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Made in nl
Blood-Drenched Death Company Marine





The Netherlands

I believe the cross roads marks the borders of the game grid in the outdoor zones. I thought it was a nifty idea, beats just having lines all over the map boards.

   
Made in us
Nasty Nob on Warbike with Klaw





St. Louis, MO

+3 internet's for you, Adam. Thanks!

Eric

Black Fiend wrote: Okay all the ChapterHouse Nazis to the right!! All the GW apologists to the far left. LETS GET READY TO RUMBLE !!!
The Green Git wrote: I'd like to cross section them and see if they have TFG rings, but that's probably illegal.
Polonius wrote: You have to love when the most clearly biased person in the room is claiming to be objective.
Greebynog wrote:Us brits have a sense of fair play and propriety that you colonial savages can only dream of.
Stelek wrote: I know you're afraid. I want you to be. Because you should be. I've got the humiliation wagon all set up for you to take a ride back to suck city.
Quote: LunaHound--- Why do people hate unpainted models? I mean is it lacking the realism to what we fantasize the plastic soldier men to be?
I just can't stand it when people have fun the wrong way. - Chongara
I do believe that the GW "moneysheep" is a dying breed, despite their bleats to the contrary. - AesSedai
You are a thief and a predator of the wargaming community, and i'll be damned if anyone says differently ever again on my watch in these forums. -MajorTom11 
   
Made in us
Fixture of Dakka





CL VI Store in at the Cyber Center of Excellence



This is the olny comparison shot I have seen.

Every time a terrorist dies a Paratrooper gets his wings. 
   
Made in us
[DCM]
.







Thanks for that!

It would be nicer if the marine wasn't standing high on a scenic base, but it beats having nothing!
   
Made in us
Fixture of Dakka





CL VI Store in at the Cyber Center of Excellence

I agree, I am sure once production kicks in we'll get more pictures, but that won't be in time to influence potential kickstarter supporters.

Calipers may help measure with this picture...

Every time a terrorist dies a Paratrooper gets his wings. 
   
Made in us
Ancient Chaos Terminator





Deep in the Woods

Okay I joined the Abomination..Looks like it could be fun.

"I have traveled through the Realm of Death and brought back novelty pencils"
 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

Oh, somewhere in this favored land the sun is shining bright;
the band is playing somewhere and somewhere hearts are light,and somewhere men are laughing, and somewhere children shout but there is no joy in Mudville — mighty Casey has struck out. 
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

Just found out that the back of the character dashboards are like blank character sheet version of the character dashboards so you can make your own.

Sounds like Photoshop time to me.

   
Made in gb
[DCM]
Coastal Bliss in the Shadow of Sizewell





Suffolk, where the Aliens roam.

Zombie chuck... damn, my wallet better start hiding.

"That's not an Ork, its a girl.." - Last words of High General Daran Ul'tharem, battle of Ursha VII.

Two White Horses (Ipswich Town and Denver Broncos Supporter)
 
   
Made in us
Fixture of Dakka





CL VI Store in at the Cyber Center of Excellence

adamsouza wrote:Just found out that the back of the character dashboards are like blank character sheet version of the character dashboards so you can make your own.

Sounds like Photoshop time to me.


That is cool, now all my Hasslefree and other figures can be used too! It just gets better and better!

My female fatty will fit in and Wattie here can get a character card!






Every time a terrorist dies a Paratrooper gets his wings. 
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

speaking of which...


   
Made in us
Fixture of Dakka





CL VI Store in at the Cyber Center of Excellence

I have that figure, and his zombie counterpart!

Every time a terrorist dies a Paratrooper gets his wings. 
   
Made in gb
[DCM]
Coastal Bliss in the Shadow of Sizewell





Suffolk, where the Aliens roam.

Heh, after doing the Pulp Fiction varient of Jackson, would love to see a Travolta one.

"That's not an Ork, its a girl.." - Last words of High General Daran Ul'tharem, battle of Ursha VII.

Two White Horses (Ipswich Town and Denver Broncos Supporter)
 
   
Made in us
Fixture of Dakka





CL VI Store in at the Cyber Center of Excellence

Either Foundry or EM4 has a very good Travolta figure.

Every time a terrorist dies a Paratrooper gets his wings. 
   
Made in us
Longtime Dakkanaut






Los Angeles

Aw, I want a Ray figure. I hear he has a bit of red on him.

   
Made in us
Gargantuan Gargant





New Bedford, MA USA

I just found out there is a great sampling of the rules HERE on the BoardGameGeek Zombicide Forums, under the rules section. Who would have thought to check there ?

iNano78 wrote:I took the liberty to type out what I could read from the HD game play summary video, D6 Generation's pictures on Facebook and images posted on BGG. Consider it something to tide you (and me) over until an official rule book is released.

Zombie spawning rules
[o]3 - Spawn

The Mission plans show where Zombies appear at the end of each turn. These are the spawn Zombies. Choose a spawn Zone and draw a card. Place the amount of Zombies which is shown on the card the corresponds to the Danger Levelof the most experienced Survivor still in the game (Blue, yellow, Orange or Red). Repeat this operation for each spawn Zone.

Attention: each Fatty is accompanied by Walkers when it spawns but not when you add to balance a group of Zombies that splits.

NOTE: always begin with the same spawn Zone, then continue clockwise.

EXAMPLE: Wanda has 8 experience points, and is in the Blue Danger Leve. Doug has 12, which puts him in the Yellow. In order to determine how many Zombies appear in the game, read the Yellow line which corresponds to Doug, the most experienced Survivor.

[c]IT'S TIME TO KICK SOME BUTT!
AAAAAH! [BGCOLOR=#CC0000]5x [image of walker][/BGCOLOR]
UH-OH [BGCOLOR=#FF3300]2x [image of runner][/BGCOLOR]
WORSE [BGCOLOR=#FFFF00]2x [image of runner][/BGCOLOR]
BAD [BGCOLOR=#0000FF]0 [/BGCOLOR][/c]

If at least one Survivor has reached the Red Danger Level, read this one [arrow points to [BGCOLOR=#CC0000]red line[/BGCOLOR] on card]. 5 Walkers! Brains ...

If the most experienced Survivor is in the Yellow Danger Level, 2 runners appear when you draw this card.

If all Survivors are still in the Blue Danger Level, read this line [arrow points to [BGCOLOR=#0000FF]blue line[/BGCOLOR] on card]. Phew... nothing.

There are two special cases: the "extra activation" cards and the "manhole" cards. In both cases, no Zombies appear on the designated Zone.

When you reveal an "extra activation" card, all Zombies of the requested type are activated once again (Phase 1 and 2 of the Zombie turn; see above). Notice these cards have no affect on the Blue Danger Level!

[c][can't read name of "extra activation" card]
ALL RUNNERS 1 EXTRA TURN [BGCOLOR=#CC0000][image of 3 runners][/BGCOLOR]
ALL RUNNERS 1 EXTRA TURN [BGCOLOR=#FF3300][image of 3 runnerS][/BGCOLOR]
ALL RUNNERS 1 EXTRA TURN [BGCOLOR=#FFFF00][image of 3 runners][/BGCOLOR]
STILL GOOD (?) [BGCOLOR=#0000FF] [/BGCOLOR][/c]

At the Yellow Danger Level, all Runners are immediately activated. They receive two actions as normal for this activation. [arrows point to [BGCOLOR=#CC0000]red[/BGCOLOR], [BGCOLOR=#FF3300]orange[/BGCOLOR], and [BGCOLOR=#FFFF00]yellow[/BGCOLOR] lines on card]

At the Blue Danger Level, nothing happens. [arrow points to [BGCOLOR=#0000FF]blue line[/BGCOLOR] on card]

When you draw a "manhole" card, no zombie appears on the designated Zone. Instead, place the indicated number and type of zombies in every Zone where a manhole is indicated on the map on every tile where at least a Survivor stands. Manhole invasions never happen on tiles devoid of Survivors.

[c]SEWERS LOCATED ON A TILE WITH AT LEAST ONE CHARACTER WILL SPAWN:
NO! [BGCOLOR=#CC0000]1x [image of runner][/BGCOLOR]
PLEASE! [BGCOLOR=#FF9900]1x [image of fatty] [/BGCOLOR]
ARGH! [BGCOLOR=#FFFF00]2x [image of walker][/BGCOLOR]
OH! [BGCOLOR=#0000FF]1x [image of walker][/BGCOLOR][/c]

The most experienced Survivor reaches the Danger Level Yellow; place 2 Walkers per manhole.

ATTENTION: The Danger Level is set by the Survivor with the highest Danger Level and still in game. If this Survivor is eliminated, the Danger Level drops to that of the next most experienced Survivor.

SO MANY ZOMBIES, SO FEW MINIATURES!

The Zombicide box contains enough Zombies to invade a city. However it is possible that a player draws a card during the Spawn Phase and there are not enough miniatures of the requested Zombie type.

In this case, the remaining Zombies are placed (if there are any) THEN all the Zombies of the requested type gain an extra activation at once.[/o]

Special abilities
[o]Born Leader: During the Survivor's turn, he may give one free Action to another Survivor. This Action must be used during the next turn of the recipient; otherwise, it is lost.

Destiny: The Survivor can use this ability once per turn, when he receives a card he drew. Discard that card and draw another one of the same type.

Gunslinger: The Survivor treats all ranged weapons as if they had the Dual symbol.

Hoard: The Survivor can carry one extra equipment card.

Hold your nose: The Survivor can search in any Zone where he killed a Zombie during his turn.

Is that all you've got?: When a Survivor with this skill is wounded, he discards an Equipment card, but does not receive a Wounded card. If he has no Equipment card to discard, or he doesn't want to discard an Equipment card, then he receives Wounded card.

Lock it down: At the cost of one Action, the Survivor can close an open door.

Loud: Once per turn, the Survivor can make a huge amount of Noise! Until the next turn of this Survivor, this Zone is considered having the most Noise tokens on the entire map.
If different Survivors have this ability, only the last one who used it applies its effects.

Lucky: The Survivor can re-roll once all the dice of each Action. The new result takes the place of the previous one. This ability stacks with the effects of other abilities ("1 re-roll per turn" for example) and Equipment that allows re-rolls.

Matching Set: When a Survivor draws a Weapon card with the Dual symbol, he can immediately search for a second card of the same type in the deck of Equipment cards. Shuffle the deck afterwards.

Medic: Once per turn, the Survivor can remove one Wounded card from a Survivor that is in the same Zone as him. He may also heal himself.

Ninja: The Survivor makes no Noise. At all. His presence does not count as a Noise token, and his use of Equipment or Weapons produces no Noise tokens either!

Slippery: The Survivor does not spend extra Actions when he moves through a Zone where there are Zombies.

Sniper: The Survivor chooses freely the targets of all the Ranged Combat actions.

Starts with a [Equipment]: The Survivor begins the game with the shown Equipment. The Equipment card is mandatorily assigned to him before the beginning of the game.

Swordmaster: The Survivor treats all Melee Weapons as if they had the Dual symbol.

Tough: The Survivor ignores the first Wounded card he receives each time he is Wounded.

Trick Shot: When the Survivor is equipped with Dual Ranged Weapons, he can aim at targets that are in different Zones with each Weapon in the same Action.[/o]

Scenario # 00
[o]00 - TUTORIAL

We were with some friends when the first siren began to wail, quickly followed by countless others. In less than an hour, everything changed: the television and the radio announced horrible news. We decided to take shelter at our neighbor's house which was much safer. We just had to cross the street.
But THEY were already there...


You will need the following tiles for this scenario: 1B & 2B.

OBJECTIVE:

- Take the Objective token.

SPECIAL RULES:

- Reduced Zombie deck. Take the Zombie cards numbered 1, 2, 3, 4 and 41 to make the Zombie deck. Put the other ones in the box.

- Special starting equipment. Do not deal the "Pistol", "Axe" and "Crowbar" cards as starting Equipment. Instead, put them at the top of the Equipment deck. They will be the first three cards of the deck when a Survivor searches a Zone.[/o]

Scenario # 01
[o]01 - CITY BLOCKS

Our shelter is safe... for now. Unfortunately our food supplies are not going to last long. We've decided to arm ourselves and go explore the surrounding houses. We cannot come back empty-handed.

You will need the following tiles for this scenario: 2C, 1C, 4B, 5C, 7B, 5D, 6B, 5E & 1B.

OBJECTIVES

- Take all the objective tokens.
- Find at least one Canned Food card, at least one Rice card and at least one Water card.
- Once you have reached the previous Objective, reach the exit area that's shown on the map with at least one Survivor. Gather the Equipment and Survivor that escaped. You win if you have at least one Canned food card, one Rice card and one Water card.

SPECIAL RULES

Each Objective token gives 5 experience points to the Survivor that takes it.[/o]

Scenario # 02
[o]02 - Y-ZONE

The living are losing ground. The pockets of resistance fall one after the other and our CB radio, once bustling with messages, is now silent. We must leave. The zombies are growing in numbers and our supplies are getting scarce.
I could kill for some toothpaste.


You will need the following tiles for this scenario: 4B, 4E, 1B, 7B, 4D, 6B, 3C, 4C & 2C.

OBJECTIVE

Reach the exit zone shown on the plan with at least one Survivor.

SPECIAL RULE

The objective token represents a medicine cabinet. The Survivor who takes it immediately loses a Wounded card.[/o]

Scenario # 03
[o]03 - THE 24HRS RACE OF ZOMBICITY

There's a large rest home in sight. The buildings do not look too damaged and some cars look like they could still run. The supply room must be full.
We immediately understood why the looters hadn't lingered here: the area is swarming with zombies. The previous inhabitants couldn't really put up a fight. Before exploring, we have to put up a fight.
I dream of bubblegum.


You will need the following tiles for this scenario: 2C, 4D, 4B, 5C, 6B, 5F, 1B, 3C & 4E.

OBJECTIVE

Reach the red Danger Level with at least one Survivor.

SPECIAL RULES

- Each Objective token gives 5 experience points to the Survivor who takes it.

- You can use cars.

- You can search a pimp mobile only once. It contains either the Ma's Shotgun or the Evil Twins (choose randomly). Some missions may contain many pimp mobiles. In this case, you can only get the weapons that haven't been obtained yet. When there're no more... there are no more.

- You can search a police car more than once. Draw cards until you find a Weapon. Discard the other cards. The "Aaahh!" cards trigger the appearance of a zombie as usual and interrupt the search.[/o]

Scenario # 04
[o]04 - DRIVE-BY SHOOTING (?)

Our new shelter is not enough ...
zombies just keep coming. We lack sleep ...
are beginning to lose their grip. We ...
must be a nest around here. In the [basement?] ...
near the subway entrance. As long as this ...
isn't neutralized, we'll be continuously attacked.
I could use a new pair of shoes my size.


You will need the following tiles for this scenario: 3C, 4D, 2C, 5F, 4E, 4B, 2B & 5C.

OBJECTIVES

- Take all the objective tokens.

- Once you have reached the previous objective, place the surviving characters on a zombie spawn zone that has no zombies in it (to prevent further spawning).

SPECIAL RULES

- Each Objective token gives 5 experience points to the Survivor who takes it.

- You can use cars.

- You can search a pimp mobile only once. It contains either the Ma's Shotgun or the Evil Twins (choose randomly). Some missions may contain many pimp mobiles. In this case, you can only get the weapons that haven't been obtained yet. When there're no more... there are no more.

- You can search a police car more than once. Draw cards until you find a Weapon. Discard the other cards. The "Aaahh!" cards trigger the appearance of a zombie as usual and interrupt the search.[/o]

Scenario # 05
[o]05 - BIG W

Zombies are dangerous but maybe their not the greatest threat. We always have to find new resources: food, weapons, ammo and above all safe shelters. Here we are in the city center, a cemetery of concrete and glass. The big office buildings are infested that's for sure. Here we should find means of survival for a few more days.
Reminder: We must not open more than one door at a time and must not make too much noise or all the zombies of the city will be on us in a few minutes.
I dream of bacon.


You will need the following tiles for this scenario: 5D, 2C, 1C, 7B, 5C, 6B, 5E, 1B & 4B.

OBJECTIVE

Take all the objective tokens.

SPECIAL RULES

Each objective token gives 5 experience points to the Survivor who takes it.[/o]

Scenario # 06
[o]06 - THE ESCAPE

In the first hours of the infection, ...
to the department stores to get food. A big ...
public places were swarmed with zombies.
We've reached one of these stores in the [suburbs?].
Till now, everybody who entered just increased the number of infected.
Today is our turn. We've finished the last of our supplies. We have no choice, but we have experience... and team work.
I need a bigger gun and... cotton swabs.


You will need the following tiles for this scenario: 4C, 2C, 7B, 3C, 1B & 5D.

OBJECTIVES

Accomplish the following tasks in this order:
1. Place six Supply cards under the Car tokens (see the special rules). The Supply cards can be either Canned Food, Rice or Water cards.
2. Get into a car with the surviving characters.
3. Reach the zone that's shown on the plan with the surviving characters in the car. A car that reaches this zone leaves the gameboard with its occupants and the supplies it contains.

SPECIAL RULES

[couldn't read this, but assume it contains at least the following, along with something about placing supply cards on cars]

- You can use cars.

- You can search a pimp mobile only once. It contains either the Ma's Shotgun or the Evil Twins (choose randomly). Some missions may contain many pimp mobiles. In this case, you can only get the weapons that haven't been obtained yet. When there're no more... there are no more.

- You can search a police car more than once. Draw cards until you find a Weapon. Discard the other cards. The "Aaahh!" cards trigger the appearance of a zombie as usual and interrupt the search.[/o]

Scenario # 07
[o]07 - GRINDHOUSE

While everything was collapsing, there was an accident at the nuclear power plant nearby. Before disappearing, the authorities place a large number of the power plant technicians in a wing of the hospital under quarantine.
We must make sure these people are sealed off there forever, especially if they are infected. Why? Because there's worse than a zombie: A radioactive zombie.
I wonder where all the dogs went.


You will need the following tiles for this scenario: 3C, 2C, 2B & 4C.

OBJECTIVE

Neutralize the Zombie spawn zones (see special rules).

SPECIAL RULES

- Each objective token gives 5 experience points to the Survivor who takes it.

- Zombie Exit: Two zones shown on the plan contain three permanent noise counters. These zones represent the exits through which the Zombies might escape. If a Zombie reaches one of these zones, remove it from the gameboard and place it aside. If 4 Zombies leave the gameboard in this way, the game is immediately lost.

- Neutralizing the Zombie spawn zones: A survivor can neutralize a spawn zone in ... zone as him for the cost of one ... zone must contain no Zombie ... Noise token. When a Zombie ... permanent Noise tokens ... game. If four ... lost.[/o]

Scenario # 08
[o]08 - ZOMBIE POLICE (?)

We killed a zombie that happened to be ...
of this town. It was carrying a fax from ...
of police explaining how to reach a safe [house? haven?]...
old underground facility that had been turned into a bunker close to the police station.
Apparently it contains an armory, food supplies and even a shower. This bunker would be the perfect shelter for us. Its entrance however is controlled from a distance and the district is swarming with zombies. This is a dangerous mission but the [gain? game? gamble?] is well worth it.
What doesn't kill you today just might tomorrow.


You will need the following tiles for this scenario: 2C, 7B, 4B, 1B, 5C & 3C.

OBJECTIVE

Place at least one Survivor in the "bunker" zone shown on the plan.

SPECIAL RULES

- The blue door cannot be opened until the blue objective has been taken.

[more special rules that I couldn't read][/o]

Scenario # 09
[o]09 - MIGHT MAKES RIGHT

We've found a shelter and we have enough supplies to feed a small army. There's also a radio and it's still working. Thanks to this we've found another group of survivors in the suburbs of the city. They are defenseless and surrounded by zombies. There's no reason for this to be a trap. United we stand. Let's make new friends.
Found dental floss today. It felt like X-mas.


You will need the following tiles for this scenario: 1B, 2B, 2C & 7B.

OBJECTIVES

- Reveal all the objective tokens.

- Return to the starting area with at least 6 Survivors. A character who's placed on the starting area can leave the gameboard during his game turn. Put him aside with his equipment. You win when 6 Survivors have left the board.

SPECIAL RULES

- Each player begins the game with a single Survivor.

- Four Objectives are victims on the map. Three of them are "neutral" with identical sides. The fourth is "marked" with a standard recto and blue verso. Place the counters face down and randomly so no one knows where the marked counter is.

- Each objective token gives 5 experience points to the Survivor who takes it. Each time a "neutral" Objective token is taken, the player who owns the Survivor picks a new Survivor randomly (in ... player who gets the token decides). ... is revealed and placed without ... Zone where the Objective token ... be played as normal. ... Objective token doesn't ... still grant 5 experience points.

[more special rules that I couldn't read][/o]

Scenario # 10
[o]10 - SMALL TOWN

Return to basics: We're exploring the surrounding area in wider and wider concentric circles around our hideout. Several weeks have passed since the beginning of the infection and the zombie population peaked. What may apparently seem a routine mission is in truth an ordeal where the smallest mistake could be fatal.
Glad I quit smoking or all this running around would kill me.


You will need the following tiles for this scenario: 7B, 2B, 5B & 5C.

OBJECTIVE

- Take the objective tokens.

SPECIAL RULE

- Each objective token gives 5 experience points to the Survivor who takes it.[/o]

Turn summary (back cover)
[o]TURN SUMMARY
(by courtesy of your favorite survivors)

[BGCOLOR=#CC0000]GAME RULES OVERRIDE THESE "TURN SUMMARY" ONES.[/BGCOLOR]

1 - FIRST GAMETURN ->

Choose First Player (receives "First Player" token).

EACH TURN BEGINS WITH:

2 - SURVIVORS GAMETURN ->
(as explained by Ned)

The First Player plays all of his/her survivors, one after the other, in the order of his/her choice. When he/she's done, the next player's turn begins. Play clockwise. Each survivor has 3 actions to spend, chosen in the following list. Unless stated otherwise, each action may be chosen several times.

X - MOVE: Move one zone.

X - SEARCH: Indoor only. Draw a card in the Equipment pile (1 search per turn and per Survivor only)

X - OPEN A DOOR: special equipment or skill required.

X - REORGANIZE INVENTORY: equipment exchange with another survivor (in the same zone) is possible.

X - RANGED COMBAT: equipped ranged weapon required.

X - HAND-TO-HAND COMBAT: equipped hand-to-hand weapon required.

X - GET IN OR GET OUT OF A CAR (if allowed by the scenario).

X - TAKEN AN OBJECTIVE TOKEN OR ACTIVATE AN OBJECT (in the survivor's zone).

X - DO NOTHING (and live with it)

WHEN EVERY PLAYER'S FINISHED:

3 - ZOMBIES GAMETURN ->
(as observed by Josh)

Resolve the following phases in the following order:

1. ATTACK

2. MOVE > > >

- Each zombie favors visible survivors, then noise.

- Choose the shortest way. If needed, split groups and add zombies to make even groups.

3. SPAWN > > >

- Always activate the spawn zones in the same order (play clockwise)

- Danger level chosen = most elevated Danger level among active survivors.

- Fatties come with two walkers.

- No more minis of specified type? All zombies of specified type get an extra turn!

4. END OF GAMETURN ->

- Remove all "Noise" tokens.

- The next player is given the "First Player" token (play clockwise).

! - ZOMBIES ECOLOGY ->
(written down by Amy)

[c]Name Actions Min Dmg Value to Destroy
Walker 1 1
Runner 2 1
Fattie(*) 1 2
Abomination 1 3[/c]
(*) Each Fattie comes with 2 walkers during spawn phase.
[there is another column, but I couldn't get a good image]

* - TARGETING PRIORITY
(... by Phil)

Survivor > Walker > Fattie > Runner
Abomination counts as a Fattie for targeting purposes

This message was edited 1 time. Last update was at 2012/05/02 01:19:54


   
Made in ca
Revered Kroothawk




The Great White North

I apologize in advance for being "that guy", but could someone please answer whether the developers/suppliers have mentioned if the survivor add-ons, specifically the Marvin Redfield/Jules Winnfield look-alike survivor, will become available for individual order in the future? Or rather, will they be made available from specific events or simply unavailable all together?

It would be very much appreciated.
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

They will not be available for order in the future.

They are being made for the kickstarter supporters, but extras will used for promotional use at conventions etc...


   
Made in us
Fixture of Dakka






How much do I get if I pledge 100? do I get everything, as well?

I'd pitch 200 at them, but I'm starting to see something kinda.... odd about the continuous monty haul stuff here.

At 100 what do I get, and at 200 what do I get, without all the flash to bang?



At Games Workshop, we believe that how you behave does matter. We believe this so strongly that we have written it down in the Games Workshop Book. There is a section in the book where we talk about the values we expect all staff to demonstrate in their working lives. These values are Lawyers, Guns and Money. 
   
Made in us
Nasty Nob on Warbike with Klaw





St. Louis, MO

@$100 you get everything they're showing as promos, with the exception of the items they're selling individually (extra tiles, etc.).

@$190, you get double that, unless you choose to use your $190 for a $100 set and then $90 worth of add-ons.

Eric

Black Fiend wrote: Okay all the ChapterHouse Nazis to the right!! All the GW apologists to the far left. LETS GET READY TO RUMBLE !!!
The Green Git wrote: I'd like to cross section them and see if they have TFG rings, but that's probably illegal.
Polonius wrote: You have to love when the most clearly biased person in the room is claiming to be objective.
Greebynog wrote:Us brits have a sense of fair play and propriety that you colonial savages can only dream of.
Stelek wrote: I know you're afraid. I want you to be. Because you should be. I've got the humiliation wagon all set up for you to take a ride back to suck city.
Quote: LunaHound--- Why do people hate unpainted models? I mean is it lacking the realism to what we fantasize the plastic soldier men to be?
I just can't stand it when people have fun the wrong way. - Chongara
I do believe that the GW "moneysheep" is a dying breed, despite their bleats to the contrary. - AesSedai
You are a thief and a predator of the wargaming community, and i'll be damned if anyone says differently ever again on my watch in these forums. -MajorTom11 
   
Made in gb
[DCM]
Coastal Bliss in the Shadow of Sizewell





Suffolk, where the Aliens roam.

$100 gives you pretty much everything as noted in the rewards, except the eva and Martin figs you have to add $10 for.

At $200 you get everything in the $100 deal twice.

They have actually listed exactly what you'll get for the $100 Abomination deal at the top of the Kickstarter page.


edit by Magic

This message was edited 2 times. Last update was at 2012/05/02 15:31:53


"That's not an Ork, its a girl.." - Last words of High General Daran Ul'tharem, battle of Ursha VII.

Two White Horses (Ipswich Town and Denver Broncos Supporter)
 
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

Grot 6 wrote:How much do I get if I pledge 100? do I get everything, as well?


From the first page of the Zombicide Kickstarter


This is what you get at an Abomination ($100) level pledge!
•Base game - 71 miniatures etc
•3 Promo Survivors and their Zombie counterparts: 6 miniatures
•4 additional Fatties - 4 miniatures
•6 additional Runners - 6 miniatures
•20 additional Walkers - 20 miniatures
•1 additional Abomination - 1 miniature
•6 custom black dice
•6 glow in the dark dice
•1 T-shirt


You get the same stuff TWICE with a $190 (Survivor) Pledge.


This message was edited 1 time. Last update was at 2012/05/02 22:06:47


   
Made in us
Fixture of Dakka





CL VI Store in at the Cyber Center of Excellence

Pretty sure you also get Chuck (and maybe Zombie Chuck) with the 100 level.

You do get the plastic trackers.

This message was edited 1 time. Last update was at 2012/05/02 22:22:23


Every time a terrorist dies a Paratrooper gets his wings. 
   
Made in au
Veteran Wolf Guard Squad Leader





Yeah Chuck and zombie chuck (if the stretch goal is met) come with the $100. Marvin and Eva need to be bought separately.

I am in for $250 to Australia, which is everything except the white dice and game tiles, as I will be buying two sets of the rules.

This message was edited 1 time. Last update was at 2012/05/02 22:31:49


 
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

Plastic trackers are now a part of the game, for the kickstarter and beyond.

Eagle if we get to the 290K stretch goal.
Since we're at $288,467 with 3 days to go that shouldn't be a problem, but I didn't include him becuase it hasn't acutally happened yet.





   
Made in gb
Rampaging Reaver Titan Princeps






Bristol

Email updates:


We had these made by the Battlefoam guys to protect the Paint the Town figures, who will get these free to protect their painted stuff. These trays can hold 128 minis, will fit in the Zombicide box with half an inch of space left over for tiles/cards etc. This will fit all Abomination level rewards / stretch goals / optional Survivors with space to spare!



Since we're doing them anyway, we thought some of you out in Kickstarter land might want some. So, if you want to paint your great Zombicide miniatures and still want to transport them around conveniently, this might fit your needs. These trays will be available for sale from Battlefoam later, just that shipping is free within the USA if shipped with your Abomination or above order. Outside the USA, please add $15 per set (sorry, these are bulky). $40 for a set of 2 trays. Just add the appropriate amount to your pledge if you're interested (Manage Pledge, green button on the Zombicide Kickstarter page) and we'll send you a survey after the Kickstarter to confirm your options.





and




Project Update #33: PSA: Zombies want plastic brains!


If you care about what plastic Zombicide miniatures are made of, please read this announcement. This question was raised in the comments and has been buried, so this is an important PSA!

The Zombicide miniatures are made of plastic of the some type as Warmachine / Dust Tactics figures, and are about as hard as Dust Tactics figs. They have some give so that arms and heads don't break off while playing or storing figures but still retain beautiful detail. There are many painting tutorials online for painting this type of figure.

They are not made of the same material as Games Workshop figures. All these different plastic materials can be painted up just fine and look great.

So, if you have a preference for only GW style hard styrene figures, please make sure you still want to continue with your pledge! The game is great and the miniatures beautiful but they are not styrene.
   
Made in au
Veteran Wolf Guard Squad Leader





Never painted the Warmachine plastic. I am guessing it's no problem to model or paint with? What are people's experiences with it?
   
Made in us
Using Object Source Lighting





Portland

Fenriswulf wrote:Never painted the Warmachine plastic. I am guessing it's no problem to model or paint with? What are people's experiences with it?

It's not as easy to cut/clean as GW's, but takes primer fine.


My painted armies (40k, WM/H, Malifaux, Infinity...) 
   
Made in au
Veteran Wolf Guard Squad Leader





Ahh good to hear.

Also, the kickstarter has reached $290k, so Chuck Norris dude will now be included. I reckon that $340k will likely be reached as well.
   
Made in gb
Rampaging Reaver Titan Princeps






Bristol

Awesome, chucks gonna bring the smackdown.

I think im actually now more excited to build a 3d board and make my own game, though i will try the core mechanics.
   
Made in us
Lurking Gaunt





I just ordered my copy, this game looks like it's going to be a blast.
   
 
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