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
- Use Fort Hendrix Zombie cards #041–#080 instead of core cards #001–#040 [p.11 — Shooter Walkers]
- Replace core Equipment/Starting Equipment/Pimpweapon decks with Advanced Core decks [p.5 — Advanced Equipment Rules]
- Shuffle Military Equipment deck; place facedown near board (Step 6 of Setup) [p.14 — Military Equipment and Tiles]
- Place Objective cards on tiles as shown on the Mission map; Notes go facedown near the board [p.17 — Setup]
- Set the Clock to the Mission's starting hour [p.8 — The Clock and Night Rules]
- Each Survivor gets a Campaign Sheet; assign Penny's Leader [p.15 — Campaign Sheet]
- Resolve a Zombie Phase before Round 1 (M1 only) [p.20 — M1 Special Rules]
Turn structure
01 — PLAYER PHASE
- First Player activates all their Survivors (any order), then play passes clockwise.
- Each Survivor has 3 Actions (see Actions section).
02 — ZOMBIE PHASE
- Step 1 — Activation: all Zombies Attack (if Survivors in Zone) OR Move; resolve all Attacks first, then Moves.
- Step 2 — Spawn: draw Zombie cards clockwise from Starting Spawn Zone at highest Danger Level.
03 — END PHASE
- Remove all Noise tokens.
- Advance Clock 1 hour.
- 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
- All Shooter Walkers on board attack every Zone with Survivors in LOS (1 Wound each; ignore night rules)
- Spawn standard Zombies shown on card
- 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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