Contents
Discover the Skills of Zombicide: Black Plague
Hey there! I’m here to talk to you about the awesome Skills in Zombicide: Black Plague. If you’re a fan of this game, you’ll know that Skills play a crucial role in surviving the zombie apocalypse!
So, let’s dive right in and explore these incredible abilities that can turn the tide in your favor.
Combat Skills
When it comes to fighting off those hordes of zombies, Combat Skills are your best friends. They give you an edge in battle, making you more effective against the undead. With these abilities, you can deal more damage, attack more zombies, and even score critical hits. Talk about unleashing your inner warrior!
Magic Skills
Now, if you’re more of a magic enthusiast, you’ll love the Magic Skills in this game. They allow you to cast powerful spells that can decimate the zombie menace. From summoning devastating fireballs to controlling the minds of the undead, these magical abilities will make you feel like a true sorcerer.
Special Skills
But wait, there’s more! Zombicide: Black Plague also features Special Skills that give you unique advantages. These abilities can range from unlocking new actions, like searching for better weapons or healing yourself, to improving your movement or defense. With Special Skills, you’ll have the upper hand when it comes to survival.
Teamwork Skills
Surviving the zombie apocalypse is not a solo adventure. That’s why Teamwork Skills are crucial. These abilities allow you to support and help your fellow survivors. You can heal their wounds, share equipment, or even coordinate powerful attacks together. Remember, when it comes to fighting the undead, there’s strength in numbers!
And there you have it! The Skills in Zombicide: Black Plague are the key to surviving and thriving in a world plagued by zombies. So grab your friends, choose your Skills wisely, and prepare to face the undead hordes. Good luck out there, survivor!
Hey there! I wanted to talk to you about the Skills in Zombicide: Black Plague. Each Survivor in the game has their own set of Skills that have different effects. These Skills are really important, and they take priority over the general rules.
Some of the Skills and bonuses in the game have immediate effects. This means that you can use them right away, even on the same Turn when you acquire them. So, let’s say one of your Actions allows your Survivor to level up and gain a Skill. You can use that Skill immediately if you still have some Actions left. Or, if the Skill gives you extra Actions, you can use them right away.
Now, let me tell you about a couple of Skills. The first one is the +1 Action Skill. This Skill gives your Survivor an extra Action that they can use however they want. It’s like getting a bonus turn!
Next up, we have the +1 Damage Skill. This Skill gives your Survivor a +1 bonus to their Damage when they perform a Combat Action. There are three types of Combat Actions: Magic, Melee, and Ranged. So, if your Survivor has the +1 Damage: Magic Skill, for example, they get a +1 bonus to their Damage when they use Magic attacks.
Finally, there’s the +1 Damage with [Equipment] Skill. This Skill gives your Survivor a +1 bonus to their Damage when they use a specific piece of Equipment. For example, if your Survivor has the +1 Damage with Axe Skill, they get a +1 bonus to their Damage when they attack with an Axe.
+1 to dice roll: When I’m in combat, whether it’s melee, ranged, or using magic, I get a boost. Each time I roll a die for a combat action, I automatically add 1 to the result. But remember, the maximum result is always 6.
+1 to dice roll: Speaking of magic, I also get a bonus there too. Whenever I roll a die for a magic action, I add 1 to the result. Just like before, the maximum result is always 6.
+1 to dice roll: Melee actions are no exception to my special powers. I get to add 1 to the result of each die I roll. Again, the maximum result is always 6. I can really pack a punch!
+1 to dice roll: And when it comes to ranged actions, I have an advantage there too. I add 1 to the result of each die I roll. You guessed it, the maximum result is always 6.
+1 die: Not only do I get to add to my rolls, but I also get more dice to roll in combat. When I use my weapons or combat spells, I get to roll an extra die. And if I’m dual-wielding or using dual combat spells, I get an extra die for each, so that’s a total of +2 dice per dual combat action. Talk about a powerful advantage!
Get a boost: Magic – When I use Combat spells as a Survivor, I roll an extra die for Magic Actions. If I use Dual Combat spells, I gain a die for each spell, so I get a total of +2 dice for each Dual Magic Action.
Gear up: Melee – When I wield Melee weapons as a Survivor, I roll an extra die for Melee Actions. If I use Dual Melee weapons, I gain a die for each weapon, so I get a total of +2 dice for each Dual Melee Action.
Sharper aim: Ranged – When I use Ranged weapons as a Survivor, I roll an extra die for Ranged Actions. If I use Dual Ranged weapons, I gain a die for each weapon, so I get a total of +2 dice for each Dual Ranged Action.
Ready for action: Combat – As a Survivor, I have one extra free Combat Action. I can use this Action for Melee, Ranged, or Magic Actions.
Unleash your power: Enchantment – As a Survivor, I have one extra free Enchantment Action. I can use this Action for Enchantment Actions.
+1 free Magic Action – Hey there, Survivor! I’ve got a surprise for you. You now have an extra Magic Action that you can use for free. Pretty cool, huh? Just keep in mind that this action can only be used for Magic-related tasks.
+1 free Melee Action – Guess what? You also get an extra free Melee Action! Now you can unleash your fighting skills with even more power. Just remember, this bonus action can only be used for melee combat.
+1 free Move Action – Feeling speedy? Well, you’re in luck. You now have an additional free Move Action that you can take. So go on, zip around the battlefield with ease. Just remember to use it for moving only!
+1 free Ranged Action – Ready to take aim? Good, because now you have an extra free Ranged Action. This means you can unleash your ranged weapons with even more precision. Just remember to use this action specifically for ranged attacks.
+1 free Search Action – You’re a curious one, aren’t you? Well, here’s a treat for you. You now have an extra Search Action that you can use for free. Take the time to scavenge and explore your surroundings, just remember to use this action for searching purposes only. Oh, and by the way, you can still only search once per turn.
+1 max Range – Fancy some extra firepower? Well, now your Ranged weapons and Combat spells have a little boost. The maximum range of your attacks is increased by 1. So go ahead, take those shots from a greater distance and dominate the battlefield.
+1 Zone per Move – When I’m moving, I can go through an extra Zone. It’s like I have super fast feet! This skill works with other things that help me move. But if I run into zombies in a Zone, my movement stops.
2 Zones per Move Action – Normally, when I spend an Action to Move, I can only go one Zone. But with this skill, I can move one or two Zones at a time! It’s like getting a bonus movement. Just like before, if I run into zombies in a Zone, my movement stops.
Ambidextrous – I’m really good at using all kinds of weapons and spells! With this skill, I can use Combat spells, Melee weapons, and Ranged weapons as if they had the special Dual symbol. It’s like I have twice the power!
Barbarian – When I’m fighting with Melee weapons, I can be really clever. Instead of using the normal number on my weapon, I can use the number of zombies in the Zone I’m attacking! So if there are a lot of zombies, I can be really strong. But I still get any other bonuses that help my dice value, like getting +1 die for Melee attacks.
Blitz: When I kill the last Zombie in a Zone, I get a free Move Action to use right away.
Bloodlust: Combat – If I spend one Action, I can Move up to two Zones to a Zone that has at least one Zombie. Then, I get a free Combat Action (Melee, Ranged, or Magic).
Bloodlust: Magic – If I spend one Action, I can Move up to two Zones to a Zone that has at least one Zombie. Then, I get a free Magic Action to use immediately.
Bloodlust: Melee – If I spend one Action, I can Move up to two Zones to a Zone that has at least one Zombie. Then, I get a free Melee Action to use right away.
Bloodlust: Here’s a cool ability I have as a Survivor: when I want to, I can use one of my Actions to move myself up to two Zones to a place with a Zombie. And you know what’s even cooler? I get a free Ranged Action right after that! I can use it right away, no waiting.
I’m a natural leader – When it’s my turn, I can give one free action to another survivor. They can use this action however they want, but they have to use it during their next turn or they lose it.
Sneaky break-in – I don’t need dice or equipment to open doors. It just takes me one action to do it. And the best part? I don’t make any noise while opening doors. But there are still some things I have to do first, like completing a certain objective, before I can open a door. Oh, and I also get an extra free action that I can only use to open doors.
Supercharge – This is my special move. I can use it for free, as many times as I want, during each of my turns. Here’s how it works: I can move up to two zones to a zone that has at least one zombie. But I still have to play by the normal movement rules. And if I enter a zone with zombies, my movement action ends.
Collector: [Zombie type] – When I kill a Zombie of the specified type, I earn double the experience.
Destiny – Once per Turn, when I reveal an Equipment card I drew, I can use this Skill. I have the option to ignore and discard that card, and then draw another Equipment card.
Free reload – I can reload reloadable weapons (like Hand Crossbows and Orcish Crossbows) for free.
Frenzy: Combat – All the weapons and Combat spells that I have gain an additional die for each Wound I suffer. If I’m using dual weapons, each one gains a die, resulting in a total of +2 dice per Wound and per Dual Combat Action (Melee, Ranged, or Magic).
Frenzy: Magic – The Combat spells that I have gain an additional die for each Wound I suffer. If I’m using dual Combat spells, each one gains a die, resulting in a total of +2 dice per Wound and per Dual Magic Action.
Frenzy: When I’m in the thick of it, swinging my melee weapons, they become more powerful. For every wound I endure, each melee weapon I carry gets an extra die. And if I happen to be wielding two melee weapons, they each gain a die, making for a total of two extra dice per wound and per dual melee action.
Frenzy: When I’m taking aim and firing my ranged weapons, they also benefit from my ferocity. Just like with melee weapons, for each wound I suffer, each ranged weapon I carry gains an additional die. And if I possess two ranged weapons, both get a die, giving a grand total of two extra dice per wound and per dual ranged action.
Hit & Run: After I successfully take out a zombie with a magical, melee, or ranged attack, I can use this skill for free. It grants me the ability to perform a free move action immediately after my attack. I don’t have to spend any extra actions to execute this free move if there are zombies still standing in my area.
When you use the “Hold your nose” Skill, you get a special benefit. You can use this Skill once every turn. It gives you a free Search Action in the Zone if you have killed a Zombie during the same Game Round. It doesn’t matter if the Zombie was in a Vault or a street Zone. However, you can only use this Action to Search, and you can only Search once per turn.
Here’s another Skill called “Ironclad.” It’s specific to a certain type of Zombie. When you have this Skill, you don’t get hurt by Wounds caused by Zombies of that type. For example, if the specified type is “Walker” or “Runner”, you won’t take any damage from their attacks.
Another interesting Skill is called “Iron hide.” With this Skill, you can roll for Armor even if you’re not wearing any Armor on your Body slot. Normally, you need Armor to make Armor rolls, but with Iron hide, you can do it without. If you do wear Armor, you get an extra advantage. For each die you roll for Armor rolls, you can add 1 to the result. However, the highest result you can get is always 6.
Iron Rain – When I’m using a ranged weapon, I can switch out the number on the dice with the number of Zombies in the zone I’m targeting. This means that if there are more Zombies, I’ll have a better chance of hitting them. Any skills that increase the dice value, like getting an extra die for ranged attacks, still apply.
Is that all you’ve got? – Whenever I’m about to take wounds, I can use this skill to discard one equipment card from my survivor’s inventory for each wound I’m about to receive. For each discarded card, I can negate one wound. So if I discard two cards, I can avoid two wounds.
Jump – I can use this skill once during each turn. When I activate my survivor, I can spend one action to move two zones to a zone that I can see. This means I can quickly jump across the board, but I can’t use any movement-related skills that give me extra zones or help me avoid zombies. If there are zombies in the starting zone, I still have to deal with them. But once I jump, I ignore everything in the zone I pass through.
Lucky Break – I can use this cool Skill, totally for free, once every time it’s my turn to go. I get to pick a Zone that has at least one Zombie really close to me, only one square away. Then, I get to choose some of my fellow Survivors in that Zone to come join me, without any problems. It’s like a little rescue mission, you know? I can even say, “Nah, thanks, I’m good” if I don’t want to leave. But here’s the thing – there needs to be a clear path between the two Zones. That means I can’t go through closed doors or walls. And no fancy Vault stuff either – no taking Survivors in or out of there.
Seal the Deal – Now, I can do something pretty handy. With just one Action, I can close an open door in my Zone. It’s like slamming it shut. And guess what? It’s even better because if someone opens or breaks that door later, more Zombies won’t suddenly show up. It’s like I’m giving us a little breather, you know?
Loud – When I use this skill, I can make a lot of noise. It’s like a big boom! The place where I make the noise becomes the noisiest place on the whole board. If other players have this skill too, only the last person who used it can make the noise.
Low profile – With this skill, I can’t be hit by magic or ranged attacks from other players. They can’t hurt me when they cast their spells or shoot their arrows in the same place as me. But watch out for really powerful attacks, like Dragon Fire, because those can still hurt me.
Lucky – This skill is all about luck! Whenever I take an action or roll my armor, I can roll the dice again if I don’t like the first result. The new result replaces the old one. It’s like getting a second chance. And the best part is, if I have other skills or equipment that let me roll the dice again, I can use them along with this skill!
Mana rain – When I cast a Magic spell during a fight, I can use the number of Zombies in the area instead of the Dice number. If I have any skills that add to the Dice value, like +1 die: Magic, they still apply.
Marksman – I can choose exactly who I want to target with my Magic and Ranged attacks. I don’t have to worry about accidentally hitting any other Survivors.
Matching set! – When I search for Equipment, if I draw a card with the Dual symbol, I can immediately draw another card of the same type from the Equipment deck. Afterward, I’ll shuffle the deck.
Let me tell you about point-blank. It’s a fancy way of saying that I can attack from up close, without any obstacles in the way. When I use my magic or shooting skills, I can target any zombie in my zone, even if they’re right next to me. I can even take out different types of zombies with my attacks. But here’s the catch – I still have to do enough damage to actually kill them. If I miss, well, that’s no big deal, because it won’t hit any of my fellow survivors.
Now, here’s something cool called Reaper. It’s a special skill I have that lets me take out even more zombies. When I’m in a fight – whether it’s with my fists, a gun, or magic – I can choose to use Reaper. This means that for one of my hits, I can kill another zombie right alongside the first one. Pretty awesome, right? The only thing is, I can only do this once per fight. But hey, at least I get the experience points for both of those kills. Gotta level up somehow, right?
Reaper: Magic – When you use this Skill to resolve a Magic Action, you can choose to kill one extra Zombie in the same Zone. However, you can only kill one additional Zombie per Action. The Survivor will still gain experience for killing the extra Zombie.
Reaper: Melee – When you use this Skill to resolve a Melee Action, you have the ability to kill an additional Zombie in the same Zone. Just like with the Magic Skill, you can only kill one extra Zombie per Action. The Survivor will still earn experience for killing the extra Zombie.
Reaper: I’m a ranged expert. When you’re using a ranged attack, you can use this skill to choose which targets to hit. With Reaper, one of your hits can take out another zombie in the same area. You can only take out one extra zombie per attack, though. And don’t worry, you’ll still get the experience points for the additional kill. Pretty cool, right?
Regeneration: Here’s a handy skill for you. After each round of the game, any wounds you’ve received magically heal. It’s regeneration at its finest. There’s one catch, though – if you’ve been eliminated as a survivor, regeneration won’t do you any good. But as long as you’re still in the game, consider yourself fully healed after each round. It’s like a superpower!
Roll 6: This skill is all about rolling that perfect 6. Whenever you’re making a combat action – whether it’s melee, ranged, or magic – and you roll a 6, you get to roll an extra die. And here’s the really fun part: if you keep rolling 6s, you keep rolling more dice. It’s an endless cycle of dice-rolling awesomeness. Just remember, though, if you have any game effects that let you re-roll, like a special equipment card, you have to use those before rolling any extra dice for this skill. So keep rolling those 6s and watch your combat skills soar!
Roll 6: I can boost my Magic skill by rolling an extra die for each “6” I roll during a Magic action. Keep rolling more dice as long as you keep getting “6”. If you have any game effects that let you reroll, use them before rolling additional dice for this skill.
Roll 6: I can enhance my Melee skill by rolling an extra die for each “6” I roll during a Melee action. Keep rolling more dice as long as you keep getting “6”. If you have any game effects that let you reroll, use them before rolling additional dice for this skill.
Roll 6: I can improve my Ranged skill by rolling an extra die for each “6” I roll during a Ranged action. Keep rolling more dice as long as you keep getting “6”. If you have any game effects that let you reroll, such as the Plenty Of Arrows Equipment card, make sure to use them before rolling additional dice for this skill.
Rotten: After my turn, if I haven’t fought (melee, ranged, or magic) or made any noise, I get a Rotten token. This token makes all the zombies ignore me and I won’t be considered a noise token either. I can freely move around and the zombies won’t attack me. But if I fight or make noise, I lose the Rotten token. Even with the Rotten token, I still need extra actions to get away from a zone full of zombies.
Scavenger: I can search in any zone, whether it’s a street or a vault or anywhere else.
Search: +1 card – Whenever I search, I draw an extra card. It’s like getting a bonus!
When it comes to skills in the game, one stands out to me the most – Shove. It’s a skill that I can use for free once during each of my turns. With this skill, I can select a zone that is within a range of 1 from where my Survivor is located. Then, I can push all the Zombies that are standing in my Survivor’s zone to the selected zone. It’s important to note that this isn’t considered a movement. The two zones that I choose need to have a clear path connecting them. However, Zombies cannot cross closed doors, ramparts, or walls. They can, however, be pushed in or out of a vault.
Another valuable skill is Slippery. With this skill, I won’t have to spend any extra actions when I perform a move action out of a zone that contains Zombies. However, if I enter a zone that already has Zombies, my move action will be cut short.
These skills are crucial in surviving the game. By using Shove strategically, I can push Zombies away from important areas or even trap them in a certain zone. And with Slippery, I can quickly maneuver around Zombies without wasting valuable actions. So if you’re looking for skills that can give you an edge, you’ll definitely love Shove and Slippery. Give them a try and see how they elevate your gameplay!
Spellbook: When I have the Spellbook Skill, all of my Combat spells and Enchantments in my Survivor’s Inventory are automatically considered equipped in my Hand. It’s like having a bunch of powerful cards ready to use! There’s just one catch—I can only use two of the same dual Combat Spells at a time. Before I do any Actions or rolls, I have to choose which two spells I want to use.
Spellcaster: With the Spellcaster Skill, I get an extra free Action each turn. But here’s the catch—I can only use this Action for a Magic Action or an Enchantment Action. It’s like having a secret extra power hidden up my sleeve!
Sprint: When I have the Sprint Skill, I can use it once during each of my Turns. All I have to do is spend one Move Action with my Survivor. Instead of moving just one Zone, I can choose to move two or three Zones at once! But be careful—if I enter a Zone with Zombies, my Move Action is over and I won’t be able to move any further.
Mighty Strength – Imagine being super strong, able to wield Melee weapons with incredible force, dealing a massive amount of damage. That’s what it feels like when you have this Skill. You become a force to be reckoned with, smashing through obstacles with ease. Nothing can stand in your way.
Equipped from the Start – Picture this: before the game even begins, you already have an advantage. You start with a special piece of Equipment that sets you apart from the rest. It’s like having a secret weapon up your sleeve, ready to unleash its power when the time is right.
Steady Aim – Ever wished you could aim with precision, never missing your target? With this Skill, you become a master of accuracy. You can ignore distractions and focus solely on your goal. Whether you’re using Magic or Ranged attacks, nothing can throw you off your game. You’re like an archer hitting bullseye after bullseye.
Swordmaster – Imagine being so skilled with a sword that you effortlessly wield any Melee weapon. That’s what this Skill does for you. Every sword, dagger, or axe feels like an extension of your own arm. The Dual symbol might as well be your middle name because you handle it with grace and ease.
Tactical Genius – Strategy is your middle name. You have the power to choose when to take your turn, with complete control over the game’s flow. You can act at the perfect moment, before or after anyone else. And if there are other survivors with this Skill, you get to decide who goes first. It’s like being the mastermind behind the scenes, pulling all the strings.
Taunt – I can use this cool Skill, for free, once during each of my Turns. I just need to pick a Zone that I can see. Then, all the Zombies standing in that Zone get really worked up: they get an extra Activation and rush towards me, trying to get to me by any means necessary. Those silly Zombies ignore all the other Survivors – they don’t even bother attacking them. They’ll even cross through other Zones just to reach little old me.
Tough – Here’s a neat trick: I can completely ignore the first Wound I receive from a single Zombie during the Zombies’ Phase. It’s like I’m invincible against that first attack.
Trick shot – Now, here’s something really cool. When I have Dual Combat spells or Ranged weapons, I can do something amazing. I can aim at different Zones with each spell or weapon in the same Action. Talk about multitasking!