I've almost got that undead game about ready to go.
The game starts with four players, this number will sometimes increase and sometimes drop. Most of the time, it will be dropping.
You start in a relatively small hydroelectric plant. You've been travelling together for a month and a half, the hydroelectric dam was a goal for a possible place to live- there's few infected in the area. (the starting players will know each other.) The time the game starts, things start breaking down- the hydroelectric dam is a couple of weeks away from complete failure, at most, and groups of infected start to appear. You've got to decide when to leave, but you can't do so immediately- one player starts randomly with a non-lethal, non-infectious injury that will take a week to finish healing.
That serves to give you time to get used to the game. The injured player can't leave, but can stay on watch- useful to the party. You also get a brief intro to how healing works.
Infected are your worst nightmare, but there's a close second in the form of marauders- humans who have taken to anarchy. There's very few if any in the area you're in, but they're also constantly moving, so who knows if they'll show up?
Bullets are scarce. Food and water are scarce. (Well, you actually get free water for as long as you stay in the dam) Supplies are in short order. You can do two things to combat this: Scavenge, which is done during the night (infected hibernate and are incapable of harming you during these hours) or moving, which allows you to pack up as much as you can and try to find a new place to live.
Combat is done on a d8 (Unless you're a Soldier, who fights with a d6- essentially, no 1s or 2s.), talking/ negotiations are a d20, and noncombat actions are either one depending on their nature (Caught in a fight without your weapons? d8 to find an improvised melee. Have to try and jump something you aren't sure if you can or not? d20.
Armor isn't complete yet, although it will be very simple and might not get it's own inventory page- each one just adds to your armor score.
If you'd like a sample fight to show you how things would go:
Player is armed with a Galil. It has a MARS sight.
Player is fighting an infected at long range.
... Player stands his ground.
Infected shambles forward, to close distance to Medium.
Player fires! (7)(3)(2)(5)(6)
Player hits three times, once to the chest, expending five rounds from the Galil. (20/25)
The infected falls to the ground, dead once more.
A player versus a Stage 0 infected isn't much of a fight. The Galil was automatic, firing 5 rounds a turn. If it was in Semi-Automatic, it would only fire the two shots- the chest hit (7), and the miss (3).
I'm going to start it up...
in fact, I'm not even gonna post this yetlink