Zombie, White Walker

Zombie, White Walker

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Plagues that brought the dead back to a twisted form of life was quite common during the final wars. They made the perfect terror weapon, as once someone who was infected with the virus died, they would return to a state of un-life and continue to spread the virus and the horror.

Chris Van Deelen is the author of the Skirmisher Publishing LLC sourcebook Creatures of the Tropical Wastes sourcebook, co-author of its Wisdom from the Wastelands game supplement and contributor to the 'Sword of Kos: Hekaton' Anthology.

No. Enc: 5d10
Alignment: Chaotic
Movement: 90’ (30’)
AC: 5
HD: 5
Attacks: 1 bite, 2 claws or by weapon
Damage: 1d6 or 1d4 /1d4 or by weapon
Save: L5
Morale: N/A
Hoard Class: Always armed with at least a single melee or ranged weapon.

Plagues that brought the dead back to a twisted form of life was quite common during the final wars. They made the perfect terror weapon, as once someone who was infected with the virus died, they would return to a state of un-life and continue to spread the virus and the horror.

Like the Living Zombies though, it was discovered that regular zombies had one serious flaw. Most of these creatures slowed down or became completely dormant in colder climates. Several groups went about trying to alleviate this issue and one finally managed to come up with a strain of the virus that killed the victim and brought them back as undead which could still function in frigid climes.

These zombies became known as ‘White Walkers’. Physically they have all the typical characteristics of regular zombies, but with a couple of notable exceptions. First, the virus turns the eyes a light shade of blue. It did not matter what the victim’s eye color was before succumbing to the plague, once they achieved un-life, the eyes turned blue. Secondly, the hands and feet of the victim turned black, as if the appendages were badly frost-bitten.

Another trait that set these particular undead creatures apart from the others was the fact that they could still use weapons, including firearms and ranged weapons. These monsters are still very clumsy and suffer a -2 to hit and -1 per dice damage with all melee weapons, and a -3 to hit with any firearm or ranged weapon. They still retain enough of their memory to be able to reload or change out power-cells if such an action is required.

 A favored tactic of many of the terrorists during the final wars was to ensure that mercenary, police or military units became infected. Due to the fact that these particular undead could still wield weapons they proved to be far deadlier than any other breeds of undead with a few notable exceptions.

Once targets have been killed or incapacitated, these creatures will stop to feed. For every 3 hit points they consume, they are able to heal 1 hit point of damage they have sustained. This will heal any wounds they may have suffered so a well fed monster will appear to be un-injured. This has been the downfall of many a hapless victim, who figured they were being rescued by soldiers or police forces.

These creatures have one serious flaw. They are extremely vulnerable to fire or thermal based weapons. If they are hit by such a weapon, they suffer an additional +2 points per dice damage and for every round they are exposed to the fire, they must save versus death or become completely engulfed by the flames and are instantly killed.

The other saving grace when it comes to these creatures is that they are only found in cold or arctic conditions. Temperatures above freezing destroy these monsters.

Mutation: Dietary requirement change (cannibalism), regeneration (modified), vulnerability to thermal

Source: A song of Ice and Fire by George R.R. Martin

Payback

Payback

Return to the Necropolis: Chapter 12 (Day 3)

Return to the Necropolis: Chapter 12 (Day 3)