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Realistic or Modern HORDE: YOU Are a ZOMBIE (PLANS)

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Pat

Three Thousand Club
Here is where roleplayers submit their plans for processing, and where results of said plans are given.
 
NOW THAT YOU HAVE A HORDE:

STEP 1: Go to Realistic or Modern - HORDE: YOU Are a ZOMBIE (SCENARIOS) (AND PICK A SCENARIO YOU WANT TO TACKLE ALONE OR WITH FRIENDS!)

STEP 2: Go to the Zombie discord Join the Zombie Horde Discord Server! or Realistic or Modern - HORDE: YOU Are a ZOMBIE (CHAT) and chat with friends to make a plan of attack!

STEP 3: POST your plan (Solo or with allies) on Realistic or Modern - HORDE: YOU Are a ZOMBIE (PLANS)

STEP 4: Your Plan will be executed and the Plans page will have a narrative of what happened!
 
Joint Assault with Heterological Heterological

SCENARIO: FOUR STORES


DIFFICULTY: SILVER

PLAN: Sudden Brutal Assault. Bouncer accompanied by 2 Walkers and Private assault the left side. Delay, wait for some time before another assault at the right side. Right side defensive should be thinned as combatants move to support the left side / attention divided. Right side will have a bouncer accompanied by 3 frantics and shambler. The bouncers will tank and smash through the defenses to let the other zombies in. Frantics on the right side will focus on eliminating the combatants at all costs and move in to eliminate more after the right side is taken care of. Shambler follows and destroy any threats. Bouncers, shamblers, and private should tank and accompaniment make full use of them on approach.

Shambler boss would then break through an alleyway, followed by primer, 2 parasites, carrier, griever, senior, and Frantic/Parasite boss. Frantic/Parasite Boss will focus eliminating any civilian threats before infecting civilians while the other parasites will focus on infecting the civilians. Primer will target any threats among the civilians, flank combatants, and eliminate any stragglers. Griever will focus on reviving any downed zombies with priority focus on bosses. Suckling shambler, carrier, and senior will prioritize on flanking the combatants and eliminating any threats to the joint horde.
 
CABIN IN THE WOODS: SILVER

boss zombie :digger(2) feeler(1) grunter(2)
digger(burrow underneath barriers, move obstacles )
feeler(Can sense heat and vibrations)
grunter(Cannot use words but can help lead zombies to successful points and scare people)

stalker(4) - 3 (Climbs and sneaks, relentless)
walker(1) - 3 (standard zombie, moans upsettingly)
grower(3) - 1 (starts out as a 3 hulky point zombie, becomes a 5 point hulky zombie after eating a victim)
ruptured zombie(0.5) - 4 (chest cavity blown open, weak but cheap)

plan:the walker,grower,and ruptured zombies are to assault the front at first with ruptured zombies in front to absorb any bullets.this first assault is aimed to redirect the survivors on defending the door while the zombie boss is underground helping directing them to the door and at same time the stalker zombies will sneak on the second level ready to assault .When the zombies on the first level break down the barriers and door and begin assaulting the humans or the humans start fighting back the stalker zombies are to begin the assault on the second level eliminating any threat.If everybody has gone to the lower level to assist on the front they will flank the survivors from behind.The boss zombie job is to feel anybody attempting to flee or hide.After that the they are to attempt to enter the basement should that prove difficult because its barricated the boss zombie would simply dig down and attempt to enter the basement like that.
 
FOUR STORES:
Silver: Mid Infection. Police on high alert blocking both ends of the street, working with security. Alley's packed with trash and dumpsters. People evenly spread, barricades going up on outside perimeter. Numerous wounded in the China Shop. Local fires keep people on high alert.

Boss: Suckling shambler - 5 tp 2 walkers - 2 tp 1 shambler - 3 tp 1 private - 3 tp 1 primer - 5 tp 1 griever - 3 tp 1 senior - 2 tp 1 carrier 2 tp

Walker (standard zombie, moans upsettingly) 1
Shambler (slow, strong, break things, sometimes swings objects) 3
Suckling Zombie (Drain blood rapidly after biting) 2
Private Zombie (dead military - wear helmets and bullet-proof vests) 3
Primer (Zombie Ninja -- works alone tries to pick off lone targets) 5
Griever (Eulogizes fallen zombies, causing some to rise again) 3
Senior (has ideas of how items and things like doors work. Sometimes these ideas are stupid) 2
Carrier (covered in cloud of choking flies, clouds of flies "stack") 2

Boss: Parasite(3) + Frantic(2) Horde: 2 Bouncer(8), 2 Parasites(6), 3 Frantic(6)

Parasite (rapidly infects/turns victims) 3
Bouncer (Very big and muscular. Has difficulty fitting everywhere) 4
Frantic (Harm themselves to get into grips, but fast and strong) 2

PLAN: Sudden Brutal Assault. Bouncer accompanied by 2 Walkers and Private assault the left side. Delay, wait for some time before another assault at the right side. Right side defensive should be thinned as combatants move to support the left side / attention divided. Right side will have a bouncer accompanied by 3 frantics and shambler. The bouncers will tank and smash through the defenses to let the other zombies in. Frantics on the right side will focus on eliminating the combatants at all costs and move in to eliminate more after the right side is taken care of. Shambler follows and destroy any threats. Bouncers, shamblers, and private should tank and accompaniment make full use of them on approach.

Shambler boss would then break through an alleyway, followed by primer, 2 parasites, carrier, griever, senior, and Frantic/Parasite boss. Frantic/Parasite Boss will focus eliminating any civilian threats before infecting civilians while the other parasites will focus on infecting the civilians. Primer will target any threats among the civilians, flank combatants, and eliminate any stragglers. Griever will focus on reviving any downed zombies with priority focus on bosses. Suckling shambler, carrier, and senior will prioritize on flanking the combatants and eliminating any threats to the joint horde.

RESOLUTION:

"What are we even doing here, Sarge?! The ambulances were supposed to arrive an hour ago!" There were two police cars arced together forming a defense line with barricades beyond them. The same defenses were at the other end of the street.

"Shaddup and hold the line." was the reply.

That's when the first zombies hit. "They're coming from riverside!" the cops yelled, as the bouncer, private, and two walkers lurched around a corner, falling into a run.

The cops opened fire on the Armored Solider zombie. and knocked it down... the bouncer and walkers ran over it and it got up behind them, virtually unharmed. There was a moment of cold terror that washed over the four policemen, but they held the line. Three policemen. The bouncer swung it's arms and full weight at the front of one of the policecars and swept a policeman beneath it, turning him into a red paste from the waist down. Security took to the streets from inside the buildings. The east side defenders, all of them, ran west firing their guns. Downing a walker from long range.

"Keep an eye east! Yelled the sarge, but the cops were already concentrated on the west when the east barricades were hit.

That's when the west side got hit. The three frantics threw aside the barricades and SLID over the cop cars in a single motion, leaving the bouncer and shambler behind. The security forces, scattered in the street, moved to stop the flanking assault...

One frantic was gunned down in a hail of gunfire as two security guards emptied their clips on the advancing threat. They were immediately pinned by frantics, clawing and biting at their faces. The remaining two security fired at the frantics, shattering one at the shoulder and provoking the frantic onto the far security guards leaving the downed guard on the floor. The east shambler picked up one of the downed security guards and used her as a CLUB to be brought down again and again on the other downed security guard, sending the pinning frantic flying down the stairs into the china shop.

More gunfire to the west, the concentrated force of 7 police on the bouncer and 2 walkers. The bouncer's chest shook with the variety of pistol and revolver ordinance that hit it center mass, but didn't stop it. the other walker was cut to pieces in the hail of gunfire but the bouncer knelt down and BIT THE HEAD OFF of another policeman before absentmindedly looking at it's own chest gushing black blood.

Six cops, Two security remained.

The frantic in the china shop didn't even rise to it's feet before biting into a sleeping injured person on a stretcher and grabbing another one off a make-shift bed and strangling them.

The east side zombies raced to close the distance with the concentration of resistance on the west side. Two more clips each were poured into the west bouncer before it's chest cavity burst open and it's ribcage emptied onto the ground, killing it. The private, last of the zombies on the west side assault, Vaulted towards a police officer but missed wildly as more gunshots hammered into it. Another hail of gunfire fell on the private, Spinning it's helmeted head right off of it's body killing the private.

The frantics hit the west side first, leaving a security guard looking down at a pile of their own unspooling intestines as they tore into him, through him, and past him. The frantic in the china shop SLAUGHTERED the care workers rising up to stop him and turned the entire infirmary into a charnel house all by himself, the wounded dragging themselves to the back room of the makeshift hospital where they would eventually be killed one by one by the gibbering fanatic.

A shambler pulled a door off of one of the police cars and flung it like a frisbee at the cops, smashing two of them to a point they wouldn't be getting up again. The bouncer picked up another cop and ripped him in half all the while charging another cop desperately trying to put a car between him and the bouncer.

The cops were on adrenaline now, and didn't flee. they unloaded another volley of gunfire at the bouncer and frantics, Killing the wounded Frantic but doing nothing to stop or even slow down the rest of the zombies. The last frantic broke BOUNDED onto the last security guard and peeled his torso light an orange with a flurry of clawing blows, the screaming almost drowning out the growing noise and tumult coming from a nearby alley...

The Suckling Shambler boss dislodged the dumpster from the alley and sent it flying across the street into the diner which had already begun to flood the streets with panicked civilians. The primer played "goalie" on these would-be escapees, herding them into the non-cleared alleys where they couldn't escape and killing where it could. The parasites and parasite boss quickly split up to infect civilians trying to climb over the dumpster barricades.... Rapidly turning them and loosing them on the street -- 11 more walkers now spreading to the buildings.

The senior had the idea to jump into one of the police cars, and intentionally or by accident threw it into reverse and smashed through the barricaded storefront of the bodega, the walkers stumbling right in behind it. In minutes there was blood and gore everywhere and no-one moved.

The carriers flies spread throughout the street getting more on the zombies than any live civilians fleeing into the street. Folks holed up in the electronics store were desperately pulling down the boards they had put over the back facing windows in an attempt to get into they alleyway and escape... The primer waited for each survivor to climb through a hole in the barricaded window before picking them up and biting their necks open or pulling their jaws from their heads and stomping on them until they died.

The police, clips now empty, pulled their batons and one cop grabbed a shotgun from a rack inside the vehicle. The shambler grabbed the shotgun and swung it upward, the cop pulling the trigger to send his own head sailing onto a nearby roof, in dime-sized pieces. The remaining police, failing horribly in melee, were taken out by the bouncer and the frantic.

That's when the molotovs started sailing out of the outside windows of the diner... the Shambler and second Bouncer were BROILED standing, turning black and falling to the ground right where they were.

But there was little left to offer after that, the occupants of the diner were driven into the kitchen area where, covered in flies, they were murdered by the parasites. 11 more walkers stumbled out into the empty street.

No resistance remained.

The griever howled over those of the horde that were lost, and the shambler, and frantic rose again.

RESULT:

Loss of 2 bouncers, 1 private, 2 walkers.
Gain of 22 walkers, 25 Thanatos points. (to be divided by players)

MVP: Frantic that single-handedly exterminated the china-shop hospital.
 
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Silver: 8-12 survivors. Awareness low, but wary. Hand weapons, at least one gun. Two level house with basement. Upper level balcony with outer stairs smashed. Woods cut back on 3 sides, lower level barricaded with wood planks and barred with logs. May be preparing to move/foray.

boss zombie :digger(2) feeler(1) grunter(2)
digger(burrow underneath barriers, move obstacles )
feeler(Can sense heat and vibrations)
grunter(Cannot use words but can help lead zombies to successful points and scare people)

stalker(4) - 3 (Climbs and sneaks, relentless)
walker(1) - 3 (standard zombie, moans upsettingly)
grower(3) - 1 (starts out as a 3 hulky point zombie, becomes a 5 point hulky zombie after eating a victim)
ruptured zombie(0.5) - 4 (chest cavity blown open, weak but cheap)

plan:the walker,grower,and ruptured zombies are to assault the front at first with ruptured zombies in front to absorb any bullets.this first assault is aimed to redirect the survivors on defending the door while the zombie boss is underground helping directing them to the door and at same time the stalker zombies will sneak on the second level ready to assault .When the zombies on the first level break down the barriers and door and begin assaulting the humans or the humans start fighting back the stalker zombies are to begin the assault on the second level eliminating any threat.If everybody has gone to the lower level to assist on the front they will flank the survivors from behind.The boss zombie job is to feel anybody attempting to flee or hide.After that the they are to attempt to enter the basement should that prove difficult because its barricated the boss zombie would simply dig down and attempt to enter the basement like that.

RESOLUTION:

With the trees cut back at the front of the house, the zombies were seen approaching. Two riflemen fired on the approaching zombies. Cutting the ruptured down before they could even close half the distance. The walker never stood a chance with the grower barely making it to the front porch. Seeing only one zombie remaining, three men push the grower back with the door and come out to kill it with hatchets. The grower rips one of their arms off spraying himself with blood, hulking out and attacking the remaining two foolhardy humans. The door is hastily closed on them as the Massive grower pulls another down the the ground and stomps on his ribcage while battering the front door down with the other survivor.

Just then, the stalkers broke into the second floor from the side of the house facing the woods. The riflemen spun around, One of them dropping her cartridge in justified fear. two shots rang out. But it was already too late. the bullets hit the ceiling as the stalkers rushed in, ripping the rifle armed survivors to shreds. The second floor BELONGED to the zombies now, and the Feeler boss grunted from a hole in the ground for them to descend and help their grower comrade.

Only 3 survivors remained, not knowing their fortifications had already been breached. The stalkers ran on all fours down the stairs and rended two survivors blocking the door from the grower as the last survivor fled into the basement.

This survivor would have been able to hold out for a very long time were it not for the root cellar in the basement. it took a long time to pinpoint where the survivor was moving, even longer to dig and find the hole in the floor, and even longer to break the boards of the floor above it. But the zombie boss would not be denied his prize. The last survivor, having only a plank to fight with, died a horrible death against the zombie boss.

Silence fell. The crickets returned to chirping and peace seemed to return to the forest, if not for the gnawing and gnashing sounds from within the house.

RESULT:
Loss of 4 ruptured, 1 walker.
Gain of 30 thanatos points.

MVP: Grower zombie that if lost, would have lost the entire frontal assault.

cancerium mingimus cancerium mingimus
 
CABIN IN THE WOODS:

Bronze: 5 Survivors, Awareness low. One level house with basement and attic. Multiple windows and glass doors.

FORCES: Leader is a venomous browser(5), 1 Stinger(5), 1 digger(2), 2 Radicals(4), 1 Porcupine(4), 1 rapid zombie (2), 3 scuffers (3)

PLAN: Scuffers cover doors. Rapid zombie on standby to catch any escapees. Porcupine breaks down one of the glass doors, and is the first inside. Stinger remains by the door to throw spikes at any humans in sight. Leader enters once humans are all down, and searches for useful items. Zombies are encouraged to grapple, and wait for leader or stinger to infect.
 
Cabin in the Woods Gold:

Boss is a Pygmy Retainer. 16 Herd Zombies, and 2 Reekers.

At 3:00AM
2 herd zombies and a reeker sneak around the house examining it for vulnerabilities.

At 3:30AM
the 2 herd zombies and a reeker then sneak to the water tank. They proceed to damage it in one spot as silently as possible at the bottom whilst crawling to make sure they aren't noticed.
The rest of the zombies are hiding nearby to ambush any unsuspecting survivors for 15 minutes

At 4:00AM
After this is complete. The 2 herd zombies and reeker sneak near the generator. The pygmy retainer carrying a reeker takes a risk and climbs the fence to break the generator. With the rest of the zombies hiding in wait.

If I am discovered during any of these processes. My zombies retreat for the rest of the current night and next day. Repeating the plan the next night.
 
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CABIN IN THE WOODS:

Bronze: 5 Survivors, Awareness low. One level house with basement and attic. Multiple windows and glass doors.

FORCES: Leader is a venomous browser(5), 1 Stinger(5), 1 digger(2), 2 Radicals(4), 1 Porcupine(4), 1 rapid zombie (2), 3 scuffers (3)

PLAN: Scuffers cover doors. Rapid zombie on standby to catch any escapees. Porcupine breaks down one of the glass doors, and is the first inside. Stinger remains by the door to throw spikes at any humans in sight. Leader enters once humans are all down, and searches for useful items. Zombies are encouraged to grapple, and wait for leader or stinger to infect.

Scuffers arrive and people begin to scream inside, lights go on. Porcupine zombie crashes into glass panel-door, but door only cracks, not shatters. Two people come out of the living room with pistols and shoot repeatedly at the porcupine, injuring it badly as it claws and steps through the glass. Stinger shoots through now clear window panel and hits one of the gunmen in the NECK, killing and turning him INSTANTLY into another stinger. The new stinger drops the gun and fires a newly extruding spike from his chest at the other gunman, killing him with a ear through ear shot. four people immediately run out the back entrance, attack scuffer. The scuffer and rapid zombie KILL THEM ALL due to their ineffectual thrashing and swinging. Browser takes both pistols, only one of which is loaded.

Losses: Zero.

Gain: 10 Thanatos, 1 Stinger.

MVP: Stinger for duplicating and causing death of firearm resistence.

Eliasdagood Eliasdagood
 
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Cabin in the Woods
Gold: Three story wooden home, lower level cement, two car garage. wide second floor sloped roof areas, Commanding central 3rd story. Occupants have considerable supplies and weapons. All entrances barricaded, sheet ropes from 3rd to second floor. Fenced Generator behind the house is gated with barbed wire. Large watertank on property.


Boss is a Pygmy Retainer. 16 Herd Zombies, and 2 Reekers.

At 3:00AM
2 herd zombies and a reeker sneak around the house examining it for vulnerabilities.

At 3:30AM
the 2 herd zombies and a reeker then sneak to the water tank. They proceed to damage it in one spot as silently as possible at the bottom whilst crawling to make sure they aren't noticed.
The rest of the zombies are hiding nearby to ambush any unsuspecting survivors for 15 minutes

At 4:00AM
After this is complete. The 2 herd zombies and reeker sneak near the generator. The pygmy retainer carrying a reeker takes a risk and climbs the fence to break the generator. With the rest of the zombies hiding in wait.

If I am discovered during any of these processes. My zombies retreat for the rest of the current night and next day. Repeating the plan the next night.

3:00 AM... 2 herd zombies and a reeker sneak around the house -- it is seen that there is a small gap in the barricades on the first floor to allow PVC pipe for water and electrical cords from the generator into the first level of the house. There is also a functioning chimney which could be an entrance, but it's above the third floor, on the roof. Several people smell the reeker circling the house and four survivors take pot-shots at the scout group. which immediately flee into the woods. The reeker is nailed to a tree with a crossbow (out of four fired) but frees itself and escapes. one herd zombie succumbs to fire from two rifles. Zombies call off attack as according to plan.

Gains: Intel on weak point in the defenses. Knowledge of 4 crossbows and two rifles.
Losses: 1 Herd Zombie

MVP: The Herd zombie that avoided all fire despite cover being blown by the reeker.

Lord_Toast_Reborn Lord_Toast_Reborn
 
SUPERMARKET SILVER: Mid Infection -- All entrances barricaded, 1-3 dozen humans, always two on watch. Some guns all survivors armed. Power from portable generator and water from rain catches on the roof.

Boss: Suckling shambler - 5 tp

10 walkers
3 shamblers - 9 tp
1 mute - 2 tp
1 sucker - 2 tp
1 primer - 5 tp
1 griever - 3 tp
1 senior - 2 tp
1 carrier - 2 tp
1 moaner - 1 tp


Stage 1: Setup

1:45 AM All zombies except for Primer and Mute gather in the woods half a mile east from the supermarket and make as much noise as possible, howling and growling, as a distraction.

2:00 AM Primer zombie climbs on a tree in the nearby woods on the west and surveys the roof, looking for vents and the water system specifically. Mute zombie stands underneath him and surveys the sidewall for the best place to climb up onto the roof.

3:00 AM Primer zombie climbs down the tree, and the two spies retreat into the woods.

3:15 AM Zombies stop making noise.
 
Change of plans 2:00AM the next night.
2 herd zombies target the pipe and electrical cords. With 3 herd zombies hiding nearby
2 herd zombies try to make a hole at the bottom of the tank. With 3 herd zombies hiding nearby.
The pygmy retainer carrying nobody will climb the fence and try to destroy the generator. 6 herd zombies and two reekers are hidden further away in case of an ambush
 
Bronze: Early Infection -- car crash in paved area potential fire hazard. Uncertain number of folk in each (of 5) houses. Panic reigns.

Boss: Learner (5)

2 Learner (10) - (Doesn't do things that have obviously killed other zombies, learns behaviors/uses of items it has seen the previous assault and shares info with other learners)
1 Augmented Zombie (4) - (Scientifically enhanced, these zombies are skinless heaps of muscle and bone performance enhancing drugs)
1 Snacker (4) - (Bites enemies only once to be infected/turned later. May have 1-4 turned animals with them)
1 Gagger (2) - (emit burps and flatulence that sicken at range)

Emptiness... that was what the Leaners felt if they could explain what they felt. Then again... would they know what emptiness felt like if they never knew what it meant to be full, physically and spiritually. The cul-de-sac seemed important to them for some reason... it called to them. Why, they did not know, but they were compelled to come one way or another. The small horde began to march with the gagger leading the way. The tall prey... they seemed to make noise when the gagger was nearby. There was no hiding in their tall shells when the horde could hear them. The small ones... once small prey often followed the snacker. The snacker liked variety. It only took one or two bites before it moved on. The small ones were usually able to find small entrances to the tall shells to find the tall prey and start to feast. It would be then that the Changed One... the "Augemented" would attempt to break into the tall shell while the tall prey were sickened by the gagger and under attack by the small ones. Once the shell was cracked, the horde would move in and feast, one tall shell at a time. The "head" zombie paused in the distance to watch and keep and eye out to see how events would unfold.

Summary:

Gagger leads the way for the horde from the back yard and uses its ability to try and sicken the inhabitants of the closest/first house to see if there's people inside.

If the snacker has animal friends (particularly small ones like squirrels, rats, mice, then they also move in to the house to find and start attacking the inhabitants (if any)

With the inhabitants of the house occupied by both the stench of the gagger and being attacked by small animals (they're presumably making a lot of noise by this point: gagging, coughing, yelling, etc.), the Augmented Zombie tries to break it's way in via a window or weak point into the house and allow an opening for the rest of the horde to enter the house and start feasting.

The horde then moves onto the next house once the house is cleared until every house in the cul de sac is cleared or they face a major obstacle.

The entire time the Boss zombie is watching from the outskirts to watch, learn and perhaps communicate with the other learners if there's any threats or something important that the Boss sees.
 
SUPERMARKET SILVER: Mid Infection -- All entrances barricaded, 1-3 dozen humans, always two on watch. Some guns all survivors armed. Power from portable generator and water from rain catches on the roof.

Boss: Suckling shambler - 5 tp

10 walkers
3 shamblers - 9 tp
1 mute - 2 tp
1 sucker - 2 tp
1 primer - 5 tp
1 griever - 3 tp
1 senior - 2 tp
1 carrier - 2 tp
1 moaner - 1 tp


Stage 1: Setup

1:45 AM All zombies except for Primer and Mute gather in the woods half a mile east from the supermarket and make as much noise as possible, howling and growling, as a distraction.

2:00 AM Primer zombie climbs on a tree in the nearby woods on the west and surveys the roof, looking for vents and the water system specifically. Mute zombie stands underneath him and surveys the sidewall for the best place to climb up onto the roof.

3:00 AM Primer zombie climbs down the tree, and the two spies retreat into the woods.

3:15 AM Zombies stop making noise.

Zombies making noise bring handful of survivors onto the roof who fruitlessly use flashlights to try and find the source of the racket in the darkness. Primer surveys small stairwell compartment on roof leading from interior of building to the roof, and a hole in the corner of the roof where the ceiling caved in partially. Four large tarps are set up on the roof with holes in them to catch rainwater and conduct it into a series of buckets. It looks for a period of time like a group will go investigate the noise, but nobody leaves the compound.
 
Change of plans 2:00AM the next night.
2 herd zombies target the pipe and electrical cords. With 3 herd zombies hiding nearby
2 herd zombies try to make a hole at the bottom of the tank. With 3 herd zombies hiding nearby.
The pygmy retainer carrying nobody will climb the fence and try to destroy the generator. 6 herd zombies and two reekers are hidden further away in case of an ambush

house is apparently on high alert, considering yesterdays strange encounter with zombies. When herd zombies attack pipe and electrical cords panel opens revealing four survivors with crossbows covered by an individual with a large nail-puller for melee. The two herd zombies are shot through the head and kicked away from the building, as 3 herd zombies swoop in to attack from hiding. Before the Crossbowmen can reload, three are bitten by the sudden rush of the herd zombies, before the nail-puller fighter drives them off and the panel is pulled closed again. Pipeline and electric still functional.

Horror over apparent injuries overwhelms first floor of house preventing reaction to the water tank attack. Water tank is pulled open by herd zombies and drains away. One herd zombie is shot dead from the top of the cabin 3rd story gun nest.

Pygmy retainer smashes the generator and is missed by rifleman/men from 3rd floor as panic continues to sweep the compound, and when outside light is quashed when generator is damaged.

Complex now has uncertain amount of water remaining and no power. It is 3 A.M. and it might be worth attacking while darkness prevails. Alternatively the zombies can wait to see if any survivors inside turn during the following day....

While considering it's options, the horde hears one of the bitten survivors turn inside the house. the three other crossbowmen shoot the turned survivor in the head, then desperately look at each other. There is talk of sleeping pills and "the easy way out" -- but two bitten remain to see what lies in store for them.

LOSSES: 3 herd zombies
GAINS: 2 survivors bitten, may turn in 24 hours. 1 survivor turned (and immediately killed), water and power to compound is suspended.
 
Bronze: Early Infection -- car crash in paved area potential fire hazard. Uncertain number of folk in each (of 5) houses. Panic reigns.

Boss: Learner (5)

2 Learner (10) - (Doesn't do things that have obviously killed other zombies, learns behaviors/uses of items it has seen the previous assault and shares info with other learners)
1 Augmented Zombie (4) - (Scientifically enhanced, these zombies are skinless heaps of muscle and bone performance enhancing drugs)
1 Snacker (4) - (Bites enemies only once to be infected/turned later. May have 1-4 turned animals with them)
1 Gagger (2) - (emit burps and flatulence that sicken at range)

Emptiness... that was what the Leaners felt if they could explain what they felt. Then again... would they know what emptiness felt like if they never knew what it meant to be full, physically and spiritually. The cul-de-sac seemed important to them for some reason... it called to them. Why, they did not know, but they were compelled to come one way or another. The small horde began to march with the gagger leading the way. The tall prey... they seemed to make noise when the gagger was nearby. There was no hiding in their tall shells when the horde could hear them. The small ones... once small prey often followed the snacker. The snacker liked variety. It only took one or two bites before it moved on. The small ones were usually able to find small entrances to the tall shells to find the tall prey and start to feast. It would be then that the Changed One... the "Augemented" would attempt to break into the tall shell while the tall prey were sickened by the gagger and under attack by the small ones. Once the shell was cracked, the horde would move in and feast, one tall shell at a time. The "head" zombie paused in the distance to watch and keep and eye out to see how events would unfold.

Summary:

Gagger leads the way for the horde from the back yard and uses its ability to try and sicken the inhabitants of the closest/first house to see if there's people inside.

If the snacker has animal friends (particularly small ones like squirrels, rats, mice, then they also move in to the house to find and start attacking the inhabitants (if any)

With the inhabitants of the house occupied by both the stench of the gagger and being attacked by small animals (they're presumably making a lot of noise by this point: gagging, coughing, yelling, etc.), the Augmented Zombie tries to break it's way in via a window or weak point into the house and allow an opening for the rest of the horde to enter the house and start feasting.

The horde then moves onto the next house once the house is cleared until every house in the cul de sac is cleared or they face a major obstacle.

The entire time the Boss zombie is watching from the outskirts to watch, learn and perhaps communicate with the other learners if there's any threats or something important that the Boss sees.

The gagger belched and farted at the first of the five houses in the cul-de sac, a green wave travelling low to the ground and into the vents and through open windows to the basement. The Learner watches a panicked family close all the windows and doors, thus learning how doors and windows work. Three infected rats crawl into the basement and are killed by rat-traps, an infected cat climbs the gutters and through a second story window. The first house contains 8 people seemingly fighting for possession/privileges within the home. The infected cat scratches two of them and hides in the basement before anyone can react. Then the coughing and wretching begins. The people on the first floor get low to the ground which is exactly the WRONG thing for them to do, and three lose consciousness and another sickens all over itself. At this point the Augmented pulls away the siding on the outside wall and rushes sideways between two support beams to breach the structure from the side. The snacker running into the breach with the rest take bites out of the incapacitated survivors, turning TWO of them into snackers themselves and killing the two others. The learners attempt to climb to the second floor as they observed the infected cat do, and fail.. making note not to try this again, at least not in the same way. The remaining four survivors in the first house proceed to smash the stairs to the second floor with hatchets, not succeeding in time for the gagger to let loose another blast on them, driving them upstairs.... chased by the Augmented zombie. The Learners watch as the survivors produce "clips" off their persons and slide them into their pistols, emptying them at the augmented zombie. the augmented zombie tumbles over, but withstands at least 10 gunshots.... and the learners know how to use pistols now, at least rudimentarilily. the gagger rushes over the augmented to bite a shooter and is shot in the head, a putrescent cloud issuing from its head as it drops to the ground and starts deflating like a balloon.

The learners search the first floor dead and find a loaded pistol. one of the learners pulls the augmented zombie down the stairs before it can be coup de' graced by survivors on the second floor.
Learner shoots gagger in the belly exploding it and sending the entire second floor into a sticky green mist. Gunshot is partially screened by explosion of the gagger -- second floor occupants are "smoked out" and two run for the attic, and two climb out the windows to the outside... where the snacker waits for them. Snacker successfully bites one of the fleeing survivors who run to the adjacent house, the two headed for the attic are shot at repeatedly by the learner but only hits one in the leg.

The two (including the one infected) survivors which fled the snacker beg their way into the next house. All learners now have a semi-loaded pistol and a replacement clip.
Attack is halted.

Losses: 1 gagger. Augmented zombie incapacitated for 24 hours.
Gains: 2 new snackers (with pets), two casualties to be eaten, two survivors stuck in attic #1, 1 of 2 escaped to house #2 is infected.

MVP: Learner who learned how to shoot a Gagger to cause explosion.
 
SUPERMARKET SILVER: Mid Infection -- All entrances barricaded, 1-3 dozen humans, always two on watch. Some guns all survivors armed. Power from portable generator and water from rain catches on the roof.

Boss: Suckling shambler - 5 tp

10 walkers
3 shamblers - 9 tp
1 mute - 2 tp
1 sucker - 2 tp
1 primer - 5 tp
1 griever - 3 tp
1 senior - 2 tp
1 carrier - 2 tp
1 moaner - 1 tp

TIMESKIP:

Waiting for a maximum of three weeks. Stage two commences whenever it rains. If it does not rain, stage two with slight modifications starts.

During this time, the zombies divide into groups. Group one consists of one shambler, two walkers, and a griever. They stay in the woods about forty paces away in the woods from the supermarket. Whenever a zombie is killed they will attempt healing, with the shambler as protection.

Group two has four walkers and a moaner. They hide in the woods. Whenever two or more people come out, group two waits for anywhere between fifteen and twenty minutes, and start howling as much as possible.

Group three has only the primer; it attacks single victims that stray out of sight from the supermarket.

Group four hangs out around the nearby woods. It consists of four walkers, one shambler, one mute, one sucker, one senior, and one carrier. If the supermarket people attack, this group will be the main defense.
 
SUPERMARKET SILVER: Mid Infection -- All entrances barricaded, 1-3 dozen humans, always two on watch. Some guns all survivors armed. Power from portable generator and water from rain catches on the roof.

Boss: Suckling shambler - 5 tp

10 walkers
3 shamblers - 9 tp
1 mute - 2 tp
1 sucker - 2 tp
1 primer - 5 tp
1 griever - 3 tp
1 senior - 2 tp
1 carrier - 2 tp
1 moaner - 1 tp

TIMESKIP:

Waiting for a maximum of three weeks. Stage two commences whenever it rains. If it does not rain, stage two with slight modifications starts.

During this time, the zombies divide into groups. Group one consists of one shambler, two walkers, and a griever. They stay in the woods about forty paces away in the woods from the supermarket. Whenever a zombie is killed they will attempt healing, with the shambler as protection.

Group two has four walkers and a moaner. They hide in the woods. Whenever two or more people come out, group two waits for anywhere between fifteen and twenty minutes, and start howling as much as possible.

Group three has only the primer; it attacks single victims that stray out of sight from the supermarket.

Group four hangs out around the nearby woods. It consists of four walkers, one shambler, one mute, one sucker, one senior, and one carrier. If the supermarket people attack, this group will be the main defense.


The following week is characterized by a colossal downpour, but no survivors leave the compound. Plan must be altered to produce results. With ample food and water, the survivors don't seem to be going anywhere.
 
SUPERMARKET SILVER: Mid Infection -- All entrances barricaded, 1-3 dozen humans, always two on the watch. Some guns all survivors armed. Power from a portable generator and water from rain catches on the roof.

Boss: Suckling shambler - 5 tp

10 walkers
3 shamblers - 9 tp
1 mute - 2 tp
1 sucker - 2 tp
1 primer - 5 tp
1 griever - 3 tp
1 senior - 2 tp
1 carrier - 2 tp
1 moaner - 1 tp

STAGE TWO:

when raining, preferably at 1:00 AM:

Primer zombie approaches the supermarket from the side. It gets onto the roof by climbing up the side window barricades, trying to drown out the sound of its climb with the drumming of the rain. Once it gets up it takes out the watch person with a bite. If the watch person is turned immediately, scenario [A] commences. If the watch person is not turned, the primer is to incapacitate the watch person, preferably by making them unconscious but not necessarily.

[Scenario A]
5 minutes later :

The primer leaves the watch-zombie up there and climbs down the side of the store. It gets the sucker zombie, who has been waiting the whole time in the outskirts of the woods, and both of them go up the barricade. If there are visible signs of humans seeing them they will retreat immediately. Once they get onto the roof, the sucker zombie will bite the watch-zombie, aiming for the aorta (main blood artery) right above the left side of where the heart is.

From there, the primer and the sucker will hold the watch-zombie to get blood over the water-collecting tarps. They will hold this for ten minutes or until the blood stops pumping. From here the primer will drop the watch zombie off the side of the supermarket on the barricade. Then the primer and the sucker will both make their way down and carry the zombie into the woods, dead or alive.

[Scenario B] The primer leaves the watch-zombie up there and climbs down the side of the store. It gets the sucker zombie and the mute, who have been waiting the whole time in the outskirts of the woods, and both of them go up the barricade. If there are visible signs of humans seeing them they will retreat immediately. Once they get onto the roof, the sucker zombie will bite the mute, aiming for the aorta (main blood artery) right above the left side of where the heart is.

From there, the primer and the sucker will hold the mute to get blood over the water-collecting tarps. They will hold this for ten minutes or until the blood stops pumping. From here the primer will drop the mute off the side of the supermarket on the barricade. Then the primer and the sucker will both make their way down and carry the zombie into the woods, dead or alive.
 

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