Toggle menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Zombie: Difference between revisions

From Delta-V Wiki
m (Fixed the links, minor changes)
(Broke the Initial Infected link, as that is part of this page. Added a link to Game Modes instead. Tweaked the infection symptoms page.)
 
(3 intermediate revisions by 2 users not shown)
Line 35: Line 35:
</tab>
</tab>
</tabs>
</tabs>
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#Zombies|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|antagonist]] that can either come from the Zombie game mode or be randomly created through the Zombie Outbreak station [[Game_Modes#Zombies|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#Out_of_Character|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.
It is typically deemed [[Roleplay#Out_of_Character|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 ==
Line 48: Line 48:


== 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|Romerol]]. 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|Romerol]]. Additionally, Initial Infected in the Zombie [[Game Modes|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. The only way to neutralize the infection is through consuming 5u of [[Chemistry#Ambuzol_plus|Ambuzol plus]]. 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 crewmate has gotten the infection, they will experience symptoms of coughing and extreme poison damage. They will become a Zombie if they die while sickened. The only way to neutralize the infection is through consuming 5u of [[Chemistry#Ambuzol_plus|Ambuzol plus]]. This will nullify the dangerous symptoms and grant you immunity to future infections, but you can turn into a zombie after you have died.  


== Physical Traits ==
== 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 boast a variety of traits, most notably, their damage resistances. 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 have a {{DMG|Piercing|+|20%}}, {{DMG|Blunt|+|40%}} and {{DMG|Cold|+|70%}} damage resistance.<br>
They have a {{DMG|Heat|-|25%}} damage vulnerability.<br>
They passively regenerate {{DMG|Blunt|+|0.4}}, {{DMG|Slash|+|0.4}}, {{DMG|Piercing|+|0.2}}, {{DMG|Heat|+|0.02}}, and {{DMG|Shock|+|0.02}} per second, with an additional {{DMG|Slash|+|2}}, {{DMG|Blunt|+|2}}, and {{DMG|Piercing|+|2}} per bite.<br>
They are immune to {{DMG|Poison}} and {{DMG|Radiation}}.


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.
Zombies can be visually identified through their dark green skin and their red eyes. They also move 30% slower than unzombified variants of themselves, 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 ==
== Survival ==

Latest revision as of 18:55, 27 September 2024

INFECTED STAFF

Initial Infected
Difficulty: Easy
Requirements: 12 hours of playtime
Access: Whatever access they previously had
Extended Access: None
Supervisors: None
Subordinates: None
Duties: Find a good spot or moment to turn and infect the crew.
Guides: This is the guide
BRAINLESS STAFF

Zombie
Difficulty: Literally Brainless
Requirements: None
Access: Whatever access they previously had
Extended Access: None
Supervisors: None
Subordinates: None
Duties: Kill the crew and turn them into zombies.
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.

It is typically deemed 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

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.
  • 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 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

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. Additionally, Initial Infected in the Zombie game mode start out with a passive version of the infection.

Once a crewmate has gotten the infection, they will experience symptoms of coughing and extreme poison damage. They will become a Zombie if they die while sickened. The only way to neutralize the infection is through consuming 5u of Ambuzol plus. This will nullify the dangerous symptoms and grant you immunity to future infections, but you can turn into a zombie after you have died.

Physical Traits

Zombies boast a variety of traits, most notably, their damage resistances. 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 have a 20% Piercing, 40% Blunt and 70% Cold damage resistance.
They have a 25% Heat damage vulnerability.
They passively regenerate 0.4 Blunt, 0.4 Slash, 0.2 Piercing, 0.02 Heat, and 0.02 Shock per second, with an additional 2 Slash, 2 Blunt, and 2 Piercing per bite.
They are immune to Poison and Radiation.

Zombies can be visually identified through their dark green skin and their red eyes. They also move 30% slower than unzombified variants of themselves, 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 equipment, heat based weaponry is most effective. This not only includes lasers, but also extends to flare guns, incendiary shells, and 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.

Interaction

A player-controlled zombie loses the ability to pick up / equip items. It can use a few of the 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.

Roles on DeltaV
Command Captain · Head of Personnel · Head of Security · Chief Engineer · Mystagogue · Chief Medical Officer · Logistics Officer · Chief Justice
Justice Department Chief Justice · Clerk · Prosecutor · Lawyer
Security Head of Security · Warden · Security Officer · Prison Guard · Corpsman · Detective · Security Cadet
Engineering Chief Engineer · Atmospheric Technician · Station Engineer · Technical Assistant
Epistemics Mystagogue · Psionic Mantis · Chaplain · Scientist · Research Assistant
Medical Chief Medical Officer · Medical Doctor · Paramedic · Chemist · Psychologist · Medical Intern
Logistics Logistics Officer · Cargo Technician · Salvage Specialist · Courier
Service Head of Personnel · Janitor · Bartender · Botanist · Chef · Service Worker · Boxer · Clown · Martial Artist · Mime · Musician · Reporter · Passenger · Zookeeper · Librarian · Gladiator · Prisoner
Sillicon Cyborg · Personal AI
Antagonists Traitor · Nuclear Operative · Space Ninja · Thief · Paradox Anomaly · Revenant · Space Dragon · Listening Post Operative · Zombie