Zombie, Radioactive

Chris Van Deelen

No. Enc: 3d6
Alignment: Neutral
Movement: 150’ (50’)
AC: 6
HD: 5
Attacks: 2 claws, 2 bites
Damage: 1d6 / 1d6 / 2d6 / 2d6
Save: L5
Morale: N/A
Hoard Class: Incidental

There were those who hoped viruses and bacteria would be destroyed by exposure to radiation. As it turned out in area’s overrun by the walking dead, many governments’ deployed nuclear weapons or other similar weapons of mass destruction to try and quell the tide. It worked to a degree, outright destroying many zombies and horribly wounding or mutilating more so they were far more manageable.

The problem is those not outright destroyed by the weapons or mutilated to the point they were no longer a threat became far worse. The virus which brought the dead back to life was not destroyed by the radiation, instead it mutated.

For the most part, these creatures are the same as the regular walking dead – with three significant differences. First, they are faster. The radiation seemed to increase the creature’s metabolism (which many wonder how, since the creatures are dead) and they have become radioactive. If this was not bad enough, if they are in a radioactive field or zone, they will automatically heal 1d4+1 (per class of radiation, so class six will heal 1d4+6) points of damage per round. Even if they are ‘killed’ in a radioactive zone, they will fall to the ground and remain immobile for only 2d12 rounds, before they rise once again, fully healed of any damage they had sustained – unless the body has been completely destroyed, such as being subjected to continuous damage like fire or acid. The damage must inflict more damage than they are able to regenerate per round, for exactly ten rounds, and then the body is utterly destroyed.

The best way to deal with these creatures is to make sure they are not around any source of radiation. They can be killed without the benefit of regeneration, although destroying them is still risky, as they radiate radiation out to 60 feet from their location. The radiation is always random, the ML rolling for the intensity for each individual creature. Note this radiation they emit will not heal one another, and when multiple creatures are encountered, use the highest rolled radiation. The various classes will not stack!

Like all other zombies, these creatures are completely unintelligent and as such are immune to the effects of most types of psionics, such as neural telepathy, empathy, fear generation and the like. They can still be damaged through disintegration as well as neural thrust, but other types of psionics will have no effect on them (at the ML’s discretion).

Also these creatures are immune to nearly types of toxic weapons such as poisons but they are very vulnerable to the effects of acid, as it is the one sure-fire way to destroy these creatures.

Mutations: Immunity (radiation, modified), quickness, toxic weapon, vulnerability (acid, thermal).

Source: Z-nation