Need Help Statting Out Zombies!

Hey, guys -- thanks again for all the great suggestions. We had an absolute blast, and it was everyone's first Traveller game. The players loved the system and the setting, so I'm sure we'll revisit this soon.

For the curious, I set up a website to set up our game. I'll use it as a staging area for future scenarios.

Basically, the PCs were hired to recover a couple of children from an estranged spouse who worked at a research facility on Arba -- an isolated system in the Lunion subsector of the Spinward Marches. The entire system was owned and controlled by the megacorporation Schunamann und Sohn AG, LIC, and the facility was used to conduct illegal nanobot research.

As soon as the PCs entered the station they realized something was really wrong. Where is everybody? One entire section has been depressurized. Soon the PCs were being stalked by shambling, undead researchers. After a couple of guns fights and some running they found a handful of survivors and discovered that the Imperium has been informed of the illegal research, and that some sort of military response was expected in less than 24 hours.

The rest of the session was pure Aliens as the PCs and the survivors raced for their ship through zombie hordes, trying to get off Arba before the Imperium arrived.

The PCs barely escaped when an Atlantic class heavy cruiser jumped into the system and began . . . nuking the site from orbit. The PCs jumped to the Sword Worlds before the cruiser could turn its attention on them.

Good times.

My only regret was that the zombie bite damage (1d6) was not enough to penetrate the armor most of the PCs had scavenged from the corpses of a doomed SuSAG security team. I probably should have had bite damage always do at least 1 point of damage, regardless of armor.
 
Garnfellow said:
My only regret was that the zombie bite damage (1d6) was not enough to penetrate the armor most of the PCs had scavenged from the corpses of a doomed SuSAG security team. I probably should have had bite damage always do at least 1 point of damage, regardless of armor.

Think horror movie. The nano-plague reduces the armor by one every time the damage die comes up a six...
 
GypsyComet said:
Garnfellow said:
My only regret was that the zombie bite damage (1d6) was not enough to penetrate the armor most of the PCs had scavenged from the corpses of a doomed SuSAG security team. I probably should have had bite damage always do at least 1 point of damage, regardless of armor.

Think horror movie. The nano-plague reduces the armor by one every time the damage die comes up a six...
FRAK! That would have been perfect.
 
Garnfellow said:
Basically, the PCs were hired to recover a couple of children from an estranged spouse who worked at a research facility on Arba -- an isolated system in the Lunion subsector of the Spinward Marches.
Love this hook/plot idea.

Garnfellow said:
My only regret was that the zombie bite damage (1d6) was not enough to penetrate the armor most of the PCs had scavenged from the corpses of a doomed SuSAG security team. I probably should have had bite damage always do at least 1 point of damage, regardless of armor.
Or up the to-hit number to hit an exposed area between the armor sections. Somthing had to get at the SuSAG security team the first time.
 
Blood spatter from the zombies they hit. Bypasses all armour save full protection kit such as combat armour or battle dress - and continued exposure to the blood spatter wears away at its protection like acid blood, once every combat turn, until it's as useless as paper doyleys.

Contact with any exposed skin exposes the victims to immediate infection, and it remains infective until it is all washed off with a special solution, found only in ... well, think of somewhere they really don't want to go, and have the antidote containers be stored just behind that, in a locked store room with big locks.
 
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