The Dead at the Gates - Swarm and Siege Dynamics

2026 · Sourcebook (rules/options to enhance play)

The Dead at the Gates - Swarm and Siege Dynamics

From the back of the book: THE DEAD ARE MOVING A swarm is dangerous. A herd can change the map. The Dead at the Gates expands the walker and haven rules for The Walking Dead Universe Roleplaying Game, turning large groups of the dead into persistent campaign threats. Track where they are going, what draws them onward, how terrain changes their path, and what happens when they finally reach the walls. This supplement gives Gamemasters a rules-light framework for running moving herds, prolonged sieges, desperate evacuations, and the aftermath left behind. It builds on existing Swarm Size, Threat Level, Haven Defense, Capacity, Issues, and Overrun rules without adding a separate tactical combat system. Inside you will find: - Herd Vectors for tracking movement, Pace, Direction, Draws, and behavior. - Rules for splitting, merging, diverting, and releasing large swarms. - A four-phase siege structure: Approach, Contact, Breach, and Collapse. - Guidance for weak points, active fronts, emergency repairs, evacuation, and rally points. - Weather, terrain, and seasonal conditions that reshape both herds and havens. - Environmental walker variants without special-infected rules. - Aftermath procedures for casualties, lost resources, damaged havens, and displaced survivors. - Legacy Herds that return across multiple sessions and become part of the campaign’s history. - Ready-to-use trackers, reference tables, and sample herds. The dead do not plan. They do not negotiate. They do not stop because the survivors are not ready. The question is not whether the walls will hold forever. The question is what can still be saved before they fail.

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Point Based (allocate points to get skills, powers, etc)Attribute/Stat Based (STR, CON, PER, etc)Skill Based (buy or gain skills)

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