Abomination Guide
Abomination Guide
Abomination - 1 Action. 1 dmg. 3 dmg to kill. 5 XP Vault Warden - 1 Action. 1 dmg. 3 dmg to kill. 5 XP
Wounds inflicted by all ABOMINATIONS cannot be Upon defeat, Survivor receives a random Vault Weapon card (if
prevented by Armor. available).
Abominotaur - 1 Action. 2 dmg. 3 dmg to kill. 5 XP Horde Brother - 1 Action. 3 dmg. 3 dmg to kill. 5 XP
Can smash through doors & walls when they. Set their target Should only be used with Horde Zombies. When spawned add
ignoring closed doors and walls. Put a “broken wall” token a different Abomination to the Horde to be spawned upon the
over any walls passed. (This can generate a Zombie spawn in a next “Enter the Horde!” If no Abomination available, Horde Brother gets
previously closed building.) Then proceed with moving all Zombies an additional activation.
(as the Zombies’ route can be redefined by the wall’s destruction).
Swamp Lurker - 1 Action. 1 dmg. 3* dmg to kill. 5 XP
Wolfbomination - 3 Actions. 3 dmg. 3 dmg to kill. 5 XP Cannot be killed in any way when standing in a Waterhole.
Swamptroll - 1 Action. 2dmg. 3 dmg to kill. 5 XP The Magenta Covfefe of Aargh! - 1 Action. 1 dmg. 3 dmg to
Spawns (in order of preference): kill. 5 XP
- Noisiest Zone is a Waterhole Zone - here Survivors must spend an extra action for each Move action when
- Waterhole Zone closest to the noisiest Zone having Line Of Sight on the Covfefe, unless sharing the same Zone (in
- No Waterhole – spawn point nearest the noisiest Zone which case, normal Zombie penalties apply).
Orc Abomination - 1 Action. 3 dmg. 3 dmg to kill. 5 XP Dragon - 1 Action. 2 dmg to wound. 1 XP per Vulnerability
Immune to all game effects, except Ballistae and weapons
matching Vulnerability. Nothing blocks Line Of Sight between
Survivors and Feral Dragon. Spawn in the center Zone of tile (instead of
Tainted Orc Abomination spawn Zone) and then:
- 1 Action. 3 dmg. 3 dmg to kill. 5 XP 1. Dragon Stomp: All Zombies standing in the Dragon’s spawn Zone
Tainted Blood Spray: A Survivor killing a Tainted Abomination are killed, no matter their type or immunities.
in their Zone endures a single hit in return, inflicting 3 Wounds. No Scatter: Roll a die on the Compass card for each Survivor and Siege
Armor roll is allowed. Engine miniature in the spawning Zone: the target is pushed 1 Zone
Spreading Disease: All Zombie Orcs standing in its Zone at the end of away in the corresponding direction (but will be stopped by walls
the Zombies’ Phase become Tainted Walkers. Replacing Standard and the edge of the map). If any Survivors are still in the zone, they
Zombies with Toxic Zombies in this way doesn’t generate a new suffer 2 wounds (no Armor roll). Siege Engines are destroyed.
activation for the Toxic Zombies. This effect only applies to Standard Destruction: If the center Zone is a building Zone set a Rubble card
Zombies. on it. The Rubble Zone blocks line of site, cannot be searched and
cannot be entered (may be left). Note: this may immediately fail a
Zombie Giant - 2 Actions. 1 dmg. 3 dmg to kill. 5 XP Quest due to Objective destruction.
Tall: Can trace Line Of Sight over buildings and Hedges to 2. Draw a Vulnerability card. The Feral Dragon can only be hit and
Zones beyond them. Actors in these Zones can trace Line Of wounded by a Ballista, or a weapon matching the type shown on the
Sight to the Zombie Giant. Vulnerability card.
Throws: At the start of each Zombie Phase, the Giant throws a Zombie Attack:
from its Zone at the Survivors, up to 2 Zones away. Chosen Zombie Feral Dragon: Fire Breath: Same as Dragon Stomp except targeting
follows Targeting priority. the Zone with most Survivors range 0-1 away (including diagonals).
Attack: Attack may target 0-1 Zone range due to length of arms. Note: if the target zone is a Waterhole zone, it does not attack.
Necromantic Dragon: Zombie Gush: Targeting the Zone with the most
Survivors in 0-1 range (including diagonals), spews contents of
Abominabunny - 1 Action. * dmg. * dmg to kill. 5 XP stomach (draw one zombie card and spawn in that spot –
Attack targets all Survivors in shared Zone. All targets are redrawing if Dragon/extra-activation cards drawn).
killed no matter the remaining Health, Armor, or other game
effects. Can only be killed with Dragon Fire Move: After all zombies have moved, determine nearest loudest Zone
and move Dragon one TILE in that direction, landing in the center square
Chromatiz = * Actions. * dmg. 3 dmg to kill. 5 XP following the Dragon Stop steps from above (no additional vulnerability
Line of Sight to Female Survivors: 2 Actions. Otherwise: 3. card drawn).
Line of Sight to Male Survivors: 2 damage. Otherwise 3.
Note: Familiars are not considered Defeat: When the Dragon receives a 2 dmg hit (either from a siege
weapon or a Vulnerability attack), the Dragon is removed from the board.
The attacking Survivor receives 1 XP and 1 random Vault weapon. The
Gorgomination - 1 Action. 1 dmg. 3 dmg to kill. 5 XP Vulnerability card is removed from game. When all Vulnerability cards
Spawns in noisiest Zone if in building, otherwise building have been removed from game the Dragon has been permanently
closest to noise. Ignores walls and closed doors – moves defeated.
through them.