additional 1D6 when
When this model is activated, place a number of a zombie model is reduced to 0 Hits. If the total of the
additional activation counters as per the number in roll and any modifiers (see Scavenge cards - pages
the brackets after this effect. These counters must 61 to 63) is 5+ then a head hit has been inflicted –
be placed on models within 6” of the Leader, who remove the zombie from play. Otherwise the zombie
have not activated this turn already, and who do not gains the Living Dead status.
already have a counter.
Hunger For The Living
Luck (x) Zombies must always finish each move activation
This ability can be chosen more than once – each closer to at least one living model.
additional time it is chosen adds +2 to the number in
brackets. Starting ranks (x) are specifified within each Psychic
Archetype - otherwise it is 1. This model may re-roll Psychic models are ‘touched’ by a power that is
any single D6 once per turn that directly affects them unseen and unfathomable to most. Models with this
or a friendly model within 6”. For example this could ability get to re-roll one die which directly affects
be an attack or wound roll (either for or against the them each turn. It can only be used on themselves,
character), or a stat test. The model may do this a and if not spent in a turn it is considered lost.
number of times each game equal to the number in
brackets. This ability can only be used once each turn. Zombie Infection
Models reduced to 0 Hits by a zombie are left lying
Obey Me! where they fell. Place a Living Dead Status marker
The moment an enemy model gets within 6” of this next to the model. Roll 1D6 in each end phase for
model, they may activate for free any friendly model each such model. On the roll of 6, replace it with a
within 6” that has not yet activated this turn. This zombie model.
ability can only be used once per turn.
Zombie Reactions
Plucky Zombies seem attracted to loud noises. Whenever a
This model can re-roll one Morale check per turn if they model shoots a firearm, roll 1D3. You may place that
are more than 6” away from any other friendly model. many activation tokens on any zombies on the table.

Scavenger (x)
This ability can be chosen more than once – each
additional time it is chosen adds +1 to the number in
brackets.

The end of the world is scattered with abandoned


treasures that will help you survive. The scavenger’s
keen senses allow them to uncover useful items to
aid your Cast. In the Prologue Phase, you may draw
a random card from the Scavenge deck for each rank
you have in this special effect.

30
-THE CROOKED DEAD -

SCENE 42. CABIN, INTERIOR, NIGHT.


Apart from the dead bodies of DIANNE and BILLY-RAY, the main
room of the cabin looks largely undisturbed. The carpet,
chairs, discarded backpacks and the stuffed animal heads are
all is as they were before the nightmare began.
The front door bursts open as BRUCE staggers in, wild-eyed
and filthy from his ordeal in the woods. In one bleeding hand
he clutches a sheaf of ancient papers. BRUCE slams the door
shut behind him and hurriedly barricades it with piled fur-
niture, panting loudly.
He stands back to admire his handiwork just as something
massive and heavy smashes against the door, rattling the en-
tire cabin. BRUCE swears under his breath and throws himself
against the barricade to lend his weight.
The impacts from outside continue for several seconds as
BRUCE strains to keep the door shut, then it falls quiet.
Raising an eyebrow, BRUCE cocks his head left and right,
listening for the next blow. But nothing comes. BRUCE, re-
lief turning to triumph, lets out a hysterical laugh.
At this point, the body of DIANNE sits up in front of him.
MAKE-UP: DIANNE’s eyes are milky white, her skin pale
and greasy. Her hair has become spidery, and her mouth
stretched open to reveal far too many teeth.
DIANNE (sing-song)
Baby, baby...
EXTREME CLOSE-UP on BRUCE as he stares at DIANNE in shock
and terror.
He shakes his head in denial as his free hand scrabbles
among the piled barricade for a weapon.
BRUCE (getting louder)
No... no... no...
BRUCE’s hand wraps around the antlers of a stuffed deer head.

31
EPISODE GUIDE
This chapter deals with the episode, Playing Event Cards
called the scenario in other games. Cards can be played at any appropriate time. This is
usually obvious as determined by the cards’ effects,
although once a new model is moved, or the game
Game structure moves on past the point when the card could be
Games are divided into three acts: reasonably played, it is too late. Prologue event cards
should be played before the first turn’s initiative rolls
l Prologue – deal event cards, pick your Scavenge are made. Once the game begins only one card can
cards, set up models be played by each side during each turn, so think
l Feature – the main game carefully.
l Epilogue – determine victory points and winner
Dice Re-rolls
Certain cards allow dice to be re-rolled. Dice cannot

Prologue
be re-rolled if they have already been re-rolled in this
turn – players must accept the result of any already
re-rolled dice.
Before beginning play, you must set the scene and
conditions of your game. Players must: 7TV cards
The following event cards from the basic rules and
l Decide which episode is to be played and set up the the Summer Special supplement should not be used
table. There are four episodes on pages 38 to 43 – remove them before play:
l Deal Event cards (see below).
l Choose cards from the Scavenge Deck for your l Casting News
cast (page 34). l Cliff Hanger!
l Devastating One Liner
Further prologue conditions may be specified within l Equipment Mix Up
the Special Rules section of a scenario, so always l Faulty Equipment
read these before you begin. l The Great Escape
l Guesswork
7TV: What no Think Tank or Gadgets? l Longstanding Grudge
There is no Think Tank phase or purchasing of gadgets l Mwah-ha!-ha!
in 7ombieTV. These great minds have been eaten l Never Work With Children or Animals
(they have the finest brains) or are hidden in bunkers l Self Destruct
deep beneath the earth searching for ways to stop l Technical Difficulties
the walking dead. However, your Cast still has an l Weapons Jam
opportunity to unearth handy equipment to aid their
battles with the new Scavenge deck (pages 60 to 62). The survivor player can redraw (and redraw again) if
they receive any of the following event cards:

Event Cards l Astonishing Accuracy


7ombieTV action shows are full of unusual and l No Faith In The Plan
random twists of fate. These are represented by Event l Terribly Bad Luck
Cards. 7TV and the Summer Special supplement
both have decks of Event cards that you can use for If the zombie player receives any of the following event
7ombieTV games. These are available to download cards they can redraw (and draw again if required):
from the Crooked Dice website. In the Appendix of the
rulebook you will find nine new cards to cut out. Event l A Lot Riding on This
cards can either be played to affect the set-up before l Stirring Flashback
the game starts or alter the game as it unfolds. Each l Retreat
event card will specify when it can be played. l Sustained Attack
l Terribly Good Luck
Dealing the Cards

Shuffle all the cards and deal the same number of


each out to both players – we suggest 4. If there is
more than one player on a side they will share the
cards dealt.
32
New cards
The following 9 new event cards present threats and
opportunities especially suitable for the events of a
zombie uprising. You can either use them on their
own or add them to the event cards already present
in 7TV. If a player draws a card marked exclusively
for the other player, they may redraw or retain it and
use it as a Luck point.

Dead Faint
Zombie player only
The current predicament is all too much for one of the
survivors. The survivor player must choose one of their
models, who immediately gains the stunned status. Stirring Speech
Survivor player only
Desperate Last Stand A rousing speech fills your survivors with hope. Your
Survivor player only models gain +1 to hit this turn on all their attacks. If
Choose one survivor model. The zombie player your Natural Leader is still alive, models within 6”
can move this model up to twice their normal Move can add +2 instead.
distance towards any zombie model. The survivor
player can then make one attack with this model, The Restless Dead
which automatically hits. Zombie player only
Even the buried feel the proximity of the living
Man the Barricades! nearby, clawing their way through the earth to reach
Survivor player only the surface. Choose a spot no closer than 12” to any
You gain one barricade token for each survivor survivor models. Place 1D3 zombie Extras from your
model inside a building. These tokens must be ‘dead pile’ within 2” of this spot.
allocated immediately by the survivor player and
unused tokens are lost. They’re Breaking In!
Zombie player only
Sewer Rats Surprise! For this turn only, up to 3 of your zombies
Survivor player only can ignore intervening barricade markers and make
You uncover a hidden storm drain, half choked with an attack against survivor models within a building or
debris. Once per game you may move 1D6 models fortification.
12” in any direction.
The Wandering Dead
State of Decay Zombie player only
Survivor player only Place 1D3 zombie Extras from your ‘dead pile’ within
The advanced rotting state of some of the zombies 2” of any table edge. The zombies do not need to be
can count against them. You must remove 1D3 placed near each other.
zombies from play immediately.

33
Scavenge DECK
The end of the world is scattered with abandoned Example: Using Scavenge cards
treasures that will help you survive. If you have Jed has been given a scavenged weapon, the Bike
models with the Scavenger special effect in your Chain, before the game begins. Suddenly Jed finds
survivor Cast, you may be able to uncover the spoils himself surrounded by the silently advancing dead
you to need to survive by drawing cards from the and needs to make a Morale test for being Alone.
Scavenge deck. The survivor player elects to play one of his ‘in hand’
scavenge cards – the Doll’s Head – to keep Jed from
Before play starts you need to determine what bolting into further trouble. Jed still keeps possession
your Cast has uncovered amongst the ruins. In of the Bike Chain through all this drama.
the Prologue phase you may draw cards from the
Scavenge deck based on the following factors: Scavenged weapons have a hit number depending
on the attacks the equipped model can utilise:
l Each survivor Cast gets to draw two free cards
l You may also draw a number of cards totalling l Melee weapons hit with the model’s best (lowest)
the number of ranks of the Scavenger (x) special hit number for any melee attacks they already
effect you have in your cast. have.
l Ranged weapons hit with the model’s best
Cards are kept in a pool and can be played at any (lowest) hit number for any ranged attacks the
time on any model you choose. It is noted on each already have. If they have no ranged attacks, the
card if the item is one use and is discarded after weapon hits on 4+.
being played. Each model can only have one card
played on them in any one turn. Example: Scavenge weapon benefits
After successfully searching a deserted sporting
Weapon cards goods store, the episode being played allows Lyle to
Several cards have particular offensive potential draw one scavenge card. The Katana weapon card
and are listed as Weapons. These should be either is drawn. Lyle’s best melee hit number is his Brawl
allocated to one model with the Scavenger special attack of 4+, so his newfound sword will also hit on 4+.
effect at the start of the game, or given to the model
discovering it if found during play. Models can only be The Mutt Extra cannot be allocated any weapon
given a single weapon card – this can be discarded cards, and cannot have scavenge cards played on
for another but the discarded card is considered lost. them at any time.

Models can have a weapon card and also have one Scavenge cards
scavenge card played on them per turn as per the rules The 27 cards and their abilities are reproduced in full
above. In this case they retain their scavenged weapon on pages 60 to 62. A deluxe card set is also available
after the effects of the card just played have resolved. from the Crooked Dice website.

34
The Feature
This is the main part of the game, from the very first
And...Action!
This specifies the order in which each force will start.
initiative roll to the realisation that one side or other Simply follow the Phases in a Turn as set out on
has won the game. page 9.

The feature part of the episode is played according Special Rules


to the standard game rules as given earlier in this This section is the most flexible and should contain
book. Some episodes will detail special rules – any specific rules required to play the scenario not
these should always be used or the episode might covered in the core rules. Rules may include: the
not play as well as intended. use of event cards; new weapon effects; zombie
mechanics; objective effects; or terrain rules to name
but a few.
Feature format
The four episodes included in this book, all follow a End Credits
standard format containing the basic information to The conditions that will signal the end of the game.
help you set up and play: That may be:

Synopsis l when some or all of the cast have been defeated;


This is a narrative outline of the story that you would l when all objectives have been met; or
typically find in a TV listings guide to set the scene l when a countdown has been reached.
and tone of your episode.
Episodes might clearly state at which point the game
Cast play will end – usually one of the following:
This will list the members of the opposing survivor
and zombie casts and the rating limits allowed l A specific or random number of turns has passed
for the scenario – as well as any other limitations. l A dice roll at the end of a turn specifies the end
It should also outline any weapon or optional of the game
upgrades taken by your Extras. l One side achieves their stated victory conditions

Location If no specific end criteria are specified the game


This section should specify the dimensions of will end when one side either concedes or has no
your playing surface and what it represents. Is it a models left on the table.
sleepy small town, the busy city mall or a secret
military base lair? Where necessary, it will detail the Victory Points
specific placement and size of scenery or objectives. These will be the specific rewards that casts will
A map should be provided to help clarify terrain receive for defeating opponents or completing
requirements and set-up. in-game objectives as detailed in each episode.
survivors and zombie often receive different rewards.
Set-Up
Here you must specify the starting point of all your At this point the Epilogue should be played out to
models, noting the board edge and distance from determine the winner.
that edge. Some models or objectives will start
further in the table or are required to be a specific
distance from each other.

“THIS CAN'T BE TRUE


IT’S LIKE SOME CRAZY MOVIE ”
Shaky, Zombieville U.S.A.

35
Epilogue
And finally, the Epilogue is where players establish Victory Level table
Victory Points (VPs) and return all cards to their
respective decks before sitting down to survey the VP Victory level
carnage. Difference

The episode guidelines will state on what basis the 0 Draw


winner of the episode is to be decided. This may
not be as obvious as simply being the player who 1-2 Minor Victory
may have ended the game or achieved their victory
conditions first. Some episodes detail the criteria for 3-4 Sound Victory
a victory, others use the Victory Points rules, either in
full or in part. 5-6 Major Victory

Victory Points 7+ Colossal Victory


Victory Points are used to determine who has won
the game in certain scenarios. At the end of the The 7TV Summer Special supplement explores
game each side should total up the VPs they have campaign rules that allow the abilities of cast
gained to see who has won. Victory Points are members to advance through playing a series of
cumulatively awarded in the following circumstances battles. This represents the continuing development
detailed in the Victory Point table in each episode. seen as individual series progress.

Levels of Victory
As any winning player will tell you, there is a
difference between defeating the enemy at massive
cost, and causing a rout with almost no casualties
to your own side. Work out the difference in VPs and
consult the Victory Level table to determine the
level of victory achieved.

36
EPISODES
The following four episodes Zombie Activations and Actions
Allocate zombie activation tokens to the zombies
drop groups of survivors into
closest to any survivor models, working away from
situations typically encountered
the survivors. Zombies will always attempt to get into
during a zombie outbreak. base contact with survivors, moving in a straight line
but able to detour round obstacles. They will attack
Each episode details the ratings each player should survivors or barricade tokens as applicable. Zombie
use when choosing models for their cast, along with Leaders will always try to move so that they have
any further restrictions which may apply. at least two zombies between themselves and any
survivors.
The table layout, starting positions and other special
rules used in each episode are given, along with Random Table Edge
when to end the game and how to determine the Before the game begins nominate the table edges as
winner. The following special rule is common to all North, South, East and West. If you have to bring on
these episodes: zombies at a table edge, roll 1D6:

Leave The Helpless: If the only survivor models left Random Table Edge table
on the table in the end phase are all suffering from
one or more statuses (including the Living Dead 1D6 Edge
status), then the game ends, with these helpless
models all counting as casualties of the zombies. 1 North

2 East
Alone Against The Dead 3 South
If you’re on your own, it is perfectly possible to
play the 4 episodes presented here solo. You will
play the survivors, and the zombies will act in a 4 West
predetermined way. All other applicable 7ombieTV
rules should be used. 5-6 Edge closest to survivor model

Solo Zombie Casts If specific points along this table edge have to be
Playing against zombies in solo games might be determined, then divide the edge into six equal
slightly easier, as you will have a fairly good idea sections (a 48” table gets six 8” sections) and
of what they will do on their turn. So increase the roll 1D6 to determine which section to place your
ratings they are allowed by one-quarter (25%). zombie. Zombies get placed in each section
Zombie casts for solo games can only comprise closest to any survivors.
basic Zombie Extras (not Dogs), although the
zombies still get their 3 Leaders in the No Escape
episode.

37
BREAK DOWN
Synopsis Special Rules
A group of travellers finds themselves stranded and Get The Gas!: A gas can marker is located adjacent
alone on a road miles from anywhere beside their broken the gas station. Any heroic model may pick up the
down vehicle. The nearest gas station was a mile back gas can marker by coming into base contact and
down the road, but off in the distance, in the direction simply declaring this as a free action. If the model
they need to head, are moans and screams of the carrying the gas can marker is killed, the marker
danger they were trying to flee. The goal of the survivors will remain where they fell until another survivor
is to secure gas for their car and get back…. alive. model picks it up. The zombie player must ignore this
marker at all times. The gas station is securely locked
and players cannot force entry.
Cast
This episode features 2–5 survivor models, with a
total ratings to be agreed between both players. The End Credits
Zombie player chooses a cast with a total ratings not This episode will end if all of one side’s models are
over this value. removed from play. The survivor player can end the
game in any end phase after they manage to get the
gas can marker from the gas station back to the broken
Location down car. Models in the car at the time get off safely.
This episode should be played on a 4’ by 4’ table
covered with scattered low hills, rocks and areas of
woods. A road should run from the middle of one Victory Points
board edge to the middle of the opposite edge. At The standard 7TV VP rules are not used in this
one end of this road, 4” from the table edge is the scenario. Only conditions listed below will award
broken down vehicle (1). At the opposite end place players VPs during this scenario.
a building representing the gas station, 6” from the
table edge (2). The two sides of the table parallel to Victory VP VP
the road should be lightly wooded. Condition (Survivors) (Zombies)

Each survivor model +1 per -


Set Up off the table in the
restarted vehicle
initial Hit
The survivor player should place all their models
within four inches of the broken down car. The
zombie player places their models anywhere within Each survivor model - +1 per
four inches of the game board edges that are parallel eliminated or with the initial Hit
to the road (3). Zombie Infection.

And Action
Initiative is determined normal in all
turns.
3 2

1 3

38
THE DEAD WILL RISE
Synopsis The survivor player should place all their models
The survivors find themselves wandering into the within four inches of each other, up to 2” in from any
middle of a cemetery – where many of the interred one table edge (2). Draw a line from the centremost
are now above the ground. With hordes of the model through the exact centre of the table to the
walking dead behind them, their only hope is to get opposite table edge. This point represents the centre
through to the gate on the other side before they are of the 4” wide gate which is the exit point of the
overwhelmed.. survivor models (3).

Cast And Action


This episode features up to 200 ratings of survivor Initiative is determined normal in all turns.
models. The zombie player begins with models with
total ratings of one half of the survivor models –
although they will gain more as the game progresses. Special Rules
The Dead Will Rise: This resting place of the dead
is simply crawling with bodies wishing to break free
Location from their coffins and stalk the living. In each end
This episode should be played on a 4’ by 4’ table, phase the zombie player should roll 1D6 and consult
most of which represents the main part of the the table below to determine the ratings he can
graveyard (1). Liberally scatter gravestones all over spend on bringing ‘newly risen’ zombies into play.
the table (neat rows are probably best, but you can These zombies can be chosen from any types the
go with random stones if you like) as long as no ratings will allow. Ratings cannot be saved from one
gravestones are placed closer than 8” to any table turn to another. Newly risen zombies must be placed
edge. This area can also contain several small adjacent to a gravestone at least 8” away from any
crypts, trees and other bits of funerary art (stone survivor models.
plinths etc.) The edges of the graveyard (within 6” of
the table edges) can be more heavily wooded. 1D6 Additional Ratings

1–2 5
Set Up
The zombie player must place one quarter of his 3–4 10
models in each table quarter, no closer than 4” to
another zombie model. Once all his initial zombies 5–6 15
have been placed the survivor player can set up.

Z
3

39
End Credits Victory Points
This episode will end if all of one players models The standard 7TV VP rules are not used in this
are removed from play. The game will also end if all scenario. Only conditions listed below will award
survivor models on the table are affected by statuses, players VPs during this scenario.
or if all survivor models without statuses get off the
table. Victory VP VP
Condition (Survivors) (Zombies)

Each survivor Star/ +1 per initial -


Co-Star off the table Hit
via the exit gate

Per survivor Star/Co- - +1


Star eliminated

Survivor side reduced - +3


to half models or less

Division Headquarters
89th Infantry Division
Disease Epidemic Assessment Department
Winter Falls, Indiana

Oct 13, 1978

To: General Rhodes

Subject: ALERT, possible outbreak ZB-1159B2

At 1930 Friday Oct 11, Private Louis Rodriquez of the 4th Battalion 102nd
Light Infantry was brought into the battalion aid station having suffered a
bite to the right hand. The private had reported having been on night-time
training maneuvers when he and his fellow squad mate, Specialist Jason Park-
er observed a bright flash on the horizon which was immediately followed by a
loud crashing sound. Without reporting the incident to their superiors, the
private and specialist went to investigate. After a 15 minute hike, they ar-
rived at what they described as a “crash site” or some impact crater, we lat-
er ascertained this to be the debris field caused by the Legba-9 meteor crash-
ing into the Millpond Biomedical Research Center. The details of what happed
next are unclear from first hand reports but at some time, the private was
startled by an awkwardly moving “creature” which somehow maneuvered around
him and bit the private on the hand. At this point the specialist secured
the private and brought him to the battalion aid station.

By the time the private arrived at the aid station he was barely lucid, sali-
vating profusely, vomiting and appeared to have urinated himself. Initial
assessment of the private suggested a highly probable case of nerve agent
poisoning. However, the major feature which drew the attention of the aid
station and prompted them to forward the case to our off was the rapid onset
and spread of necrosis to the injury site, suggesting a possible case of ne-
crotizing fasciitis. The private was airlifted and brought to our facility
by 0345 Saturday Oct 12, 2011 and was immediately quarantined in the biohaz-
ard level 3 care unit. Private Rodriquez expired for the first time at 0515
Saturday Oct 12, 2011. I have attached pertinent medical evaluations from
our facility for your review.

Colonel J. Amplas

40
The Cabin In The Woods
Synopsis Special Rules
The survivors were just out for a weekend getaway Night: All shooting suffers a –1 hit penalty due to the
in the woods. Little did they know that they were not darkness.
alone – garbled news is coming in on their TV set
indicating the scale of the horror which has broken Totally Unprepared: The survivors are still
out. Night has already fallen, and the woods are too unprepared for the horror about to visit upon them.
dangerous to attempt an escape in the dark. The Each survivor model begins with one less scavenger
only hope of the survivors is to survive the night, and card than they would normally have. A model can
hope for help to arrive in the morning. spend one special action per turn searching either
the cabin or the outhouse for something useful. In
this case roll 1D6: On a 5+ (cabin) or 3+ (outhouse)
Cast they can gain one scavenger card. Cards found can
This episode features up to 200 ratings of survivor immediately be allocated to any model which can
models, with the zombie player getting an equal have scavenger cards, although no model can have
amount of ratings with which to select his cast. more cards than is indicated on their profile.

Location End Credits


This episode should be played on a 4’ by 4’ table, in This episode will end if all of one side’s models are
the centre of which is a single wooden cabin (1). An removed from play. The game will also end after 12
outbuilding (2) should be placed 6” from the cabin, turns (dawn).
and the whole immediate area is surrounded by a
rickety wooden fence, which counts as an obstacle,
although up to one barricade token can be used Victory Points
to fortify one 2” wide section of the fence. Multiple The standard 7TV VP rules are not used in this
tokens can be expended to fortify multiple sections scenario. Only conditions listed below will award
The structure of the cabin cannot be damaged by players VPs during this scenario.
either side, but its flimsy construction means that its
doors have Def 3 and 1 Hit, while the windows are Victory VP VP
Def 2 and have 1 Hit. Condition (Survivors) (Zombies)

Per 2 turns the +1 -


Set Up survivor player
survives
The survivor player should place all their models
within the cabin (1). The zombie player places all his
models no further than 8” from any table edge (3). Per survivor Star/ - +1
Zombies do not have to be placed together. Co-Star eliminated

Survivor side - +3
And Action reduced to half
models or less
Initiative is determined normal in all turns.

2
8"

41
NO ESCAPE
Synopsis Set Up
The survivors have already faced terrible trials in The survivor player should place all their models
their escape across country, before seeing the lights within 6” of one table corner (2). The zombie player
of a deserted settlement ahead. Steeling themselves places one of his Leaders on each of his spawning
for one last push, they do not know that the living points (3), – see below. The remainder of the zombie
dead which are closing in are being directed by cast should be divided up as equally as possible into
forces they cannot begin to guess at. thirds. Each third is placed within 4” of one Leader
model.

Cast
This episode features up to 200 ratings of survivor And Action
models, with the zombie player getting an amount Initiative is determined normal in all turns
of ratings equal to three-quarters of this value with
which to select his cast. The zombie player gets 3
Zombie Leaders free, but cannot choose additional Special Rules
Leader models as part of his cast. A Dead Will Drives Them: The powerful mental
presence of the Zombie Leaders draws more
undead to the area. In each end phase the zombie
Location player should roll 1D6 and consult the table below
This episode should be played on a 4’ by 4’ table, to determine the ratings he can spend on bringing
in the centre of which are four to six cabins (1), additional zombies into play. These zombies can
representing the remote settlement. A road should be chosen from any types the ratings will allow.
run from one edge of the table to the opposite edge. Ratings cannot be saved from one turn to another.
The remainder of the table should be covered with These additional zombies must be placed on one
low hills, rocky outcrops and patches of woods. spawning point. If the Zombie Leader corresponding
to that spawning point has been removed from play
The structure of the cabins cannot be damaged by then zombies cannot be placed on that point. If all 3
either side, but their flimsy construction means that Zombie Leaders are removed from play no further
cabin doors have Def 3 and 1 Hit, while the windows zombies can be brought onto the board.
are Def 2 and have 1 Hit.
1D6 Additional Ratings

1–2 5

3–4 10

3 5–6 15
8"

2 1 3
6"

3
6” 6"

42
Spawning Points End Credits
The dead are drawn by the powerful forces emanating This episode will end if all of one side’s models are
from the zombie leaders. There are 3 spawning points removed from play.
on the table, to which the zombies in the local area
are being drawn like moths to a flame. Each spawning
point is a circle 8” across, placed with its centre 6” Victory Points
from 2 table edges. Spawning points are invisible and The standard 7TV VP rules are not used in this
do not hinder play or movement in any way. scenario. Only conditions listed below will award
players VPs during this scenario.
Night: All shooting suffers a –1 hit penalty due to the
darkness. Victory VP VP
Condition (Survivors) (Zombies)
Not Quite Abandoned: If a special action is spent by
the Survivor player searching a cabin, roll 1D6. Each Per Zombie Leader +2 -
cabin can only be searched once. eliminated

1D6 Result Per survivor Star/Co- - +1


Star eliminated
Trapped Zombie! Place a single standard
1 zombie no closer than 4” to the model Survivor side - +3
doing the searching. reduced to half
models or less
2 Nothing. The search reveals nothing of
value.

Hidden Survivor(s). Add 1D3 Extras to


3 your cast immediately. You cannot choose
more than 1 Mutt, or upgrade these
models in any way.

Weapons Cache. Choose any weapon


4 with a rating no greater than 1D3x2. The
model finding it can use it at their best
chance to hit.

Scavenged Stuff. Choose one Scavenger


5–6 card. This card does not count towards
that model’s scavenger card maximum.

43
Programme Guide
There are a number of guest stars below who represent some of the more
colourful characters from Barron Pictures. You may add any of these
models to your survivor casts by paying the listed ratings for each model.

Bruce
Groovy Gravebuster
Bruce was a slow-witted everyman, before the dead Signature Weapon (Chainsaw)
ate his loved ones. Incompetent in everything apart The model gains an attack with the stated signature
from killing the armies of darkness, Bruce’s greatest weapon, which hits on 3+. Once per turn the model
gift is his ingenuity and quick wits under pressure. can choose to roll either an extra hit, or an extra
damage die, and choose the highest roll.
Guest Star | 70 Ratings
Attacks
Move Def Hits Str Agi Int Mor Brawl 4+, Chainsaw 3+, Shotgun 4+

6 4 3 4 3 3 5 Unique Special Effects


Inventive Slaughter: Bruce has a knack for turning
Special Effects the most innocuous items into a deadly weapon
A Good Offence, Dodge, Fanatic, Luck (3), Rage, against the undead. He may count head-shots
Signature Weapon (Chainsaw) against zombies (see their Hard To Kill special effect
on page 29) on a dice roll of 3+.
Fanatic
This model fears almost nothing. It never needs to
make Alone or Fear based Morale tests. This model
cannot be removed from play due to a failed Shaken
or Wiped Out Morale test if there are other non-
fanatic models still in play.

44
Amelia Ruby Blossom
Bred for Battle Go-Go Gunfighter
Boffins from an evil corporation have grown Amelia When resourceful exotic dancer Ruby Blossom
in a lab in an attempt to create the perfect soldier – finds herself in the middle of an undead invasion,
the same experiments which some claim released she won’t let anything stand in her way – not even
the zombie virus on the world! Amelia now roams the loss of a limb! Outfitted with a fully automatic
the world, fighting to right their wrongs with her prosthetic, she wages war on the sicko brain-eaters
formidable combat training and mental powers. with a hail of lead - and legs that just won’t stop!

Guest Star | 75 Ratings Guest Star | 60 Ratings

Move Def Hits Str Agi Int Mor Move Def Hits Str Agi Int Mor

7 4 3 5 3 3 4 5 4 3 2 3 3 5

Special Effects Special Effects


Dodge, Kung Fu Grip, Loner, Military Training, Eagle Eyes, Luck (3), Military Training, Scavenger (2)
Telekinesis, Tumbling Seduce, Slow, Snap Shot

Kung Fu Grip Seduce


Secret fighting techniques allow your model to roll an The model can captivate an opponent with their
extra hit die when making an unarmed attack. Count wily charms! The model must spend one standard
the highest roll. special action to seduce one opponent within 2”. If
the seduced model fails an opposed Morale test they
Telekenesis gain the Confused status effect. This special effect
The model can move objects using the power of their obviously does not work on zombies.
mind alone. Telekinesis is activated by a standard
special action, has a range of 8” and can: Snap Shot
The model can shoot faster than the eye can see.
l Strike another model with an object (Str 2 hit) They do not have to spend a shooting action to
l Trip a character (target must pass an Agi test) take a shot, but suffer a –1 hit penalty if they elect
l Open/close/lock/unlock a door etc within range to make a snap shot. This otherwise counts as a
shooting action, so a model taking a snap shot
Attacks cannot shoot again this turn. Models cannot combine
Brawl 3+, Knives 3+, High Calibre Pistol 3+ aimed and snap shots.

Unique Special Effects Heroic actions (see page 11) cannot be used to
Send in the Clones: If reduced to 0 Hits, one of modify the die roll when using this special effect.
Amelia’s duplicates will appear to continue the fight.
Roll 1D6 to determine the turn that she will appear Attacks
on the survivor player’s board edge (this model does Brawl 5+, SMG 3+
not count as part of your cast when calculating your
number of activations until it appears). The survivor Unique Special Effects
player loses 1VP for each new clone. Death Blossom: Ruby is able to unleash a
devastating dance of death, spinning and gyrating
Conditioning: If Amelia fails a Morale test, her and flinging bullets in all directions. Once per game,
former mental conditioning reasserts itself. She she may spend both Actions and place the 5” Blast
immediately gains the Uncontrolled Status. template directly beneath her. All models touching
the template can be targeted with a Ranged attack.
Make To Hit rolls as normal. However, Ruby suffers
an Ammo Jam (see page 14) in her next Turn.

45
- TIM TO DIE -

SCENE 37. SUPERMARKET CAR PARK, EXTERIOR, DAY.


Abandoned cars are scattered around, some crashed into walls
and shopping trollies. Corpses slump out of car doors and
lie in pools of blood on the ground. The half-eaten body of
the SELFISH DRIVER from SCENE 2 sprawls across the disabled
parking space.
A handful of ZOMBIES stagger around aimlessly or are busy
feeding on the dead. A blood-spattered TIM, gripping his
cricket bat, makes his way cautiously past the supermar-
ket doors, taking care to keep out of the ZOMBIES’ way. The
gormless MIKE ambles along behind, his golf club tucked into
his belt. He seems more interested fiddling with his transis-
tor radio.
TIM (whispering, not looking round)
Jen’s place is just round the corner. All we’ve got to
do is make it past the job centre and we’re home and
dry.
MIKE, not looking up from his radio, grunts in vague ac-
knowledgement. TIM navigates carefully around a wrecked car
as if picking his way through a minefield. He makes a hand
signal for MIKE to follow up.
TIM (still whispering)
The main thing is to keep quiet and move slowly. I
think the zom- the people - only respond to loud
sounds and rapid movement. Got it?
EFFECT: A loud and irritating disc jockey’s sound bite, such
as that of a cackling urchin saying “’Ello Darling”.
TIM freezes in shock. The ZOMBIES stop what they are do-
ing and look in TIM and MIKE’s direction. MIKE stares at his
radio for a second or two as a pop tune echoes piercingly
across the car park.
MIKE (delighted, nodding to the beat)
Hey, I love this one!

46
Tim Mike
Slayer Salesman Slayer Slacker
Tim is trapped in a humdrum life shared between Mike lives on the sofa supplying medicinal herbal
his slacker best-mate, his dissatisfied girl-friend, cigarettes to the locals. The end of the world presents
the pub and his dead-end job. Thankfully a zombie a considerable inconvenience - although he’s pretty
apocalypse arrives to give his life some focus. sure that his best mate Tim will sort it out for him.

Guest Star | 60 Ratings Guest Co-Star | 35 Ratings

Move Def Hits Str Agi Int Mor Move Def Hits Str Agi Int Mor

6 3 3 3 4 4 5 6 4 2 3 3 3 4

Special Effects Special Effects


Heroic Surge, Infiltrator, Inspirational, Leader (2), Infiltrator, Loner, Luck (2), Plucky, Sidekick (Ray)
Luck (2), Signature Weapon (Cricket Bat)
Sidekick
Infiltrator Mike can activate for free if Tim activates and is
The model may set up with the other side’s forces, within 6”. This does not use up one of Tim’s Leader
and cannot be attacked by them until they make an activations.
attack of any sort, or come within 2” of a model from
the infiltrated side. Attacks
Golf Club (Cosh) 4+
Inspirational
If this model’s Morale is the same or higher, friendly Unique Special Effects
models within 6” of this model can re-roll their own Not Bovvered: Mike can’t really be bothered with
failed Morale tests, once per turn. all this zombie palaver – and he seems to instil
this attitude in others – even the undead. Enemies
Signature Weapon (Cricket Bat) within 12” will have to roll 4+ on 1D6 to shoot at or
The model gains an attack with the stated signature engage this model in melee. Instead they are oddly
weapon, which hits on 3+. Once per turn the model compelled to ignore him. If Mike is still alive and in
can choose to roll either an extra hit, or an extra play at the end of the game, deduct 1 VP.
damage die, and choose the highest roll.

Attacks
Cricket Bat (Cosh) 3+, Shotgun 4+  

Unique Special Effects


Don’t Stop Me Now: If Tim is in base-to-base
contact with any other survivor models, they gain one
free melee attack – even if they have not Activated in
the players turn.

Man with a Plan: Tim is determined to see through


any mission to the end. If Tim and one other survivor
are still in play at game end, the survivor player
receives +2 VP.

47
FROM THE MAKERS OF ‘THE PSYCHOTICS’ AND ‘INVASION OF THE DEAD’

BARRON PICTURES PRESENT

BARRON PICTURES PRESENTS A 7TV PRODUCTION A HENRY YOUNGER PICTURE AMY LEIGH CURTIS KIRK RUSSELL
“ZOMBIEVILLE U.S.A” GAYLE ROSS HELEN SANDWICH SCREENPLAY BY JORGE ROMEO MUSIC BY BERNARD JAMES
DIRECTED BY HENRY YOUNGER PRODUCED BY MICHAEL BARRON EXECUTIVE PRODUCER SYDNEY BARRON
FILMED IN TECHNICOLOR DISTRIBUTED BY BARNA ARTISTS STEREO WHERE AVAILABLE
zomBieville HIGH
Joined by the local sheriff and resident madman and accompanied by
two ferocious but loyal dogs, this band of high school students has
lived longer than most. But for how long...…

Sample Cast Deirdre


You can use this pre-generated Cast to play any of The Looker | Guest Co-Star | 22 Ratings
the scenarios in this supplement. This Cast totals Red-headed cheerleader Deirdre was the prom queen
242 Ratings, but you can choose members to fit the until the end of the world. She has now sworn revenge
Ratings limit for each Episode. on the zombies that ruined her social life.

Ted Move 6 Def 3 Hits 2 Str 2 Agi 3 Int 3 Morale 4


The Jock | Guest Star | Natural Leader | 62 Ratings
Ted is a natural leader with a penchant for setting Special Effects: Dodge, Luck (1), Obey Me!
traps for the brain-eaters.
Attacks: Brawl 5+, Hockey Stick (Hand Weapon) 5+
Move 6 Def 5 Hits 3 Str 4 Agi 3 Int 3 Morale 5
Thelma
Star Quality: Last Man on Earth The Brain | Guest Co-Star | 22 Ratings
The brains of the outfit – and power behind the throne
Special Effects: A Good Offence, Heroic Surge, – Thelma’s knowledge and quick wits have kept the
Leader (2), Luck (2), Rage, Scavenger (1), Sixth survivors alive.
Sense
Move 6 Def 3 Hits 2 Str 2 Agi 3 Int 4 Morale 3
Attacks: Brawl 4+, Tire Iron (Cosh) 3+, Pistol 3+
Special Effects: Luck (1), Medic, Plucky, Scavenger (1)

Attacks: Brawl 5+, Book Bag (Hand Weapon) 5+

49
Shaky
The Screamer | Guest Co-Star | 16 Ratings Extras
Shaky is a slacker and lives in a constant state of
terror, which is only held in check by his insatiable Spooky
appetite. The Mutt | Extra | 10 Ratings
This lovable Great Dane has an uncanny ability to
Move 6 Def 2 Hits 2 Str 2 Agi 3 Int 3 Morale 2 communicate with his team-mates and an insatiable
appetite - for destroying the undead!
Special Effects: Luck (1), Screamer, Sidekick
(Spooky), Sixth Sense Move 8 Def 3 Hits 2 Str 3 Agi 3 Int 1 Morale 4

Attacks: Brawl 5+, Frying Pan (Hand Weapon) 5+ Special Effects: Animal, Scavenger (1)

Sheriff Barbera Attacks: Bite 3+


The Cop | Guest Co-Star | 30 Ratings
The most trouble this local sheriff had to deal with Crabby
was the occasional scam from Old Man Wiggins. The Mutt | Extra | 10 Ratings
Real life monsters have made him question himself, This annoying mongrel pup is a vicious and ferocious
but he hasn’t forgotten his duty to protect these crazy killer.
kids.
Move 8 Def 3 Hits 2 Str 3 Agi 3 Int 1 Morale 0
Move 6 Def 3 Hits 2 Str 3 Agi 3 Int 3 Morale 3
Special Effects: Animal, Loner, Scavenger (1)
Special Effects: Leader (1), Luck (1), Body Armour,
Snap Shot Attacks: Bite 3+

Attacks: Truncheon 3+, Shotgun 3+ Pep Squad x4 (44 Ratings)


The remainder of the Cast are made up of the
Old Man Wiggins Zombie High cheerleaders and neanderthal football
The Hick | Guest Co-Star | 26 Ratings players (11 Ratings each).
Old Man Wiggins hoped to scare developers away
from buying his land with some convoluted scam, but Move 6 Def 3 Hits 1 Str 3 Agi 3 Int 3 Morale 3
now only the dead reside in his old swamp and he
has had to join this motley crew just to survive. Special Effects: The Pep Squad have the following
abilities:
Move 6 Def 4 Hits 2 Str 3 Agi 3 Int 3 Morale 3
l Dee Dee - Daring Leap
Special Effects: Eagle Eyes, Infiltrator, Luck (1), l Brenda - Heroic Surge
Scavenger (2) l Taffy - Tumbling
l Cavey - Great Strength
Attacks: Knife 4+, Crossbow 3+
Attacks: Brawl 4+, Hand Weapon 4+

50
CABIN FEVER
CARDSTOCK TERRAIN BY CARL STOELZEL
The following pages provide a handy
paper terrain building, suitable for
use in the episodes above.

Build Instructions
1. Print out each page and cut along the outer black 6. Take the two interior wall sections and fold those
border of each piece. Please note that the two over as you did for the outer wall sections. The
outer wall pieces each require you to print two two sides can be glued together, but be careful
copies. not to get any glue in between the tabs. The
tabs should each be folded 90 degrees away
2. Start with the four outer wall sections and fold from each other so that either end of the wall
them over along the middle where indicated by resembles a “T” when viewed from above. These
the red arrows. Start with the two low sides and tabs are used for attaching to the outer wall
use a spray adhesive to glue the two sides to a structure. Use the black lines on the flooring to
piece of thin card stock. Now, fold over each of locate where the wall sections should be placed.
the side tabs ninety degrees so that they all face Test fit the short interior wall fit before attaching
the interior of the cabin. the longer interior walls to the house structure.
Also note that the long interior wall has a vertical
3. Now take the two outer short wall sections black line to align the short interior wall, make
(peaked) and fold them along the middle where sure this line faces toward the small rooms.
the red arrows indicate. Use a spray adhesive to
glue piece to each side of some thin cardstock 7. Locate the two roof support beams. Fold along
(However note tip in next step). each long black line to form a rectangular block.
Glue the white tab to the underside of the
4. The tabs to either long side pieces should be opposite edge.
glued to the edges of the short outer wall sections
(Tip: you can sandwich this tab between the 8. Stitch the two roof pieces together by gluing
images and cardstock of the peaked side pieces the black teeth from each roof section to the
to hide the join) underside of the opposing roof section. Fold
along the seam created by the teeth so that the
5. The two tabs at the bottom of the long outer roof falls along the roof line created by the house
wall sections should be glued or taped to the structure. Glue the roof support beams under the
underside of the flooring section. roof to hold this shape.

51
Flooring Section

52
Outer Long Wall section

53
Interior Walls section

54
Roof and supports

55
Roof

56
Outer Short Wall section

57
APPENDICES
Scavenge Event Cards and Tokens
The following pages reproduce
Scavenge cards, Event cards and
the tokens required for play.

Permission is given to reproduce these pages to Token Key


enable you to make your own cards, but you may also
purchase a deluxe deck of event and scavenge cards Audience
from the Crooked Dice website. Activation Ammo Jam Appreciation

http://www.crooked-dice.co.uk/store5.html

Making your cards


If you are making your own cards then take your
photocopied or printed PDF pages and glue them to
a thin sheet of card available from most art and craft
shops. Coloured card is often available if you want to
differentiate between your two decks. Cut or scalpel
them out using the grey border lines as a guide. Barricade Living Dead Luck

Making your tokens


Follow a similar process for the tokens. The
7ombieTV logo is provided as a suitable reverse for
the tokens for the more creative amongst you.

The tokens are 25mm in diameter, the same


dimensions as a standard slottabase, so you could
use this as a guide - or glue them directly to an
upturned base to make more robust tokens. You Stunned Wounded Token Back
could even paint the edges to match the tokens.

58
© Crooked Dice. Permission granted to copy for personal use. 59
© Crooked Dice. Permission granted to copy for personal use. 60
© Crooked Dice. Permission granted to copy for personal use. 61
© Crooked Dice. Permission granted to copy for personal use. 62
© Crooked Dice. Permission granted to copy for personal use. 63
© Crooked Dice. Permission granted to copy for personal use. 64
Cast List Cast NAME
Name/Archetype/No. Move Def Hits Str Agi Int Mor Luck Weapon To Hit Range Str Special Rating

Special Effects, Star Qualities & other notes:

Name/Archetype/No. Move Def Hits Str Agi Int Mor Luck Weapon To Hit Range Str Special Rating

Special Effects, Star Qualities & other notes:

Name/Archetype/No. Move Def Hits Str Agi Int Mor Luck Weapon To Hit Range Str Special Rating

Special Effects, Star Qualities & other notes:

Name/Archetype/No. Move Def Hits Str Agi Int Mor Luck Weapon To Hit Range Str Special Rating

Special Effects, Star Qualities & other notes:

Name/Archetype/No. Move Def Hits Str Agi Int Mor Luck Weapon To Hit Range Str Special Rating

Special Effects, Star Qualities & other notes:

TOTAL RATINGS
© Crooked Dice. Permission granted to copy for personal use.

65
Player reference sheet
Strength Higher Defence Higher Melee Weapon Modifiers table
EQUAL Condition Modifier
2 or more 1 1 2 3 4 5 6 or more

2+ 3+ 4+ 5+ 6 6 then 4+ 6 then 5+ 6 then 6 X

NOTE: Stuns cannot be attempted if the Def is 3 or more higher than the Str.

+1 Def

Turn Sequence Weapon effects Ranged Weapon Modifiers table


1. Determine Initiative & Audience Blast - The weapon uses a blast Pistol - The weapon gains a +1 hit
Appreciation template of the size indicated. The bonus at short range.
template is centred on the target of
2. First Player Actions the shot (or where the shot scatters). Scatter - A missed shot will land the
All models whose bases are touched designated distance away from its
3. Second Player Actions by the template must roll for damage. target point in a random direction.
In addition, those who survive will be
4. End Phase Stuns - The affected target model is
knocked Prone after the effects of the
Stunned – see page 13.
blast have been worked out.
Thrown - This weapon has a range
Burst - Roll 3D6 when rolling to
of the wielder’s Str +1, doubled.
hit, counting all rolls which equal or
Thrown weapons do not suffer the –1
exceed the required hit number as
Audience Appreciation hit penalty for long range shots.
successes. Extra hits may either be
allocated to the original model or
2 tokens can be spent to activate an Unwieldy- This weapon is
models within 2”.
additional model this turn. cumbersome and difficult to use.
High Calibre - Roll 2D6 per hit Models electing to use this weapon
1 token can be spent to modify any of inflicted when rolling to wound. Count in melee combat do not get the free
that player’s die rolls by +1 or –1. You the highest D6 as the wound roll. attack immediately after a charge –
can use multiple points for multiple although they can still make an attack
adjustments to the same roll. by spending an action as usual.

© Crooked Dice. Permission granted to copy for personal use.

66
TEMPLATES
Blocker 2" Template

Blast 3" Template

Blast 5" Template

67
MINIATURES
AND SCENERY
To get your 7ombieTV games
off with a bang, here are some Scenery suppliers
To help build your fantastic tabletops we can
miniature and scenery suppliers recommend these suppliers who specialise in
that provide suitable ranges. modern or genre-friendly scenery:

Resin Scenery
28mm miniatures
There are many companies who produce some Ainsty Castings
great ranges for survivors and zombies for use in Superb modular resin scenery and accessories
7ombieTV - just a few are listed here. including their Cemetery Plot range!
www.ainstycastings.co.uk
www.cold-war.co.uk
www.copplestonecastings.co.uk Armorcast
www.eurekamin.com.au US scenery suppliers of modern and sci-fi
www.fenrisgames.com accessories. A smaller range is also available from
www.hasslefreeminiatures.co.uk the excellent Hasslefree Miniatures.
www.reapermini.com www.armorcast.com
www.studiominiatures.com
www.tengumodels.co.uk Black Cat Bases
www.zombiesmith.com Resin and metal accessories.
www.blackcatbases.com

Frontline Wargaming
Modern and historical accessories.
www.frontlinewargaming.co.uk

Pardulon
A great German scenery supplier of urban and near
future terrain and accessories.
www.pardulon-models.com

68
ThEY ARE COMING
BURSTING FROM THE
GRAVE AND ONTO
YOUR SCREENS
7ombieTV brings undead horror
to 7TV. Control a desparate
group of survivors or a horde
of shambling zombies and
compete to become stars of the
end of the world...

7ombieTV is a tabletop miniatures


game set in the world of classic
horror movies of the 70s.

NON FICTION UK £9
cr ked dice

ACTION:ENGINE
www.crooked-dice.co.uk

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