Pat
Three Thousand Club
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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.
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.
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.
My group of zombies wait for 24 hours before evaluating the next move to make.
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.