Zombie Apocalyse- OCC- General Discussion

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I haven't actually made a decision yet, as I don't have enough info yet. I'm still waiting to hear back on the answers to my questions before I do.

EDIT: Specifically, I wanted to know how far Mr. Foo can get into setting up the relay before he has to make a choice and I'm waiting for Goldberg to tell me how long his friend lasted after being bitten. If he hears back from Maggie in Maine or the operator in Alaska before he has to make a choice, that may change things.

To contact the Russians, Mr. Foo could try going through the Chinese network (if it's still intact) or some other third party such as the UK. Since he's been monitoring them and the Russians probably are too (if any of them are still operational), he could try linking to them that way.
 
Sooo.... do the mosquito-critters attack other critters? (Mosquito's from hell attacking livestock)

Also - Can I get a quick re-up on what's happened? I cant realy say I have the time to read.
 
As for the PMS Compound, you could always knock a nice hole in the parimiter, with Horst's Blaizer... or even use his truck to gain easy access, and either take the route of passifism, or element of surprise...

Improvised weapons : Gassoline. To defend against the inevitable next wave of the undead, staff, or inhabitants sould use massonry jars, and old rags from the T-Bone, and either syphon gas, or use the pump and make petrolium bombs... Or even use molotovs to assault the PMS, if you choose the route of some very... very justified violence. I'm full of ideas; As far as using maritime commodities as weapons. Various objects in the garrage can be used as componates for some explosive devices aswell. Car Batteries can prove a great sorce of ignition for an explosive device, and a remote trigger can be rigged up with a length of rope.


Just so we're clear, the undead don't like fire, right?
 
Hey Stompie-

You have not missed much. Some shooting, some zombies, no one dead yet. Flip still in the meatlocker. SOme skinheads have shown up that are preventing evacuation. Our group of heroes are trying to figure out what to do.

As for attacking the PMS compound- interesting ideas.

As for gasoline and fire- actually the Zombie Survival Guide recommends against this. ZOmbies can burn for awhile and burnt zombies are not necessarily immobile. Remember, zombies don't feel pain. So instead of a corpse chasing you in order to consume your body, you have a burning corpse chasing you in order to consume your body.

Fire works but only under very contained conditions.

Also, loose fire in a gas station seems dangerous to me.
 
At Stompie-
OCC- More importantly a can of tomatos is a heavy container and a decent blunt object that could be used in two hands to smash the brains out of a zombie- crushed tomatos lead to crushed brains.

At Handy-

Goldberg's system is up but he's not responding yet (this is really because the keeper has to go back and retrace Goldberg's story and he hasn't had the chance to do so in the last two days).

Maggie in Maine is not responding.

Choose the relay- fairly early.

Communicating and breaking in- Difficulty hear is that this is a fictional system. The system Foo is on is basically for eavesdropping. He can share info with CIA but officially he's not supposed to be able to contact the other stations either (as that would compromise the system). That he can contact the other systems is something rather odd that Foo (I'll give him this idea) originated by some smart CIA guy figuring out that they needed to integrate their limited intelligence gathering as other systems had crashed. SO Foo can communicate with other listening stations.

But this is a one way system. He can listen in, he cannot break in- at least not with the system he has. It might be possible to send a signal out, or even to find a breach by listening in on the other side to find out if they are listening in on him (kind of a 'I caught you listening on our private conversation' thing). But that would require either he find the breach or exploit what he hopes to be a breach.

Given the poor state of russian C3I its possible-
- they have no idea what happened on their aircraft carrier or,
- they are painfully aware of it and decide that they better not do anything, or,
- they are painfully aware of it and want to do something but haven't yet, or,
- they are painfully aware and are in the process of doing something in retaliation.

hard to say what the Russians are thinking.
 
@Stompie- Don't forget Wallace can still do things even though he's riding in the truck (talking to Baldwin and Kimberly or using the CB, for instance). Also, I think you did miss the MOAB obliterating Brownson.

@Welsh- Okay, Mr. Foo will try listening in on the Russians to see if any of them are listening in and find a breach while he works on the relay. Let me know when he can go no further in setting up the relay without making a decision. It might also be possible for Major Andrews to communicate out to the Russians directly once the relay is finished, but we don't know if we have that much time before they do something. Captain Powers may also be able to do the same thing. Right now I'm leaning towards Nevada for the relay even though Powers will take some talking to (Major Andrews pulling rank might help). With Goldberg almost certainly infected, he would only be able to operate for a limited time (still waiting to find out how long that might be). If he has the skills and equipment, it might pay to try Stephanie's EMP experiment to see if it will cure him, though unless he can shield his gear first or get far enough away she'll never learn if it worked. If Maggie or the operator in Alaska turn out to be okay I might prefer one of them, depending on their situation, if I find out before I have to make a decision.

Also, angus_mcben posted in the Zombie Apocalypse thread on Yog-Sothoth and wants to join, if you haven't already seen it.
 
Mr. Handy said:
@Stompie- Don't forget Wallace can still do things even though he's riding in the truck (talking to Baldwin and Kimberly or using the CB, for instance). Also, I think you did miss the MOAB obliterating Brownson.

Collateral Damage anyone?
Yes, Stompie, as you and Gonzales are the only player characters involved in the Brownson operation, you guys will have the lead.

@Welsh- Okay, Mr. Foo will try listening in on the Russians to see if any of them are listening in and find a breach while he works on the relay.

Which would be difficult given that Mr. Foo doesn't speak Russian nor does he probably know any codes.

Of course there are others who might be aware of this, who have Russian skills and can assist.

Let me know when he can go no further in setting up the relay without making a decision. It might also be possible for Major Andrews to communicate out to the Russians directly once the relay is finished, but we don't know if we have that much time before they do something. Captain Powers may also be able to do the same thing. Right now I'm leaning towards Nevada for the relay even though Powers will take some talking to (Major Andrews pulling rank might help).

Good thinking. One thing that should be clear is that operational control by civilian governments of strategic assets is very slight.


With Goldberg almost certainly infected, he would only be able to operate for a limited time (still waiting to find out how long that might be). If he has the skills and equipment, it might pay to try Stephanie's EMP experiment to see if it will cure him, though unless he can shield his gear first or get far enough away she'll never learn if it worked. If Maggie or the operator in Alaska turn out to be okay I might prefer one of them, depending on their situation, if I find out before I have to make a decision.

Is it possible to have a similiar effect without EMP? EMP seems a rather drastic solution.

Of course Goldberg is in Hawaii and if Pearl Harbor should go nuclear....

Maggie's is currently off line. Goldberg is quiet but is on line. Powers is still on line but unhappy. No messages from or to Andrews for the moment. This might be a bad clue of what is happening to the West of you.

Also, angus_mcben posted in the Zombie Apocalypse thread on Yog-Sothoth and wants to join, if you haven't already seen it.

Didn't see it. You know, I have been advertising it hard on yog-sothoth. Hopefully we can draw people. I have little doubt if we ran this there we'd have a full cast.

Alas... loyalties...
 
I am going to post a bit later on today. By the way, usually every time I post it means time is moving. I would advise that you guys come up with a plan quickly as the skinheads outside are probably aware the zombie horde is arriving and probably don't want to be at the T-Bone when the ghouls arrive.
 
Ok, so Handy posted, I have posted... we are waiting for Stompie and Gonzales again? Or shall we wait for Suaside to make a post.

A couple of thoughts-

The current situation of those at the T-Bone is like being caught in the ocean with the skinheads being a barrier and the zombies approaching like a giant wave. Sure sooner or later the barrier is going get hit by the wave, but not before going through you guys.

I also think that you should use this thread to continue making some tactical decisions here, primarily in terms of-

(1) redistribute your weapons.
(2) reorganize based on available skills.

If you post on the ICC board it suggests that you are making movemement. Here you can at least hold a discussion.

Personal thoughts- I am a bit disappointed with the number of players we currently have. I see Suaside and Handy being very active, Stompie and Gonzales less so, Zoe and Colds as gone and Alba as a no show. It's a bummer. I think if this was at play@yog-sothoth we'd be much more active.

That said, if I were to play this at play@yog-sothoth, I would probably vat or move these threads off and have to restart from scratch.

Should we consider this alternative?
 
If we didn't have to start over again, I wouldn't mind moving to play@yog-sothoth, though I'd prefer to keep playing here. It's taken us almost four months to get to this point in the story, and I'd much rather keep it moving forward from here. I don't want to lose the progress we've already made, and some of the surprises would be spoiled because we know part of what to expect and several secrets have been revealed. I agree with your assessment of how active we are. I know there were a few players from Y-S who said they wanted to join, but so far they haven't posted here. Also, it's possible we'll get someone from Urban Dead. I added the link to the IC thread to my characters' profiles, and last night one of the other players said he likes the story. I told him (and the other players in the building) that you're looking for players and they can register here and join if they like.

Our best chance in dealing with the skinheads is to have the negotiators try to reason with them and, if possible, get at least some of them to come inside the diner, thus splitting their forces. They can use the idea I had earlier, telling them that Horst was infected and saying they'll take them to him. They can say that Horst can't come outside because he isn't in a condition to move. Even if the skinheads won't come inside, they know that Horst is inside the diner and as far as they know is alive, so they'll have to defend it against the zombies in order to protect him. It would also be nice to at least convince them to let the wounded people and those who came from the motel get back there. In any case, we could use a little more time before we fight them so we can get the guns and get in position.

If hostilities do break out, there are several problems. The pack that Buzz tossed under the chopper likely contains a bomb, which he'll detonate if shooting starts (and presumably threaten to detonate if his demands aren't met quickly), so he'd have to be taken out first. If the chopper is blown up, there's still the State Police chopper, but we can't be certain it will make it back. Buzz may also have a dead man's switch or a timer, which means the bomb could go off even if he's killed. The guy with the M-16 would have to be the second priority, since he has the longest range and he also has a grenade launcher. They all have grenades, but hopefully they won't try to blow up the pumps for fear of harming Horst.

Mr. Foo can attack them from an angle they don't expect, and they don't seem to have noticed him yet, but he's best off holding his fire until someone else starts something (he goes last in any combat round anyway). He doesn't know when the people in the diner will be ready, and if he opens up first he'll bear the full brunt of their attack. While his martial arts skills might be useful, he would have to close with them without being detected in order to use them. This would take quite a bit of time considering how slowly he moves, and he would be toast if they spotted or heard him. Even if he did take one out undetected, they'd notice at that point. I think his best bet is to stay on the balcony and use his MP-5 if a fight breaks out. It outclasses the shotguns, the pistol, and any thrown grenades in terms of range. Only the skinhead with the M-16 could hit him from his current position.

While this is going on, Stephanie will use the communications gear to see if EMPs have any effect on zombies. This is more of a long term thing, but could prove useful. A non-nuclear EMP generator could be built that might take out zombies in a wide radius. Stephanie could come up with a design, and other characters have the skills to actually build such a device, but it would take a while to construct and we can't use it near the comm gear or it will be knocked off the air. Since she only knows English, that limits her options for learning what the EMPs from the nuclear blasts do to the zombies, but my thought is to have her eavesdrop on India, where a number of nukes went off earlier and English is widely spoken. Perhaps someone in India has noticed if zombies beyond the blast radii of the nukes have gone down, and whether or not they stayed down. She can also try other U.S. bases near where nukes have gone off to see if they detected anything. If this doesn't work, Mr. Foo could try listening in on China, but there's not much left there to listen to.
 
Welcome back, Stompie! Don't forget to roll Sanity for Wallace too (he saw the burning zombies while riding in the truck).

I know the spot rules didn't mention any modifiers for to hit rolls for clubs (or other hand to hand attacks), and there weren't any when Bo hit Horst with his nightstick. You did roll a 1 on 1d100, so that has to be a hit and probably a critical of some sort as well. Welsh will know the rules better than I do, of course.
 
it appears Flip cracks Horst's head (poor zombie). this is something we can use to our advantage. ^^

simply blaming poor ol' Flip:

tell the skinnies Horst was infected and we locked him in the meatlocker with Flip to take care of him. we open the locker and Flip wacked Horst? if we put our best negociaters on it we might have a chance of convincing them Flip is lying if he says Horst was already dead (mauled and shot).

they might just waste Flip (even though he's on of their own).

(nothing personal btw :p)
 
Hey Stompie- welcome back.

Club rolls- lets see it depends on the club.

A large club normally gets 1d8+db (db= damage bonus)
A small club normally gets 1d6+db. So if you have a 1d4 db (which is normal for big guys), you'd get 1d6 for the club and 1d4 for being a big guy.

Using a can of tomatos on Horst head would probably be a small club, plus damage bonus.

As for moving the game to Play@yog-sothoth, yes- we'd probably have to start again. That said, a lot of the kinks of this game would be ironed out, so that might be good. We could also create new pre-gens (a more interesting mix perhaps).
 
Suaside- I think you need to post up something or somewhere. Not sure who is to go, but last I checked Dave was going downstairs. Bob was trying to come up with a plan.

My suggestion (and I think those of Handy) are to organize carefully and stall.
 
That's right, my suggestion was also to organize and play for time.

I forgot all about the damage, but yes, Flip does have a 1d4 damage bonus, so he'd do 1d6+1d4. That should be enough to put Horst down for good, since I think he's already taken 6 damage to the head from Luke's revolver. I'm not sure what further bonus if any he'd get for rolling a 1 to hit (double damage, perhaps?), but it's probably not needed anyway. Of course, the rest of our characters don't know yet what happened in the meat locker.

If we'd have to start over again in order to move, I'd much rather keep the game here if it's at all possible. I really don't want to lose what we have so far. If we were to complete the first part and then move, it might be possible to continue from where we left off on the new board. We may still be able to get more players here, though. Maybe Silencer would join. I've also been running a roleplaying game on another forum for the last couple of years, but the players post infrequently and sometimes drop out for quite a while. It's more like a PBEM, but on a forum, since I hadn't known about play-by-post when I started, with about one turn per week (it often ends up being two weeks). Two of them don't even have regular Internet access at this time and have to coordinate with a third player, who has been the only one posting for months now. I'm not sure if he'd be interested or if he has the time, but I can ask if you like.
 
1% roll would mean an impale Handy, which probably means for now the can is stuck in Horsts skullcavity.

anyhow, the only possible strategy to go about this that i can think of atm is this:
- let Rita (or another chick from the diner) stop them outside (only for a moment), telling them we already lost Hammond, Earl and some cops to careless gunfire and that we're not taking chances. also telling them Horst is infected and has been locked into the meatlocker for his own protection, with Flip to care for him.
- then we'll say we'll allow one of them to enter (they'll probably refuse, and then they'll negociate for 2 to enter, which we'll allow as a sign of good faith).
- letting them into the locker, they'll see Flip's bloodied sleeve (smashing a guys' skull with a can, is rather messy & leaves traces) and a corpse of Horst with a can stuck in his skull.
with some luck, our best negociaters and fast talkers should be able to sell that.
at that point we can offer medical treatment for their wounded comrade.

any thoughts?

edit: as a bonus we could try to get Flip to attack the next person to open the locker, which would then be a nazi muffin. making the scene all the more believable to them. but how? taunting him by saying the next person to open the door will be the one to put his nazi ass down for good?
 
Only firearms and sharp objects impale, not blunt weapons. Still, Horst's skull is probably caved in. Unfortunately, our characters don't know that since they can't see or hear what's going on in the meatlocker.

The plan sounds good for the most part, but Rosie should go with Rita because she's the best negotiator. Maybe we should hold off on telling them that Horst is locked in the meatlocker until they're in the kitchen and just say they'll take them to Horst, unless they press for details before entering the diner. Once the locker door opens and everyone sees what happened to Horst, they can act shocked that he's dead. By the time they can do a thorough examination of what's left of Horst's head and find the bullet the zombie horde will have already arrived.

Having Flip attack the first person to open the door might not be such a good idea, since everyone who dies turns into a zombie pretty fast, and if there's any way we could resolve this without it turning into a shootout, it would be better. If any shots are fired, the skinheads outside will likely assume the worst and open fire, not to mention blow up the chopper. We need as many people alive as possible to battle the zombies. If you really want Flip to attack them, though, just tell him that the other skinheads are here and are going to kill him because of what happened to Horst.
 
i know the rules Mr Handy, but a 1% roll? hot damn, that'd make almost everything impale in my book ( even a 10 ton truck :P )

as for Flip, i cant quite see how we'd turn him into a potential ally. he's unlikely to be very friendly to us and he simply knows to much as far as i'm concerned.

now maybe Flip is a very pragmatic guy, but nazi assholes usually arent.

edit: and yes i know Bob doesnt know about the Flip+can situation yet, but he soon will ;)
 
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