Zombie: Difference between revisions
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{{ | {{Role infobox | ||
|department=Antagonists | |department=Antagonists | ||
| | |image=ZombieIcon.png | ||
|title=Zombie | |title=Zombie | ||
|access=Whatever they | |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 [[ | 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. | ||
== 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 | * 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 | * A crew member or animal can die after getting infected, which will cause them to turn into a zombie. | ||
== 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 | 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 == | ||
Line 31: | Line 41: | ||
== 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 | 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 == | ||
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]] | |||
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Latest revision as of 21:33, 17 April 2025
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.