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Modulorka Zombies - Rules

MODULORKA ZOMBIES is a cooperative tabletop skirmish game for 1-4 players where players control hero orc characters called Survivaz, aiming to survive against waves of zombies. The game features a unique scoring system where players can earn points through survival, defeating zombies, and reviving others, but betrayal among players adds an extra layer of strategy. Players must navigate a battlefield, manage resources, and face the relentless horde of Zomborcs while trying to be the last one standing.

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0% found this document useful (0 votes)
47 views44 pages

Modulorka Zombies - Rules

MODULORKA ZOMBIES is a cooperative tabletop skirmish game for 1-4 players where players control hero orc characters called Survivaz, aiming to survive against waves of zombies. The game features a unique scoring system where players can earn points through survival, defeating zombies, and reviving others, but betrayal among players adds an extra layer of strategy. Players must navigate a battlefield, manage resources, and face the relentless horde of Zomborcs while trying to be the last one standing.

Uploaded by

Explosive Jinx
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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On da darkist night, a rogue space rok zoomed down

from da sky and smashed into a big nukula plant built


right on sum spooky old graves…

BOOM!!
Dat explosion
lit up da whole
place, sendin' a
glowin' cloud of
toxic gunk flyin' all
about. That nasty stuff
got inta da wind and blew
where sum sneaky
nekromansa gitz were
busy mumblin' sum
spooky chants.

But when dat big


boom went off, it
scared da green
outta‘em! In a
frenzy, they
charged into da
biolab next door,
like a horde of
mad ladz on a
warpath! They smashed up some stuff and den some weird
germz got loose.

And den it started — lots and lots of ladz dat died


didn’t stay dead! They came back, starvin’ for flesh! Da
zomborcs iz comin’, ready to stomp, smash, and chomp!
CONTENTS
OVERVIEW 5
FLOW OF THE GAME 8
SETUP 9
ROUND & TURN ORDER 10
KEY CONCEPTS 15

ACTIONS 18
MOVIN’ AROUND 20
SHOOTIN 22
CLOBBERIN 24

STATES 28
SURVIVAZ & ZOMBIES 30
DA SURVIVAZ 31
DA ZOMBIES 36
HINTZ N’ TIPZ 39

3
OVERVIEW
ALL OF YOUR ORCS
ARE GOING TO DIE….
MODULORKA ZOMBIES is a 1-4 player co-op horde survival tabletop skirmish game.

You play as hero orc characters called Survivaz, and your goal is to stay alive as long as possible.
But be warned — YOUR ORCS WILL DIE…... It’s just a matter of how long they can last and who
can survive the longest.

No matter how many zombies you defeat, more Zomborcs will keep coming, sometimes as
tougher variants. They won’t stop until all your Survivaz are dead.

But death isn’t the end! When a Survivaz falls, they’ll rise again and join the horde!

If you’re playing solo, this is a game of endurance - how long can you survive?

But if you’re playing co-op the real danger isn’t just the zombies. Other Survivaz can be helpful
allies, but they might also betray you to save themselves or just for the heck of it. You might
survive together, but there can be only one winner!

MODULORKA ENGINE
MODULORKA ZOMBIES uses the core rules of
MODULORKA, but they have been simplified and adjusted
for a smoother and quicker smoother and faster horde
co-op experience.

If you’ve never played MODULORKA, don’t


worry—everything you need is in this book.

If you have played MODULORKA, most of the rules are


similar, but some things are different or missing. It’s a good
idea to double-check the rules when you play. For example,
there’s no Armor, no Keywords, and no Dodge after Clobba.

Since the games are similar, they are compatible. If you


want to use elements from MODULORKA, like creating
custom hero characters, you can do that. However, it’s best
to play the game as it is meant to be played the first time, as
it is easy to unbalance and break the game.

If you want to try the MODULORKA base game, you can get
everything you need from www.modulorka.com

5
CO-OP PLAY
This game can be played with up to 4 players.

The game is balanced around 4 specific hero Surviva characters, each with unique weapons and
abilities. These differences give each character strengths and weaknesses that compliment each
other and force them to work together.

If you have fewer than 4 players, it’s best to still use all 4 Survivaz. Removing any will make the
game much harder and shorter.

● With 4 players, each player controls 1 Surviva.


● With 3 players, each player controls 1 main Survivaz and takes turns with the 4th.
● With 2 players, each player controls 2 Survivaz.

No matter how many Survivaz you control, each one is scored separately, and only one can
win!

WINNING CO-OP GAMES


Each Surviva gets scored during the game. The game ends
when all Survivaz are downed or turned into zombies, and the
player with the highest score wins.

The main factor for scoring is how long you survive. Each player
keeps track of how many rounds their character survives, and
that number forms the basis of their score.

There are two other things that players can do to change their
score:
● Each time a Surviva downs a Rat King zombie, they
add 1 point to their score.
● If a Survivaz revives someone else (not themselves),
they add 1 point to their score.
● Each time a Survivaz downs another Survivaz, they
lose 2 points from their score.

This means that there an multiple paths to victory! You can


work as a team and let things play out as they may - or choose
not to help someone in a tough spot, letting them fall to the
horde. You can even attack other Survivaz, but be careful—this
might make others turn against you. If your Survivaz gets
turned into a zombie, you could still win if you’ve earned
enough points by helping others earlier in the game.

If there’s a tie, the player who survived the longest wins.

6
SOLO PLAY
When playing solo, you control all 4 Survivaz. The game ends when all Survivaz are downed or
turned into zombies, and your goal is to survive as long as you can.

The rules for solo play are the same as in co-op, with a few exceptions:
● There is no scoring or winning Survivaz.
● When Survivaz are turned into zombies, they follow the normal zombie behavior
instead of being directly controlled.
● Items can only be given to other Survivaz when the one giving the item is activated.
This requires both Models to be in contact.

WHAT DO YOU NEED TO PLAY?


MODULORKA ZOMBIES uses a 30" by 22" battlefield. You’ll also need some terrain to fill the
space.

You will need:


● 19 Activation Tokens
● 4 Burning Tokens
● 10 Pin/Stun Tokens
● 3 First Aid Kit Tokens
● 3 Zombigon Tokens
● 3 Grenade Tokens
● 3 Supply Drop Markers
● 1 Round Counter Arrow
● At least one D6 die
● Some counter tokens to record score and HP
● Something to measure distance in inches, hereafter denoted by the character (“)

Printable versions of all of the above can be found in the MODULORKA ZOMBIES Essentials
Pack at www.myminifactory.com/users/MrModulork

You’ll need the following miniatures:


● 4 Surviva Orc Miniatures on 32mm base
● 6 Zomborc Miniatures on 32mm base
● 4 Zomgob Miniatures on 25mm base
● 4 Bloatorc Miniatures on 40mm base
● 1 Rat King Miniature on 50mm base.

You can visit www.myminifactory.com/users/MrModulork and download some cool bespoke


ones, but you don’t need to and any orc minis will work good as proxies.

MODULORKA ZOMBIES is designed for use with 28mm to 32mm miniatures. While there’s no
strict standard for scaling, it’s recommended to use models that are roughly the same size. This
is important because game mechanics like cover depend on how visible the models are to each
other.

7
FLOW OF
THE GAME
This section outlines the basic principles of the game,
how to setup the play space, how rounds and turns
flow, how to spawn zombies, as well as how player
stats and abilities impact play

8
SETUP
1 READY THE BATTLEFIELD
Place terrain in the play space. A good battlefield will have some elevated spaces, and enough
scatter to force the zombies to take less direct routes to Survivaz, create some tactical choke
points, and and make some dead ends for Survivas to get trapped in.

Zombies will spawn on the outer edge of the battlefield, so don’t place any terrain that would
block their spawning.

Players can decide how to arrange the terrain together. One player might set up the board, or
they can alternate placing individual pieces until the board is well covered.

Finally, mark six locations on the battlefield as supply points numbered 1 to 6 - these points are
where Supply Drops may spawn. These points must be accessible and cannot be closer than 5
inches to each other.

2 ROLL FOR INITIATIVE


Roll off to determine which Surviva will take the first turn.

After the first Surviva has completed their turn, the player sitting
clockwise goes next. If players control multiple Survivaz, they should
decide the order of their turns in the first round and use that same
order for the rest of the game.

During play, point the Initiative token toward the current player to help
keep track, and use a counter to track which round it is.

3 PLACE SURVIVAZ
Players then take turns placing one Surviva Model at a time, starting with the player who takes
the first turn.

Survivaz must be placed within 6“ of the center of the board and no closer than 3” inches to
another Surviva.

9
ROUND & TURN ORDER
ROUNDS & TURNS ACTIVATIONS
MODULORKA ZOMBIES is played in MODULORKA ZOMBIES uses an ‘Alternating
Rounds. In each Round, Players take Turns Activation’ system. Each Surviva activates, performs
Activating a model and performing up to two actions, and then their turn ends. After that, the
two Actions. This continues until all next Surviva activates. If a player controls more than
Models on the table have been Activated, .one Surviva, each one still takes their turn separately
and then the Round ends. and alternates with the others.

Games consist of multiple Rounds - Use Activation Tokens to track which


Rounds consist of alternating Turns - Each models on the table (both Survivaz and
Turn will Activate at least one Model - zombies) have activated. After a model
Activations are composed of several activates, flip its token from a tick to a
Actions cross to show it has been activated this
round. Once the round is over, reset all
activation tokens back to ticks.

SPAWN TABLE
ZOMBIE SPAWNING
1 Nothing
Designate one edge of the battlefield as North -
this must be one of the shorter 22” long sides.
2 Nothing Designate the opposite side as South.

When the game calls a player to spawn


3 2 Zomborcs, 2 Zomgobz South Zombies, roll against the table to the left, and
place the specified zombies on the specified
edge. The player can place them anywhere on
4 2 Zomborcs, 2 Zomgobz, 1 Bloatorc North that edge provided they touch the edge of the
Battlefield and are at least 1 inch close to each
other.
5 2 Zomborcs, 2 Zomgobz, 1 Bloatorc North
The game has a cap on how many of each type
of Zombie can be on the table at each time and
6 2 Zomborcs, 2 Zomgobz, 1 Rat King North it is only necessary to prepare the supply of
Models below. If the game asks you to spawn a
Model, but there is no supply - spawn nothing
in its place.

● 6 Zomborcs
● 4 Zomgobs
● 4 Bloatorcs
● 1 Rat King

10
NEW ROUND BEGINS
Use a counter to track which of which Round it is

NEXT SURVIVA
The next Surviva takes their turn

SPAWN ZOMBIES AND SUPPLY DROPS


The player rolls on the Spawn Table on the opposite page and
places the specified number of Zombies on the side of the
battlefield indicated on the Spawn Table. Skip placing any
zombies which aren’t in supply.

This roll also specifies on which Supply Point you should place
a Supply Drop. If there is already a Supply Drop on that
Supply Point, or if there are already 3 Supply Drops on the
battlefield, then don’t place any Supply Drops.
SURVIVA TURN

ACTIVATE THE SURVIVA


The player activates their Surviva, performs two actions and
marks them as activated. If the Surviva has already Countered
and activated this round, ignore this step.

ACTIVATE THE CLOSEST ZOMBIE


Select the Zombie who is both unactivated and has the
shortest path to any Surviva. The player then activates the
Zombie, following normal Zombie behavior rules, and marks
them as activated.

If there are multiple unactivated Zombies in base-to-base


contact with Survivaz, activate all of them one after another.

HAVE ALL SURVIVAZ HAD THEIR TURN?


If no, the next Surviva takes their turn - otherwise it's time to deal with
any Zombies left unactivated.

ACTIVATE REMAINING ZOMBIES


Players then take turns to activate the remaining unactivated zombies
one after another, following normal Zombie behavior rules. Each player
must select the Zombie with the shortest path to any Surviva - If there
are multiple unactivated Zombies in base-to-base contact with
Survivaz, activate all of them one after another.

NEXT ROUND
Flip all Activation tokens and begin the next Round.

11
SUPPLY DROPS & ITEMS
Check the result of the Spawn Roll - this roll also specifies on which Supply Point you should
place a Supply Drop. If there is already a Supply Drop on that Supply Point, or if there are
already 3 Supply Drops on the battlefield, then don’t place any Supply Drops.

Survivaz can claim the contents of a Supply Drop by moving into contact with it and using a
Collect Action. Roll a D3 against the Supply Table below to see which item they will collect.

There can only be three of each item at a time. Place three tokens for each item on the side of
the battlefield. When a Survivaz collects an item, give that token to the player. If a Survivaz tries
to claim an item and none are available, they stay get nothing.

When a Survivaz is activated, they can use as many items as they want without using an action.
After using an item, return the token to the side of the battlefield. Each Survivaz has their own
inventory of items, but they can gift or trade items with any other Survivaz at any time during
the game. If a Survivaz is turned into a Zombie, return all their items to the side of the
battlefield.

SPAWN TABLE
1 HP Kit

2 Grenade

3 Zombigon

HP KIT GRENADE ZOMBIGON

To use a Grenade, pick a Using dose of Zombigon


point on the Battlefield. allows Survivaz to use
All Models within a 2” the Revive action a
Using a HP Kit restores radius of that point, single time, on
the Surviva, or another including other Survivaz, themselves or another
Surviva in base-to-base lose 2HP. Surviva in base-to-base
contact, to full HP contact.

This action revives a


Downed Model and
returns them to play
with 2HP.

12
KEY CONCEPTS
MODELS, SURVIVAZ, ZOMBIES
The game features two types of Models: Survivaz and Zombies.

Survivaz are the playable Models. Zombies are non-player models. They follow simple scripted
behaviors and have a very limited set of actions.

To learn more about the different Survivaz and Zombies in the game and their abilities, go to
page 30.

KEEP IT FUN!
This ruleset is made to be simple and easy to understand, but because of this simplicity, there
may be times when a situation isn’t covered by the rules or when players interpret the rules
differently.

In such cases, use common sense and personal judgment to resolve the issue. Choose the
fairest and most reasonable option that allows everyone to enjoy the game.

If you can’t agree on a solution, don’t spend too much time arguing. Just roll a die, and the
winner gets to decide. That decision will be final for the rest of the game.

DICE ROLLS
You only need a six-sided die, called a D6, to play. If the game asks for a D3 (a three-sided die),
just roll a D6 as usual and divide the result by two.

When the game instructs you to “Roll-Off,” both players should roll a die. The player with the
highest roll wins. If both players roll the same number, they should roll again.

Sometimes, the game will mention a “natural” number, like “a natural 6.” This means you should
use the value of the die you just rolled, ignoring any modifiers that might apply.

When rolling:
● The dice must roll across a surface for the result to count.
● Roll the dice onto the table or into a suitable box or dice tray.
● If a die isn’t completely flat after rolling, it’s invalid and must be rolled again.
● If a die lands off the surface, it’s also invalid and must be rolled again.

15
MODEL STATS
Each Model has three stats which determine how good they are at fighting.

● AIM is a score which determines how skilled that Model is at shooting their targets
● CLOBBA is a score which determines how skilled that class is at hitting other Models in
melee combat
● HP (or Hit Points) is a score which determines the overall health of the Model and how
many hits they can take

AIM CLOBBA HP

3 3 6

ABILITIES PASSIVES
Survivaz can have special abilities that let Survivaz and Zombies may have Passives,
them perform unique attacks or do which trigger on certain conditions and
exciting things that change the game. impact play.

Abilities are proactive, meaning the player


must choose to use an ability. Doing so DODGE PASSIV E
costs an action and also ends that model's Once per round, If Dakzun is hit by a Clobba attack he
turn. . can make an immediate 3” move,

HOODWINK ABILITY
Dakzun immediately swaps position with another
Surviva of this player’s choosing. Dakzun is Pinned
after using this ability. STATES
Some Weapons, Passives and Abilities can
apply State effects to Models, which add
special behaviors - like being stunned or
being on fire.

For a full explanation of State effects and


how they work, see page 29.

16
WEAPONS
Each Model will have at least one
Weapon, which determine which kind SHOTGUN SHOOTIN’
of attacks they are allowed to use -
Shootin’ weapons are used for
..RANGE .. 8 ..POWER .. 2
Shootin’ attacks, and Clobba weapons BOOMSTIK If the target is within 4”, Da Jefe gets a
+1 boost to Aim.
are used for Clobba attacks.

Every weapon has two stats. Range indicates the maximum distance at which the weapon can
hit. Power shows how many HP the target will lose if it is hit.

Weapons may also have special effects that activate automatically when their target is hit.

AREA OF EFFECT
Some weapons, passives, and abilities will
specify that they affect models within a
certain radius.

When this happens, measure the radius from


the center of that model’s base. Any models
that intersect that area, even if only part of
their base is inside, are considered affected,
including the original model.

For example, all of the blue models shown


below are affected by the radius.

17
ACTIONS
This section outlines all the different things that
Survivaz and Zombies can do when they’re activated,
and how they all work.

18
TYPES OF ACTION
Each Model can take up to two Actions per Turn, after which their Turn is over - however some
Actions will end a Model’s turn even if they have Actions remaining.

While Survivaz can do any of the Actions below, Zombie can only do Movin’, Clobberin’, and
certain Clear State Actions. Offensive Actions like Shootin’, Clobberin’ and Abilities can be used
on any other Model, even other Survivaz - though that would definitely invite revenge.

MOVIN’ SHOOTIN’
The Model moves across the Battlefield 6” The Model takes aim and tries to shoot
for each Movin’ action. See page 20 for a another Model with a ranged weapon. See
full explainer on Movin’. page 22 for a full explainer on Shootin’.

This expends an action but does not end This expends an action and ends the
the Model’s turn Model’s turn.

. .

CLOBBERIN’ ABILITIES
The Model takes a swing at another Model The Model uses one it’s special Abilities,
with a melee weapon - but the other that allow them to do unique attacks or do
Model might Counter attack. See page 24 cool things to shake up the game.
for a full explainer on Clobberin’.
This expends an Action and ends the
This expends an action and ends the Model’s turn.
Model’s turn.

.
.

COLLECT CLEAR STATE


The Model retrieves the contents of a The Model removes a state effect from
Supply Drop. The Supply Drop is then itself - e.g. Pin, Stun, or Burning.
removed from play. See page 12 for a full
explainer on Supply Drops. This expends an action and may or may
not end the Model’s turn - see page 29 for
This does not expend an action and does a full explainer on States.
not end the Model’s turn.

REVIVE.
The Model revives themselves or another Surviva who has been Downed. This requires this Model
to have one dose of Zombigon, and if they are attempting to revive another Surviva they must be
in contact with them. This action consumes the Zombigon, and clears the Downed state from the
Downed Model, and restores them to 2 HP.

This does not expend an action and does not end the Model’s turn.
.

19
MOVIN’ AROUND
DA KWIK VERSHUN
● Movin’ Actions allows you to move that model up to 6”.
○ Models can automatically vault over any terrain less than 0.5” high.
○ Models must be placed on level ground - if a Model cannot stand somewhere without
falling over or wobbling, it cannot be moved there..
○ Models can pass through friendly Models, but cannot pass through enemy Models
● Models can CLIMB up and down any solid surface which appears climbable, during a
normal Movin’ action - the vertical height counts against the distance moved.
○ If a Model can’t stand on top of a surface at the end of its Movin’ action(s), it can’t be
climbed.
● Models can JUMP down from anywhere less than 5” high during a normal Movin’ action .
The vertical height is free and does not count against the 6”.
● Sometimes, a Model might get PUSHED around by another Model’s abilities.
○ If a Model is Pushed into something, it is Pinned.
○ If a Model FALLS off a surface higher than 5”, it loses 2 HP and is Pinned.

DA CRUNCHY STUFF

GENERAL MOVEMENT
Models may move and turn in any direction regardless of
the direction they face.

Movin’ actions don’t need to be in a 6” straight line but


when measuring the distance traveled you must include
the whole path. Models move in a series of 1” lines which
are individually completely straight.

Models don’t have to move the full 6” and players can


decide to cut the move short. Keywords, Passives or
Abilities might increase or decrease how far a Model can
move.

A Model cannot move through terrain features - it must


traverse around them. Models can touch other Models
base-to-base, but bases must not overlap.

20
MEASURING VERTICAL
DISTANCE MOVEMENT
When measuring the distance a Model In order for a surface to be climbable, it
can move, you should measure from must be completely solid, largely
the front of the base in the starting straight and free of obstructions and
position to the front of the base in the overhangs. The terrain must have a
new position. level surface at the end of the climb,
large enough for the Model to stand on
No part of a Model’s base should move - if a Model doesn’t have a stable
further than the distance which that surface to stand on, like a thin wall, it
Model can move. cannot be climbed..

When Climbing, Jumping or Falling,


Movement must be completely straight
and vertical, perpendicular to the
ground. Models cannot Climb, Jump or
Fall diagonally.

Models may ascend steps or sloped


ground without Climbing, and will
automatically vault over any walls less
than 0.5” high. If a wall is higher than
this, it must be Moved around,

PUSHING
Some Models have Weapons and Abilities which
let them PUSH other Models around.

If a Model is Pushed, draw an imaginary line


between the center of the base for the Model
performing the push and the center of the base
of the Model being pushed. Continue this line
behind the Model being pushed, and move that
Model in that direction according to the distance
specified in the Pushing Ability or Weapon.

REMINDER - If a Model is Pushed into


something - like into the border edge of the
Battleground, into terrain, or into another Model
- it is Pinned. If a Model FALLS off a surface
higher than 5”, it loses 2 HP and is Pinned.

21
SHOOTIN’
DA KWIK VERSHUN

1 PICK A
TARGET 2 CHECK
RANGE 3 CHECK
COVER 4 AIM
TEST 5 RESOLVE
DAMAGE

Tell everyone who Make sure your See if your Target Roll a D6 to see if If you hit, reduce
your Model is gun can reach is in Cover or not. your shot will hit. HP of the Target
gonna shoot at. them. and apply any
effects

1 PICK A TARGET
When performing a Shootin’ attack, pick which Model will be the Target, then pick which
Ranged weapon your Model will use, then tell the other players what you’ve decided before
doing anything else.

The attacking Model must have a Line of Sight to the Target Model - as long as the attacking
Model can see at least a part of the target Model the attacking Model can attempt a Shootin'
attack. More specifically, to have line of sight you must be able to draw an uninterrupted
straight line from the attacking Model’s head to any part of the target Model, apart from its
base.

A Model can see and Shoot in any direction irrespective of the direction it is actually facing.

2 CHECK RANGE
After you have called out which Model is Shootin’, which
Weapon they’re using, and which Model is the target,
check the distance between Models to see if the Target
is in range of the attack. If the Model is in range, proceed
to the next step - otherwise the shot misses.

When measuring range, you should measure the


distance from the closest point on their bases.

You must check the range AFTER you have chosen


Target and Weapon - you are not allowed to measure
before choosing.

22
3 CHECK COVER
.Next, see if the Model is
hidden by terrain. Check
things from the attacking
Model’s perspective - get
your eyeball as close to
their head as possible and
look at the target from their
point of view.

If a Target is completely hidden, then it is out of Line of Sight and not a valid target. If a Target is
completely visible and unhidden (Like Model A in the diagram), that Model is considered Not in
Cover. If the Target can be seen, but is partially hidden (Like Model B and Model C in the
diagram) the Target is considered In Cover which will add a -1 penalty to the aim roll.

Ignore Survivaz when determining cover, but Zombies will obscure as if they were terrain.

4 AIM TEST 5 RESOLVE


The attacking player rolls a D6 to determine if DAMAGE
the attack hits. Take the result, add the attacking
Model’s Aim score, and apply any modifiers
If the shot hits, apply any effects
from Cover, Wargear, States, etc.
from Wargear, Passives, etc
If the total is a 6 or greater, the shot hits. If not,
The Power score of the weapon
the attack misses and fails. A natural roll of 1 is
determines how much damage it will
always an automatic fail. If the attack fails, the
deliver to the target. Subtract this
Model’s Turn is over. A natural roll of 6 is an
value from the target Model’s HP.
automatic hit.
To keep things easy to track, place a
If the hit is successful you move to the next step
counter token next to the Target
to resolve damage and effects.
showing its current HP.

NOT IN If the target was a player character,


IN COVER
COVER and its HP reaches zero, it is Downed
- follow the rules for the Downed
AIM 1 5+ 6
state.
AIM 2 4+ 5+
If the target was a Zombie, and its
AIM 3 3+ 4+ HP reaches zero, it is Out and is
AIM 4 2+ 3+ removed from play.
AIM 5 2+ 2+
AIM 6 2+ 2+

23
CLOBBERIN’
DA KWIK VERSHUN
.
1 PICK A
TARGET 2 CHECK
RANGE 3 CLOBBA
TEST

Tell everyone who Make sure your Roll a D6 to see if


your Model is weapon can reach your attack will
gonna swing at. them. hit.

RESOLVE
4 DAMAGE
& PIN
5 COUNTER
6 RESOLVE
COUNTER

If you hit, reduce If they haven’t If the Counter Attack is


HP of the Target, activated this successful, Unpin the
Pin them, and Round, the Counter Attacker, then
apply any other Enemy can try to reduce the HP of the
effects Counter Attack original Attacker, Pin
them, and apply any
other effects

1 PICK A 2 CHECK RANGE


TARGET After you have called out the attack, check the distance
between Models to see if the Target is in range of the
When performing a Clobba attack. If the Model is in range, proceed to the next step -
attack, pick which Model will otherwise the attack misses.
be the Target, then pick
which Melee weapon your Most melee Weapons have a range of 0 which means
Model will use, then tell the that the two Models must be in base to base contact for
other players what you’ve a Clobba attack to be successful. Some Weapons allow
decided before doing for ranged Clobba attacks - in this case the attacking
anything else. Model must have a completely unobstructed line of sight
to the target.
The attacking Model must
have a Line of Sight to the When measuring range, you should measure the
Target Model, and there must distance from the closest point on their bases.
be no terrain or other models
obstructing the Target Model. You must check the range AFTER you have chosen
Target and Weapon - you are not allowed to measure
before choosing.

24
3 CLOBBA TEST
DEFEND DEFEND DEFEND DEFEND DEFEND DEFEND
1 2 3 4 5 6
ATTACK
Roll a D6 to determine if the attack 3+ 4+ 5+ 6 6 6
.hits. 1
1. Subtract the Target’s Clobba score ATTACK
from the Attacker’s Clobba score, 2 2+ 3+ 4+ 5+ 6 6
2. Add this to the D6 result alongside ATTACK
any other modifiers.
3 2+ 2+ 3+ 4+ 5+ 6
3. If the result is 3 or more, the
Clobba attack hits. ATTACK

4. if the attack fails, the Clobba attack 4 2+ 2+ 2+ 3+ 4+ 5+


ends, and the Model’s Turn is over. ATTACK
A natural roll of 1 is an automatic fail, 5 2+ 2+ 2+ 2+ 3+ 4+
but a natural roll of 6 is an automatic ATTACK
hit. 6 2+ 2+ 2+ 2+ 2+ 3+

4 RESOLVE DAMAGE & PIN


If the Clobba attack hits, the defending Model is Pinned. Next, apply any effects from
Wargear, Passives, etc.

The Power score of the weapon determines how much damage it will deliver to the target.
Subtract this value from the target Model’s HP. To keep things easy to track, place a counter
token next to the Target showing its current HP.

If the target was a player character, and its HP reaches zero, it is Downed - follow the rules for
the Downed state. If the target was a Zombie, and its HP reaches zero, it is Out and is removed
from play.

5 COUNTER RESOLVE
If the Target Model is hit, and they’re able to, they
6 COUNTER
can decide to Counter attack straight away - in
addition to dealing damage, this gives them a If a Counter attack is successful,
chance to remove the Pin and apply it to the resolve damage normally, then
original attacker instead. Perform steps 2, 3 and 4 remove the Pinned state from the
and resolve the Counter attack against the Counter attacker and apply it to the
original attacker. original attacker.

A Counter attack counts as an Activation, and If the Counter attack fails, the
after Countering that model cannot activate Counter attacking Model remains
again in the current Round - though the Counter Pinned and the original attacker is
attack does not affect the overall order in which unaffected.
Players take turns.

If a Model has already been Activated, or cannot


Clobba attack because they are out of Range, or
have a State effect applied preventing them from
attacking, they cannot Counter attack.

25
STATES
During play, Surviva and Zombie Models can have their
behavior altered by applying different state effects -
mostly applied by Weapons or Abilities. This section
outlines how they work.

28
STATE EFFECTS
DOWNED
When a Surviva Model reaches zero HP it is automatically Downed. Downed Models are still in play, but
have been disabled. Place a Model on its side to indicate it is Downed, then remove any other State
Effects which are applied. Downed Models can take only a single Action, and that Action can only be a
Movin’ Action of up to 3”, or a Revive Action on themselves.

Downed models can revive themselves, or be revived by another Surviva who is in contact with them,
using a Revive Action. One dose of Zombigon is required, the action consumes the Zombigon, and clears
the Downed state from the Downed Model, and restores them to 2 HP. This expends an action and ends
the Model’s turn.

Models can be repeatedly Downed and Revived without limitation. Zombies can never be Downed.
Zombies will completely ignore Downed Models, and Downed Models don’t count when deciding which
Zombies to activate.

PINNED
Pinned Models are temporarily immobilized. If a Model is Pinned, mark them with a token.

A Pinned Model cannot take any Movin’ Actions, but is otherwise unaffected. Pinned characters are still
affected by involuntary moves like Pushes.

A Pinned Model may take an Un-Pin State Clear Action to remove the Pinned state, which consumes an
Action but does not end that Model’s turn. Zombies will use an Un-Pin State Clear Action if they are
Pinned.

STUNNED
Stunned Models are temporarily knocked senseless. If a Model is Stunned, mark them with a token.

A Stunned Model cannot take any Actions, save for a De-Stun State Clear Action to remove the Stunned
state, which ends that Model’s turn. Zombies will use an De-Stun State Clear Action if they are Stunned.

The Stunned state overrides the Pinned state, and a Model cannot be Stunned and Pinned at the same
time

BURNING
Burning models suffer continual damage due to fire, acid or similar .If a Model is Burning, mark them with a
token.

If a model is burning at the beginning of its next activation, reduce its HP by one.

A Model which is Burning may take an Extinguish State Clear Action to put the fire out, which removes the
Burning state and does not end that Model’s turn. Zombies will never use an Extinguish State Clear Action.

29
SURVIVAZ
& ZOMBIES
This section describes the rules for Surviva and Zombie
characters - how they differ from each other and how
they play in the game.

30
DA SURVIVAZ
SURVIVA PLAYSTYLES
In MODULORKA ZOMBIES, players choose from 4 predefined Survivaz characters. Only one
instance of each character can be in play at a time, so if more than one player wants the same
character, they should roll off to see who picks first.

Each Survivaz has a unique playstyle, with different strengths and weaknesses. While all
Survivaz are useful, some are easier to play than others. Jazork and Da Jefe are more
straightforward, while Busta and Dakzun are a bit more complex.

The playstyles of each Survivaz complement each other, so players will survive longer by
working together, using one character’s strengths to cover another’s weaknesses. However, there
can be only one final Survivaz, and players can also use their abilities to sabotage other players.

TURNING INTO CUSTOM


A ZOMBIE SURVIVAZ
If a Surviva is Downed, then every time they Advanced players can create their
Activate they need to roll a D6 to see if they will own Surviva by using classes and
Turn into a Zombie. If they roll a 4+, they wargear from the MODULORKA base
proceed as normal, but if not they fail and game. Visit www.Modulorka.com to
become a playable zombie. They can no longer download everything you need.
score points, but they can still influence the
game. Players may also skip the roll to just Turn You can spend up to 12 points to build
into a Zombie automatically. your Surviva. You may only use
Classes with the ‘On Foot’ keyword.
When a Survivaz turns into a zombie, they
revive in place with full HP. Their stats (like Aim, Keep in mind that with the wide range
Clobba, and HP) stay the same, but they can no of classes and wargear available in
longer use any passives, abilities, or weapons. MODULORKA, it’s possible to create
Instead, they can only use the Zomborc’s Bite an unbalanced Surviva. So, when
Clobba attack (Range 0, Power 2). This does not playing with others, use restraint and
damage other Zombies. common sense to ensure everyone
enjoys the game.
Like other zombie models, they can perform
Movin’, Clobba, and certain State Clear actions. MODULORKA ZOMBIES uses a
However, unlike regular zombies, zombified simplified version of the
Survivaz keep a bit of their former intellect. They MODULORKA core rules. If you
don’t follow normal zombie behavior rules and choose a class or item of wargear that
are directly controlled by the player. This means, isn’t supported by this game’s rules
for example, that if another player was (like armor, keywords, or certain
responsible for your demise, you can target states), refer to the MODULORKA
them specifically for revenge. If a zombified core rulebook for those rules.
player’s HP drops to 0, they are downed. The
next time they activate, they must roll a 4+ to
revive with 2 HP; otherwise, they stay downed.

31
DA JEFE

AIM CLOBBA HP

3 3 8
SHOTGUN SHOOTIN’ Droppin’ outta da sky like a clumsy git, dis lad
is showin up outta nowhere at da worst place
..RANGE .. 8 ..POWER .. 2 and da worst time! But wiv dat killy boomstik
BOOMSTIK If the target is within 4”, Da Jefe gets a and choppin saw arm, he seemz to be in the
+1 boost to Aim and a +1 boost to Power.
rite place!
BUZZ-SAW CLOBBA
Dis ork’s got a big gob and a bigger chin, an’
..RANGE .. 0 ..POWER .. 2 he’s always ready with a cheeky line before he
WHOZ LAFFIN NOW This weapon always getz stuck in - or afta!
attacks twice per action, but with a -1 penalty to Clobba.
Roll a D6 for each attack. Each attack may target a
different Model.
He’s a bit of a git, don’t always know wot he’z
doing, but he’z good at one fing: KILLIN’
COME GIT SUM PASSIVE ZOMBIES!
If Da Jefe kills at least one Zombie with an Action, he
may take an extra Action even if his Turn would have
otherwise ended. This Passive may repeat indefinitely.

32
JAZORK

AIM CLOBBA HP

1 4 10
MACHETE CLOBBA Jazork ain't much for chatting', see? He
mostly just stomps around and stabs gitz,
..RANGE .. 0 ..POWER .. 2 and that suits him just fine! With all them
SLASHA If there are multiple Models in base-to-base pesky undead ladz lurchin' about, he's in his
contact with Jazork, and he successfully hits one with a
Clobba attack, all other Models in contact with him are element, slicin' and dicin'.
also hit, provided that they have a Clobba score equal or
lower than the hit Model. And lemme tell ya, that git is tougher than
EVADE On a successful Clobba attack, Jazork can Monsta hide! Just when ya think he’s gone
make an immediate move of up to 3” down for good, he pops back up, all nasty
and ready for more slashin’.
UNSTOPPABUL PASSIVE
Once per Round, this Model recovers 2HP after With the way things are goin', he’s a right
successfully hitting other Model with a Clobba attack. handy lad to have around — just remember,
don’t turn yer back on him, or you might end
up on the wrong end of his slashin’ knife...

33
BUSTA

AIM CLOBBA HP

4 2 8
PHOTUN PACK SHOOTIN’ Busta's a proper gearhead, all brainz and
ideaz, makin' all sorts of crazy klanky stuff to
..RANGE .. 24 ..POWER .. 2 snuff out them stinkin' undead. Other ladz
PHOTUN BEAM If this weapon hits its Target, called 'im a nutter, but who’s laughing’ now,
measure a 1mm wide line from the center Busta’s base
through to the center of the Target’s, when continue that huh? Not them ladz, coz now they're all
line until it hits Terrain or the edge of the Battlefield. Any zombies!
Model which intersects this line is also hit.

STUN TRAP SHOOTIN’ Busta’s dead chuffed to finally unleash his


shiny new toys on all them shamblin’ corpses.
..RANGE .. 16 ..POWER .. 0 He’s on call 24/7, ready to handle any
THROWA TRAP If this weapon hits its Target, all zombie yer need killin'.
Models in a 2” radius are also hit. Models hit by this
weapon are Pinned. If the Hit Roll was a 5+, Models are Zombie bustin’? Zombie bustin just makes
Stunned instead..
him feel good.
TOTAL PHOTUNIC ABILITY
REVERSAL
All Models within a 2” radius take 6 damage. Busta
takes 4 damage.

34
DAKZUN

AIM CLOBBA HP

4 4 6
KROSSBOW SHOOTIN’ Dis is Dakzun, a tough orc wif whoz a loner
wiv a heart of gold hidin’ under all dat
..RANGE .. 16 ..POWER .. - gruffiness! Wif his trusty crossbow strapped
SNIPA SHOT The power of this attack is equal to tight, he zigzags through da horde, takin’
the result of the Aim Roll..
down zombies one by one like they’s just
KNIFE CLOBBA target practice.
..RANGE .. 0 ..POWER .. 2 Dis ork’s got a past full of trouble, and he’s not
SWIPE On a successful Clobba attack, Dakzun just scrapin’ wif da undead; he’s fighin’ his own
Unpins and can make an immediate move of up to 6”
inner demons too - Keepin' outta too much
HOODWINK ABILITY ruckus, savvy, and always ready to sneak inta
da shadows when da scrap gets thick!
Dakzun immediately swaps position with another
Surviva of this player’s choosing. Dakzun is Pinned after
using this ability.

DODGE PASSIVE
Once per round, If Dakzun is hit by a Clobba attack he
can Unpin and make an immediate move of up to 3”
even if its not his Turn.

35
DA ZOMBIES
ZOMBIE BEHAVIOR
Zombies aren’t known for being smart, Orc Zombies even less so. In this game, their behavior is
simple to make it quick and easy to manage them on the table.

Here’s how all Zombies act:


1. STATE CLEAR: If a Zombie is Pinned or Stunned, it will use a State Clear Action.
2. CLOBBA ATTACK: If there’s a Surviva in range, the Zombie will attack them.
3. MOVE TO SURVIVA: If there’s no Surviva nearby, the Zombie will use move straight
to the one they can reach with the shortest path. They always try to move into
base-to-base contact, even if they can attack from a distance.
4. MOVE-ATTACK: If a Zombie ends a Movin’ Action in base-to-base with a Surviva, it
will immediately perform a Clobba Attack, even if it has no actions left.

Zombies follow robotically this sequence in order - expending Actions as necessary..

Zombies can sense the closest Surviva without needing to see them (they can smell them!).
They only perform Clobba attacks (no Shootin’) and won’t try to Extinguish themselves if
they’re Burning. Zombies will never Counter Clobba attacks,

Zombies will completely ignore Survivaz who are Downed and Downed Models don’t count
when deciding which Zombie to activate.

ZOMBORC
CLOBBA HP

2 4
BITE CLOBBA
..RANGE .. 0 ..POWER .. 2
Zomborcs is everywhere, tough as nails and
dumber than a grot! They’s easy to whack
one-on-one, but if ya let 'em swarm ya,
they’ll pile on faster than a mob at a
choppa fight! Best keep your wits or they'll
turn ya into mush!

36
ZOMGOB
CLOBBA HP

2 2
KLAW CLOBBA
..RANGE .. 0 ..POWER .. 1

RUNNAZ PASSIVE
This Model has three Actions per turn.

Zomgobs ain't strong, but don’t let dat fool


ya! Those zoggin’ gitz is extra rabid and can
cover ground quicker than a speedin’ truck. If
ya ain't careful, they'll swarm ya before ya
can even pull yer shoota!

BLOATORC
CLOBBA HP

2 6
SPEW CLOBBA
..RANGE .. 0 ..POWER .. 1
ACID REFLEX On a successful hit, apply the
Burning state to the target, instead of Pinning them.

GUTSPLOZUN PASSIVE
When this Model is Out, all Models within 2” of the
center of its base lose 4 HP.

SLOW PASSIVE
This Model only moves 4” per Movin’ Action.

Bloatorcs be bloated up with a nasty mix o’


putrid gas and spicy gut juice, makin' 'em
even more nasty than regular zombies!

They’ve got a disgusting habit of spewin’ their


stinkin’ guts all over their prey, and if ya shoot
‘em, they’ll go off like a bomb, showerin’
everyone nearby — zombies an’ all —in toxic
acid gunk!

37
DA RAT KING

CLOBBA HP

4 8
SMASH CLOBBA A whole mob of Zomborcs all squished
together into a revoltin’ blob of rotting flesh -
..RANGE .. 0 ..POWER .. 4 Da Rat King, da most terrifyin’ zombie of 'em
all!
SPAWNA PASSIVE
When this Model is in play, all Zombies must spawn in Dey can take a right whuppin’ and swat an
contact with its base. If there’s no space, spawn any orc like a fly, but da worst part? Dey just keep
zombies that don’t fit in the usual way.
spewin’ out more Zomborcs, buildin’ a mobile
PASSIVE horde that’ll swamp any Survivaz who think
STAGGA they can take 'em on!
If this model is hit with a Shootin’ attack, it is
automatically pinned. Good news is, dey ain’t quick, so ya can try to
stay back and whittle 'em down. But don’t get
LUMBERIN’ PASSIVE
too comfy, ‘cause Da Rat King ain’t gonna
This Model can only use 1 Movin’ Action per Turn. stop and he’s is gonna keep comin’ at ya!
Sooner or later, dey’ll catch up…

38
HINTZ N’ TIPZ
DON’T DIE
MODULORKA ZOMBIES is a hard game. If you don’t play well you will die. If you do play well you will die,
just slightly later. Here are some tips to help delay your inevitable demise:

Don’t Get Hit, Don’t Get Swarmed: Getting mobbed is usually fatal. Unless you’re Jazork, steer clear of
fistfights. Instead, maintain distance and pick off zombies from afar.
Getting Pinned Is A Death Spiral: If a zombie lands a hit and you’re pinned, it makes it easier for the horde
to converge and mob you. Avoid getting hit at all costs, even by weaker Zombies. If you are Pinned, don’t
double down - retreat and regroup. This is hard! - to escape successfully you'll need help from other
players, or a combination of luck and skill.
Zombies Are Predictable: The rules on how they act are consistent and predictable. Leverage this to your
advantage.
Lure and Guide Zombies: Use Survivaz as bait. Steer Zombies into traps, choke points and killboxes. Steer
zombies along the longest path possible, allowing you to pick them off without being attacked.
Position Your Team: Place the tankiest survivors at the front to absorb damage, and keep the less robust
but more damaging safe. Watch out for ambushes from the South!
Pick Your Target: While Zomgobz are weak, they can rush in and pin you down, allowing stronger zombies
to close in. Don’t overlook them! Blotorcz are very dangerous in close quarters, but their Gutsplozhun AOE
damage is useful for clearing hordes. Aim to take them out early or lure them towards larger groups and
explode them. Rat Kings are slow and so not immediate threats, but they are lethal to any Surviva in
range, and as enemies spawn around them they bring the horde in closer and faster. Don’t sleep on them!
The Horde Is Unending: No matter how many Zombies you kill, more will spawn. Trying to kill all the
zombies will not work. It's more important to manage the zombies - keeping them at distance, containing
and prioritizing threats, and giving your Survivaz space to manoeuvre.

EVERY SURVIVA HAS A ROLE


DIfferent Survivaz have different playstyles and you will die quickly if you don’t adapt to their strengths
and weaknesses. Survivors are designed to complement each other, creating synergies that enhance
teamwork. Work with other players, but don’t trust them as betrayal can be lethal!

Jasork, the Tank, is responsible for absorbing damage and drawing aggro from zombies to protect his
teammates and allow them to manoeuvre across the battlefield. Whilst he can take a beating, he’s not
invulnerable and so be careful to not be overwhelmed. Other players need to focus on thinning the horde
surrounding him to prevent him from becoming overrun.
Busta, the Clearer, needs to use smart positioning to clear the board of as many zombies as possible
without getting close. He should lure zombies so that they walk in a line and hit as many as possible in one
shot. His Stun Trap is also critical to managing the battlefield - slowing and crowding hordes. He has no
close range attacks and can only self-detonate as a last resort - doing so will clear the horde attacking him
but will also Down him or severely damage him. Other players should keep zombies away from Busta so
they can position and zap as many zombies as possible.
Dakzun, the Sniper, is tasked with sniping high-priority targets, particularly those with high HP. Due to his
low HP, he needs to maintain distance and use agility to dodge attacks while chipping away at tough
targets - especially Bloatorcs to use their explosions to clear hordes. Other players should keep zombies
away from a Dakzun to allow them to pick off targets, or position well to help him use his hoodwink
ability.
El Jefe, the All-Rounder, doesn't excel in any one thing but is adaptable and responsive, excelling in
reacting to dangerous situations. He should monitor the battlefield for threats to teammates and
neutralize them as needed.

39
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