VERMIN (RAT SWARM) |
After the Incident, rats fed on corpses of the
dead and the infected. Some
changed in size and ferocity.
Exp:
TI Wnds:
1 Mov: 6
Combat: 4
Armr Rating 2
Will 4 Teeth & Claws
Range: M
FP: 1
Dam: 0 |
VERMIN (ANT SWARM) |
After the Incident, ants fed on corpses of the
dead and the infected. Some
changed in size and ferocity. No
matter how many bases these swarms must be in base-to-base contact.
The bases are not killed in melee but are dispersed and removed.
Fire and chemical sprays are very effective in driving them off
and even killing them.
Exp:
TI Wnds:
1 Mov: 4
Combat: 2
Armr Rating 2
Will 6 Teeth & Claws
Range: M
FP: 1
Dam: 0 |
VERMIN FERAL DOG
|
The pet dogs that survived have interbred and
mutated to a degree to become dangerous pack hunters.
Exp: TI
Wnds: 1 Mov: 8
Combat: 4 Armr
Rating 2
Will 4 Teeth & Claws
Range: M
FP: 1
Dam: 0 |
ZOMBIE |
These creatures appear as decaying humanoids.
They are infected with a disease that eats away at their flesh
and affects their brains turning them into slow cannibalistic creatures.
They are difficult to kill as their bodies do not appear to
suffer pain or be affected by wounds.
They are attracted to noise. Exp:
2 Wnds:
1 Mov: 4
Combat: 4
Armr Rating 6
Will N/A Teeth & Claws
Range: M
FP: 1
Dam: 0 |
GUN ARMED ZOMBIE |
Some, very few in fact, of my zombies are armed with firearms.
They are usually seen in the remains of their army or police
uniforms. They may fire at
a target within 12 if they roll 5,6 on a d6.
Combat ability with firearms -2 to hit.
Cannot clear jams.
Exp:
2 Wnds:
1 Mov: 4
Combat: 4(shooting
2) Armr Rating
6 Will N/A Teeth & Claws
Range: M
FP: 1
Dam: 0 |
RAD ZOMBIE |
So far these strange humanoids have only been
encountered as solitary creatures.
They are radioactive and may be the last remnants of the workers
from Haylsham. The
radiation poisoning has turned their flesh glowing green and has
affected their brains. They
try to get close to humans as if to talk to them but their radioactivity
is dangerous. Crew within
4 should immediately move to evade or place an obstacle between them ad
the Rad Zombie. At the
start of the next turn, any model in the open within 3 takes a Dam 2
Attack if in base-to-base contact takes a Dam3 Attack.
Applies to Zone Hostiles as
well. They will use all their actions to move to nearest cover. Exp:
2 Wnds:
1 Mov: 4
Combat: 4
Armr Rating 6
Will N/A Teeth & Claws
Range: M
FP: 1
Dam: 0 |
GHOUL |
Degenerate humans that fed of the contaminated corpses of their fellow
citizens. They may be armed
with hand weapons and a few firearms though they are not trained in
their use so -1 to hit and max range is half that of the normal weapon.
Exp: TI
Wnds: 1 Mov: 7
Combat: 5
Armr Rating 4 Will 6 Big Teeth & Claws Range: M
FP: 1
Dam: 1 |
MUTANT |
Generic
Exp:
TI Wnds:
1 Mov: 6
Combat: 4-6
Armr Rating
4-6
Will 4-5 Big Teeth & Claws Range:
M
FP: 1
Dam: 1 |
LARGE MUTANT |
Generic
Exp:
TI Wnds:
1 Mov: 6
Combat: 5-7
Armr Rating
5-7
Will 6-7 Very Big Teeth & Claws Range: M
FP: 1
Dam: 2 |
CRESTED BERSERKER
|
Some sort of mutant dog it
is believed. These vicious creatures will attack on sight.
Exp: 2
Wnds: 1 Mov: 8
Combat: 5
Armr 4 Will 4 Big Teeth & Claws Range: M
FP: 2
Dam: 1 |
AZURE HYDRA
|
Of unknown origin these mollusc like creatures
are slow on land but amazingly fast in water, wet or swampy ground.
They are always found in swarms (usually D3+3).
Exp: 1
Wnds: 1 Mov: 3
Combat: 5
Armr 4 Will 4 Big Teeth & Claws Range: M
FP: 1
Dam: 1 |
LAUGHING HYDRA
|
Known for its call that sounds like a human
female laughing or calling in distress and so often lure the unwary into
an ambush. Usually found in small packs of D3+1
Exp: 2 Wnds: 1
|
GIANT CLAM
|
Usually found in beds of several clams, mainly in or near the edge of rivers or pools of water.
Exp: 1 Wnds: 1 Mov: 1 Combat: 5
Armr 4 Will 4 |
LAND SHARK
|
Attacks anything edible. May hide part
buried relying on vibrations to alert it. It is stupid and vicious
Exp: 2 Wnds: 2 Mov: 9 Combat: 4
Armr 6 Will 4. SPECIAL - It can leap 3 if it moves 6 and has
FP 4 Damage 0 |
PHIBOG
|
These creatures are primitive humanoid
amphibians. They live near
water rivers, ponds, lakes, swamps but can be found as foraging
parties. They have been
known to eat human flesh.
Exp: 2
Wnds: 1 Mov: 5
Swim 4 Combat: 5
Armr 3 Will 4 Space: M
FP: 1
Dam: 0 Supposed to have some sort of telepathic
communication with other Phibogs |
PHIBOG LEADER
|
These creatures are primitive humanoid
amphibians. They live near
water rivers, ponds, lakes, swamps but can be found as foraging
parties. They have been
known to eat human flesh.
Exp: 2
Wnds: 1 Mov: 5
Swim 4 Combat: 5
Armr 4 Will 6 Mace
Range: M FP: 1
Dam: 1 Supposed to have some sort of telepathic
communication with other Phibogs |
PYTHON
|
An escaped Amazonian Anaconda.
Exp: 2
Wnds: 1 Mov: 4
Combat: 5
Armr 4 Will 6 Teeth & Claws Range: M
FP: 1
Dam: 0 Crush: Range M
FP 1 Dam 1 |
ASH HOWLER
|
Of unknown origin these fast and dangerous
creatures fortunately are only encountered in small family groups.
Exp: 2 Wnds: 1 Mov: 8 Combat: 5
Armr 4 Will 6 |
ZONE RAPTOR
|
As far as can be determined these are, to all
intents and purposes, dinosaurs.
Very much like the velociraptors of the film Jurassic Park.
They hunt in packs of D3+2
Exp: 3
Wnds: 1 Mov: 9
Combat: 5
Armr 4 Will 4Teeth & Claws Range: M
FP: 2 Dam: 0 |
CARRION CRAWLER |
A giant mutant centipede that generally feeds on dead things though it
will attack live creatures to kill them and leave the corpse for later.
Move 5, Actions 2, Armour vs ranged 4, against melee 2, Combat 4,
Madibles FP 2 Damage +2, Tentacles range M-2 FP2 Damage 0 (poisoned
strike needs additional med kit if target wounded).
|
FREAK (NEANDERTHAL)
|
Though called Freaks they are humans who have,
apparently, physically changed to resemble Neanderthals and
behaviourally degenerated. They
will always try to capture females.
Exp: 2 Wnds: 1 Move: 7 Combat: 5;
Armr Rating : 4
Will: 6 Teeth & Claws
Range: M
FP: 1
Dam: 0 Excrement: Range M to 12
FP: 1
Dam: 0 + Stink Agile:
Freaks suffer no movement penalty when climbing. Excrement marking:
Freaks mark potential mobile food sources by hurling their
excrement at their targets.
Although no physical damage is recorded by being hit with Freak Poop;
the target gains D6 stink levels each time that they are hit. This
is a cumulative effect.
Freaks must always attack the model with the highest stink rating as a
matter of priority. When two (or more) models have the same stink rating
the closest is chosen.
|
SIMIANS
|
The Simians are escaped chimpanzees that have
been mutated by their contact with the Zone.
It is believed that their intelligence has increased and they are
now able to communicate and use hand weapons.
Exp: 2 Wnds: 1 Move: 7 Combat: 5;
Armr Rating : 4
Will: 6 Teeth & Claws
Range: M
FP: 1
Dam: 0 Handweapons : Range: M
FP: 1 Dam: 1
|
BRIMSTONITES
|
Nobody is quite sure how to classify the
creatures called Brimstonites.
Their name comes from the sulphur pools and geothermics of the
region around where they live.
They appear to be winged humanoids and though small in stature
they are strong but lightly built.
Exp: 2 Wnds: 1 Move: foot 5 fly 18 Combat: 5;
Armr Rating : 3
Will: 6 Teeth & Claws
Range: M
FP: 1
Dam: 0 Sword: Range: M
FP: 1 Dam: 2 Trident: range M
FP: 1 Dam 1
Leader: foot 5 fly 18 Combat: 5;
Armr Rating : 3
Will: 6 Teeth & Claws
Range: M
FP: 1
Dam: 0 Mace: Range: M
FP: 2 Dam: 2 |
BORE WORM
|
Not strictly a worm this large creature lurks
underground creating tunnels as it travels.
It is a voracious creature with a seemingly insatiable appetite
for flesh of any sort. It
attacks by suddenly appearing under or beside its prey.
The prey may attempt to evade by taking a Will test.
Success and they escape.
Fail and they fall into the gaping maw of the creature which
immediately retreats. If
the creature is killed immediately the victim falls into its mouth then
it is possible to cut them free.
Exp: 2 Wnds 3 Mo:
surface 4 underground 6
Combat: 6; Armr Rating : 5
Will: 4 Teeth: Range:
M FP: 2 Dam: 2 |
Stalkers, Teams, Crews and more
GAMES
ZONA SANTA - a Christmas Game