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Equipment

Bladed Weapons

  • Swords: good range, effective
  • Knives: short range, only good if thrown but must be replaced or retrieved, last resort.
  • Axes: good range, devastating impact, slow to swing.
  • Spears: minimal effectiveness, slow to thrust and retract.

Blunt Objects

  • Bats: highly available, smashes smaller objects, degrades quickly
  • Clubs: larger than a bat, more momentum, long retraction, degrades slower
  • Maces: quite effective, short range if well constructed.
  • Makeshift: metal piping, lumber, furniture, fixtures, random debris.

Projectiles

  • Pistol: medium range, good stopping power, useless to a bad shot
  • Revolver: longer range with higher velocity shots, reload frequently
  • Rifle: very long range, sneak shots, is encumbering
  • SMG: medium range, high rate of fire, compact, useless to a bad shot
  • Shotgun: varied ranges depending on the choke, highly effective, encumbering

Explosives

  • Grenades: If you can get grenades and carry them around do, but be careful of fingers.
  • Bombs: Bombs are extremely devastating and should used with extreme caution.
  • Makeshift: Canisters filled with flammable compound that can be blown at a distance.

Zombies

Undead

  • Slow moving, no brain activity.
  • Rigor mortis, deterioration of the muscles, organ shutdown.
  • No actual needs, feeding or other wise. No motivation.
  • Lowest lever threat due to improbability.

Voodoo

  • Medium moving, no brain activity.
  • Don't feel pain from wounds, muscles, or anything else.
  • All desires are controlled by to necromancer.
  • Low level threat due to its unlikeliness and lack of mass existence.

Resurrected

  • Medium moving, minimal brain activity.
  • Revitalized organs and body functions, some deterioration.
  • Instinctual needs and motivations, no pain receptors.
  • Moderate level of threat due to replication, however slow moving.

Infected Human

  • Quick moving, focused thinkers.
  • Don't feel pain from wounds, muscles, or anything else.
  • Rage killers, can't be deterred from their objective.
  • Highest level of threat since the most likely and fastest moving.

Survival

Group Sizes/Duties

  • 1: Stealth or evasions tactics frequent movement.
  • 2-3: Stealth or evasions tactics with more risk less movement.
  • 4-8: Burst of sweeping aggression and moving.
  • 9-19 Hard to maintain a non military group this size.
  • 20 Only good in sheltered area or as a military force.

Survivor Types

  • Hero – has to save everyone all the time.
  • Loner: stand offish, covers themselves.
  • Asshole: demoralizing, weak, defeatist, takes advantage.
  • Realist: understands not everyone will live.
  • Weakling: elderly, out of shape, mentally retarded, useless.
  • Clinger: ditsy, nerdy, panicky, minimal or specialized uses.
  • Joker: moral booster, good spirited, optimistic.
  • Religious A: believes this is punishment from Satan, and God will protect the holy.
  • Religious B: believes this is justified punishment from God and we deserve it.
  • Fanatic: romanticizes zombies, took the movies to much to heart, risky.

Create a survival probability system based on Zombie Type, Area Type, Infestation, Group Size, Transport, Weapons, Survivor Types.

Site Links

Reviews

Horror

  • Dawn of the Dead – “Undead” “Virus”
  • Serpent in the Rainbow – “Voodoo”

Sci-Fi

  • Resident Evil – “Undead” “Virus”
  • Resident Evil Apocolypse – “Undead” “Virus”
  • Land of the Dead – “Undead” “Resurrected”
  • 28 Days Later – “Virus”

Funny

  • Shaun of the Dead – “Undead”

Games

  • Resident Evil
  • Dead Rising
  • House of the Dead
  • Stubbs the Zombie

Media

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