PRM Faction: Zombies
PRM Faction: Zombies
The original target of the PRM mod, the zombie wrestling brute was the first creature and the very first change made. The zombie faction functions much like the core game zombie faction does; namely using numbers and support attacks to mitigate their speed disadvantage and make use of their own toughness and specializations. The zombie faction is the most heavily added to faction, as it is the primary antagonist of the game.
Zombies in C:DDA and PRM are characterized by their medium size, slow speed, high hit points, ability to evolve and specialize, subservience to the blob faction, and their support attacks. They are capable of using the synthetic armor of their hosts, should they have any, and mature forms are capable of using limited ranged attacks. Zombies are the most numerous faction of the game, and they are also the aggressively dumb faction, rivaled only by the individually non-sentient fungus hive mind.
The zombies of PRM have a much more complex evolutionary tree than the original zombies, and take over a full year to mature into their endgame spawns. On average they are faster than their core game analogues, and many simply don't have a clear reciprocal in the core game. The PRM zombies use attacks that slow you down or otherwise weaken you while they attempt to surround you. They grab at you, smash you into structures to cause pain, spit at you, secrete thick gooey sludge, and even create living blobs that can join in the fight. PRM zombies have higher stats, and several can outright kill mine finale creatures at the endgame. Zombies have a scorch mechanic, where they will burn into other zombies. In the core game they will recover with time, but in PRM they will stay permanently burned. There are several kinds of burned zombies, and both animal and human zombies will burn into a succession of zombies on their way to becoming innate corpses.
Rooster
Zombies are the largest faction, both in their diversity, membership, and range. They are the primary antagonists of the game, and will likely be the death of you. Zombies can take all manner of mammalian shapes, and will grind down any defense offered against them.
Evolution
Zombies are the original evolving faction, and posses the most and most varied single evolutions in the game. PRM only extends this trait, adding a whole new tier to the standard zombie template.
Hang on here, you're in for quite a ride with this one. Unlike most evolutions, the zombie and hungry zombie evolutions are so large I will list them.
-"Zombie" AND "Zombie_2" AND "Zombie_3" -->
-Zombie, Hungry Zombie, Skeleton, Mangler, Crawling Zombie, Acidic Zombie, Spitter Zombie, Corrosive Zombie, Shady Zombie, Zombie Hollow, Zombie Runner, Zombie Hunter, Zombie Predator, Shrieker Zombie, Screecher Zombie, Smoker Zombie, Grappler Zombie, Grabber Zombie, Zombie Brute, Zombie Wrestler, Zombie Nightstalker, Zombie Necromancer, Zombie Master, Zombie Hulk, Blob, Large Blob
-"Hungry Zombie" -->
-Zombie, Hungry Zombie, Rotting Zombie, Zombie Mangler, Zombie Husk, Crawling Zombie, Acidic Zombie, Spitter Zombie, Corrosive Zombie, Shady Zombie, Ethereal Zombie, Zombie Hollow, Zombie Nadir, Zombie Runner, Zombie Hunter, Zombie Predator, Shrieker Zombie, Screecher Zombie, Smoker Zombie, Bloated Zombie, Grappler Zombie, Grabber Zombie, Zombie Brute, Zombie Wrestler, Zombie Nightstalker, Zombie Necromancer, Zombie Master, Zombie Lord, Zombie Hulk, Large Blob
-"Zombie child" AND "Zombie Child_2" AND "Zombie_Child_3" -->
-"Zombie Scrapper" OR "Zombie Anklebiter" OR "Zombie Sproglodyte" OR "Zombie Shriekling" OR "Creepy Crawler" OR "Zombie Snotgobbler" OR "Zombie Waif"
-"Fat Zombie" AND "Fat Zombie_2" AND "Fat Zombie_3" -->
-"Bloated Zombie" OR "Boomer" OR "Huge Boomer" OR "Huge Boomer" [Glowing] OR "Shambling Zombie" OR "Shambler" OR "Putrid Zombie"
-"Zombie Scrapper" --> "Zombie Reaver"
-"Crawling Zombie" --> "Shambling Zombie"
-"Tough Zombie" AND "Tough Zombie_2" AND "Tough Zombie_3" --> "Hollow Zombie"
-"Zombie Master" --> "Zombie Lord"
-"Zombie Necromancer" --> "Zombie Lord"
-"Zombie Hulk" --> "Zombie Tank"
-"Smoker Zombie" AND "Bloated Zombie" --> "Putrid Zombie"
-"Shady Zombie" --> "Ethereal Zombie"
-"Zombie Hollow" --> "Zombie Nadir"
-"Swimmer Zombie" --> "Zombie Snapper"
-"Swimmer Zombie_2" --> "Encrusted Zombie"
-"Skeleton" --> "Zombie Mangler" --> "Zombie Husk"
-"Zombie Hulk" --> "Zombie Tank"
-"Shambling Zombie" --> "Shambler"
-"Zombie Dog" --> "Zombie Chaser"
-"Z-9" AND "Rotweiller" --> "Zombie Hunting Dog"
-"Skeleton Dog" --> "Hellhound"
Scorched Evolutions
In addition to the above evolutions, most zombies will burn into new monsters. Some of these monsters evolve, and while they will never heal they can be further burnt into weaker creatures and grow into stronger critters.
Evolutions
-"Scorched Zombie" --> "Scorched Zombie" [Upgraded]
-"Zombie Kinderling" --> "Burned Zombie Child"
-"Fiend" --> "Fiend" [Upgraded]
De-Evolutions
-"Scorched Zombie" [Upgraded] --> "Scorched Zombie --> "Gutted Zombie" --> "Gutted Zombie" [Terminal]
-"Burned Child Zombie" --> "Zombie Kinderling" --> "Gutted Zombie" [Terminal]
-"Fiend" [Upgraded] --> "Fiend" --> "Gutted Zombie" --> "Gutted Zombie" [Terminal]
-"Hooved Horror" --> "Torrid Beast" --> "Putrid Pile" --> "Putrified Pile" --> "Putrified Pile" [Terminal]
Monster Summaries
Greenies
Variant | Speed | Damage | Health | Dodge | Aggression | Morale | Physical Armor | Special Armor | Special Attacks | Angered By | Fear Of |
---|---|---|---|---|---|---|---|---|---|---|---|
Zombie 1 | 70 | 2d3 bash | 80 | Zero | Total | Average | Bite, Grab | ||||
Zombie 2 | 80 | 1d4 + 1bash, 1 cut | 70 | Poor | Total | Average | Bite, Grab | ||||
Zombie 3 | 65 | 2d4 bash | 80 | Zero | Total | Average | Low | Bite, Grab | |||
Hungry Zombie | 75 | 2d7 bash, 2 cut | 100 | Zero | Total | Average | Low | Bite, Grab |
'Greenies' are the basic, standard zombies of the game. They have no special powers, no unusual attacks, no outstanding features (for a zombie), and special perceptions.
Being the basic zombie unit, greenies form the majority of the actual zombies in the game. They overwhelm with their numbers, and are the backbone and linemen of the horde. If the horde were so organized as to have a backbone or line.
Children
Variant | Speed | Damage | Health | Dodge | Aggression | Morale | Physical Armor | Special Armor | Special Attacks | Angered By | Fear Of |
---|---|---|---|---|---|---|---|---|---|---|---|
Child Zombie 1 | 65 | 2d4 bash, 2 cut | 40 | Poor | Total | Average | |||||
Child Zombie 2 | 80 | 2d3 bash, 2 cut | 35 | Competent | Total | Average | Low bash | ||||
Child Zombie 3 | 60 | 3d3 bash, 3 cut | 50 | Poor | Total | Average | Low | ||||
Zombie Scrapper | 90 | 4d4 bash, 1 cut | 55 | Poor | Total | Average | Low | Bite | |||
Zombie Reaver | 105 | 4d5 bash, 5 cut | 80 | Competent | Total | Average | Moderate | Moderate fire, Moderate acid | Bite |
Zombie children are low damage, high dodge monsters. They can cause guilt, and increasingly use their small frame and higher speed to hunt down survivors. Their nature is standard, and as a whole they posses no special attributes, merely adding horrifying flavor we would all know was there whether or not they were represented.
Tough Zombies
Variant | Speed | Damage | Health | Dodge | Aggression | Morale | Physical Armor | Special Armor | Special Attacks | Angered By | Fear Of |
---|---|---|---|---|---|---|---|---|---|---|---|
Tough Zombie 1 | 85 | 3d3 bash, 1 cut | 100 | Poor | Total | Average | Low | Bite, Grab | |||
Tough Zombie 2 | 100 | 2d4 bash, 2 cut | 90 | Poor | Total | Average | Low | Grab, Bite | |||
Tough Zombie 3 | 80 | 3d4 bash | 125 | Poor | Total | Average | Moderate bash, Low cut | Bite, Grab |
Tough Zombies are described as fit, in shape human corpses. They are faster dodgier, and have more hp than the Greenies. They are superior enough to cause the death of a zero-skill survivor should they meet one.
However, with any significant skill tough zombies and regular zombies have little practical differences.
Fat Zombies
Variant | Speed | Damage | Health | Dodge | Aggression | Morale | Physical Armor | Special Armor | Special Attacks | Angered By | Fear Of |
---|---|---|---|---|---|---|---|---|---|---|---|
Fat Zombie 1 | 55 | 2d4 bash | 95 | Zero | Total | Average | Moderate bash, Low cut | Bite | |||
Fat Zombie 2 | 65 | 2d3 bash, 1 cut | 90 | Poor | Total | Average | Moderate bash, Low cut | Bite | |||
Fat Zombie 3 | 50 | 2d5 bash | 115 | Zero | Total | Average | Moderate bash, Low cut | Bite | |||
Glowing Huge Boomer | 85 | 3d3 bash | 120 | Zero | Total | Average | Moderate | Glowing Bile, Breathe |
Fat Zombies are high health, higher damage Greenies. They were corpulent in life, and in death this was only made more pronounced so they could better kill. After all, fat is an excellent buffer between skin and valuable muscle.
The glowing boomer does just as its name implies. It possesses no special function, no hidden attack, and is in many ways weaker than the original huge boomer.
Crawling Zombies
Variant | Speed | Damage | Health | Dodge | Aggression | Morale | Physical Armor | Special Armor | Special Attacks | Angered By | Fear Of |
---|---|---|---|---|---|---|---|---|---|---|---|
Shambling Zombie | 80 | 1d10 bash, 1 cut, 12 acid | 90 | Poor | Total | Average | Moderate bash, Low cut | Low Fire, Immune Acid | Grab, Acid Barf, Create Blob, Night Invisible, Acid Blood | ||
Shambler | 70 | 1d6 bash, 4 cut, 8 stab, 6 acid | 90 | Poor | Total | Average | Moderate bash, Low cut | Moderate fire, Immune acid | Emit Sludge, Acid Barf, Grab, Create Blob, Acid Blood, Absorb Items |
The shambler has made quite a name for itself with its ability to absorb items to gain health over its max hp. Not only does it delete items left on the ground, it can have thousands of hp if left to do so long enough.
While the shambling zombie is no pushover, using its sludge to slow down the player and its acid to cripple them, the shambler does this while creating new blobs and while having hp pools that can take whole ingame days to deplete.
The shambler has very poor movement speed out of water, and it is almost blind. It can hear and will eventually find combat or a wrecked car. Best to avoid it if you can or to kill it when it is alone.
Deformed Zombies
Variant | Speed | Damage | Health | Dodge | Aggression | Morale | Physical Armor | Special Armor | Special Attacks | Angered By | Fear Of |
---|---|---|---|---|---|---|---|---|---|---|---|
Rotting Zombie | 70 | 2d3 bash, 4 cut, 6 stab | 75 | Poor | Total | Average | Moderate bash, Low cut, Moderate stab | Grab, Bite, Emit Toxic Gas | |||
Scabby Zombie | 50 | 2d4 bash, 2 cut | 80 | Zero | Total | Average | Moderate bash, High cut | Electric Immune | Grab, Bite, Emit Flesh, Venom | ||
Maimed Zombie | 50 | 2d3 bash, 3 cut | 60 | Zero | Moderate | Average | Bite, Grab | ||||
Blind Zombie | 80 | 2d4 bash | 80 | Zero | Moderate | Average | Bite, Drag | ||||
Unseeing Zombie | 115 | 2d6 bash, 3 cut | 80 | Skilled | Moderate | Average | Moderate | Bite, Drag |
Deformed zombies, those that have obvious physical defects that are not from battle, are added in to add flavor to the game, add comparison points to the Greenies, and provide more zombies to upgrade into the Decay group.
These zombies are weaker than even standard zombies, excepting the unseeing zombie. The unseeing zombie has become adept at fighting despite its blindness.
Corrupted Zombies
Variant | Speed | Damage | Health | Dodge | Aggression | Morale | Physical Armor | Special Armor | Special Attacks | Angered By | Fear Of |
---|---|---|---|---|---|---|---|---|---|---|---|
Shadowed Zombie | 75 | 2d7 bash, 2 cut | 100 | Competent | Moderate | Average | Low | Night Invisible, Bite, Grab | Grab, Bite, Emit Flesh, Venom | Close, Faction Died, Hurt | |
Ethereal Zombie | 100 | 3d6 bash, 1 true | 90 | Skilled | Low | Average | Moderate bash, Insane cut | Low acid, Moderate fire | Bite, Grab, Night Invisible | Close, Faction Died, Stalk, Hurt | Fire (placate) |
Hollow Zombie | 80 | 2d8 bash, 3 cut | 115 | Competent | Total | Average | Moderate bash, Moderate cut, High stab | Stretch Bite, Stretch Attack, Grab |
Corrupted zombies, the most bloblike of the zombies, have begun acting less like physical being of our universe and more as if governed by another. The blob's influence on them is clear to see, granting them tough natural armor and elastic skin. They can hide in the shadows and attack a target from 3 or more tiles away.
while the shady zombies are found throughout the game, the nadir and the ethereal are endgame monsters that are more than capable of wiping out lesser survivors. A player who has found and destroyed nadirs has seen or been given the chance to see almost all the zombie hordes have to offer, save 1 or 2 others...
Zombie Overseers
Variant | Speed | Damage | Health | Dodge | Aggression | Morale | Physical Armor | Special Armor | Special Attacks | Angered By | Fear Of |
---|---|---|---|---|---|---|---|---|---|---|---|
Zombie Master | 90 | 2d6 bash | 180 | Competent | Low | Average | Low | Create Blob, Death Blobsplit, Upgrade Ally | Close, Hurt, Target Hurt | ||
Zombie Necromancer | 100 | 3d6 bash, 2 cut | 100 | Poor | Low | Average | Revive Ally, Create Blob, Death Blobsplit | Close, Hurt, Target Hurt | |||
Zombie Lord | 100 | 3d8 bash, 8 cut | 180 | Skilled | Low | Average | High bash, Moderate cut | Moderate acid, Low fire | Longswipe, Create Blob, Death Blobsplit, Revive Ally, Upgrade Ally | Close, Target Hurt | Hurt |
The members of the zombie hordes who are responsible for herding the horde and supporting the members are intelligent, powerful creatures. They hide in the back of the horde, reinforcing their lines with abilities that would otherwise seem supernatural.
All of these are high priority targets; all of them should be taken out as soon as possible. Explosives and ranged attacks should be used if no melee option exists, and running if preferable to fighting in a situation where most of a horde will need to be destroyed before you have a chance to kill these.
Electric Zombies
Variant | Speed | Damage | Health | Dodge | Aggression | Morale | Physical Armor | Special Armor | Special Attacks | Angered By | Fear Of |
---|---|---|---|---|---|---|---|---|---|---|---|
Sparker Zombie | 105 | 1d5 bash, 2 cut, 3 Electric | 125 | Competent | Total | Average | Low | Electric Immune | Bite, Shockstorm, Emit Sparks, Emit Shocks, Shockback | ||
Shocker Brute | 110 | 3d8 bash, 2 cut, 6 electric | 220 | Poor | Total | Average | Moderate bash, Moderate cut | Electric Immune | Shockback, Emit Sparks, Shockstorm, Smash |
Electrical zombies have been something of a staple in cdda, and PRM continues this by buffing the already buff coregame version of the brute, and by adding a stronger shocker zombie. These will emit electrical charges that will light up areas around them, and will damage even their allies as they move along.
Brutes
Variant | Speed | Damage | Health | Dodge | Aggression | Morale | Physical Armor | Special Armor | Special Attacks | Angered By | Fear Of |
---|---|---|---|---|---|---|---|---|---|---|---|
Nightstalker | 110 | 6d4 bash, 6 cut | 220 | Competent | Total | Average | High bash, Moderate cut | Smash, Stretch Attack, Longswipe, Night Invisible | |||
Wrestler Brute | 95 | 3d10 bash, 1 cut | 280 | Competent | Total | Average | High bash, Insane cut, Moderate stab | Smash, Legsweep, Rangepull, Drag, Bite |
These brutes were originally part of PRM. During their integration into the core game their stats were nerfed from approximately the above to their coregame levels. The mod restores them.
Swimmers
Variant | Speed | Damage | Health | Dodge | Aggression | Morale | Physical Armor | Special Armor | Special Attacks | Angered By | Fear Of |
---|---|---|---|---|---|---|---|---|---|---|---|
Swimming Zombie 2 | 90 | 2d6 bash, 3 cut | 80 | Poor | Total | Average | Low bash | Bite, Grab | |||
Encrusted Zombie | 85 | 2d8 bash, 1 cut | 120 | Poor | Total | Average | High bash, Insane cut, High stab | Moderate fire | Bite, Drag, Chitinous | ||
Mancroc | 100 | 3d5 bash, 8 cut | 120 | Poor | Total | Average | Low bash, Moderate cut | Intense Bite, Drag |
The swimming zombies are often less seen by the player, not because they are rare, but because they spawn in areas the player cant normally see and they don't spawn in areas the player normally spends significant time around.
Swimming zombies spawn in the rivers and at pools. Swimming zombies are frequently found when a player camps besides a river or when resting on a bridge, and can also be found around their swimming pools in the city; as early as day 1 the player can find the evolved forms at swimming pools.
Skeleton Zombies
Variant | Speed | Damage | Health | Dodge | Aggression | Morale | Physical Armor | Special Armor | Special Attacks | Angered By | Fear Of |
---|---|---|---|---|---|---|---|---|---|---|---|
Mangler Zombie | 95 | 3d3 bash, 5 cut, 8 stab | 65 | Competent | Total | Average | Low bash, High cut, Ludicrous stab | Low acid | Bite, Lunge | ||
Zombie Husk | 110 | 3d3 bash, 7 cut, 12 stab | 80 | Skilled | Total | Average | Low bash, Insane cut, Ludicrous stab | Low acid | Bite, Lunge, Impale, Death Smokeburst |
Zombie Aberrations
Variant | Speed | Damage | Health | Dodge | Aggression | Morale | Physical Armor | Special Armor | Special Attacks | Angered By | Fear Of |
---|---|---|---|---|---|---|---|---|---|---|---|
Zombie Tank | 150 | 2d20 bash, 4 cut | 650 | Competent | Total | Average | Insane bash, Insane cut, High stab | Moderate fire | Smash, Legsweep | ||
Putrid Zombie | 100 | 2d10 +7 bash | 110 | Poor | Total | Average | Insane bash, Low cut, High stab | Low acid | Emit Toxic Gas, Death Toxic Gas, Death Boomer Glow, Drag, Stretch Attack |
These zombies have no other specific home, but are quite grotesque in their own right. the zombie tank is de facto the strongest monster of the game, in terms of raw strength. The putrid zombie is a pink gooey abomination that is full of toxic poisons that threaten to bubble over.
Scorched and Nonhuman Zombies
Zombie Wildlife
Variant | Speed | Damage | Health | Dodge | Aggression | Morale | Physical Armor | Special Armor | Special Attacks | Angered By | Fear Of |
---|---|---|---|---|---|---|---|---|---|---|---|
Zoose | 140 | 3d6 bash, 7 cut | 230 | Zero | Moderate | Average | Moderate bash, Low cut | Low acid | Smash, Emit Flesh | Hurt, Close, Faction Attacked | Fire |
Grim Howler | 125 | 2d5 bash, 5 cut | 75 | Poor | EXTREME | Average | Low bash, Low cut | Emit Flesh, Bite | Fire | ||
Decayed Pouncer | 126 | 2d6 bash, 8 cut | 130 | Competent | EXTREME | Average | Low bash | Lunge, Leap | Stalk, Close | Sound | |
Zombear | 120 | 2d8 +12 bash, 8 cut | 180 | Poor | Moderate | Average | Low | Bite, Emit Flesh | Hurt, Close | Fire | |
Zombie Megabear | 110 | 2d18 +4 bash, 12 cut | 380 | Poor | Low | Average | Insane bash, Moderate cut | Bite, Swipe, Smash | Close, Target Hurt, Stalk | Fire | |
Zombie Horse | 170 | 2d8 bash, 14 stab | 140 | Poor | Moderate | Average | Low bash, Low cut | Low acid | Emit Flesh | Hurt, Close, Faction Died | Sound, Target Hurt (placate) |
Zombie wildlife is almost as aggressive as the human zombies. Pre-death intelligence does have an effect on zombie behavior, just as pre-death habits seem to.
Zombie wildlife is in all cases more brutal than healthy wildlife, although it is also clumsy and retains some of the fears of its living counterpart.
Of these, most people seem to report that the zombie horse is the most detrimental to one's health.
Zombie Dogs
Variant | Speed | Damage | Health | Dodge | Aggression | Morale | Physical Armor | Special Armor | Special Attacks | Angered By | Fear Of |
---|---|---|---|---|---|---|---|---|---|---|---|
Zombie Chaser | 110 | 1d15 bash, 3 cut | 55 | Poor | Total | Average | Low | Bite, Lunge | |||
Hell Hound | 110 | 3d7 bash, 7 cut, 3 heat | 60 | Competent | Total | Average | Low bash, High cut, Ludicrous stab | Moderate acid, High fire | Emit Smoke, Bite, Shriek Alert, Shriek Stun | ||
Zombie Hunting Dog | 95 | 2d9 bash, 2 cut, 2 acid | 50 | Poor | Total | Average | Ludicrous bash, Low cut, Low stab | High acid | Lunge, Leap, Bite, Explode, Death Glowing Boomer |
Zombie dogs evolve 1 step into 1 of 3 forms, the hell hound being the most dangerous one of these. The zombie dogs are fast, agile, and quick to bite.
Scorched Animals
Variant | Speed | Damage | Health | Dodge | Aggression | Morale | Physical Armor | Special Armor | Special Attacks | Angered By | Fear Of |
---|---|---|---|---|---|---|---|---|---|---|---|
Smokey Bear | 90 | 2d4 +16 bash, 12 cut | 100 | Poor | Moderate | Average | Moderate bash, High cut, Insane stab | Bite, Emit Smoke | Hurt, Close, Fire | Meat (placate), Target Weak (placate), Sound (placate) | |
Hooved Horror | 135 | 2d10 bash, 10 stab | 110 | Poor | Moderate | Average | High bash, Moderate cut | Smash | Faction Attacked | ||
Torrid Beast | 40 | 1d6 bash, 15 cut | 50 | Zero | Total | Average | Moderate bash, Low cut, Insane stab | Low acid | Shriek, Create Blob, Longswipe | ||
Putrid Pile | 70 | 1d8 bash, 1 acid | 50 | Zero | Total | Average | Moderate bash, Moderate stab | Moderate acid | Create Blob, Death Blobsplit | ||
Putrefied Pile | 70 | 1d8 bash | 30 | Zero | Total | Average | High bash, Moderate stab | Moderate acid | Death Blobsplit | ||
Putrefied Pile [Dead] | 70 | 1d8 bash | 30 | Zero | Total | Average | High bash, Moderate stab | Moderate acid | Death Blobsplit |
The Zanimal Devolution Tree is a fairly linear process. If a zombie horse enters it, they start at 'hooved horror', and continue to burn into the next weakest creature on the list, until they end up as a creature that leaves no corpse or they turn into a creature corpse that cannot revive.
The process of burning has begun to take longer than in previous versions, requiring more thorough burning, however it is quite possible in the case of large fires, such as house fires.
Scorched Children
Variant | Speed | Damage | Health | Dodge | Aggression | Morale | Physical Armor | Special Armor | Special Attacks | Angered By | Fear Of |
---|---|---|---|---|---|---|---|---|---|---|---|
Zombie Kinderling | 95 | 2d3 bash, 2 cut, 1 heat | 35 | Zero | Total | Average | Low bash, Low cut | Insane fire, Moderate acid | |||
Burned Child Zombie | 75 | 2d2 bash, 2 cut, 1 heat | 30 | Zero | Total | Average | Low bash, Moderate cut | Insane fire, Moderate acid |
Child zombies have the shortest devolution path of all the zombies. They turn into either the kinderling or the burned zombie, depending upon how strong they were in unlife.
Their heat damage is a very rare damage type, the same that the player receives for standing too close to a hot fire for too long.
Scorched Brutes
Variant | Speed | Damage | Health | Dodge | Aggression | Morale | Physical Armor | Special Armor | Special Attacks | Angered By | Fear Of |
---|---|---|---|---|---|---|---|---|---|---|---|
Fiend [shocker] | 75 | 2d8 bash, 6 cut, 8 electric | 180 | Zero | Total | Average | Moderate bash, Insane cut | Insane fire, High acid | Zapback, Smash, Grab | ||
Fiend 2 | 65 | 2d8 bash, 10 cut | 140 | Zero | Total | Average | High bash, Insane cut | Insane fire, High acid | Grab, Smash | ||
Fiend | 60 | 2d6 bash, 6 cut | 90 | Zero | Total | Average | Moderate bash, Insane cut | High fire, Moderate acid | Grab |
Fiends are the remains of a brute or hulk after it has been burned in intense fires. They are very dangerous foes, and never to be taken lightly, even at the endgame. Fiends are best engaged in range, or attacked by the highly mobile robots a survivor can employ.
Fiends that are too burnt will transform into gutted zombie corpses, rising again with the vast majority of their body too damaged for even the blob to manipulate.
Scorched Zombies
Variant | Speed | Damage | Health | Dodge | Aggression | Morale | Physical Armor | Special Armor | Special Attacks | Angered By | Fear Of |
---|---|---|---|---|---|---|---|---|---|---|---|
Zombie Abomination 2 | 30 | 2d8 bash, 4 cut | 120 | Poor | Moderate | Average | Moderate bash, High cut | Insane fire, Near-Immune acid | Death Blobsplit2, Upgrade Ally, Create Blob | Close, Target Weak | Hurt |
Zombie Abomination | 30 | 2d8 bash, 4 cut | 120 | Poor | Moderate | Average | Moderate bash, High cut | Insane fire, Near-Immune acid | Death Blobsplit2, Revive Ally, Create Blob | Close, Target Weak | Hurt |
Scorched Zombie [Shocker] | 95 | 2d4 bash, 4 cut, 6 electric | 70 | Zero | Total | Average | Moderate bash, Insane cut | Insane fire, Moderate acid | Death Smokeburst, Zapback | ||
Scorched Zombie 2 | 90 | 2d7 bash, 4 cut | 65 | Zero | Total | Average | Moderate bash, Insane cut | Insane fire, Moderate acid | Death Smokeburst | ||
Scorched Zombie | 85 | 2d2 bash, 4 cut | 50 | Zero | Total | Average | Low bash, High cut | High fire, Moderate acid | Death Smokeburst | ||
Gutted Zombie | 35 | 1d3 bash, 2 cut | 35 | Zero | Total | Average | Moderate bash, high cut | High fire, Near-Immune acid | Death Smokeburst, Death Blobsplit | ||
Gutted Zombie [Dead] | 35 | 1d3 bash, 2 cut | 35 | Zero | Total | Average | Moderate bash, high cut | High fire, Near-Immune acid |
Zombies will scorch into a zombie depending on their previous id and their strength. Special zombies, such as shockers, masters, or necromancers can retain some of their prior skill if they are 'only' severely burnt. Zombies will continue to devolve if left in fire for extended periods of time, and it is not uncommon for them to scorch themselves by lighting some gasoline in a gas tank on fire and supplying their clothing as additional fuel.
PRM Wiki Page Table
Type | --- | --- | --- | --- | --- | --- | |
---|---|---|---|---|---|---|---|
Factions | Ants | Doom | Fungus | Insects | Triffids | Wildlife and Mutants | Zombies |
Statdump | PRM Radiation | PRM the Conglomerate | Spawn Lists | Evolution/Upgrade Trees | Faction Balance | ||
Locations | Trapdoor Pits | Bumblebee Hives | Doom Structures | ||||
Items | PRM Marine Armor | Medicine | PRM: Miscellaneous Items | Recipes |