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Originally Published:
2010-12-26 Last Updated:
2011-08-13 Original Concept:
Gerry Harris Final Design:
Gerry Harris |
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Associated Games/Campaigns
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Zombies present a special combat
situation. They're usually encountered by the dozens, if not
hundreds. They are extremely difficult to "kill" and they are
immune to morale issues. To keep zombie encounters from
degenerating into tedious die-rolling parties, we've created a
"quick-and-dirty" combat system.
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Flechettes, Shotgun
Rounds, Autofire, and Fragments
Roll for hits normally.
However, only 10 percent of hits are head hits. For rule
purposes, consider these head hits to be instantly fatal to the
zombie. The other 90 percent of hits do no damage.
Standard anti-personnel mines
will destroy the zombie stepping on it. 10 percent of zombies
in the primary blast radius will be destroyed. Five percent in
the secondary blast radius will meet a similar fate.
For directional mines, the
percentage is much higher. While the number of head hits
remains the same, the additional damage will render many zombies
hors de combat. When using directional mines, 50 to 100
percent (40 + (10 × 1D6)) of zombies in the primary blast radius
will be destroyed. Half that number will be destroyed in the
secondary blast radius.
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Aimed Fire
Aiming is an action as per the
basic rules. However, an aimed head shot is one level more
difficult as the head is a smaller target than the center of mass
(the torso).
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Concussion
Concussion will knock a zombie
down and temporarily "stun" it, but will do no other damage.
The zombie will remain stunned for a number of turns equal to the
concussion value in that 10-meter square. Use colored gummed
labels (found at Wal-Mart or any office-supply store) to indicate
when the zombie will get up and resume its attack.
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Fire
Fire will kill a zombie ...
eventually. Should a zombie be set afire, roll 1D6. If
the roll is equal to or less than the number of turns the zombie has
been alight, it will fall over and cease attacking. If a large
number of zombies are set alight, remove one-sixth of the attacking
zombies each turn.
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Energy Weapons
Treat hand-held laser weapons as
any other type of small arm. Heavy lasers (crew-served,
vehicle-mounted, ship-mounted) automatically destroy any zombie they
hit. Plasma and Fusion weapons with a damage value of 5 or
more automatically destroy any zombie they hit. Those with
lower damage values are treated as standard small arms for hit and
damage purposes.
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Vacuum
Vacuum will "kill" a zombie in
1D20 turns through dessication.
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Re-entry
If the heat of re-entry doesn't
destroy the zombie, impact with the planet will.
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