TEXT: REGS
  DREGS
  &
  ZOMBIES
  Zombie Book
  A Solo RPG By Errin Famiglia
  
  Zombie Girl
  Rarity Factor: 6
  Initiative: 7
  Combat Skill: 6
  Life Points: 10
  Armor: 6
  Weaponry: Garden Spade- Shots: 1 Damage: 1
  Special Abilities: If the Zombie Girl is attacked by a 
  Regulator, the Zombie Girl will be +3 to Combat Skill for 
  that attack.
  If doubles are rolled when attacking with the Garden Spade, 
  and the attack hits, the Regulator hit will be -1 to Combat 
  Skill for the rest of the Combat Round and the next Combat 
  Round.
  
  Zombie Boy
  Rarity Factor: 6
  Initiative: 6
  Combat Skill: 7
  Life Points: 12
  Armor: 6
  Weaponry: Skateboard- Shots: 1 Damage: 1
  Special Abilities: If the Zombie Boy is attacked by a 
  Regulator, the Zombie Boy will be +2 to Combat Skill for 
  that attack.
  If doubles are rolled when attacking with the Skateboard, 
  and the attack hits, the Regulator hit will be -1 to Initiative 
  for the rest of the Combat Round and the next Combat Round.
  
  Zombie Housewife
  Rarity Factor: 6
  Initiative: 7
  Combat Skill: 7
  Life Points: 14
  Armor: 7
  Weaponry: Kitchen Knife- Shots: 1  Damage: 2 
  Special Abilities: For each Zombie Girl or each Zombie 
  Boy in the Combat, the Zombie Housewife will be +1 to 
  Initiative and +1 to Combat Skill each Combat Round.
   If doubles are rolled when attacking with the Kitchen 
  Knife, and the attack hits, the Regulator hit will be -1 to 
  Combat Skill until the Regulator Squad returns to Regulator 
  Headquarters.
  
  Zombie Nurse
  Rarity Factor: 6
  Initiative: 8
  Combat Skill: 7
  Life Points: 16
  Armor: 7
  Weaponry: Scissors- Shots: 1 Damage: 1
  Special Abilities: If there is a Regulator Medic in the 
  Combat, the Zombie Nurse will attack the Regulator 
  Medic each Combat Round instead of rolling to determine 
  which Regulator to attack.
   If doubles are rolled when attacking with the Scissors, and 
  the attack hits, the Regulator hit will be -1 to Initiative until 
  the Regulator Squad returns to Regulator Headquarters.
  
  Zombie Lunchlady
  Rarity Factor: 6
  Initiative: 7
  Combat Skill: 8
  Life Points: 18
  Armor: 7
  Weaponry: Roller Pin- Shots: 1  Damage: 2 
  Special Abilities: If doubles are rolled when attacking 
  with the Roller Pin, and the attack hits, the Regulator hit will 
  be -1 to Initiative for the rest of the Combat.
  If a Regulator dies because of Damage from the Roller 
  Pin, add 1d6 to the Life Points of each Zombie in the 
  Combat, up to the each Zombie's starting Life Points. 
  
  Zombie Senior
  Rarity Factor: 6
  Initiative: 6
  Combat Skill: 8
  Life Points: 16
  Armor: 7
  Weaponry: Walking Cane- Shots: 1  Damage: 1 
  Special Abilities: At the end of each Combat Round, roll 
  2d6. If the die roll is 7, the Zombie Senior dies and is 
  removed from Combat. If the die roll is not 7, the Zombie 
  Senior does not die.
  If doubles are rolled when attacking with the Walking 
  Cane, and the attack hits, the Regulator hit will be -1 to 
  Combat Skill for the rest of the Combat.
  
  Zombie Businessman
  Rarity Factor: 6
  Initiative: 8
  Combat Skill: 8
  Life Points: 18
  Armor: 7
  Weaponry: Briefcase- Shots: 1 Damage: 1 
  Special Abilities: If there is a Zombie Executive in the 
  Combat, roll 1d6 for each Zombie Businessmen when the 
  Zombie Executive is attacked, rerolling if the die rolls are 
  tied. The Zombie Businessman with the higher roll will be 
  attacked instead of the Zombie Executive.
  If doubles are rolled when attacking with the Briefcase, and 
  the attack hits, the Briefcase will be +1 to Damage for that 
  Shot.
  
  Zombie Executive
  Rarity Factor: 7
  Initiative: 9
  Combat Skill: 8
  Life Points: 18
  Armor: 7
  Weaponry: Board- Shots: 1 Damage: 2
  Special Abilities: For each Zombie Businessman in the 
  Combat, the Zombie Executive will be +1 to Initiative and +1 
  to Combat Skill each Combat Round.
  As long as the Zombie Executive is in the Combat, all 
  Zombie Businessmen will be +1 to Initiative and +1 to 
  Combat Skill each Combat Round.
  If doubles are rolled when attacking with the Board, and the 
  attack hits, the Board will be +2 to Damage for that Shot.
  
  Zombie Cannibal
  Rarity Factor: 7
  Initiative: 9
  Combat Skill: 9
  Life Points: 24
  Armor: 8
  Weaponry: Bite- Shots: 1  Damage: 2
  Special Abilities: If there is a Dreg in the Combat when 
  the Zombie Cannibal makes attacks in a Combat Round, roll 
  1d6. If the die roll is not 1 or 6, the Zombie Cannibal attacks 
  a Regulator as normal. If the die roll is 1 or 6, the Zombie 
  Cannibal attacks a Dreg. If so, roll 2d6 for each Dreg, 
  rerolling if the die rolls are tied; The Dreg with the higher roll 
  is attacked by the Zombie Cannibal instead of a Regulator.
  If a Regulator or Dreg dies because of Damage from the 
  Bite, add 2d6 to the Zombie Cannibal's Life Points, up to 
  the Zombie Cannibal's starting Life Points. 
  
  Zombie Athlete
  Rarity Factor: 7
  Initiative: 10
  Combat Skill: 9
  Life Points: 22
  Armor: 8
  Weaponry: Baseball Bat- Shots: 1  Damage: 3
  Special Abilities: If doubles are rolled when attacking 
  with the Baseball Bat, and the attack hits, the Regulator hit 
  will be -1 to Initiative and -1 to Combat Skill for the rest of 
  the Combat.
  If the Baseball Bat is used to attack a Regulator, and the 
  attack hits, roll 1d6. If the die roll is not 6, the Baseball Bat 
  does normal Damage. If the die roll is 6, the Baseball Bat 
  will be +2 to Damage for that Shot.
  
  Zombie Butcher
  Rarity Factor: 7
  Initiative: 9
  Combat Skill: 10
  Life Points: 20
  Armor: 8
  Weaponry: Butcher Knife- Shots: 1 Damage: 3
  Special Abilities: If doubles are rolled when attacking 
  with the Butcher Knife, and the attack hits, the Regulator hit 
  will be -2 to Combat Skill until the Regulator Squad returns 
  to Regulator Headquarters.
  If the Butcher Knife is used to attack a Regulator, and the 
  attack hits, roll 2d6. If the die roll is not 2 or 12, the Butcher 
  Knife does normal Damage. If the die roll is 2 or 12, the 
  Butcher Knife will be +3 to Damage for that Shot.
  
  Zombie Firefighter
  Rarity Factor: 8
  Initiative: 10
  Combat Skill: 9
  Life Points: 20
  Armor: 9
  Weaponry: Fire Ax- Shots: 1  Damage: 4
  Special Abilities: If doubles are rolled when attacking 
  with the Fire Ax, and the attack hits, the Regulator hit will 
  be -2 to Initiative until the Regulator Squad returns to 
  Regulator Headquarters.
  If the Fire Ax is used to attack a Regulator, and the 
  attack hits, roll 2d6. If the die roll is not 2 or 12, the Fire 
  Ax does normal Damage. If the die roll is 2 or 12, the Fire 
  Ax will be +4 to Damage for that Shot.
  
  Zombie Demolisher
  Rarity Factor: 8
  Initiative: 10
  Combat Skill: 10
  Life Points: 20
  Armor: 9
  Weaponry: Sledgehammer- Shots: 1 Damage: 4
  Special Abilities: If doubles are rolled when attacking 
  with the Sledgehammer, and the attack hits, the Regulator hit 
  loses one weapon from their Weaponry. If the Regulator has 
  more than one weapon, they lose the first weapon listed in their 
  Weaponry, and cannot replace the weapon until the Regulator 
  Squad returns to Regulator Headquarters. If a Regulator has 
  no weapon to attack with, they cannot make attacks in Combat.
  
  Zombie Gravedigger
  Rarity Factor: 8
  Initiative: 11
  Combat Skill: 9
  Life Points: 20
  Armor: 8
  Weaponry: Shovel- Shots: 1 Damage: 4 
  Special Abilities: If doubles are rolled when attacking 
  with the Shovel, and the attack hits, the Regulator hit will be 
  -2 to Initiative for the rest of the Combat.
  If a Regulator dies because of Damage from the Shovel, a 
  Zombie Reg will be encountered starting next Combat Round 
  without a Rarity Roll being made. The Zombie Reg makes 
  attacks as normal each Combat Round for the duration of the 
  Combat or until removed from the Combat.
  
  Zombie Harvester
  Rarity Factor: 8
  Initiative: 11
  Combat Skill: 10
  Life Points: 20
  Armor: 8
  Weaponry: Scythe- Shots: 1  Damage: 4
  Special Abilities: If doubles are rolled when attacking 
  with the Scythe, and the attack hits, roll 1d6 to determine 
  another Regulator as if the Zombie Harvester were making an 
  attack. If the Regulator hit is determined, then the Regulator 
  Captain will be determined instead. The determined Regulator 
  is hit in addition to the Regulator that was hit by the Scythe, 
  and will lose Life Points as normal, including making an 
  Armor Roll to avoid losing Life Points.
  
  Zombie Psycho
  Rarity Factor: 9
  Initiative: 10
  Combat Skill: 10
  Life Points: 26
  Armor: 10
  Weaponry: Random Weapon- Shots: 1 Damage: Special
  Special Abilities: When the Zombie Psycho is 
  encountered, roll 1d6. The die roll will be the Random 
  Weapon's Damage for the duration of the Combat.
  If the Zombie Psycho's Life Points are reduced to 8 or 
  less, the Zombie Psycho will be +2 to Initiative and +2 to 
  Combat Skill for the rest of the Combat.
  If the Zombie Psycho's Life Points are reduced to 8 or 
  less, the Random Weapon will be +2 to Damage for the rest 
  of the Combat.
  
  Zombie Reg
  Rarity Factor: 9
  Initiative: 11
  Combat Skill: 11
  Life Points: 22
  Armor: 11
  Weaponry: Billy Club- Shots: 1 Damage: 3
  Special Abilities: If there is a Zombie Reg Captain in 
  the Combat, roll 1d6 for each Zombie Reg when the Zombie 
  Reg Captain is attacked, rerolling if the die rolls are tied. The 
  Zombie Reg with the higher roll will be attacked instead of 
  the Zombie Reg Captain.
  If doubles are rolled when attacking with the Billy Club, 
  and the attack hits, the Regulator hit will be -2 to Initiative 
  for the rest of the Combat Round and the next Combat Round.
  
  Zombie Reg Captain
  Rarity Factor: 9
  Initiative: 12
  Combat Skill: 12
  Life Points: 24
  Armor: 12
  Weaponry: Gun Club- Shots: 1 Damage: 3
  Special Abilities: For each Zombie Reg in the Combat, 
  the Zombie Reg Captain will be +1 to Initiative and +1 to 
  Combat Skill each Combat Round.
  As long as the Zombie Reg Captain is in the Combat, all 
  Zombie Regs will be +1 to Initiative and +1 to Combat 
  Skill each Combat Round.
  
  Green Ghoul
  Rarity Factor: 10
  Initiative: 12
  Combat Skill: 12
  Life Points: 23
  Armor: 13
  Weaponry: Ghoul Grapple- Shots: 1 Damage: 1d6+2
  Special Abilities: If doubles are rolled when attacking with 
  the Ghoul Grapple, and the attack hits, add a number of Life 
  points to the Green Ghoul's Life Points equal to the number 
  of Life Points the Regulator lost. 
  If the Ghoul Grapple is used to attack a Regulator, and the 
  attack hits, the Regulator hit cannot attack for the rest of the 
  Combat Round or next Combat Round. The Green Ghoul will 
  attack the Regulator hit next Combat Round instead of rolling 
  to determine which Regulator to attack.
  
  Grey Ghoul
  Rarity Factor: 10
  Initiative: 12
  Combat Skill: 13
  Life Points: 25
  Armor: 14
  Weaponry: Ghoul Claws- Shots: 2 Damage: 1d6+1
  Special Abilities: If doubles are rolled when attacking 
  with the Ghoul Claws, and the attack hits, the Regulator hit 
  cannot make attacks for 1d6 Combat Rounds in addition to the 
  rest of the Combat Round.
  If the Ghoul Claws are used to attack a Regulator, and the 
  attack hits, add a number of Life points to the Grey Ghoul's 
  Life Points equal to the number of Life Points the 
  Regulator lost divided by 2 (rounding up).
  
  Skeletal Skald
  Rarity Factor: 10
  Initiative: 12
  Combat Skill: 10
  Life Points: 12
  Armor: 8
  Weaponry: Skull Drums- Shots: 1 Damage: Special
  Special Abilities: When the Skeletal Skald loses Life 
  Points in Combat, divide the number of Life points lost by 2 
  (rounding up) before the Skeletal Skald loses the Life Points.
  As long as the Skeletal Skald is in the Combat, all 
  Zombies other than the Skeletal Skald will be +2 to 
  Initiative and +2 to Combat Skill each Combat Round.
  If the Skull Drums are used to attack a Regulator, and the 
  attack hits, the Regulator will be -2 to Initiative and -2 to 
  Combat Skill for 1d6 Combat Rounds in addition to the rest 
  of the Combat Round.
  
  Skeletal General
  Rarity Factor: 10
  Initiative: 12
  Combat Skill: 11
  Life Points: 14
  Armor: 10
  Weaponry: Skeletal Sword- Shots: 1 Damage: 1d6
  Special Abilities: When the Skeletal General loses Life 
  Points in Combat, divide the number of Life points lost by 2 
  (rounding up) before the Skeletal General loses the Life 
  Points.
  For each Zombie in the Combat other than the Skeletal 
  General, the Skeletal General will be +1 to Initiative and +1 to 
  Combat Skill each Combat Round.
  For each Zombie in the Combat other than the Skeletal 
  General, the Skeletal Sword will be +1 to Damage.
  
  Radiation Warrior
  Rarity Factor: 11
  Initiative: 13
  Combat Skill: 13
  Life Points: 20
  Armor: 9
  Weaponry: Skeletal Spear- Shots:1 Damage: 1d6+1
  Special Abilities: When the Radiation Warrior loses 
  Life Points in Combat, divide the number of Life points lost 
  by 2 (rounding up) before the Radiation Warrior loses the 
  Life Points.
  If doubles are rolled when attacking with the Skeletal 
  Spear, and the attack hits, the Regulator hit does not get to 
  make an Armor Roll to avoid losing Life Points.
  If the Skeletal Spear is used to attack a Regulator, and the 
  attack hits, add another Shot to the Skeletal Spear for the 
  Combat Round. This can only be used once a Combat Round.
  
  Radiation Wizard
  Rarity Factor: 11
  Initiative: 13
  Combat Skill: 11
  Life Points: 16
  Armor: 9
  Weaponry: Skeletal Staff- Shots: 1 Damage: 1d6+2
  Special Abilities: When the Radiation Wizard loses 
  Life Points in Combat, divide the number of Life points lost 
  by 2 (rounding up) before the Radiation Wizard loses the Life 
  Points.
  If the Skeletal Staff is used to attack a Regulator, and the 
  attack hits, the Regulator hit does not get to make an Armor 
  Roll to avoid losing Life Points.
  
  Radiation Reaper
  Rarity Factor: 11
  Initiative: 13
  Combat Skill: 12
  Life Points: 18
  Armor: 9
  Weaponry: Skeletal Scythe- Shots: 1 Damage: 1d6+3
  Special Abilities: When the Radiation Reaper loses Life 
  Points in Combat, divide the number of Life points lost by 2 
  (rounding up) before the Radiation Reaper loses the Life 
  Points.
  If doubles are rolled when attacking with the Skeletal 
  Scythe, and the attack hits, the Regulator hit has their Life 
  Points reduced to 0 and does not get to make an Armor Roll 
  to avoid losing the Life Points.
  
  Regs, Dregs, & Zombies Solo RPG 
  was created and written by Errin Famiglia. 
  RD&Z was inspired by the clipart of 
  MegaMinis.com, a site whose ad I was 
  more than happy to include. Please check them 
  out; If you like this game, they have the perfect 
  miniatures for it.
   
  
SOURCE: textdata/thevault/Regs, Dregs, & Zombies/Regs_Dregs_and_Zombies_Zombie_Book.pdf