All Tomorrow's Zombies. The charts will also work for Rotworld and Here are thirteen charts for use withThe charts will also work forand World of Darkness Infinite Macabre games that feature science fiction elements.









The charts range from random space ships to random rooms and stuff in those ships to random weapons and rounds of ammunition. Good luck versus the zombies, you're going to need it!

Roll 2D10 Ship Type Size 2 Glider Landing Craft 0 3 One-Man Shuttlecraft / Launch 0 4 Basic Troop Transport 1 5 Snub Fighter 1 6 Ship's Boat 1 7 Small Transport Shuttle 1 8 Medium Transport Shuttle 2 9 Average Cargo Ship 3 10 Scout Ship 4 11 Large Freighter 5 12 Attack Ship 5 13 Large Cruiser 7 14 Battle Ship 7 15 Battle Cruiser 8 16 Destroyer 8 17 Moving Starbase 9 18 Carrier 9 19 Town-sized mother ship 10 20 Roll on Special Ship Types table - Roll 1D10 Special Ship Types Size Range 1 Deep Space Ark 8-10 2 Prison Hulk 5-10 3 Tanker 3-9 4 Orbital Station 2-4 5 Satellite Station 2-4 6 Luxery Liner 5-9 7 Nobleman's Yacht 2-5 8 Safari Ship 2-5 9 Fighter Base 7-10 10 Research Lab 2-4 Roll 3D10 Room Type Table 3 Airlock 4-5 Escape Pod 6 Storage Room 7 Med Lab 8 Science Lab 9 Main Bridge / Control Room 10 Communications 11 Engine Room 12 Mechanical 13 Electrical 14 Lounge 15-16 Crew Cabins 17 Hypersleep Chambers 18-19 Stateroom/s 20 Passenger Cabin/s 21 Armory 22 Holding Cells 23 Security Office 24 Library 25 Kitchen 26 Cargo Bay 27 Hanger Bay 28 Fuel Bay 29 Weapons Bay 30 Breeding Chamber Roll 3D10 What's in the room? Quantity 3-10 Nothing of interest - 11-12 Zombies 1D4 (2) 13-14 More Zombies 1D10 (5) 15 Even More Zombies 1D10 x 3 (15) 16 Norms, unarmed 1D4 (2) 17 More Norms, unarmed 1D10 (5) 18 Ranged Weapon See Ranged Weapon table 19 Close Combat Weapon See Close Combat Weapon table 20 Explosive Weapon See Explosive Weapon table 21 Body Armor See Body Armor table 22-24 Gear See Gear table 25-26 Ammunition for Ranged Weapon See Ammunition table 27-28 Dead People 1D10 (5) 29 Nothing - blown airlock! - 30 Dead Zombies 1D4 (2)

Roll 2D10 Ranged Weapons Table

in the Weapon Quantity of Roundsin the Weapon 2-3 Pistol 1D10 (5) Heavy Revolver 1D6 (3) Submachine Gun 4D10 (20) Assault Rifle 3D10 (15) 7-8 Shotgun 1D8 (4) Flechette Gun 1D10 + 5 (10) 10-11 Blaster 5D10 (25) 12 Heavy Blaster 7D10 (35) 13 Disruption Field Gun 1D100 (50) 14 EMF Gun 1D100 (50) 15 Pulse Rifle 4D10 (20) 16 Stun Gun 5D10 (25) 17 Sonic Blaster 5D10 (25) 18

plasma damage] Plasma Claw [d6 x 8 (24) fire /plasma damage] 1 per 2 rounds 19 Rail Gun [D8 x 6 (24), ignores armor] 1D10 (5) 20

for all pyschic abilities) Psi-Enhancer (+1 Strengthfor all pyschic abilities) 1D6 (3) doses Roll 1D8 Close Combat Weapons Table Quantity Energy Sword Monofilament Flail Vibroaxe 1D4 (2) Vibroknife 1D4 (2) Vibrosword 1D4 (2) Make-shift Club 1D4 (2) Make-shift Machete 1D4 (2) Make-shift Knife 1D4 (2) Roll 1D4 Explosive Weapons Table Quantity of Devices Flechette Grenade 1D8 (4) Anitmatter Grenade 1D6 (3) Thermal Detonator 1D6 (3) EMP 1D8 (4) Roll 1D10 Body Armor Table Quantity 1-2 Inertia Field 1D4 (2) 3-4 Nanoweave Armor 1D6 (3) 5-6 Personal Forcefield 1D4 (2) 7-8 Reflective Body Suit 1D6 (3) 9-10 Kevlar Vest 1D6 (3) Roll 1D10 Special Rounds Table Quantity Explosive Bullet 2D10 (10) rounds Flechette Bullet 2D10 (10) rounds Flower Power 1D10 (5) rounds Energy 1D6 (3) magazines Pistol Rounds 1D6 (3) magazines Rifle Rounds 1D6 (3) magazines Shotgun Shells 1D8 (4) shells

but damage is not modified) Armor Piercing (halve Armor,but damage is not modified) 1D6 (3) magazines

armor, but damage is tripled) Hollow-Point Bullets (doublearmor, but damage is tripled) 1D6 (3) magazines 10

rolls after the first shot) Tracer Bullets (+1 to aimingrolls after the first shot) 1d10 (5) rounds











