Z Nation
The group becomes embroiled in corporate politics while seeking shelter at a hotel overtaken by white-collar survivors. There, Murphy is hunted.
The group becomes embroiled in corporate politics while seeking shelter at a hotel overtaken by white-collar survivors. There, Murphy is hunted.
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Near the Mexican border, the group is rescued from a zombie hoard by Escorpion, who leads them to La Reina, the "Queen of the Dead." As a bounty for Murphy, La Reina offers them a reward or a free pass to join her group.
The group becomes embroiled in corporate politics while seeking shelter at a hotel overtaken by white-collar survivors. There, Murphy is hunted.
In Arizona, a massive horde of zombies threatens the team and they're forced to split up for safety. Murphy, Warren, Vasquez and Addy find themselves at a casino, while 10K and Doc are captured by Native Americans.
Near Roswell, New Mexico, the group encounters a community, led by a woman called Bernadette, which they believe is above a secret underground base that may contain useful equipment.
Tricked into a trap by use of a fresh brain lure, Murphy is captured by an overly enthusiastic — and slightly unbalanced — zombie fan known as "The Collector."
While crossing the Mississippi River, the group is involved in an accident and 10K is separated. At a nearby settlement, 10K and some new friends run into trouble with the settlement's leader, Escorpion.
Murphy separates from the group out of fear that they may take the baby away — and kill her. Vasquez and Warren are injured and wind up in an abandoned hospital. 10K is forced to make a tragic decision during a conflict with Cassandra.
Murphy's past comes back to haunt him when Serena tracks him down and informs him that she is expecting his child. Meanwhile, the team stumbles upon a hidden Mennonite farm.
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.
Lost and out of water in rural Kansas, the team is on the verge of breaking up before arriving at a Wild West-style bar. Guns, liquor and a zombie-shooting contest: what could go wrong?
After taking refuge in a safe enclave where no weapons are allowed, the team finds itself thrust into a battle for control of the compound against a zombie-worshipping cult.
A tornado forces the team to Warren's hometown, where she searches for her husband who she lost track of in the early days of the apocalypse.
Citizen Z directs the team to a rumored helicopter controlled by a mysterious general living atop a heavily guarded skyscraper — where zombies roam freely.
Out to get Cassandra back, her bizarre and dangerous "family" of cannibals catches up with the team and kidnaps Addy, endangering the mission.
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.
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