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Zombicide 2nd Edition – Fort Hendrix · Reference sheet

Zombicide 2nd Edition – Fort Hendrix reference sheet

Overview

  • Campaign expansion for Zombicide: 2nd Edition; 10-mission story campaign [p.4 — Ground Zero]
  • 1–6 Survivors; includes 6 new Survivor miniatures + Companion Penny [p.3 — Components]
  • New zombie type: Shooter Walkers — shoot at Survivors from any range [p.11 — Shooter Walkers]
  • Adds All-Out dice (extra combat dice with Break risk), Keep rolls between missions, and Night/Clock rules [p.5 — Advanced Rules]
  • If Penny dies, the campaign is lost [p.19 — Campaign Companion: Penny]

Setup

  1. Use Fort Hendrix Zombie cards #041–#080 instead of core cards #001–#040 [p.11 — Shooter Walkers]
  2. Replace core Equipment/Starting Equipment/Pimpweapon decks with Advanced Core decks [p.5 — Advanced Equipment Rules]
  3. Shuffle Military Equipment deck; place facedown near board (Step 6 of Setup) [p.14 — Military Equipment and Tiles]
  4. Place Objective cards on tiles as shown on the Mission map; Notes go facedown near the board [p.17 — Setup]
  5. Set the Clock to the Mission's starting hour [p.8 — The Clock and Night Rules]
  6. Each Survivor gets a Campaign Sheet; assign Penny's Leader [p.15 — Campaign Sheet]
  7. Resolve a Zombie Phase before Round 1 (M1 only) [p.20 — M1 Special Rules]

Turn structure

01 — PLAYER PHASE

  1. First Player activates all their Survivors (any order), then play passes clockwise.
  2. Each Survivor has 3 Actions (see Actions section).

02 — ZOMBIE PHASE

  1. Step 1 — Activation: all Zombies Attack (if Survivors in Zone) OR Move; resolve all Attacks first, then Moves.
  2. Step 2 — Spawn: draw Zombie cards clockwise from Starting Spawn Zone at highest Danger Level.

03 — END PHASE

  1. Remove all Noise tokens.
  2. Advance Clock 1 hour.
  3. Pass First Player token left [p.36 — Game Round Summary]

Actions

Action Limit Notes
Move Unlimited 1 Zone; extra Action cost if Zombies in starting Zone
Search 1×/Turn Building Zone, no Zombies; draw from Equipment or Military deck
Open Door Unlimited Requires door-opening equipment; no roll; cannot be closed
Reorganize/Trade Unlimited Swap any cards with 1 Survivor in same Zone
Melee Attack Unlimited Requires equipped Melee weapon; may go All-Out
Ranged Attack Unlimited Requires equipped Ranged weapon; may go All-Out
Take/Activate Objective Unlimited Must be in Objective's Zone
Make Noise Unlimited Place Noise token in Zone
Do Nothing Loses all remaining Actions [p.36 — Game Round Summary]

Combat

Going All-Out (optional, declare before Combat Action)

  • Add the weapon's All-Out dice to the standard dice pool (all or nothing) [p.5 — Going All-Out]
  • All-Out dice hits count normally at weapon's Accuracy value
  • Any Break on an All-Out die = weapon discarded after Action resolves
  • Dual weapons: each Break loses one weapon; 2 Breaks = both lost
  • All-Out dice cannot be re-rolled (Lucky, Plenty of Bullets/Shells have no effect on them)

Night Ranged Attacks

  • Accuracy becomes 6 unless target Zone is illuminated by a Light Beam [p.8 — Night Rules]
  • Using Flashlight during Ranged Action (Range 0–1): place Light Beam token, removes night penalty [p.8 — Light Sources]

Shooter Walker — when "Zombie Shooter" card drawn

  1. All Shooter Walkers on board attack every Zone with Survivors in LOS (1 Wound each; ignore night rules)
  2. Spawn standard Zombies shown on card
  3. Spawn 1 Shooter Walker per Zone containing the indicated Zombie type + LOS to a Survivor (no existing Shooter Walker there) [p.11 — Shooter Walkers]

End of game

  • Campaign ends after Mission 10 (M10 — Purple Haze) [p.32 — M10]
  • Campaign is lost if Penny dies at any point [p.19 — Campaign Companion: Penny]
  • Campaign is lost if all Survivors are KOed or dead [p.7 — KO/R.I.P. Rules]
  • Survivors with 1+ Contaminated Achievements die at the end of M10, regardless of outcome [p.32 — M10 Special Rules]
  • A KOed Survivor not rescued by End Phase of the next Round dies permanently; their player may choose a new Survivor next Mission [p.7 — KO/R.I.P. Rules]

Glossary

  • All-Out dice: Special dice where the 1 is replaced by a Break symbol; added to combat rolls when going All-Out [p.4 — The All-Out Dice]
  • Break: Result on an All-Out die that causes the weapon to be discarded after the Action [p.5 — Going All-Out]
  • Keep value: Number of All-Out dice rolled at Mission end to retain an Equipment card; any Break = card lost [p.6 — Keeping Your Equipment]
  • CXP (Campaign Experience Points): Earned by reaching Orange (+1) and Red (+1) Danger Levels per Mission; unlocks Bonus Actions or Campaign Skills [p.15 — CXP Bar]
  • Bonus Action: Free extra Action usable once per Mission; cumulative across Campaign; replenished each Mission [p.16 — Bonus Actions]
  • Campaign Skill: Permanent Blue-Level Skill chosen from the Campaign Sheet list; each can be taken only once [p.15 — Campaign Skills]
  • Campaign Achievement: Keyword written on Campaign Sheet (e.g., Contaminated) that affects future Missions [p.16 — Campaign Achievements]
  • KOed: Survivor at 0 HP; laid down as Objective token; must be rescued by End Phase of next Round or dies [p.7 — KO/R.I.P. Rules]
  • Shooter Walker: Armed zombie; acts as Walker normally but shoots all Survivor Zones in LOS when a Zombie Shooter card is drawn [p.11 — Shooter Walkers]
  • Light Beam token: Placed when Flashlight is ON; straddles 2 Zones; cancels night penalties in those Zones but grants Zombies with LOS an extra Activation [p.8 — Light Sources]
  • Clock: First Player token tracking time; advances 1 hour each End Phase; triggers Night Rules at 7pm [p.8 — The Clock and Night Rules]
  • Military tile: Fort Hendrix tiles (no sidewalks); Survivors Search from the Military Equipment deck [p.14 — Military Equipment and Tiles]

FAQ

  • Q: Can All-Out dice be re-rolled with Lucky or Plenty of Bullets/Shells? — A: No. All-Out dice cannot be re-rolled in any way [p.6 — Going All-Out]
  • Q: Can the Keep roll be re-rolled? — A: No. The Keep roll cannot be re-rolled in any way [p.7 — Keeping Your Equipment]
  • Q: Do Shooter Walkers shoot on normal Activations? — A: No. They only shoot when a Zombie Shooter card is drawn; otherwise they act as standard Walkers [p.12 — Shooter Walkers]
  • Q: Does taking an Objective card grant AP? — A: No, unless the card specifically states otherwise [p.18 — Taking an Objective Card]
  • Q: Does reaching Ultrared count for CXP? — A: No. Only reaching Orange and Red Danger Levels for the first time per Mission grants CXP [p.15 — CXP Bar]
  • Q: Can a KOed Survivor keep their Equipment? — A: No. All Equipment is discarded immediately when KOed; no Keep rolls allowed [p.7 — KO/R.I.P. Rules]

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