Z Nation
The team is captured and enslaved in an elaborate underground facility, forced by their mysterious captors to perform a series of bizarre and dangerous tasks.
The team is captured and enslaved in an elaborate underground facility, forced by their mysterious captors to perform a series of bizarre and dangerous tasks.
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Each member of the group goes through a near-death experience while being attacked by bounty hunters. Mack is bitten after being caught in a zombie-infested stairwell.
Picking up moments after the launch of the tactical nuclear weapons, the team is split up trying to outrun the impending blast. Citizen Z finds himself battling thawed zombies, ultimately issuing an on-air bounty for Murphy.
A change in plans has the team re-routed to a Colorado viral lab located in a nuclear missile silo. The team searches for Dr. Merch, the developer of the experimental vaccine previously given to Murphy.
Three strangers earn their ways into the team and take a keen interest in Murphy. When this takes a deadly turn, Murphy must use his emerging zombie qualities to save everyone else.
In need of shelter and supplies, the team seeks refuge in an all-female compound where men are not allowed.
While in South Dakota, an imminent meltdown forces the team to help the locals repair a nearby nuclear power plant full of radiated zombies.
Split off from the others, Mack and Addy find themselves trapped by a zombie they just can't kill. A series of escalating fights forces them to confront an ugly truth hidden in their past.
When the last surviving cosmonaut from the International Space Station crashes on Earth, Citizen Z gets a real, live buddy — but it quickly becomes clear that his new friend has a secret agenda.
Estes imprisons the captive talkers and blends, while Warren and George plan their attack on Altura.
With help from renegade hackers, Warren and George hack Altura's defenses and discover Estes' secret plan.
The group discovers Altura militia forces have enslaved talkers to mine hazardous waste for Z-bizkuits.
The group is reunited with old Native friends who are defending a dam that controls Newmerica's water from talkers. In order to help, Doc and Warren undertake spiritual journeys.
The group arrives at the farming outpost that produces flour for Z-bizkuits, but it is overrun by zombies, Pandora and starving talkers laying in wait to kill them.
Doc breaks out special medicine to treat George's injury and explains the Founding Fathers, the Bill of Rights and more.
Warren and the group wind up at a wild casino and shelter for fugitive talkers run by Murphy and his blends. There, they reunite with Addy.
A new spate of terrorist bombings hit Pacifica. In order to follow his vision for human–talker unity, George seeks those responsible for the attacks.
The group returns to Mercy Labs, where they first met The Man, to retrieve another item from Warren's dreams.
In Chicago, Doc and Murphy encounter a mysterious — and murderous — group, including Sketchy and Skeezy.
The group explores an abandoned TV station while seeking a way to contact Kaya, who is attempting to hide from an invasion of Zona forces at camp Northern Light. Citizen Z returns home after two years.
Warren and the group encounter a mysterious stranger who they think is a grave robber — but turns out to be something much more.
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