diff --git a/gamedir/Data-1.13/Ja2_Options.INI b/gamedir/Data-1.13/Ja2_Options.INI
index ee09e3dfa..793ad258c 100644
--- a/gamedir/Data-1.13/Ja2_Options.INI
+++ b/gamedir/Data-1.13/Ja2_Options.INI
@@ -1790,6 +1790,89 @@ OVERHEATING_SET_ZERO_UPON_NEW_SECTOR = TRUE
;******************************************************************************************************************************
;******************************************************************************************************************************
+[Tactical Zombie Settings]
+
+;******************************************************************************************************************************
+; In this section you can specify how the dead will raise from their graves.
+;******************************************************************************************************************************
+
+; How often is a corpse allowed to rise again as a zombie, if all conditions are met (corpse is free, has a head, there
+; is still room for more zombies in the sector)?
+; 0 - Every corpse spawns a zombie once
+; 1 - A corpse can rise again forever. You'll have to find a way to permanently banish the undead....
+; 2 - It is randomly decided if a corpse can rise
+; 3 - A corpse spawns a zombie once, after that it's random
+ZOMBIE_RISE_BEHAVIOUR = 0
+
+; Should zombies spawn in waves, meaning that every few turns as many zombies as possible should rise (TRUE), or should
+; every zombie rise individually (FALSE)?
+ZOMBIE_SPAWN_WAVES = FALSE
+
+; How often are waves of zombies created? 0 means never, 100 means whenever possible
+ZOMBIE_RISE_WAVE_FREQUENCY = 60
+
+; Can zombies climb roofs?
+ZOMBIE_CAN_CLIMB = TRUE
+
+; zombies made from corpses of civilians do not have a punch animation, which results in a deadlock if they try to punch
+; TRUE: So instead, they blow up, dealing damage to everyone (setting TRUE)
+; FALSE: Another option is a 'simulated attack' without animation. However, this is pretty simple and rigged up, only a temporary solution.
+; This still results in deadlocks!
+ZOMBIE_EXPLODING_CIVS = TRUE
+
+; Normal and energy damage is reduced by this percentage. Valid valus from -50 to 95
+ZOMBIE_DAMAGE_RESISTANCE = 0
+
+; Extra challenge: If true, only headhots will do any damage, hits to the body or legs won't. Only applies to bullets, though
+ZOMBIE_ONLY_HEADSHOTS_WORK = FALSE
+
+; Zombie difficulty level, determines hitpoints, stats and skills
+; 1 - Night of the Living Dead
+; 2 - Dawn of the Dead
+; 3 - Resident Evil
+; 4 - 28 Days later
+ZOMBIE_DIFFICULTY_LEVEL = 3
+
+;******************************************************************************************************************************
+;******************************************************************************************************************************
+
+[Tactical Poison Settings]
+
+;******************************************************************************************************************************
+; In this section you can specify the new poison system
+;******************************************************************************************************************************
+
+; The poison system is a new feature that gives a bit of variation to the life and damage system.
+; Certain sources can deal poison damage (as of now, only zombies). This means that damage can be poisonous. If a merc receives
+; poison damage, he not only looses life, he also gains a poison point.
+; The basic consequences are:
+; - if he bleeds, there is chance, depending on the ratio of total poison points to maximim life points, that he gains additional
+; poison points
+; - poison works as a counter to mercs natural regeneration (which is calculated every hour). If a merc is poisoned enough, he
+; can lose a life point this way! This simulates the character getting sicker and sicker because of the poison in his veins.
+; The lost point will be bandaged, so you do not have to immediately bandage it.
+; - However, if our health drops below 15 points because of poisoning, we suffer a shock, the points won't be damaged anymore.
+; We require immediate medical assistance, or we will die!
+; Yes, it is possible to die this way.
+; - If not treated, poison will invariably spread in an infected merc. To prevent this, you can cure him. Curing poison is a new
+; action automatically performed by your doctors and the hospital, if the merc is their patient.
+; Once a patient is back to full life, The poison is cured (curing 1 pt of poison costs as much as chealing 1 pt of life).
+; If using the new trait system, the doctoring merc needs to have the PARAMEDIC or DOCTOR Skill to cure poison.
+
+; Basic medical skill needed to cure poison (in addition to doctoring skill). Range: 1-100
+POISON_BASE_MEDICAL_SKILL_TO_CURE = 50
+
+; Percentage of damage dealt by zombies that will be poisoned. Range: 0 - 100
+ZOMBIE_POISON_DAMAGE_PERCENTAGE = 50
+
+; This multiplier determines the damage we take every hour for being poisoned (simulating our health deteriorating from the infection).
+; Roughly speaking, the damage we take equals (total poison/max life) * (100 - poison resistance) * this multiplier
+; valid values from 1.0 to 10.0, 4.0 is recommended
+POISON_INFECTION_DAMAGE_MULTIPLIER = 4.0
+
+;******************************************************************************************************************************
+;******************************************************************************************************************************
+
; #### ##### ### ## ##### #### #### ### #### #### #### ##### ##### ### # # #### ####
; # # # # # # # # # # # # # # # # ## # # #
diff --git a/gamedir/Data-1.13/TableData/AmmoTypes.xml b/gamedir/Data-1.13/TableData/AmmoTypes.xml
index 63970412d..fff2527ad 100644
--- a/gamedir/Data-1.13/TableData/AmmoTypes.xml
+++ b/gamedir/Data-1.13/TableData/AmmoTypes.xml
@@ -33,6 +33,7 @@
0
0.0
+ 0
1
diff --git a/gamedir/Data-1.13/TableData/Items.xml b/gamedir/Data-1.13/TableData/Items.xml
index cf21c4f99..c6e97540f 100644
--- a/gamedir/Data-1.13/TableData/Items.xml
+++ b/gamedir/Data-1.13/TableData/Items.xml
@@ -165,6 +165,8 @@
0.0
0.0
0.0
+ 0
+ 0
0
0
@@ -6275,6 +6277,7 @@
90
10.0
100.0
+ 1
@@ -30603,6 +30606,7 @@
1
4.0
100.0
+ 1
-1
@@ -30721,6 +30725,7 @@
70
7.0
100.0
+ 1
@@ -31411,6 +31416,7 @@
20
4.0
100.0
+ 1
diff --git a/gamedir/Data/Ja2_Options.INI b/gamedir/Data/Ja2_Options.INI
index 7a2d0f3a6..7d4208dfc 100644
--- a/gamedir/Data/Ja2_Options.INI
+++ b/gamedir/Data/Ja2_Options.INI
@@ -1790,6 +1790,93 @@ OVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL = 1.15
; Note: This only applies to items lying on the ground. The inventory of your mercs will cool down wherever they are.
OVERHEATING_SET_ZERO_UPON_NEW_SECTOR = FALSE
+
+[Tactical Zombie Settings]
+
+;******************************************************************************************************************************
+; In this section you can specify how the dead will raise from their graves.
+;******************************************************************************************************************************
+
+; How often is a corpse allowed to rise again as a zombie, if all conditions are met (corpse is free, has a head, there
+; is still room for more zombies in the sector)?
+; 0 - Every corpse spawns a zombie once
+; 1 - A corpse can rise again forever. You'll have to find a way to permanently banish the undead....
+; 2 - It is randomly decided if a corpse can rise
+; 3 - A corpse spawns a zombie once, after that it's random
+ZOMBIE_RISE_BEHAVIOUR = 0
+
+; Should zombies spawn in waves, meaning that every few turns as many zombies as possible should rise (TRUE), or should
+; every zombie rise individually (FALSE)?
+ZOMBIE_SPAWN_WAVES = FALSE
+
+; How often are waves of zombies created? 0 means never, 100 means whenever possible
+ZOMBIE_RISE_WAVE_FREQUENCY = 60
+
+; Can zombies climb roofs?
+ZOMBIE_CAN_CLIMB = TRUE
+
+; zombies made from corpses of civilians do not have a punch animation, which results in a deadlock if they try to punch
+; TRUE: So instead, they blow up, dealing damage to everyone (setting TRUE)
+; FALSE: Another option is a 'simulated attack' without animation. However, this is pretty simple and rigged up, only a temporary solution.
+; This still results in deadlocks!
+ZOMBIE_EXPLODING_CIVS = TRUE
+
+; Normal and energy damage is reduced by this percentage. Valid valus from -50 to 95
+ZOMBIE_DAMAGE_RESISTANCE = 0
+
+; Extra challenge: If true, only headhots will do any damage, hits to the body or legs won't. Only applies to bullets, though
+ZOMBIE_ONLY_HEADSHOTS_WORK = FALSE
+
+; Zombie difficulty level, determines hitpoints, stats and skills
+; 1 - Night of the Living Dead
+; 2 - Dawn of the Dead
+; 3 - Resident Evil
+; 4 - 28 Days later
+ZOMBIE_DIFFICULTY_LEVEL = 3
+
+;******************************************************************************************************************************
+;******************************************************************************************************************************
+
+[Tactical Poison Settings]
+
+;******************************************************************************************************************************
+; In this section you can specify the new poison system
+;******************************************************************************************************************************
+
+; The poison system is a new feature that gives a bit of variation to the life and damage system.
+; Certain sources can deal poison damage (as of now, only zombies). This means that damage can be poisonous. If a merc receives
+; poison damage, he not only looses life, he also gains a poison point.
+; The basic consequences are:
+; - if he bleeds, there is chance, depending on the ratio of total poison points to maximim life points, that he gains additional
+; poison points
+; - poison works as a counter to mercs natural regeneration (which is calculated every hour). If a merc is poisoned enough, he
+; can lose a life point this way! This simulates the character getting sicker and sicker because of the poison in his veins.
+; The lost point will be bandaged, so you do not have to immediately bandage it.
+; - However, if our health drops below 15 points because of poisoning, we suffer a shock, the points won't be damaged anymore.
+; We require immediate medical assistance, or we will die!
+; Yes, it is possible to die this way.
+; - If not treated, poison will invariably spread in an infected merc. To prevent this, you can cure him. Curing poison is a new
+; action automatically performed by your doctors and the hospital, if the merc is their patient.
+; Once a patient is back to full life, The poison is cured (curing 1 pt of poison costs as much as chealing 1 pt of life).
+; If using the new trait system, the doctoring merc needs to have the PARAMEDIC or DOCTOR Skill to cure poison.
+
+; Basic medical skill needed to cure poison (in addition to doctoring skill). Range: 1-100
+POISON_BASE_MEDICAL_SKILL_TO_CURE = 50
+
+; Percentage of damage dealt by zombies that will be poisoned. Range: 0 - 100
+ZOMBIE_POISON_DAMAGE_PERCENTAGE = 50
+
+; This multiplier determines the damage we take every hour for being poisoned (simulating our health deteriorating from the infection).
+; Roughly speaking, the damage we take equals (total poison/max life) * (100 - poison resistance) * this multiplier
+; valid values from 1.0 to 10.0, 4.0 is recommended
+POISON_INFECTION_DAMAGE_MULTIPLIER = 4.0
+
+;******************************************************************************************************************************
+;******************************************************************************************************************************
+
+
+
+
;******************************************************************************************************************************
;******************************************************************************************************************************
diff --git a/gamedir/Profiles/UserProfile_JA2113/Ja2_Settings.INI b/gamedir/Profiles/UserProfile_JA2113/Ja2_Settings.INI
index be85a9c82..fd44be189 100644
--- a/gamedir/Profiles/UserProfile_JA2113/Ja2_Settings.INI
+++ b/gamedir/Profiles/UserProfile_JA2113/Ja2_Settings.INI
@@ -81,6 +81,7 @@ TOPTION_SHOW_TACTICAL_FACE_ICONS = TRUE
TOPTION_DISABLE_CURSOR_SWAP = TRUE
TOPTION_QUIET_TRAINING = FALSE
TOPTION_AUTO_FAST_FORWARD_MODE = TRUE
+TOPTION_ZOMBIES = FALSE
TOPTION_CHEAT_MODE_OPTIONS_HEADER = FALSE
TOPTION_FORCE_BOBBY_RAY_SHIPMENTS = FALSE
TOPTION_CHEAT_MODE_OPTIONS_END = FALSE
diff --git a/gamedir/Profiles/UserProfile_JA2113Demo/Ja2_Settings.INI b/gamedir/Profiles/UserProfile_JA2113Demo/Ja2_Settings.INI
index 65e010a45..e472797a6 100644
--- a/gamedir/Profiles/UserProfile_JA2113Demo/Ja2_Settings.INI
+++ b/gamedir/Profiles/UserProfile_JA2113Demo/Ja2_Settings.INI
@@ -81,6 +81,7 @@ TOPTION_SHOW_TACTICAL_FACE_ICONS = FALSE
TOPTION_DISABLE_CURSOR_SWAP = FALSE
TOPTION_QUIET_TRAINING = FALSE
TOPTION_AUTO_FAST_FORWARD_MODE = FALSE
+TOPTION_ZOMBIES = FALSE
TOPTION_CHEAT_MODE_OPTIONS_HEADER = FALSE
TOPTION_FORCE_BOBBY_RAY_SHIPMENTS = FALSE
TOPTION_CHEAT_MODE_OPTIONS_END = FALSE
diff --git a/gamedir/Profiles/UserProfile_JA2113_UB_EN/Ja2_Settings.INI b/gamedir/Profiles/UserProfile_JA2113_UB_EN/Ja2_Settings.INI
index d139189d2..af41210f3 100644
--- a/gamedir/Profiles/UserProfile_JA2113_UB_EN/Ja2_Settings.INI
+++ b/gamedir/Profiles/UserProfile_JA2113_UB_EN/Ja2_Settings.INI
@@ -81,6 +81,7 @@ TOPTION_SHOW_TACTICAL_FACE_ICONS = FALSE
TOPTION_DISABLE_CURSOR_SWAP = FALSE
TOPTION_QUIET_TRAINING = FALSE
TOPTION_AUTO_FAST_FORWARD_MODE = FALSE
+TOPTION_ZOMBIES = FALSE
TOPTION_CHEAT_MODE_OPTIONS_HEADER = FALSE
TOPTION_FORCE_BOBBY_RAY_SHIPMENTS = FALSE
TOPTION_CHEAT_MODE_OPTIONS_END = FALSE
diff --git a/gamedir/Profiles/UserProfile_JA2Vanilla/Ja2_Settings.INI b/gamedir/Profiles/UserProfile_JA2Vanilla/Ja2_Settings.INI
index 65e010a45..e472797a6 100644
--- a/gamedir/Profiles/UserProfile_JA2Vanilla/Ja2_Settings.INI
+++ b/gamedir/Profiles/UserProfile_JA2Vanilla/Ja2_Settings.INI
@@ -81,6 +81,7 @@ TOPTION_SHOW_TACTICAL_FACE_ICONS = FALSE
TOPTION_DISABLE_CURSOR_SWAP = FALSE
TOPTION_QUIET_TRAINING = FALSE
TOPTION_AUTO_FAST_FORWARD_MODE = FALSE
+TOPTION_ZOMBIES = FALSE
TOPTION_CHEAT_MODE_OPTIONS_HEADER = FALSE
TOPTION_FORCE_BOBBY_RAY_SHIPMENTS = FALSE
TOPTION_CHEAT_MODE_OPTIONS_END = FALSE