“If they take the ship, they’ll rape us to death, eat our flesh, and sew our skin into their clothes … and if we’re very, very lucky, they’ll do it in that order.” – Firefly
I use zombies a lot, mostly because their simple and predictable tactics make them good opponents for solo games; it’s both easy and credible for them to be moved in accordance with rules, rather than trying to imagine the best tactics for both sides, turn by turn.
But let me draw your attention to a few things about the standard Savage Worlds zombie from the core rulebook…
- Smarts d4. Notice, not d4(A); this ugly biter as smart as some beginning PCs or the standard Soldier ally. He remembers how ladders and doorknobs work. He’s going to go around the open manhole, and he is not going to stagger off one rooftop because he can see you on the next.
- Intimidation d6. Not only is the SW zed scary, he is scary with malice aforethought, trying to Shake you so his buddies can drag you down.
- Shooting d6. In most games you take down zombies with a ranged weapon before they get close enough to bite. This little devil shoots back.
- Pace. There is nothing anywhere in the rules that says zombies can’t run. This alone makes them much more dangerous; not so much Dawn of the Dead, more 28 Days Later.
So, combat with Savage Worlds zombies is more hazardous than in other zombie games. It likely begins with you coming under fire from armed zeds lying in ambush. While you’re pinned, the fearless assault team of zombies closes up; one intimidates you to Shake you while the rest pile in with wild attacks and maximum gang-up bonuses.
You’re being shot at, you’re Shaken, and four zombies are engaging you in hand-to-claw combat, each rolling at +6 to hit. They are fearless, +2 Toughness, and you basically have to use a called shot to the head to take them out.
Good luck. I’ll be in my bunk.