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Old 11-02-2017, 08:15 PM   #1
DAT
 
Join Date: Jan 2005
Location: Idaho Falls, Idaho
Default Mercs versus Ultra-Techno-Zombies

Some background –
I’m preparing a Cyberpunk/Horror game for a convention, where the PCs are high end mercenaries (former SAS, SBS, and SEALS) sent to a remote bioweapons lab, and the initial adversaries are ultra-techno-zombies. Inspiration is the Transhuman Space Orbital Decay adventure.
The zombies are normal humans that have been converted by means of a synergetic hybrid combination of proteus viruses and nanosymbionts, which was created and released during a lab accident (infected cut), and subsequently spread via fluid transfer (e.g, bites). The combination of proteus viruses and nanosymbionts makes humans (and probably parahumans and bioroids), inhuman (Bestial, Hidebound, Low Empathy, No Sense of Humor), mindless (-6 IQ, Cannot Learn), enraged (Berserk(Vicious)), insatiable (Gluttony), killing (Bloodlust) cannibals (Odious Racial Habit (Eats Humans/Sentients) that are strong (+10 Striking ST), focused (indomitable/unfazable), and tough (+3 HT, +3 HP, DR 2, Hard to Kill 3, Hard to Subdue 3, High Pain Threshold). But I’m not sure this is enough.
The PC will have decent, but light flexible armor (sealed helmets giving DR40 to the head and the rest of body protected with DR30/12: the 30 versus all but crushing) and be well armed (4mm PDW, 4mm Pistol, knife/shortsword, and flashbang grenades) with plenty of ammo (450 rounds each: 150 APS, 150, HP, and 150 scabs (super cavitating for underwater)) and with good combat skills (levels 14-16).
I need the zombies, enmass at least, to represent a credible threat/challenge to the PC. So I was considering how to stack the deck.

Questions –
The first idea was to make the zombies more than simple target practice. So I had the idea to use the example of poor Edmund Zhang on page B380, and give the ultra-techno-zombies Injury Tolerance(Unliving), representing some sort of internal support structure built by the nanosymbionts (inspired by Girl with All the Gifts). The 4mm PDW’s APS rounds do 3d6+2 pi- (2), so would normally do 2-9 vs DR2 protected targets, but for the IT zombies would only do 0-1. The 4mm PDW’s HP rounds do 3d6+2 pi- (0.5), so would normally do 2-32 vs DR 2 protected targets, but for the IT zombies would only do 0-6. The 4mm PDW’s scab rounds do 3d6+2, so would normally do 3-18 vs DR 2 protected targets, but for the IT zombies would only do 0-3. So each 15 HP zombie could take a dozen+ hits to drop them. This may pose its own problem as combat becomes a long slog. Any thoughts?
The second idea was to make the zombies a threat to the PC through their armor. The DR 12 will be good proof against standard punches and bites, even with the increased striking strength. So clubs (sw+1 crush, for 3d6+2 – 4d6+1) and grappling are the choice attacks. I haven’t used Technical Grappling before, is it something I should try, or should I just go with simple grapple attack to hit, next round ST-10 roll to pull off a helmet / damage an armor piece enough to leave a gap unless DX roll to escape, repeat… ? Are two successful grapples a death sentence? Any thoughts or ideas?

Here are the draft stats I have so far, comments and suggestions welcome:
Ultra-Techno-Zombie
Appear as skinny, albino, humans wearing ripped clothes, face/month cover in blood, eyes reflecting light strangely.
ST: 19 -22
DX: 12-13
IQ: 5-8
HT: 12-13
HP: 15
Will: 6-7
Per: 10-11
FP: 15
Speed: 7.00
Move: 8
SM: 0
Dodge: 11
Parry: 11 (Unarmed)
DR: 2
Grapple (12-14): Reach C. (All Out Attack for +4)
Punch (12-14): 2d-1 – 2d crushing. Reach C.
Club (12-14): 3d+3 – 4d crushing. Reach C, 1.
Plague Bite (12-14): 1d crushing + HT-4 roll or 1d FP repeating every 5 minutes for an hour. Reach C.
After losing consciousness at 0 FP, start gaining ultra-techno-zombie template.
Traits:
Acute Hearing 2 (Hearing 12);
Affected as Living;
Albino;
Bad Smell;
Berserk (Vicious) (9);
Bloodlust;
Discriminating Smell;
Extra Attack;
High Pain Threshold;
Indominable;
Inhuman (Bestial, Hidebound, Low Empathy, No Sense of Humor);
Injury Tolerance (Unliving);
Cannot Learn;
Disturbing Voice;
X Glimpses of Clarity;
Gluttony;
Hard to Kill 3;
Hard to Subdue 3;
High Pain Threshold;
Infectious;
Night Vision 9;
Odious Racial Habit (Eats Humans);
Overconfidence (9);
Penetrating Voice;
Skinny;
Social Stigma (Monster);
Terminally Ill (1 month);
Unfazable;
Unnatural Features 5.
Notes: Mindless, ravenous eating machines.
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