Friday, July 16, 2021

Zombicide 2nd Edition Thoughts, Skills, and Characters

 As I was saying in my previous post, I got my Zombicide 2nd Edition pledge in a couple months ago. I went (largely) all in on the Kickstarter. I got the base game, the Washington ZC and Fort Hendricks campaign expansions, lots of new characters and abominations, a pretty cool Danny Trejo set (hero, walker, and abom), lots of unique Zombies, some extra shooter zombies, and some plastic cars. It's a good upgrade to the game and I recommend picking it up. I've since updated a ton of older equipment cards to 2nd edition and added a special deck for spawning unique zombies. Plus, the upgrade decks that allow you to user your old zombies from Toxic City Mall and Rou Morgue as well as updated character card for ALL the character from all the seasons in 1st edition mean there's a LOT of ways to play. 

The Sculpts all look great. The way Her Royal Majesty's hands attach to her body is a bit awkward, but I think she'll look fine once painted. I am a little perplexed at why they made Pres 43 fat, but not 45 but that doesn't really take me out of the game too much. I'll paint up the presidential figures, but likely won't ever use them. 

I did have a missing arm on my Unique Cheerleader, which wasn't the end of the world, but CMON still made good on it by sending my a complete Cheerleader. 

I also picked up the Zombicide Chronicles RPG. It plays very similar to the board game, but with an overarching plot (if the GM wants). I still play everything out on the board game boards, but with more roleplaying in between blowing undead away. I don't know how much I'll end up using it, but we'll see. 

Now, I've been making characters for 2E like I did with 1E. First, I updated all my old characters to 2nd Edition format. Some skills had to be updated as they've changed or to replace those that no longer exist in 2nd Edition. I'll throw up some that are my own creation, but I won't throw up my updates of other peoples' work because I can give credit to all the original authors. That said, I'm going to offer up the skill list that I'm using. Not all of these skills are mine, but I do use some in my own creations. 

+1 Action – The Survivor has an extra Action they may use as they please.

 +1 Damage: [Action] – The Survivor gets a +1 Damage bonus with the specified type of Action (Combat, Melee, or Ranged).

 +1 die: [Action] – Each of the Survivor’s weapons rolls an extra die with Actions of the specified type (Combat, Melee, or Ranged). Dual weapons each gain a die, for a total of +2 dice per Dual Action of the specified type.

 +1 free [Action type] Action – The Survivor has 1 extra free Action of the specified type (Combat, Melee, Move, Ranged, or Search). This Action may only be used to perform an Action of the specified type.

 +1 max Range – The maximum Range of Ranged weapons the Survivor uses is increased by 1.

 +1 Zone per Move – When the Survivor spends 1 Action to Move, they can Move 1 or 2 Zones instead of 1. Entering a Zone containing Zombies still ends the Survivor’s Move Action.

 +1 to dice roll: [Action] – The Survivor adds 1 to the result of each die they roll with Actions of the specified type (Combat, Melee, or Ranged). The maximum result is always 6.

 [Action Type] - Damage 2 – Weapons of the indicated type (Combat, Melee, or Ranged) used by the Survivor and having a Damage value of 1 are considered to have a Damage value of 2.

 2 cocktails are better than 1 – Roll a die each time the Survivor discards a Molotov to perform a Ranged Action. On a result of 4 or more, the Molotov Equipment card may be put in the Survivor’s Backpack instead, for free. The die result may not be altered or re-rolled in any way.

 Ambidextrous – The Survivor treats all weapons as if they had the Dual symbol.

 Barbarian – When resolving a Melee Action, the Survivor may substitute the Dice number of the Melee weapon(s) they use with the number of Zombies standing in their Zone. Skills affecting the dice value, like +1 die: Melee, still apply.

 Batmobile - If you pick this ability, the Batmobile shows up in the street – on the edge or corner of the map closest to Batman as possible. And when it shows up, it does hit any characters in that spot. And the Batmobile comes with some special rules since it is a car after all.

·         Unlike most vehicles in Zombicide, the Batmobile only has two seats.

·         The Batmobile can kill Fatties if it runs them over (it still can’t take out Abominations), and still follows the standard rules of priority.

·         Survivors in the Batmobile may take a new action – Raising the Shields. If you shield the Batmobile, it can’t move until the next round but all survivors inside the Batmobile can’t be attacked and are considered not present for ranged attacks. Molotov Cocktails will still kill you though. Players must spend an action to lower the raised shields to move the Batmobile or get out.

·         When the Batmobile arrives, it includes one random piece of the Bat Arsenal. Like the pimp mobile, the Batmobile can only be searched once.

 Blitz – The Survivor can use this Skill once during each of their Turns. The Survivor spends 1 Action: they Move up to 2 Zones, to a Zone where Zombies are within Range of one of their equipped Ranged weapons. They then gain 1 free Ranged Action. Normal Movement rules apply.

 Bloodlust: [Action] – The Survivor can use this Skill once during each of their Turns. The Survivor spends 1 Action: they Move up to 2 Zones to a Zone containing at least 1 Zombie. They then gain 1 free Action of the specified type (Combat, Melee, or Ranged). Normal Movement rules apply.

 Bola Hold - Once per turn, for one action, target one zombie up to one zone away. That zombie is immobilized for the rest of the round and will ignore moving during zombie activation or any spawn cards, along with preventing it from attacking any characters in the same zone.

 Born Leader – During the Survivor’s Turn, the Survivor may give 1 free Action to another Survivor to use as they please. This Action is used immediately. Then, the Born leader Survivor resumes their Turn.

 Break-In – The Survivor doesn’t need any Equipment to open doors. They don’t make Noise while using this Skill. However, other prerequisites still apply (such as taking a designated Objective before a door can be opened). Moreover, the Survivor gains one extra free Action that can only be used to open doors.

 Brother In Arms: [game effect] – The Survivor can use this Skill whenever they are standing in the same Zone as at least 1 other Survivor. As long as Brother in arms is active, each Survivor in the Zone (including the one with this Skill) benefits from the indicated Skill or game effect. Companions do not benefit from this Skill.

NOTE: Brother in arms may be shortened to B.I.A.

 Can Search More Than Once – The Survivor can Search multiple times per Turn, spending 1 Action for each Search Action.

 Charge – The Survivor can use this Skill once during each of their Turns, for free. They move up to 2 Zones to a Zone containing at least 1 Zombie. Normal Movement rules still apply. Entering a Zone containing Zombies still ends the Survivor’s Move Action.

 Coin Flip - This ability plays off of Two Face’s tendency to make all his decisions via the flip of a coin. Once per turn, as a free action, roll a d6. On a result of 1-3 gain an extra action this turn, 4-6 lose an action this turn.

 Combat Reflexes – Whenever any Zombies spawn within Range 0-1 (and before any Rush), the Survivor may immediately perform a free Combat Action against them. This Action may eliminate more Zombies than have spawned. Ranged Actions must still be aimed at the Zone where the Zombies spawned. The Survivor may use this Skill once per Zombie card drawn.

 Comic Book Death - The first time the survivor would die, respawn back at the starting zone with full health, and any starting equipment per the character card. Retain your current XP level and any abilities.

 Danny Trejo – The survivor rolls an extra dice with Melee Actions performed with Machetes. The extra dice amount scales with the Survivor’s Danger Level. Dual Machetes each gain these additional dice.

·         Blue Level: +1 die

·         Yellow Level: +2 dice

·         Orange Level: +3 dice

·         Red Level: +4 dice

Desperate - As long as the survivor has a wound he/she gains +1 free action.

 Destiny – The Survivor can use this Skill once per Turn when they reveal an Equipment card they drew. They can ignore and discard that card. Then, draw another Equipment card from the same deck.

 Distributor – When resolving the Spawn Step during the Zombie Phase, draw as many Zombie Cards as there are active Spawn Zones. Look at the Zombie Cards, then assign 1 of them to each active Spawn Zone, spawning Zombies as indicated.

 Distrusting - Once per turn (either before the survivor has used any actions or when he/she has no more actions left) if one or more survivors share a zone with him/her, the survivor may resolve a free Move Action. The Survivor does not spend extra Actions to perform this free Move Action if Zombies are standing in his/her Zone.

 Double-Tap - If the survivor rolls a 6 during ranged combat it gains +1 damage.

 Dreadnought: [Zombie type] – The Survivor ignores all Wounds coming from Zombies having the indicated keyword in its name. Dreadnought: Walker works with any Walker, for example.

 Dual Expert – The Survivor has a free Combat Action as long as they have Dual weapons equipped. This Action may only be used with the Dual equipped weapons.

 Dual Personality – This ability allows Two-Face to dual wield any two weapons so long as each has the dual wield symbol. For example, he could dual wield a machete and a sub-machine gun or combine the sub-machine with a sawed off shotgun and fire them simultaneously. At the ultra-red level, Two Face could combine this with Ambidextrous, which would let him dual wield any combination of weapons, leading to amazing combos like: chainsaw & sub-machine gun, rifle & shotgun, or katana & fire axe, just to name a few.

 Escalation: [Action] – The Survivor gains 1 extra die to roll for consecutive Actions of the specified type (Combat, Melee, or Ranged). The bonus is cumulative and applies until the end of the Survivor’s Turn. The bonus is lost whenever the Survivor performs another kind of Action.

EXAMPLE: A Survivor with the Escalation: Ranged Skill spends their 1st Action performing a Ranged Action with a Pistol (Dice 1). Their 2nd Action is also spent for a Ranged Action, adding an additional die thanks to the Escalation Skill (Dice 2). The 3rd Action is spent for a Move Action. The Escalation bonus is lost.

 Eyes On The Prize - The survivor can perform trade & search actions as free actions while there’s at least one zombie standing in the same zone as him/her.

 Feline Senses - Once per turn, as an action, you may look at the top card of the equipment deck, then either put it back or place it at the bottom of the pile (Ahhh! cards do not trigger). This doesn’t replace her search action, but let’s her stack the deck a little bit.

 Field Medic – The Survivor can use this Skill once during each of their Turns. The Survivor spends 1 Action: they Move up to 2 Zones to a Zone containing at least 1 Survivor. Then, they may heal 1 Wound from any Survivor in the destination Zone, including themselves. Normal Movement rules apply. Field Medic may be used even if all Survivors in the destination Zone have no Wounds.

 Follow the Leader - If the Survivor has the “first player” token, he/she may grant a +1 action of the same type he/she performs last to the survivor whose turn is next. Otherwise, The Survivor gains +1 free action of the same type that was last performed by the survivor whose turn came just before theirs. These actions must be used during the recipient’s next turn or it is lost.

 Free Reload – The Survivor reloads reloadable weapons (Ma’s Shotgun, Sawed-Off, etc.) for free.

 Full Auto – When resolving a Ranged Action, the Survivor may substitute the Dice number of the Ranged weapon(s) they use with the number of Zombies standing in the targeted Zone. Skills affecting the dice value, like +1 die: Ranged, still apply.

 Grappling Gun - This ability works similar to the Bat Grapple that Batman can obtain, but it is not a piece of equipment, and he cannot use it to shift. Once per turn, for one action, Robin can pull another survivor into his zone from an adjacent zone.

Grudge [Zombie Type] - All of the Survivor’s Combat actions directed at the chosen zombie type get a +1 Bonus to dice rolls.

 Gunslinger – The Survivor treats all Ranged weapons as if they had the Dual symbol.

 Hammer Time – This is essentially a super pan. Once per turn, as an action, Harley may attack every zombie in her zone or an adjacent one. She rolls an attack for each zombie and on a six, deals one damage.

 Hawk-Eye – The Survivor’s Lines of Sight go at Range 1 through closed Barricades and Corn Fields. It may allow them to perform Ranged Actions through such obstacles.

 Headshot! - The survivor gains twice the normal amount of experience from killing zombies on a roll of 6.

 Hit & Run – The Survivor can use this Skill for free just after they resolve a Melee or Ranged Action resulting in at least 1 Zombie being eliminated. They can then make a free Move Action. The Survivor does not spend extra Actions to perform this free Move Action if Zombies are standing in their Zone.

Hoard – The Survivor can carry up to 2 extra Equipment cards. They are placed near their Dashboard and are considered to be in their Backpack.

Hold Your Nose – The Survivor draws an Equipment card (from the Core Equipment deck only) whenever the last Zombie standing in their Zone is eliminated (by the Survivor themselves, another Survivor, or any game effect). This Skill works in any Zone, even a street Zone, and can be used multiple times in the same Turn. This is NOT considered a Search Action.

Home Defender – The Survivor is not limited to Range 0-1 when tracing Lines of Sight through building Zones.

I am the Night - Batman is not in line of sight of the enemy unless he is in the same zone as them. This means that if you take Ninja and I am the Night, Batman is effectively invisible on the board unless he goes in for an attack.

Improvised Weapon: Melee – The Survivor can use this Skill once during each of their Turns. They perform a free Melee Attack using these characteristics. Melee modifiers (other Skills, for example) apply.

·         Range - 0

·         Dice – 2

·         Accuracy – 4+

·         Damage – 1

·         Silent

Improvised Weapon: Ranged – The Survivor can use this Skill once during each of their Turns. They perform a free Ranged Attack using these characteristics. Ranged modifiers (other Skills, for example) apply.

·         Range – 1-1

·         Dice – 2

·         Accuracy – 4+

·         Damage – 1

·         1 Noise generation

Is That All You’ve Got? – This Skill can be used any time the Survivor is about to endure Wounds. Negate 1 Wound for each Equipment card discarded from the Survivor’s inventory.

Joker Gas - When using Joker Gas, once per turn as an action, target a zone adjacent to the Joker. All zombies in that zone move in the direction of your choice this turn, if possible. So, Joker can’t command a group of zombies in the corner of a map to walk toward the corner, and thus not move.

Jump – The Survivor can use this Skill once during each of their Turns. The Survivor spends 1 Action and moves 2 Zones. Ignore everything in the intervening Zone, except walls and closed doors. Movement related Skills (like +1 Zone per Move or Slippery) are ignored, but Movement penalties (like having Zombies in the starting Zone) apply.

Killing Joke - Once per turn, as a free action, automatically kill one walker or runner up to one zone away.

Last Laugh - when Joker dies, he drops a Molotov cocktail in his zone. Yes, that does hit any allies in the zone with him.

Lifesaver – The Survivor can use this Skill once during each of their Turns, for free. Select a Zone containing at least 1 Zombie and at least 1 Survivor at Range 1 from the Survivor. Both Zones need to share a clear path and a Line of Sight. Choose Survivors in the selected Zone to be dragged to the Survivor’s Zone without penalty. This is not a Move Action. A Survivor may decline the rescue and stay in the selected Zone if their player chooses.

Loud – Once per turn, the Survivor can make a huge amount of noise! Until this Survivor’s next turn, the Zone he used this Skill in is considered to have the highest number of Noise to­kens on the entire map. If different Survivors have this Skill, only the last one who used it applies the effects.

Low Profile – The Survivor can’t get hit by Friendly Fire (Molotov rules still apply). Ignore them when shooting at the Zone they stand in.

Lucky – For each Action the Survivor takes, the player may choose to re-roll all the dice an additional time. The new result replaces the previous one. This Skill stacks with the effects of Equipment that allows re-rolls.

Master Detective - When Batman searches, he looks at the top three items and picks one to keep and discards the rest.

Matching Set – When the Survivor performs a Search Action and draws an Equipment card with the Dual symbol, they can immediately take a second card of the same type from the Equipment deck. Shuffle the deck afterward.

Medic – This Skill is used for free during each End Phase. The Survivor, and all other Survivors standing in the same Zone, may heal 1 Wound (min. 0 Wound). The Survivor earns 1 AP for each Wound healed this way.

Mimic – Once per turn, Taskmaster can copy any one skill from any other character within his line of sight. The skill needs to be one that the character has selected for his or her Adrenaline level.

No Guns - The character cannot use guns. He can carry them to give them to other characters, but he cannot use them.

Point-Blank – The Survivor can perform Ranged Actions in their own Zone, no matter the minimum Range. When resolving a Ranged Action at Range 0, the Survivor freely chooses the targets and can eliminate any type of Zombies (no matter the special abilities they may have). Their Ranged weapons still need to inflict enough Damage to eliminate the targets. Friendly Fire is ignored.

Pummel - The survivor +1 damage for every 6 in the die roll made more Melee attacks.

Reaper: [Action] – This Skill can be used when assigning hits while resolving an Action of the specified type (Combat, Melee, or Ranged). 1 of these hits can freely eliminate an additional identical Zombie in the same Zone. Only a single additional Zombie can be eliminated per Action when using this Skill. The Survivor gains the Adrenaline for the additional Zombie.

Red Button – Presidents of the United States (POTUS) usually start with Health 3 and come with a double-sided ID card. Both sides are the same except for the Red Button.

·         The front shows an armed Red Button, ready to be pressed.

·         The back shows a pressed Red Button.

·         POTUSes start the game with their ID card on the front side.

Once per game, before or after resolving an Action, a POTUS can press their Red Button. Flips their ID card to the back side. Then, resolve a Molotov effect in a single Zone within Line of Sight of the POTUS. They earn all the corresponding AP.

Regeneration – During each End Phase, the Survivor’s Health is fully restored to its maximum.

Rile ‘Em Up - If the survivor is next to a dark room they may spend an action to spawn the zombies inside the room without the need to open the door. This action produces one noise token.

Roll 6: +1 Damage [Action] – Add 1 to the Damage value of the weapon the Survivor uses for each 6 rolled on an Action of the specified type (Combat, Melee, or Ranged). Game effects that allow re-rolls must be used before determining the Damage bonus granted by this Skill.

Roll 6: +1 die [Action] – An additional die can be rolled for each 6 rolled on an Action of the specified type (Combat, Melee, or Ranged). Keep on rolling additional dice as long as the player keeps getting 6. Game effects that allow re-rolls must be used before rolling any additional dice for this Skill.

Ronald’s Ray Gun – The Survivor can use this Skill once during each of their Turns with a Ranged Action, for free. For this Ranged Action, the weapon’s Max Range becomes 40, and obstacles blocking Lines of Sight (closed doors, or walls, for example) are ignored.

Sadistic - The Survivor may discard a wound card whenever one of his/her combat actions of the chosen type results in killing a zombie or survivor.

Safety in Numbers: While standing on same zone as a survivor get +1 die: combat.

Scavenger – The Survivor may Search in any building or street Zone. Normal Search rules apply (no Search in Zones with Zombies, for example).

Search: 2 Cards – Draw 2 cards when Searching with the Survivor.

Shove – The Survivor can use this Skill once during each of their Turns, for free. Select a Zone at Range 1 from the Survivor. Both Zones need to share a clear path. All Zombies standing in the Survivor’s Zone are pushed to the selected Zone. This is not a Movement.

Sidekick – This ability allows Robin to use the equipment of other survivors without having to spend an action trading. When standing in the same zone as another survivor(s), you can choose to use their weapons(s) in hand as if they were in your own. You may not use their cards in reserve or other abilities. You also may not combine dual wielding weapons across characters. This ability only works in one direction, Robin can use other survivor’s equipment, but other survivors would need to trade to use Robin’s.

Since Sidekick is a little complicated, here is an example. Robin and Nick are in the same zone. Robin has two sub-machine guns and Nick has a shotgun with shotgun ammo. On his first two actions Robin uses his uzis. On his third action, he invokes Sidekick and uses Nick’s shotgun, but misses. Robin cannot use the shotgun ammo to re-roll the attack, since the ammo is not in Robin’s reserve.

Sidestep – Whenever any Zombies spawn within Range 0-1 (and before any Rushes), the Survivor may immediately perform a free Move Action. The Survivor does not spend extra Actions to perform this free Move Action if Zombies are standing in their Zone. The Survivor may use this Skill once per Zombie card drawn.

Slippery – The Survivor does not spend extra Actions when they perform a Move Action out of a Zone containing Zombies. The Survivor also ignores Zombies when performing Move Actions (including those allowing them to cross several Zones, with the Sprint Skill for example).

Sniper – The Survivor may freely choose the targets of all their Ranged Actions. Friendly Fire is ignored.

Sprint – The Survivor can use this Skill once during each of their Turns. Spend 1 Move Action with the Survivor: they may move 2 or 3 Zones instead of 1. Entering a Zone containing Zombies still ends the Survivor’s Move Action.

Starts with [X] Health – The Survivor starts with the indicated amount of Health. This is their base level.

Note: Survivors with this Skill cannot be used as Companions.

Starts with 2 AP – The Survivor begins the game with 2 Adrenaline Points.

Note: Survivors with this Skill cannot be used as Companions.

Starts with a [Equipment] – The Survivor begins the game with the indicated Equipment. Its card is automatically assigned to them during Setup.

Note: Survivors with this Skill cannot be used as Companions. 

Steady Hand – The Survivor can ignore other Survivors of their choosing when missing with a Ranged Action. This Skill does not apply to game effects killing everything in the targeted Zone (such as a Molotov, for example).

Stick Around – Once per turn as a free action, the survivor can use this skill targeting a zombie within 0-1 zone to which he has line of sight. The targeted zombie’s total activations are reduced by 1 for this turn. The zombie grants Point blank to all ranged attacks.

Super Sanity - Wounds do not cause the Joker to lose items or hand slots, however two wounds will still kill him.

Super Strength – Consider the Damage value of Melee weapons used by the Survivor to be 3.

Swordmaster – The Survivor treats all Melee weapons as if they had the Dual symbol.

Tactician – The Survivor’s Turn can be resolved anytime during the Player Phase, before or after any other Survivor’s Turn. If several Survivors benefit from this Skill, players choose their Turn order.

Taskmaster: Count the number of actions the survivor chose not to use at the end of his/her turn. At the end of the survivor’s turn he/she may then choose another survivor to give an extra turn to with that total amount of actions.

Taunt – The Survivor can use this Skill once during each of their Turns, for free. Select a Zone up to 2 Zones away from the Survivor and having a clear path to the Survivor (no walls, closed Barricades, or closed Doors). No Line of Sight is needed. All Zombies standing in the selected Zone immediately gain an extra Activation. They try to reach the taunting Survivor by any means available. Taunted Zombies ignore all other Survivors. They do not attack them and leave the Zone they are standing in if needed to reach the taunting Survivor.

Tickets to the Gun Show: This skill may only be used if the survivor has no more Actions left to use, and he/she is in another survivor’s line of sight. The Survivor rolls a die and gains +1 Action for the turn if he/she rolls 5+.

Time Lord Regeneration: Should Doctor Who die; he will come back after a round with a new miniature representing him at the original starting area (even if there are zombies in that zone!) with a piece of random starting gear drawn from the Starting Gear deck. Should the Doctor die a second time, the Doctor is well and truly dead.

Tough – The Survivor ignores the first Wound they receive during each Attack Step (Zombie Phase) and during Friendly Fire (Survivor’s Ranged Action).

Toxic Immunity - Character is immune to toxic blood spray.

Trick shot – When the Survivor is equipped with Dual Ranged weapons, he can aim at targets in different Zones with each weapon in the same Action.

Trump Card – The Survivor can use this Skill once during each of their Turns, for free, before or after resolving and Action. Look at the top card of the Equipment deck. If it’s a Melee or Ranged weapon, the Survivor may immediately perform a free Combat Action with it. Other card types have no effect. Then, the card is discarded.

Utility Belt – This skill functions the same as the Webbing Skill.

Wonderful Toys - Once per turn, instead of searching, Joker can discard any two cards, then reveal the top cards of the inventory deck until a weapon is found. Ignore Ahhh! cards and discard all non-weapons revealed. This ability can be done in street.

Webbing – All Equipment in the Survivor’s inventory is considered equipped in Hand.

Zombie link – The Survivor plays an extra Turn each time an Extra Activation card (NOT Rushes) is drawn from the Zombie pile. They play before the extra-activated Zombies. If several Survivors benefit from this Skill at the same time, players choose their Turn order.


With that out of the way, it's now time to see the characters. Just like the Fantasy and Sci-Fi Zombicide characters, I don't heavily battle test them, if I test them at all. The idea of character balance in Zombicide is a bit of a joke, in my opinion. So much of this game falls on what zombies are spawned and what gear the characters find. That can make or break a game over a character's stats most of the time. At any rate, feel free to modify these character to how you would like them to play. 

From DC Comics. Heroclix figure

From the Resident Evil 2 board game. 

From TMNT. Heroclix figure

From the Archer TV show. I use the "Jasun Shaw" Hasslefree figure. 

From MarvelComics. Heroclix figure

From The Others board game

From The Walking Dead: All Out War game

From DC Comics. Heroclix figure

Figure is Artie from Bombshell minis. 

Figure is Ashlee from Hasslefree minis. 

From the Mars Attacks game from Mantic

From The Others board game

Heroclix figure

Figure is Baker from Hasslefree

From the Resident Evil 2 board game. 

From DC Comics. Heroclix figure

From the Resident Evil 2 Board game

Heroclix figure

From The Others board game

Figure from Reaper minis of the same name.

From DC Comics. Heroclix figure

From The Pyramid of Horus board game

From Marvel Comics. Heroclix figure

From Reaper minis

From Marvel Comics. Heroclix figure

From the Last Night on Earth board game

Heroclix figure

From Agents of SHIELD. Heroclix figure

From Agents of SHIELD. Heroclix figure

Figure from Hasslefree minis.

Heroclix figure

From A Clockwork Orange. I can't remember where I got the figure from. 

From the Last Night on Earth board game

Figure from Hasslefree

From the Last Night on Earth board game.

From The Walking Dead: All Out War by Mantic

From the Invasion from Outer Space game

From the Invasion from Outer Space game

From the Invasion from Outer Space game

From the Invasion from Outer Space game

From Left 4 Dead 2. Figure from Studio Miniatures



From Marvel Comics. Heroclix figure


Daken's Claws Card. Daken (like Wolverine and X-23 can decide to use either their claws or found weapons)


From the Pyramids of Horus board game

From the Last Night on Earth game

From the Last Night on Earth game

From the Invasion from Outer Space game
Jojo's Claws starting gear card


From the Last Night on Earth game

From the Temple of Chac board game

From the Temple of Chac board game

From the Invasion from Outer Space game

From The Walking Dead All Out War game

From the Last Night on Earth game

From the Last Night on Earth game

From the Last Night on Earth game

From Left 3 Dead 2. Figure from Studio miniatures

From The Walking Dead. Figure from Reaper, "Evie"

From one of The Adventurers games

From the Last Night on Earth game

From the Pyramid of Horus game

From the Terminator movies. Figure is by Chiefly 

Figure from Reaper

From the Last Night on Earth game

From the Pyramid of Horus game

From the Last Night on Earth game

From the Pyramid of Horus game

From the Last Night on Earth game

From L4D2. Figure by Studio Miniatures

From the Invasion from Outer Space game

From L4D2. Figure by Studio Miniatures

From the Invasion from Outer Space game

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