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Hero Special Rules List
01-28-2013, 08:59 PM (This post was last modified: 01-28-2013 10:30 PM by Sierra.)
Post: #1
Hero Special Rules List
Hello!

This list is intended to help in the creation of custom characters and the Special Rules have been collected from various custom characters already available on the forum. Read to get inspiration for your own Special Rules, use these as they are, or tweak them as you see fit. If a Special Rule is balanced or not has nothing to do with it being on the list as the purpose of the list is to provide ideas and inspiration. Special rules can be combined in different ways and players can tweak them as they see fit so any balance issue is up to each character creator. The names of the Special Rules have been deliberately left out to encourage choosing a name that suits your character thematically.

If you wish to add to the list just comment and I'll update the list. Sharing is caring!

Enjoy Watchmen02

S.
__________________________________________

HERO SPECIAL RULES LIST
    (Base Game)
    (Custom)
Movement
  • May add +1 to his Movement Dice roll.
  • When entering a space with a Zombie, may immediately fight the Zombie and continue moving.
  • Cannot end his turn on the same space as another male Hero.
  • May enter buildings that are Taken Over.
  • Starts the game with a Lighter. Also, subtract 1 from Movement rolls (to minimum 1).
  • May not move from a space that has both a wounded Hero and a Zombie.
  • May move 1 space in any direction on a roll of 4 or higher when a Zombie enters her space.
  • Cannot end a turn in a space already containing another Hero.
  • May subtract three from her Movement Die roll to pass through a wall.
  • May add +3 to her Movement Die roll when starting her move outside (unless "Heavy Rain" is in play).
  • May not leave a space containing a Zombie.
  • After fending off a Zombie, this Hero may immediately leap through a wall as long as he rolled a 6 on at least one of his Fight Dice.
  • After hitting a Zombie with a Ranged Attack, may immediately move two spaces toward that Zombie's location.
  • May move a Hero to an adjacent space on a roll of 5+.
  • Must always subtract 1 from her Movement Dice roll.
  • May once per Hero turn call another Hero one space towards him.
  • May move D3 on the Zombie’s turn, after the ‘Move Zombies’ phase.
  • May ignore any Locked Door effects.
  • Once per turn, may discard 1 Hero card to roll for an additional Movement.
  • May crawl through windows and air vents (pass through walls). May also sneak past Zombies (no need to stop while passing).
  • May move through walls on the Movement roll of 5+.
  • If 4 or more models are in your space, your Movement Dice roll becomes a 6. You must move out of the space.
  • Moves only D3 spaces, unless Movement starts in a space with another Hero.
  • May enter or exit a building on diagonally.
  • When rolling a movement of 2, may also pick up a baseball bat from the Hero discard pile.

Ranged Attacks
  • May Re-roll a missed Ranged Attack. If you do, add +1 to the Ammo or Break check.
  • When using Ranged Weapons; on the roll of 1, Ranged Weapons are not out of ammo.
  • May add +1 to her roll when firing a Ranged Weapon.
  • If the Hero kills a Zombie with a gun they may fire again.
  • As a Ranged Attack, may discard a Meat Cleaver to target a Zombie up to two spaces away. The Zombie is hit on 4+.
  • A successful hit using a Revolver Kills the Zombie.
  • +1 Range for any Ranged Weapon used by the Hero.
  • May when outside throw a rock at a Zombie (Range 2), killing the Zombie on a 6+. In order to use this ability another Hero must yell "Look [INSERT NAME], Rocks!"
  • Subtract 1 from any Ranged Attack rolls.

Fighting
  • Once per fight, may force a Zombie to Re-roll any number of its Fight Dice against her (Hero's Choice).
  • While in the Cornfield or Barn, may roll an extra Fight Dice.
  • Wins fights on a tie.
  • For every Student Hero that dies, roll an extra Fight Dice and win on ties for the remainder of the game.
  • Every Hero in the same space may roll 1 extra Fight Dice.
  • While in the outside may roll an extra Fight Dice, while unarmed may roll an extra Fight Dice.
  • All Heroes may roll 1 extra Fight Dice as long as the Hero is alive.
  • Heroes with the YOUTH ability on the same board section roll an extra Fight Dice.
  • May ignore any Zombie fight card on a roll of 5+.
  • If all Hero's Fight Dice are 3 or less may instantly cancel fight and wound Zombie.
  • You may cancel all fights you have until the start of the next Hero Turn. If you do, skip your next turn.
  • May roll an extra Fight Die. Doubles do not cause a wound to a Zombie.
  • Once per game, the Hero may gain 2 extra Fight Dice and win on ties until the beginning of the Hero's next turn.
  • If Hero wins a fight by more than 2 immediately kills Zombie.
  • May subtract one from one of her own Fight Dice in order to make doubles.
  • May take a wound or discard an item to Kill a Zombie beaten in a fight, even if no doubles were rolled.
  • Once per fight, may roll an extra Fight Die and win on ties. If a 1 is rolled on the extra Fight Die, the Hero takes a wound.
  • Roll a D6 at the start of a Zombie turn Fight. If 6+ Zombie is killed.
  • Gains one additional Fight Die when fighting injured.
  • May cancel a fight on a roll of 3+ on the Hero Turn, or 5+ on the Zombie Turn.
  • May not use guns or Two-handed weapons. Rolls an extra Fight Die.
  • May cancel any Zombie Fight card used against her on a roll of 4+.
  • May take a wound or discard an Item to kill any Zombie beaten in a fight, even if no doubles were rolled.
  • Any Zombie beaten in a Fight may be Killed on a roll of 4+. (Killing blow)
  • If rolling a double the Hero always wins and the Zombie is wounded.
  • May get another Hero in the same or adjacent space to fight for him on the roll of 3+.
  • Once per Fight, may subtract one from any Zombie Fight Dice.
  • While in the same space as a female Hero, wins fights on a tie but may not use Escape.
  • When only 2 Heroes in play, may roll an extra Fight Die.
  • When fighting alone, may roll an extra Fight Die.
  • May get distracted and not fight on the roll of 4+.
  • May cancel any fight she is in on 4+ (before Fight Dice are rolled).
  • May Re-roll any 1 of her own Fight Dice, once per fight.
  • May draw a Hero Card upon successfully killing a Zombie.
  • May roll an extra Fight Die if the Zombies outnumber the Heroes on his space.
  • Once per turn, may roll D6 before a fight. On 6 the Zombie is immediately Killed.
  • Gain an extra Fight Die for each Zombie in the Hero's space.
  • If your Fight Dice sum is 12+, the Zombie is instantly Killed.
  • When affected by Faith this Hero wins on ties and wounds any Zombie beaten in a fight, even if no doubles were rolled.

Wounds
  • May take a wound to wound a Zombie in the same space.
  • Any male Hero in the same space can take a wound in her place.
  • Each turn, roll a D6. On a 1, take a wound.
  • May ignore any Wound on the roll of 6+.
  • May take a wound to roll an additional Movement Die.
  • Whenever you take a wound, reveal the top card of the Hero Deck and put it into your hand.
  • When being wounded while in the same space as a Male, she may have that Male take the wound instead.
  • Fatal damage to another Hero in the same or adjacent space may be prevented on 4+.
  • When fighting in the same space as another Hero, may ignore a wound on the roll of 5+.
  • Any time you would take a wound, roll a D6. On a roll of 5-6, a zombie in your space takes that wound instead.
  • When losing a fight, takes a wound but the Zombie is wounded too.
  • Upon receiving a wound, may roll 2 extra Fight Dice next fight.
  • May deflect a wound onto another Hero on the same space.
  • May upon death immediately resolve up to two fights.

Healing
  • May give up a Move Action to Fully Heal.
  • At the end of the Hero Turn, may Heal one wound from another Hero in the same space.
  • While holding a First Aid Kit, may give up her turn to Heal one wound from all other Heroes in the same space as her.
  • Any time you roll a 1 or 2 for movement, heal one wound.
  • When in the diner, roll a D6, fully heal all Heroes in the diner with him on a 5+.
  • When using a First Aid Kit on another Hero, the kit is not discarded on a 5+.
  • Once per turn, on a roll of 5+ avoid all fights or fully heal.
  • May discard a card at any time except during a fight to try to heal himself. On a roll of 3+, heal one wound. On 1-2 nothing happens. Discard the card.
  • Once per Hero Turn may discard one item to heal 1d2 wounds from a Hero on the same space.
  • May Heal one wound from another Hero in the same space on the roll of 2+. If the result is 1, the target Hero instead takes one wound.

Equipment
  • Starts the game with a Revolver.
  • May not use Guns except the Revolver.
  • May add or subtract one to any roll when testing to see if a Hand Weapon Breaks.
  • If a gun used by the Hero runs out of ammo, Hero may roll a d6, on a roll of 4+ the gun is not out of ammo.
  • Cannot use any item that is Double-Handed.
  • After breaking a Hand Weapon, may immediately make a Ranged Attack.
  • Non-weapon items do not count against your carrying limit.
  • May cancel an item being discarded on the roll of 6+.
  • May only carry 2 items at once. While fighting unequipped rolls only 1D6.
  • Starts with 1 random melee weapon.
  • Instead of being discarded Old Bessy is always shuffled back into the Hero Deck when Hero is in the game.
  • Each turn, Old Betsy can make one free attack om a Zombie in her space. Hit on 5+.
  • Starts the game with Old Betsy. Any time Old Betsy is put into the graveyard, return it to your hand at the start of your next turn.
  • Starts game with random non-weapon item. +1 to item carrying limit.

Searching
  • When drawing a Hero Card, may take two cards and choose which one to keep (discard the other).
  • Instead of searching, may take a Revolver from the discard pile.
  • In addition to Searching, may also take any Event card from the discard pule on a roll of 4+.
  • If the movement roll is 5+, may give up move action and make a search even when outside.
  • May pick up 2 Hero Cards if Searching in the High School.
  • While in the Hospital, may both Search and Move.
  • May draw any Item Card from the discard pile while searching in the Junkyard.
  • At the end of her turn, may Search if she killed a zombie with the Assassin ability this turn.
  • When using a Pick-Up may gain another Search action on a roll of 5+.
  • Instead of Searching, may take any Fire item from the discard pile.
  • When searching may choose to discard the first card and draw another.
  • Instead of searching may take the most recently discarded Hero Card.
  • May give up his Move action to allow a Hero in the same building to take an item from the discard pile instead of searching.

Other
  • May not use Guns and may not be the target of This Could Be Our Last Night On Earth.
  • May take a wound to cancel any Zombie Card on the roll of 3+.
  • May take one wound to cancel any Remains in Play Zombie Card.
  • May not be the target of Zombie Cards.
  • At the beginning of his turn, roll a D6. On a roll of 5+ look at the Zombie's hand, choose a card to discard.
  • All cards played on or against him get copied and immediately played again. If the original card is cancelled, also cancel the copy.
  • Does nothing.
  • Starts the game with two random Hero Cards. If two Weapon Items are drawn, discard one of them.
  • At the start of the game select another Hero. That hero permanently rolls one extra Fight Die.
  • May Re-roll any die. Each time subtract 1 from the result (cumulative for the same dice).
  • Must always take the first turn on the Hero's turn.
  • May increase the game length by one round if alive at the last round.
  • Cancels This Could Be Our Last Night On Earth or Loss of Faith if played against him.
  • On a roll of 5+ may copy any other Hero Special Rule or any Event card that does not Remain in Play, used this turn.
  • May look at the top card in the Zombie Deck on a roll of 5+.
  • May add or subtract one roll to any Dice rolls when the Hero is using or is targeted by an Explosive Item.
  • On a roll of 2+ may give up his own turn to control another Hero giving them a second turn instead (including reusing their ranged weapon). In the event that this causes another hero to take a wound Matt also takes a wound. Also, if Matt causes another hero to lose a weapon Matt takes a wound (punched by other player). Matt must resolve fights at the end of his turn with all zombies in his space as well as the space of the controlled hero.
  • Zombie Hunger applies two spaces away from her.
  • Zombie under the influence of Hunger may not enter Hero's space on roll of 5+.
  • Zombie Hunger must move towards this specific Hero if able.
  • Cannot, under any circumstances, be turned into a Zombie Hero.

"What is it about a zombie that appeals to me? I don't know. Maybe that it's just the most possible - I don't know - of all the supernatural entities."
- Scott Ian
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01-28-2013, 09:34 PM
Post: #2
RE: Hero Special Rules List
This list is incredible! I love it! Thank you. This will definitely be checking this list when creating cards.
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02-05-2013, 11:47 PM (This post was last modified: 02-05-2013 11:49 PM by victor.w.)
Post: #3
RE: Hero Special Rules List
It seems you only have the base game as a good chunk of these special rules are included (if slightly modified) as Remain in Play cards, Event cards, and even new Hero Abilities. Stacy, the investigative reporter from Hero Pack 1, has an ability called Fearless that allows her to move through and search in buildings that have been taken over.

In the event of a Zombie Apocalypse please do the following:
1. Grab a buddy
2. Grab guns
3. Start shooting
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02-08-2013, 08:12 PM
Post: #4
RE: Hero Special Rules List
Good work, Sierra! It's a great work of compilation!

I have a question: when you make your own characters, do you give them only positive skills or also add any weakness?

[img]http://i46.tinypic.com/551d94.jpg[/img]
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02-22-2013, 09:57 PM
Post: #5
Smile RE: Hero Special Rules List
Hey kablebcn,

The idea is to create a balanced character. So you can use only positive skills if you like but make sure they are not too powerful, otherwise you would have to incorporate something that makes the character weaker to keep it balanced.

There are some examples on the other forum boards where people have weakened their custom characters by giving them -1 modifiers to movement, range of attack or fight dice rolls to stop the hero being overly powerful.
And in the Timber Peak expansion, a few of the heroes start with a Zombie card that gives them a disadvantage, however this can be cancelled as the game goes on so is only a temporary hinderance.

Hope that helps Watchmen02
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02-26-2013, 06:43 AM
Post: #6
RE: Hero Special Rules List
Oh my Zombies this is a great resource. Thank you Siera and all who contributed.
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03-27-2013, 08:49 PM
Post: #7
RE: Hero Special Rules List
I still dig this post, is it possible to make it sticky or do I need to make a pdf for the DL section. too good of a resource to let drift away.

I'm not dead. I'm electroencephalographically challenged...
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