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Written by Steven E. Metze Front Cover Art: Cameron Petri Internal Art: Cameron Petri and Steve Metze Figures: Rebel Minis Terrain: Alwynne Metze, Steve Metze Game Development and Playtesting: Paul Pecena, Eric Atkisson, Patrick Barkman, Cory Barnett, Dave Bennett, Cedrick May, the folks at Great Hall Games Miniatures pictures by Christopher Rice Zombie Elephant Picture Provided by Eli Arndt Special Thanks: Tiffany Metze, Jim Metze, Eric Metze, Great Hall Games Copyright © Scum Crew Pictures LLC DBA Über Goober Games 2009, 2013 All rights reserved. Sample file

Undead States Compilation · We’re very excited to be putting out Undead States of America Compilation, and here’s why: 1. Black and White Interior: Color is awesome, but by switching

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Page 1: Undead States Compilation · We’re very excited to be putting out Undead States of America Compilation, and here’s why: 1. Black and White Interior: Color is awesome, but by switching

Written by Steven E. Metze

Front Cover Art: Cameron Petri Internal Art: Cameron Petri and Steve Metze Figures: Rebel Minis Terrain: Alwynne Metze, Steve Metze Game Development and Playtesting: Paul Pecena, Eric Atkisson, Patrick Barkman, Cory Barnett, Dave Bennett, Cedrick May, the folks at Great Hall Games Miniatures pictures by Christopher Rice Zombie Elephant Picture Provided by Eli Arndt Special Thanks: Tiffany Metze, Jim Metze, Eric Metze, Great Hall Games

Copyright © Scum Crew Pictures LLC DBA Über Goober Games 2009, 2013 All rights reserved.

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Undead NationsUndead NationsUndead NationsUndead Nations

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Undead UniverseUndead UniverseUndead UniverseUndead Universe

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Contents Undead States of America Intro

Models and Scales

Basic Game Concepts

Battle Sequence

Set Up

Command Actions

Wild Units Move

Fire Ranged Weapons

Hand To Hand Combat

Morale

Indirect Fire and Booby Traps

Terrain

Skirmishes

Short Campaign

Continental Campaign

Alternate Troops

Creating Terrain

Undead Nations Intro

New Terrain

Specifics by Continent

Maps

Global Zombie War

Undead Universe Intro

Zombies v. Ancients

Zombies v. Medieval

Zombies v. Gunpowder

Nazi Zombies

Zombies in Space

New Rules/Clarifications

Artillery Through Time

Modifying the Short Campaign

Historic Outbreaks Through Time

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You aren’t trying to escape a neighborhood overrun with the walking dead – that was weeks ago. Whole cities have fallen since then. Desperate calls for repentance or resistance push through static on the few radio stations still broad-casting. Survivors struggle under siege in crudely fortified towns while the shambling hordes continue to gather on the horizon. While millions ignored your warnings, thousands lis-tened. You’re responsible for the refugees that fol-low you now. Feed them, arm them, and train them for what is to come. Gather more wherever you can find them and defend areas critical to the fight. This isn’t about survival any more. This is war. In Undead States of America, the object of the game is to gather as many survivors as you can across the continent and hold off the zombie invasion. It is up to you to rally refugees, build the safe zones, gather weapons, tools and food, and lead your army through a psychological nightmare. While it can be played as a stand-alone skirmish game, the cam-paign games have three acts, just like a movie.

Act I – “No time to talk, grab what you need and let’s go now!” In this act, the players are all separated, and each commands a large band of poorly armed, confused and frightened civilians. Act II – “We’re gonna need more bullets…” Here the humans realize the true scope of the outbreak, and the game shifts from survival to preparation for war. Act III – “The line must be drawn, here!” In the final act, players make a last stand against the now truly massive undead hordes. Every person you leave behind will most likely be turned into one of the shambling multitudes combing the countryside for living flesh. Some of the people who come to you for help may already be infected, biological time bombs that you must turn away or put down. With the coming of winter, however, you will find your ragtag troops worn down physically, emo-tionally, and mentally by the horrors of war. You may order guerilla tactics or take the battle to the unending hordes. In the end, you will find your armies of men, women and children surrounded. Only then will you learn if you’ve prepared well enough to turn the tide of battle and secure a future for the human race...

We’re very excited to be putting out Undead States of America Compilation, and here’s why: 1. Black and White Interior: Color is awesome, but by switching to black and white we’re able to com-

bine Undead States of America, Undead Nations, and Undead Universe under one cover at the price were we selling them each before. So now you get three books for the price of one.

2. Rules Clarifications: Any discrepancies between the earlier books have been corrected and explained in this combined edition.

3. Additional Content: We’ve added new Battles, new NPCs, and a bunch of additional charts and cheat sheets to help improve the overall game.

We hope you enjoy v2.0 of the popular Undead States of America miniatures game and that these changes help you better experience your own little zombie apocalypse.

Undead States of America CompilationUndead States of America CompilationUndead States of America CompilationUndead States of America Compilation What’s Changed?What’s Changed?What’s Changed?What’s Changed?

Undead States of America Undead States of America Undead States of America Undead States of America IntroductionIntroductionIntroductionIntroduction

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Undead States of America is played as an “off map” campaign game. The players refer to a larger map for the progress of the campaign, while the individual battles are played with civilian, soldier, and zombie miniatures and model terrain on a tabletop. 15mm painted miniatures are recommended for play, alt-hough other scales and paper cut-out and cardboard pieces could be used as well. Undead States of America can also be used for simple modern zombie skirmishes or large scale battles.

Model ScaleModel ScaleModel ScaleModel Scale This game is designed for miniature figures in the 15mm range. 25mm-28mm figures could also be used, but would distract from the “horde” feel of many miniatures on one stand. There are a few modern military and zombie figures available in 10mm, which allow an even bigger “horde” feel, but would lack the detail of 15mm, particularly with unarmed civilians. The pictures in this book are all 15mm figures unless noted otherwise. We’ve provided pages with counters drawn on them in this book, so players who don’t want to invest in miniatures right away can still play the game using cut-outs. Players are allowed to make photocopies of those pages for their own personal use.

Unit ScaleUnit ScaleUnit ScaleUnit Scale The stands occupied by civilians, armed civilians, military, and zombies, represent thousands to hun-dreds of thousands of individuals. A good way to think of it is like this. • Unarmed Civilians: Approximately 10,000 peo-

ple, assumed to be lightly armed with pistols, knives, axes, shotguns, crow bars, baseball bats, cricket bats, and the occasional chainsaw. For every armed person, there are three completely unarmed family members or friends along with them. They are incapable of a coordinated ranged attack.

• Armed Civilians: Approximately 5,000 people,

armed with hunting rifles, assault rifles, and a few military grade weapons. For every armed per-son, there are two completely unarmed family member or friend along with them.

• Military: Approximately 500 soldiers (roughly a battalion size, although, likely made up of soldiers from several different units), fully armed with as-sault rifles, automatic weapons, and various types of explosives, rocket launchers, and per-haps mortars. For every soldier, there is one support person, either military, friend, or family. Because of their superior firepower, you should mount four soldiers per stand of military.

• Vehicle units: Any of the units above can also

be represented by several of the same types of vehicles. Unarmed civilians would be in regular rugged and off road type vehicles such as pick-up trucks, SUVs, or motorcycles. Armed civilians would be in the same, but some of the vehicles would be modified with turrets, gun slits, gun mounts, etc. Military would actually represent armored military vehicles, tracked or wheeled.

• Zombies: Unless otherwise specified in the

rules, each stand represents between 50,000 and 100,000 of the walking dead.

For non-zombie forces, there will always be a leader attached to one of the units. This unit itself may be unarmed civilian, armed civilian, or military, on foot on in vehicles. It should be specially marked to identify where the leader is in order to track if and when the command gets overrun. The primary board used for the battles is designed to be 2’ by 2’ square. Usually this is a wooden board painted green on one side, and possibly flocked with railroad modeling grass, and blue on the other side to represent the ocean. However, in 28mm scale or final battles, the board can be expanded to 3’ x 3’. Important Safety Tip Some players have expressed a desire to expand the size of the playing field. The small size of the board was chosen to create a claustrophobic can’t-get-away feel for the battlefield. The bigger the board, the easi-er it is for the humans to simply avoid the slower moving hordes of undead. For this reason, unless expanding the size of the basing or the number of miniatures, we recommend a strict adherence to the 2' x 2' board size.

Models and ScaleModels and ScaleModels and ScaleModels and Scale

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In this game, you are allowed a certain amount of regular six-sided dice (D6) to make various rolls. In all cases, a “5” or a “6” is a “success,” and a “1” is a “failure,” while all other results are usually neutral. The number of “successes” you get will determine how well you do overall. There are three types of ranges in this game used for everything. Those ranges are short (40mm), me-dium (80mm) and long (160mm).

Battles v. Campaign GameBattles v. Campaign GameBattles v. Campaign GameBattles v. Campaign Game

The two main parts of this rulebook are about the individual combats and the campaign games. Com-bats are discussed first. When referring to a fight played as part of a campaign game, they are called Battles. When they refer to one-off combats that are played independently, they are called Skirmishes. The Campaign Games are a framework for the zom-bie war. There are two varieties, one short and sim-plified, and the other more detailed and with a stronger flavor of gritty apocalyptic realism.

ValuesValuesValuesValues Combat Value: All units on the board have a com-bat value of 1 die. For Unarmed Civilians and Zom-bies, this can only be used in Hand-to-Hand combat. For Armed Civilians and Military, this can be used in Hand-to-Hand combat or Ranged Combat. Range Distance: When using ranged weapons, Armed Civilians have a maximum range of 80mm, and Military have a maximum range of 160mm. Movement Value: Whenever any units on the board move, they will move either short distance (40mm), medium distance (80mm) or long distance (160mm). In some cases this will be affected by terrain. The basic moves for all units are Zombies – 40mm Unarmed Civilians, Armed Civilians, Military – 80mm Vehicles – 160mm Armor Value: Certain units and certain situations will also have an Armor value. This is the number of dice that will be rolled to try and stop enemy “kills” against the target.

Leader Values: All leaders are either Player Com-manders (PC, i.e., the player) or Non-Player-Characters (NPCs) and they all have Leader Values which determine how well they give commands. This is a number of dice that the leader can roll to give commands. For each “5” or “6” they roll, that is one “success” and one Command Action they may perform. If they roll more “1”s (Failures) than suc-cesses, they have “Botched” their command and may do nothing this turn. Subordinate commanders add additional dice to the roll, potentially adding more successes. Unless specified differently by a scenario, PC – Leader Value is 12 dice NPC Soldier – Leader Value is 8 dice NPC Emergency Worker – Leader Value is 6 dice So, a PC with an Emergency Worker on their team would roll 18 dice to determine Combat Actions. In the event that the PC is incapacitated and there are no NPCs to take over, some random civilian will step up to lead the humans. They are generally un-trained, but better than nothing. Their value is only counted when there are no other leaders present on the battlefield. NPC Random Civilian – Leader Value is 4 dice Leader Values are also used to determine how many dice are rolled for Morale and Battle Preparations. A note on the “botched” command rule. There have been some questions about the idea of all the humans doing “nothing” for a full turn. Imagine, if you would, a football field packed full of people, some armed, some not, all concerned about ammu-nition, food and sleep, and paranoid about the situa-tion. Way off in the distance, a mass of humanoid figures moves very slowly towards them, while in the opposite direction eerie moans echo from a small forest. A small band of four zombies stumbles into the group, and someone on the right flank claims they see movement in a nearby field of corn. The fog of war is a tried and true reality of the battlefield. When direction is not clear and well communicated, troops either stand around idle, or do what they want, or what they think is best, either for themselves or for the unit. So in this case, a command “botch” doesn’t represent thousands of people doing noth-ing, instead it represents thousands of people doing nothing coordinated and effective.

Basic Game ConceptsBasic Game ConceptsBasic Game ConceptsBasic Game Concepts

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UnitsUnitsUnitsUnits In either a skirmish battle or the campaign game, there are four types of units: Unarmed Civilians, Armed Civilians, Military, and Zombies. Unarmed Civilians, Armed Civilians, and Military are collectively referred to as “Living” units, and Zombies are referred to as “Undead” units. These “Units,” when not in vehicles, are created by placing figures on a stand. All normal stands are 20mm by 40mm, and all units are created facing the long (40mm) edge. All vehicle units should be based on 40mm by 40mm stands. Zombies: To give that “Horde” feel, you should pack at least four zombie miniatures to a stand, although particularly ambitious players could add as many as eight figures on a stand. Unarmed Civilians will occupy 2 figures on a stand. Armed Civilians will occupy 3 figures on a stand. Military will occupy 4 figures on a stand. It may seem contradictory to have fewer figures on the Unarmed Civilian stands, when they represent significantly more people, but the vast majority of those people are average everyday citizens, their children, their elderly, or those otherwise unsuited for extended combat. Unarmed Civilians will generally have the fewest numbers of actual fighters in their group. Armed Civilians will have more, and pure Mili-tary will have the highest fighter-to-non-combatant ratio. Zombies, on the other hand, are all fighters, relatively speaking.

VehiclesVehiclesVehiclesVehicles All three types of human units can also be represent-ed by miniature vehicles, depending on the scenario. Unarmed Civilians are represented by simple cars, Armed Civilians are represented by civilian trucks with guns mounted on them, and Military vehicles are represented by tanks or armored HMMWVs (Hum-vees). When basing vehicles, it is usually best to keep the same scale throughout, and so all vehicles should remain in the 15mm scale and be based on a 40mm by 40mm stand.

LeadersLeadersLeadersLeaders In a basic game, only the non-zombie units will have leaders. These will always include at least the Player Commander (PC), as well as possibly a Non-Player Character (NPC) Soldier, an NPC Emergency Work-er, or if all else fails, simply an NPC Random Civilian. It is usually best to create an impressive PC Leader stand of one leader surrounded by a few armed fol-lowers. You will use this leader stand in every com-bat, so it should represent the personality of your zombie hunter leader. Generally for this special unit, it includes a zombie hunter on some sort on a truck, or standing on a rock, or in some other majestic pose, surrounded by a mish-mash of fighters. In the basic game, the PC leader will begin in an Armed Civilian. NPC leaders do not have their own stands, but are always assumed to lead from a different unit from the PC if there is another unit to lead from. If a unit is destroyed, the leader within is destroyed as well if an NPC, or in the case of the PC leader, out of commis-sion until they can escape and regroup.

Game PiecesGame PiecesGame PiecesGame Pieces

Zombie Unit Military Unit Armed Civilian Unit Unarmed Civilian Unit

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Choosing SidesChoosing SidesChoosing SidesChoosing Sides Each Battle or Skirmish will have a player running the Living forces, and a player running the Undead forces. Generally, each Battle or skirmish will be played twice, with the players switching sides at the end of each Battle.

SetSetSetSet----upupupup This occurs before the battle begins, and consists of both Battle Preparations (for Living units) and De-ploying Forces (for Living and Undead units).

Player TurnsPlayer TurnsPlayer TurnsPlayer Turns Turns alternate back and forth, and consist of Command Actions – This usually includes giving a unit the order to move or take aimed fire, but can also include air or artillery strikes, booby trap detona-tions, nuclear weapon activation, and other actions dependent on the scenario.

“Wild” Units Move – This includes zombies and uncontrolled living units on the battlefield, as well as units who cannot receive commands. It also in-cludes Zombie Ambushes, Hiding, and other special maneuvers. All Living units will complete all of their movement before Undead ones begin theirs. Units Fire Range Weapons – After all units of all players have moved, all units with ranged weapons may fire them. Firing is considered simultaneous. Units conduct Hand-to-Hand attacks – After all units that wish to fire have, enemy units in contact with each other engage in Hand-to-Hand (HTH) com-bat. All HTH combat is considered simultaneous. Units check for Morale – Living units will have to check for morale under certain circumstances, and failing morale checks will generally cause them to retreat some distance. In the worst circumstances, this will cause some units to downgrade as well.

Battle SequenceBattle SequenceBattle SequenceBattle Sequence

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Movement/Turn Attack Range Inherent Armor

Armed Civilians 80mm* 80mm None

Military 80mm* 160mm One

Zombies 40mm Hand-to-Hand only None

Unarmed Civilians 80mm* Hand-to-Hand only None

Figures per stand

2

3

4

4

* - Movement for any type of Vehicle unit is 160mm

Core Cheat SheetCore Cheat SheetCore Cheat SheetCore Cheat Sheet

Leader Value Dice

PC – Leader Value is 12 dice NPC Soldier – Leader Value is 8 dice NPC Emergency Worker – Leader Value is 6 dice And if there are no other leaders available NPC Random Civilian – Leader Value is 4 dice

Turn Sequence Command Actions Assigning Leader successes to units for movement, aimed fire, and special attacks. “Wild” Units Move All Living units will complete all of their movement before Undead ones begin theirs. Units Fire Range Weapons After all units of all players have moved, ranged weapons may fire. Does not require a Command Action unless aimed. All firing is considered simultaneous. Units conduct Hand-to-Hand attacks All HTH combat is considered simultaneous. Units check for Morale

Basic Die Roll

5 or 6 = One Success or Kill 2, 3, or 4 = No Effect or Stun 1 = Potential Botch or Out of Ammo

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