Zombie: Difference between revisions

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{{Job_Header
{{Role infobox
|department=Antagonists
|department=Antagonists
|img=[[File:ZombieIcon.png|256px]]
|image=ZombieIcon.png
|title=Zombie
|title=Zombie
|access=Whatever they previously had
|access=Whatever they had in their previous life
|difficulty=Literally Brainless
|difficulty=Literally Brainless
|duties=Kill the crew and turn them into zombies.
|duties=Kill the crew and turn them into zombies.
|supervisors=The initial infected, if they exist
|guides=This is the guide
|guides=This is the guide
}}
}}
[[File:ZombieConversion.ogg]]


The Zombie is a conversion [[Antagonist|antagonist]] that can either come from the Zombie game mode or be randomly created through the Zombie Outbreak station [[Game_Modes|event]]. It is a player controlled entity whose only purpose is to seek out living characters and convert them into undead. Zombies do not have any faction alignment nor can they communicate coherently with other characters, but they are able to work together with other zombies in order to achieve their goals.
The Zombie is a conversion [[antagonist]] that can either come from the Zombie game mode or be randomly created through the Zombie Outbreak station [[Game_Modes|event]]. It is a player controlled entity whose only purpose is to seek out living characters and convert them into undead. Zombies do not have any faction alignment nor can they communicate coherently with other characters, but they are able to work together with other zombies in order to achieve their goals.  
 
It is typically deemed [[Roleplay|OOC]] for a zombie to destroy non-barrier objects such as APCs. A blockage such as a wall or door is fair game as it will hopefully lead the hungry zombie to brains. Pointing and other emotions such as laughing and sighing are also often deemed OOC. Instead, a zombie is deemed a mindless entity that wanders the halls often following other zombies to create a horde, following noises and generally milling about.


== Zombie Propagation ==
== Zombie Propagation ==
There are two main methods of creating new zombies:
There are two main methods of creating new zombies:
* Zombies can bite a crit/dead body in order to instantly convert it into a new zombie.
* Zombies can bite a critical/dead body in order to instantly convert it into a new zombie.
* A crew member or animal can die after getting the Zombie Infection, which will cause them to instantly turn into a zombie upon falling into crit.
* A crew member or animal can die after getting infected, which will cause them to turn into a zombie.
 
A key note about the Zombie Infection is that, while it is spread through bite, it may not always infect you on the first bite. Wearing large amounts of clothing reduce your chances of being infected after a zombie bite.


== Zombie Infection ==
== Zombie Infection ==
Though the main way the infection is given is through zombie bites, it can be transmitted in other ways. Notably, it can be gained through ingesting [[Chemistry|Romerol]], a Syndicate poison. Additionally, [[Initial Infected]] in the Zombie game mode start out with a passive version of the infection.
Though the main way the infection is given is through zombie bites, it can be transmitted in other ways. Notably, it can be gained through ingesting [[Chemistry|Romerol]], a Syndicate poison. Additionally, [[Initial Infected]] in the Zombie game mode start out with a passive version of the infection.


Once a crew mate has gotten the infection, they will experience symptoms of coughing and extreme physical and poison damage. They will also then be disposed to turn into a zombie upon death, even if the infection is cured. Due to the infection's high [[Chemistry|Spaceacillin]] resistance, the only way to neutralize the infection is through consuming 5u of [[Chemistry|Ambuzol]]. This will nullify the dangerous symptoms and grant you immunity to future infections, but you will still turn into a zombie if you die later.
Once a crew mate has gotten the infection, they will experience mild indicative symptoms. {{Cl|Ambuzol}} will cure a zombie infection, but will not protect against future infections. {{Cl|Ambuzol Plus|AmbuzolPlus}} will vaccinate an individual against infection, but will not stop them from turning into a zombie if bitten while in a critical state or dead.
 
=== Bundling Up ===
Each person starts off with a 0.75 chance (or coefficient) of getting infected when bitten, which you can consider a 25% reduction. Various types of protective statistics on worn clothing will reduce the infection chance, as listed below:
 
* "Infection chance reduced by X%": multiply your current coefficient by <code>1 - X%</code>
* "Slash damage reduced by X%": multiply your current coefficient by <code>1 - (X% * 0.5)</code>
* "Piercing damage reduced by X%": multiply your current coefficient by <code>1 - (X% * 0.3)</code>
* "Blunt damage reduced by X%": multiply your current coefficient by <code>1 - (X% * 0.1)</code>
 
As seen above, the most valuable statistic is direct infection chance reduction, which is found on bio suits and winter coats. Then, from most to least effective, is Slash, Piercing, and Blunt damage resistance.
 
Depending on your role, you might choose to bundle up in a bio suit for the extra barrier, or you might compromise with armor for lower infection resistance in exchange for living longer in a direct encounter.


== Physical Traits ==
== Physical Traits ==
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== Survival ==
== Survival ==
The main methods of survival for a Zombie Outbreak will involve securing supplies, equipment, and a safe location. Because much of the station facilities may be shut down due to an outbreak, having a large source of nutrition and hydration is key to staying safe. Additionally, access to medical equipment is useful in the event that a survivor is bitten, as it can be used to stave off the infection. For equipment, heat based weaponry is most effective. This not only includes lasers, but also extends to flare guns, incendiary shells, and [[Chemistry|Phlogiston]] chemical weapons. A location that is safe against zombies can be created by reinforcing possible entry points with electrified grilles. Additionally, blocking off windows can prevent zombie swarms coming in from the outside. Your ultimate end game is to survive until a shuttle is called, an ERT team arrives, or a CBURN unit comes to "save" you from the threat. Or, if you're such a lost cause, CentCom may just nuke you to save the trouble. When a zombie outbreak starts to spiral, rules typically go out the window. Most of the time Security is too busy being eaten alive to care about you making baseball bats.
The main methods of survival for a Zombie Outbreak will involve securing supplies, equipment, and a safe location. Because much of the station facilities may be shut down due to an outbreak, having a large source of nutrition and hydration is key to staying safe. Additionally, access to medical equipment is useful in the event that a survivor is bitten, as it can be used to stave off the infection.
 
For combat, heat based weaponry is the most effective. This not only includes lasers, but also extends to flare guns, incendiary shells, and {{cl|Phlogiston}}-based chemical weapons.  
 
Electrified grilles are a great barrier against zombies, as they cannot wear insulated gloves. Additionally, blocking off windows can prevent zombie swarms coming in from the outside.
 
Your ultimate end game is to survive until a shuttle is called, an ERT team arrives, or a CBURN unit comes to "save" you from the threat. Or, if you're such a lost cause, CentCom may just nuke you to save the trouble.
 
When a zombie outbreak starts to spiral, rules typically go out the window. Most of the time Security is too busy being eaten alive to care about you making baseball bats.


== Interaction ==
== Interaction ==
A player-controlled zombie loses the ability to pick up / equip items. It can use a few of the [[Interactions#Actions|action buttons]] such as enabling and disabling Harm mode and turning on/off the PDA light.  
 
A core thing to note when playing a zombie is that you can right click on people in non-harm mode to see what their name is. Zombies will have a "Zombified" prefix. A zombie's goal is to not harm fellow zombies but harm non-zombies.
Zombies lose most interaction capabilities, save for the ones mentioned here.
 
They can growl, scream, and "speak", but their speech will never come out as anything more intelligible than "Braaaaiiiins".
 
They can attack when harm mode is on, with both a narrow and a wide swing (LMB and RMB).
 
They can pry open doors by pressing Alt + Left Click.
 
{{Role Navbox}}
 
[[Category:Roles]]
[[Category:Antagonist Roles]]

Latest revision as of 21:33, 17 April 2025

Zombie
Department
Antagonists
Access
Whatever they had in their previous life
Difficulty
Literally Brainless
Duties
Kill the crew and turn them into zombies.
Supervisors
The initial infected, if they exist
Guides
This is the guide

The Zombie is a conversion antagonist that can either come from the Zombie game mode or be randomly created through the Zombie Outbreak station event. It is a player controlled entity whose only purpose is to seek out living characters and convert them into undead. Zombies do not have any faction alignment nor can they communicate coherently with other characters, but they are able to work together with other zombies in order to achieve their goals.

Zombie Propagation

There are two main methods of creating new zombies:

  • Zombies can bite a critical/dead body in order to instantly convert it into a new zombie.
  • A crew member or animal can die after getting infected, which will cause them to turn into a zombie.

Zombie Infection

Though the main way the infection is given is through zombie bites, it can be transmitted in other ways. Notably, it can be gained through ingesting Romerol, a Syndicate poison. Additionally, Initial Infected in the Zombie game mode start out with a passive version of the infection.

Once a crew mate has gotten the infection, they will experience mild indicative symptoms. Ambuzol will cure a zombie infection, but will not protect against future infections. Ambuzol Plus will vaccinate an individual against infection, but will not stop them from turning into a zombie if bitten while in a critical state or dead.

Bundling Up

Each person starts off with a 0.75 chance (or coefficient) of getting infected when bitten, which you can consider a 25% reduction. Various types of protective statistics on worn clothing will reduce the infection chance, as listed below:

  • "Infection chance reduced by X%": multiply your current coefficient by 1 - X%
  • "Slash damage reduced by X%": multiply your current coefficient by 1 - (X% * 0.5)
  • "Piercing damage reduced by X%": multiply your current coefficient by 1 - (X% * 0.3)
  • "Blunt damage reduced by X%": multiply your current coefficient by 1 - (X% * 0.1)

As seen above, the most valuable statistic is direct infection chance reduction, which is found on bio suits and winter coats. Then, from most to least effective, is Slash, Piercing, and Blunt damage resistance.

Depending on your role, you might choose to bundle up in a bio suit for the extra barrier, or you might compromise with armor for lower infection resistance in exchange for living longer in a direct encounter.

Physical Traits

Zombies boast a variety of traits, most notably, their damage resistances. Zombies have resistances to physical damage as well as a high resistance to cold damage and immunity to poison. They also do not need food or drink and are able to survive in a vacuum without air. The main weaknesses of zombies come from their vulnerability to both burn and shock damage.

Zombies can be visually identified through their dark green skin and their red eyes. They also move noticably slower than average humans, meaning they can be outrun. Miasma is also emitted from zombies, due to them rotting, though they do not experience negative effects from this.

Survival

The main methods of survival for a Zombie Outbreak will involve securing supplies, equipment, and a safe location. Because much of the station facilities may be shut down due to an outbreak, having a large source of nutrition and hydration is key to staying safe. Additionally, access to medical equipment is useful in the event that a survivor is bitten, as it can be used to stave off the infection.

For combat, heat based weaponry is the most effective. This not only includes lasers, but also extends to flare guns, incendiary shells, and Phlogiston-based chemical weapons.

Electrified grilles are a great barrier against zombies, as they cannot wear insulated gloves. Additionally, blocking off windows can prevent zombie swarms coming in from the outside.

Your ultimate end game is to survive until a shuttle is called, an ERT team arrives, or a CBURN unit comes to "save" you from the threat. Or, if you're such a lost cause, CentCom may just nuke you to save the trouble.

When a zombie outbreak starts to spiral, rules typically go out the window. Most of the time Security is too busy being eaten alive to care about you making baseball bats.

Interaction

Zombies lose most interaction capabilities, save for the ones mentioned here.

They can growl, scream, and "speak", but their speech will never come out as anything more intelligible than "Braaaaiiiins".

They can attack when harm mode is on, with both a narrow and a wide swing (LMB and RMB).

They can pry open doors by pressing Alt + Left Click.