In an upcoming adventure of mine I am having my group of runners lay siege to a corporate facility via forgotten underground tunnels, the ending section of which have quite a negative background count as they run just below laboratories where Cyberzombies reside in hibernation as they are constructed/perfected. Inspired (With very heavy modification) from the ancient module 'First Run' I decided to spice up the passage through the tunnels with a new kind of ghoul, and I wanted to run the stats and general idea by you kind people as my grasp of how the rules play out is still developing.
I am introducing a new kind of ghoul strain, I call it the 'Rak-Kreiger Strain'. Major differences include an increased allergy to sunlight, the further loss of humanity/intelligence, and the mutation of the arms and back encouraging an ape-like gallop as well as a small bonus to grappling due to the pronounced elongation of arms and fingers.
Applying the racial modifications of orks to the standard template of the ghoul, as this colony was once an underground Ork turf, bringing the Body to 10 and the strength to 8. I will also be adjudicating the single magical point they all have to minor toxic shamanhood, Mentor Spirit being Mutation with emphases on beast spirits. This way they can wander about on the astral plane, their bodies dormant untill some powerful magical effect draws their attention.
Their favored mode of assault is to be the overbear, bringing a classic 'sprinting zombie swarm' flavor to the scene. One ghoul tackles an individual and the rest swarm in, all piling on and ripping the poor runner apart. I am attempting to encourage PCs to utilize as little force (Especially magic, as the majority of the Rak-Ghouls <Knights of the Old Republic anyone?> will be in a semi-slumber, ghosting around in astral form) as possible on the way, as almost any attempt to stop and fight these creatures (Rather then drive directly through the wide, but debris strewn tunnels) will result in the Ghouls swarming en-mass. This will also showcase the suppressing fire option of any fully-automatic weapons the party may have, should the excrement strike the wind-propeller.
The major clash will occur after the infiltration as the monsters will attempt to swarm them on their return trip through their tunnels, I intend to only threaten the players with several sets of bounding, glowing eyes from the surrounding darkness, ghastly apparitions gibbering nonsense and other horrific indications that they are possibly surrounded as they journey in towards the wall they are to penetrate with the special solvent provided by the man who hired them.
Comments? Ideas? Rule discrepancies?