PRM Faction: Zombies

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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), or 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
Zombie Nadir 85 2d12 bash, 5 cut 140 Competent Total Average High bash, Moderate cut Low acid, Low fire 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 30 2d8 bash, 4 cut 120 Poor Moderate Average Moderate bash, High cut Insane fire, Near-Immune acid Death Blobsplit2, Upgrade Ally, Create Blob, Night Invisible Close, Target Weak Hurt
Zombie Abomination 2 30 2d8 bash, 4 cut 120 Poor Moderate Average Moderate bash, High cut Insane fire, Near-Immune acid Death Blobsplit2, Revive Ally, Create Blob, Night Invisible 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