TEXT: i
  the gamemaster’s companion
  by christopher j. de la rosa
  
  ii
  Credits
  Written by
  Christopher J. De La Rosa
  Cover Art
  “On Butterﬂ y Wings”
  Photography by Elizabeth Hessom
  Painting and Design by Christopher J. De La Rosa
  Photography
  Brian MacElvaine, Elizabeth Hessom, Christopher J. De La Rosa
  Edited by
  Robert B. Watts, Ivan Van Norman
  Art and Design by
  Christopher De La Rosa
  Proofreader
  Robert B. Watts
  ISBN: 978-0-9833179-3-7
  ii
  1st Printing
  Printed in the USA
  © 2012, Hunters Books and Apparel, All Rights Reserved.
  
  iii
  Table of Contents
  Introduction
  Scenario/Survival Points and Objectives
  Rewards
  Outbreak Level
  Campaign Scale
  Scenario Construction Methods
  General Objectives
  Stronghold Upgrade/Resource Accumulation Objectives
  Diplomatic Objectives
  Combat Objectives
  Hazards
  Hazard-Specific Descriptor
  Random Objective Table
  Random Hazard Table
  1
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  19
  19
  
  1
  Outbreak: Undead.. 
  Gamemaster’s 
  Companion
       So, you’ve gone online and 
  taken the SPEW-AI, you’ve 
  created your characters and 
  you’ve picked your standard 
  zombie type. Now it’s a matter of 
  deciding what kind of game you 
  want to run. Playing a zombie 
  survival simulation creates 
  a unique set of challenges, 
  given our examples in popular 
  culture. Nearly every single 
  zombie outbreak scenario we 
  have been presented has the 
  scope of the outbreak entirely 
  beyond the control of the 
  characters. Zombies become 
  less like monsters in encounters 
  like other role playing games 
  (opponents that simply must 
  be defeated), and more like an 
  unstoppable force of nature 
  the characters are forced to 
  contend with. With such an 
  invincible threat, the means 
  of constructing an effective 
  scenario becomes less clear. 
  Sure, you can design one where 
  the players kill all the zombies 
  and they’re home free (such as 
  a small town, or isolated camp 
  in the woods), but more often 
  than not, they are just trying 
  to survive, and when your goal 
  is survival, what constitutes a 
  ‘victory’ becomes pretty hazy. 
  When one bite is enough to seal 
  a character’s fate, finding what 
  makes a satisfying victory is 
  difficult.
       
       For this reason, we are 
  highlighting a way that GM’s 
  can incorporate vignettes as 
  part of a character’s survival 
  story, helping formulate it into an 
  exciting campaign. Not only can 
  players reach attainable goals 
  that have exciting conclusions, 
  but disastrous scenarios can 
  be made more re-playable. In 
  this guide, we have expanded 
  the concept of the Scenario 
  Point (SP) as a means of 
  tracking a campaign’s progress. 
  The missions in the Outbreak: 
  Undead.. Core Rulebook 
  correspond to the benchmarks in a 
  campaign that mark this progress, 
  each granting a certain SP reward 
  for their completion.
       Almost as crucial, the factor 
  of Risk is further expanded as 
  well! A GM no longer has to wait 
  to spend Risk on rolling Trailing 
  Zombies rolls. There is now a 
  whole new host of threats called 
  ‘Hazards’ a GM can spend Risk on 
  as their own resource to find new 
  and exciting ways to confound 
  the player characters in their 
  desperate bid for survival. Like 
  the Objectives mentioned earlier, 
  these ‘Hazards’ will reference 
  the Outbreak: Undead.. Core 
  Rulebook, so you can use these 
  as-is or you can use them as 
  inspiration for Hazards of your 
  very own! Subsequent publications 
  will expand upon this guide and 
  provide even more material. For 
  these reasons, this essential 
  guide is truly the Gamemaster’s 
  Companion!
  What This Guide Is
       This guide is intended to be a 
  companion piece to the Outbreak: 
  Undead.. Core Rulebook. All 
  of the Objectives and Hazards 
  presented in this guide can be 
  referred directly to what can be 
  found in the Outbreak: Undead.. 
  Core Rulebook. It also serves as 
  a framework by which to construct 
  your very own Objectives and 
  Hazards, unique to your campaign.
  Scenario/Survival Points 
  and Objectives
       An Outbreak Scenario can use 
  Scenario Points to track progress 
  throughout the campaign. There 
  are many options for how a player 
  can complete a campaign and 
  these take the form of ‘Objectives’. 
  Each Objective will reward the 
  players with a certain number of 
  Scenario/Survival Points (SP) 
  in order to enter into a ‘Finale’ 
  scenario and/or claim victory.
       Objectives are divided 
  into ‘Primary Objectives’ 
  and ‘Secondary Objectives’. 
  A ‘Primary Objective’ will 
  award a greater amount of SP 
  upon completion due to their 
  importance in the campaign. A 
  ‘Primary Objective’ will either 
  be set by the GM, determined 
  randomly or be detailed in 
  campaign notes. A GM may 
  or may not reveal what these 
  ‘Primary Objectives’ are, 
  although they should be fairly 
  obvious ones, which is one 
  of the reasons they are so 
  important. Other ‘Primary 
  Objectives’ may not be as 
  immediately obvious, but 
  can be made more clear by 
  means of clues or hints should 
  the players look for them. 
  Any ‘Primary Objective’ that 
  should be made known to the 
  players as public knowledge 
  will be indicated as such. 
  Otherwise, it is GM discretion 
  as to whether or not players 
  are told outright what their 
  ‘Primary Objectives’ are. In the 
  terms of the Core Rulebook, 
  the ‘Primary Objectives’ are 
  ‘Victory Conditions’ and the 
  ‘Secondary Objectives’ are 
  ‘Victory Sub-Conditions’.
       A ‘Secondary Objective’ 
  will be an Objective that 
  the characters decide to 
  undertake, under their own 
  volition, in order to determine 
  what might be helpful to the 
  overall completion of the 
  campaign. While this creative 
  flexibility is crucial and 
  encouraged, the SP reward 
  is typically much smaller. 
  A typical use of ‘Secondary 
  Objectives’ is to represent the 
  consequences the characters 
  must face to make up for 
  failing a ‘Primary Objective’; 
  scrambling to accomplish 
  several lesser objectives in 
  
  2
  order to make up for failing an 
  important one.
  Rewards
       Most Objectives produce 
  an intangible SP reward for 
  their completion, although 
  some Objectives may reward 
  ‘Resource’, information, or some 
  other bonus for completion. An 
  example of a typical bonus is 
  the one provided by ‘Search 
  and Rescue’ missions, which 
  not only grant SP rewards, but 
  increase Stronghold Population 
  (Pop) as well. Such tangible 
  rewards will be a part of a 
  mission’s entry in the Outbreak: 
  Undead Core Rulebook.
  Mixing and Matching 
  Objectives
       What is important for 
  one campaign may not be 
  as important to another. Any 
  Objective can have the potential 
  to be a Primary or a Secondary 
  Objective, depending upon 
  what the ultimate goal is. This 
  provides multiple avenues for 
  both storytelling and victory. A 
  few ‘Scenario Objective Trees’ 
  will be provided in order to detail 
  how you can string together 
  Primary Objectives in different 
  ways, even if the ultimate 
  goal is the same. Typically 
  the ultimate goal is dictated by 
  what sort of Primary Objectives 
  and SP totals are necessary in 
  order to claim it. Many Objectives 
  can even be a Finale mission 
  in-and-of themselves, although 
  some lend themselves to more 
  dramatic conclusions than 
  others. Guidelines for making an 
  Objective into a Finale will be 
  listed in the entries themselves 
  where appropriate, otherwise it’s 
  up to the GM to create their own, 
  or utilize the ones available in this 
  manual.
       An important note to make is 
  that players can tackle multiple 
  Objectives at once. It is entirely 
  possible that in the process of 
  claiming a ‘Primary Objective’ 
  that they accomplish multiple 
  ‘Secondary Objectives’. Therefore 
  a ‘Primary Objective’ may earn 
  many more SP than the entry itself 
  states.
  Outbreak Level (OL)
       Some Objectives award SP 
  based on, or have requirements 
  that are modified by Outbreak 
  Level (OL). These represent the 
  increase in difficulty of some 
  of the Objectives, as well as 
  weighing the potential reward for 
  accomplishing them. 
  Outbreak Level 0 (OL 0)
       Some Objectives can be 
  claimed at ‘OL 0’. This means 
  that characters who qualify 
  for the Objective before the 
  events of a zombie outbreak 
  can claim the SP rewards as 
  a Primary Objective, even 
  if it was taken at their own 
  volition, and not assigned 
  or randomly determined, 
  as a campaign Objective. 
  This is to reward whatever 
  advantages a character based 
  on a player might have from 
  real-world preparedness and 
  skill. Objectives claimed at 
  OL 0 are almost exclusively 
  the right of characters based 
  on players, although under 
  some circumstances, Template 
  Characters may claim them 
  as well. Some discretion 
  may be needed to determine 
  if an Objective that can be 
  claimed at OL 0 would benefit 
  a character in the current 
  campaign. If it wouldn’t, then 
  a character may not claim 
  that Objective’s reward at 
  OL 0. Most Objectives with 
  the ‘Preparedness’ or the 
  ‘Accumulation’ descriptor can 
  qualify for being claimed at OL 
  0, although some discretion is 
  to be used as to what a player 
  has that can be retroactively 
  converted Resource, Food, 
  Fuel ,etc. that the Objective 
  requires.
  
  3
  Campaign Scale
       The type of game you wish to run can 
  vary wildly in scale and scope. It can involve 
  entire cities or can take place within a single 
  building. It depends upon the length of time 
  your players wish to play. Quick games have 
  the benefit of having fast resolutions and 
  being rapidly paced, exciting events. Longer 
  campaigns are more story-driven, complete 
  with character arcs and plot twists and can 
  build up to dramatic finales. A gauge for 
  determining how large to make your game 
  is how many SP your players need to earn. 
  Now, the risk is that just getting a certain 
  amount of points is not exactly the most 
  narrative way to accomplish this, and for 
  those looking for an appropriately dramatic 
  finish, this may leave something to be 
  desired. This is why we’ve included several 
  ‘Finale’ Objectives that have the required SP 
  in order to trigger the events they represent.
       Keep in mind, as with anything we 
  present here, these numbers are merely a 
  framework. A GM can structure a campaign 
  in such a way that the amount of SP that 
  could cause a victory to have a higher or 
  lower SP total to trigger. The estimates here 
  are just to give a GM an idea as to how 
  many Objectives’ worth of SP they need to 
  factor into the campaign construction.
  Casual Game (1 session) ~50 SP
       Often just a finale scenario all by itself, 
  such as the ‘House on a Hill’ scenario.
  Short Game (1-2 sessions) - 100 SP
       This is a game that lasts for a weekend 
  or a long session of intense gaming. It 
  often features one prolonged objective 
  with a few Secondary Objectives along the 
  way.
  Mini Campaign (5-10 sessions) - 
  150 SP
       Most campaigns that are available for 
  purchase fall into this category. They are 
  short campaigns that have built within 
  them multiple story hooks to catapult it into 
  a longer campaign if all the players wish to 
  continue playing.
  Medium Campaign (11-25 sessions) 
  - 500 SP
       These are inventive campaigns that 
  feature a strong cast of characters 
  that face multiple perils. Expect these 
  campaigns to last several months to a year 
  or so. There is tremendous storytelling 
  potential here, but be sure to have plenty 
  of replacement characters on hand, as 
  players will rarely have characters that last 
  from start to finish.
  Long Campaign (indefinite) - 
  ~1000 SP
       This is epic storytelling. The story 
  can span years of time and span across 
  continents or even globally. They often 
  have many exotic themes other than a 
  small rag-tag band of survivors that is 
  the most popular choice among players. 
  Such themes would include being 
  members of an elite paramilitary unit 
  or crack research team dispatched to 
  handle outbreaks wherever they occur 
  around the world. These are campaigns 
  that go on for an indefinite period of 
  time, lasting over a year at times. This 
  requires a dedicated group, and strictly 
  for scheduling purposes, the number of 
  players is recommended to be no more 
  than 5, as the logistics for keeping the 
  schedules for more than that will prove a 
  hindrance.
  General Campaign Scale SP Goals
  
  4
  Scenario Construction 
  Method or “Modes”
       There are multiple ways to construct a 
  scenario for Outbreak: Undead. In a world 
  overrun with zombies, when death is such 
  an ever-present threat, it is often difficult 
  to determine what sort of scenario you, as 
  a GM, can run that will prove challenging 
  and provide a satisfying conclusion. For 
  this reason, we have provided four different 
  frameworks that can be used to utilize the 
  many scenario options presented in the 
  Outbreak: Undead Core Rulebook and its 
  supplements.
  Story
       In this method, a game is a narrative 
  tale about a few survivors pitted against 
  impossible odds in order to survive the 
  undead. The GM picks a Primary Objective 
  and is given absolute liberty to weave an 
  exciting tale where the players are a cast of 
  characters in said story. There is little in the 
  way of structure, but it more than makes up 
  for it in narrative potential.
  Finale
       This method sticks closely to this 
  particular guide. It uses a ‘Finale’ that is 
  the endgame scenario that characters 
  can trigger once they’ve earned enough 
  SP. It helps to choose the Finale first and 
  determine what objectives best fit reaching 
  such a goal. These are called ‘Primary 
  Objectives’. Supplementary objectives 
  (called Secondary Objectives) can be 
  taken upon player initiative in order to add 
  some variety, as well as to allow them a 
  means to make up for failing any Primary 
  Objectives or just because it gives them 
  some breathing room by giving them a little 
  extra SP here and there. A GM has their few 
  chosen Primary Objectives and they but they 
  are encouraged to have their campaign’s 
  potential Hazards purchases determined 
  randomly.
  SP as a Bankable Resource
       Another option of using SP that is similar 
  to using SP as a Victory Condition is using 
  it as a bankable resource that characters 
  accumulate and strategically store. This is 
  done in order to spend them on a specific 
  Finale. In this method of play, a party of 
  characters can accumulate SP normally, 
  but characters can decide to ‘Bank’ it if they 
  rest or are at a Stronghold. This SP cannot 
  be spent or penalized by normal means. 
  Banked SP can only be spent on triggering 
  Finale scenarios or penalized by Hazards 
  with a ‘Catastrophe’ descriptor. There is a 
  limit to how much SP characters can bank 
  in this way. At a Stronghold, the amount is 
  equal to the Stronghold Level. Outside of a 
  Stronghold, is generally up to GM discretion, 
  but it helps to use: Structure + DoS in a 
  ‘Survival, Hide, Sneak, or Endurance’ check 
  as a framework. This limit is how much they 
  are able to bank at a time, not how much 
  they can have banked total.
  Random
       This method is exciting for both players 
  and GMs as it leaves scenario construction 
  largely up to chance. Table (1.1) can be used 
  to generate random Primary Objectives. 
  It is up to the GM to take these random 
  objectives and weave them together into 
  a coherent narrative. The GM is better 
  off keeping these objectives a secret and 
  reveal them as the events unfold. As a way 
  to compensate for not being able to pick 
  objectives, a GM is allowed access to the full 
  catalog of Hazards a region will allow. The 
  players will be constantly on their toes and 
  will never know what to expect next.
  
  5
  General Objectives for 
  Outbreak: Undead..
       These are Objectives that 
  strike a good balance between 
  action and preparedness. There 
  is a decent amount of these 
  that can be claimed before 
  the characters even begin the 
  campaign to reward a player’s 
  real-life preparedness. Most 
  of them require the completion 
  of missions as described in 
  the Outbreak: Undead Core 
  Rulebook in order to claim 
  the SP rewards. Others add 
  additional flair to existing 
  missions and encounters. These 
  Objectives are the most flexible 
  and ubiquitous, as they can 
  be included as an additional 
  Objective to nearly any mission 
  the characters undertake.
       As a Gamemaster’s tool, 
  these Objectives are extremely 
  useful as narrative milestones 
  that characters can reach. The 
  fluid nature of these Objectives, 
  and the ability of so many 
  to be taken as both ‘Primary 
  Objectives’ and ‘Secondary 
  Objectives’ means that using 
  them as storytelling tools 
  for campaign progression is 
  extremely simple.
  Armed and Dangerous
  Preparedness
  All characters in the party 
  carry both firearms and melee 
  weapons with a combined 
  Lethality gear bonus equal 
  to or greater than +100 (use 
  close range Lethality for ranged 
  weapons). 
  Primary: +25 SP
  Secondary: +10 SP
  Armored Transport
  Construction, Vehicle
  Characters must successfully 
  accomplish a ‘Reinforce Vehicle’ 
  mission as detailed in the Core 
  Rulebook (pg. 409) OR they 
  must obtain a vehicle with 5 
  Structure or more.
  Primary: +25 SP
  Secondary: +10 SP
  Arson
  Demolition, Fire
  Characters must set ablaze one 
  building. This requires Time to 
  set the fire as well as several 
  CU worth of Fuel. The chance of 
  success is 15% per CU of Fuel 
  used - 5% per Structure.
  Primary: +25 SP
  Secondary: +5 SP
  Bait/Noisemaker
  Construction, Zombie
  Characters find out what 
  distracts the attention of 
  zombies and exploit this 
  knowledge by manufacturing 
  equipment that disorients 
  
  6
  them. Complete a ‘ Bait/
  Noisemaker’ mission as 
  described in the Core Rulebook 
  (pg. 445).
  Primary: +10 SP
  Secondary: +3 SP
  Beacon
  Construction, Electronics
  The only way that people will 
  know that there are other 
  survivors is to construct a 
  beacon to lead them to you. 
  Characters must construct a 
  ‘Beacon’ as described in the 
  Core Rulebook (pg. 384).
  Primary: +35 SP
  Secondary: +15 SP
  Documenting
  Survival, Zombie
  A character must make a 
  Perception check to document 
  the outbreak. This will require 
  the use of a camera or a video 
  camera (applying Degradation 
  with each attempt at this 
  mission). Artist/Photographer/
  Writer/Videographer types may 
  add their Type bonus to see if 
  this mission is successful. This 
  mission can be taken multiple 
  times, but must apply to different 
  subject matter. This is subject to 
  interpretation by the GM.
  Primary: +10 SP
  Secondary: +2 SP
  Enemy of my Enemy
  Diplomacy, Survival
  Even a dangerous group of 
  Vigilantes can eventually be 
  brought to reason. In these 
  harsh times, the survivors can 
  take every ally they can get. 
  Characters must successfully 
  use ‘Emp - Diplomacy’ to 
  persuade a Vigilante group to 
  leave the characters alone.
  Primary: +40 SP
  Secondary: +25 SP
  Escape
  Survival, Travel/Navigation
  Characters must successfully 
  accomplish an ‘Escape’ mission as 
  described in the Core Rulebook. 
  As a Finale, either an exceptional 
  distance or a means of transport 
  must be made available. For this 
  reason, a GM can combine the 
  requirements for the ‘Transport’ 
  Objective and either the 
  ‘Pathfinder’ Objective or ‘Ultima 
  Thule’ Objective. 
  Primary: +15 SP
  Secondary: +5 SP
  Fortify
  Construction, Stronghold, 
  Structure
  Complete a ‘Fortify’ Stronghold 
  Upgrade as described in the Core 
  Rulebook (pg. 390).
  Primary: +10 SP
  Secondary: +5 SP
  Hallowed Ground
  Construction, Morale
  A safe place to rest the weary soul 
  must be constructed. Characters 
  must construct a ‘Sanctuary’ 
  Stronghold Upgrade as described 
  in the Core Rulebook (pg. 398).
  Primary: +15 SP
  Secondary: +10 SP
  Lay of the Land
  Navigation, Survival
  Characters must accomplish 3x OL 
  Scout missions as detailed in the 
  Core Rulebook (pg. 375). These 
  missions can be piggybacked 
  on each other or be taken 
  independently.
  Primary: +30 SP
  Secondary: +10 SP
  On the Offensive
  Combat, Survival
  The characters must complete 
  an ‘On the Offensive’ mission 
  against either zombie or Vigilante 
  opponents as detailed in the Core 
  Rulebook (pg. 372).
  Primary: +30 SP
  Secondary: +15 SP
  Pathfinder
  Travel/Navigation
  Travel to a destination that is 
  10 miles away per OL without 
  using established roads. 
  Typically this is added to 
  the requirements of another 
  Objective, but this can be an 
  Objective all its own. This 
  typically represents either 
  treks through the wilderness or 
  requiring to take a road that is 
  so off the beaten path because 
  all main roads are choked with 
  baracades, abandoned cars 
  (or worse).
  Primary: +25 SP
  Secondary: +10 SP
  Research
  Research, Zombies
  The characters must 
  accomplish a ‘We Know This 
  Much’ mission as described 
  in the Core Rulebook (pg. 
  399). This Objective can 
  be claimed multiple times 
  earning SP, each time a ‘We 
  Know This Much’ mission is 
  accomplished.
  Primary: +15 SP
  Secondary: +5 SP
  Rescue
  Finale
  The characters catch wind 
  of a rescue that will come if 
  they can survive long enough. 
  Characters get 1 SP per Time. 
  The amount of SP required 
  for a Rescue is based on 
  the length and scale of the 
  campaign.
  Running Out of Time!
  Finale
  The time for action is now! 
  Characters only have a 
  limited window to act before 
  their chance of success has 
  passed. Characters lose (1d6 
  SP -1 per OL). This puts extra 
  urgency on OL 1 and OL 2 
  scenarios which are generally 
  zombie-light. Typically this 
  is feature that is paired with 
  another Objective. By giving 
  an ordinary Objective a Time 
  
  7
  constraint, it becomes a Finale 
  scenario. If the characters ever 
  reach 0 SP, the Objective that 
  this Finale is paired with will 
  automatically fail and Morale will 
  be reduced by d6.
  Search and Rescue
  Survival
  Accomplish a ‘Search and 
  Rescue’ mission as detailed in 
  the Core Rulebook (pg. 377). 
  Instead of rescuing people 
  that will eventually become 
  Population, characters can 
  rescue specific individuals if it 
  better helps the narrative of a 
  story.
  Primary: +25 SP
  Secondary: +10 SP
  Sentimental Value
  Morale
  Accomplish a ‘Sentimental 
  Value’ mission as described in 
  the Core Rulebook (pg. 380).
  Primary: +15 SP
  Secondary: +5 SP
  Supply Raid
  Accumulation, Survival
  The characters must undertake 
  a ‘Supply Raid’ mission as 
  described in the Core Rulebook 
  (pg. 381). This can be taken 
  multiple times, but subsequent 
  attempts will only grant the 
  SP reward of a Secondary 
  Objective.
  Primary: +15 SP
  Secondary: +5 SP
  Transport
  Travel/Navigation, Vehicle
  A specific means of transport 
  is required in order to reach a 
  destination. A specific category 
  of vehicle must be obtained and 
  utilized (i.e. car, truck, boat). 
  This may require a ‘Repair 
  Vehicle’ mission in order to 
  make the vehicle usable as 
  described in the Core Rulebook 
  (pg. 410).
  Primary: +30 SP
  Secondary: +10 SP
  Survivor
  Survival
  Survive for 25xOL consecutive 
  periods of Time outside of a 
  Stronghold.
  Primary: +25 SP
  Secondary: +10 SP
  Silent and Deadly
  Combat, Survival
  Accomplish a mission without 
  generating any Noise.
  Primary: +25 SP
  Secondary: +10 SP
  Stronghold Level/
  Resource Accumulation 
  Objectives
       These are objectives that are 
  colloquially called ‘Fetch Quests’. 
  They involve gathering a certain 
  amount of materials to claim a 
  larger reward. As essential as 
  they are in this setting, they 
  can border on the tedious. For 
  this reason, pick from this list 
  sparingly and always allow these 
  missions to be accomplished in 
  the background of more exciting 
  events. Accomplishing these 
  Objectives are lengthy tasks, so it 
  is often from this list that the best 
  common thread between game 
  sessions are maintained in terms 
  of story and long-term goals. 
  This also makes these missions 
  ideal Victory Conditions, although 
  they make less exciting Finales. 
  However, due to their importance, 
  they often carry the heaviest SP 
  reward for their completion.
  Partial Credit
       Unlike other Objectives 
  presented in this guide, 
  Resource Accumulation 
  Objectives have the benefit 
  of being cashed in early for 
  partial credit if characters feel 
  they have enough gathered to 
  progress. This may be true, as 
  having some things is certainly 
  better than having nothing, 
  and getting partially there 
  will still allow some benefit. If 
  the characters have gathered 
  or reached half (rounding 
  up) of whatever it is that the 
  Objective requires, they may 
  turn in the Objective and claim 
  half of the SP reward.
       If this is done for an 
  Objective that is considered 
  a ‘Primary Objective’, it is 
  not so simple. Characters 
  count as having ‘Aborted’ 
  the mission as described in 
  the Core Rulebook (pg. 359) 
  and must apply the results of 
  rolling on the table accordingly. 
  Partial Credit on a ‘Secondary 
  Objective’ requires no further 
  penalty.
  Characters may not 
  retroactively gain the 
  remaining SP they are owed 
  later, even if they accomplish 
  the Objective after having 
  turned it in. Once the Objective 
  is turned in, it can no longer be 
  worked towards as a Victory 
  Condition or Victory Sub-
  Condition. This is, of course, at 
  GM discretion.
       Many Objectives will have 
  parameters for earning SP 
  throughout a campaign by 
  gathering a specific kind of 
  object or material. These 
  cannot be taken at Partial 
  Credit, as they are continually 
  granting rewards regardless of 
  whether or not the characters 
  hit the target number that 
  grants the large SP reward 
  indicated in the entry.
  
  8
  Alarm System
  Construction
  Installing an early warning 
  system allows for better 
  defense. Characters are 
  required to construct ‘Tripwire 
  Alarms’ as described in the 
  Core Rulebook (pg. 396). Since 
  layers of security are beneficial, 
  this Objective can be claimed 
  multiple times.
  Primary: +10 SP
  Secondary: +3 SP
  Ammo Dump
  Stronghold
  Gathering stockpiles of Ammo 
  is now even more crucial than 
  before. Each CU of Ammo 
  gathered will grant an SP reward 
  based on whether the Objective 
  is Primary or Secondary. Only 
  ammo that can be used in 
  firearms a character actually has 
  will count towards this Objective. 
  Stockpiling 100 CU of Ammo will 
  grant an additional 500 SP.
  Primary: +3 SP per CU of Ammo
  Secondary: +1 SP per CU of 
  Ammo
  Emergency Supplies
  Accumulation, Survival
  Gather 5 Food and have 3 CU of 
  Generic Resource per character 
  and Stronghold Population. 
  Backpacks and other Cargo-
  carrying gear will also be 
  required. This can be claimed 
  by players at OL 0 if they have 
  access to the supplies when OL 
  1 hits.
  Primary: +50 SP
  Secondary: +25 SP
  Food Supply
  Stronghold
  Gathering Food will grant an SP 
  Reward based upon whether 
  this is a Primary or a Secondary 
  Objective. To take this as a 
  Secondary Objective, Food must 
  be in fairly short supply already. 
  As a Primary Objective, it means 
  Food and water are in very short 
  supply. If a location has ‘Viablity’ 
  of 4 or more, chances are, this 
  Objective cannot be taken as Food 
  will alrerady be readily available.
  Primary: +5 SP per Food
  Secondary: +1 SP per Food
  Fortress
  Stronghold
  Reinforce any Location or 
  Stronghold to Structure 10. This 
  can be claimed by players at OL 0.
  Primary: +50 SP
  Secondary: +10 SP
  Fuel Dump
  Stronghold
  A Stronghold must have the ability 
  to store large amounts of Fuel 
  safely. Each unit of Fuel gathered 
  will grant an SP reward based on 
  whether the Objective is Primary 
  or Secondary. Gathering 100 
  Fuel in this fashion will grant an 
  additional 500 SP.
  Primary: +3 SP per Fuel
  Secondary: +1 SP per Fuel
  Pantry Raid
  Accumulation, Preparedness
  Accumulate 50 Food. This can 
  be claimed by players at OL 0.
  Primary: +100 SP
  Secondary: +50 SP
  Weapons Cache
  Accumulation, Preparedness
  Accumulate 20 CU worth of 
  firearms with a combined total 
  Lethality of 500 (use highest 
  Lethality for each individual 
  firearm). Compound hunting 
  bows and crossbows can also 
  count in addition to firearms 
  towards this total. This can be 
  claimed by players at OL 0.
  Primary: +100 SP
  Secondary: +50 SP
  
  9
  Diplomatic Objectives
       These are Objectives for 
  more advanced Gamemasters to 
  utilize, as they deal extensively 
  with human interaction. 
  Encounters with Vigilantes 
  and Survivors is one thing, 
  but these Objectives assume 
  there is not just a random 
  scattering of surviving humans 
  trying to get by; but other, 
  organized groups like those 
  of the player characters that 
  operate independently of the 
  player characters. These other 
  social groups have cultivated 
  their own cultural identity and 
  carved for themselves their own 
  existence from the shattered 
  ruins of human civilization. A 
  Gamemaster is encouraged to 
  spend more time writing such 
  a campaign by creating other 
  Strongholds populated by non-
  player characters who have their 
  own agenda. While a realistic 
  and exciting element, creating 
  such a large campaign can be a 
  daunting one. For this reason, 
  it is recommended that first-
  time or newer Gamemasters 
  not utilize these Objectives until 
  they and their players have a 
  stronger grasp on the rules and 
  flow of gameplay.
  Establish 
  Communication
  Diplomacy, Electronics
  Characters must establish 
  a means of mid to long-
  distance communication with 
  other Strongholds or outside 
  organizations. This is typically 
  done by means of a telegraph 
  signal using Morse Code or radio 
  transmission, although more exotic 
  or elaborate means are possible, 
  such as bringing a cell phone 
  tower on line. This may require 
  special equipment or a ‘Repair - 
  Electronics’ mission.
  Primary: +40 SP
  Secondary: +20 SP
  Peace Treaty
  Diplomacy - Coax
  By means of ‘Emp - Diplomacy’, 
  establish a good relationship 
  with another Stronghold or 
  organization. This may be 
  contingent upon completing 
  another Objective with a Mission 
  requirement as a prerequisite. In 
  a similar fashion, completing 
  such missions could add 
  bonuses to the required ‘Emp 
  - Diplomacy’ check for this 
  Objective.
  Primary: +30 SP
  Secondary: +10 SP
  Peacekeepers
  Diplomacy - Any 
  Keeping the peace is a crucial 
  part of your survival. You are 
  surrounded by terrified people 
  who are at their wit’s end. 
  Each successful Diplomacy 
  check will grant SP based on 
  whether or not this Objective is 
  Primary or Secondary.
  Primary: +1d3 SP per DoS
  Secondary: +1 SP per DoS
  
  10
  Combat Objectives
       The most dangerous and 
  exciting Objectives are those 
  earned in combat. They require 
  the destruction of the player’s 
  enemies or a very specific 
  kind of enemy. Many combat-
  related missions are also 
  part of this category. These 
  missions are without a doubt 
  the most flexible as ‘Secondary 
  Objectives’, allowing players to 
  earn SP during the course of 
  virtually any other Objective. 
  The only problem is that 
  prolonged combat is never 
  a good strategy, so the SP 
  rewards are disproportionately 
  small, save for the most crucial 
  and dangerous of opponents. 
  While it seems advantageous 
  to have these as ‘Primary 
  Objectives’, most of them grant 
  the Gamemaster the ability 
  to deploy more dangerous 
  opponents more frequently, 
  hence the importance of their 
  destruction. 
  Combat objectives can be 
  claimed multiple times.
  Bell the Cat
  Combat, Construction, Strategy, 
  OBM
  A terrifying threat has been 
  stalking the survivors. It is 
  dangerous, but thankfully, not 
  self-aware. Attaching a noise-
  making device will go a long way 
  towards avoiding a potentially 
  life-threatening encounter. 
  Characters must complete 
  a ‘Bell the Cat’ mission as 
  described in the Core Rulebook 
  (pg. 369).
  Primary: +25 SP
  Secondary: +5 SP
  Birds of a Feather
  Combat, Beast
  Defeat a swarm of Raptors with 
  a combined Size equal to 5xOL. 
  If this is a Primary Objective, 
  then the ‘Raptors’ Hazard is now 
  available to GMs.
  Primary: +10 SP
  Secondary: +3 SP
  Dust to Dust
  Arid, Combat, Zombie
  Defeat 10xOL Husk zombies. If 
  this is a ‘Primary Objective’, then 
  the ‘Husk’ Hazard is now available 
  to GMs.
  Primary: +5 SP
  Secondary: +3 SP
  Hunter
  Combat, Zombie
  You make it your goal to go 
  out of your way to eradicate 
  as many threats as possible. 
  Each opponent slain will grant 
  SP equal to (Size x opponent 
  Perception Level). This cannot be 
  a Secondary Objective.
  Primary: special
  Secondary: n/a
  The Iceman Goeth
  Cold, Combat, Zombie
  Defeat 10xOL Frozen zombies. 
  If this is a ‘Primary Objective’, 
  then the ‘Frozen’ Hazard is now 
  available to GMs. This can only be 
  in regions or locations that have 
  the ‘Cold’ environmental feature.
  Primary: +5 SP
  Secondary: +3 SP
  Keeper of the Keys
  Combat, Zombie
  Defeat a Chamberlain zombie. 
  If this is a ‘Primary Objective’, 
  then the ‘Chamberlain’ Hazard 
  is now available to GMs.
  Primary: +5 SP, +d3 DoS for 
  next ‘Per - Search’ check
  Secondary: +3 SP, +1 DoS for 
  next ‘Per - Search’ check
  Keelhauled
  Aquatic, Combat, Zombie
  Defeat 10xOL Drowned 
  zombies. If this is a ‘Primary 
  Objective’, then the ‘Drowned’ 
  Hazard is now available to 
  GMs.
  Primary: +5 SP
  Secondary: +3 SP
  Legendary
  Combat, Night, Zombie
  Defeat 10xOL Vampire 
  zombies. If this is a ‘Primary 
  Objective’, then the ‘Vampire’ 
  Hazard is now available to 
  GMs.
  Primary: +5 SP
  Secondary: +3 SP
  Liposuction
  Combat, Zombie
  Defeat a Glutton zombie. If this 
  is a ‘Primary Objective’, then 
  the ‘Glutton’ Hazard is now 
  available to GMs.
  Primary: +5 SP
  Secondary: +3 SP
  10
  dangerous, but thankfully, not 
  self-aware. Attaching a noise-
  making device will go a long way 
  towards avoiding a potentially 
  life-threatening encounter. 
  Characters must complete 
  a ‘Bell the Cat’ mission as 
  described in the Core Rulebook 
  (pg. 369).
  Primary: +25 SP
  Secondary: +5 SP
  available to GMs. This can only be 
  in regions or locations that have 
  the ‘Cold’ environmental feature.
  Primary: +5 SP
  Secondary: +3 SP
  available to GMs.
  Primary: +5 SP
  Secondary: +3 SP
  
  11
  Night Hunter
  Combat, Night
  Survive or win 10xOL 
  Encounters taking place during 
  Night periods of Time. Night 
  periods of Time between 4, 5 
  and 6 will count as 2 Encounters 
  for the purposes of tracking the 
  progress of this Objective. If the 
  time of the month is during a 
  new moon, then this is increased 
  to counting as 3 Encounters.
  Primary: +15 SP
  Secondary: +5 SP
  Peace and Quiet
  Combat, Morale
  Defeat a Banshee zombie or 
  5xOL ‘Chatterbox’ zombies. If 
  this is a ‘Primary Objective’, 
  then the ‘Banshee’ or 
  ‘Chatterbox’ Hazard become 
  available to GMs. (Chatterbox 
  zombies can be found in 
  Outbreak: Undead Annual vol.1)
  Primary: +5 SP
  Secondary: +3 SP
  Put to Sleep
  Beast, Combat
  Survive 3xOL Encounters 
  with Hellhound and/or Hellcat 
  Beasts. If this is a ‘Primary 
  Objective’, then the ‘Wolf Pack’ 
  and/or ‘Hunting Cat’ Hazard is 
  now available to GMs.
  Primary: +10 SP
  Secondary: +3 SP
  Rage
  Combat, Zombie
  Defeat 10xOL Ghoul zombies. 
  If this is a ‘Primary Objective’, 
  then the ‘Ghoul’ Hazard is now 
  available to GMs. If the Ghoul 
  zombie is the one determined to 
  be ‘Standard’ for this scenario, 
  then the Primary SP reward is 
  25 SP and the Secondary SP 
  reward is 1 SP per OL.
  Primary: +5 SP
  Secondary: +3 SP
  Rest in Peace
  Combat, Morale, Zombie
  Defeat a Familiar Face zombie. 
  If this is a ‘Primary Objective’, 
  then the ‘Familiar’ Hazard is now 
  available to GMs.
  Primary: +5 SP
  Secondary: +3 SP
  Road Warrior
  Combat, The Living, Vigilante, 
  Travel/Navigation
  Successfully defeat Vigilantes 
  while travelling either on a road 
  or through territory controlled by 
  known Vigilante groups.
  Primary: +40 SP
  Secondary: +15 SP
  Rude Awakening
  Combat, Zombie
  Defeat 10xOL Sleeper zombies. 
  If this is a ‘Primary Objective’, 
  then the ‘Sleeper’ Hazard is now 
  available to GMs.
  Primary: +SP
  Secondary: +3 SP
  Save the Children?
  Combat, Morale, Zombie
  Defeat 10xOL Urchin zombies. 
  If this is a ‘Primary Objective’, 
  then the ‘Urchin’ Hazard is now 
  available to GMs.
  Primary: +5 SP
  Secondary: +3 SP
  To Slay the Beast
  Combat, OBM, Zombie
  Defeat the One Big Monster. Not 
  having to avoid such a dangerous 
  monster will make surviving much 
  easier, so more effort can be 
  focused elsewhere.
  Primary: +40 SP
  Secondary: +25 SP
  Titan
  Beast, Combat, Zombie
  Defeat a Titan.
  Primary: +50 SP
  Secondary: +25 SP
  Ursa
  Beast, Combat, Zombie
  Defeat an Ursa.
  Primary: +30
  Secondary: +15
  Zombie Horde
  Zombie
  Defeat Zombies during a 
  continuous encounter with a 
  total combined Size of 10xOL. 
  These zombies can have 
  arrived after initial deployment 
  and can be of any kind of 
  zombie.
  Primary: +25 SP
  Secondary: +10 SP
  Zombies
  Combat, Zombie
  Defeat 25 Standard Zombies. 
  This Objective can be claimed 
  multiple times. If this is a 
  Primary Objective, the required 
  number of Standard Zombies 
  to defeat is multiplied by the 
  Outbreak Level.
  Primary: +25 SP
  Secondary: +1 SPxOL
  
  12
  Hazards
       Hazards are a new feature 
  that allow a GM to utilize Risk 
  in different ways other than just 
  using it for Trailing Zombies 
  rolls. It allows them to throw any 
  number of obstacles in the way 
  of the players. Some Hazards 
  remain in play and allow a GM 
  to deploy Special zombies or 
  add Templates to opponents in 
  an Encounter by spending Risk. 
  It adds a tremendous variety to 
  scenarios and allows players 
  to face new challenges. They 
  can also alter the landscape of 
  the Encounter. Some Hazards 
  are so intense that they can 
  alter the scope of the outbreak 
  itself, but those typically require 
  a tremendous amount of Risk 
  to be paid, but their effects 
  can sometimes plague the 
  characters for days.
       Some Hazards are labeled 
  as ‘One Use Only’ in which 
  case, they represent one-time 
  effects that come into play. 
  Once such a Hazard is played, 
  then a new Hazard is chosen 
  to replace it. This can either 
  be done randomly or it can be 
  picked from the list. The same 
  Hazard that was once used can 
  be selected again if chosen 
  randomly, but if picking from the 
  larger list, it is recommended 
  that a GM choose a different one 
  to replace it with before picking 
  the same one again. A general 
  rule of thumb is that a GM can 
  pay 1 Risk to retain a ‘One Use 
  Only’ Hazard, unless it states 
  otherwise in the entry. This cost 
  can be cumulative for each time 
  a GM wishes to retain it instead 
  of discarding it for a new one 
  after use. Some landscape-
  altering Hazards and location 
  features can allow certain 
  ‘One Use Only’ Hazards to be 
  retained without requiring extra 
  Risk to be spent. Such features 
  and Hazards can also alter 
  the Risk cost of certain kinds of 
  Hazards that are ‘One Use Only’.
       If a Hazard and an objective 
  are in contradiction, the GM can 
  either roll a new Objective or a 
  new Hazard.
       Some Hazards offer a 
  chance at avoiding a penalty, 
  a small obstacle, or just add 
  Difficulty, however, some have 
  an unavoidable consequence 
  having been encountered. These 
  consequences will be in italics 
  underneath the description. 
  Those Hazards that remain in 
  play throughout the campaign 
  will be labeled as such. These 
  landscape-altering Hazards often 
  require enormous amounts of Risk 
  to be used, but the danger they 
  represent certainly requires it. The 
  “R” entry is the amount of Risk 
  that must be deducted in order 
  to trigger the event. If no such 
  entry exists, then it can be played 
  whenever appropriate.
  The Logic of Risk
       The idea behind Risk is 
  sometimes difficult to wrap your 
  mind around. This is especially 
  the case when Risk is used to 
  spend on Hazards that can best 
  be described as an “Act of God”. 
  What this is supposed to represent 
  is not that a GM is able to dole out 
  these Hazards as some vengeful 
  deity. It represents that characters, 
  being forced into actions, must 
  perform their missions in less 
  favorable conditions. Even if these 
  conditions are clearly beyond 
  the character’s or GM’s control 
  or power, a character would 
  normally have the option of finding 
  ways around them under ideal 
  circumstances. Risk is basically a 
  debt paid due to lack of strategy 
  that is only redeemed by making 
  certain sacrifices that put them 
  more at the whims of the forces of 
  nature or other dangers.
  Spending SP to 
  Reduce Risk
       Players have the option 
  of sacrificing some of their 
  progress to make a dent 
  in the Risk pool of a GM to 
  hopefully prevent some larger 
  catastrophe. At the end of each 
  period of Time, after an E% is 
  made, characters can spend 
  1 SP in order to reduce Risk 
  by 1 per DoS in either a ‘Per - 
  Search, Survival, Navigation, 
  Hide or Sneak’ check. This 
  is a dangerous gamble, but 
  if it keeps a GM from being 
  able to play the most deadly 
  of Hazards, the cost is often 
  worth it. Failing this check 
  will add additional Risk equal 
  to 1 per DoF. For narrative 
  purposes, it helps to have the 
  players who are undertaking 
  this describe what sort of 
  strategy they are attempting 
  in order to accomplish this. 
  Being unable to come up with 
  a decent explanation as to 
  what they are attempting to 
  do and how, should disqualify 
  them from being able to take 
  this option. For instance, if a 
  character wishes to ‘Hide’ from 
  a particular threat represented 
  by a Hazard, force the players 
  to tell the GM where and how.
  Zombie Deployment 
       Some Hazards will allow 
  for Special zombies to be 
  deployed. Under the Outbreak: 
  Undead Core Rulebook’s 
  normal rules, Special and 
  Template zombies are played 
  with certain amounts of 
  DoS in an Encounter check 
  (E%). When using SP and 
  Risk, a GM has the option 
  of strategically deploying 
  them whenever appropriate 
  as Hazards. When using SP, 
  any Encounter can potentially 
  have Special zombies, but 
  each Special zombie is 
  deployed by spending 5 
  
  13
  Risk - 1 Risk per DoS in the 
  Encounter check they are to 
  be deployed in. This means 
  that it is often advantageous to 
  wait until you get an E% with 
  enough DoS to make deploying 
  a dangerous Special zombie 
  cheap. The existing E% table 
  can be used as-is and the 
  DoS in an E% can simply be 
  the threshold that will allow a 
  GM to make such purchases 
  with their pool of Risk, but it is 
  sometimes advantageous of 
  players to allow GMs to play 
  them whenever appropriate. If 
  a GM wastes too much Risk on 
  deploying Special zombies, then 
  the characters will often be in 
  better shape, then again, certain 
  Hazards make playing specific 
  kinds of Special zombies much 
  cheaper. Thankfully, the Hazards 
  themselves often require a hefty 
  Risk cost to even play, and 
  even then, it is only for a certain 
  duration of Time or within the 
  confines of a specific area.
  Hazard-Specific 
  Descriptor
       Some descriptors are 
  not shared with Objectives 
  or Skills. They are strictly 
  for GM reference and have 
  additional special rules, unlike 
  most descriptors which merely 
  describe what category the 
  Objective or Skill falls under.
  Challenge - A ‘Challenge’ 
  descriptor indicates that a 
  Hazard forces a specific kind 
  of check to avoid the effects 
  that are listed in the Hazard’s 
  entry. Either that, or it somehow 
  increases the Difficulty of a 
  check the characters are already 
  taking.
  Encounter - An ‘Encounter’ 
  will alter what is encountered 
  with an E% by either upgrading 
  opponents or even going as 
  far as to add new opponents to 
  the E% table. Those Hazards 
  often come with the heftiest Risk 
  price, however.
  Horror Trait - This functions like 
  the Horror Traits as listed in the 
  “Zombies” chapter, only they 
  typically only apply to only one 
  or a few of the opponents in the 
  encounter as opposed to a blanket 
  trait that all the opponent share 
  throughout the campaign.
  Region/Location/Environmental 
  Feature - This Hazard can only be 
  played if characters are currently 
  at a certain location or region with 
  the proper Environmental Feature. 
  The entry will not say “Region/
  Location”, it will instead be the 
  descriptor required in order for the 
  Hazard to have any effect.
  List of Hazards
  Armed - 2R
  Hazard - Zombie, Horror Trait
  Play when E% is made with 
  enough DoS to play a Template 
  zombie
  One zombie is clutching a gore-
  covered Melee weapon that they 
  have managed to retain just 
  enough sentience in order to use. 
  One Standard zombie per 2R 
  spent on the cost in this encounter 
  has the ‘Advanced Weaponry’ 
  Horror Trait and will be armed. 
  Special and Unique zombies can 
  have them too, but the Risk cost is 
  multiplied by their Size.
  Armored - 2R
  Hazard - Zombie, Horror Trait
  Play when E% is made with 
  enough DoS to play a Template 
  Zombie
  One Standard Zombie has the 
  remnants of protective gear 
  strapped to them which regrettably 
  includes a helmet and/or bullet 
  proof vest. That zombie counts as 
  having +3 Defense. This can apply 
  to other Standard zombies in the 
  same Encounter if the GM pays an 
  additional 2R apiece. Characters 
  get +1 Resource for killing such 
  zombies if they do not flee the 
  encounter.
  Balancing Act - 4R
  Hazard - Challenge, 
  Navigation
  Play when E% is made at 4 
  DoS or greater
  Zombies can only be avoided 
  by walking along the edge of 
  a fence or wall or shimmying 
  from one point to the next by 
  means of a wire or rope, as 
  all other methods to avoid 
  the zombies are too risky. 
  Characters can only evade 
  this encounter by making a 
  ‘Per - Balance’ or ‘Str - Climb’ 
  check. Failing this will trigger 
  a Zombie Encounter with the 
  characters that fail the checks, 
  which the other characters who 
  passed can voluntarily enter. 
  The zombies get a surprise 
  round and characters get -10 
  SP.
  One Use Only
  Banshee - 10R
  Hazard - Zombie, Morale
  Add ‘Banshee’ to the available 
  Special zombies. They can be 
  deployed for 1 less Risk.
  Barricades - 1R
  Hazard - Challenge
  One location requires that 
  characters breach through 
  barricades in order to perform 
  any ‘Search’ checks. This 
  process will likely generate 
  Noise, depending upon what 
  tool is used to attempt a 
  Breach. This will also add +1 
  Difficulty to a subsequent ‘Per 
  - Search’ check made at that 
  location.
  This can also be used to 
  increase the Difficulty of a ‘Per 
  - Navigation’ check by 1.
  -d6 SP
  One Use Only
  
  14
  Biohazard - (special)
  Hazard - Zombie
  Play after any successful All Out 
  Defense mission.
  Reduce Stronghold Viability 
  by 1. The zombie corpses 
  now litter your Stronghold and 
  some now occupy vital areas 
  and threaten the health of your 
  population (such as in crops or 
  in water supplies). A Disposal 
  mission must be accomplished. 
  Proper disposal requires 1 
  Time per Viral of the zombies 
  in the last encounter. Resource 
  can be spent to reduce this 
  Time requirement by 1d3 per 
  Resource spent. The Risk 
  cost is equal to 10 - current 
  Stronghold Viability.
  Carelessness - 
  (Special)
  Hazard - Challenge
  A Gamemaster may make an 
  additional E% during the same 
  period of Time by spending 1 
  Risk. This can be repeated, 
  but each attempt will cost an 
  additional Risk (1R for first, 2R 
  for second, 3R for third, etc). This 
  Hazard can be played for free if 
  players perform an action during 
  a period of Time that is nowhere 
  near convential wisdom dictating 
  as being a wise decision.
  Chain Link Fence - 2R
  Hazard - Challenge, Urban
  Play after a failed ‘Per - 
  Navigation’ check
  Unless all the characters pass 
  a ‘Str - Climb’ check, or one of 
  the characters has ‘Bolt Cutters’, 
  the characters are slowed 
  considerably as they are now in 
  between a chain link fence and a 
  horde of pursuing zombies. Failing 
  the required check or failing to 
  have the proper gear, another E% 
  must be made immediately and 
  the characters get -5 SP. The Risk 
  cost is reduced to 1R in ‘Biome - 
  Urban’ locations.
  Charnel House - 5R
  Hazard - Morale
  Play in Any Interior Location
  This building was used as a 
  makeshift storage for corpses 
  before being abandoned. With 
  reeking bodies stacked several 
  high, the muffled moans of 
  zombies, rendered immobile 
  from the weight of the other 
  bodies piled on top of them 
  can be faintly heard. Going 
  through these buildings is very 
  risky. A Zombie Encounter will 
  result in twice the number of 
  Standard zombies. Passing 
  through without a successful 
  E% will require the characters 
  to make a ‘Willpower’ check or 
  lose 1 Morale as they survey 
  the corpses piled on the floor 
  that is slick with gore.
  One Use Only
  Creeping Death - 1R
  Hazard - Zombie
  Deploy one zombie as a 
  ‘Crawler’. It can be deployed 
  normally as per ‘Crawler’ rules 
  or can replace any zombie that 
  was killed in a previous round. 
  Zombies killed by ‘Headshots’ 
  cannot be replaced in this way.
  Deus Ex Machina - 
  Special
  Hazard - Special, Catastrophe
  Play after any ‘Catastrophe’
  This is the reverse of the 
  ability of SP to ‘Reduce Risk’. 
  The Risk cost of this Hazard 
  is special. It can reduce SP 
  equal to the Risk paid to play 
  this Hazard. However, this 
  represents the characters 
  relying upon luck instead of 
  planning, so the ‘Catastrophe’ 
  rolled in order to play this 
  Hazard will instead count 
  as a ‘Headshot’ by some 
  extraordinary means that will 
  be beyond the character’s 
  control (as implied by the 
  name of this Hazard).
  Down, Not Out - 2R
  Hazard - Zombie
  Play after character kills a 
  
  15
  Zombie
  One zombe the character just 
  killed is not yet dead. Deploy a 
  ‘Crawler’ zombie in place of the 
  zombie just killed by a character. 
  If killed in melee combat, a 
  Crawler will immediately enter 
  a ‘Grapple’ with the character. 
  Zombies killed by ‘Headshots’ 
  cannot generate Crawlers with 
  this Hazard.
  Drowned - 10R
  Hazard - Zombie, Aquatic
  Add ‘Drowned’ to the available 
  Special zombies. Standard 
  zombies can be upgraded to 
  Drowned for free at locations 
  featuring a large body of water 
  nearby.
  Escalation - (100xOL)R
  Hazard - Global, Finale
  The Outbreak has gotten larger 
  in scale and becomes an 
  even greater threat. Increase 
  Outbreak Level by 1 to a 
  maximum of 4. The Risk cost 
  is the target Outbreak Level, 
  not the current one. Pick or 
  randomly determine a new set 
  of Objectives and a GM gets 
  additional Hazards to have 
  access to (although they do not 
  have to be played immediately). 
  The amount of Hazards a GM 
  can have in this way can only 
  have a total Risk cost of (25xOL) 
  R. 
  Endless Horde - 25R
  Hazard - Zombie, Finale
  Biome - Urban
  The zombies are so great in 
  number that it is ludicrous to 
  try and fight them beyond the 
  few that lie in your immediate 
  path. No Objective rewards may 
  be claimed for killing any kind 
  of zombie and each Zombie 
  Encounter drains 1 SP per level 
  of Standard Zombie Speed 
  and Perception. Noise will not 
  contribute to Risk while this 
  is in play, as the players have 
  already alerted the attention of 
  every nearby zombie, which could 
  be hundreds (if not thousands) 
  of zombies. This Hazard cannot 
  be trumped by an Objective that 
  requires the killing of Standard 
  zombies. If such an Objective 
  is rolled or chosen, it must be 
  replaced unless the setting is not 
  a ‘Biome - Urban’, in which case 
  it is at GM discretion as normal. 
  A successful ‘All Out Defense’ will 
  negate this Hazard and require 
  a GM to pay the 25R to trigger it 
  again.
  Remains In Play
  Familiar Face - 5R
  Hazard - Zombie, Morale
  Add the ‘Familiar Face’ template to 
  any one zombie in an encounter. 
  Determine randomly which of 
  the characters knew the former 
  human. Also determine by rolling 
  a d6 how much Difficulty is added 
  for attacking them, to represent 
  the closeness of the relationship. 
  If this roll is a 1, a GM may play 
  this Hazard again in a different 
  Encounter.
  One Use Only
  Frozen - 10R
  Hazard - Zombie, Cold
  Any Standard zombie in an 
  Encounter can be upgraded to a 
  ‘Frozen’ for free in an environment 
  with the ‘Cold’ Environmental 
  Feature. The Risk cost is reduced 
  by the Environmental Modifier 
  of a location with the ‘Cold’ 
  Environmental Feature.
  Ghoul - 10R
  Hazard - Zombie
  Add ‘Ghoul’ to the available 
  Special zombies. They can be 
  deployed for 1 less Risk.
  Glutton - 10R
  Hazard - Zombie
  Add ‘Glutton’ to the available 
  Special zombies. They can be 
  deployed for 1 less Risk.
  Grotesque - (Special)
  Hazard - Zombie, Template
  When a successful E% 
  is made that indicates a 
  ‘Template’ can be deployed, 
  any Standard zombie in an 
  Encounter can be upgraded to 
  a Grotesque for a cumulative 
  1R (1R for first Grotesque, 2R 
  for second, 4R for third, 6R for 
  fourth, etc).
  Husk - 10R
  Hazard - Zombie, Arid
  Any Standard zombie can be 
  replaced by a ‘Husk’ in an 
  environment with the ‘Arid’ 
  Environmental Feature. The 
  Risk cost is reduced by the 
  Environmental Modifier of 
  a location with the ‘Arid’ 
  Environmental Feature.
  Hunting Cat - 10R
  Hazard - Zombie, Beast
  Add ‘Hellcat’ to the the 
  available Special zombies. 
  They can be deployed for 1 
  less Risk.
  Interruption - 3R
  Hazard - Challenge
  Characters are cut short while 
  attempting to do an action. If 
  the characters fail an action 
  that can be repeated, they 
  
  16
  cannot repeat it and the GM 
  makes an E% check.
  Killing Fields - 5R
  Hazard - Zombie, Morale
  This location is full of carnage, 
  undisposed of zombies mingle 
  with inanimate corpses and 
  those that twitch sporadically. 
  Going through these grounds is 
  very risky. A Zombie Encounter 
  will result in twice the number 
  of Standard zombies. Passing 
  through without a successful 
  E% will require the characters to 
  make a ‘Willpower’ check or lose 
  1 Morale as they survey the sea 
  of dead and gore.
  One Use Only
  More Difficult Than it 
  Looks - (Special)
  Hazard - Challenge
  Any check can be increased in 
  Difficulty by 1 before a check 
  is made. The cost of this is a 
  cumulative 1R for each point 
  of Difficulty to increase. A 
  Gamemaster may substitute any 
  Hazard generated randomly for 
  this one and it can be retained 
  without paying any
  additional Risk. 
  More Than You Can 
  Chew (Special)
  Hazard - Zombie
  Play after characters decide to 
  stay and fight zombies
  A zombie encounter is far 
  more threatening than initially 
  thought. A GM can deploy more 
  Standard zombies as if a new 
  zombie encounter has taken 
  place. If characters destroy all 
  the zombies before this effect 
  comes into play, then this 
  hazard has no effect and the 
  Risk spent is wasted. The cost 
  to play this Hazard is 5R - 1R 
  per round delayed before this 
  comes into effect to a minimum 
  of 1R.
  Nightmare - 15R
  Hazard - Zombie, Beast
  Add ‘Nightmare’ to the available 
  Special zombies. They can be 
  deployed for 1 less Risk.
  One Big Monster - 
  (special)
  Hazard - Special
  Add the One Big Monster template 
  to any available zombie or zombie 
  subtype. The Risk cost is a base 
  15R, but add 2x the base Risk 
  cost of a Special zombie or Beast 
  zombie if adding an OBM template 
  to it instead of adding it to a 
  Standard zombie.
  One Horse Town - 8R
  Hazard - Zombie, Beast
  Deploy one ‘Nightmare’ in an 
  Encounter.
  One Use Only
  Pestilence - 1R per 
  zombie
  Hazard - Zombie, Horror Trait
  This particular group of zombies 
  has maintained heat, enough 
  to have their bodies become a 
  breeding ground for disease and 
  flies. All zombies in this encounter 
  have +1 Viral. ‘Biologically Alive’ 
  and Gluttons can have this played 
  on them for no additional Risk 
  cost. 
  Rain Check - 3R
  Hazard - Challenge, Rain
  Play when characters attempt 
  ‘Stronghold Upgrade’ missions
  Foul weather plagues the 
  characters. It should be 
  appropriate for the season and 
  hemisphere as to what that 
  condition might be. Characters 
  must add the Environmental 
  Modifiers to not only the Objective 
  checks for their Stronghold 
  Upgrade missions, but the 
  required Time for their completion 
  is increased by Environmental 
  Modifiers as well. This Hazard 
  cannot be used in any 
  region that has the ‘Arid’ 
  Environmental Feature.
  One Use Per Environmental 
  Modifier
  Raptors - 5R
  Hazard - Zombie, Beast, 
  Challenge
  A flock of Raptors begins to 
  ‘Pursue’ the characters as 
  described in their entry in 
  the Outbreak: Undead Core 
  Rulebook (pg. 180).
  Roadblock - 5R
  Hazard - Challenge, 
  Navigation
  Any Urban Location or Biome 
  that has an Environmental 
  Modifier of +2 or more
  Travel using vehicles greater 
  than Size 3 is impossible past 
  this location. Encountering this 
  Hazard in while in a vehicle of 
  Size 3 or greater will penalize 
  the characters 5 SP per Size 
  of the vehicle above 2. Riding 
  animals are exempt from this 
  Hazard.
  One Use Only
  Sociopath - 10R
  Hazard - The Living, Vigilante
  One Vigilante group is 
  particularly deranged, utterly 
  uncaring about others. They 
  count ‘Diplomacy - Coax/Plea’ 
  as “n/a” and have +4d6 Attack.
  Storm Brewing - 10R
  Hazard - Challenge, Rain, 
  Wind
  A storm begins to hit and rain 
  and wind are now something 
  the Survivors need to contend 
  with. This will remain in play 
  for 10 Time per Environmental 
  Modifier and all Hazards with 
  ‘Rain’ and ‘Wind’ descriptors 
  are free of cost for the duration 
  of the Storm and can be 
  retained for free.
  
  17
  Trailing Zombies - 
  (special)
  Hazard - Zombie
  Whenever characters return 
  to a Stronghold or fail a ‘Per - 
  Survival’ check, a Gamemaster 
  may trigger an immediate 
  Encounter with 1d6 Standard 
  zombies per R spent on this 
  Hazard which follows the 
  rules of an ‘All Out Defense’. 
  A Gamemaster may play this 
  Hazard on characters that 
  succeed a ‘Per - Survival’ check, 
  but the Risk cost is equal to 
  the DoS in the ‘Per - Survival’ 
  check. Gamemasters will still 
  have to reduce their Risk to 0 
  as per normal Stronghold rules 
  once the characters survive 
  a resulting ‘All Out Defense’ 
  mission. This Hazard will always 
  be available to the Gamemaster, 
  regardless of the scenario.
  Tensions Flare - 5R
  Hazard - Diplomacy
  There is strife in the Stronghold. 
  Make an ‘Emp - Diplomacy’ 
  check in order to calm the 
  Population or lose 1d3 Morale 
  and no Population can become 
  a Mobilized Work Force. The 
  Risk cost of this is reduced to 0 
  if any Population died during an 
  ‘All Out Defense’ or any player 
  characters died in the previous 
  mission.
  Trapped! - 1R
  Hazard - Challenge
  Characters attempting to flee an 
  Encounter add +1 Difficulty to 
  the required subsequent ‘Per - 
  Navigation’ check. Despite being 
  ‘One Use Only’ this Hazard can 
  be reclaimed after being played 
  by paying 1 Risk per DoS in the 
  ‘Per - Navigation’ check this 
  alters. If this reduces the Risk 
  cost to 0 or less, then the GM 
  can reclaim it for free and play it 
  again in subsequent turns.
  One Use Only
  Unstoppable Force - n/a
  Hazard - Special
  Characters are facing a danger 
  they cannot hope to stop or 
  prevent. It is only a matter of 
  time. If characters are facing 
  such a peril, then each Time will 
  add 1d3 Risk per OL. A GM is 
  also allowed to choose a Finale 
  objective and a Hazard that costs 
  25 Risk or greater if they haven’t 
  yet already to represent what 
  ‘Unstoppable Force’ is threatening 
  the characters.
  Ursa - 20R
  Hazard - Zombie, Beast
  Add ‘Ursa’ to the available Special 
  Zombies. Only one example of this 
  Beast will be available at a time 
  unless the GM pays an additional 
  20R.
  Vampire - 15R
  Hazard - Zombie, Night
  Add ‘Vampire’ to the available 
  Special Zombies. They can be 
  deployed for 1 less Risk inside 
  buildings and interior locations, 
  but cannot be deployed outside 
  during Day periods of Time. During 
  periods of Time at Night, they can 
  replace Standard Zombies on an 
  E% table for free.
  Vermin - 1R per 
  Stronghold Viability
  Hazard - Zombie, Beast, 
  Challenge
  Vermin have overrun your 
  Stronghold. They devour 
  1d6 Food and reduce either 
  Stronghold Structure by 1 (in 
  the case of termites or some 
  similar pest) or they reduce 
  Viability by 1. For 10R, Vermin 
  can be added to the available 
  Special zombies and can be 
  deployed for 1 less Risk.
  Vigilantes - 15R
  Hazard - The Living, Vigilante
  Your actions have alerted 
  ruthless Vigilantes nearby. 
  Add ‘Vigilantes’ to the E% 
  table. Their position on the 
  Encounter table can be 
  upgraded by 1 DoS per 15R 
  spent.
  Wall of Mourning - 
  4R
  Hazard - Morale, Urban
  Biome - Urban
  The characters pass an old 
  barricade, building or wall 
  that is literally wallpapered 
  with “Missing” posters and 
  abandoned shrines with wilted 
  flowers and candles burned 
  down to the stump. Characters 
  17
  E% table for free.
  flowers and candles burned 
  flowers and candles burned 
  down to the stump. Characters 
  down to the stump. Characters 
  
  18
  must either fail an Empathy 
  check or pass a Willpower check 
  or lose 1 Morale.
  One Use Only
  Zombie Wall - 5R
  Hazard - Zombie
  Play any time during a Zombie 
  Encounter
  The advancing undead form a 
  wall, preventing easy escape. 
  The E% that must be made 
  after the characters flee a 
  Zombie Encounter counts as 
  being automatically successful 
  with 1 DoS per OL. Characters 
  may attempt to avoid this new 
  Encounter normally.
  This can also be used to delay 
  the characters’ ability to ‘Flee’ 
  a zombie encounter by 1 Turn, 
  should they normally be able. If 
  during this extra turn, zombies 
  are positioned in such a way as to 
  prevent the players from ‘Fleeing’, 
  then the characters will still be 
  unable to Flee, but the GM will not 
  need to spend Risk in order to do 
  so (as normal rules will prevent 
  the characters from ‘Fleeing’).
  
  19
  Table 1.1
  Random Objective Table
  General
  Armed and Dangerous
  Armored Transport
  Arson
  Bait/Noisemaker
  Beacon
  Documenting
  Enemy of My Enemy
  Escape or Fortify
  Hallowed Ground
  Lay of the Land
  On the Offensive
  Pathfinder
  Research or Rescue
  Running Out of Time!
  Search and Rescue
  Sentimental Value
  Supply Raid
  Transport
  Silent and Deadly
  Survivor
  Combat
  Bell the Cat
  Birds of a Feather
  To Slay the Beast
  Hunter
  Legendary
  Liposuction
  Night Hunter
  Peace and Quiet
  Put to Sleep
  Rage
  Rest in Peace
  Road Warrior
  Rude Awakening
  Save the Children?
  Titan or Ursa
  Dust to Dust, Keelhauled, 
  or The Iceman Goeth*
  Keeper of the Keys
  Zombie Horde
  Zombies
  Stronghold Lv. 
  Resource Acc.
  Alarm System
  Ammo Dump
  Emergency Supplies
  Food Supply
  Fortress
  Fuel Dump
  Pantry Raid
  Weapons Cache
  Diplomatic
  Establish Comm.
  Peace Treaty
  Peacekeeper
  Table 1.2
  Random Hazard Table
  Hazards
  Armed
  Armored
  Balancing Act
  Banshee
  Barricades
  Biohazard
  Carelessness
  Chain Link Fence
  Charnel House
  Creeping Death
  Deus Ex Machina
  Down, Not Out
  Drowned
  Endless Horde
  Escalation
  d%
  1-2
  3-4
  5-6
  7-8
  9-10
  11-12
  13-14
  15-16
  17-18
  19-20
  21-22
  23-24
  25-26
  27-28
  29-30
  d%
  1-5
  6-10
  11-15
  16-20
  21-25
  26-30
  31-35
  36-40
  41-45
  46-50
  51-55
  56-60
  61-65
  66-70
  71-75
  75-80
  81-85
  86-90
  91-100
  d%
  1-2
  2-12
  13-25
  26-40
  41-60
  61-70
  71-85
  86-100
  d%
  1-35
  36-65
  66-100
  d%
  1-5
  6-10
  11-15
  16-20
  21-25
  26-30
  31-35
  36-40
  41-45
  46-50
  51-55
  56-60
  61-65
  66-70
  71-75
  75-80
  81-85
  86-90
  91-95
  95-100
  d%
  31-32
  33-34
  35-36
  37-38
  39-40
  41-42
  43-44
  45-46
  47-48
  49-50
  51-52
  53-54
  55-56
  57-58
  59-60
  d%
  61-62
  63-64
  65-66
  67-68
  69-70
  71-72
  73-74
  75-76
  77-78
  79-80
  81-82
  83-84
  85-86
  87+
  Familiar Face
  Frozen
  Ghoul
  Glutton
  Grotesque
  Husk
  Hunting Cat
  Interruption
  Killing Fields
  More Difﬁ cult than it Looks
  More Than You Can Chew
  Nightmare
  One Big Monster
  One Horse Town
  Pestilence
  Rain Ceck
  Raptors
  Roadblock
  Sociopath
  Storm Brewing
  Trailing Zombies
  Tensions Flare
  Ursa
  Vampire
  Vermin
  Vigilantes
  Wall of Mourning
  Zombie Wall
  Roll Twice More**
  **Ignore further results from this
  *Dependng upon geographic region
  
  20
  
  21
  This guide assists Gamemasters in setting up Scenario Point constructed campaigns, 
  which give players goal-oriented objectives and easily trackable progress for a campaign 
  of any scale. Included is a detailed guide to structuring missions, multiple sample Victory 
  Conditions and Victory Sub-Conditions, as well as entirely new ways to spend Risk points 
  on new ‘Hazards’ that GM’s can utilize to create new challenges for players and thwart their 
  best made plans.
  The element of chance and surprise is now possible for both Gamemasters and Players, as 
  a scenario’s objectives can now be generated at random, while still allowing tremendous 
  narrative and storytelling flexibility!
  This guide is a perfect companion piece to the Outbreak: Undead.. Core Rulebook. It 
  gives Gamemasters a whole new arsenal of scenario constructing tools that more fully 
  utilize the concepts presented in your other Outbreak: Undead books!
  This guide assists Gamemasters in setting up Scenario Point constructed campaigns, 
  the gamemaster’s companion
  
SOURCE: textdata/thevault/Outbreak_ Undead/Outbreak Undead - Gamemasters Companion.pdf