This material was originally presented at www.mlaf.de.

Zombie

Re-Rolls:

80.000 each

Apothecary:

not allowed

Team List

Qty

Position

MA

ST

AG

AV

Skills

Cost

Categories

0 - 15

Zombie

4

3

2

8

Regenerate

30.000

Gen

1

Zombie Master

5

3

2

9

Regenerate, Spellcaster Level 1, Necromancy

100.000

Gen, Magic

No Special Players

Special rules

Zombie teams ignore the effects of Sweltering Heat

There must be a Zombie Master on your team. If he dies and is not regenerated, the next purchase must be a new Zombie Master

Zombie teams can hire a Mad Scientist for 100,000 gold pieces. After a game, the Mad Scientist can re-animate an opposing player who was killed and not saved

during the match. The re-animated player joins the Zombie team, he keeps all his skills and Stat increases as well as his SPP. However, since he is one of the Living

Dead now, reduce his MA by 2 and his AG by 1, he gains the Regenerate-Skill. The re-animated player still has access to all skill classes he could choose from

before his death. The player keeps his old player value, you have to pay that amount of money before he can play for your team (mark him as MNG if you don't

Have the money now). There is no limit as to how many re-animated players you can have on your team. Players who already had the skill Regenerate cannot be

re-animated. If you choose to re-animate the opposing spellcaster he will lose all spells and the ability to learn spells on a skill roll. Re-animated players 'join' the

Zombie race, so they ignore Sweltering Heat, but do not benefit anymore from the racial abilities of their original race.

                   

On pitch Spellcasters:

The starting spell for a Zombie Spellcaster is Necromancy.

When: immediately after a failed regeneration roll
The spellcaster regenerates a player whose regeneration roll just failed.
Failure: no effect
Succeeds on: 4+