Zombies on the Tomb World

By Brother-Captain Belfire, in Dark Heresy Gamemasters

Hello all once again. I have a adventure i made once again and i would like your opion on it

The acoyltes are going with the rouge trader, Leokull Wyvernjack, to Prester Myra, to drop off medicene. To make matters worse as soon as they land a minor god, pestilence(he is a minor god that works for nurgle) wakes up and decides to have fun and turns the dead into warp zombies and to make matters even worse the world is a tomb world for necrons and they start to wake up

1. landing

The acolytes will be in a moded drop pod with leokull and they are drop to the surface. As they fall they see out side the window of the drop pod a mech(who takes care of the grave yard) walking about. Once they hit ground another drop pod lands near them with the medicene. Leokull tells them it will take 2 days to get to the town and that they have to buy a car. during the first 8 hours they will meet the mech. if they study it further they will find its claws are mono great swords. later during the day they will see two figures in the distance. If they try talk or shoot at them one ofthe figures will charge them. Well its a zombie feral worlder guardsmen(pygar) and a fight will start. Once they win they will discover the other figure has disappered. as they trudge on they have to rest

the second day they stumble upon(gasp) necrons fighting warp zombies and winning. Once the zombies fall the necrons will be cut down by pygar(not dead yet!) and engage in a second and tougher battle. They get to the outscerts of town and meet pestilence who threatens them before disappearing.

2. buying a car

They reach the town and learn that the mech has been acting a bit strange. They can resupply them selves and buy a car a return to Leokull to find him being sieged by zombies! He tells them to get the medicene on the car and he will join them. Well they will find three zombies near the medicene about to destroy a crate. A battle begins. If a acolyte shoots at a zombie they have a 50% chance of hitting and destroying the medice(which will end the campaign. the same applies with the psykers ranged psycik powers) Once they get the medicene on board Leokull joins them and they drive to town. now once they reach town again they encounter pestilence who lunges at them only to leave from the smell of the medicene.

3. zombie assault

They acolytes will have to defend the town from waves of zombies. during the 3rd wave necrons start to come out of the ground and join the fray, attacking zombies and the town at the same time. during the final wave the mech will appear with a choas symbols of nurgle on it chest and attack the town. At the same tim a necron lord joins the fray and helps the acolytes. The mech will retreat after beign heavly wounded. They necron lord will tell the acoyltes that he will workk(yes it can talk suprisingly) with them but will kill them later in the future. As the acolytes go towards the mech location the ground colaspses underneath them and the land in the necron tomb knocked out. They walk uip seeing some worker scarbs above them. As they wander the tomb they find a ancient bomb that was planted there and they can activate it and run destroying the necron threat on the planet.

4. the end of pestilence

As they exit the tomb they are attacked by pygar and a zombie assasin. Once they win the enter the grave yard and find the mech. Again battle begins. the mech has a squad of 5 zombies with it. Once they beat it and destroy (or remove the chaos icon) they see a door to a underground tomb swining open as if wanting them to come in. thats were pestilance is. Once they enter they meet pestilence and after some talking battle begins. If they removed the chaos icon the mecch will join them against the fight against pestilence. Once they beat him he tells them that they will have to fight three other minor gods and he thanks them for leting him finnaly rest in peace before turning to dust.

5. the end

with the zombie threat gone every thing is good. If the acolytes did not blow up the tomb the necrons will leave the planet to get energy for their master. if they did blow up the tomb they necrons still elft the planet only for later mission to try and kill the acolytes more. Once they erturn to thier ship their inquisitior tells them bad news. They have been proclaimed heretics by the one inquisitor that is in the machine to help support his life because the assasin left a silence alive.

Well if you have suggestions tell me what you think

Hi there,

sounds like "let us throw the pc into a huge mess of cool combat".

Like a ride on a rollercoaster. You follow the trails, you get shaken up..and in the end, you are happy.

Not my taste, but if your players & you are found of it, it should work out.

Personally I'm not fond of the part about the Necron Lord helping out the PCs ... not only does it seem strangely out of character and perhaps demystifies the necrons as adversaries, but it also means the PCs end up on the sidelines for the biggest and coolest parts of the fight; it's like going to a monster brawl and after you've kicked around a few deep ones and their servants you have to sit on the sidelines and watch Godzilla duke it out with Dagon.

Instead give them the tools to defeat the mech on their own ... during the course of the adventure let them discover that a bunch of unstable mining explosives are being stored in a warehouse. They're too large and unwieldy to be of much use fighting fast moving, humanoid targets, so they won't help in the initial battles, but if someone loaded them on a rover and rammed it into the mech - without setting them off while trying to avoid obstacles, (make the scene seem intense by describing the bumping and jostling motion of the vehicle and call for a driving or agility check half way through - though if they fail they "hear something shift and you know another close call like that will spell your doom") - it would be enough to stop the thing.

Or perhaps they discover a piece of Necron archeotech and they have to try and use it to stop the Necrons storming the town. (it should do some terrible damage to the town and save it at a price, but ultimately be better than the alternative)

On another note, it really depends on your players, but I know I hate waves of enemies and my players are pretty much the same. When I have to run a fight with many foes I tend to run a few rounds and handwave the rest, until a new foe emerges, so they don't get burned out. With zombies this can be a problem unless you use something like the rule from Deathwatch for fighting hordes of enemies. (iirc it effectively boils down to the Horde having a single Hit total and Damage soak to represent the entire mass, and as you damage the Horde individual creatures are dying and lowering these totals to represent that)

To expand the critic of Jack a little further...

in my opinion it would not harm the adventure if you would remove the whole Necron-Thing completely. Their is already enough "awesomeness" in this one. After all, you have a major daemon / minor chaos god awakening and on the loose.

Some questions regarding your plot:

Why do they go down by drop-pod?
This is a rather military way of coming down, for when no matching infrastructer (a landing field) is their. You mission could still work the same if you decided that they have to land on shuttle-field which is a little away from the "town". They could still meet the Tech-Priest (the Mech) on their way. Perhaps they even HAVE to walk (and get the box carried by servitors or a slow self-moving carriage) since the laws of the planet forbid any fast moving vehicles "so the dead are not disturbed".

Why does the mission end if the medicine is destroyed?
As I see it, your mission is (all in all) about the big battles going on. The delivery of the medicine is a plot device. That is just menioned as the reason for them coming to this world & the reason why they should not use shooting weapons in the fight with the zombies. I would reduce this to a "major xp penalty" instead.

Who is this Mech? What was his function on the tomb world? Why is a Chaos Symbol upon him? Who placed it their and why?
From the lack of description it seems that he is just another "cool combat character". But at least their should be a reason why he has chaos all over him.

Why is the Daemon "Pestilence" awakening? And why is he resting on this tomb-world to begin with?
And easy solution to this would be that "Pestilence" is not THAT allmight and that he was banished into a tomb by a (radical?) Inquisitor about hundred years ago. Perhaps even further away in the past. The =I= inquestion sought it would be better to "prison him" instead of "getting him back to the warp from where he would return once his powers had come back to him". So, the planet could have a history of ever-returning epidemics. But this time, it is worse...

In that case, the =I= would have left some guards around. Perhaps in the form of battle servitors. The Mech could be their to ensure this Servitors are still functionalbe.

The Mech could thereby became corrupted to his long-time presence to the cell-tomb. Or a Chaos cult found was able to find the Residence by means of warp-visions... they overpowered the guards, put a mark on the Mech and started to destroy the wards holding back "Pestilence"... with the sole effect that
the awakening Daemon turned them into warpzombies at once.

Once your pc are in town (after a zombie onslaught) they could try to ask around what happend lately. The informations they could obtain is that a group of strange genealogist/mourners (the guise of the cultists) came a couple of days ago. At that things became worse thereafter and the first dead rose a couple of dasy later. And this strangers are missing now. They could ask questions of this "strange Tech-Priest" and get the info that he was responsable for the guard-servitors "for some acient nobles grave, a couple of hours away from her".


Brother-Captain Belfire said:

4. the end of pestilence

As they exit the tomb they are attacked by pygar and a zombie assasin. Once they win the enter the grave yard and find the mech. Again battle begins. the mech has a squad of 5 zombies with it. Once they beat it and destroy (or remove the chaos icon) they see a door to a underground tomb swining open as if wanting them to come in. thats were pestilance is. Once they enter they meet pestilence and after some talking battle begins. If they removed the chaos icon the mecch will join them against the fight against pestilence. Once they beat him he tells them that they will have to fight three other minor gods and he thanks them for leting him finnaly rest in peace before turning to dust.


By the way... why should Pestilence thank them? He is Minor Chaos God, not a captured soul, isn´t he? If I do not miss some fundamental part of your plot, I would rather have him gloat about how useless their victory is since they will never stop the other three (in truth... he is enraged by being defeated and jelous and wants to point the other pc to the defeat the minions of the rival deitis as well).

Gregorius21778 said:

By the way... why should Pestilence thank them? He is Minor Chaos God, not a captured soul, isn´t he? If I do not miss some fundamental part of your plot, I would rather have him gloat about how useless their victory is since they will never stop the other three (in truth... he is enraged by being defeated and jelous and wants to point the other pc to the defeat the minions of the rival deitis as well).

True. i might actually do that instead.

Gregorius21778 said:


To expand the critic of Jack a little further...

in my opinion it would not harm the adventure if you would remove the whole Necron-Thing completely. Their is already enough "awesomeness" in this one. After all, you have a major daemon / minor chaos god awakening and on the loose.

Some questions regarding your plot:

Why do they go down by drop-pod?
This is a rather military way of coming down, for when no matching infrastructer (a landing field) is their. You mission could still work the same if you decided that they have to land on shuttle-field which is a little away from the "town". They could still meet the Tech-Priest (the Mech) on their way. Perhaps they even HAVE to walk (and get the box carried by servitors or a slow self-moving carriage) since the laws of the planet forbid any fast moving vehicles "so the dead are not disturbed".

Why does the mission end if the medicine is destroyed?
As I see it, your mission is (all in all) about the big battles going on. The delivery of the medicine is a plot device. That is just menioned as the reason for them coming to this world & the reason why they should not use shooting weapons in the fight with the zombies. I would reduce this to a "major xp penalty" instead.

Who is this Mech? What was his function on the tomb world? Why is a Chaos Symbol upon him? Who placed it their and why?
From the lack of description it seems that he is just another "cool combat character". But at least their should be a reason why he has chaos all over him.

Why is the Daemon "Pestilence" awakening? And why is he resting on this tomb-world to begin with?
And easy solution to this would be that "Pestilence" is not THAT allmight and that he was banished into a tomb by a (radical?) Inquisitor about hundred years ago. Perhaps even further away in the past. The =I= inquestion sought it would be better to "prison him" instead of "getting him back to the warp from where he would return once his powers had come back to him". So, the planet could have a history of ever-returning epidemics. But this time, it is worse...

In that case, the =I= would have left some guards around. Perhaps in the form of battle servitors. The Mech could be their to ensure this Servitors are still functionalbe.

The Mech could thereby became corrupted to his long-time presence to the cell-tomb. Or a Chaos cult found was able to find the Residence by means of warp-visions... they overpowered the guards, put a mark on the Mech and started to destroy the wards holding back "Pestilence"... with the sole effect that
the awakening Daemon turned them into warpzombies at once.

Once your pc are in town (after a zombie onslaught) they could try to ask around what happend lately. The informations they could obtain is that a group of strange genealogist/mourners (the guise of the cultists) came a couple of days ago. At that things became worse thereafter and the first dead rose a couple of dasy later. And this strangers are missing now. They could ask questions of this "strange Tech-Priest" and get the info that he was responsable for the guard-servitors "for some acient nobles grave, a couple of hours away from her".



The reason behind the drop pod is becasue the Leokull got his hands on it, and like anything he would do, is mod it for his use

Yeah im thinking about scraping the lose the mission if the medicene is destroyed for a huge xp penelty

The mech was made by the people on the panet to guard the graves from interstelar thieves. The symbol was put their by the zombies to corrupt his systems.

I like the idea you gave for pestilence that makes sense. To make things more interesting i probably would make it that their inquisitor did it. mind you the acolytes inquisitor is not a radical.

I think i might remove the necrons aswell. thanks

Hi,

...so, as you said "Mech" you were talking "Mecha" not "Mechanicus Guy"? A real, huge, machine walking about between the graves?
I would suggest to reduce this to a really large servitor. Perhaps three to four meters. any larger, and it will not be any good at hunting thieves. After all, what is the benefit of getting a grave robber when you ruin a hectar of Graveyard while you are doing so?

Do you already have stats for this Monstrosity? What Rank are your pc that you start to throw Mechas at them? happy.gif

If your Warp Zombies where able to create and put an unclean sign on something else, they are more intelligent then the regular bunch. But why not?

Gregorius21778 said:

Hi,

...so, as you said "Mech" you were talking "Mecha" not "Mechanicus Guy"? A real, huge, machine walking about between the graves?
I would suggest to reduce this to a really large servitor. Perhaps three to four meters. any larger, and it will not be any good at hunting thieves. After all, what is the benefit of getting a grave robber when you ruin a hectar of Graveyard while you are doing so?

Do you already have stats for this Monstrosity? What Rank are your pc that you start to throw Mechas at them? happy.gif

If your Warp Zombies where able to create and put an unclean sign on something else, they are more intelligent then the regular bunch. But why not?

The mech size is a foot taller than a battle suit. I have the stats but unfortunattly lost them. Im going to probably throw zombies at them that acutally know how to opperate guns and such

Hi Belfire,

"Zombies with guns". Reminds me of the Japano-Trash movie "Versus". But honestly, do not do this. Or come up with a good reason where the zombies got the guns from.

Gregorius21778 said:

Hi Belfire,

"Zombies with guns". Reminds me of the Japano-Trash movie "Versus". But honestly, do not do this. Or come up with a good reason where the zombies got the guns from.

I concur. The zombies could start grabbing pipes and other crude weapons, but guns should not be an option. If you're desperate for some gun play, why not add some Nurgle cultists in there? Men who have willingly embraced Pestilence rather than the risen dead. If the zombies have guns, then what makes them zombies? Another option would be a few daemonically possessed husks. These would look markedly different than the normal zombies and be considerably rarer. I'm talking glowing eyes, warped flesh, and other corruption of the body. If you wanted to give them ranged attacks give them warp-fire based attacks. That helps enforce the difference between your acolytes and the zombies. Otherwise, you'll just have a normal gunfight that makes the "zombie" part of the story seem a bit superfluous.

I also have to come out against the drop pod. Drop pods, by their definition, only fly down. The NPC that owns it would need a lifter to take it back to orbit anyways. Why doesn't he just take that?

Also, a trip down in a drop pod is a jarring experience. In Into the Storm it clearly states you have to be wearing Power Armor or be encased in a "drop cocoon" to properly survive a trip in one. That's not a way you would use to deliver fragile goods. If you really want a way to get the players down to the planet without giving them an escape option, use a teleportarium. Then the awakening of the daemon could interfere with the immaterium later, making a teleport out impossible until he is defeated.

numb3rc said:

Gregorius21778 said:

Hi Belfire,

"Zombies with guns". Reminds me of the Japano-Trash movie "Versus". But honestly, do not do this. Or come up with a good reason where the zombies got the guns from.

I concur. The zombies could start grabbing pipes and other crude weapons, but guns should not be an option. If you're desperate for some gun play, why not add some Nurgle cultists in there? Men who have willingly embraced Pestilence rather than the risen dead. If the zombies have guns, then what makes them zombies? Another option would be a few daemonically possessed husks. These would look markedly different than the normal zombies and be considerably rarer. I'm talking glowing eyes, warped flesh, and other corruption of the body. If you wanted to give them ranged attacks give them warp-fire based attacks. That helps enforce the difference between your acolytes and the zombies. Otherwise, you'll just have a normal gunfight that makes the "zombie" part of the story seem a bit superfluous.

I also have to come out against the drop pod. Drop pods, by their definition, only fly down. The NPC that owns it would need a lifter to take it back to orbit anyways. Why doesn't he just take that?

Also, a trip down in a drop pod is a jarring experience. In Into the Storm it clearly states you have to be wearing Power Armor or be encased in a "drop cocoon" to properly survive a trip in one. That's not a way you would use to deliver fragile goods. If you really want a way to get the players down to the planet without giving them an escape option, use a teleportarium. Then the awakening of the daemon could interfere with the immaterium later, making a teleport out impossible until he is defeated.

Okay. The thing with the zombies being possed will make me start making enemies based from left 4 dead which i want to avoid becuase most of my PCS have played Left 4 Dead. the thing about the drop pods you forgot is that they are Moded allowing the PCs to get down. The idea of being teleported back up is a good idea. Thanks

Brother-Captain Belfire said:

Okay. The thing with the zombies being possed will make me start making enemies based from left 4 dead which i want to avoid becuase most of my PCS have played Left 4 Dead.



Gregorius21778 said:

Brother-Captain Belfire said:

Okay. The thing with the zombies being possed will make me start making enemies based from left 4 dead which i want to avoid becuase most of my PCS have played Left 4 Dead.



Would you like some concepts and/or stats for "special zombies"? If you give me a general idea about Rank, Career and (last but not least) Gear you pc will show up with I will see what I can do you during the weekend.

that would be a good idea. Mind oyu I have a variety of PC ranks. I can tell you the rank names for the pcs. Assassin, Vetran(guard), Cleric(Cleric), Lowtenant Savant(pskyer), Armsman(guard), Novice(cleric)

Some new zombies; based on the warpzombies found in DotdG; p. 65. This is the “basic” warp-zombie the pc will encounter. A corpse animated by a baleful warp entity, hungering for the living. The warp-zombies are capable of Speech, but rarely uses this in other ways then to threaten a victim with its impending death in a short sentence.

The GM is encouraged to give them a Fear 1 trait for the first encounters, but after the first or second encounter this should be ignored for all but “Special Zombies” and/or special circumstance. It would otherwise bog down the game, get boring and would make the players feel less heroic then acolytes should be.


Warpzombie [Wounds:20 Move: 2 / 4 / 16* / 12]

Normal WS:30 BS:30 S:40(8) T:40(8) AG:20 INT:30 PER:20 FEL:15 WP:30
Frenzied WS:40 BS:20 S:50(10) T:50(10)AG:20 INT:20 PER:20 FEL:15 WP:40

Talents: Melee Weapon Training (Primitive); Crushing Blow; Fearless; Frenzy (triggered after an initiated grapple); Hungry Sprint*; Resistance (Psychic Powers); From Beyond;
Skills: Awareness; Silent Move; Concealment; Intimidation+10;
Traits: Dark Sight; Strange Physiology; Unnatural Toughness(x2); Unnatural Strength(x2); Unclean&Unhallowed; The Walking Dead, The Rending; Unnatural Senses (2 Meters; Warp); Infectious;

Weapons: Dead Hands (1d10+6/8; Primitive; I); Improvised Weapon (1w10+8/10; Primitive; will break on a damage role of 9 or 10).

*Hungry Sprint: as the sprint talent, but only useable with the Charge action. The proximity of a tasty living target to devour urges the warp-zombie into a sudden burst of speed.
The Walking Dead: They have no need for breath, food or sleep. They cannot be stunned, are immune to fatigue, cold/heat and toxics/diseases and (in the case of a “special zombie”) cannot be destroyed with critical damage results other then those of “head” and “body”.
Unclean & Unhallowed: Damage from holy/blessed weapons is doubled. The same is true for fire & flames.
The Rending: In a grapple, the warp-zombies use their nails, teeth and strength to literally tear the victim apart.
If taking the Damage Action in a grapple (DH, p.190) they inflict 1d10+8 rending damage with the “Primitive” & “Tearing” quality. Frenzy is already taken into account for this.
Infectious: While these aren’t Plaque zombies, attacks from their hands and teeth are infectious nonetheless. After each combat where a pc suffered wounds from unarmed zombie attacks, they have to pass a Toughness test. If they fail, the wounds are infected and they will start to suffer from fever within (TB) minutes. This will cause a level of Fatigue which they can only counter via STIM an proper medical treatment (Medicine+20 or Chem-Use+20; at least a First-Aid-Kit is needed). If the fever is not treated, the pc will lose 1d5 wounds and Toughness during the next hours (1 point a hour). It is up to the GM if the Toughness loss is permanent or will be regained after the adventure. A pc already infected will not be “affected again”, but a “treated” pc can catch the Infection again (but will gain a +20 bonus due to the medicine still being active in his system).

[special Zombie: The Blasphemous]
The unclean spirit inhabiting this warp-zombie exclaims a stream of blasphemies while fighting the pc. After (WPB) rounds of combat, each pc hearing the zombie must pass an ordinary(+10) willpower test or gain a corruption point (Insanely Faithful Talent allows a re-role). This pc has to repeat this every (WPB) rounds until The Blasphemous is slain. Which might not be easy, if the Blasphemous is accompanied by other warp-zombies. In addition, the ongoing sermon of ungodliness will thin the warp after 1d5 turns, leading to the same result as the “Weaken the Veil” Minor Psychic power (DH, p.168). As long as the Blasphemous is present, all Zombies gain the Hatred(Clerics) talent

Take Note: A pc can sacrifice a half action each round to try to contradict the Blasphemous with an CL(Imperial Creed)+10 test. If successful, the round does not count against the number of rounds till the pc´s next Corruption test.

[special Zombie: Host of Decay]
Changes: Willpower+10; Fear 2 (much more decayed)

A successful test for Psyniscience(+10) will tell that this zombie reeks even more of foul energies, while each level of success will reveal its true powers.
Each time a blow parries or is parried by the Host of Decay, there is a 50% change that the weapon will break, not matter what it is. For ease of use, the GM may rule that this will happen if the role to parry (by either the Zombie or the pc) was uneven.
After each round of combat within 4m of a host of entropy, a temporarily loses a point of Toughness unless the pc passes a test for either Toughness or Willpower. PC that loses half of their Toughness will collapse for 1d5 minutes. The attribute damage returns with a ration of 1 point per hour (as per standard rules).
A melee weapon that was used to deal the death blow to this zombie drops one stead in quality. If the quality was already bad, destroy the weapon instead.

[special Zombie: Legion]
A group of zombies the pc encountered are all controlled by one and the same Warp-Spirit (Willpower: 50). The GM only rolls for initiative once and all Zombies gain the Double-Team Talent (leading to an effective +20 WS bonus if two or more zombies are able to gang up on one pc). The coordination and/or simultaneousness of their action is eerie enough to give them Fear 1, even if the pc already encountered a fair share of warp-zombies.

[special Zombie: Undead Noble]
A corpse of former nobleman. It was buried within ceremonial armour and weaponry (feudal plate without headgear and either a best quality great weapon or a common quality energy sword). The zombies gains +15 to WS and AG and the Blade Master (re-roll failed WS test), Combat Master (cannot be outnumbered); Counter-Attack (free -20 attack role after a successful parry) and Wall of Steel Talent (one additional parry per round) Talents.

The Zombie does not have the “Strange Physiology” trait. Instead, he gains the True Grit Talent (halve all critical damage) and the pc have to go all the way through the critical table with this one (which means: till a critical wound leads to “death”).

[special: Zombie Cherubim] (Wounds: 6 Move: 4 / 8 / 12 / 24)
These Cherubim where once meant to sing hymns and litany and to protect the graves of nobles. While the well-preserved pseudo-flesh of the Cherubim Servitors of the Graveyard-World only turns grey and foul smelling and the machine-host does not know hunger, these flocks of flying insane nightmare-things hate the living as much as any other Zombie does.

Normal WS:25 BS:25 S:25(4) T:30(6) AG:40 INT:05 PER:20 FEL:- WP:30

Skills: Awareness+10; Concealment; Dodge; Performer (Singer) (+20);
Talents: Melee Weapon Training (Primitive); Assassine Strike (Fly-by); Resistance (Psychic); Hatred (the Living); Hard Target;
Weapon: Little retractable mono-claws (1d5+5; PEN:2; Toxic).
Traits: Dark Sight; Flyer(4); Strange Physiology; Unnatural Toughness(x2); Unnatural Strength(x2); Unclean&Unhallowed; The Walking Dead, Unnatural Senses (2 Meters; Warp); Infectious; Machine (1); Song of the Damned;

Song of the Damned: As a full action, a Zombie-Cherubim will intone a dreadful song (while still having a full move). This is treated as the Psychic Power Terrify (DH p.180) or Touch of Madness (DH p.168) with a range of 50m. But instead rolling a Psi-Test, the Cherubim makes a challenging(+0) extended Test for Performer(Singer) based on his Willpower. A number of net successes equal to the Threshold are needed to invoke the power. Two or more Cherubim singing together add up their successes. If a singing Cherubim is hit by an attack, must pass a Willpower test or all the success it contributed are lost. The GM is well advised to track success separately for each Cherubim.

This power will automatically cause a Psychic Phenomena, and it will always be Warp Ghosts (result 54-56; p.162)
As Psyker will sense that a Psychic Power is prepared with a Psyniscience(+0) test.

[special Zombie: Master of Flies]
A thick swarm of loudly buzzing meat flies surrounds this zombie which himself is ridden with fat, squirming maggotas (Fear 2). The fly swarm is “worth” a (-15) penalty on WS / BS tests made by a pc engaging the zombie…or engaged by the flies. The Zombie can “send” part of this swarm (in “chunks of -5”) after any pc as half action. Once send after a pc, the swarm (-5; -10 or -15 “strong”) will move towards the pc with a speed of 20m each round. Once it reaches him, it will stay with him and will immediately cause the penalty until the Master of Flies is destroyed.

The Master of Flies loses the “Strange Physiology” trait and instead gains the True Grit Talent (halve all critical damage) and the pc have to go all the way through the critical table with this one (which means: till a critical wound leads to “death”). In addition, the Zombie gains the Corrupted Flesh Mutation (DH p.335; each critical damage the Zombie receives calls for Fear(-10) tests due to ever-more horrid visuals.

[special Zombie: The Daemonic]
This Zombie is inhabited by a particular powerful warp entity and sparks of baleful energy play around its hover body.


Normal WS:30 BS:30 S:40(8) T:40(8) AG:20 INT:30 PER:30 FEL:15 WP:40(8)

Talents: Melee Weapon Training (Primitive); Fearless; Resistance (Psychic Powers); Psy Rating (2);
Skills: Awareness+10; Intimidation+10; Invocation+10; Psyniscience+10;
Traits: Dark Sight; Strange Physiology; Unnatural Toughness(x2); Unnatural Strength(x2); Unclean&Unhallowed; The Walking Dead, Unnatural Senses (8 Meters; Warp); Infectious; From Beyond; Fear 2; Hoverer (5); Warp Instability;

Psychic Powers: Warp Lightings (Like “Bio Lighting”, but the Warp Quality); Telekinetic Shield; Healer (only useable on Zombies).

[special Zombie: The Graveborn]
The Zombies gain the “Burrower (3)” and the Unnatural Senses (3m) trait, effectively allowing them to ambush the pc from within their graves. This calls for a difficult(-10), touch-based Awareness test to on part of the pc. If they fail, they will be surprised during the first round. While the Graveborn are able to attack “right out of the earth”, they will need to take the “stand up” action in order to leave the earth completely. Until then, all attack against them are +20. A group of Graveborn might attack the pc with those “right under their feet” grapping them while the others leave their graves to assault the immobilized targets.

Some of them even might have “re-located” themselves to defend a certain place. In this case, the pc should get a chance to spot the tell-tale signs of freshly pronged earth.

Gregorius21778 said:

Some new zombies; based on the warpzombies found in DotdG; p. 65. This is the “basic” warp-zombie the pc will encounter. A corpse animated by a baleful warp entity, hungering for the living. The warp-zombies are capable of Speech, but rarely uses this in other ways then to threaten a victim with its impending death in a short sentence.

The GM is encouraged to give them a Fear 1 trait for the first encounters, but after the first or second encounter this should be ignored for all but “Special Zombies” and/or special circumstance. It would otherwise bog down the game, get boring and would make the players feel less heroic then acolytes should be.


Warpzombie [Wounds:20 Move: 2 / 4 / 16* / 12]

Normal WS:30 BS:30 S:40(8) T:40(8) AG:20 INT:30 PER:20 FEL:15 WP:30
Frenzied WS:40 BS:20 S:50(10) T:50(10)AG:20 INT:20 PER:20 FEL:15 WP:40

Talents: Melee Weapon Training (Primitive); Crushing Blow; Fearless; Frenzy (triggered after an initiated grapple); Hungry Sprint*; Resistance (Psychic Powers); From Beyond;
Skills: Awareness; Silent Move; Concealment; Intimidation+10;
Traits: Dark Sight; Strange Physiology; Unnatural Toughness(x2); Unnatural Strength(x2); Unclean&Unhallowed; The Walking Dead, The Rending; Unnatural Senses (2 Meters; Warp); Infectious;

Weapons: Dead Hands (1d10+6/8; Primitive; I); Improvised Weapon (1w10+8/10; Primitive; will break on a damage role of 9 or 10).

*Hungry Sprint: as the sprint talent, but only useable with the Charge action. The proximity of a tasty living target to devour urges the warp-zombie into a sudden burst of speed.
The Walking Dead: They have no need for breath, food or sleep. They cannot be stunned, are immune to fatigue, cold/heat and toxics/diseases and (in the case of a “special zombie”) cannot be destroyed with critical damage results other then those of “head” and “body”.
Unclean & Unhallowed: Damage from holy/blessed weapons is doubled. The same is true for fire & flames.
The Rending: In a grapple, the warp-zombies use their nails, teeth and strength to literally tear the victim apart.
If taking the Damage Action in a grapple (DH, p.190) they inflict 1d10+8 rending damage with the “Primitive” & “Tearing” quality. Frenzy is already taken into account for this.
Infectious: While these aren’t Plaque zombies, attacks from their hands and teeth are infectious nonetheless. After each combat where a pc suffered wounds from unarmed zombie attacks, they have to pass a Toughness test. If they fail, the wounds are infected and they will start to suffer from fever within (TB) minutes. This will cause a level of Fatigue which they can only counter via STIM an proper medical treatment (Medicine+20 or Chem-Use+20; at least a First-Aid-Kit is needed). If the fever is not treated, the pc will lose 1d5 wounds and Toughness during the next hours (1 point a hour). It is up to the GM if the Toughness loss is permanent or will be regained after the adventure. A pc already infected will not be “affected again”, but a “treated” pc can catch the Infection again (but will gain a +20 bonus due to the medicine still being active in his system).

[special Zombie: The Blasphemous]
The unclean spirit inhabiting this warp-zombie exclaims a stream of blasphemies while fighting the pc. After (WPB) rounds of combat, each pc hearing the zombie must pass an ordinary(+10) willpower test or gain a corruption point (Insanely Faithful Talent allows a re-role). This pc has to repeat this every (WPB) rounds until The Blasphemous is slain. Which might not be easy, if the Blasphemous is accompanied by other warp-zombies. In addition, the ongoing sermon of ungodliness will thin the warp after 1d5 turns, leading to the same result as the “Weaken the Veil” Minor Psychic power (DH, p.168). As long as the Blasphemous is present, all Zombies gain the Hatred(Clerics) talent

Take Note: A pc can sacrifice a half action each round to try to contradict the Blasphemous with an CL(Imperial Creed)+10 test. If successful, the round does not count against the number of rounds till the pc´s next Corruption test.

[special Zombie: Host of Decay]
Changes: Willpower+10; Fear 2 (much more decayed)

A successful test for Psyniscience(+10) will tell that this zombie reeks even more of foul energies, while each level of success will reveal its true powers.
Each time a blow parries or is parried by the Host of Decay, there is a 50% change that the weapon will break, not matter what it is. For ease of use, the GM may rule that this will happen if the role to parry (by either the Zombie or the pc) was uneven.
After each round of combat within 4m of a host of entropy, a temporarily loses a point of Toughness unless the pc passes a test for either Toughness or Willpower. PC that loses half of their Toughness will collapse for 1d5 minutes. The attribute damage returns with a ration of 1 point per hour (as per standard rules).
A melee weapon that was used to deal the death blow to this zombie drops one stead in quality. If the quality was already bad, destroy the weapon instead.

[special Zombie: Legion]
A group of zombies the pc encountered are all controlled by one and the same Warp-Spirit (Willpower: 50). The GM only rolls for initiative once and all Zombies gain the Double-Team Talent (leading to an effective +20 WS bonus if two or more zombies are able to gang up on one pc). The coordination and/or simultaneousness of their action is eerie enough to give them Fear 1, even if the pc already encountered a fair share of warp-zombies.

[special Zombie: Undead Noble]
A corpse of former nobleman. It was buried within ceremonial armour and weaponry (feudal plate without headgear and either a best quality great weapon or a common quality energy sword). The zombies gains +15 to WS and AG and the Blade Master (re-roll failed WS test), Combat Master (cannot be outnumbered); Counter-Attack (free -20 attack role after a successful parry) and Wall of Steel Talent (one additional parry per round) Talents.

The Zombie does not have the “Strange Physiology” trait. Instead, he gains the True Grit Talent (halve all critical damage) and the pc have to go all the way through the critical table with this one (which means: till a critical wound leads to “death”).

[special: Zombie Cherubim] (Wounds: 6 Move: 4 / 8 / 12 / 24)
These Cherubim where once meant to sing hymns and litany and to protect the graves of nobles. While the well-preserved pseudo-flesh of the Cherubim Servitors of the Graveyard-World only turns grey and foul smelling and the machine-host does not know hunger, these flocks of flying insane nightmare-things hate the living as much as any other Zombie does.

Normal WS:25 BS:25 S:25(4) T:30(6) AG:40 INT:05 PER:20 FEL:- WP:30

Skills: Awareness+10; Concealment; Dodge; Performer (Singer) (+20);
Talents: Melee Weapon Training (Primitive); Assassine Strike (Fly-by); Resistance (Psychic); Hatred (the Living); Hard Target;
Weapon: Little retractable mono-claws (1d5+5; PEN:2; Toxic).
Traits: Dark Sight; Flyer(4); Strange Physiology; Unnatural Toughness(x2); Unnatural Strength(x2); Unclean&Unhallowed; The Walking Dead, Unnatural Senses (2 Meters; Warp); Infectious; Machine (1); Song of the Damned;

Song of the Damned: As a full action, a Zombie-Cherubim will intone a dreadful song (while still having a full move). This is treated as the Psychic Power Terrify (DH p.180) or Touch of Madness (DH p.168) with a range of 50m. But instead rolling a Psi-Test, the Cherubim makes a challenging(+0) extended Test for Performer(Singer) based on his Willpower. A number of net successes equal to the Threshold are needed to invoke the power. Two or more Cherubim singing together add up their successes. If a singing Cherubim is hit by an attack, must pass a Willpower test or all the success it contributed are lost. The GM is well advised to track success separately for each Cherubim.

This power will automatically cause a Psychic Phenomena, and it will always be Warp Ghosts (result 54-56; p.162)
As Psyker will sense that a Psychic Power is prepared with a Psyniscience(+0) test.

[special Zombie: Master of Flies]
A thick swarm of loudly buzzing meat flies surrounds this zombie which himself is ridden with fat, squirming maggotas (Fear 2). The fly swarm is “worth” a (-15) penalty on WS / BS tests made by a pc engaging the zombie…or engaged by the flies. The Zombie can “send” part of this swarm (in “chunks of -5”) after any pc as half action. Once send after a pc, the swarm (-5; -10 or -15 “strong”) will move towards the pc with a speed of 20m each round. Once it reaches him, it will stay with him and will immediately cause the penalty until the Master of Flies is destroyed.

The Master of Flies loses the “Strange Physiology” trait and instead gains the True Grit Talent (halve all critical damage) and the pc have to go all the way through the critical table with this one (which means: till a critical wound leads to “death”). In addition, the Zombie gains the Corrupted Flesh Mutation (DH p.335; each critical damage the Zombie receives calls for Fear(-10) tests due to ever-more horrid visuals.

[special Zombie: The Daemonic]
This Zombie is inhabited by a particular powerful warp entity and sparks of baleful energy play around its hover body.


Normal WS:30 BS:30 S:40(8) T:40(8) AG:20 INT:30 PER:30 FEL:15 WP:40(8)

Talents: Melee Weapon Training (Primitive); Fearless; Resistance (Psychic Powers); Psy Rating (2);
Skills: Awareness+10; Intimidation+10; Invocation+10; Psyniscience+10;
Traits: Dark Sight; Strange Physiology; Unnatural Toughness(x2); Unnatural Strength(x2); Unclean&Unhallowed; The Walking Dead, Unnatural Senses (8 Meters; Warp); Infectious; From Beyond; Fear 2; Hoverer (5); Warp Instability;

Psychic Powers: Warp Lightings (Like “Bio Lighting”, but the Warp Quality); Telekinetic Shield; Healer (only useable on Zombies).

[special Zombie: The Graveborn]
The Zombies gain the “Burrower (3)” and the Unnatural Senses (3m) trait, effectively allowing them to ambush the pc from within their graves. This calls for a difficult(-10), touch-based Awareness test to on part of the pc. If they fail, they will be surprised during the first round. While the Graveborn are able to attack “right out of the earth”, they will need to take the “stand up” action in order to leave the earth completely. Until then, all attack against them are +20. A group of Graveborn might attack the pc with those “right under their feet” grapping them while the others leave their graves to assault the immobilized targets.

Some of them even might have “re-located” themselves to defend a certain place. In this case, the pc should get a chance to spot the tell-tale signs of freshly pronged earth.

Awesome! Thank you! This can help cause i am going to have the pc's walk throught the a large udngewon like tomband I will have them encounter these zombies along the way. the cherubims with the nobles. The Deamonic defending Pestilence, ect