Savage Worlds: Zombie Variants

Here are some variants on the old zombie. Most of the variants were inspired by Left 4 Dead 2 video game, as well as some other sources, as well as some of my own ideas.

ZOMBIE, WALKER

Walkers are the traditional slow-moving, brain-craving zombies.

Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills Fighting d6, Intimidation d6, Notice d4
Pace 4; Charisma 0
Parry 5; Toughness 7

Special Abilities
Bite Str.
Fearless Immune to fear and intimidation.
Infection Anyone bitten by a zombie may become infected (see Infection specialty ability for more info), turning into a zombie themselves 1 hour later. If an infected character dies before the infection turns them, they do not turn into a zombie.
Undead +2 Toughness, +2 to recover from being Shaken, Called shots do not deal extra damage (except for the head).
Slow Always acts last in combat.
Weakness (head) Head shots are at +2 damage.

ZOMBIE, RAGE

Rage zombies are zombies that are fast and vicious in their attacks.

Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills Fighting d6, Intimidation d6, Notice d4
Pace 6; Charisma 0
Parry 5; Toughness 7

Special Abilities
Bite Str.
Fearless Immune to fear and intimidation.
Fleet footed Uses d10 when running.
Infection Anyone bitten by a zombie may become infected (see Infection specialty ability for more info), turning into a zombie themselves 1 hour later. If an infected character dies before the infection turns them, they do not turn into a zombie.
Undead +2 Toughness, +2 to recover from being Shaken, Called shots do not deal extra damage (except for the head).
Weakness (head) Head shots are at +2 damage.

ZOMBIE, STALKER

Stalker zombies are zombies that can leap great distances and stalk their prey.

Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills Climbing d6, Fighting d6, Intimidation d6, Notice d6, Stealth d6
Pace 6; Charisma 0
Parry 5; Toughness 7

Special Abilities
Bite Str.
Fearless Immune to fear and intimidation.
Fleet footed Uses d10 when running.
Infection Anyone bitten by a zombie may become infected (see Infection specialty ability for more info), turning into a zombie themselves 1 hour later. If an infected character dies before the infection turns them, they do not turn into a zombie.
Leaping Can leap upto 10″.
Undead +2 Toughness, +2 to recover from being Shaken, Called shots do not deal extra damage (except for the head).
Weakness (head) Head shots are at +2 damage.

ZOMBIE, BEAST

Beast zombies are zombiefied animals. The beast zombie are exactly like the living counterparts, but with the following special abilities:

Fearless Immune to fear and intimidation.
Infection Anyone bitten by a zombie may become infected (see Infection specialty ability for more info), turning into a zombie themselves 1 hour later. If an infected character dies before the infection turns them, they do not turn into a zombie.
Undead +2 Toughness, +2 to recover from being Shaken, Called shots do not deal extra damage (except for the head).
Weakness (head) Head shots are at +2 damage.

ZOMBIE, BILE

This is a zombie that can spew their bile as a ranged attack to slow their prey, and possibly infecting them.

Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills Fighting d6, Intimidation d6, Notice d4, Shooting d6
Pace 4; Charisma 0
Parry 5; Toughness 7

Special Abilities
Bite Str.
Fearless Immune to fear and intimidation.
Infection Anyone bitten by a zombie may become infected (see Infection specialty ability for more info), turning into a zombie themselves 1 hour later. If an infected character dies before the infection turns them, they do not turn into a zombie.
Spew Bile Can projectile their infectious bile as a ranged attack out to 6″. Anyone hit must make a Vigor roll or gain one level of Fatigue for 3 rounds. If a critical failure is rolled (double 1s) they also become infected.
Undead +2 Toughness, +2 to recover from being Shaken, Called shots do not deal extra damage (except for the head).
Slow Always acts last in combat.
Weakness (head) Head shots are at +2 damage.
Weakness (stomach) Called shots targeting the stomach (-1) must make a Vigor roll versus the damage. If successful, it takes damage normally. If it fails, it cannot use it’s “Spew Bile” ability.

ZOMBIE, BRUTE

Zombies that are larger and stronger then normal.

Agility d6, Smarts d4, Spirit d4, Strength d12+2, Vigor d12
Skills Fighting d6, Intimidation d6, Notice d4, Throwing d6
Pace 4; Charisma 0
Parry 4; Toughness 10

Special Abilities
Bite Str.
Charge May move at double their Pace in a straight line. If they attack after a charge they deal +4 damage.
Fearless Immune to fear and intimidation.
Infection Anyone bitten by a zombie may become infected (see Infection specialty ability for more info), turning into a zombie themselves 1 hour later. If an infected character dies before the infection turns them, they do not turn into a zombie.
Undead +2 Toughness, +2 to recover from being Shaken, Called shots do not deal extra damage (except for the head).
Size +2
Sweeping attack Can attack all adjacent characters at -2.
Slow Always acts last in combat.
Weakness (head) Head shots are at +2 damage.

ZOMBIE, HUSK

Husk zombies are the reanimated reamins of long-dead corpses. Due to their advanced decomposition, they are not vulnerable to head shots, but fire.

Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills Fighting d6, Intimidation d6, Notice d4
Pace 4; Charisma 0
Parry 5; Toughness 7

Special Abilities
Claws/Bite Str+d4.
Fearless Immune to fear and intimidation.
Infection Anyone bitten by a zombie may become infected (see Infection specialty ability for more info), turning into a zombie themselves 1 hour later. If an infected character dies before the infection turns them, they do not turn into a zombie.
Undead +2 Toughness, +2 to recover from being Shaken, Called shots do not deal extra damage (except for the head).
Slow Always acts last in combat.
Weakness (fire) Fire-based attacks deals an extra +2 damage.

ZOMBIE, SIREN*

Siren zombies can emit a high-pitched howl that nauseates and disorients the living.

Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills Fighting d6, Intimidation d6, Notice d4
Pace 4; Charisma 0
Parry 5; Toughness 7

Special Abilities
Bite Str.
Fearless Immune to fear and intimidation.
Howl Sirens can emit a high-pitched howl that nauseates and disorients the living. Anyone within 10″ of a howler must make a Vigor check or suffer a -2 penalty to all actions and become Shaken for 1d6 rounds.
Call Undead When a siren uses it’s “Howl” ability it may also gets the attention of other undead, especially other zombies. When it uses it’s “Howl” ability roll 1d6. On a roll of 1-4 nothing happens, on a 5 the siren calls 1d4 zombies that arrive in 3 rounds, and on a 6 the sirens calls 1d6+2 zombies. All called zombies arrive within 3 rounds.
Infection Anyone bitten by a zombie may become infected (see Infection specialty ability for more info), turning into a zombie themselves 1 hour later. If an infected character dies before the infection turns them, they do not turn into a zombie.
Undead +2 Toughness, +2 to recover from being Shaken, Called shots do not deal extra damage (except for the head).
Slow Always acts last in combat.
Weakness (head) Head shots are at +2 damage.

ZOMBIE, SWARMER

This is similar to a shambler zombie in every way, except for the writhing mass of maggots and swarm of flies around the zombie.

Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills Fighting d6, Intimidation d6, Notice d4
Pace 4; Charisma 0
Parry 5; Toughness 7

Special Abilities
Bite Str.
Fearless Immune to fear and intimidation.
Infection Anyone bitten by a zombie may become infected (see Infection specialty ability for more info), turning into a zombie themselves 1 hour later. If an infected character dies before the infection turns them, they do not turn into a zombie.
Undead +2 Toughness, +2 to recover from being Shaken, Called shots do not deal extra damage (except for the head).
Swarm Anyone within 4″ of the zombie have a -1 penalty to all attacks and physical actions due to the swarm of flies. Fire-based attacks will disperse the fly swarm for 2d6 rounds.
Writhing Maggots Anyone in a grapple with the swarm zombie takes d4 damage each round.
Slow Always acts last in combat.
Weakness (head) Head shots are at +2 damage.

ZOMBIE, GHOUL*

Ghouls are zombies that have some level of intelligence, similar to an animal.

Agility d6, Smarts d4 (A), Spirit d4, Strength d6, Vigor d6
Skills Fighting d6, Intimidation d6, Notice d4
Pace 4; Charisma 0
Parry 5; Toughness 7

Special Abilities
Bite Str.
Fearless Immune to fear and intimidation.
Infection Anyone bitten by a zombie may become infected (see Infection specialty ability for more info), turning into a zombie themselves 1 hour later. If an infected character dies before the infection turns them, they do not turn into a zombie.
Undead +2 Toughness, +2 to recover from being Shaken, Called shots do not deal extra damage (except for the head).
Weakness (head) Head shots are at +2 damage.

ZOMBIE, CORPSEWEED

A corpseweed zombie is not a true undead zombie, but a living host that is infected with a parasitic fungi that feeds off the blood of the living. It takes over the brain to make the host seek out others to spread the fungi.

Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills Fighting d6, Intimidation d6, Notice d4
Pace 4; Charisma 0
Parry 5; Toughness 7

Special Abilities
Bite Str.
Death Throes The corpseweed zombie will explode in a burst of corpseweed spores when it dies. All those in the area must make a Vigor check (-2) or become infected.
Fearless Immune to fear and intimidation.
Infection Anyone bitten by a corpseweed zombie may become infected (see the Infection special ability for more information). The infected must make a Vigor roll each day or suffer a level of Fatigue. Once they are Incapacitated they become a corpseweed zombie the day after.
Corpseweed Removing the corpseweed without killing the host is possible, but it requires starving the corpseweed by keeping the host in a near-fatal state of dehydration over a week.
Slow Always acts last in combat.

ZOMBIE, REVENANT*

Revenants are people that just happen to be undead zombies as well. Revenants are exactly like they were when alive, but have the following special abilities:

Wild Card Revenants are always treated as Wild Cards.
Bite Str.
Infection Anyone bitten by a zombie may become infected (see Infection specialty ability for more info), turning into a zombie themselves 1 hour later. If an infected character dies before the infection turns them, they do not turn into a zombie.
Undead +2 Toughness, +2 to recover from being Shaken, Called shots do not deal extra damage (except for the head).

Savage Worlds: AS Val, VSS Vintorez

VSS Vintorez
The VSS (Vintoka Snayperskaya Spetialnaya, or “Special Sniper Rifle”), also Vintorez (“thread cutter”), is a Russian-designed special-purpose sniper rifle with a integrated suppressed barrel. It is chambered for the heavy subsonic 9x39mm SP5 (ball ammunition) and SP6 (armor-piercing ammunition) cartridges. It is primarily used by Spetsnaz in clandestine or undercover operations.

AS Val
The AS Val (Avtumat Special’nyj Val, or “Special Automatic Rifle Val”) is a Russian-designed assault rifle with an integrated suppressor, just like it’s sister-gun, the VSS Vintorez. It has a side-folding stock, is chambered in the same cartridges of the VSS, and has a 70% peice-commonality with the VSS.

Game Information — Due to how similar the VSS and the AS are to each other, the statistics below represent both.

AS Val / VSS Vintorez
Damage: 2d6+1.
Range: 20/40/80 (with SP5 cartridges, 24/48/96).
Rate of Fire: 1 or 3.
Shots: 20.
Cost: 1,200.
Weight: 7.
Notes: AP 2 (with SP6 cartridges, AP 3).

Savage Worlds: Escort Warship

Escort Warship

Escorts are small-sized warships that are tasked with providing protection for larger vessels in a fleet against potential threats. Escorts rely on their speed, maneuverability, and heavy armament to get them through a fight.

Acc/TS: 90/1200
Toughness: 22 (8)
Crew: 24
Notes: Climb 2

Ship Systems and Traits
Atmosphere-capable flight
FTL jump-drive (10 light years/jump, 3 hour jump-recharge)
Laser-radio transceiver
FTL-communication transceiver
Food stores (2 weeks for 24 people)

Defensive Systems
Anti-missile countermeasures
Heavy armor
Aft shuttle bay (two shuttles)

Weapon Systems
Fore Dual Beam Cannons (Range 15/30/60, Damage 2d8, RoF 2, 90-degree front firing-arc, AP4, Heavy Weapon)
Beam Turret (Range 12/24/48, Damage 2d4, RoF 3, 360-degree firing-arc, AP1, Heavy weapon)
Fore Torpedo launcher (Range 20/40/80, Damage 2d10, RoF 1, 90-degree front firing-arc, AP6, Heavy weapon)
Aft Torpedo launcher (Range 20/40/80, Damage 2d10, RoF 1, 90-degree rear firing-arc, AP6, Heavy weapon)

Savage Worlds: Runabout Shuttle

Runabout Shuttle

Runabouts are larger shuttlecraft that are primarily used as auxiliary craft for space stations and starships, as well as short-range FTL couriers. Larger then the average shuttle, runabouts have more living space, a longer operational range, and can be modified for specific tasks more readily then standard shuttlecraft. In addition, their larger size allows them to be equipped with more powerful weapon arrays, more comprehensive defense systems, and an FTL jump-drive.

Acc/TS: 80/1000
Toughness: 18 (6)
Crew: 2 + 6
Notes: Climb 3

Ship Systems and Traits
Atmosphere-capable flight
FTL jump-drive (5 light years/jump, 4 hour jump-recharge)
Laser-radio transceiver
FTL-communication transceiver
Food stores (2 weeks for 8 people)

Defensive Systems
Anti-missile countermeasures
Heavy armor

Weapon Systems
Beam array (Range 15/30/60, Damage 2d6, RoF 2, 360-degree firing-arc, AP2, Heavy weapon)
Torpedo launcher (Range 20/40/80, Damage 2d10, RoF 1, 90-degree front firing-arc, AP6, Heavy weapon)

Edit — Lowered Toughness to 18

Site update! (again)

It has been a long time since my last update (October 2010) and thought that it would be a nice change of pace to instead make it into a blog. This way it will allow me to make updating the site a lot quicker and easier for me. As for the old stuff, I will have two static pages, one for my roleplaying game material and one for my “artwork”, and will update those pages accordingly.