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"The fool thinks himself a wise man, but the wise man knows himself to be no more than a fool."
Zombieworld Enemies
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The main antagonists of the series are all the creatures infected by an unknown disease that has spread across the world. In very little time it has spread through New York, England, Paris, Hong Kong, Tokyo, Madrid, and other big cities in the world. It won't take long before the disease spreads across the whole world... and more of these zombies appear overnight.


Critters- Rodent infected. They count with rats, squirrels, mice, and other small mammals that are affected by the disease. Easiest to kill. In hordes, they can be problematic, as they leap or climb onto victims and bite and scratch as soon as they have landed.

Common Zombies- Human zombies. Run, scream, shout, claw and try to eat all survivors. They're not very hard to kill, but they usually attack in masses, so they end up being deadly in large quantities. Their intelligence is near nothing, they have no self-preservation value, and react upon instinct. They often know the difference between survivors and themselves, thanks to their pheromonal glands' elimination in their mutations and their increased sense of smell, but have been known to attack each other if their need for sustenance is too great.

Uncommon Zombies- Common zombies with some special attributes regarding who they used to be while they were alive: shock troops, soldiers, guerrilla, worker zombies, fallen survivors and other zombies with special paraphernalia. While they have the same stats as common zombies, uncommon zombies, purposefully or not, use their paraphernalia to their advantage, as they are not beyond using weaponry they subconsciously know how to use.

Herders- Large muscular, bloated zombies that have puss-filled growths all around their bodies. When they blow these growths, large amounts of pheromone puss liquid spill out. These pheromones call forth common zombie hordes, which then attack whatever the puss has fallen on and assimilate the victims into the horde. These infected were probably selected by the infection to be leaders of the infected masses, and are thus a bit more common than other special zombies. Herders are known to pant aggressively, and this can sometimes give them out.

Guppies- People who were infected on water. The mutation granted them greater lung capacity and less necessity to breathe oxygen. Their hands grew membranes between each finger, and their strength was enhanced. Their eyes are blind though large. Their fingers have claws, and their teeth have grown sharp, and their hair has fallen. They are known to gasp very loudly when on land. Extremely fast in water when swimming, and prefer to bring survivors into the water so that they can drown their prey, since they can stay underwater for more than 15 minutes before having to come up again.

Dummies- Rare handy-capped infected. Due to their bodies' inability to walk properly (or at all), their mutation has changed their vocal cords so that they can imitate all the sounds they hear. Their necks have elongated significantly, and their ears have odd growths just under the earlobe. They cannot walk, so they drag their bodies with their arms, and it is this dragging sound that may tell a survivor where they're coming from. They can emulate voices near perfectly after having heard them, and while they can't come up with complete sentences on their own, they can shout single words they have heard or scream in the voice they have heard.

Blowholes- Obese zombies that shoot long streams of potent acid. They are slow and they aren't very strong, but they can shoot their enemies from as far as 80 feet which gives them an advantage over all other zombies, which have to get rather close to then attack. Because they are so... full of liquids, they can shoot enemies with long streams of acid without running out for a long time. Their acid is capable of melting through car rooftops, but if they spray survivors, the least of their worries will be their firearms becoming completely unusable. When they die, they explode, releasing their acidic contents into a spread area of 8 feet.

Shriekers- Fast, agile zombies with sharp bone claws protruding from their fingers. Physically, they are irrecognizable from common zombies except for the above mentioned claws. Once they start chasing non-infected down, however, they can be easily told apart from the masses. Their speed and their leaping abilities are beyond normal, and they release a loud, horrifying shriek when they descend down upon their victims from above-- be it from a tree, a building or simply pouncing onto them with sheer velocity. While fast and agile, Shriekers are not very muscular, and are just about as easy to kill as most uncommon zombies.

Handymen- Zombies with their feet mutated into hand-like appendages. Their toes have separated and elongated enough to grab onto things, and their big toes have slid back to almost their heels to give them an opposable 'thumbs'. Their tongues have also elongated and hardened enough to be able to wrap around a human's neck or head without much difficulty. A Handyman grabs onto survivors with it's hands, feet and tongue, usually from behind, and wrestles survivors either into a prone position where a zombie horde can kill them without resistance or simply roll or tumble them away to a more favorable position. They are very dangerous if the party isn't careful to eliminate them before they are successful in their efforts.

Hulks- A colossal mutated infected that is almost impervious to most damage. The most difficult zombie to kill, they are nearly immune to all blunt weaponry, and have regenerative properties that heal wounds quickly. Hulks can carry cars and hurl them across 40 meters, and they weight easily 500 lbs., themselves. Thankfully they are rare, but whenever one of them appears it means lots of trouble for any non-infected people in the area.

Chuckies- Baby infected. While they are extremely weak, they have a large sack of poison located on their chests. When they find survivors, they spray the poison out their mouths. This powerful neurotoxin will then numb a survivor's sprayed area, and might spread across the survivor's body. In masses, they are extremely dangerous, as they can paralyze a whole group of survivors in a matter of minutes. They sometimes giggle and cough as a normal baby would, but gurgle as if in an adult voice's guise-- but they are more often than not silent.

Grims- Dog infected. Though rare, they are one of the deadliest zombie types. They are extremely quick and agile, and can jump as high as 8 feet. They bite, they scratch, and they pounce and kill all non-infected. Their barks are followed by loud growls that give them away when they're approaching. They are also very resilient, and can stand a good couple of shots without dying.

Black Cats- Cat infected. Like Grims, they are also rare, but deadly. Their claws have elongated, and are slightly sharper than normal. While they are light and weak, they tend to sneak up on survivors and carve their claws into their bodies with devastating effect.

Nightmares- Horse infected. They are much rarer than dog or cat infected, and two of them are ever seen (if at all) in the whole RP. They are faster than their normal counterparts, and their jaws have extended to be able to bite and eat more than normal.


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These enemies are the hardest in the Role Play, other than maybe the zombie Hulks or a Chuckie horde, as they are intelligent and can act with excellent effectiveness in combat situations compared to zombies. They all wear gas masks to protect them from the infection, and can be found on the ground, on rooftops of buildings or over the water on boats.


Sniper Units- Come in threes, including a spotter, a sniper and a watchman. These sniper groups tend to be dispersed, perched on top of high rooftops of buildings where Reformist units are keeping a perimeter. The spotter sights targets, the sniper shoots them, and the watchman makes sure the sniper is not ambushed. Deadly when found, these units are usually posted near open areas where they are more effective, and can take out targets as far as 400 yards with ease. The spotter is armed with the same weaponry as the watchman: a FN P90 sub-machine gun, an Remington M870 shotgun and an M9 pistol. The snipers have their M39 EMR sniper rifles, along with a handgun for protection.

Eliminator Units- Come in groups of ten. Tactically sound, soldiers are some of the hardest enemies to fight against, as they are not only able to communicate with each other over long distances, but can call on nearby forces to come to their aid. They are equipped with M4 assault rifles, Remington M870 shotguns, grenades, and some of them have been known to wield riot shields.

Cremator Units- Come in groups of fifteen, usually backed up by narcotic gas and recon UVs, and come in scouring the area after an eliminator unit. They specialize on the elimination of all life forms in the area. Three of them are equipped with riot shotguns, while two have M4 assault rifles. The other ten have flamethrowers. They flame the area and burn all remaining corpses to make sure that nothing is alive. They can call reinforcements if necessary, but chances are reinforcements will be farther away, as cremator units often tend to be far apart from each other or from eliminator units.

Commando Units- Rarest enemies in the Role Play, but also the deadliest by default due to their skills and tactics. They are elite soldiers. Probably green berets or Delta special forces issued to kill certain infected, but more likely sent to strategically kill leaders of the Sons of Liberty faction where snipers could not. They will only appear on the last Chapter, if at all, and will have second-to-none weaponry on their disposal. Like the Hulks, they have incredible regenerative properties, and are immune to minor ballistics damage and blunt weaponry due to their body armor. They come in groups of five to six, and are often equipped with advanced weapons and recon systems, such as a live-feed targeting scope system, nanomachine radar, night vision or heat vision goggles, nervous gas bombs, among other things. Their weaponry use silencers, as they have been instructed to take care of things as quickly and quietly as possible, and excel at their job more than anyone else in the world.

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Some of the deadliest and most used weapons in the middle of the 21st century, now become crucial to the US government's containment of the deadly infection that is spreading across the world. Because these weapon systems can still eliminate the target but are not susceptible to the infection, they have become irreplaceable in the war against the zombies. Several modern UAVs, UGVs and UMVs have come to service in the breakout in New York, such as the ARSS-3, the MQ-9 Reaper, the Gladiator TUGV, the VIPeR-M7, and all varieties of the TALON Robot Weapons systems.


ARSS-3- Autonomous Rotorcraft Sniper System Model 3. It's a miniature helicopter with a remotely operated sniper rifle, which is used to aid nearby sniper units. The system is rather slow, and is usually only deployed by sniper units when a large amount of zombies are reported near said unit. As assistance, they can be quite effective, but are not designed to be in active combat against enemy infantry.

MQ-9 Reaper- An unmanned aerial vehicle used for reconnaissance and light bombardment. It scans an area for hostiles, and in some instances bombards an area with grenades, but the area this bombardment covers is hardly even a house's worth of territory. The most hostile varieties hold anti-personell air-to-surface shrapnel canisters, which blow up a second after the Reaper deploys them and explode downwards in a deadly rain of sharp metal shards.

Gladiator TUGV- An unmanned ground vehicle armed with an M240 machine gun. This robot is commonly seen alongside eliminator units, often sent in before the other units.

VIPeR-M7- A reconnaissance robot about the size of a civilian control-remote toy car. Usually the robot's only purpose is exclusively reconnaissance, but in the case of the M7, the VIPeR holds a pair of compartments near the wheels that can open and deploy nerve-agent gas bombs when it has been found to avoid capture. It's presence usually precedes the arrival of an eliminator unit.

TALON RWS-

ADS Turret- Area Denial Service Turret. These stationary guns have motion sensors that, upon triggered, activate the mechanism of a high caliber machine gun. There are different model sentries, including a wall-mounted model, a ground standing model, a missile/minigun model and a buoy model. The only problem with these turrets is that they have to be constantly watched for their ammunition containers are prone to being wasted in less than two hours, considering the motion sensors do not discriminate as to what is moving (a paper bag blowing in the wind, squirrels, soldiers, etc...), and are thus usually placed near Reformist bases or camps. These UVs are used only as perimeter enforcement.

XM8030 ARV-A-H Behemoth- A remote controlled tank. It resembles an M1A4 Abrams, except it is slightly smaller as it requires no room for pilots. These highly armored vehicles are almost impossible to destroy or deter, as the circuitry and navigational systems of the craft are kept highly padded and isolated from the outer shell of the tank, not to mention they take up less space than a human body. Upon hearing of the existence of a Behemoth further forward, survivors should turn around: their chances of surviving an encounter against a Behemoth are next to none. These UVs are used only as perimeter enforcement.

MQ-23 Vulture- A remote controlled combat helicopter. Weaponry-wise in an equal standing to the famous Apache, the Vulture only lacks the precision of a present human pilot, but other than that it is highly effective in taking out ground units. It has an air-to-surface missile racket, a minigun and two air combat missiles capable of heat tracking on either side of it's body. Because the body of the helicopter is mostly made to house the circuits and system regulators for the machine, it has a remotely opened cargo bay capable of carrying up to two people in case of rescue missions... but this bay can be used for other purposes, such as for storing large amounts of contact bombs to bomb enemies or zombies with. These UVs are used only as perimeter enforcement.

USV-A1 Deep Terror- A remote controlled military submarine. Unmanned submarine vehicles have seen very little use in military applications, but have been slowly getting more use over the years. Thus, there are much less of these vehicles in service, but they are deadly against incoming enemy boats or naval ships. They have twin torpedo bays they use for destroying enemy craft, and are made to deploy a total of 10 water mines each. These UVs are used only as perimeter enforcement.







User Comments: [2]
Velocinyx
Community Member





Sat Mar 06, 2010 @ 03:55pm


It's amazing how recycle-able zombie ideas are, huh?


The Duke of Id
Community Member





Sat Mar 06, 2010 @ 04:25pm


Ah well. You know how it is: nowadays nothing is original.


User Comments: [2]
 
 
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