Feral Survivors: Difference between revisions

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Weapons and generators should be used by survivors in safe suburbs. They are of little use in wastelands.
Weapons and generators should be used by survivors in safe suburbs. They are of little use in wastelands.
==Commando Revive Policy==
*Any Zombie On The Move Is A Target For Revivification*
Feral Survivors are usually cut off from communication systems and have a hard time keeping track of known survivors without a criminal record. Also they hide in ruined suburbs with low zombie counts, which includes empty revive queues.
Because hardcore zombies have strong pack instincts and tend to exert themselves outside buildings, it is less common to find them standing in open areas like carparks or monuments. Randomly reviving survivors in that area can save a feral survivor lots of walking and save them lots of aimless wandering, while hardcore zombies still have to travel a long distance to find a place where they can do substantial damage.

Revision as of 22:36, 24 May 2011

Feral Survivors
File:Panic in the street.jpg
Abbreviation: FS
Group Numbers: Whatever the Game Stats say
Leadership: None
Goals: To survive and thrive
Recruitment Policy: Free for all
Contact: Radio or talk page

Feral Survivors are individuals that have gained an unusual experience in self-sufficient solo survival. They have spent most of their time unaffiliated to any group and, throughout time, have called many suburbs as their home.

They rarely stay at malls or other high profile buildings, and have become comfortable sleeping in dark buildings with doors open. It is rare also to see a Feral Survivor directly engaging zombies. Generally they prefer to move out of the way without disturbing them, and focus their attention at providing care and shelter in often neglected areas.

The group was named by Doc Groucho, a proponent for many years of this survival style. Notoriously, he survived an entire year at Ridleybank's border without firing a single bullet.

Hiding In Plain Sight, Tracking Emergency Reports

  • Listen to the EMR broadcast. Try to stay in suburbs with 30 zombies or less. Old reports may not be reliable.
  • Unless you know there's no organized activity in the area, sleep in empty ordinary buildings.
  • Don't scout too far. All you need to know is when the closest NecroTech building is up and how many zombies are near your safe ruins.
  • Avoid sleeping with other survivors. If a zombie finds you, the louder groan will attract more zombies to finish the job.
  • Don't DNA scan unless you needle a rotter. You'll be working on abandoned RPs, it's less likely they'll be infiltrated.

Equipment

First Aid Kits: You need to carry a couple. You'll be bitten sometimes while sleeping. It's easy to find one or two in ruined hospitals, so don't worry too much about them.

Radio: One, tuned to 25.96. Most survivor frequencies for your area will be either silent or irrelevant.

Syringes: Pick as many as you can during your run into a NecroTech building. Each standing survivor is fodder between zombies and you.

Toolbox: For the rare times when you spot a freshly ruined resource building without zombies inside.

Weapons and generators should be used by survivors in safe suburbs. They are of little use in wastelands.

Commando Revive Policy

  • Any Zombie On The Move Is A Target For Revivification*

Feral Survivors are usually cut off from communication systems and have a hard time keeping track of known survivors without a criminal record. Also they hide in ruined suburbs with low zombie counts, which includes empty revive queues.

Because hardcore zombies have strong pack instincts and tend to exert themselves outside buildings, it is less common to find them standing in open areas like carparks or monuments. Randomly reviving survivors in that area can save a feral survivor lots of walking and save them lots of aimless wandering, while hardcore zombies still have to travel a long distance to find a place where they can do substantial damage.