Zombicide 2nd Edition Custom Abominations

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Zombicide 2nd Edition Custom Abomination Cards

Cards included are STANDARD and BLEED versions. Use the standard ones if printing and
cutting out your own, and the BLEED versions if you want to upload them to a printing site
for professional printing. The BLEED versions just ensure you don’t get black/white edges.
The Bird Man is an abomination able to summon and control the
local bird population. He can send swarms of crows at the
survivors at his whim.

The die roll takes place after activation, meaning he moves (or
attacks) first, then spawns Crowz.

If you run out of models, he gets an extra activation, You do not


roll the die again.

Crowz rules reminder: move 3 zones per activation, and ignore


all obstacles. Do not change direction mid-move.

The Bird Man is a custom creation designed to make use of the


Crowz from 1st edition. I thought this was especially useful per
those who don’t have the 1st Edition upgrade spawn cards, but
you can use this abomination and the Crowz spawn cards in the
same game anyway (you just run the risk of running out of Crowz
more easily!)

Model to use: Hobomination (Zombicide 2nd Edition core box)

The Driller abomination is able to use his massive claws to


ensure no walls stand in his way. If he can hear you inside a
building, he will smash his way through the wall to get to you,
creating openings that can then be used by other zombies.

When he creates an opening, you must place an open door


token to signify this. This can be benefical to your survivors!

I wanted to create this guy because he has the potential to cause


real chaos in a game. He’s also a relly huge, imposing model so I
knew his tactics had to be game changing! If you’re careful you
could actually use this guy to your advantage, creating useful
holes that could make the mission easier. If using this guy, you’d
have to make the judgement call before a game as to whether
you would allow him to break into a room that’d normally be
locked until a certain stage of the mission. Personally I wouldn’t
encourage it but I’d allow it if my players thought to do it!)

Model to use: Driller Abomination (Zombicide Dark Side core box)


The Female A-Bomb Abomination is deadly. Like her male
counterpart, she can only be taken down by a Molotov effect.
Further to this if she has her sights locked on you she will fly into
a rage, performing 3 actions per activation instead of her usual
1!

The female abomination was an alternative sculpt for the A-Bomb


in Season 3. She doesn’t have her own card in the upgrade pack
but now 2nd Edition focuses on different abomination types, it
makes sense for her to have her own skills. So here she is!

Model to use: Female Abomination (KS exclusive extra sculpt of


the A-Bomb Abomination. Included in the Season 3 Kickstarter
campaign).

King Rotbelly is back! This disgusting abomination is able to


produce all sorts of foul creations from within its rotten flesh.
After every activation, there is a chance that he will ‘give birth’
to some more creatures – you need to kill this guy quickly
before he overruns the streets!

This abomination was based on the special abomination tactics


seen in C028 King Rotbelly. Now you can bring Rotbelly to every
game! It also allows you to use the standard abomination from
the original game as a card wasn’t included in the upgrade pack
for this (because effectively, he is now the Patient 0 abomination
in 2nd edtion)

Model to use: Standard Abomination (1st edition core set).

The Punkbomination is one noisy fella, drawing all non-


abomination type zombies to him. Stomping around the city, he
can up to move 2 zones in a single activation, with a horde of
zombies trailing close behind!

While he acts as the noisiest zone, The Punkbomination will


head to the real noisiest zone. Other abominations (if in play)
also head to the real noisiest zone. Line of Sight rules are
unaffected, and take precedence, meaning that any time a
zombie has Line of Sight to a survivor, it will stop following the
Punkbominations noise and head to the survivor(s).

This abomination is another one that gives you a use for a defunct
standard abomination figure from the 1st edition of the game.

Model to use: Abomination (Season 2 Prison Outbreak core set).


WOLFBOMINATION (STANDARD)
With deadly speed, the Wolfbomination can be on top of you
before you even know it. It gets 3 actions per activation,
meaning it will speed ahead of the horde to get to you. Are
Werewolves real? It would certainly seem that way!

If it is drawn when the Danger Level is on blue or yellow, it


doesn’t spawn and you must draw the next abomination card in
its place.

I felt a werewolf honestly wasn’t too out of place here in 2nd


edition, so I lifted this guy from Black Plague, keeping his skill
much the same. I have read a lot of hate for this one, that he is a
game ender if drawn early, so to counter this I have made sure he
can only spawn once you’re in orange or red danger level, and
hopefully have the means to take him down!

This standard version is for use in the standard ‘core box’ mode of
Zombicide. Campaign based versions are below.

Model to use: Wolfbomination (from Wolfsburg expansion to


Fantasy Zombicide)

WOLFBOMINATION (CAMPAIGN – EASY MODE)


With deadly speed, the Wolfbomination can be on top of you
before you even know it. It gets 3 actions per activation,
meaning it will speed ahead of the horde to get to you. Are
Werewolves real? It would certainly seem that way!

If it is drawn during the daytime, it doesn’t spawn. Werewolves


only come out at night, right? Lucky you!

So being as it’s a werewolf, I wanted to incorporate the day/night


mechanics into the spawn on this one. If you’re unlucky you can
still spawn this abom early in the game, but on the other hand if
you’re extremely lucky, you will draw him when it’s daytime and
nothing will spawn. Super lucky!

Model to use: Wolfbomination (from Wolfsburg expansion to


Fantasy Zombicide)
WOLFBOMINATION (CAMPAIGN – HARD MODE)
With deadly speed, the Wolfbomination can be on top of you
before you even know it. It gets 3 actions per activation,
meaning it will speed ahead of the horde to get to you. Are
Werewolves real? It would certainly seem that way!

If it is drawn during the daytime, it doesn’t spawn…. UNTIL


NIGHT FALLS! Find that Molotov quick!!

When drawn, if it is night it spawns immediately.


If it is day, you must place the card on the zone it was due to
spawn in to act as a reminder. Then once it is night time, on the
next spawn phase it will spawn ALONGSIDE whatever else
spawns in that zone for that turn.

This builds on the easy campaign version of Wolfbomination. If


you draw it in the daytime, it will still spawn, but not until night
falls, hopefully giving you time to prepare for its appearance.

Model to use: Wolfbomination (from Wolfsburg expansion to


Fantasy Zombicide)

Credits:

 Cards created by Dave Pittaway (bgg user wagglybean),


 Spawn template originally created by SubBlast, modified to suit abominations by Dave
Pittaway.
 Art are almost all official renders. The female A-Bomb however never had any official art, so
this version was created by Thels on the ZC discord server.
 Female A-Bomb tactics ideas also by Thels.

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