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#11 | |
Join Date: Nov 2022
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#12 | |
Join Date: Nov 2008
Location: Yukon, OK
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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#13 |
Join Date: May 2021
Location: Eastern Kentucky
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Funny, when I read barricade I didn't immediately think of world war 2. I thought of the zombie apocalypse and keeping zombies out of the house.
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#14 |
Join Date: Feb 2005
Location: Berkeley, CA
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That's something of an argument for soldier being a /TL skill, or having some other specialization, because while there are some universal features to good defensive structures, there are others that are specific to the weapons and capabilities of the attacker and/or defender.
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#15 | |
Join Date: Jul 2008
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I'm not sure it's true there are any concrete universal features for good defensive structures beyond 'sturdy enough to not get knocked over by rough handling'. And that can be quite a low bar, AIUI there was a period of North American fortifications where the attackers having metal axes significantly compromised their efficacy. Many historic defensive structures emphasize limited and difficult points of entry, but modern entrenchments de-emphasize that and can omit those features entirely. Positions to allow defenders to use missile weapons while sheltered from incoming missiles are common, but are irrelevant against animals, typical zombies, or any other aggressor with no missile attacks.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#16 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Zombies in particular get rules. Zombies, pp. 34-36 mentions several skills for creating barricades, with Carpentry, Machinist, Masonry, and Smith getting top mention. The rules for zombies tearing into said barricades are on Zombies, pp. 122-124.
What it comes down to is that since zombies cannot pick locks or use tools, they are stopped by the DR – and, if that isn't high enough, HP – of whatever is in their way, and must use major force to break through. One zombie probably can't do that against any significant barricade, but you rarely get one zombie. You get a horde, and they can collectively press and tear and climb over one another, greatly multiplying their menace to structural integrity. So, in a perfect world, avoid attracting a horde. This is about scrubbing your scent from the area, not making noise, and not being seen. Against a zombie or two, that's easy. But per Zombies, p. 114, against enough zombies to qualify as a "horde," you're going to need to beat 16. This is possible if you take suitable measures. Hiding from Vision is easiest. Any opaque obstacle blocks it completely, so stay indoors. Any skill that lets you erect a suitable barrier should work, from Survival to pitch a tent to Carpentry to build a shack. Failure means gaps that the zombies can see you through. Not making noise is trickier, as it's basically the group's worst Stealth vs. 16. Still, distance is helpful here (p. B358); so, build your hideout somewhere far from your first barricade, such as in the center of a fenced area (even a fence 4 yards from your hideout keeps the zombies where they're at -2 to hear you talking in there). Any wall should give another -1 or -2. Designing acoustic insulation is trickier, but someone with a relevant skill – say, a sound engineer with Electronics Operation (Media), or anybody with Physics – could try, and change that to -4. That's probably the best you can do without exotic materials, but if your barrier is far enough out, it can suffice . . . and if you stay out of sight, the zombies might not ever approach close enough to hear you. Scent masking (High-Tech, p. 77) gives -4, so someone with, say, Chemistry could probably manage that. If you're spending a long time there, that's likely the best you can do . . . your scent will diffuse across the area, making distance somewhat moot, and is probably what would give you away. On the other hand, if the zombies neither see nor hear you, they may not get close enough to roll in the first place. When the horde eventually forms, you want DR first (p. B558). Nothing is better than metal here; if you have corrugated steel (anti-skid) plate, or better, trench plate, you're home free. Weld using Machinist, Mechanic, Smith, or whatever. Concrete, stone, and brick aren't bad, either, but they're slower to deploy. Use Engineer (Combat) or Masonry. The GM might permit other skills if, say, the person with Artist (Sculpting) regularly works with hard materials. Don't ignore bulk materials (p. B559), though. Shipping crates filled with dirt are another good use of Engineer (Combat) – in real life, hasty fortresses are built this way in the field – and would be as good as steel plate. If you lack that, enough sandbags are good; Soldier would do here, as would Survival for terrain that floods or Professional Skill (Firefighter). Just be wary of the sort of cover that has "*" on its DR, because the zombies can claw it away a bit at a time. Absent sufficient DR, enough HP serve only to give you a few minutes to escape. One zombie can't claw or tear or punch through DR 16 wood, but a horde will just cause the nails to pop out or the joins to give way. Still, it's better than nothing, and Carpentry is the go-to skill. The idea is to use defense in depth. Build a ring or square of tall, high-DR fence as large as your materials and time will allow. In the center of that, as far as possible from the nearest fence, reinforce a stronghold or build one, using the highest DR you can, and with as many HP as you can get, just in case. Line the inside with blankets and other sound-absorbent items. Scrub everything with chemicals that remove scent. Then make sure that people don't do stupid things like scream or walk around in the open; that sounds like a good use of Leadership. Even if you disagree with or, heck, hate the rules, the above measures, materials, and skills should at least provide a place to start.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#17 |
Join Date: Jul 2008
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Unless you're expecting a rescue or to wipe the horde through defensive firepower, you'd better have an escape route from that high-HP keep.
Buying a few minutes to regret your choices as the horde claws through the barricade from all sides is best avoided.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#18 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Yes, a way out is always a good idea. The trick is for it not to be a way in for enemies. A means they can't use is ideal . . . Few zombies can fly, so if you have a chopper on the roof or whatever, that would be swell. Against humans, you're always taking a risk.
If it's for foraging, scavenging, scouting, and going out to do external maintenance, it has to be (easily) reusable and probably shouldn't be noisy. I'd counsel against the helicopter. A tunnel you can collapse in an emergency could work, but you'd need Engineer (Mining) to design it in a way that doesn't collapse some of your defenses along with it. If it's just an escape route, I like explosives: Blast your way out and blow up all the bad guys nearby. You won't be coming back, but they might not be in any shape to follow. Indeed, if you blow them all up, you might be able to come back if you don't think that big a boom will bring trouble faster than you can rebuild.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#19 |
Join Date: Oct 2024
Location: There's a head attached to my neck and I'm in it
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I would probably use some hidden way out. Zombies aren't the smart ones. Cover exit with some sheets of metal, wood, etc. Camouflage is underappreciated.
Or climbing exit. Depends on zombies, some can climb. And if there is enough of them... Still, they shouldn't be able to see the entrance.
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I'm probably overthinking. |
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#20 |
Join Date: Feb 2005
Location: Berkeley, CA
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The thing about fortifications is that there are almost always tradeoffs to make. Yes, a way to escape is nice to have, but it may need to be sacrificed for some other priority. If you have an unlimited horde of zombies, you don't want fortifications to start with, you want to run away.
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