Zombie Apocalypse

Originally Published:  2010-10-31
Last Updated
:  2012-02-20
Original Concept:  George Romero
Final Design:  Gerry Harris

Search:

This free script provided by JavaScript Kit

Associated Games/Campaigns

 
Home

>House Rules

>>Campaigns

 
 
 
 
 

Whether from an alien meteorite, from government research, from bad milk, or because Hell is full, for some reason the dead have been rising from their graves.  What's worse, they're infecting the living into turning into walking dead.  Within weeks the world has become a wasteland of walking dead and scattered remnants of living humans doing their utmost to survive in this post-apocalyptic world.

Introduction
Campaign Types
Encounters
Bibliography
Related Articles
Targeted Shots

Introduction
The Zombie Apocalypse shares a lot of the same tropes as other post-Apocalyptic campaigns, such as Twilight: 2000 or Traveller: The New Era.  However, there are a number of major differences.

First off, there is no economy anymore.  Money is useless when it comes to purchasing equipment.  This is offset by the plethora of stuff just lying around.  Zombies do not use vehicles or weapons so these are often available for the taking.  Ammunition may be a different matter altogether.  Between the police and military, prodigious amounts of ammunition will have been expended in the early stages of the Zombie Apocalypse.  Saving one's brass to be hand-loaded may become critical.  Also fuel for vehicles is no longer being manufactured, and much of it will have been burned up by a fleeing public in the early on.

Starting Equipment:  There are two ways of handling this.  If the campaign begins before the Zombie Apocalypse, have the characters roll up starting money appropriate for a campaign set in the appropriate period (for instance, use Merc: 2000 for a modern Zombie Apocalypse, or Traveller for a far future Zombie Apocalypse).  Then allow the characters to purchase equipment normally.  If the campaign is set after the beginning of the Apocalypse, allow the characters one long arm and one pistol of the player's choice and §1000 of additional equipment.  In addition there will be one to two vehicles for every four characters in the party (players' choice).  Remember, fuel for the vehicles will be in short supply, and stopping long enough to hunt for it will attract the attention of local zombies, so players should be careful in the choice of vehicles they make.

Campaign Types
Zombie Apocalypses are more about character interaction and character development than most other types of campaigns.  As such, the characters will actually determine the type of campaign that is played.  There are basically three types of campaigns:

Searching for Safety:  The characters are hunting for a safe area free from the Zombie threat.  Maybe they've heard of a refuge and are heading to it, or maybe they're trying to get as far away from formerly populated areas and their resident zombie hordes as possible.  Either way, they must hunt for supplies and deal with other survivors along the way.  And, of course, they have to fight zombies.

Refuge:  The characters have a fortified safe place immune (or mostly immune) from zombie attack.  However, they must make forays into more heavily-zombified areas in order to gather needed supplies.  There is always the possibility of a character being infected or a zombie stowing away or otherwise being transported back to the refuge.  This would work well in a science fiction Zombie Apocalypse as the characters use their starships to raid zombified planets.  Maybe a zombie manages to get into the landing-gear bay of their starship, or was trapped in one of the cargo containers the characters loaded during their raid.

Rebuilding:  The Zombie Apocalypse has ended.  It's time to rebuild civilization.  There are still a few zombies around, and the newly dead have a tendency to become plague-carrying zombies, but those problems can be dealt with.  The big task is recovering technology, getting groups of survivors to work together, and keeping a resurgent zombie threat at bay.

A zombie apocalypse may be a precursor to a larger apocalypse, possibly The End Times or the return of the Great Old Ones.  Or, it could just be a zombie apocalypse.

Encounters
Depending upon whether the zombies eat just human brains, or will devour any flesh, there may or may not be many animal encounters.  If the former, animals will be encountered at the regular rate.  If the latter, most of the animals will have been devoured, and animal encounters should be checked at -1 or more.

The number of zombies encountered will depend upon the encounter location.  The number of nearby zombies in an urban area may be in the hundreds, while smaller towns may have only a few dozen and the countryside might have one or two in the area.  If the referee allows it, zombies may begin "starving to death" within 1D6 weeks of their last meal.  If that is the case, the number of zombies will begin falling off precipitously within a few months of the initial infection.  However, in that case the referee should declare all newly dead folks will come back as zombies to keep the zombie threat (pardon the pun) alive.

Also, in many zombie apocalypses, cold weather slows or stops zombies.  If this is the case, reduce the number of zombies encountered in sub-zero weather by a factor of 10.

Zombie (Cinematic)

Targeted Shots
As a head-shot is the only way to stop a zombie, many characters will want to aim directly for the head.  Aiming, as usual, counts as an action.  Hitting the head is one level more difficult than other aimed shots (as the head is a smaller target).

Bibliography
Television Tropes & Idioms: Scavenger World
Television Tropes & Idioms:  Zombie Apocalypse
The Zombie Survival Guide: Complete Protection from the Living Dead
World War Z: An Oral History of the Zombie War

Related Articles
The Logistics of Survival in a Zombie Apocalypse
The Quick and Dirty Guide to Killing Zombies