The penalties from hunger are to Stats, so any skill levels continue to work normally. No stat can be lowered below zero. For example, Earl has 3 Strength and is level 3 in Heavy, for a total of 6 Heavy Skill Score. If the Community is short on food by 4, Earl’s Strength will be reduced to 0, but his level 3 skill is not reduced, leaving him with a total of 3 Heavy skill Score.
If you carry two revolvers you can attack twice in one round with no chance of jamming, but it takes 2 carry slots. This same technique does not work with Bows or any other weapon that can only attack once per turn.
All weapons activate their target, regardless of noise value. If you shoot a zed who is out of noise range and fail, the target activates in addition to any that are in noise range. This applies to special zombies that possess more than one Health Point as well, if the target remains on the table after the attack, they will activate.
An extension of this applies to weapons with Noise (T). A successful attack with a bow or blade will not activate other members of a horde. Noise T activates the target at the end of the action, after damage is done. If the target is removed from the table as a result of the attack, there is no remaining target to activate.
A zombie will never move off the table as part of a random movement, they’ll simply finish their movement along the table edge. Zombies can, however, be pushed off the table edge with a blunt weapon, a shotgun, a Shove Attack, or any other effect that moves a zombie as a result of a Survivor’s action. When this happens, simply remove the zombie as though it was killed.
Hardware is spent during the planning phase when a facility or upgrade is assigned, removing it from the base storage before limits are checked.
When the last resource is removed from a supply token, remove the token from the table.
Wounded soldiers cannot be assigned to missions, but they can staff facilities or add labor to the project team. Note that Survivors that aren’t assigned to healing will not regain health points.
Hunger is compared to total population, not total demand. This means that you can have a Hunger Score without suffering negatives to Survivor Stats.
When opting out of a mission, a single Survivor can be sent out scavenging. This Survivor must have no other assignments during this Campaign Turn.
The first base of any campaign begins with it's storage full of Food, Fuel, and Hardware. This is true no matter which base you start in. Bases that are claimed after the first automatically have the Food, Fuel, and Hardware from the previous base transferred into their inventory. All vehicles, weapons, and equipment is also transferred to the new base.
When a Siege is triggered, the only things that are automatically lost are the ability to choose a mission, and any materials set aside for a Rare Items Trade. Everything else (projects, staffed facilities) will continue to work as normal, provided the Survivors assigned to those activities are still able to perform whatever task they were assigned to. Any Survivors that are reduced to zero health during the siege will not contribute their labor or their skills to any projects or facilities to which they were assigned. However, because a normal mission was not undertaken, they members of the mission team that are not reduced to zero health can be assigned to substitute for the missing workers, adding their labor to projects or their skills to staff a facility.
The shove attack activates its target, which sometimes means the zombie moves right back into contact with the Survivor that shoved it. Remember, however, that the zombie AI looks for the nearest Survivor within its move +2 inches, so the shove attack can be used to force the zed to move into contact with another Survivor, perhaps one with a good melee skill or simply more Health Points. Most often, though, the shove attack is used to move a zombie off of a ledge or into the range of a Trap.
In addition, a successful Shove Attack will push a zombie a minimum of two inches.
In the Siege Defense mission, zombies default to moving toward barricaded doors, but what happens when they get there? Well, usually, that will bring them within noise range of survivor actions. If the AI directs you to make a random move during the Siege Defense, instead move toward the nearest survivor, if there are no survivors on the other side of the barricaded door.
When completing a Gather Materials mission, if the mission team contains at least one member with a coop skill that allows material roll substitutions, none of the targeted materials can be replaced, but you may use the ability to replace the "one of each" material that comes by default. For example: A Mission team with a member that has a Rationing score of five completes a mission that was targeting Hardware resources. They reteive eight materials. As written, those materials would become one food, one fuel, and one hardware, with the reamaining materials (five) becoming hardware. In this instance, the rationing skill, which normally would allow up to five rolls to be replaced with food, can only substitute three food, one for each of the first three materials collected.
When lure traps or fireworks activate a passive zombie, the item's description of activated zombies "must move toward the [source]" overrides the normal activation of passive zombies, forcing them to turn aggressive and move toward the trap in a single activation.
In step 4 of the horde AI, the last sentence should read: "When this movement ends, activate all Passive zombies within one inch of any member of the horde.
Rolls of 8 on the first chart should be included in the Quality Item Chart result. Number 8 on the Rare Upgrade Chart should read - Portable Generator. Number 2 and number 6 on the Rare Weapon Chart should read Pistol Suppressor and Historical Katana respectively.
The Training Room entry at the top of the chart should contain another column that reads, from top to bottom: Weight Room, Ropes Course, Classroom.
The last sentence of the Veteran description should read: "...and as such they are NOT eligible for further healing in this way."
The first paragraph on page 115 should refer to Named Areas when it says Numbered Areas.
This text should appear instead of the illustration at the bottom of the page:
Whenever three or more aggressive zombies are within three inches of each other, they form a horde. Whenever one member of a horde is activated, every member of that horde is also activated. All aggressive zombies that are within three inches of any member of the horde are considered part of that horde.
Hordes use a modified AI, which is detailed on page 26.
The last paragraph under the "Determine Rewards" section should read:
If fewer than half of the number of starting zombies remain, there was at least one zombie left on the mission area, and at least one survivor exited via the map edge, halve the number of campaign turns since the last siege. If all survivors were incapacitated, the next mission is automatically a siege.