The Quick and Dirty Guide to Killing Zombies

Originally Published:  2010-12-26
Last Updated
:  2011-08-13
Original Concept:  Gerry Harris
Final Design:  Gerry Harris

Search:

This free script provided by JavaScript Kit

Associated Games/Campaigns

Zombie Apocalypse

Associated Pages

Zombie (Cinematic)
Zombie Apocalypse
Home

>House Rules

>>Rules and Errata

 
 
 
 

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.

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.

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).

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.

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.

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.

Vacuum

Vacuum will "kill" a zombie in 1D20 turns through dessication.

Re-entry

If the heat of re-entry doesn't destroy the zombie, impact with the planet will.