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Dead Space SW allows you to create one-shot adventure or campaign in the horrific world
of Dead Space. The video games have given the basis of an interesting storyline, your turn
to create your own story and give your players the opportunity to follow Isaac Clarke’s
footsteps.
The game is based upon the easy and dynamic Savage Worlds rules, although modified to
make the game harder and give a stressful atmosphere. The weapons and the necromorphs
are less powerful compared than they should compared to other SW products. The reason is
that I wanted to limit the number of dice.
In this book you will find a brief history of Dead Space and the Church of Unitology, a
description of the available equipment, a bestiary of Necromorphs, the list of the modified
rules, as well as a character sheet.
I have no copyrights on the images and the text. However I have made the Necromorphs
stats, the modified rules, the character sheet, the scenario and the page layout. I hope my
work highlights the work of all you, illustrators and character designers.
For a lot of images, I couldn’t find who was the creator, so if you want me to put your
7 Special rules and skills
name here, just send me an email and it will be done ;)
8 Resource Integration Gear
13 RIG Table
14 Weapons
30 Equipment rules
32 Necromorphs
57 Necromorphs spawning
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at
www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle
Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the
quality, viability, or suitability for purpose of this product.
A brief story of Dead Space
A brief story of Dead Space
You will find everything you want to know on Deadspace.wikia.com and I will only
lay-out some essentials elements.
Powering Humanity into the future
Earth has been through an extinction-level event, caused by rapacious and unsustai-
The Earth Government Colonial Alliance, The Concordance Extraction Corporation,
nable use of resources. The remaining humans realized that the only way to gain the
known also as Earth Government and also referred to as CEC, is a public trading
resources to survive would be to search new planets for resources. That’s where the
EarthGov, is the executive branch of company at the forefront of the deep space
Concordance Extraction Corporation comes in. At a time of near-desperation, the CEC
Earth and its colonies, responsible mining industry. They are the largest
engineered the ship that would eventually save all of humanity: The USG Ishimura.
for administrating the territories that solar mining and extraction company in
officially fall under its control. the Earth colonies, and the fifth largest
The USG Ishimura was a ship designed for the new Almost 40 percent company in terms of market capital. The
resource-gathering practice: Planetcracking. The of the colonists are EarthGov is deeply entrenched in the CEC is responsible for the creation of the
Ishimura’s job was to mine other planets for their most experiencing a form of affairs of colonial politics, business giant Planet Cracker-class starships.
rare and most valuable resources to take back to Earth. dementia. The obvious and military administration. It holds
Even though there have been subsequent Planetcrackers symptoms are acute the power to control travel throughout The CEC are the owners of the USG Ishimura,
(a small fleet now exists), the Ishimura remains the iconic depression, insomnia colonial space and, if required, to police, and USG Kellion; but apparently possess
symbol of mankind’s will to survive, even after all these and hallucination. establish curfews and restrict traffic in other similar vessels. The company seems
decades. Thanks to Planetcracking, mankind is now Incidence of violence certain areas, as well as dispatch military to be linked to Unitology, as it sends the
thriving again, and resources are plentiful. and even murder and naval forces to remove elements Ishimura to retrieve the Red Marker and
also indicate extreme believed to ignore or threaten its orders. apparently has no qualms about partaking
paranoia. in illegal mining operations frequently.
Among the government’s activities are
numerous black or secret operations Their logo is a large «C» with either a red
Earth is the human homeworld and the center of all human activities in colonized
projects intended to hide, from popular or gold planet, depending on the logo,
space, in addition to being the most populated planet.
scrutiny, several of its sensitive and the corporation’s headquarters is
initiatives, such as the Markers. Three based on Earth. The company likely profits
Earth’s non-renewable resources had already been spent to fuel the first major
hundred years prior to the year 2508 in the trillions or hundreds of billions from
expansion into space.
and the events on Aegis VII, EarthGov mining. The CEC owns and operates at
had been spearheading research into least two ship yards: one on Mars and the
deciphering the coding of the Black other an orbital ship yard located above
Marker, an artifact of alien origin found Earth.
Soon the dwindling resources of the
on Earth. Its research team was kept
new colonies were insufficient to
under extreme observation due to the
supply Earth the resources it needed
mysterious, and possibly dangerous,
to survive, triggering the latest series
nature of the Marker.
of conflicts known as the Resource
Wars where numerous factions
battled for dominance of Earth and all
of the colonies.
CEC vessel USG Ishimura in breach of government order. They are
The Resource Wars came to an end believed to have recovered Marker 3A. Special Ops has confirmed the
when planet cracking was developed system but has been unable to provide the planet location. Special
by the Concordance Extraction Ops advises caution. If Marker 3A has been recovered, infection by
Corporation to fuel mankind’s a lethal organism is a credible threat. Shockpoint to Aegis system,
immeasurable thirst for resources. move to position out of local scope range and await signal from
Ishimura to confirm location.
4 5
The promise of the Church of Special rules and skills
Unitology is one of «transformation
and rebirth». Special rules
Unitologists adamantly believe
that the human race was created
by the intelligent design of a divine To have a hardcore setting which gives the Dead Space feeling, you need to use these
alien agency, and will be reunified setting rules, both from the Core Savage Worlds Book and home-made :
after death in Heaven through the
power of a sacred artifact known - Critical failure
as the Marker. Their theology is - One die explosion maximum, for Trait tests & Damage rolls
based on the study and debate of - Shaken = pace halved in addition to the normal rule
the mysteries of the Black Marker. - Strategic dismemberment : a wound on a necromorph’s limb = dismemberment
- Necromorphs die with the fourth wound, a dismemberment = 2 wounds
The Black Marker is an alien - A necromorph which loses an arm (only one attack), a leg (pace halved), its head (-2 to
artifact, discovered on Earth by every ability or skill tests)
the Earth Government in 2214. - Enhanced necromorphs have a +2 to Attributes & Skills test; Damages and Toughness
It was then hidden to discourage
alien belief, yet was brought to
public knowledge by Michael Dead Space SW is made for good one-shots or short campaigns. With this goal in mind
Altman, who had been contracted I have reduced the number of skills and created some only for this game. Here the list :
to research the Marker nearly 300
years prior to the events of Dead
Isaac, be careful. Shooting them
Space. It is the source of the codes
in the body didn’t seem to work. Go
the Earth Government copied to
for the limbs, dismember them. That
create their own Markers, which
should do the job.
have the same devastating effects
as the original.
The Church publicly conveys a Fighting (A): When you fight with your hands or a melee weapon
positive and appealing message Shooting (A): When you use a firearm or a tool which shoot
of social harmony and unity, as Throwing (A): When you throw something, to fight or anything else
well as apparent environmentalist
concerns as evidenced in their
concern over planet cracking and Moving (A): When you move in an area with gravity
the apparent destructive course Stealth (A): When you try to hide yourself or something
they believe the Earth Government Zero-G (A): When you move in an area without gravity
has taken.
Stasis (A): When you use Stasis, even for aiming
The Unitologist religion is highly Kinesis (A): When you use Kinesis, even for aiming
eschatological, based on their
concept of the end of days similar
to the apocalypses described in I’ve almost got this thing fixed!
many religions. Just a little bit longer!
Death is central to Unitology.
Unitologists believe that all
living beings will intertwine in
the manner of the two prongs of Computing (Sm): To deal with all the technologies on board the spaceship
the Marker, to become one. They Bench (Sm): When you want to craft something, except Medpacks
call this process Convergence and
believe that it will alleviate all
of the destructive materialistic Senses (Sp): Everytime you use your senses to spot something or know you are spotted
problems of the human race. Relationship (Sp): Everytime you speak with or need to have a feeling about someone
Healing (Sm): To make Medpacks and use them
6 7
Resource Integration Gear Standard Engineer RIG
All RIGs share several basic The Standard Miner RIG is the upgraded
features. A spine-mounted version of the Standard Engineer RIG
display serves to indicate the and is available for use for the miners
user’s general state of health during mining operations.
as a glowing segmented bar
which depletes as the user takes
Intermediate Engineer RIG
damage. When the user dies, it
emits a «flat-line» sound similar to
an EKG, which is loud enough to The Intermediate Engineer RIG is an
alert others within earshot of the exclusive Resource Integration Gear
RIG wearer’s demise. available for Class 4 engineers and is a
standard equipment when working in
mildly hazardous environments.
Stasis Module
Stasis is used to severely decrease
Intermediate Miner RIG
the speed of machinery.
Zero-Gravity Boots
Allows the wearer cling to metal The Advanced Engineer RIG is available
surfaces when in zero-gravity only to upper class engineers who
environments. have passed rigorous training and
performed multiple repairs in hostile
Maneuvering Thrusters environments.
Maneuvering thrusters allows
user to navigate easily in a zero-
gravity environment. RIG Armor Notes
Standard Engineer RIG +1 4 slots
Radiation Protection and Geiger Standard Miner RIG +2 5 slots
Counter Intermediate Engineer RIG +3 6 slots, +1 Bench
Engineering suits seem to offer Intermediate Miner RIG +4 7 slots, +1 Kinesis
protection from radiation and Advanced Engineer RIG +5 8 slots, +1 Bench
have a Geiger counter built in.
8 9
Security RIG Hacker RIG
The Security RIG is the suit used by the The Hacker Suit is worned by computing
Law Enforcement Forces of the Earth specialists who repair electronic
Government. spaceships devices.
The Patrol RIG is constructed upon The Hazard Rig gives all the protection
a base Security Suit with several you need to survive in harsh condition,
modifications. The suit is worn by police and have saved many dying persons.
officers on patrol duty.
The Soldier RIG is a military-grade RIG, The Advanced RIG is a prototype made
issued to Earth Defense Force personnel by the CEC to improve its workers
when everything is going bad. productiveness.
The Advanced Soldier RIG is a military- The Forged RIG is your insurance
grade RIG, issued to Earth Defense against death thanks to its armored
Force personnel. The RIG features plates.
built-in Stasis and Kinesis modules.
The Elite Security RIG is worn by the The Triage RIG is worned by workers
officers of the Law Enforcement Forces who deal with dangerous component
of the Earth Government. such as air fans.
10 11
Patient RIG Arctic RIG Sharpshooter RIG
A light RIG given to wounded workers The Arctic RIG is the RIG to wear when
and soldiers. Not the type of RIG to you are in an extreme temperature
engage a close combat. Can be use as environment.
any civilian RIG.
Agility RIG
The Agility RIG is used by specialists The Sharpshooter RIG is worned by the
who need precision in their work. best marskmen of the Earth Gov forces.
12 13
Weapons
weapons
During your adventure, you will acquire weapons and mining tools.
Weapons may seem more effective, but there is nothing like a good Mode Range Damage RoF Shots Notes
mining tool to cut some necromorphs limbs. Shockwave 6/12/18 4d8 against the 1 3 1 action to charge,
lowest toughness same clip**
About the ammunition, Dead Space SW uses universal ammo, each clip Radial Ground- 0 2d4 + Vigor roll 1 3 **
is full of energy and adapts its shape to the gun by a nano-process. based (10), fail = Shaken
When it is load in a gun, you can’t switch it. You can recharge the clip
before it is empty at a bench. When recharge, it can be loaded on ano-
ther weapon.
The PC can only take 4 ammo cells with them, no matter how many
slots they have free.
Range is short compared to classic savage worlds rules. It is to adapt The C99 Supercollider Contact
the anxious close-combat style of Dead Space. Beam, also referred to simply
as the Contact Beam, is a heavy
So load your gun and get ready for slaughter in the corridors of some engineering tool designed to
infested spaceships. pound and soften hard, raw
minerals into smaller pieces.
* The blade last until the next round, 2 foes within 2” from you suffer 2d8 damages per The Divet is a compact pistol with
round, then the blade goes forward and inflict 1d8 damages for one target on its path semi-automatic fire. The Divet
** The blade goes at the maximum range, hitting each target on its way. -4 to the damages
fires laser-sliced slugs composed
after each target hit
of lead alloy in primary fire
mode, and shoots three slugs
simultaneously in secondary fire
The Ripper is one of the best limb slicers mode.
in the game. Use Stasis with the Ripper to
slice apart enemies in a single blade with the
primary fire. Unfortunately it is very hard to
target arms with primary fire, and they are
better taken on with slicer fire.
In close quarters, you can aim Mode Range Damage RoF Shots Notes
downwards and use primary fire to rip off Shot-blasting 2/4/6 2d6* 1 20
the Necromorphs legs, which should slow Three slugs 4/8/12 2d6 1 20 AP2, semi-auto
them down considerably. * Hits one adjacent target to the one you aimed at.
18 19
The PFM-100 Hydrazine Torch The PFM-100’s long cone of
Flamethrower, or Flamethrower flame can ignite several enemies Mode Range Damage RoF Shots Notes
for short, is an industrial tool at once and target individual Blast 2/4/6 1-3d10 1 3 Vigor roll (8), fail
used in the extraction of various limbs, but overall, the weapon = move back 2”**
ores and minerals during mining suffers at long-range. Thus, its Narrow beam 6/12/18 4d8* 1 3 1 action to charge
operations. best use is immolating swarms of before shooting**
small enemies in close quarters. * The beam goes at the maximum range, hitting each target on its way. -4 to the
damages after each target hit.
The PFM-100 Hydrazine Torch
Flamethrower was originally The Flamethrower’s secondary
designed to project a liquid fire shoots a ball of flame that
hydrazine flame of 500 to 4,000 explodes on contact. Upgrading
degrees Celsius onto the layers changes the flame’s color
of ice that trapped valuable ores from yellow, to orange, to The Force Gun’s primary discharge is
within comets. blue, indicating its increasing designed for close-range effectiveness. Use
temperature. it only when enemies get too close to you,
as its destructive power falls away rapidly
with distance.
20 21
The Line Gun is a wide-beamed
slicer with timed mines. Like
the Plasma Cutter’s secondary
fire mode, the Line gun fires a
horizontal beam of energy.
The Javelin Gun uses javelins for pene- Also like the Plasma Cutter, it
trative survey work. These javelins pierce is used for cutting down rocks
and impale enemies, and using the alt-fire and ore to smaller sizes, though
causes an electrical shock to be activated is designed for more heavy
from the last javelin fired. duty ore that the Plasma Cutter
cannot cut through. Though it’s
incapable of firing the same rate
as the Plasma Cutter and Pulse
Mode Range Damage RoF Shots Notes
Rifle, the Line Gun compensates
Javelin spears 8/16/24 2d10 1 10 AP3
by having a higher damage base
rate.
Electrified spears - 2d8* 1 10
* When you hit a necromoprh, you can electrify the spear. The necromorph suffers first the
javelin damages, then the electricity damages. Every human or necromorph in a 1” area
also suffers from electricity damages. It last only the turn of the javelin attack and cost one
more ammo.
The alternate fire mode electrifies the Drop mines amidst a group of
titanium spike, causing electricity to arc off Necromorphs and watch the
the spike and shock nearby humans and parts fly on hitting the creature.
necromorphs. The secondary fire is best used
when the player is surrounded
or cornered by Necromorphs, as
it can knock them back and buy
22 23
The most common is the 211-V Plasma Cutter.
Designed and manufactured by Schofield
Tools, the 211-V is a tool designed to be used
in mining operations. It uses two alignment
blades on the side, and three lights on the
front, to help the user accurately cut through
softer minerals.
26 27
The Tesla Enervator is a focused
energy tool.
Mode Range Damage RoF Shots Notes
On sight shot 12/24/36 2d10 1 10 AP2 Sovereign Colonies scientists
Scope shot 12/24/36 2d12* 1 10 AP2 developed the “Enervator”
from an overdriven focus coil to
* A scope shot includes the aim action. So you have a+2 bonus to shoot and inflict 2d12
damages instead of 2d10. You have to begin a scope shot the first turn, then shoot at the “humanely” eliminate dangerous
second. specimens.
Its secondary function * Againts the lowest toughness. The target has a -2 penalty to its Shaken roll
provides an enhanced zoom,
thus allowing even greater
precision and damage.
28 29
Equipment rules EQUIPMENT SPAWNING
This table is here to help you put some stuff in your spaceship when you need to improvise.
WEAPONS & RIG UPGRADES To choose between the four tables, roll 1d12, scores are written below.
A RIG or a weapon can only have two upgrades. RIG (11-12) Armor 1d100 Weapon (9-10) Damages 1d100
Patient RIG +0 01-24 Divet 2d6 01-39
Upgrade For Notes
Standard Engineer RIG +1 25-31 Pulse Rifle 2d8 40-44
Kinesis upgrade Every RIG Doubled range, even for a Slasher blade
Standard Miner RIG +2 32-37 Plasma Cutter 2d8 45-49
Stasis upgrade Every RIG Double ranged OR recharge time halved
Intermediate Engineer RIG +3 38-42 Plasma Saw 2d8 50-54
Armored RIG Every RIG +1 to the armor of the RIG (T)
Security RIG +3 43-47 Disk Ripper 2d8 55-59
Slot multiplier Every RIG +1 slot
Intermediate Miner RIG +4 48-51 RIvet Gun 2d8 60-64
Particles Condenser Every weapon +20% ammo, minimum +1
Patrol RIG +4 52-55 Heavy Pulse Rifle 2d10 65-68
Particles Focuser Every weapon +2’ for each range
Hacker RIG +4 56-59 Javelin Gun 2d10 69-72
Particles Amplifier Every weapon +2 damage (T)
Hazard RIG +4 60-63 ShotGun 2d10 73-76
Particles Warmer Every weapon +1 AP (T)
Forged RIG +4 64-67 Seeker Rifle 2d10 77-80
Particles Accelerator Pulse & Heavy Rifle RoF +1 (T)
Triage RIG +4 68-71 Revolver 2d12 81-84
Night scope Seeker rifle No darkness penalty
Agility RIG +4 72-75 Detonator 3d8 85-86
Expanded particles Every explosion +1d4 targets (T)
Zealot RIG +4 76-79 Flamethrower 3d8 87-89
Electrified particles Electricity damages +2 damage**
Sharpshooter RIG +4 80-83 Line Gun 3d8 90-92
Burning particles Fire damages +2 damage**
Advanced Engineer RIG +5 84-86 Tesla Enervator 3d8 93-95
High-speed rotation Plasma Saw & Disk Ripper +2 damage**
Advanced RIG +5 87-89 Force Gun 3d10 96-97
Double sight Divet One Divet in each hand possible
Soldier RIG +6 90-91 Core Extractor 3d10 98-99
Shaken particles Vigor rolls due to weapons TN +1 to Vigor rolls (T)
Heavy RIG +6 92-93 Contact Beam 4d8 100
Dead Space Plasma Cutter +1 aiming against Slashers* (T)
Riot RIG +6 94-95
* Optionnal upgrade, only if your GM agrees Arctic RIG +6 96-97
** Can’t be added with Particles Amplifier, except for the Plasma Saw
Elite Security RIG +6 98-99
Power node : Allow you to improve your RIG and your weapons by using a Bench. One upgrade needs Advanced Soldier RIG +7 100
one Power node.
Scrap Metal : You need one slot of Scrap Metal to produce/recharge one Ammo or make an upgrade.
Semiconductors : You need one piece of Semiconductors to do a RIG upgrade.
Transducers : One piece of Transducers allow you to make a Stasis or a Kinetic module / uprade. Other stuff(6-8) 1d100 Roleplay (1-5) 1d100
Somatic gel : One tube of Somatic gel allow you to make a Small Medpack, two a medium, three a large. Scrap Metal 01-45 Notebook 01-29
Tungsten (T) : One piece of Tungsten is needed to make the best RIGs / weapons upgrades. Semiconductors 46-53 Audio Log 30-44
Transducers 54-60 Video Log 45-59
OTHER STUFF Stasis pack 61-66 A dying survivor 60-75
Kinesis module : Kinesis skill is used to move or throw objects with the kinesis module. There is no need One Ammo 67-72 A survivor in danger 76-84
to recharge the kinesis module, but you can’t use it and do multiple actions. Somatic Gel 73-77 A survivor in security 85-91
Kinesis module range : 1/2/4
Tungsten 78-82 Zealot soldier 92-95
If you use the kinesis module to throw a Slasher blade : 2/4/8, 2d6
Heavy objects always have a kinesis receiver to move them according to their mechanism. Kinesis module 83-86 Scenario plot 96-99
Stasis module 87-90 Unitologist relic 100
Stasis module : Statsis skill is used to aim and slow down targets with the stasis module. Small MedPack 91-94
A stasis module has 2 charges, and it takes 2 rounds to recharge one level, so 4 rounds to fully recharge
Medium MedPack 95-97
it. An object or a necromorph is slowed down until the end of your next round.
Stasis module range : 1/2/4, with -2 to your test, you can try to aim at the same time an adjacent Large MedPack 98-99
necromorph to your first target, -4 if you try to aim two adjacents necromorphs. Power node 100
A slowed down necromorph has its paced halved and can’t do more than one action each round.
MedPack : Med Packs come in small, medium, and large sizes. Each container is filled with a cyan gel that
can both heal and stabilize even the most grievous wounds inflicted on a person.
Small Medpack : Heal 1 wound. Medium Medpack : 2 wounds. Large Medpack : 3 wounds.
Automatic success, but you can heal one more wound with a raise and maximum 3, so the Large Medpack
is made for characters with a low Healing skill.
30 31
Necromorphs
B
R
U
r p h s T
c r o mo
Ne
o m o r p hs E
necr
The Brute is a large Necromorph composed of multiple human corpses. It is heavily
armored and possesses extreme physical strength, making it a deadly foe in combat
Despite its heavy armor, the Brute is also quick for its size. The Brute attacks up close
with a devastating punch and a headbutt that can easily knock a human off his feet.
If one or both of the legs are severed, the Brute will be rendered completely immobile,
but will actually resort to lobbing organic bombs from an otherwise rarely exposed hole
in its belly.
Attributes:
Agility d8, Smart d4 (A), Spirit d10, Strenght d10, Vigor d10
Skills:
Fighting d10, Throwing d10, Senses d8
Pace 6, Parry 7, Toughness : Body : 13, Limbs, Head & Back : 11
Size+4, Large
Special abilities:
For those who have the guts to read this section, you will learn everything Punch : F+d12 AP2+ Push
you need to know on the Necromorphs. If you want to survive their Bomb : When one leg dismembered, 4/8/12 RoF 1 2d8 AP2
bloodlust and ferocity, you have to know how to kill them. Ambidextrous, Two-fisted, Hardy, Undead (except called shot)
32 33
Crawlers are reanimated infants, much like the Lurker, but serves another function. The
torso is grossly enlarged, with an organic explosive substance under its skin. The body Attributes:
and head are twisted backwards, so that the Crawler can move with the sac pointed Agility d8, Smart d4 (A), Spirit d8, Strenght d4, Vigor d8
upwards.
Skills:
The back legs of the body are fused together, giving the Crawler an almost caterpillar- Shooting d12, Senses d10
like movement. Crawlers tend to slip while moving, tumbling about for a few seconds Pace 0, Parry 2, Toughness : Body : 8, Limbs & Head : 6
before resuming their attack.
Special abilities:
Organic bomb : 6 / 12 / 18 RoF 1 2d10 AP2, 2d6 targets
Attributes:
Agility d6, Smart d4 (A), Spirit d6, Strenght d4, Vigor d4
b
Skills:
Senses d8 l Cysts appear to be growths of
the Corruption that serve to
CYST h
Pace 4, Parry 2, Toughness : Body : 4, Limbs & Head : 2
Size-2, Small
kill targets moving through its
immediate vicinity. It is capable z
o
Special abilities: of excreting organic bombs
Explosive sac : 2d10 AP2 2d4 targets, on contact that will explode violently upon
Undead (except called shot) impact.
34 35
Attributes:
Attributes: Agility d4, Smart d4 (A), Spirit d8, Strenght d6, Vigor d10
Agility d8, Smart d4 (A), Spirit d8, Strenght d10, Vigor d6
b Skills:
Fighting d10, Stealth d8 Senses d8
Pace 8, Parry 7, Toughness : Body : 7, Limbs & Head : 5
k Skills:
Senses d8
Pace 2, Parry 2, Toughness : Body : 9, Limbs, Head & Pustule : 7
6 8
Special abilities:
Special abilities: When in contact with its victime, the pustule blows up : 4d8 AP2 2d6 targets
Claws attack : F+d8 AP2 Undead (except called shot)
Tongue attack : 2 / 4 / 6 2d8 AP2 + Grapple
Ambidextrous, Two-fisted, Undead (except called shot)
With two wounds, split into 3 small Necromorphs
D E R
Dividers are tall, thin Exploders are specialized LO
Necromorphs with the
unique ability to break apart
Necromorphs that act as
suicide bombers. Their
EXP
into smaller Necromorphs. most prominent feature is
Once the Divider takes on the large, glowing pustule
sufficient damage, the head, attached to their left
arms, and legs separate arm, which is filled with a
and become independent highly explosive chemical
creatures known as substance.
”Components” or ”Divider
spawn.” The Divider sub- A large pustule, filled with
sections are very fast and a glowing yellow chemical,
will damage and attempt to has developed at the
strangle a victim, but they arm’s end, making it very
are much weaker than the heavy and unwieldy. This
original Divider. substance is extremely
reactive to blunt force,
The limbs of a body use resulting in a powerful
their tentacles to shift along explosion when the force
the floor and walls. These applied on it surpasses a
Necromorphs should be certain threshold.
dealt with at range and,
once split, dispatched with
an explosive weapon, such
b
as the line gun’s timed mine.
Divider Spawn :
g8
Attributes -2 ranks
Skills -2 ranks 1 d7
f9
5
Only tentacles attack F+d4
z6
DIVIDER 8 c33
36 37
F F
L L
Y
T
Y
R T
A R
p A
p
The Flytrap’s appearance is that of a standard human body that has been suspended
from the ceiling by its hands and feet. The entire front of the creature has had the skin
ripped off, and its innards hang out from its torso.
Attributes:
Agility d12, Smart d4 (A), Spirit d8, Strenght d6, Vigor d6 F F
The Flytrap tries to lure its victim from a certain location and attack her when she is
within its proximity. Dark and high ceiling rooms should be crossed carefully.
Skills:
Fighting d8, Stealth d8 Senses d10
L L
Pace 10, Parry 6, Toughness : Body : 7, Limbs & Head : 5
Special abilities:
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Tails attack : F + d8 AP2
Undead (except called shot), Flying
e R
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r
Attributes:
The Flyer is a winged Necromorph capable of flight. Its main form of attack is assaulting Agility d10, Smart d4 (A), Spirit d6, Strenght d10, Vigor d8
its prey from above.
Skills:
They are uncommon, appearing in small numbers, and are not very threatening - their Fighting d10, Stealth d10, Senses d10
sole attack is to fly past the victims and attempt to bite or slash them with their tail Pace 1, Parry 7, Toughness : Body : 8, Limbs & Head : 6
as they pass. A single hit will disrupt this attack and force them to fly away, and they
cannot take much damage before being destroyed. This is helpful, as they have only Special abilities:
one dismemberment point: their thin tails. Tentacle attack : If a victime is within 2” of a Flytrap, it can as a surprised
attack spread out its tentacle. An opposed Agility roll must be done. With
However, they are quite hard to hit from a distance, and the speed with which they can a fail, the victim is grabbed and suffers F+d10 damages.
dive makes waiting for them to attack and then shooting, a tricky proposition. Undead (except called shot)
38 39
The Grabber is a Necromorph consisting of a seemingly inconspicuous human corpse, Attributes:
albeit slightly damaged, the Grabber uses the element of surprise by extending the Agility d4, Smart d4 (A), Spirit d6, Strenght d10, Vigor d10
mutated corpse’s head an impossibly long distance towards the victim and latching on
to her to either hold her still and distract her (not to mention disturb them), or drag her Skills:
towards the Grabber’s body while a serrated blade (formerly the corpse’s spine) bursts Fighting d10, Stealth d6, Senses d10
out of the same orifice to kill the victim. Pace 0, Parry 7, Toughness : Body : 9, Limbs & Head : 7
Although they do not appear to be able to move, it is possible that they might be able Special abilities:
to drag themselves into suitable ambush positions. Scythe appendage attack : 2 / 4 / 6, F+d10
Pods production : When wounded, a Guardian will produce a single time 2d6 Pods
Undead (except called shot)
Attributes: G
Agility d4, Smart d4 (A), Spirit d8, Strenght d10, Vigor d6
R
Skills:
Fighting d10, Stealth d10, Senses d10 A 789 jkln
Pace 2, Parry 7, Toughness : Body : 7, Limbs & Head : 5
B f23 f468 GUARDIAN
Special abilities:
Grab attack : Its head try to grab the victim, range 2 / 4 / 6, then pulls her B
to its serrated spine F+d12. It needs to wait 1 turn to do a new grab attack
Spine attack : In close combat, the Grabber doesn’t need to grab its victim E The Guardians are a variety
and can attack each turn of sessile Necromorph. They
Undead (except called shot) R are anchored onto walls, their
flesh fused together with the
Corruption. As a result, they
cannot actively hunt for prey,
but serves as, true to their
name, guardians to areas
important to the infestation.
40 41
ER
AP
LE
INFECTOR
b
Necromorphs to spread the host in its wings, extending foes.
infestation. the proboscis from the spinal
Leapers appear to be made from single
Created from a human torso
and legs, its wings are formed
8 cavity, and then stabbing it
into the skull to inject a yellow
fluid stored in an internal
human corpses, with the host body’s
modifications serving to give the
by a flap of skin from the chest
and then fused between the 6 bladder. In any room with the
remains of crew members,
Necromorph vastly increased mobility.
Attributes:
Attributes:
Agility d10, Smart d4 (A), Spirit d6, Strenght d6, Vigor d4
Agility d12, Smart d4 (A), Spirit d8, Strenght d10, Vigor d8
Skills:
Skills:
Fighting d6, Stealth d6, Senses d12
Fighting d10, Stealth d6, Senses d8, Zero-G d10
Pace 6, Parry 5, Toughness : Body : 6, Limbs and Head : 4
Pace 6, Parry 7, Toughness : Body : 8, Limbs and Head : 6
Special abilities:
Special abilities:
Close attack : F+d4 AP2
Jump-attack : Every two rounds, the Leaper may jump 6” and attacks with its tail :
1 round to infect a dead body, the new necromorph can act the next round
F+d10 AP2. A normal attack with its tail : F+d8 AP2, Undead (except called shot)
Undead (except called shot)
42 43
Attributes:
Agility d10, Smart d4 (A), Spirit d8, Strenght d4, Vigor d8 Attributes:
Agility d8, Smart d4 (A), Spirit d8, Strenght d6, Vigor d8
Skills:
Fighting d6, Shooting d10, Stealth d6, Senses d8, Zero-G d8 Skills:
Pace 6, Parry 5, Toughness : Body : 8, Limbs and Head : 6 Shooting d12, Senses d10
Pace 0, Parry 2, Toughness : Body : 10, Limbs & Head : 8
Special abilities: Size+2, Large
Barb attack : range 8 /16 / 24, RoF 1 3d8 AP2
Close attack : F+d8 AP2 Special abilities:
Undead (except called shot) Projectiles : 8 / 16 / 24 RoF 1 2d10 AP2, 2d6 targets, 1 turn to hit the target
Each shoot = 3 projectiles, 2 turns to reload
Undead (except called shot)
NEST
LURKER
dghz465 The Nest is a Necromorph found
b p h
mass-produced infants transformed
into Lurkers are treated more like
a lump of biomass than an existing
template around which the pathogen
recombines an offensive form.
44 45
Attributes: Attributes:
Agility d10, Smart d8, Spirit d8, Strenght d12+1, Vigor d12+1 Agility d8, Smart d4 (A), Spirit d4, Strenght d4, Vigor d4
Skills: Skills:
Fighting d12, Shooting d12, Senses d10 Shooting d8, Stealth d10, Senses d6
Pace 4, Parry 8, Toughness : Body : 18, Limbs & Head : 16 Pace 4, Parry 2, Toughness : Body : 4, Head : 2
Size+8, Huge Size-2, Small
Special abilities: Special abilities:
Huge claws attack : F+d12 AP2 Small projectiles : 4 / 8 / 12 RoF 1 2d6
Red pustule projectiles : 6 / 12 / 18 RoF 1 2d10 Explosion : When wounded, a Pod exploses, 2d8 damages if near 2”
Undisturbed, a Slasher can burst from it with 5-6 on 1d6, roll each turn Undead (except called shot)
until a Slasher burst or the pustule exploses
Ambidextrous, Two-fisted, Hardy, Undead (except called shot)
The Nexus has 2 actions per turn
Pods are small embryo-like Necromorphs that Guardians eject as a means of self-defense.
NEXUS
Alone, Pods can do very little, but in larger groups they can deal serious damage. When
Much like the Hive Mind, the Nexus serves as ground commanders for lesser Necromorph threatened, the Pod extends a tentacle that is capable of flinging sharp projectiles at
forms, telepathically broadcasting Marker signals and coordinating infestations. its victim. On the body, a heavily distorted mouth and eyes can be made out. The Pod
is apparently filled with an organic explosive that causes it to burst when the tentacle
The Nexus can shoot many red pustule projectiles that explode upon contact and is severed. Pods can be found wherever a Guardian is located, and are occasionally
swing its massive claw-like appendages down on its victims. When the pustules aren’t spawned from the Corruption.
disturbed, Slashers can burst from them and attack.
11 22 33 44 55 66 77 88 99
F1
L2
Y3
P T4
O
D
A5
S p6
p8
u9
46 47
Attributes:
Agility d6, Smart d4 (A), Spirit d8, Strenght d10, Vigor d8 Attributes:
Agility d8, Smart d4 (A), Spirit d8, Strenght d8, Vigor d8
Skills:
Fighting d8, Stealth d4, Senses d8 Skills:
Pace 4, Parry 6, Toughness : Body : 8, Limbs and Head : 6 Fighting d8, Shooting d10, Stealth d6, Senses d8
Pace 6, Parry 6, Toughness : Body : 8, Limbs & Head : 6
Special abilities:
Claws attack : F+d8 AP2 Special abilities:
Ambidextrous, Two-fisted, Undead (except called shot) Ball of corrosive bill : 6 / 12 / 18 RoF 1 2d8 AP2, pace/2 if hit
When wounded in the body, roll 1d6 : 1 to 5 = a pack of Swarmers, 6 = a Lurker Stream of bile : 4 / 8 / 12 RoF 1 2d8+1 AP2
Claws attack : F + d8 AP2
Grapple + vomiting, 2d10 if grapple succeed AP3
Ambidextrous, Two-fisted, Undead (except called shot)
P
U
bhzoff76 K
E
bjl R
1hkjm The Puker has four forms of
48 49
SLASHER Attributes:
Agility d8, Smart d4 (A), Spirit d8, Strenght d10, Vigor d8
The Slasher is created from a single
Skills:
human corpse, and is one of the more
Fighting d10, Shooting d10, Stealth d6, Senses d8
common Necromorphs encountered in
Pace 8, Parry 7, Toughness : Body :8, Limbs & Head : 6
a typical outbreak. The Slasher is named
for its specialized arms, which sport
Special abilities:
sharp blade-like protrusions of bone.
e
altering the host’s original arms, while
in others the slashing arms are entirely
new appendages sprouting from the
a shoulder blades.
d
m
a
n
E R
T T
P I
S
f79b45vbdfg2316z98zea654e21viuritpkjbvcnbsd Skills:
Fighting d6, Stealth d10, Senses d8
Pace 6, Parry 7, Toughness : Body : 4
Size-2, Small
Special abilities:
S Close attack : F+d4 AP1
Tiny, -2 to shoot them
T Undead (except called shot)
Attributes:
A Agility d10, Smart d4 (A), Spirit d8, Strenght d8, Vigor d6
L Skills:
Fighting d10, Stealth d6, Senses d8
K Pace 8, Parry 7, Toughness : Body :7, Limbs & Head : 5
Swarmers are
Necromorphs that appear to be
tiny
E Special abilities:
composed only of re-animated
bits of flesh that attack in large
Claws attack (Flank attack) : F+d8 AP2
R Frontal charge : +2 Toughness, F+d10 AP2, If the attack is a
numbers. These little critters
can overwhelm you easily.
success, the target is also pushed They are a minor threat, but if
Ambidextrous, Two-fisted, Undead (except called shot) 6 or 7 get on you they will drain
your health quickly. Swarmers
often reside inside Pregnants
and only come out when the
stomach is ruptured, but are
also encountered from time to
time in independent swarms
or, bizarrely, inside boxes.
m
They approach slowly and
quietly in order not to be
discovered whilst they get
closer, making them harder to
notice.
52 53
Attributes:
Attributes: Agility d12, Smart d4 (A), Spirit d8, Strenght d10, Vigor d8
Agility d10, Smart d4 (A), Spirit d6, Strenght d6, Vigor d4
Skills:
Skills: Fighting d10, Stealth d6, Senses d8
Fighting d6, Stealth d8, Senses d8 Pace 12, Parry 7, Toughness : Body :8, Limbs & Head : 6
Pace 8, Parry 6, Toughness : Body : 5, Limbs & Head : 3
Size-1, Small Special abilities:
Special abilities: Claws attack : F+d8 AP2
T Claws attack : F + d6 Ambidextrous, Two-fisted, Undead (except called shot)
Ambidextrous, Two-fisted, Undead (except called shot) Incredible speed : Twitchers always play first and can try to avoid an
H attack with an Agility roll DC6.
E
vb8g1sz+ze ze4d g 5zz55 rtyhk ndk
P hkl er 56
A TWITCHER
C The Twitchers are the
result of the Necromorph
K infection converting the
corpses of people who
were equipped with Stasis
The Pack refers to a group modules (such as soldiers,
of Necromorphs that attacks security personnel or
its prey using overwhelming special division scientists).
numbers. These are one of the They are physically similar
few Necromorphs created from to Slashers in most aspects.
the bodies of children.
Because of the Stasis
To say that the Pack is made Module merged into their
up of individuals is not entirely bodies, Twitchers can
correct; rather, they act as react and move several
a predatory gestalt with times faster than any
each member working with other Necromorph variant,
others surrounding it to act making them very hard to
as a greater whole. Only in hit before they close in to
very rare occasions are these melee range.
Necromorphs ever encountered
one at a time. They will often times bend
themselves backwards and
The Pack attacks by walk on their human legs
overwhelming its prey with and their slashing blades
numbers and sheer ferocity. while the talons protruding
Moving fast and constantly from their stomach wave in
shrieking, sections of the Pack the air.
maintain cohesion via auditory
cues, rushing into an area and
sweeping over their victims in a
storm of violence from all sides.
54 55
Necromorphs spawning
RIG 1d100 Notes
W Infector 1-5 1d6, on 5-6, a cadaver is ready for infection
Swarmers 6-10 1d6, 1-2 = 1 Swarmer, 3-4 = 2, 5-6 = 3
H Pods 11-15 1d6, 1-2 = 1 Swarmer, 3-4 = 2, 5-6 = 3
Cyst 16-20
E Crawler 21-25 1d6, 1-2 = 1 Swarmer, 3-4 = 2, 5-6 = 3
E The Pack
Wheezer
26-30
31-35
1d6, 1-2 = 1 Swarmer, 3-4 = 2, 5-6 = 3
1d20, 18-19 = Enhanced form
Z Flytrap
Guardian
36-40
41-45
1d20, 18-19 = Enhanced form, 20 = Regenerator form
1d20, 18-19 = Enhanced form
E Flyer
Slasher
46-50
51-56
1d20, 18-19 = Enhanced form, 20 = Regenerator form
1d20, 18-19 = Enhanced form, 20 = Regenerator form
R Spitter
Pregnant
57-62
63-67
1d20, 18-19 = Enhanced form, 20 = Regenerator form
1d20, 18-19 = Enhanced form
Leaper 68-72 1d20, 18-19 = Enhanced form, 20 = Regenerator form
Puker 73-76 1d20, 18-19 = Enhanced form, 20 = Regenerator form
Lurker 77-80 1d20, 18-19 = Enhanced form, 20 = Regenerator form
Grabber 81-84 1d20, 18-19 = Enhanced form, 20 = Regenerator form
Exploder 85-88 1d20, 18-19 = Enhanced form
Stalker 89-91 1d20, 18-19 = Enhanced form, 20 = Regenerator form
Wheezers are stationary Necromorphs which generate and exhale poisonous gases. Divider 92-94 1d20, 18-19 = Enhanced form, 20 = Regenerator form
Twitcher 95-97 1d20, 18-19 = Enhanced form, 20 = Regenerator form
The Wheezers resemble humans more than any of the other Necromorph species, Brute 98-99 1d20, 20 = Enhanced form
except for their lungs, which are many times the normal size of human lungs and Nexus 100 1d20, 20 = Enhanced form
located outside of their body, taking up most of their back. They are constantly in a *Nest live only in space, so roll a d6, on 6 a Nest is awaiting the Players
kneeling position, because their arms and legs are fused together, and as a result are
incapable of any type of movement. A distinct strained breathing sound can be heard
in the vicinity of a Wheezer, hence the name. They are most likely the ”terraformers” of Shoot a limb or a head needs a Called shot !
any Necromorph ecosystem.
- Enhanced necromorphs have a +2 bonus to Attribute and Skill tests, Damages and Toughness
Wheezers are virtually harmless; while being in the same room as them drains the - Regenerator forms : Each turn a limb is regenerated and two wounds are healed.
human’s oxygen, they lack any offensive capability and can be dispatched quickly. In
fact, all of them can be killed with foot-stomps to conserve ammo. They are often alone, - Corruption : In a room covered by the Corruption, different effects may happen.
and the only true threat is multiple dangerous Necromorphs appearing after their On a d12 roll :
1 = The Corruption gives a +2 bonus to Attributes, Skills & Damages rolls, the Pace of the humans is hal-
death.
ved and they breath with the oxygen included in their RIG
2,3,4 = The Corruption gives a +2 bonus to all Attributes, Skills & Damages rolls
5,6,7 = The Pace of the humans is halved
h k m Attributes:
Agility d4, Smart d4 (A), Spirit d6, Strenght d6, Vigor d6
8,9,10 = The humans breath with the oxygen included in their RIG
11, 12 = Nothing special, the players have encountered a new Corruption still in growth
r 8 4 Skills:
Senses d6
An idea : The infected normal host
Put a survivor on the path of the players. This human is infected but has a normal appearance.
When he or she will be with a single player or if the group is weakened, the mutation will start and trans-
g a r Pace 0, Parry 2, Toughness : Body : 6, Limbs & Head : 4 form the host into a necromorph.
k b x Special abilities:
Poisonous gaz : Each turn, the gaz fill the air around the
Wheezer to add 2”. Without a RIG, victims have to do a
9 y h Vigor test (+2 each turn) or suffer 1 wound. With a RIG, it
uses the oxygen.
Undead (except called shot)
56 57