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Outbreak:Undead.. Errata v1.

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Chapter 1 - About Outbreak: Undead.. pg. 2
Chapter 2 - Characters pg. 3
Chapter 3 - Skillls and Traits pg. 4
Chapter 4 - The Turn pg. 5
Chapter 5 - Zombies pg. 6
Chapter 6 - Combat pg. 7
Chapter 7 - Vehicles pg. 8
Chapter 8 - Equipment pg. 9
Chapter 9 - Gamemasters Section pg. 14
Chapter 10 - Glossary pg. 15
Index pg. 16

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Errata for the first printing of Outbreak: Undead..
Chapter 1: About Outbreak: Undead

Outbreak:Undead.. Errata v1.0


pg. 06
The result of opposed checks can be
determined by who has a greater number
of Degrees of Success if the value of
the numbers rolled on the d100 are
themselves not directly relevant to the
result of the check.

2
Chapter 2: Characters

Outbreak:Undead.. Errata v1.0


pg. 11
Strength
Average is 16-30, not 16-35 as stated.

pg. 18
Police, Military and Correctional Ofcers
will factor in their base 20 Attack before
the choice of skills that can increase a
characters Attack, not afterwards.

pg. 22
Doctor, Surgeon
Incorrectly lists Medicas a potential
bonus skill. The skill Medic does not
exist in this game.

pg. 25
Lawyer
Lawyers may also add a +25 bonus to
Empathy when making Per - Diplomacy
(Coax)checks in addition to the other
bonus this type allows.

pg. 26
Thief/Burglar
A thief or burglar must be taking Point
or be solo in order to take advantage of
their bonus for Per - Search, Hide check.

pg. 28-29
This is the Yourself as a Character
section that was referenced elsewhere.

Also, the SPEW stats of a character based


on a player may have a less than 120
total as per Template Character rules.
Characters based on players still have the
advantage of Gestalt Dice where template
characters generally do not.

pg. 30
The movement as indicated in the text
is correct, the list is incorrect. The entry
should read:
Base Movement (crawling speed) =
Height
Base Movement x2 = Normal speed
Base Movement x4 = Running speed
Base Movement x10 = All-Out Sprint

The sticky on the right incorrectly states


the Chapter that speed, stamina and
stealth are gone over in greater detail. It
is, in fact, Chapter 4, not Chapter 3.

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Chapter 3: Skills and Traits

Outbreak:Undead.. Errata v1.0


General note: allows a character to increase the 2nd Tier only extends to a single biome, and not
Most characters are allowed a base of 5 Empathy bonus to +15 if they are dealing all Per - Survival checks they make, so
Tiers worth of skills upon their creation. with someone who speaks the language as a character must choose a specic biome
Characters can sacrice 1 Tier for 5 extra their primary language. when selecting this skill. The available
points in any SPEW attribute. biomes are as follows: Temperate Forest,
Tertiary: Add +1 to Strongholds Tropical Rain Forest, Grassland, Desert,
pg. 31 Culture. Chaparral, Marine, Freshwater, Tundra,
Full Defense replaces unmodied Taiga, Ice, and Urban.
defense for the sake of clarity. The skill Billy Goat now has this
To determine Full Defense use the additional rule: Also, the Degradation rate of 10
following formula: This skill can manifest out of pure Essentials equipment is reduced by half.
Base Defense necessity. If a character survives long
+ Defense-increasing Skills enough for there to be an increase in The Training Time and prerequisite
+ Protective Gear = Full Defense Outbreak Level, then they may take Tier is reduced for taking additional
this skill for free if they have a Will of biomes as additional Survivalist skills.
pg. 36 30 or higher and naturally lack dietary This represents a character having the
Training time, unless otherwise stated, specicity. fundamentals of survival to a reex level
will be 1 week per existing Tier in any of understanding. Subsequent biomes
skill. pg. 48 count as 1st Tier instead of 4th Tier.
Calm
pg. 44 Secondary: +5 RA, +5 MA
Bilingual The Calm skill has a reduced Willpower
The Bilingual skill has been changed to prerequisite from 40 to 35. Tertiary: Strongholds get +1 Science and
the following: +1 Viability. This bonus only extends
pg. 60 the rst time the skill is taken, not for
Bilingual Heroic subsequent biomes.
No prerequisite The Heroic skill now applies to characters
1st Tier escorting Population during an All-Out pg. 77
The character has the ability to speak, Defense mission. Trigger Discipline
read and write in another language can The benet of the Trigger Discipline
allow more exibility in ones ability pg. 65 skill extends to wasted shots from ring
to interact with others in their effort to Martial Artist modes, as well as Panic.
survive. Learning this skill at a time other The Martial Artist skill has reduced
than at the characters creation will count SPEW attribute prerequisites. Characters
as taking a 2nd Tier skill, but will start at only need 30 Strength and Perception in
1st Tier level of understanding. order to take this skill, not 35 as stated in
the book.
1st Tier: Basic understanding.
Requires a Perception check in order to pg. 75
communicate, but the limited grasp on the Survivalist
language will be immediately apparent. The Survivalist skill should read as
The Difculty of the check is 2, increased follows:
by a further +2 if the language is not of
the same family of the primary language The main feature of this skill is that
of the character attempting to use it. rugged independence and simplicity
of lifestyle are mandatory, as well as
2nd Tier: Fluency. Characters experience being away from civilization
with this skill can speak and read one for long periods of time.
additional language uently and add +5
to Empathy for any Emp - Diplomacy The character has increased ability
checks. to survive for prolonged periods of time
using basic tools. Characters with this
3rd Tier +: If a character takes skill will be granted a Perception bonus of
this Skill to the 3rd Tier and beyond for a +15 for Per - Survival (biome) checks.
single language, they have mastered the Once a safe place or regular food supply
language and speak it with eloquence and is found, you do not have to roll checks to
can pick up and speak different dialects nd it again unless you are sidetracked or
of the same language if need be. This disoriented somehow. Note that this skill

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Chapter 4: The Turn

Outbreak:Undead.. Errata v1.0


pg. 92
Movement should include the following pg. 104
in the list: Navigation
- Rest/Laying Low - Vision and Hearing For further clarity on this skill, the
sense are reduced to Lv. 0 when Difculties associated with this skill is
determining the percentage values of E%. assumed that no navigational aides are
available. Most populated areas are laid
Doubletime should be changed to out in such a way to make navigation
Running to keep game terminology easier, so provide the following bonuses:
consistent. The entry is otherwise Nearly all populated areas are planned
unchanged. to aid in navigation using several signs
and roads to lead the way. As a result,
pg. 99 a character may add the following
Basic Formation bonuses to their Perception for making
Per - Navigation checks in certain areas
A broken formation can be rallied back providing they have proper directions to
in line. The character who wishes to take start with:
Point must make an Emp - Diplomacy +25 for rural areas
(Command, Intimidate) check in order to +20 for suburban areas and small
rally the characters back into formation. towns
+15 for large cities
pg. 101 +5 for well-worn trails
Endurance +0 for being in the middle of
For further clarity on when a Str - nowhere or in unfamiliar
Endurance check is warranted: towns or cities
An Endurance check is made when a
character wishes to spend consecutive pg. 107
periods of Time exerting themselves by Hold
sprinting or in lieu of a Per - Survival The Difculty of the Hold action is equal
check to stay awake throughout the night to the Perception Level of the opponents
instead of nding proper food or shelter. in the encounter, if in range of any of their
A Character does not remove Difculty opponents senses as per pg. 136-139. If
penalties for Endurance checks if they are out of range, the Perception Level is not
forcing themselves to stay awake. factored into the Difculty.

Also, each Time spent resting requires


that characters not make any signicant
movement in addition to taking no
actions.

pg. 103
Survival
Change the Degrees of Success entry to
the following:
Degrees of Success: A character is able
to sleep and heal wounds as if they were
in a Stronghold. They are able to nd
a local food source and are sheltered
enough to sleep for 1 Time per degree of
success. During these periods of Time, no
E% are made. A Headshot in this check
will either result in a character nding a
shelter that can be retreated to and used
later or nd a very plentiful food or fresh
water source. This will decrease the
Difculty of subsequent checks by 2 to a
minimum of 0 if the character manages to
get to the same place.

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Chapter 5: Zombies

Outbreak:Undead.. Errata v1.0


pg. 144 Low by allowing Zombies to still use
Character Movement and E% Checks their Listen sense even if the characters
Add the following entry: do not move or perform any actions
during periods of Time. Zombies still may
Rest/Laying Low - Zombies do not factor not use their Vision sense, however.
in their Hearing or Vision sense when
determining the result of an E%. Bane (Flame Weapons, Shotguns) - These
are bane weapons against Raptor swarms.
pg. 165
Glutton Resistance (Rie Weapons, Bows/
Throwing their Weight Around - A Crossbows, Piercing Weapons) - Only an
gluttons damage roll will only cause Bite Attack with 3 or more degrees of success
Wounds if the character being Grappled is will count as a successful ZK% against
Knocked Prone. If a Glutton is successful Raptors when using these weapons.
in their Grapple check, then the character
must make a Per - Balance check or be
knocked prone as a result of the Impact
Wound from the Grapple. The character
being knocked prone still counts as being
in a Grapple with the Glutton.

pg. 175
The Beasts
A GM can deem certain areas to be the
habitat of such monsters and that any
successful E% they make will result in
encounters with zombie Beasts, not just
those successful by a certain amount of
degrees of success.

pg. 180
Raptors
These beasts now use Swarm rules as
detailed in our FCF, but will be repeated
here for ease of reference.

Swarm - Raptors are not dangerous unless


encountered in large numbers. Roll (d3 +
OL) when the encounter begins, this will
be the Size to determine the number of
successful ZK% needed to destroy the
Raptor swarm.

Damage - The collective pecking of


Raptors will only do 1 Damage per Size
of the swarm. Defense, however, does not
reduce damage characters take.

Pursue - Fleeing a zombie encounter with


raptors will cause them to follow you,
continuing to add their Vision bonus
to subsequent ZE% rolls and their Alert
bonus to the number of zombies players
encounter as long as players move in
plain sight. Hiding in buildings will not
cause them to go away. The raptors will
simply wait outside and make noise. This
negates the benet of Resting/Laying

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Chapter 6: Combat

Outbreak:Undead.. Errata v1.0


pg. 201 Ranged Attack check, then they will count
Damage and (Size) as having rolled a 0 on their Grapple
Some types of zombies require more check when determining the results,
successful ZK% made against them than which means their base Strength (plus any
their physical size may indicate. This potential modiers from skills) may still
means they are simply more resilient apply to the result. This means that even
without being larger. Their physical size a failed point-blank shot may still result
will still be listed as a number in the in a successful Grapple, even if that is
Zombie entry, but the actual number of unlikely.
ZK% that need to be made against them
will be listed in parenthesis alongside pg. 233
their physical size if such a distinction Healing
needs to be made, so the entry would Generally, 20 Time is the minimum
read Size: 1 (3), meaning that it is Size required before any kind of natural
1 physically (making it average human healing can occur.
sized), but for whatever reason requires
3 successful ZK% to be made against the
zombie before it is destroyed.
These exceptions are rare, and typically
involve zombies of the Unique type
instead of those that are considered
Standard.

pg. 203
Damage and the Living
When determining the results of Ranged
or Melee Attacks against The Living the
Lethality of the weapon doesnt factor in
the same way it does with zombie targets.
Instead of causing an outright kill, an
attacker gets to roll a number of damage
dice as indicated in a weapons entry per
degree of success in their attack the same
way Zombies get to roll their damage
after a successful grapple with a character.
Because The Living are much more
susceptible to injury, a character landing
an attack against The Living will get to
add bonus Degrees of Success equal to
the tens value of the weapons Lethality
at the appropriate range.
i.e. A rearm with a short range Lethality
of 35 will add 3 bonus degrees of success
when determining the amount of damage
dice allowed to be rolled for making a
successful attack with it.

pg. 207
Weight of Numbers
The weight of numbers bonus counts the
combined Size of both sides, not just the
number of participants.

pg. 213
Failing While Using Pistols as Defensive
Weapons
When a character uses a Pistol
weapon defensively and fails their

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Chapter 7: Vehicles

Outbreak:Undead.. Errata v1.0


Vehicle Universal Special Rules something signicantly larger or smaller
than it, or when determining how difcult
Aquatic/Amphibious it is to navigate terrain. All things with
This kind of vehicle is either totally a Size are subject to the limitations of
restricted to water or in rare examples, their physical dimensions, regardless
certain amphibious vehicles can drive on of how well they can navigate certain
land as well. terrain.

Electric/Hybrid A Size prole is restricted to those


Decrease the Vee of a vehicle by half objects that are too large to have simple
when determining Fuel Consumption. CU values, or the objects themselves
would not be appropriately described as
Overload (X) being cargo. An object with CU is always
Some vehicles are designed to carry lots an inanimate object, but living objects and
of cargo and heavy loads. The number especially large inanimate objects all use
in the (X) position is the multiplier for Size to describe them.
the amount of Cargo capacity a vehicle
can carry before any noticible loss in pg. 252
performance.
Pedal - Each Time a pedal powered These entries have the following changes:
vehicle is used, a Str - Endurance check
must be made. For its rate of acceleration SUV/Small Truck
a character can count the vehicle as Fuel: 6
having Vee equal to the Difculty of Overload (2x)
the Str - Endurance or Per - Drive
(bicycle) check. Each Vee will increase Pickup Truck
the Difculty by a cumulative 1 (1 Vee = Overload (3x)
Difculty 1, 2 Vee = Difculty 2, 3 Vee =
Difculty 4, etc). Pedal powered vehicles
are exempt from Fuel Consumption
rules.

Flight
Vehicles capable of ight will be able
to avoid all E% results while in the air
against non-ying opponents and can
travel several times faster than on land,
varying wildly depending on the type of
vehicle. They require specialized places to
take off and land (excepting helicopters)
and ying one untrained is impossible.
Those attempting will have the Difculty
increased by 2 per Size of the vehicle and
will treat any failed Per - Drive (ight
capable vehicle) as a Catastrophe.

Fuel Consumption
A Vehicle will consume 1 CU of Fuel
per Time equal to the vehicles Vee +
Structure - Size rounding down unless
stated otherwise. If this number is less
than 1, then count it as 1.

Size
An objects Size is how massive it is.
It encompasses both weight and volume.
Most of the time, a player will not need
to consider Size unless interacting with

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Chapter 8: Equipment

Outbreak:Undead.. Errata v1.0


pg. 254 the Resource Catalog of what is available
For further clarity on the following To continue with this example, the for purchase. The individual items
entries: need for such gear will often determine themselves are subject to Degredation
CU - Cargo Units. This is how much availability, which means that the snow on the chart before the supply of a certain
space the equipment normally takes up. It gear mentioned may be common or item is exhausted.
also determines the items purchase price Uncommon if searching for it in the
in Resource if no Value is associated arctic outbreak scenario, whereas the What is on this list is based
with the item for purposes of trade or same gear in the desert would probably be on the locations that the characters loot
bartering. An item with Value 0 that has considered Rare. during missions or what kind of location
CU is simply an item that takes up space they are in when the game starts. For most
with no worth. Value 0 scenarios, the items are automatically
Value - This is the value of the equipment It is possible to give some added to the catalog once the location is
for the purpose of trade or bribery. This objects and equipment a Value of 0. successfully searched. The master list that
can also be set at 0, which indicates that This gives it virtually no worth when can be purchased from when characters
it cannot be bartered with, even by using attempting to barter with it or trade with are in their Stronghold is the Stronghold
its CU in place of a Value. Such items it. This represents items that are useless Resource Catalog. Otherwise, purchases
are considered so common that they are or are so common that they are almost can only be made in the location they are
worthless. everywhere. Since the item will still have found in.
CU, they must still be purchased with
pg. 259 Resource, as the item will still have mass A GM places items in the
Bartering and Persuasion and volume, and hence still take up space master Resource Catalog available to the
even if the Value is 0. This is necessary characters by the degrees of success of the
Characters bartering will increase because the entire economy of scavenging Per - Search check made at that location.
or decrease Difculty of an Emp - is based on how heavy something is and The drawback to using Resource Catalogs
Diplomacy (Barter) by 1 per Value of how much volume it takes up. is that each location a player searches
discrepancy. Not 5 and 3 as stated in the may require its own available items for
book. A GM can allow for Value 0 their resource catalog.
items to be searched for with bonuses Here is a sample Resource Catalog.
**An Important Note Regarding Value, or without requiring an entire period of
Uncommon and Rare Descriptors** Time like normal searches. For instance,
In regards to equipments Value, looking for a change of clothes will often
and Uncommon and Rare descriptors: be an easy task, so a GM can waive the
these are values and descriptors that can normal 1 Time requirement in order
vary completely from outbreak scenario to obtain such equipment or can grant
to outbreak scenario. Even within the signicant Perception bonuses to for the
same outbreak scenario, two geographic Search check.
regions can place greater value on certain
items based on their availability and need. Most simple bludgeoning,
It is impossible to cover every possible piercing and slashing weapons can be
scenario with a blanket Value or assume considered Value 0 for the purposes of
that an item will always be common, searching in this way.
uncommon or rare for this reason.
Because of this, it is part of outbreak pg. 260
scenario construction to determine what, Alternative Purchase Option: The Resorce
if anything, is considered uncommon Catalog
or rare as well as giving such items a A GM, if they desire, can
Value that reects an objects worth in construct a Resource Catalog as a
the scenario a GM constructs. method to track what the survivors have
gathered with their searches. A Resource
i.e. An outbreak scenario that takes Catalog is a list of what a character is able
place at an arctic research facility may to purchase with their available Resource.
give heavy down jackets and snowshoes The benet to using this is that there is
a high Value due to their usefulness no such thing as Unspent Resource,
(and in some case, due to their absolute as everything that could potentially be
necessity), but an outbreak scenario that available for purchase with Resource has
takes place in a desert will treat the same been made known. Instead of nding the
objects as having virtually no Value items individually, the characters search
because there is no need for them. not only to gather Resource, but to expand

9
Chapter 8: Equipment, contd

Outbreak:Undead.. Errata v1.0


Resource Catalog (Crazy Roberts Hunting Supply)
Degrees of Success for Per - Search - Name of item that can be purchased - (Degradation)
0 - Gun Cleaning Kit- (1)
1 - Intermediate Pistol Cartridges (4)
2 - Stun Gun - (1), First Aid Kit - (2), 9mm Handgun - (3)
3 - Intermediate Pistol Cartridges (0.5), Empty Magazine (2), Gasoline Can - (4)
4 - Shotgun - (3), Intermediate Rie Cartridges (2), Shotgun Shells - (2)
5 - Intermediate Rie - (4), SMG (intermediate cartridges) - (5)

The players in the above from 1-4 degrees of success. The Whether or not a GM reveals
example looting the gun store, items on the list that indicate that there are items yet to be
get signicant degrees of that they require 5 degrees of found at a location is entirely
success with their Per - Search success to purchase still remain up to the GM.
check, for instance, achieving unavailable to the characters.
4 degrees of success, indicates So in this case, all but the Note: The same item may
that looting the store yields not Intermediate Rie and SMG can appear multiple times on the
only 4 additional Resource as be purchased with the Resource same Resource Catalog. This
per normal Search rules, but the gathered during this mission. is done to represent caches
4 degrees of success indicates The rest of the items that have of the same weapon hidden in
that the players uncovered all been found can be added to the different quantities, thus giving
but the most hidden items on the Stronghold Resource Catalog them differing Degradation
list and would be allowed to add and remain there, or the item values.
the items to their own catalog as can be purchased immediately.
indicated on the stores catalog

Resource Catalogs and Degradation


Each time an item is purchased from a Resource Catalog, roll Degradation as per the rules
on pg. 302. If the roll indicates that the item is degraded, then it may no longer be purchased from
the Resource Catalog. It must be searched for again at a different location (or the same location at a
different degree of success requirement) in order to restore its availability for purchase.

10
Chapter 8: Equipment, contd

Outbreak:Undead.. Errata v1.0


pg. 261 Flame weapons do not generate Noise Heavy Machine Gun
Currency and Exchange unless it is an explosive, in which case it FC: uses Firing Modes
Substitute the formula in the book for the will generate 1 Noise per 10 Lethality of Some examples are as follows: Browning
following: the weapon. M2, certain GPMGs (general purpose
(currency exchange rate for 1 oz of gold) machine guns)
x (Outbreak Level) pg. 273
= 1 Value Intermediate Pistol Cartridges Heavy Machine Guns DO NOT have
Note that .38 Special will occasionally 3-Round Burst as a ring mode.
pg. 263 fall under this category depending on the
Universal Firearm Rules rearm using it. Also, certain types of
New Universal Special Rules ammunition similar to the 9mm will have
the stopping power of a cartridge of much
Armor Penetration (#) higher calibers, such as in hollowpoints,
These rearms are extremely effective dum-dum and tungsten rounds. Most
at penetrating defenses. It will decrease police ofcers carry such ammunition
Defense equal to the value indicated standard. Such exceptions may use the
where the (#) is after Armor Penetration Lethality and Damage entry of a Heavy
at close range, 1 less than the value at Pistol Cartridge.
medium range, and 2 less than the value
at long range. pg. 278
Intermediate Rie Cartridges
The examples are claried as follows
Recoil 5.45x59 Soviet-7.62 Soviet (includes 5.56
All rearms produce some recoil, some NATO), .30-06
much more than others. Some produce
so much that it takes quite a bit of pg. 279
Strength in order to keep a rearm steady. Heavy Rie Cartridges
A rearm with this in their entry will The examples are claried as follows:
be a weapon that has such tremendous Historical: 6.5 Arisaka-.30-40 Krag, 8mm
recoil that a character needs at least 5 Mauser,
Strength for every full 10 of Lethality Modern: 7mm 300 WSM
the rearm has at its closest range. If
someone of lesser Strength attempts to Massive Rie Cartridges
use the weapon, then it will increase the An additional example is the 308 Lapua
Difculty of its use by 1 or more. Note Magnum
that there are very few rearms that
would produce this much recoil, as many pg. 281
models now incorporate mechanisms that Light Machine Guns
suppress recoil tremendously. Its only CU: 2
those models that lack such measures that FC: Uses ring modes
would have this additional rule. The M60 was classied incorrectly as
falling under this category. MG42 is more
Special Firearm Rules accurate.
Noise Light machine guns also DO NOT have
Add this to the entry: A rearm will have 3-Round Burst as a ring mode.
Noise: 1 unless indicated otherwise.
Add this entry:
Shock and Awe Medium Machine Gun
Add this to the entry: Survivors may Lethality: 35/30/25
claim a +15 bonus to Empathy for Emp - CU: 3
Diplomacy (Intimidate) checks. FC: Firing Mode: Fully Automatic
Capacity: 100 round magazine
Firing Mode: Fully Automatic Value: 12 per Outbreak Level (12xOL)
Add this to the entry: Damage: 2d6
Generates +1 Noise more than MG-42, M60
normal, but it counts as sustained noise. Special: Firing Mode: Fully Automatic.
Rare.
Flame Weapons

11
Chapter 8: Equipment, contd

Outbreak:Undead.. Errata v1.0


Shotgun Shells making it a more stable projectile. Both useful for knocking down targets and are
slugs feature ns, which increase stability used by police to subdue violent suspects.
Shotgun Shells, 7 1/2 Birdshot in ight. This sort of round has the same The bean bag round is by far the most
Lethality: 40/25/5 Lethality at medium range as they do common non-lethal round used. Due to
CU: 15 shells = 1CU at short range. They also have the same the large surface area of these rounds,
FC: 2 Lethality at all ranges, but their long they lose velocity rapidly, and must be
Capacity: 5 round magazine range tops out at approximately 450 feet. used at fairly short ranges to be effective.
Value: 6 per Outbreak Level (6xOL) Among special shotgun shells, these are Use at extremely short ranges, under 10
Damage: 1d6 among the most widely available. feet (3 m) can result in broken bones
or other serious or lethal injury. These
Shotgun Shells, 00 Buckshot Armor Penetrating or Steel slugs benet rounds can only make a zombie Knocked
Lethality: 60/25/10 from increased penetrating power, so Prone at close range. To a zombie, it is
CU: 15 shells = 1CU as a result, at short and medium range, useless at medium and long ranges. The
FC: 2 their Lethality is increased by 10 and Living will have to make a Str - Resist
Capacity: 5 round magazine get +1d6 damage. They also have Armor Pain check or be Knocked Prone. If
Value: 6 per Outbreak Level (6xOL) Penetration: 4. they fail the Str - Resist Pain check by
Damage: 1d6 more than 3 degrees of failure then the
Fleschette rounds contain aerodynamic character will also be in Pain, but the pain
darts, typically from 8 to 20 in number. will fade after the Encounter.
Slugs/Specialty Rounds
The echettes provide greatly extended
range due to their aerodynamic shape, Gas shells spray a cone of gas for several
The unique construction and make of
and improved penetration of light armor. meters. These are primarily used by riot
the shotgun allows for unparalleled
Performance is poor due to the very light police. They normally contain pepper gas
customizability with ammunition types.
weight of the echettes, and their use was or tear gas. Other variations launch a gas
While most of these serve to make the
quickly dropped from the military due to grenade-like projectile. These are literally
round less lethal, it serves to make the
its ineffectiveness at penetrating defense. useless against the undead. Against the
shotgun quite versatile.
In addition, the use of such rounds was living, the targets will immediately be
banned by the Geneva Convention, thrown into a state of Pain. If the target
Hunting, Non-Lethal, and Military
which makes this round exceptionally has a gas mask or some similar protection,
Shells
rare. Its just as well, these rounds are not then the round has no effect.
particularly useful. Against the Living,
These specialized rounds are usually rare.
they have an increased Lethality of 5 at Disintegrator or Breaching shells are
The reason being is that their use is either
all ranges. designed to blow out deadbolts, door
restricted or not widely distributed. Some
locks and door hinges without risking
of these shells are included strictly for
Tungsten shells have incredible the lives of those beyond the door. These
the sake of completeness (or admittedly,
penetrating power. They add +15 to all rounds are packed with a mixture of dense
novelty).
Lethalities and have Armor Penetration 4. metal powder (often lead) and wax, which
can destroy a lock then immediately
Bolo rounds contain 2 round balls or discs
Grenade rounds use exploding projectiles disperse. They are used by SWAT teams
connected with wire. This immediately
to increase long range lethality. These to quickly force entry into a locked room.
knocks the target prone and they must
are currently experimental (and thus Using a disintegrator shell will reduce the
spend an extra turn getting up. Use the
nearly impossible to obtain), but grenade Difculty of Per - Search checks by 1,
percentage chance for both zombies and
rounds, which comes in both armor and generates 1 Risk. This is still lethal at
the living to see if the bolo shell binds
penetrating and fragmentary forms, is close range, despite it being in the non-
the target. This is woefully inaccurate,
under consideration by military forces. It lethal category.
however, and increases the Difculty of
is unlikely that you will ever come across
all shots red by 3.
these shells. They are included here for Bird bombs/Screechers/Flares are low-
the sake of completeness. Grenade rounds powered rounds that re a are, recraker
Buck and Ball rounds contain a half
get +10 Lethality at short range and have or noisemaker that is fused to explode a
sized slug with buckshot piled on top of it.
the same Lethalty at medium and long short time after ring. They are designed
This increases Lethality by +10/+15/+10
range as they do at short range and get to scare animals, such as birds that
to indicate its effectiveness at medium
+1d6 to their Damage congregate on airport runways, garbage
range, where most shotgun shells begin to
dumps and ground recievers for delicate
drastically lose effectiveness.
Non-lethal rounds radio instrumentation. This has no effect
on the undead or the living. It serves
Brenneke and Foster 1 oz slugs are ried
Bean Bags/Rubber Slugs/Rubber as a signal are and will unfortunately
for increased accuracy. The hollowed rear
Buckshot re a loose, dense, or bouncy alert zombies to your presence far more
further improves accuracy by placing
substance. The punch effect of the bag is than most other type of cartridges or
more mass in the front of the projectile,
12
Chapter 8: Equipment, contd

Outbreak:Undead.. Errata v1.0


shells. This can count as a one use only pg. 315
noisemaker or a signal are or both. To Multi Tool
summarize: Value: 3xOL
Bird Bomb - Noise
Screecher - Noise Scope
Flare - Noise, Light Value: 4xOL
Add the following entry:
Blank shells contain only a small amount When rst attached, at least 1 Time and
of powder and no actual load. When 0.5 CU worth of ammo must be spent
red, the blanks provide the sound and to zero or calibrate the scope to the
ash of a real load, but with no projectile. trajectory of the rearm.
These may be used for simulation of
gunre, scaring wildlife, or as power for pg. 316
a launching device. This can only be used Stun Gun
to intimidate the living or draw attention. The chance of a stun gun knocking its
target prone is equal to 75% - 25% per
Shock and Awe Size of the target.
Add this to the entry: Characters also
claim a +30 bonus to Emp - Diplomacy
(Intimidate) instead of the normal +15
allowed by rearms.

pg. 286
Bows/Compound Bows/Crossbows
If you know the pull of your bow, then
add +1 to the ZK% per 5lb. of pull on the
bow.

pg. 287
Bows and Crossbows use pistol range
increments.

pg. 304
There is no more 10 Essentials entry. It
has been replaced by Survival Kit that
has the following prole:
Survival Kit
A basic survival kit, sometimes called the
10 Essentials.
Cargo: 1
Value: 3
Degradation: 3
Reduce the Difculty of a Per -
Survival check by 1.
1 Resource can be spent to remove d6
Degradation points from this item.

pg. 313
Laser Sight
A Laser Sight will grant bonuses to a
characters Ranged Attack instead of to
the weapons Lethality. Also, add the
following entry:
When rst attached, at least 1 Time and
0.5 CU worth of ammo must be spent
to zero or calibrate the sight to the
trajectory of the rearm.

13
Chapter 9: Gamemasters Section

Outbreak:Undead.. Errata v1.0


pg. 346-347 item of protective gear is created of the
For ease of reference, we added the base pg. 392 material used to determine the Time and
E% modier of each Outbreak Level: Fortify Objective of this mission.
Outbreak Level 1: +5 E% False Sense of Security - add the note
Outbreak Level 2: +10 E% that a GM is recommended to make the Failure: Nothing is created and Resource
Outbreak Level 3: +15 E% check for this missions success entirely is wasted.
Outbreak Level 4: +20 E% in secret to factor in this rule more
accurately. Special:
Stronghold Stats and Tertiary Skills Production Speed - A character can
Bonuses granted by Tertiary skills pg. 394 decrease the Time requirement by 1
can allow a Stronghold attribute to be Practice Makes Perfect stage of Difculty to Craft by increasing
higher than it is normally allowed due Failure the Difculty of the required Perception
to restrictions based on other attributes. A catastrophe in the Objective will result check by 1.
Such as, Culture cannot be greater in the waste of both Time and whatever
than Population, but a character with Resources were spent. pg. 417
the Bilingual skill is able to increase it Note that Uncommon and Rare equipment
beyond that due to a Tertiary Skill bonus. pg. 397 are mechanics that are introduced, but
Stealth it is up to the GM to determine what is
pg. 363 Additional Drilling - Training Time for considered Uncommon or Rare based
Piggybacking Missions additional drilling in this formation is upon their own Outbreak Scenario.
Per - Survival checks are described on only d10, not 15d10 as in the rst taking
pg. 103 and is in Chapter 4. of this formation. Hold the Door!
The Difculty to search while a door is
pg. 365 pg. 398 being held is increased by 1, not d6+1.
For the Lost! result, change it to the Tripwire Alarms
following: Explosive - change the word explosive pg. 421
4. Lost! - The characters, in their hasty to Munitions to more properly reect Although it is up to the GM if this is the
retreat, got turned around and they lost game terminology. case, the following are no longer ofcially
large amounts of time backtracking. Add factors in determining Risk:
+2d6 to the Time counter. They count as pg. 400 - Survivors do not increase Risk by
being active during these periods of Time, We Know This Much... distance traveled. Instead its mainly
increasing the Risk signicantly. See the Time: 1d6 determined by Time spent active.
Risk section later in this chapter for - Survivors cannot reduce Risk by doing
details. pg. 403 evasive maneuvers.
Add this mission:
pg. 369 Basic Weapon/Armor Manufacture pg. 424
All Hope is Lost! - Roll a d10 instead of (Equipment Manufacture) Our most shameful mistake... the rst
a d6 to see if the Stronghold starts in a Survivors can make basic weaponry using section of this page is repeated from the
panic. raw materials. previous page... theyre correct otherwise.

pg. 371 Prerequisites: 2 Resource, means to work Defense of a Location


Bell the Cat the material into shape (for Difcult/Very Structure Class 1 - ...A location with 5 or
Piggyback Mission - add this mission Difcult to Craft materials only) more points of entry.
can be piggybacked without any sort of Structure Class 2 - ...A location with no
penalty to the entry. Time: 2d6 Time for every stage of more than 4 points of entry.
Difculty to Craft. Very Easy only
pg. 381 requires 1d3 Time. +1d6 Time per stage pg. 425
Search and Rescue of Durability the material has. Defense of a Location, contd.
Piggyback Mission - add this mission Structure Class 3 - ...A location with no
can be piggybacked without any sort of Objective: Successful Perception more than 3 points of entry.
penalty to the entry. check. This skill is modied by bonuses Structure Class 4 - ...A location with no
granted to types who have bonuses to more than 2 main points of entry.
pg. 383 manufacturing checks. Structure Class 5 - ...A location with only
Supply Raid a single main point of entry.
Success: Any supplies gained by the Success: One short, medium or long
success of this mission does not require simple weapon (Bludgeon, Piercing,
any Per - Search check to claim and Slashing) is made. Using this as a weapon
does not require any Time to gather. does not count as Gross Misuse. Or one

14
Chapter 10: Glossary

Outbreak:Undead.. Errata v1.0


Encounter Check (E%) - The check a
GM makes to determine what, if anything
is encountered during a period of Time or
when performing certain actions. What
is encountered based on the checks
Degrees of Success or Degrees of Failure
is determined by the Outbreak Level
and other factors that contribute to the
Outbreak Scenario.

Resource - The basis of an economy


based on scavenging; Resource represents
the equipment gathered during searching
or looting that can be traded in for gear
depending upon where the survivors
search.

Resource Catalog - A method of keeping


track of what has been made available
to purchase with Resource that has been
found during the course of a search.
The items on the Resource Catalog are
subject to Degradation to determine their
availabilty for purchase.

Rest - Taking no actions during a period


of Time. Encounter checks are still
made, but zombies do not add their
Hearing or their Vision sense to the
percentage chance of the E% success.
This may decrease the Difculty of Str -
Endurance checks, but only if voluntarily
resting, and not forcing themselves to
stay awake instead of making a Per -
Survival check.

Time - A span of time that is anywhere


from 45 - 90 minutes. There are roughly
20 periods of Time that make up a single
day. At what point it becomes night
depends upon the geographic region and
the time of year.

15
Outbreak:Undead.. Errata v1.0
Outbreak: Undead Index for the First Edition
Actions Mechanic - 20 Darkness - 353
Combined - 95 Metallurgist - 26 Dehydration - 353, 354
Combined Opposed - 95 Military - 17, 18 Freezing - 353, 354
Common - 95 Nurse - 21 Noise - 353, 354
Empathy - 95 Pharmacist - 21 Smoke - 353
Perception - 95 Photographer - 23, 24 Starvation - 353, 354
Strength - 95 Police - 17, 18 Water - 353
Typical - 90 Priest/Rabbi/Preacher/ Core Mechanics - 05
Wasted - 96 Minister/ Monk - 27 Currency Exchange - 261
Will - 95 R.O.T.C. - 28 Damage - 203
Adrenaline Boost - 100 Rancher - 27 Armor Priority - 225-227
Advanced GM Rules Overview - 427 S.W.A.T. - 18, 19 Degenerative - 235, 236
Being Active, Strength Checks - 101 Scientist/Researcher - 24 Damage Formula - 207
Bite Locations - 209 Search and Rescue - 28 General Wound Table - 224
Bonuses, Stacking - 03 Security - 19, 20 Generalization - 200, 201
Cargo - 29, 255-256 Social Worker/Volunteer - 26 Instant Death - 224
Capacity - 255, 256 Therapist - 26 Damage, Types
Carry Capacity - 255, 256 Thief/Burglar - 26 Bite Wounds - 221
Determining - 29 Videographer - 23, 24 Bone Injury - 223
Encumbrance Overview - 29 Volunteer Fireghter - 28 Burns - 231
Maximum Cargo Capacity - Welder - 26 Burns Overview - 223
29 Checks - 95 Combinations - 224
Minimum Cargo Capacity - Adv. Medicine/Surgery - 105 Falling - 229, 230
29 Balance - 104 Flesh Wounds - 220
Resources - 257 Breach Checks - 426 ,427 Impact Wounds - 221
Character - 08 Calm Other - 106 Infection - 222
Based on Players - 28, 29 Calm Self - 107 Internal Injury - 223
Bite Resist (BR%) - 32 Climbing - 100 Open Wounds - 222
Character Sheet, Sample - 09 Diplomacy - 106 Overview - 219
Height - 29 Drive (Class) - 102 Poison - 228, 229
Template - 343 Driving - 241 Damage, Types Table (Formula) - 219
Weight - 29 Endurance - 101 Death or Glory - 32
Character, Type - 16 First Aid/Diagnosis - 105 Defense - 31
Artist - 23, 24 Grappling - 100 Determining for Characters
Carpenter - 25 Hide - 103 - 31
Characters based on players - Hold - 91, 107 Maximum - 31
29 Holding Overview - 98 Overview - 198
Child - 17 Holding, Generalization - 91 Zombies - 134
Civilian - 17 Lifting/Pulling - 100 Defensive Weapons - 211
Construction Worker - 26 Navigation - 104 Pistol Weapons - 213, 214
Contractor - 26 Opposed - 06 Degradation - 302, 303
Correctional Ofcer - 17, 18 Resist Pain - 107 Degrees of Failure - 05
Craftsman - 25 Searching - 102 Degrees of Success - 05
Doctor/Surgeon - 21, 22 Setting Difculties - 353 Delay of Game Penalties - 91
E.M.T. - 28 Spotting - 102 Dice
Eagle Scout - 28 Survival (Urban) - 103 Mishap - 04
Electrician - 23 Survival (Wilderness) - 103 Percentage - 04
Farmer - 27 Variable Difculties - 353 Rolling - 04
Fireghter - 19 Vehicle - 240, 241 Difculty - 06
Journalist - 23, 24 Vehicle Speed Difficulty Factors - Difculties, Stacking - 03
Lawyer - 25 241 Empathy - 13,14
Locksmith - 25 Checks, Environmental Modiers SPEW AI Operational Definition
- 14

16
Outbreak:Undead.. Errata v1.0
Encounters - 344 Material Table - 340 Bayonet - 305
Additional zombies - 415, 416 Mixing and Matching Armor - 325, Belt - Ammo - 304
Breach Checks - 145 326 Belt - Tool - 304
Character speeds - 144 Riot Shield - 337, 338 Binoculars - 305
Checks - 344, 413 Shoes - Running - 338, 339 Bolt Cutters - 305
Deployment generalization - 417 Starting Clothing - 332 Brass Knuckles - 305
Deployment in Buildings - 145 Durability, And Tools - 298 Briefcase - 305
Deployment of Opponents - 144 Battle Readiness - 299, 301 Canteen - 305
Driving - 241 Breaking - 296 Cellular Phone - 305
Encounter Checks (E%) - 93 Component Durability - 299, 301 Chains - 305
Fleeing a Zombie Encounter - 414 Dulling - 296, 298 Chainsaw - 306
Fleeing with Vehicles 241, 247 Misuse - 298 Chainsaw - Light - 306
Formula - 415 Misuse - Gross - 298 Chainsaw - Pole - 306
Generalization - 114 Table - 297 Compass - 306
GM Encounter Rolls - 345 Fire Control (FC) - 254 Crowbar - 307
Length - 415, 416 Healing Items/Drugs Cyanoacrylate - 307
Living - 188 Anti-toxin - 318 Dried Ration - 307
Number of Zombies in an Antihemmoragic/Haemostatic Dried Ration - High Caloric -
Encounter - 348 Medicine - 318 307
Overview - 142 Antiseptic - 318 Duct Tape - 307
Picking Fights - 348 Aspirin - 318 Duffel Bag - 307
With the Living - 413, 414 Blood Unit - 318 Dynamite - 308
With Zombies - 414 Caffeine Pills/Energy Drink - 318, Earplugs - 308
Encumbrance - 255 319 Emergency Roadside Kit - 308
Difculty Modiers - 202 Cigarettes - 319 Energy Bar - 308
Defense based on Structure Disinfecting Spray - 319 Field Manual - 308
Level - 424, 425 Ibuprofen - High Dose - 319 Fire Extinguisher - 309
Locations - 423 Ipecac - 319 Fire Extinguisher, Small - 309
Multiple Floors - 427 Non-Adherent Gauze Pad - 319 Firecrackers - 308
Structures - 424 Opiates - 319 Firemans Axe - 308
Equipment - 254 Penicillin - 319, 320 Flashlight - 310
Bartering - 259 Sleep Aids - 320 Flashlight - Disaster - 310
Bribery - 259 Sling - 320 Gasoline - 310
Cargo Units (CU) Overview - 254 Sterile Gauze - 320 Global Positioning Satellite
Categories - 262 Stypics - 320 (road) - 310
Clothing and Protective Gear - 322 Sutures - 320 Global Positioning Satellite
Advanced Rules - 339, 340 Tourniquet - 320 (topographical) - 310
Bite Resistance - 324, 325 Items 4 CU or Greater - 260 Grappling Hook - 310, 312
Body Armor - Heavy - 327 Kits - 301 Grenade Rounds - 312
Body Armor - Light - 329 Degradation - 302, 303 Gun Cleaning Kit - 312
Body Armor - Medium - 327, 329 Lethality - 254 Hack Saw - 312
Boots - Combat - 330 Noise Overview - 254 Harness - 312
Boots - Heavy - 330 Persuasion - 259 Hatchet - 312
Boots - Hiking - 331 Purchase timing - 260 How-To Manual - 312
Clothing - Heavy - 331 Purchasing New Equipment - 257, 258 Ice Axe - 312, 313
Clothing - Light - 333 Special - 254 Iodine Tablets - 313
Clothing - Medium - 332 Starting Equipment for Characters Kerosene - 313
Defense - 324 based on players - 29 Kerosene Lantern - 313
Fire Retardant Gear - 333, 334 Equipment, Tools - 303 Kerosene Stove - 313
Gas Mask - 334 10 Essentials - 304
Gloves - 334, 335 Arrows - Target - 304 Lamp Oil - 313
Helmet - Bicycle - 335 Axe - 304 Laser Sight - 313
Helmet - Construction - 335, Backpack - 304 Lighter - 313
336 Backpack - Hiking - 304 Lighter Fluid - 313
Helmet - Firemans - 336 Bait - 304 Liquor/Spirits/Wine - 313
Helmet - Miners - 337 Batteries - 304 Lock Pick - 314

17
Outbreak:Undead.. Errata v1.0
Mace - 314 Complex Weapons Overview - 294 Specialist: Military/Police - 270
Mace (civilian) - 314 Crossbows - 286, 287 Very Rare - 271
Machete - 314 Dagger - 291 Flame Weapons and Fire - 268, 269
Map (city) - 314 Flame Thrower - 287 Flame Weapons and Catastrophes - 269
Map (topographical) - 314 Grenade - 287 Food per Cargo Capacity - 257
Multi-Tool - 315 Grenade Launcher - 287 Formations - 96
Night Vision Goggles - 314 Halberd - 291 Basic Formation - 99
Noisemaker - 314 Heavy Machine Gun - 281 Checks - 97
Padlock - 314 Katana - 291 Middle - 97
Pastimes - 315 Knife - 291 Middle Guard - 97
RC Racecar - 315 Knife - Combat - 291 Point or Lead - 96, 97
Road Flare - 315 Light Machine Gun - 281 Rear - 97
Rope - 315 Machine Guns - 281 Switching Positions - 98
Scope - 315 Material Overview - 294, 295 Why have them? - 99
Security Blanket - 315, 316 Molotov Cocktail - 292 Gestalt Dice - 36, 37
Sharpening Stone - 316 Nunchakku - 291 As Secondary Skills - 38
Shovel - Long - 316 Piercing Weapon (long) - 292 Characters based on players - 29
Shovel - Trench - 316 Piercing Weapon (med) - 292 Gaining - 39
Signal Flare - 316 Piercing Weapon (short) - 292 Grappling - 207
Sledgehammer - 316 Pistols Overview - 272 Damage - 218
Sleeping Bag/Pup Tent - 316 Ries Overview - 277 Disarm - 216, 218
Stun Gun - 316 Seax - 293 Generalization - 204
Suppressor - 316, 317 Semi-Automatic Rie - 280 Less Than One DoS - 208, 209
Telescope - 317 Shotgun - 286 Multiple Characters - 214, 215
Tent - 317 Shotgun - Assault - 286 Multiple Opponents - 214, 215
Tiki Torch - 317 Shotgun - Riot - 286 Winning and Losing effects - 209
Walkie-Talkie - 317 Shotgun - Sawed-Off - 286 Handicaps - 82
Wood Splitter - 317 Shotguns and Noise - 282 Addiction, Mild - 82
Value (V) - 254 Shotguns and Reloading - 282 Addiction, Serious - 82, 84
Weapons - 262 Shotguns and Shock and Awe - 282 Allergies, Airborne - 84
.357 Magnum Handgun - 276 Shotguns Overview - 282 Allergies, Food or Drug - 84
.357 Magnum Revolver - 275 Slashing Weapon (long) - 293 Allergies, Severe - 84
.38 cal Handgun - 276 Slashing Weapon (med) - 293 Asthma - 84
.45 cal Handgun - 276 Slashing Weapon (short) - 293 Cannot Drive Stick - 85
9mm Handgun - 276 Submachine Gun - 272, 276 Claustrophobic - 85
Bludgeoning Weapon (long) - Tanto - 291 Climate Shock - 85
288 Throwing Knife - 286 Clumsy - 85
Bludgeoning Weapon (medium) Wakizashi - 291 Computer Illiterate - 86
- 288 Exhaustion - 116 Dietary Specicity - 86
Bludgeoning Weapon (short) - 288 Explosives - 202 Dour - 86
Bolt Action Rie - 280 Multiple Shots - 202 Farsighted - 88
Bow - 286 Multiple Targets - 202 Gun Shy - 86, 87
Bow - Compound - 286 Firearm Rules - 263 Hemophiliac - 87
Bows - 287 Bolt Action - 265 High Strung - 87
Carbines - 277 Carbine - 265 Low Blood Tolerance - 87
Cartridges: Heavy Pistol - 273, Deployment - 266 Low Needle Tolerance - 87
274 Firing Mode: 3-Shot Burst - 267 Nearsighted - 88
Cartridges: Heavy Rie - 279 Firing Mode: Fully Automatic - Pacist - 88
Cartridges: Intermediate Pistol - 273 267 Rare Blood Type - 88
Cartridges: Intermediate Rie - 278 Jam - 264 Stubborn - 88
Cartridges: Massive Pistol - 275 Noise - 263 Summary - 83
Cartridges: Massive Rie - 279, Pistol Weapon - 270 Vice - 88
280 Reloading - 263 Healing - 233
Cartridges: Shotguns - 283, 284 Revolver - 271 Activity - 234
Cartridges: Small Pistol - 272, 273 Rie Weapon - 271 Bone Injury - 234
Cartridges: Small Rie - 277 Shock and Awe - 263 First Aid - 233

18
Outbreak:Undead.. Errata v1.0
Natural - 234 Freezone - 355 Ranged Attack - 198
Open Wounds - 234 On the Offensive - 374 - 376 Determining for Characters - 31
Rest conditions - 234 - 236 Piggybacking Missions - 363 Lethality Formula - 199
Viral Effects - 235, 236 Repair Missions Vehicles - 247
Health, Determining for Characters - 32 Advanced Medicine - Bone Will Bonus - 30
How to Play - 03 Injury - 405 Rare Items - 258, 259
Initiative, For Characters - 90 Advanced Medicine - Open Rewards - 343
Instantaneous Noise generalization - 138 Wounds - 405 Risk Chart - 421, 422
Introduction - 02 Repair Vehicle - 412 Sacricing Skill Tiers - 10
Lethality - 204 Running a Mission - 413 Searching
Living - 188 Scout - 377, 378 In Formations - 419
Breach checks against vehicles - Search and Rescue - 379 - 381 Repeated Searching - 419
243 Sentimental Value - 382 Rewards - 417, 418
Combat With - 189 Simultaneous Missions - 363 While in Encounters - 417
Damage - 203 Stronghold Upgrades - 362 Size - 16
Diplomacy, Beacon - 386 Skills - 33
Ask/Command - 188 Call-to-Arms (Political) - 407, Bonus restrictions - 16
Bribe - 189 408 Civilian Craftsman bonuses - 25
Coax/Lie - 189 Damage Report - 388 Handicaps - 03
Determine Motives - 188 Disposal - 389 Introduction - 34
Intimidation - 189 Crows Nest - 387 List - 42
Plea - 189 Firing Range - 389 Agility - 42
Overview - 216 Fortify - 392 Archery - 42
Health - 189 Pet Zombie - 393 Backseat Driver - 43
Melee Attack - 204 Rec Room/Dojo/Gym - 395, 396 Basic First Aid Training - 43
Panicked - 190 Sanctuary - 399, 400 Biker - 44
Shattered - 191, 192 Tripwire Alarm - 397, 398 Bilingual - 44
Survivor - 194 Workshop - 402, 403 Billy Goat - 44
Vigilante - 195, 196 We Know This Much - 400, 401 BMX - 45
Melee Attack - 204 Structuring - 349, 350 Bo Staff - 45
Determining for Characters - 30 Supply Raid - 383 - 385 Brawler - 47
Lethality Formula - 204 Timetables - 413 Caged Wisdom - 47
Multiple Targets - 204 Movement - 92 Calm - 48
Speed factors - 204 Determining for Characters - 30 Chemistry - 48
Vehicles - 248, 249 Into Grapple Range - 94 Climb - 48, 49
Weapon FC - 204 Within Encounters - 94 Co-op (Name) - 50
Will Bonus - 30 Multiple Combatants - 206 Combat Medic - 49
Missions - 367 Multiple Shots - 199, 200 Contemplative - 51
Aborting Missions - 363 - 365 Multiple Targets - 199, 200 Crushing Blow - 51
All-Out-Defense - 368 - 370 Outbreak Levels - 345 Defend - 52
Alternate Structures Overview - 428 Outbreak Levels Table - 346, 347 Early Bird - 52
Escape to the Safezone - 430, 431 Pain - 232 Endurance - 53
Finite Zombies - 432, 433 Blacking Out - 232 Fast Shot - 53
Marina - 429, 430 Resist Pain - 232 Grenadier - 56
Prolonged Escape - 429 Panic - 113, 114 Gunslinger - 56
Raid - 431, 432 Percentage Values - 03 Gunsmithing - 57
Bell the Cat (Political) - 371 Perception - 12 Handyman - 58
Demolition - 372 SPEW AI Operational Healer - 58
Ending a Mission - 419 Denition - 12 Healthy - 59
Equipment Manufacture Phases - 91 Heroic - 60
Bait/Noisemaker - 406 Check - 91 Hide - 60
Flamethrower - 409 Damage - 92 Knife Fighter - 62
Household Bomb - 403, 404 Grapple - 91, 92 Leadership - 62, 63
Molotov Cocktail - 410 Intent - 91 Lone Wolf - 63, 64
Reinforce Vehicle - 411 Resolution - 91 Marksman - 65
Escape - 373 Surprise - 91 Martial Artist - 65

19
Outbreak:Undead.. Errata v1.0
Melee Fighter - 66 Structure Class (SC) - 360 Viral Table - 352
Mountain Goat - 66 Training Missions Weight of Numbers - 207, 208
Mule - 67 Firing Line - 390 Who You Can Play As - 03
Navigator - 67 Practice Makes Perfect - 394, Will - 15
Night Owl - 68 395 SPEW AI Operational
Offroad - 68 Stealth - 396, 397 Denition - 15
Pack Rat - 68 Viability (Via) - 356 - 358 Zombies - 117
Parry - 69 Sudden Death - 343 Armed (Sentient) - 131
Resourceful - 69 Surprise Attacks - 210 Armed Initiative - 131
Search - 69, 71 Against characters - 210 Attack - 133
Sniper - 71 Against zombies - 210 Beasts - 175
Steady Shot - 71, 72 Template Characters Hellcat - 177
Stealthy - 72, 73 Creation - 10 Hellhound - 176
Streetwise - 73 Gestalt Dice - 38 Nightmare - 178, 180
Stunt Driver (class) - 73 Time 90, 428 Raptor - 180-182
Survivalist - 74 Trailing Zombies Rolls - 421, 422 Simian (greater) - 183, 184
Switch Hitter - 75 Turn - 90 Simian (lesser) - 182
Swordsman - 75 Turn Resolution - 108-110 Special Attacks - 175
Tactician - 76 Uncommon Items - 258, 259 Titan - 186, 187
Tough - 76 Universal Firearm Rules - 263 Ursus - 184, 185
Traceur - 77 Unspent Resources - 261 Breach Checks - 145
Trigger Discipline - 77, 78 Vehicles - 237 Against vehicles - 246
Warlord - 78, 79 Damage generalization - 243 Speed and Breach checks -
Weapon Familiarity - 79 Damage - 243 426
Weapon Tinker - 80 Fleeing with - 244, 246 Categories - 154
Weapon Training - 80 Flight - 245 Standard - 154
Woodsman - 80, 81 Impacts with Immobile Solid Template - 154
Prerequisites and Training - 35, 36 Objects - 243 Unique - 154
Secondary Skills - 35 Impacts with Living - 242 Damage - 133, 203
Starting Skills - 10 Impacts with Mobile Solid Objects Decay - 126
Summary - 40, 41 - 243 Defense - 134
Tertiary Skills - 35 Impacts with Zombies - 242 Deployment - 144
Tiers - 34 Prole In Buildings - 145
Special Attacks - 212 Cargo - 240 Diet - 123
Coup de Grace - 212 Class - 239 Encounter % (E%) - 133
Knocked Prone - 212 Fuel - 240 Feeding - 123
Unarmed Attack - 212 Size - 239 Horror Traits - 147-153
Special Firearm Rules - 265 Special - 240 Advanced Weaponry - 150
Speed Structure - 240 Aversion/Attraction - 147
Crawling - 92 Transport - 240 Bane - 152
Double Time - 92 Vee - 240 Biologically Alive - 150
Half Speed - 92 Size Restrictions - 238, 239 Chitin - 150
Normal - 92 Sizes - 238 Evacuation - 149
Sprint - 92, 93 Speed Maximums - 240 Evolution - 151
SPEW attributes - 10 Traveling through terrain - 239 Mutation - 151, 152
Increasing - 39 Types - 251-252 One Big Monster (OBM) -
Strength - 11 Bicycle - 251 152, 153
SPEW AI Operational Definition Bus - 252 Pounce - 150
- 11 Car, Compact - 252 Rapid Incubation - 148
Stronghold - 356 Motorcycle - 251 Sentience - 149
Culture (Cul) - 360 SUV - 252 Vicious - 151
Food - 361 Truck - Pickup - 252 Injury - 120, 121
Morale (Mo) - 360, 361 Truck - Small - 252 Laws - 118, 119, 120
Population (Pop) - 358, 359 Wrecked or Crashed - 243, 244 Immutable - 119
Resource - 361, 362 Victory Conditions - 342 Mutable - 119
Science (Sci) - 359, 360 Victory Sub-Conditions - 343 Movement - 140

20
Outbreak:Undead.. Errata v1.0
Perception bonuses - 140
Obstacles - 125
Perception - 127,134
(Lv 1) Very Low - 127
(Lv 2) Low - 127
(Lv 3) Medium - 128
(Lv 4) High - 128, 129
(Lv 5) Very High - 129
Priority - 124
Protective Gear - 337
Senses - 135
Hearing - 138
Lifesense - 139
Smell - 137
Vision - 136
Special - 135
Speed - 134
Strength - 133
Subtypes - 133
Banshee - 166
Chamberlain - 169, 170
Crawler - 160, 161
Drowned - 157
Familiar Face - 171
Feeders - 146
Frozen - 158, 159
Ghoul - 168, 169
Glutton - 163-165
Grotesque - 156
Husk - 159, 160
Sleeper - 162
Standard - 155
Urchin - 172, 173
Vampire - 174
Viral - 134
Virus - 123

21

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