Toxic Mall Runners (8) and Walkers (4)

Toxic Runners are a lethal hybrid in Zombicide, combining high-speed mobility with a punishing defensive mechanism. Like standard Runners, they possess two actions per activation, allowing them to rapidly close distances or strike twice in a single turn.

What makes them truly treacherous is their Toxic spray: if a Survivor kills one while standing in the same Zone, the Survivor immediately suffers one Wound from the acidic blood splatter.

This creates a “catch-22” where Melee-focused characters are effectively penalized for doing their job, forcing the team to rely heavily on Ranged weapons to pick them off from a distance.

Because they can move and attack so quickly, Toxic Runners often bypass your front line and force “suicide” trades in close quarters. To survive, you must prioritize them in your targeting order, ideally keeping them at least one Zone away.

They are a primary threat to your action economy—ignore them for one turn, and they’ll be in your face, making their removal a painful and potentially life-threatening ordeal for any Survivor unlucky enough to be cornered.

Out of Zombie until I find some that is so who knows what will be up for tomorrow!

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