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Zat Earthshatter
Ghosts Of Ourselves
352
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Posted - 2013.08.17 02:16:00 -
[1] - Quote
With a zombie apocalypse, it's best to group up with those you can "trust", but always be on your toes - you have no clue what a situation like this will bring out of the darkest corner of a person's soul. As for where to go: camp as far away from a city as you can stomach. The ideal camp for the adventurous would be the kind used by rock-climbers - a tent suspended from a rockface. Make sure you have enough rope to completely scale the cliff either direction, however. If you're faint of heart, just find any old farmstead and board it up for the night. For food and water, you should go Bear Grylls for as long as possible - eat whatever you can catch, scavenge or hunt.
Eventually though, you'll have to go to town. Whether for clothes, medical supplies, or because some maniac kidnapped one of your party. This is when you'll need the best weaponry you can get your hands on, because it's going to be a free-for-all. Scout from long-range with binoculars to assess the situation, and decide whether armor is necessary. If there are too many zombies to run past, medieval-knight-style plate could ward off bites until you run out of ammo. If there are a few humans running from a medium-size group of zombies, pack light to outmaneuver both. If there are plenty of humans and you have to enter forcefully, bullet-resistant vests and helmets are recommended.
Unless you can re-organize government and get the oil pumping again, fuel is limited and vital. Take a cross-head screwdriver at all times, and collect gas by puncturing the tanks of any run-down car you find - siphoning takes too long, and distracts from that walker chewing on your back. If you have a working vehicle, do not use it unless you have to move to a new region or have to go through a hostile-heavy area - they will attract lots of attention. Keep only 5-10miles of gas in the vehicle unless you are going to drive it further. That way, somebody that takes it will run out of gas close enough for you to find it and reclaim.
Recommended vehicle modifications: Off-road supsension: nobody will maintain the highways, so have something that can take a few bumps. Booby Trap: it's better to have to find/repair a new car than have a hostile person able to run you over. Armor: Self-explanatory. Interchangeable plates eases repairs Chain-link fence windows: Zombies may be able to break glass. Good luck biting through steel! Driver-controlled weapons: you will be best protected in your vehicle, and driver controls mean a betrayal won't leave you defenseless behind the wheel.
Engine mods: you need enough power to take all that armor, but you want as much efficiency as possible. Modern diesel engines are lauded as having good gas mileage, so it may help to take an engine out of a Passat for a small car. There is a proposed engine that replaces the cylinder head with an extra piston. This type is potentially more powerful and efficient than older designs. If this tech appears in a civilian car, make sure you have it for later use. Engine-mounted fuel tank - simply put, if somebody shot or screwdriver-ed your main tank, you need a little extra gas to get out of Dodge. Adding to my prior tip, you can keep your main one completely empty when theft is an issue. |
Zat Earthshatter
Ghosts Of Ourselves
353
|
Posted - 2013.08.17 02:59:00 -
[2] - Quote
Adding to before:
Vehicle storage: A pickup will likely be the vehicle of choice in most situations: able to carry lots of supplies and ammo, strong engine, and some models are even 4WD for offroading. Have a canopy over your truck bed, ideally armored. A package truck used by a delivery company is another good option. Although they guzzle gas, they can store large amounts of goods and gear, plus they have shelves for organization. You may have to add an off-road suspension and larger tires for certain environments, however.
Military vehicles: In most cases, only useful to large gangs with the resources to maintain and operate them. If you encounter an unused one, the best course of action is to strip the armor off if you can truck it away, then destroy it with just enough explosives to render it un-salvageable. The ammunition rack is another scavenging option, thanks to the large amounts of metal and explosives. "Sabre" rounds are only useful for casings and explosives, as the uranium core is unworkable with improvised tools. If you want the engine parts, take it apart for other uses. Military engines will use up frightening amounts of fuel - the M1A1 Abrams tank uses a jet turbine as a powerplant, and will leave you dry in mere moments.
Your bunker Remember all that tank armor you saved at your farmstead base? you can either melt it down, or bolt it onto the outside of your base for a makeshift bunker.
Howitzers: These will likely be left behind by most scav teams. Thankfully, many are either towable by large trucks, or driveable themselves. in most situations you only want them for intimidation - it will keep individual humans or small parties at bay out of fear. Save actually firing them for hostile military vehicles, or frag shells for large groups of zombies.
Mortar: This will be more useful. Portable enough to add to your truck, and packs enough punch to get you into a lightly-fortified facility or collapsed hospital.
SAM launcher: Adding to your defenses is similar to howitzers. Assume every aircraft is hostile, especially an armed one.
Mines: These are for zombies only - put flags at their locations so you don't get blown up. Humans that show hostile intent should have been shot long before they reach your mines.
Wall: Ideally, affix downward-facing spikes to the outer sides of your walls. This is near-impossible to climb by hand, and will make grappling up difficult.
Personal armament: Contrary to popular opinion, automatic weapons are mostly a waste of ammo, and every missed shot is a life risk down the road. Use semi-automatic weapons. Aim for the head with zombies, and center-of-mass (chest) against hostile human targets. Automatic weapons are only going to be useful when "holding the line" against a horde of World War Z proportions. belt-fed LMGs will be best here. Shotguns are very good, as they hold a variety of ammunition. Save your spread-shot for hunting, the slug is best for zombies.
Crossbow: Not just because a guy on TV uses one, a crossbow will be more useful than a gun in many situations. For starters, they make little noise. their ammo can be reused, and easily craft-able slight modifications allow for a wider variety of ammunition. A glass bulb can be made into a Molotov head for a bolt, and a pouch on the bowstring could let you sling grenades.
BB gun: don't laugh! I'm serious! Not only is a BB useful for target practice, but it is also very good for small game hunting. Ammo is reusable if recovered after firing.
Flare Gun: Don't use for intended purpose - you'll just have a paramilitary group kill you dead with an operational tank. This is best as a ranged fire-starter. Those who played Far Cry 2 will know the use of that. Also useful for lighting up an area you absolutely need to see.
Grenade Launcher: Much like the mortar. May have smoke options for distraction or visual cover.
Placeables/C4: Tactical explosives like this are always helpful. Breach a collapsed building, destroy a vehicle before abandoning, or create a booby trap. If the zombies are attracted to a certain smell, make zombie bait and obliterate some undead scum!
Aircraft: Not recommended for individual for much the same reason as military vehicles. If found, the instruments and electronics are what you strip. I advise against weaponizing the propeller - it's just wasting fuel.
Watercraft: A much wiser find. Smaller ones are useful for a river-based locale, and larger ones could be used as a base. Military ships require an ocean of fuel to work, but could be used as a docked, weaponized base. Submarines are limited in function, but keep your eye on any operational ones, as it could easily blow a hole below the waterline.
ICBM facility/submarine If this type of facility ever found, for the love of all things holy DESTROY IT!!! There's already one apocalypse, don't cause another one! |
Zat Earthshatter
Ghosts Of Ourselves
353
|
Posted - 2013.08.17 03:04:00 -
[3] - Quote
Draxus Prime wrote: if this is what u would do check out DayZ,search on yutube
I am well aware of that game - it's currently a mod for Arma II, and a standalone version is in development. It basically reinforces some of the points I have, from what I've seen with it. And no, I don't have the game sadly. There are other titles on my scope, and even then I'm in a transition state. |
Zat Earthshatter
Ghosts Of Ourselves
358
|
Posted - 2013.08.30 11:18:00 -
[4] - Quote
Earthshatter's Apocalyp-Z Guide #4 pt.1: Where finally, my answer to OP
First, some general advice: For the most part, if a place or city was densely populated before the apocalyp-Z, you will find larger zombie hordes there for many years afterwards, so I recommend avoiding those areas unless absolutely necessary. As mentioned before, stay in the wilderness, rarely going further into a city than the suburbs.
I'll break my individual analyses into the location type's likely state during: >early, or "crumbling" stage of apocalyp-Z, where major military forces are still fighting, but governmental sovereignty has all but fallen, allowing wasteland survival tactics. >Main-sequence, anywhere from 5-20 years after the start, when all former organizations have fallen, and humanity is fully in "apocalypse" mode. >Late or "Fallout-era", 20-100 years+, which either sees society re-evolving from tribes upward, or the eventual eradication of humanity from Earth. I assume the former for this guide for the sake of optimism. note: for Late-era currency, i use the term "bottlecaps" with the quotes in place.
Military Bases Supplies: gun suppressors, high-power guns, MREs, fuel. >Early: Some bases will be abandoned (covered in main-sequence), but this would be a nice place for those seeking the peace of ordinary life for the first years of an apocalypse in general, moreso for a zombie infestation. You may be asked to help the military with a few things as their living members dwindle. >Main: abandoned bases are a good supply of high-power rifles and high-octane fuel, but will invariably be contested. Stealth is recommended, which is ironic considering that military bases will be the main source of suppressed guns. I've covered how to handle military vehicles in a prior guide, so I won't include that. >Late: Will likely be the site of a scrap city, due to strategic location. I'll cover that at the end of this post. May also be run by a paramilitary group - your social life will be discussed later.
Hospitals Supplies: Medicine, bandages, sterile water and nutrients >Early: Avoid. People won't know how to handle(read: shoot) bitten "patients" properly, which will likely result in hospitals being the first locations overrun by zombies. There should be enough meds in suburb homes to support your scavenging needs for now. >Main: Zombies will still walk about here, but will be fewer in number. I always recommend stealth, as it will normally keep you alive. Even more than gun sources, hospitals will be the most contested location by hostile humans, so be ready for a fight. >Late: Pro-humanity groups will either camp in hospitals or scavenge and repair equipment with the goal of finding a cure. A diplomatic approach is possible, or you can lend yourself to them as a mercenary guard in exchange for medicine or "bottlecaps".
Sporting-Goods Stores Supplies: Weapons, shelter kits, propane, multitools, rope, navigation gear. >Early: This type of store will stay in business for as long as humanly possible, as the owners will be rich on soon-to-be-worthless modern money. During this stage, chart the location of any and all stores you find, as the mere knowledge of them will be invaluable later. >Main: Only enter if you know it's safe to. With all the supplies here, it is child's play to set up a lethal trap with the merchandise. (speaking of which, toy stores can do that too if you have a spare weapon). Don't camp here, just take the gear you want and go. You may want to bring your truck, as the supplies here are just that valuable. >Late: Any that aren't cleared out will be extremely valuable. If you have the locations charted, you can sell them to a scrap city for "bottlecaps". Whether you've set a trap for them or not is up to you.
General Supermarket (Wall2Wall-Mart) Supplies: everything. Weapons are region-dependent. >Early: Honestly, this is the only time that this location may be worth anything. As a one-stop-shop, it will likely be cleared out within a year of the apocalyp-Z becoming irreversible. Even then, bring sunglasses in case people brought pepper spray. >Main: Mostly empty space. Large groups could stop here as it's defensible - relative to the interior space, there are few exits/entrances. Any remaining supplies will be in the shipment-recieving and storage areas. >Late: Depending on location, a "city" may set up here. Convenient freight docks may turn it into a trading hub.
Factories Supplies: raw materials, building-specific product. >Early: They'll keep running until the zombies bite their delivery drivers, then they'll grind to a halt. Not very useful at this stage. >Main: Very useful for fortifying a home base. If you're very lucky, you may find a tractor-trailer truck full of metal goods. If the factory has a furnace and is close to home, you can melt your scrap into either sheets for fortification or ingots for transport. May be a good location to fortify as a home base in itself. >Late: Large static equipment means any potential scrap city in the area will be chomping at the bit to use the facility. If you lead a mercenary group, you may be able to make an arrangement to your advantage. Otherwise, these make good multi-area hubs for trade or even transport.
To be continued... |
Zat Earthshatter
Ghosts Of Ourselves
358
|
Posted - 2013.08.30 12:02:00 -
[5] - Quote
Earthshatter's Apocalyp-Z Guide #4 pt. 2: Where cont.
Airports Supplies: fuel, electronics, communications, random luggage >Early: Airports will likely fall out of business quickly as infected regions are quarantined (always too late). Attempting to fly out of a quarantined airport will likely result in being destroyed by international military forces. >Main: With the threat of organized air support mostly gone, aircraft may be useful if there is enough fuel stored at the airport. Derelict planes could be salvaged for light metals and electronics, while active ones could be flown to scout an area. Be wary of paramilitary groups with surface-to-air missiles, however. >Late: These will either be controlled by new-republic military, used as a foundation for a scrap city, or restored into a trade hub helping to right the world again. Dealing with specific groups is discussed in a later chapter.
Seaports(any kind) Supplies: navigation, rope, GTFO ability >Early: Seaworthy vessels will likely be gone by the end of this period. As zombies can't swim, plenty of people will take the opportunity to embark on a permanent tropical vacation. If you take the journey, then I hope you like seafood, because that's what you'll eat the rest of your life. >Main: Derelict and sunken ships will remain. These will be a source of navigation equipment if you can hold your breath. The rare grounded or floating ship makes a good home base with option to leave port if necessary. I recommend an old-fashioned sailing vessel, and any tropical island will likely have a hostile tribe forcing you back to the zombie-infested mainland. >Late: As humanity connects once again, ships will eventually use the ports again. The future here is as bright as the sun bouncing off of sailing hunks of scrap metal. Very good trading, and will likely be the first location type to fully civilize again.
Farmland/backcountry Supplies: food >Any time: Due to the remote nature of these places, an apocalyp-Z may never reach some farms at all. If you want a particular place as a home, the route to take really depends on the people that occupy it. You may be able to stay for a spell, or be forced to take over the place by force. >Main/Late: Overtaken farmsteads will likely be fortified and could be fiercely independent. As a farm, the occupant may be relying on their land for food, so cutting that off in some way could force a surrender more effectively than force of arms.
Police Stations/Jail Supplies: ballistic armor, low-power firearms, gear for live capture (discussed later) >Early: The police will likely be the first line of defense against undead doom. Unless they're wearing the dog-bite training suits, the boys in blue will probably be the first bitten in a given town. Although the obvious course is to "ease the pain" of the cop and take his gear, a person that knows imminent doom will be irrational and crazed - it may be best to stand back, wait for him to turn fully, then shoot him when he no longer has the higher function needed to use their weapon. >Main: Once again, a highly-contested location. Explosives may be necessary due to security measures taken against criminals during the age of civilization, but there is usually plenty of ammunition to go around. As a police vest is relatively light, it is a useful armor when attempting a stealthy approach. Side-note: Also makes for a good temporary home base. Not a place to stick around for 3 or 4 seasons. >Late: New civilization will likely use them for the same function they were built for, thanks to the sturdy design of prisons and cells.
Scrap Cities At first, humanity will be in a primitive, proto-tribal state. Groups will split quickly, many will kill on sight, and permanent fortifications will almost always be made for numero uno only. Eventually, they will civilize again, and the symbol of this will be the scrap city. They will almost always have a thick city wall, and at least one high location for a sniper/lookout. Inside, the people will be relatively easy-going for those that enter peacefully, and some may have a proprietary "bottlecap" currency to barter with. If you wish to maximize your potential, try to trade with two or more scrap cities until you can convince them to standardize their currency items, planting the roots for new sovereignty. |
Zat Earthshatter
Ghosts Of Ourselves
359
|
Posted - 2013.08.30 17:14:00 -
[6] - Quote
Earthshatter's Apocalyp-Z Guide #5: Who One of humanity's most prevalent quirks is the ability to repeat the species' own history repeatedly when the need arises. In the case of an apocalyp-Z, our ancestral clock would be dialed all the way back to our beginnings as nomadic hunter-gatherers. We would still articulate our thoughts as well as today, as it is our instincts and social traits that are affected by such a change. What this means for a survivor during the Early stage of apocalypse is: >Humanity will coalesce into small groups or "clans" - family, trusted friends, and in-law families if a marriage is involved. >These clans will be antisocial to outsiders, or even openly hostile. This may include unarmed or otherwise helpless outsiders. >A tendency to take only what they need right now, with much less forethought than ideal. This means that an area won't be completely cleared out after a clan visits - remember that whole sporting goods shtick? Now's the time. >Very strong familial bonds - they may not want to shoot a bitten clan member, which can be catastrophic for their whole group.
This behavior would begin during the riots that occur during the start of the apocalypse, and would continue throughout the Main-Sequence phase.
Towards the end of the Main phase, various clans will learn to trust each other, and form tribes. Tribes are basically the middleman between clans and society. They are still nomadic, and will distrust outsiders. However: >They will normally be peaceful unless you wronged them in the past. Like anything human, there are exceptions. >They tend to think ahead, for the good of their tribe. Places may be cleared out if deemed necessary, and bases will obviously be fortified. >Will be able to organize and train war parties if need be. >may accept outsiders if trust is earned.
At the beginning of the Late phase, tribes begin to settle into a region, and attempt to bring back society. The result is the formation of factions. I will generalize the different types of factions here, along with what skills each would be experienced in.
Tinkerers specialty: crafting, mechanics, engineering >Friendly Tinkerer factions will often set up in or near a factory building, especially if the shop machines are operational. There is nothing a true Tinkerer cannot fix, and they can probably build whatever you didn't know you needed... for the right price. Work with these folks, and you may learn how to keep your truck in one piece, or even attach a machine gun to the hood.
Bandit specialty: cannon fodder >Hostile Whether driven by a wrong, trying to take control of a faction, or just plain insane, the Bandits will kill you now and ask questions later. It's best you do the same to them, then scavenge their gear once the fight is over.
Mercenary specialty: combat, weapon maintenance&repair >Neutral, varies on what they are paid to do Mercenaries will appear just about everywhere when the other factions start to take root, as just about everyone in an apocalypse knows how to kill. You can take some merc work for yourself, or help fulfill a contract for a small cut (don't expect much, unless you expect to lose your head)
Leadership specialty: politics, diplomacy >Friendly upfront, unknown agenda The leadership is generally a sub-faction within another type. Leaderships crop up when a faction grows large enough to require regulation more efficient than having a bigger gun. As nations take root, the township may evolve into a political party. If you want to make a faction like you, or negotiate a trade deal, do some favors for these guys and they just might show you a thing or two.
Traders specialty: barter, appraisal, navigation >Friendly, unless you cheat them Trader factions often appear at a strategic location between the territory of two or more factions, and fulfill a vital service to all involved. You can stop at a trader post for goods you normally won't find in the area, or run with the traders to earn the trust of those they deliver to. As value is their life, they can also be sought out to determine the value of a unique item dug out of a zombie skull.
Paramilitary specialty: propaganda, control >Neutral, easily made hostile The difference between a para-mil and a merc is simple: the merc is driven by money or self-betterment, while the para-mil wants to rule with an iron fist. Unless they are attacking, they generally won't bother you unless you've angered them. And like any such organization, the list of things that angers them is never shown until you've already done it. I would avoid dealing with these more-heavily-armed factions unless they were an imminent threat, in which case cloak and dagger tactics may be of use to avoid a straight fight. Or you could join their pyramid and help put the world back into chains, but that's your choice.
Panacea specialty: medicine, sciences, humanity >Friendly to a fault I named them after the legendary cure-all as the Panacea factions aim themselves towards bettering all of humanity. In an apocalyp-Z, these groups would undoubtedly be looking for a cure to the Z-virus. Due to the nature of their work, they will gather as many medical supplies as they see fit, and aid whoever they deem needy while constantly performing research. They may even attempt to create medicines, with mixed results. Work with these people in the short-term to be paid in valuable medicine. Stay with them to expand your scientific knowledge, and get a feel for the state of humanity
unsure if this post is complete or not... |
Zat Earthshatter
Ghosts Of Ourselves
360
|
Posted - 2013.09.07 00:59:00 -
[7] - Quote
Earthshatter's Apocalyp-Z Guide appendix: Must-haves
In prior posts, i went over how to survive, various weapons, where to go, and who to see. However, i neglected the hands-down most important thing about an apocalypse: what you need to survive on a basic level.
Water: Priority #1 >bottled: for the first month or so, bottled water will be OK due to its plastic bottle and the fact that it's filtered clean. However, filtration is not perfect, and it will become stagnant after an extended time in a warm environment. >distilled: the purest water outside of a laboratory, a sealed container of distilled water will be safe to drink for years. If you can make a sterile, airtight container, you could distill your own using the proper equipment and a fire. Best used as an emergency hydration when other sources are unavailable. >Natural: Never drink still water, as it is a breeding ground for all sorts of nasty things. If you have no filtration or tablets, your best bet is a quick-running, clear shallow creek.
Food: Priority #2 >Canned: A safe bet. The airtight vacuum seal keep s the food fresh, and you can use the can as a cooking pot. Once empty, save the can if possible. When other sources of fresh food are available, treat canned food like distilled water - emergency use only. >Hunted: If you can make a fire, you should hunt for food. Although a gun works quite well, I'd recommend a bow or crossbow due to reusable ammo that can easily be plucked from the catch. >Other sources: Farming probably won't happen unless you have a large, secure with enough fuel or horsepower to maintain a field. Zombie meat is ill-advised, as it is unknown if the Z-virus can infect someone who ingests it.
General tools: >multitool: A compact tool that was purpose-built for survival, such as a Swiss Army Knife. The usefulness of a multitool is dependent on (A)what tools that it has (B)the quality of construction. Most valuable tools will likely be the sawblade, can-opener, and pliers. >Char-cloth: A type of tinder that ignites easily and burns hot for a long time. To make: (1) puncture a small hole in an empty can's lid (2) place squares of cloth inside the can (3) keep the can over a fire until smoke stops coming out of the top (clarification?). >Duct Tape If you've watched the Mythbusters episodes, you probably have a roll in your emergency kit already. Twist it into a rope, make a crude spear, or even create a canoe using a wood frame - you'd be hard-pressed to find something duct tape cannot do. >Fire-sparking devices: Flint and steel, steel-wool and a battery, a match, or a fire-piston. A fire-piston is the best choice as it won't be consumed over time, but requires some strength to spark tinder or char-cloth reliably.
Medicine: You can tough it out most of the time, but do you really want to? >Purifying tablets: Drop in a milk-jug's worth of water, wait about an hour, then hydrate with little fear of disease. Use these any time you are unsure of a particular source's potability. >Antiseptic: Use to clean small wounds, and sterilize your tools for larger ones. Rubbing alcohol is most common, and hand sanitizer will also work. >Painkillers: Dulls the pain response when anesthetics aren't around. Alcohol will be the most common. >Blood-packs A lifesaver for critical injuries, but if you cannot determine the blood-type it may kill you. A type-O will be safe for the most part, but others are a grab-bag when the recipient's is unknown. |
Zat Earthshatter
Ghosts Of Ourselves
360
|
Posted - 2013.09.07 06:05:00 -
[8] - Quote
Julius Vindice wrote:Something else I'd do would be to recreate the Confederate States of America built on the foundations of hard work and to hate the lazy type of people like looters and raiders. The civilization would be centered around the Smokey Mountains and utilize guerilla tactics against attackers.
I'll be as objective as I can be, as I know that this particular historical nation can hit a sore spot among some people.
That's a plan for you - but know that a post-apocalyptic nation would be formed not just on your armament, but your charisma as well. You could be the best warrior still alive, but very few people would be willing to follow Quasimodo into battle, if you catch my drift. A CSA-style government would gain a large foothold throughout the Old South, and in fact somebody would certainly beat you to the punch within a month of global collapse of government. This means that this model would be very easy to gain numbers for in said region. I haven't really covered ethics in my guides, and that's because the opinion that will matter will usually belong the one with the biggest gun. However, I strongly advise against using slavery, as it is polarizing enough to create a united enemy that can hinder or even destroy your attempt at sovereignty. As far as economy goes, the CSA was in a sore spot mostly due to the Union's blockade and wait-and-see Euro policies, it really didn't have a chance to build an economy. Hence, you have total freedom to create an economic model. Guerrilla tactics is always a good idea, as you can maintain the upper hand on a larger force, while smaller forces rarely get the chance to fight back. Of course, you should make sure your repeat of history includes a version of Robert E. Lee to maximize military success.
In short: repeating the success story of a historical nation as a guide for re-starting humanity is a good idea, so long as you don't repeat the mistakes as well. Good government is a balance between avoiding making enemies and keeping a strong enough army and police to deal with those that are inevitable anyway. |
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