star wars with zombies

By slaamgebel, in Star Wars: Edge of the Empire RPG

As the title say i want to incorporate zombie in my campaign for a long mission. Reason 1. Halloween is coming :P 2. Heard of a zombie plague that actually happen in star wars in a book. (not sure if canon. But my setting is not canon anyway :P )

Theyre mission is to go on coruscant and get an "friend" of their boss.

The friend in question is a research on a way to grant immortality to anyone. Thus where the zombie virus come from.

So my question here is simple how should i make the zombie.

1. Make minion enemy that move really slow and once the encounter is over they start to come backalive forcing the player to run await.

2. Make minion that just cannot die making the player fleeing every encounter

Ive said move slow. But should i make them slow or fast. For those that have read the book how was it in the book?

Also in case it important

My group are

Chiss pilot

Nautolan outlaw tech

Mandolorian bodyguard (to the chiss)

Droid marauder

Forgot the name of the species but it something off-foot or something like that

He a doctor

Read Death Troopers. That is the book you are referring to. It is rather short and easily read.

I just ripped it off for an adventure. It reads like an adventure module, so it is easy to convert.

The zombies themselves were dead stormtroopers for the most part. Slow and stupid. What made them dangerous were their numbers. After having to claw their way out from under a mountaion of zombies, my players were terrified to run into them again.

However, in smaller numbers they were no threat at all.

Read the book, you will have an adventure ready in no time.

Rakghouls! Different era, but perhaps caches of the virus still exist out there...

Read Death Troopers. That is the book you are referring to. It is rather short and easily read.

I just ripped it off for an adventure. It reads like an adventure module, so it is easy to convert.

The zombies themselves were dead stormtroopers for the most part. Slow and stupid. What made them dangerous were their numbers. After having to claw their way out from under a mountaion of zombies, my players were terrified to run into them again.

However, in smaller numbers they were no threat at all.

Read the book, you will have an adventure ready in no time.

Wookiepedia has enough info to incorporate the virus .

Thank for the name of the book, for the link and the rakghoul suggestion :)

I'd also think about changing the rules regarding ammo etc. Part of the genre is the constant need for supplies, especially weapons and ammo (and melee weapons too, since they tend to get stuck between old ribs ;) ).

Thanks for the link!

I smell a campaign abrewing!

I wouldn't make up new ammo rules for one encounter. If you have hordes and hordes of zombies, they will eventually run out of ammo with the RAW. If you want it to happen quicker, ensure the zombie attack comes when the players are somehow limited in the gear they are packing (at a high end social party with only some hidden blasters and no reloads).

HEAD SHOTS! If you require head shots to permanently take a zombie out, the encounter just became more difficult of course. How to do this? There was discussion here about called shots. But we are probably making our zombies Minions, so some of the ideas there may not work. Perhaps increase difficulty 1 if shooting at heads. If still successful, your Minion zombies stay down. If you choose not to go for headshots, you need to close and finish them, taking more time and possibly ammo, or they will get back up.

If you have some force users, rather than Rakghoul virus, just throw in the Muur Talisman .

Be liberal with the rules for Threat and Despair. Run out of ammo on Despair, have a zombie minion group surround them or cut them off on Threat, etc.

Movement speed can be easily handled using Advantage and Disadvantage (give the players Advantage in chase scenes or the zombies Disadvantage).

If you want to go whole-hog, give them a special quality that makes zombie minion groups always act last in initiative and another that gives them a black die or two for chases. Whether you're using rak'ghouls or zombies, give them a quality that forces characters to make a Resilience check to avoid picking up the virus when they take melee damage from them. But don't automatically turn them into a zombie or rak'ghoul--you'd be missing an incredible opportunity to make the players engage in a frantic search for an antidote or treatment if you do.

As far as headshots, remember that in the RAW the Aim maneuver can be used to "target a specific item carried by the target, or a specific part of the target" (EotE CRB, p. 201). With a single Aim this attack takes 2 Setback, and that's dropped down to a single Setback if they use a second Aim maneuver. That's a perfect way to target the head!

I totally forgot. Zombies are canon now . Though it takes some serious Dathomarian Magick to do it.

There's also the Geonosian zombies from Clone Wars,though that works off of a parasitic worm rather than a virus

Also, there is the missions in SWTOR "The thing Czerka found". Where the device was creating zombie like minions for you to deal with.

Wasn't there zombies in SWG?

Red Harvest is the other book to read as well - it covers the origin of the zombie plague that showed up in Death Troopers. Good books all around.

I would make the zombies minions with the "ignores all criticals except head shots" special ability - this really gives the feeling of having to just basically shred them to stop them. The movement speed can be handled by the stipulation that they can never take more than one "move" maneuver in a turn. This allows them to move one range increment a turn, but not engage at short range, or they can engage at short range, but can't follow if someone then runs. It really plays to their "shambling" behavior.

The infection is a poison which forces the infected to make a brawn check against a difficulty of 1 red every hour. If a despair is rolled, the character succumbs to the virus and turns into a zombie immediately, if no successes are rolled, the character dies, only to rise as a zombie d10 hours later.

Hey everyone. First time poster, long time lurker. Thought I'd say hi and join in on my favourite rpg topic.

So here's my two cents.

I can't say much in terms of actual GMing or gameplay because I have yet to run the game but I have run plenty of horror stuff in other games and I've always come to rely on a few guidelines.

1) description and mystery are paramount to a good horror adventure 2) combat is scarier when the enemies do something the players don't expect and 3) temporarily constricting players while threat looms brings tension.

I don't say 'oh look zombies' I describe undead walking things. I make sure my undead do something that normal undead don't do (like fast moving zombies instead of the classic shamblers). Lastly, a zombie fight doesn't need to be a straight up fight nor do I change combat to make it more survival-esque. I make the encounter locations work in the zombies favour instead of temporarily nerfing combat to make it work.

Anyway, best of luck with the zombie adventure. I hope it works out.

I did this two years ago, Halloween, with my PCs.

As peeps are suggesting, read "Death Troopers" if you're able.

I had my crew... Trando Maruader, Droid Assassin, Bothan politico, human pilot, and a rodian tech, have a delivery drop off to an IMP prison barge. When they got there, the docking bay opened for them, they landed, and it closed behind them. From this point on, it got creepy. Perception checks (they were all just starting characters), all failed, so I had to let the characters come to the realization naturally, that the place was empty. Completely devoid of life. Splitting up, they investigated some of the state rooms and found little out of the ordinary, but one found a large blood stain. The tech was able to access the core computers from the captain's cabin to find some security footage from about a week ago, showed some people running through the ship, terrified, then a horde of other folks chasing them (Think 28 days later). Took them 3 adventures to figure out what was going on, which also meant they found their first "zombie". For 3 adventure games, these players were completely in the dark and never saw another soul. Watching these guys (and gal), role play off of that, psyching themselves out, and simply adding to the horror of the story, is what sold me on narrative role playing games. It was awesome.
Anyway, lifting a bit from fallen skys, and the real life zombie ants, I had an insectioid species that would attach itself to the spine of the individual, stick a straw up into it's brain and take over. It was also hive mind dependent, because I had a ship with about 5K "zombies" to fight, and the players needed an easier solution.

So in a way, I took 28 days later, aliens, falling skies, death troopers, dead space, and some real life, and made a logical horror game for star wars.

Edited by Shamrock

The way I always looked at horror is, when your bad guy shows up, the scary part is usually over. You get the initial shock at said baddie, but it isn't scary any more. Do it up like the original Alien. Make them roll perceptions to "feel like they are being watched", hear noises in rooms or duct work, describe smells, have bodies that committed suicide, find a dude stuck to the outside of the front window, like he just jumped out the air lock. Hit every sense, what they see, what they feel, make the ground rumble with machinery that is falling apart, make the lights randomly go out and they hear "things", feel breathing on their necks, hair standing on end... etc.. You can't do it up enough. If at all possible, isolate some of them, or get them to go search for food, etc... no place is safe.

If they go back to their ship to sleep, in the middle of the night one of them wakes up to hear "something" running from their bedroom door and out of the ship. Have them find things moved, or knocked over, (role perceptions to notice)....

But once you throw that first actual target out there, it becomes a shooting fest, and you lose the horror, so enjoy it while you can.

Edited by Shamrock

I have to warn you though, horror stuff goes after biology, so a Droid PC can screw this up pretty bad. It was actually the droid in my group that would go do the scouting and scavenging for food, because whatever it was that wanted everyone dead, didn't care about the droids.

That said, This adventure was fairly early in our FFG Star Wars days. We only had the beta book, which is why I was skeptical of the narrative style of game (mentioned above). As a newbie to the system, I hadn't taken droids into account when I first made the adventure, so it was on the fly that I was having to come up with reasonable solutions to a droid PC. Since my insectoid species are intelligent, I had it reprogram the droids, so they just went about their business, keeping the ship running, but they didn't talk or anything, didn't even acknowledge others being in the room. When the droids had nothing to do, they would stand "in the PCs space", like uncomfortably close, and just stare at them. I had one of the PCs wake up to find 12 droids standing over his bed, just standing there... watching him.

Anyway, since the droid PC is pretty much a super hero in terms of horror, you have to go after the player's psyche in the matter. At some point I slammed my hand on the table and made the player (playing the droid), jump and fall out of his seat. Most of this was leaving the unknown, well ... unknown, and letting the players freak themselves out. it worked like a charm.


Another note, not related to droids: the first two adventures, I didn't even have stats for my "zombies". I did that on purpose so I wouldn't be tempted to put them into contact. I wanted them out of the picture as long as possible.

Thank you all for idee and suggestions.

Okay, it's not Star Wars - but if you're looking for a Zombie story with a twist, might I suggest the Waters of Mars :

You'll need to tweak some things to make it less Doctor Who and more a Galaxy Far Away, but the core concept - the Base Under Siege - is very strong. It should fit your needs. . . .

Personally, I would go the geonosian brain worm route. They can take over living hosts as well, so the 'infection' can spread easily and zombies can rise up all over the place with, seemingly, no cause. In fact, one of the players could be infected and spreading the worms without knowing it. Imagine the surprise on the players' face when you have them go to an arctic world and all of a suddem one character writhes in agony as the worm leaves their body. You then hand the player a not telling them they have been infected for a while, and they distributed eggs all over the galaxy.

I like the doctor who idea could be interesting

My girlfriend gave me an idee and wanted to know what you think of it. What ever zombie type i take for my game i have the droid problem and she suggested why not have insect with an ion magnetic shield and does parasite are only after droid.

Due they going into a lab and sometime they are not only working on one subject or in this case one virus.

So what shoukd be a good add-on to support the zombie

My gf suggestion on magnetic Ion bug

Or

Creature like the scarab in warhammer 40k (in the necron army)

Here a link in case u dont know about them

http://warhammer40k.wikia.com/wiki/Canoptek_Scarab

The picture below has inspired me to do a zombie/feral ewok Halloween adventure too. What abilities/talents/stats would you add to you race turned zombie?

I was thinking a higher soak value to simulate the dead body being able to take more damage.

ewok3272012.jpeg