TEXT: REGS
  DREGS
  &
  ZOMBIES
  Dreg Book
  A Solo RPG By Errin Famiglia
  
  Dreg Innocent
  Rarity Factor: 6
  Initiative: 6
  Combat Skill: 6
  Life Points: 8
  Armor: 0
  Weaponry: None
  Special Abilities: Instead of the attacking when the Dreg 
  Innocent makes attacks in a Combat Round, roll 2d6. If the 
  die roll is equal to or lower than the Dreg Innocent's 
  Initiative, remove the Dreg Innocent from the Combat. If 
  the die roll is higher than the Dreg Innocent's Initiative, the 
  Dreg Innocent stays in the Combat.
  If the Dreg Innocent dies from a Regulator's attack, the 
  Regulator that made the attack will be -1 to Initiative and -1 to 
  Combat Skill until the Regulator Squad returns to Regulator 
  Headquarters.
  
  Dreg Dolly
  Rarity Factor: 6
  Initiative: 7
  Combat Skill: 7
  Life Points: 12
  Armor: 0
  Weaponry: Purse- Shots: 1  Damage: Special 
  Special Abilities: When the Dreg Dolly is encountered, 
  roll 1d6. If the die roll is not 1 or 6, the Dreg Dolly will 
  have a Purse as normal. If the die roll is 1 or 6, the Dreg 
  Dolly will have a Pistol instead of a Purse; The Pistol is 
  Shots:2 and Damage: 2, and the Dreg Dolly will be +2 to 
  Combat Skill for the first two attacks made with the Pistol.
  If the Purse is used to attack a Regulator, and the attack 
  hits, the Regulator hit will be -1 to Initiative and -1 to 
  Combat Skill for the rest of the Combat Round and the next 
  Combat Round.
  
  Dreg Dog
  Rarity Factor: 4
  Initiative: 12
  Combat Skill: 9
  Life Points: 15
  Armor: 0
  Weaponry: Dog Bite- Shots: 1  Damage: Special
  Special Abilities: When the Dreg Dog is encountered, 
  roll 1d6. The die roll will be the Dog Bite's Damage for the 
  duration of the Combat.
  If there is a Zombie in the Combat when the Dreg Dog 
  makes attacks in a Combat Round, roll 1d6. If the die roll is 
  not 1 or 6, the Dreg Dog attacks a Regulator as normal. If 
  the die roll is 1 or 6, the Dreg Dog attacks a Zombie. If 
  so, roll 2d6 for each Zombie, rerolling if the die rolls are tied; 
  The Zombie with the higher roll is attacked by the Dreg 
  Dog instead of a Regulator.
  
  Dreg Youth
  Rarity Factor: 4
  Initiative: 8
  Combat Skill: 7
  Life Points: 14
  Armor: 0
  Weaponry: Zip Gun- Shots: 3 Damage: 1
  Special Abilities: If doubles are rolled when attacking 
  with the Zip Gun, add another Shot to the Zip Gun for the 
  Combat Round.
  If there is a Dreg Dog in the Combat, the Dreg Youth 
  will be +1 to Initiative and +1 to Combat Skill for the rest of 
  the Combat.
  If there is a Dreg Veteran in the Combat, the Zip Gun 
  will be +1 to Damage for the rest of the Combat.
  
  Dreg Punk
  Rarity Factor: 4
  Initiative: 8
  Combat Skill: 8
  Life Points: 18
  Armor: 4
  Weaponry: Pistol- Shots: 2 Damage: 2
   Molotov Cocktail(1)- Shots: 1 Damage: 1d6+3 
  Special Abilities: The first attack made by the Dreg Punk 
  will be with the Molotov Cocktail; After the first attack, all 
  attacks made by the Dreg Punk will be with the Pistol.
  If attacking with the Molotov Cocktail, all Regulators are 
  attacked. Roll 2d6, adding the die roll to the Dreg Punk's 
  Combat Skill, then roll 2d6 for each Regulator, adding each die 
  roll to each Regulator's Combat Skill. Each attack is then 
  determined to hit or miss as normal; Each Regulator hit will 
  lose Life Points equal to the Molotov Cocktail's Damage.
  
  Dreg Veteran
  Rarity Factor: 4
  Initiative: 7
  Combat Skill: 8
  Life Points: 16
  Armor: 5
  Weaponry: Pistol- Shots: 2  Damage: 2 
  Special Abilities: If doubles are rolled when attacking 
  with the Pistol, and the attack hits, the Pistol will be +1 to 
  Damage for that Shot.
  If there is a Dreg Youth in the Combat, the Dreg 
  Veteran will be +1 to Initiative and +1 to Combat Skill for 
  the rest of the Combat.
  If the Dreg Veteran's Life Points are reduced to 8 or 
  less, the Dreg Veteran will be +1 to Initiative and +1 to 
  Combat Skill for the rest of the Combat.
  
  Dreg Looter
  Rarity Factor: 5
  Initiative: 9
  Combat Skill: 9
  Life Points: 18
  Armor: 6
  Weaponry: Iron Pipe- Shots: 1 Damage: 2 
  Rock(1)- Shots:1  Damage: 3
  Special Abilities: The first attack made by the Dreg 
  Looter will be with the Rock; After the first attack, all 
  attacks made by the Dreg Looter will be with the Iron Pipe.
  If doubles are rolled when attacking with the Rock, and the 
  attack hits, the Regulator hit will be -2 to Initiative and -2 to 
  Combat Skill for the rest of the Combat.
  
  Dreg Brawler
  Rarity Factor: 5
  Initiative: 9
  Combat Skill: 10
  Life Points: 20
  Armor: 7
  Weaponry: Fists- Shots: 2 Damage: 1
  Special Abilities: If doubles are rolled when attacking 
  with the Fists, add another Shot to the Fists for the 
  Combat Round. This can only be used twice a Combat 
  Round.
  If the Fists are used to attack a Regulator, and the attack 
  hits, roll 1d6. If the die roll is not 6, the Fists do normal 
  Damage. If the die roll is 6, the Fists will be +1 to 
  Damage for that Shot.
  
  Dreg Bruiser
  Rarity Factor: 5
  Initiative: 10
  Combat Skill: 10
  Life Points: 20
  Armor: 8
  Weaponry: Pool Cue- Shots: 1 Damage: 2
  Special Abilities: If doubles are rolled when attacking 
  with the Pool Cue, and the attack hits, add another Shot to the 
  Pool Cue for the Combat Round. This can only be used once 
  a Combat Round.
  If the Pool Cue is used to attack a Regulator, and the 
  attack hits, roll 1d6. If the die roll is not 1 or 6, the Pool Cue 
  does normal Damage. If the die roll is 1 or 6, the Pool Cue 
  will be +1 to Damage for that Shot.
  
  Dreg Enforcer
  Rarity Factor: 5
  Initiative: 10
  Combat Skill: 11
  Life Points: 24
  Armor: 9
  Weaponry: Club- Shots: 1 Damage: 3
  Special Abilities: As long as the Dreg Enforcer is in the 
  Combat, all Dregs other than the Dreg Enforcer will be +1 to 
  Initiative and +1 to Combat Skill each Combat Round.
  If the Club is used to attack a Regulator, and the attack 
  hits, roll 1d6. If the die roll is not 1 or 6, the Club does 
  normal Damage. If the die roll is 1, the Club will be +1 to 
  Damage for that Shot. If the die roll is 6, the Club will be 
  +2 to Damage for that Shot.
  
  Dreg Thug
  Rarity Factor: 5
  Initiative: 11
  Combat Skill: 11
  Life Points: 22
  Armor: 10
  Weaponry: Chain- Shots: 1  Damage: 3 
  Special Abilities: As long as the Dreg Thug is in the 
  Combat, all Dregs other than the Dreg Thug will be +1 to 
  Initiative and +1 to Combat Skill each Combat Round.
   If doubles are rolled when attacking with the Chain, and the 
  attack hits, the Dreg Thug and the Regulator hit cannot make 
  attacks for the rest of the Combat Round and the next Combat 
  Round. For the rest of the Combat Round and the next 
  Combat Round, the Regulator hit will be -3 to Combat Skill.
  
  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_Dregs_Book.pdf