|Power of immortality|
|Never goes to warp|
Each time you lose ships to the warp, you may prevent one of your ships from going to the warp, instead returning it to one of your colonies.
Each player who allies with you during an encounter may retrieve one ship from the warp (if any) and place it in the encounter. This ship does not count towards a player's normal limit of four ships in an encounter.
While Zombie's power is very simple, it has caused various rule conflicts:
- Does Zombie collect compensation?
- No; it does not lose any ships to the warp, which is how compensation is measured.
- Does Zombie use its power to avoid Void?
- No; Void's power activates before Zombie's can.
Since the Zombie ships do not go to the Warp, the Zombie player can use them recklessly. He can intentionally lose a fight in which he has 4 Zombies in order to kill his allies' ships. He should always send four of his ships to support someone as an ally whenever invited. He has nothing to lose!
A slow, patient strategy seems to be good for Zombie. Target the opponents' population; don't rush for colonies necessarily. As time goes on your numerical advantage will grow as more enemy ships fall into the Warp.
The Zombie can often entice players into Negotiating, because of his secondary ability to free other player's ships from the Warp. This power is so useful, he can sometimes even parlay it into getting a base without donating one in return.