“Can you imagine what this novel might be like without the violent zombie mayhem?” – Seth Grahame-Smith, Pride & Prejudice & Zombies.
Isn’t every game better with zombies?
(Don’t give me grief about plausibility and hard SF. Go read Larry Niven’s “Night on Mispec Moor”. Back already? Good.)
Like most things, zombies are easy to add to an Old School RPG. Start with 100kg eaters. They come in packs of 2d. They will always attack unless the PCs surprise them. In combat, they will always attempt to close range, so that they can use their hands to drag their victims to the ground and eat them, but cannot run, so only close one range band per turn. If the PCs shoot them, each 6 rolled on a hit or damage die means another zombie shambles to the attack. If you want to run them as NPCs rather than animal encounters, zombies ignore the first wound rule. Any hit from a zombie which causes damage transmits a disease which inflicts 2d wounds per day until the victim dies; about a day later, he rises from the dead as a new zombie. (There is rumoured to be a cure, of course, but the PCs have to find it and apply it. Good luck with that.)
These are the classic Romero zombies. If you want the more modern view of sprinters rather than shamblers, allow them to run, otherwise don’t.
|Animal||Weight||Hits||Armour||Wounds & Weapons||Att/Flee/ Speed|
|7 Zombies||100 kg||18 / 7||Jack||4 Hands||A1 F9 S1|
There we go; job done.