Post by Fungus A on Jan 13, 2010 12:57:03 GMT
Begin transmission:
I would like to request a full evacuation of all civilian,industrial and feral training planets. According to patterns, the seed along with it's extensive network of hosts is headed straight for holy Terra it'self. This threat outweighs even that of the heretics and xenos, this is top priority.
Upon further investigation of the planet brontissa, believed to have been devoid of life since exterminatus, several organisms were found, i believe you know of this already, but to confirm, those organisms have been declared hostile and infectios, they have caused an extraordinary outbreak on three hive planets, two feral worlds and an industrial planet, smaller outbreaks have been spotted on several forge worlds and even Aerius. We have little chance of surviving this unless we combine the imperial forces and fight against it.
Inquisitor Damius of Armageddon.
Rules:
Your role is to survive, and I will control the zombies along with two others, I'll need about three people before we can start.
Template:
Name: applys to survivors only
Rank: survivors:Private to sarge. Zombie: The soul(Me) Puppetmasters.
Type: Zombie, Space Marine, Imperial guardsman, Space marine scout or Feral human.
Weapons: No heavy weapons, flamers, heavy bolters and missile launchers however are allowed. only one close combat weapon, unless feral human, they can only have close combat weapons.
Skills: what your character does, for zombies; which types of zombies you control.
Bio: survivors only.
Zombie rules: The zombie players may choose three different types of zombies to control, I Control four (the leftover zombie type stays out of the roleplay), these zombie types have limited amounts to be roleplaying as per time:
(Me)Basic zombies: Up to forty of these may be included in a scene. The basic zombies are the humans form the hive worlds that have been genetically altered and re-animated. They are the bulk of the zombie threat, all of them carry the infecting gene. They use thier hands and muscles to overwhelm foes and have no other abilites apart from punching, grabbing and attacking with thier hands, mouths and feet.
Beserk zombies: Up to four of these per scene. These zombies are the infected form of feral humans, they have long claws and long teeth, they are faster and slightly more dangerous then basic zombies.
Seeker zombies: Up to four per scene. These are basic zombies that have powerful arms and legs, thier hands have mutated into long fingers with webs in between them, thier toes ont hier feet are longer and are webbed and they have amazing senses, they are less dangerous than beserk zombies but they can pursue survivors and are the fastest two legged zombies.
(LewisC)Siren zombies: Up to four of these per scene. These zombies are slow and have a human shape, but they have enormous chests and skinny limbs, when alerted they scream and wail loudly alerting the other zombies to thier location.
(LewisC)Noxious zombies: up to two of these zombies per scene. these zombies are weaker then the basic zombie, but give off an airborne strain of the virus, when attacking they breathe horrible gas everywhere and can suffocate the survivors, these zombies cause the most infections of dead bodies.
(LewisC)Acid zombies: up to two per scene. These zombies are physically frail but they vomit a corrosive substance on foes which slowly burns flesh and destroys armour. These zombies splatter corrosive liquid everywhere and foul smelling bile which alerts other zombies to the survivors when they are killed.
(Me)Hulking zombies: up to two per scene. These zombies are a horrible combination of other zombies, twice the size of the normal zombie, they have stubby claws and powerful limbs, they have no sense of smell or hearing and are partially blind, they arent alerted along with other zombies, instead they simply wander around the port and when they see survivors they attack, they are however alerted by the psychic zombie.
Psychic zombies: Up to two per scene. these zombies are frail, but they have the ability to alert the entire horde to the survivors, even the zombies that are not normally attracted. Psychic zombies also cause terror in the bravest of humans and they have several, long sinew like limbs, that flail and thrash around, grabbing survivors and sometimes rending them apart.
(Me)Swarms: Up to one swarm per scene. These zombies are horrible mutations of smaller animals and limbs, they scuttle along the ground massed in enormous swarms, engulfing foes in hundreds of poisonous bites and claws.
Gargantuan zombies: Up to one per scene. These are enormous variations of the hulking zombie, capable of crushing terminators with one fist, They act like the hulking zombies, in much the same way, although these zombies have better vision and are alerted by the psychic zombie.
Monster zombies: Up to one per scene: These are grotezque multilated corpses joined together in a giant slug like abomination, they are enormously hard to kill and have several long limbs, like the psychic zombie, they are blind and can only find the survivors through other means.
(Me)Enviromental zombies: These zombies are zombies that have been melded into walls, or are simply limbs that claw at the survivors as they walk near them, mouths that are part of the floor, that scream when survivors are near, or tentacles that crush the survivors through walls, these zombies are constantly in the scene and only certain parts of them can be killed, such as cutting the tentacle off with a chainsaw, or blowing the eyes and mouths away with bolter fire.
In the end, the survivors win, but it's not the winning that counts, it's the getting there, zombies cannot kill survivors with one hit and survivors are immune to being infected. the zombies must kill the survivors, but at least one survivor must reach the seventh spire, none of the survivors can die, only be knocked out, pinned or await rescue.
We are set in a space dock on a hive planet, the survivors are part of the many defenders of the planet, although they must escape and reach the remaining defneders at the seventh spire, this is a long way away, and requires full co-operation, I won't tolerate G-modding and people getting aggresive with eachother.
Enjoy!
I would like to request a full evacuation of all civilian,industrial and feral training planets. According to patterns, the seed along with it's extensive network of hosts is headed straight for holy Terra it'self. This threat outweighs even that of the heretics and xenos, this is top priority.
Upon further investigation of the planet brontissa, believed to have been devoid of life since exterminatus, several organisms were found, i believe you know of this already, but to confirm, those organisms have been declared hostile and infectios, they have caused an extraordinary outbreak on three hive planets, two feral worlds and an industrial planet, smaller outbreaks have been spotted on several forge worlds and even Aerius. We have little chance of surviving this unless we combine the imperial forces and fight against it.
Inquisitor Damius of Armageddon.
Rules:
Your role is to survive, and I will control the zombies along with two others, I'll need about three people before we can start.
Template:
Name: applys to survivors only
Rank: survivors:Private to sarge. Zombie: The soul(Me) Puppetmasters.
Type: Zombie, Space Marine, Imperial guardsman, Space marine scout or Feral human.
Weapons: No heavy weapons, flamers, heavy bolters and missile launchers however are allowed. only one close combat weapon, unless feral human, they can only have close combat weapons.
Skills: what your character does, for zombies; which types of zombies you control.
Bio: survivors only.
Zombie rules: The zombie players may choose three different types of zombies to control, I Control four (the leftover zombie type stays out of the roleplay), these zombie types have limited amounts to be roleplaying as per time:
(Me)Basic zombies: Up to forty of these may be included in a scene. The basic zombies are the humans form the hive worlds that have been genetically altered and re-animated. They are the bulk of the zombie threat, all of them carry the infecting gene. They use thier hands and muscles to overwhelm foes and have no other abilites apart from punching, grabbing and attacking with thier hands, mouths and feet.
Beserk zombies: Up to four of these per scene. These zombies are the infected form of feral humans, they have long claws and long teeth, they are faster and slightly more dangerous then basic zombies.
Seeker zombies: Up to four per scene. These are basic zombies that have powerful arms and legs, thier hands have mutated into long fingers with webs in between them, thier toes ont hier feet are longer and are webbed and they have amazing senses, they are less dangerous than beserk zombies but they can pursue survivors and are the fastest two legged zombies.
(LewisC)Siren zombies: Up to four of these per scene. These zombies are slow and have a human shape, but they have enormous chests and skinny limbs, when alerted they scream and wail loudly alerting the other zombies to thier location.
(LewisC)Noxious zombies: up to two of these zombies per scene. these zombies are weaker then the basic zombie, but give off an airborne strain of the virus, when attacking they breathe horrible gas everywhere and can suffocate the survivors, these zombies cause the most infections of dead bodies.
(LewisC)Acid zombies: up to two per scene. These zombies are physically frail but they vomit a corrosive substance on foes which slowly burns flesh and destroys armour. These zombies splatter corrosive liquid everywhere and foul smelling bile which alerts other zombies to the survivors when they are killed.
(Me)Hulking zombies: up to two per scene. These zombies are a horrible combination of other zombies, twice the size of the normal zombie, they have stubby claws and powerful limbs, they have no sense of smell or hearing and are partially blind, they arent alerted along with other zombies, instead they simply wander around the port and when they see survivors they attack, they are however alerted by the psychic zombie.
Psychic zombies: Up to two per scene. these zombies are frail, but they have the ability to alert the entire horde to the survivors, even the zombies that are not normally attracted. Psychic zombies also cause terror in the bravest of humans and they have several, long sinew like limbs, that flail and thrash around, grabbing survivors and sometimes rending them apart.
(Me)Swarms: Up to one swarm per scene. These zombies are horrible mutations of smaller animals and limbs, they scuttle along the ground massed in enormous swarms, engulfing foes in hundreds of poisonous bites and claws.
Gargantuan zombies: Up to one per scene. These are enormous variations of the hulking zombie, capable of crushing terminators with one fist, They act like the hulking zombies, in much the same way, although these zombies have better vision and are alerted by the psychic zombie.
Monster zombies: Up to one per scene: These are grotezque multilated corpses joined together in a giant slug like abomination, they are enormously hard to kill and have several long limbs, like the psychic zombie, they are blind and can only find the survivors through other means.
(Me)Enviromental zombies: These zombies are zombies that have been melded into walls, or are simply limbs that claw at the survivors as they walk near them, mouths that are part of the floor, that scream when survivors are near, or tentacles that crush the survivors through walls, these zombies are constantly in the scene and only certain parts of them can be killed, such as cutting the tentacle off with a chainsaw, or blowing the eyes and mouths away with bolter fire.
In the end, the survivors win, but it's not the winning that counts, it's the getting there, zombies cannot kill survivors with one hit and survivors are immune to being infected. the zombies must kill the survivors, but at least one survivor must reach the seventh spire, none of the survivors can die, only be knocked out, pinned or await rescue.
We are set in a space dock on a hive planet, the survivors are part of the many defenders of the planet, although they must escape and reach the remaining defneders at the seventh spire, this is a long way away, and requires full co-operation, I won't tolerate G-modding and people getting aggresive with eachother.
Enjoy!