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Originally Published:
2010-11-08 Last Updated:
2011-08-13 Original Concept:
Gerry Harris Final Design:
Gerry Harris |
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Associated Games/Campaigns
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The world is going to Hell, and
the undead are running amok, seeking to eat you or making you one of
their own. How do you thwart their efforts?
First off, you have a little
time. The
Zombie Apocalypse takes a few weeks to take hold. The
first thing you want to do is stock up on firearms and ammunition.
Note: everyone else is thinking the same thing. Of
course, being the
House Rules gamer you are, you've stocked up on firearms and
ammunition. However, you might want to stock up even more.
The undead will begin appearing in increasingly larger numbers as
the disease infects more and more people.
As the threat becomes more
apparent people will panic. Canned goods will disappear off of
shelves; firearms will become increasingly rare; and ammunition and
fuel will become virtually non-existent. Within 1D6 weeks, the
situation will become critical as survivors flee to open country to
avoid the zombie threat in urban centers.
A lot of the same rules of
hunting
monsters applies to surviving a
Zombie Apocalypse, including massive firepower, vehicles, and
party size.
Still, survivors will need a
number of critical supplies to survive:
Ammunition
Food
Fuel
Medical Supplies
Secure Shelter
Water
Weaponry Conclusion
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Ammunition In the first
few weeks of the Zombie Apocalypse the military and law enforcement
will have expended prodigious amounts of ammunition trying to keep
the undead threat at bay. And, as the threat spreads there
would runs on ammunition at gun stores and department stores.
Finally, as panic sets in any source of ammunition would be snatched
up by desperate survivors.
In other words, ammunition is
going to be extremely difficult to come by. And the stuff
available will probably not be in the more "popular" calibers.
The trick will be to collect spent brass whenever possible.
Characters with
Gunsmith skill and the proper equipment (found in most abandoned
gun shops and pistol ranges, along with a few department stores) can
reload the brass to be used again.
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Food Food will not
nearly be as big an issue as one might think. During the first
few weeks of a Zombie Apocalypse panicked survivors will raid
grocery stores stocking up on canned food and other non-perishable
items. Unfortunately, most of these stocks will go unused as
their owners succumb to the undead. These stocks can be found
in abandoned houses (maybe haunted by their former owners) or
vehicles. The drawback is that most of these untouched stocks
will be found in regions of high-zombie density — the cities and
suburbs. Of course, farm houses and hunting lodges will also
have stocks of food, but these are few and far between.
Foraging and hunting can
supplement these supplies, though if the Zombies in the campaign are
the type to eat any living flesh, game animals may be hard to come
by.
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Fuel
Fuel is going to be a major concern.
After about the second week of the Apocalypse the refineries and
distribution networks are going to shut down. This will occur
about the same time as living folks are trying to get out of the
more populated areas where the undead have begun running rampant.
The result will be little or no gasoline available for the
characters.
Characters will be able to eek by
for awhile siphoning off gasoline from abandoned vehicles and gas
stations, but for long-term survival the characters will need to
resort to vehicles that can handle multiple fuel types.
Twilight: 2000 has a number of vehicles listed which can run off
of alcohol, and includes rules for
Distilling Alcohol.
Characters should therefore
choose their vehicles appropriately. Sure, it's nice to run
over zombies in an
M1 Abrams tank, but the monster is a gas-guzzler.
Zombies don't use weapons, so armor isn't a factor in choosing a
vehicle. Cargo capacity and fuel efficiency are the biggest
factors. A hard-sided
HMMVV (available at the local National Guard Center) is a
perfect vehicle for a group of character. Also, if a mechanic
can make the conversion to alcohol or hydrogen, a
Recreational Vehicle would be a good choice for a group of
characters.
Remember, if at all possible, the
group should have more than one vehicle at its disposal. There
may come a time when one or more vehicles have to be abandoned.
The party is going to want at least one vehicle that can carry it
out of danger.
Vehicles will be readily
available after about week three of the
Zombie Apocalypse. This includes military vehicles of all
sorts. The characters will simply need to choose which ones
they are going to use.
One last option, which may become
a necessity as civilization's infrastructure completely collapses,
is an animal-drawn vehicle. This assumes draught animals are
available and haven't been eaten by either desperate survivors or
zombies, or died through neglect after their owners fled.
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Medical Supplies
One might think medical supplies would be readily available.
After all, most of the population is now zombified, and zombies
don't need medicine. However, with a panicking population,
medical practitioners trying to stem the plague, and eventually lack
of refrigeration, the amount of readily-available medical supplies
is close to zero. Bandages and alcohol can be easily
manufactured, and characters with the proper skill, equipment, and
facilities can perform blood transfusions. If the party has
access to lab facilities that have power, characters with
Chemistry and
Medical skills can attempt to produce basic medicines such as
anesthesia and pain killers.
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Secure Shelter Most
Zombie Apocalypse stories have the survivor group moving from
one encounter to another. However, the group should have a
secure destination in mind. Obviously, the best shelter would
be a boat or ship in greater than three meters of water (shallower
water allows zombies to walk along the bottom of the body of water
and attack the vessel). Unfortunately, boats or larger vessels
are typically found in port cities and such places will be crawling
with zombies.
Inland options include buildings
with limited and defensible entrances. Examples include jails
and prisons (once their former occupants are cleaned out), military
weapons bunkers and intelligence facilities. Prisons, in
particular, are designed to house a lot of people for long periods
of time. They will have medical and dining facilities, and
will have backup generators. Maximum security prisons also
have high walls, watchtowers, and sally ports — enclosed spaces with
gates at each end and enough space in between to handle a large
vehicle. The inner gate will not open until the outer gate is
closed. Sharpshooters on the walls above could eliminate any
zombies that might have gotten in with the vehicle before permitting
the latter to enter the facility.
Malls are right out (though they
would be good places to pick up supplies). There are too many
entrances, and those entrances are made of glass. Malls also
lack chokepoints that can funnel zombies into a kill zone.
Security while travelling is also
going to be important. If there are enough characters, the
party can switch off driving duties until they're in a relatively
safe area. Selecting a place to bed down is important.
It should have a clear field of vision for several hundred meters.
Parking in a farmer's fields or holing up in an abandoned farmhouse
are good options, provided the former owners aren't still around.
However, if enough time has elapsed, the farmer's fields may be
overgrown, allowing zombies or other potential opponents to approach
unnoticed.
If the characters are forced to
bed down in an urban or suburban environment they should choose
places with few, narrow, defensible entrances and with access to secure
parking. Armored car companies fit this bill, but there aren't
that many such facilities around, and they typically don't advertise
their presences. Fire stations and police stations are also
good bets. They typically have emergency generators, so,
provided there is enough fuel, characters will have access to
electricity.
Also, buildings with a lot of
windows, especially windows on the ground floor, should be avoided.
Glass does not deter your average zombie.
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Water Oddly enough,
water is going to be a problem for survivors. First off,
survivors in an urban environment are not going to have running
water unless they have electricity. In the countryside rivers
and streams may be contaminated by rotting corpses. Well water
will be relatively safe. Humans require about five liters of
water per day; the characters will need to boil water, or otherwise
treat it for contamination before consuming it.
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Weaponry Weaponry is
not as big a consideration as one would think. Any weapon that
would destroy the brain (or the spinal cord) will render a zombie
hors de combat. The primary consideration is at least
one ranged weapon, loaded and ready to fire. A secondary
weapon is needed as the zombies get closer. If this is a
modern scenario, this should be a pistol. Finally, don't
forget the use of close-in melee weapons. In this case, one
should secure an
axe or
machete.
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Conclusion The
consideration in this article should go far to giving both players
and referees a more concrete grasp on the "realities" of life on the
ground during a
Zombie Apocalypse. It should also lay the foundations for
a number of adventure sessions as players attempt to locate
necessary supplies and avoid zombies
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