Downloads

1st Edition FOF WWII Special Rules

First Edition Force on Force included special rules for adapting the game for use with WWII scenarios. These sections were omitted from Second Edition (the “Osprey” edition), in which we chose to focus entirely on post-war, modern combat. We’ve received a constant stream of requests to post these rules up so that players with the new edition of the rules could also use them.

Well, here they are!

Here’s a couple of important caveats to bear in mind with the use of these rules:

1. These rules have not been modified in any way from their 1st Edition format. You may find that you need to make some modifications to use them with the 2nd Edition of the rules.

2. The rules presented here may or may not be carried over for use in an upcoming Ambush Alley Games WWII rule set.

With those comments aside, ENJOY!

- The Crew at Ambush Alley Games.

You can download the 1st Edition WWII Special Rules HERE.

 

Old AA Solo & Coop Rules

Old AA Solo & Coop Rules - New rules will be developed later, but some players have asked to have access to these older rules.

Download these old rules here.

Things that Go BUMP!

There’s more to be afraid of than zombies when the lights flicker out and the wind howls through the dark spaces in our imaginations. Below are several player contributed write-ups of creatures that will definitely put a few bumps in your night!

Thanks to Yorikasudon for contributing the following monster concepts for Ambush Z!

Vampire

Quality: D8 - D12

Moral: D10 - D12

Movement :Special

Awareness: 12"/ LOS

Bonus Defense Dice/ Unit: +4

Bonus Assault Dice/ Unit: +2

Movement: Vampires are very fast and seems to almost teleport. In game terms they may move anywhere in thier line of sight.

Werewolf

Quality: D10 - D12

Moral: D8 - D12

Movement: Same as Human

Awareness: 18"/LOS

Bonus Defense Dice/ Unit: +6

Bonus Assault Dice/ Unit: +6

Silver Bullets: When shot by silver bullets the Werewolf’s Defense goes down by four dice

Daemons

Quality: D12

Moral: D12

Movement: Same as Human

Awareness: LOS

Bonus Defense Dice/ Unit: +8

 

Force on Force Quick Start Rules

Interested in Force on Force, but you'd like a sneak peek at the basic rules and mechanics? Try out our Force on Force Quick Start Rules! This PDF contains an explanation of the game's basic mechanics and a sample scenario to try them out with!

Download Here!

 

New Special Zombie Types

This article introduces several new “special” zombie types. Use these uber-zeds carefully - they can quickly overbalance a game in favor of the relentless dead.

Siren

It’s often nearly impossible to discern a Siren’s presence in a group of regular zombies - they basically look like your average, run of the mill groaner. If a living human gets too close to one, though, cover your ears: If a Siren detects Living figures, it throws back its head and unleashes an ear-splitting scream that brings its undead friends coming at a run - or at least a steady shamble.

Sirens may be encountered alone or as part of any other zombie mob.

Movement: 6"/turn

Starting Troop Quality: d8

Maximum Troop Quality: d10

Awareness Range: 8"

Bonus Defense Dice/Unit: +2

Bonus Assault Dice/Unit: +1

SPECIAL RULES

Siren’s Howl: If a Siren detects a Living unit, it emits a piercing shriek that automatically attracts the attention of all zombie mobs within 12" - these mobs move towards the Siren. The siren will follow the detected Living unit and howl each turn until the Living elude it or it is killed.

The Siren’s Howl also immediately triggers two rolls on the Zombie reinforcement table. Re-roll results other than zombie type figures (Odies, Zulus, Romeos, etc.). Roll a d6 for each mob brought onto the table in this manner: On a 4+, the mob is a Pop-Up mob.

Bloat

Bloats look like enormous, bloated corpses - hence the name. Bloats have the ability to emit blinding, choking clouds of necrotic gases as an attack and, to add insult to injury, they explode in a cloud of the noxious stuff when killed. Bloats may be encountered alone or as part of any other zombie mob.

Movement: 6"/Turn

Starting Troop Quality: d6

Maximum Troop Quality: d8

Awareness range: 8"

Bonus Defense Dice/Unit: +2

Bonus Assault Dice/Unit: +1

SPECIAL RULES

Bloat Gas: Bloats can emit a cloud of Bloat Gas once per turn that extends in 3" in all direction from the figure. If any member of a Living unit is fully or partially within the cloud, they suffer an immediate 1 die reduction in Troop Quality. Subsequent attacks will further reduce their Troop Quality. A unit whose Troop Quality is reduced below d6 may only writhe around on the ground until the effects of the gas wear off.

Any zombies within 8" will be attracted to and begin moving towards Living who are under the effects of Bloat Gas.

A figure that spends one full turn without further exposure to Bloat Gas recover to their normal Troop Quality.

Hag

Hags are always female. CDC theorizes that Hags are Dexters who have been driven mad by the constant roar of psychic chatter in their minds. Unable to shut the endless buzz out, they seek solitary locations as far from anyone other than zombies as possible. When their solitude is disturbed, they react with overwhelming and bone-chilling violence!

Hags are always found alone.

Movement: As Living

Starting Troop Quality: D12

Maximum Troop Quality: D12

Awareness Range: 10"

Bonus Defense Dice: +3

Bonus Assault Dice: +5

SPECIAL RULES

Angry Hag: A Hag who detects a Living unit immediately becomes enraged. It emits a Siren’s Howl (See Siren, above) and charges the human unit. It will continue to howl once each turn and will pursue the Living unit until it is able to engage the Living unit or is slain.

Lash

Lashes are able to “extrude” ropes of rotting flesh which they use to entangle Living, whom they then “reel in” for dinner.

Lashes may be encountered alone or as part of any other zombie mob.

Movement: 6"/Turn

Starting Troop Quality: d8

Maximum Troop Quality: d10

Awareness range: 8"

Bonus Defens Dice/Unit: +2

Bonus Assault Dice/Unit: +3

SPECIAL RULES

Lash: A Lash may attempt to entangle and drag in a single member of a Living unit which it has detected. The Lash’s “rope” has an 8" range. The target figure must pass a Troop Quality test against the Lash or be snagged and reeled in. If a Living figure is reeled in, it is immediately engaged in Close Combat by the Lash and any other Zombies with it.

Hulk

Hulks are enormous, misshapen zombies who are possessed of enormous strength. They are able to soak up ridiculous amounts of damage and are startlingly swift.

Hulks are always encountered on their own.

Movement: 8"/Turn

Starting Troop Quality: d10

Maximum Troop Quality: d12

Awareness range: 8"

Bonus Defens Dice/Unit: +6

Bonus Assault Dice/Unit: +6

SPECIAL RULES

Hulk Crush: Hulks can tear up huge chunks of tarmac, trees, cars, whatever and throw them at any Living unit it has detected. It will make this attack when it spots the Living and immediately follow it up with a charge into Close Combat. The attack has a range of 8" and has a “Firepower” of 6d.