I know its a couple weeks late but Two Hour Wargames has finally released the third book for All Things Zombie, I, Zombie. This one introduces a couple new baddies for you ATZ games, Ragers, Smarties and BA Worms.
The Ragers are humans who where infected (and still living) by the Z-Virus and given the governments cure the Lazarus Virus, which was supposed to nullify the Z-Virus, but unfortunately it caused the infected into rage filled killing machines (thing the infected in 28 Days/28 Weeks Later). A Rager will attack both humans and zombies equally, they dont care.
Now Smarties are Smart Zombies. These guys are the result of the Z-Virus/Lazarus Virus mutation in a Rager mixing with that of a regular zombie. This cocktail results in the Z-Virus in the normal zombie causing some mutations, theres limited regeneration of brain tissue and possibly muscle and other body tissues regenerating. Smart Zombies (also known as Smarties) remember what it was like before the outbreak, and they long for that life. They are no longer concerned with eating living humans but with survival.
Finally we get to the BA Worms, Big @$$ Worms. Thing the Graboids from the Tremors movies and you have a good idea of what these buggers are. They like the Ragers are and equal opportunity enemy, they dont care if your a Human, a Zombie, a Rager, a Car, a Horse, etc... if you move then you are food.
You also have a possible new character type that you can play, the Psy (you can also play as a Smartie if you wanted to). A Psy (also refered to as a Psyker by some ATZ players online) is a human in which the Lazarus Virus caused a mutation resulting in "Psychic" Powers ranging from being able to implant mental suggestions to being able to cause targets to burst into flames. The downside to these powers is that they use up the characters psychic eneregy.
In addition to the new baddies I, Zombie introducesin addition to the standard new rules, a new building system for creating building interiors, updates to existing rules, like a slight simplification/improvement(?) of Fast Move, along with Phobias and Quirks (think of these as some additional attributes). I, Zombie also incorporates the rules for using PEF (Possible Enemy Forces), lack of Sleep rules and the rules for Boats that were originally introduced to ATZ in the Giving Up the Goat scenario. Also introduced is a set of campaign rules focusing on the settlement of Lake Havasu City, AZ and the surrounding area, such as the NPC Barter Table, though these rules will work for almost any campaign setting you might decide to create,.
The Lake Havasu City campaign also introduces soem recreations for the survivors int he form of Zombei Racing (rules taken from the Dead Heat game by Two Hour Wargames) and Pit Fighting, which can be against Zombies, Smarties, Ragers or other Humans.
I have played a couple test games using the new Baddies and I have to say the Ragers are nasty, they wiped out two different teams of characters (Team 1: 3- Rep 5, 1- Rep 4 Team 2: 4- Rep 5). Ragers have the nasty habit of getting right back up and continuing on when knocked down (when a KD is scored they get up on their next activation and are able to move 6 inches), which isnt good, especially if you miss your activation the turn after knocking one down. I also played a couple games using BA Worms, these things are practically tanks, they can take just about everything you throw at them and still they keep coming. My characters only survived in one game and thats because they were able to get up onto a rock outcropping and continually snipe at the BA Worm, until one fo them finally scored that critical hit that sent the BA Worm running off, the other game the Characters were devoured, along with the Gangers they were fighting.
Overall I, Zombie is a good addition to ATZ, it sets up for campaigns taking place well after the original outbreak, where society has collapsed into isolated pockets of survivors scattered around the world. You might have a larger community like Lake Havasu City and then some smaller communities like Nowhere, NV (from Haven) anywhere from a couple dozen to a few hundred miles or so away, with some trade between them.
On a further note Two Hour Wargames also has slated for release early next year (if everythign works out) a Post Apocalypse game, After the Horsemen. While this game is suppose to pick up where ATZ, Haven and I, Zombie left off, with humanity scattered and fighting day by day to survive, it is its own stand alone game, meaning if you want to use it with ATZ you will need to have a copy of the ATZ rules. You will be able to use After the Horsemen to play your own PA game world.