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Scophthalmus / Pack / Plague Zombies pack

Plague Zombies pack

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Rules for Plague Zombies, how they infect gang fighters and turn them into zombies themselves.

Fighters & Vehicles

Underhive Nemeses

Generic Plague Zombie

160¢
Ganger · Underhive Nemeses
M WS BS S T W I A Ld Cl Wil Int
4" 5+ 5+ 3 4 1 5+ 1 8+ 6+ 8+ 10+
Rules Attracted by NoiseDelayed Pain ReceptionHematemesisMental NumbnessNo Pain Reception
Skills None
Gear Rotten flesh
Weapons S L S L Str Ap D Am
Grasps and bites - E - - S -1 1 -
Entangle, Infectious, Melee

Special Rules

  • Attracted by Noise
    Whenever a Shoot action is performed with a weapon without the Silent trait, the closest Plague Zombie to the fighter performing this action, is moved D3” towards that fighter.
    In addition, if the weapon used in the Shoot action has the Blast (X”) trait and does not have the Smoke trait, each Plague Zombie within 6” of the targeted location, who has not moved due to the above rule, is moved D3” closer to the targeted location.
    If this move causes the zombie to come into base contact with a fighter, the move is considered a Charge action instead. If the zombie still has an activation token, they lose it.
  • Hematemesis
    At the end of each End phase all fighters within 1” of this fighter (friend or foe) have to roll a D6. If a fighter rolls a result less than this fighter's Infected level (or a 1-3, if the fighter is a Plague Zombie), they gain the Infected (0) condition.
  • No Pain Reception
    The fighter treats Serious Injury results on the Injury dice as Flesh Wounds instead. In addition, the fighter does not become Pinned from ranged attacks.
  • Evolved Plague Zombie
    When a fighter becomes a Plague Zombie by reaching the Infected (4) condition or if a fighter with the Infected condition is retired, the following rules apply:
    - The fighter loses all their special rules (including Wyrd Powers), skills, weapons and wargear (except armour and armoured undersuit/bodyglove).
    - The fighter keeps the stat changes from the Infected condition.
    - The fighter gains the grasps and bites weapon, the rotten flesh armour (which counts as an additional layer of armour) and the special rules of a generic Plague Zombie as stated above.
    - The fighter gains the Haunting Undead special rule.
  • Haunting Undead
    This fighter is present in each subsequent battle of their former gang. They are deployed instead of Generic Plague Zombie as stated by the scenario rules.
    If this fighter is taken Out of Action, a D6 is rolled. On a 5+, the fighter is permanently dead and does not turn up in future battles.
  • Mental Numbness
    Any Cool or Willpower test a Plague Zombie would need to make are automatically passed.
  • Infected (0)
    No effect.
  • Infected (1)
    The fighter decreases their Movement by 1" and their Initiative by 1 (e.g. from a 4+ to a 5+). In addition, the fighter gains the Delayed Pain Reception rule.
  • Infected (2)
    The fighter decreases their Weapon and Ballistic Skill by 1 (e.g. a 4+ to a 5+) and increases their Toughness by 1. In addition, the fighter gains the Hematemesis rule.
  • Infected (3)
    The fighter decreases their Intelligence by 2 and increases their Cool by 2. In addition, at the start of each battle, the fighter has to pass a Willpower test or becomes Insane. Finally, the fighter replaces their Delayed Pain Reception rule with the No Pain Reception rule.
  • Infected (4)
    The fighter is removed from their Gang Roster and is immediately turned into an Evolved Plague Zombie. Note that this is also possible during a battle.
  • Delayed Pain Reception
    When the fighter is taken Out of Action, they remain on the battlefield until the Recovery phase of the End phase of the current round. Should they have an activation token, they have to be activated as normal.

Gear

  • Rotten flesh
    Rotten flesh grants an additional 5+ save roll even against attacks that ignore or bypass save rolls. This save cannot be reduced to lower than 6+ by AP or other modifiers.

Weapons

S L S L Str Ap D Am AL
Grasps and bites (0¢) -E--S-11- U
Entangle, Infectious, Melee

Weapon Traits

  • Infectious
    If an attack with a weapon with the Infectious trait causes at least one Damage, roll a D6. On a result of 1-3, the targeted fighter gains the Infected (0) condition. This roll is done, even if the targeted fighter was taken Out of Action.

Activity

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Scophthalmus • Edited item
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Hematemesis (Rule)

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Attracted by Noise (Rule)

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Haunting Undead (Rule)

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