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Resident Evil/Zambies

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Resident Evil/Zambies

Postby kirzach » Thu Jul 15, 2010 12:52 am

Note: This scenario is unfinished. Please contribute ideas if you like the concept.


Team Descriptions

Umbrella Security Service (U.S.S.): These players should form the bulk of the uninfected human team. These are security personnel that you might expect to encounter in any small government building or well-funded corporate office; uniformed men and women that may have little to no prior military or law enforcement background, but are proficient in the use of firearms and qualified to carry them. At the host's discretion the U.S.S. may also have a small detachment of back-up teams (one or more, as the situation dictates) called C.M.U.'s - Crisis Management Units. These will be the more highly-trained of the U.S.S. and may include prior military and law enforcement personnel, paramedics, and damage control personnel (i.e. firefighters, combat engineers, et al.) The C.M.U.'s are likely where you'll find the U.S.S. team's in-game medics, if the game calls for medic rules; however, if you don't have enough players for a complete C.M.U., medics may be included amongst regular U.S.S. personnel.

Umbrella Special Forces (U.S.F.): These players should form the smallest part of the uninfected human team, as they are the cream-of-the-crop as far as Umbrella Corporation's private military goes, and every single member of the U.S.F. will be former military or law enforcement personnel, most often of the elite kind; SAS, SEALs, DELTA, KSK, FSB-OMON, SWAT, HRT, and other such elite organizations are of particular interest to this branch of Umbrella Corporation, and that is where the majority of U.S.F. personnel are recruited from. They will usually infiltrate and exfiltrate via armored vehicle or fast-rope via helicopter. Their objective, above all else, is the containment of any 'situation' that may arise at any number of Umbrella research facilities, be they acts of corporate terrorism or an outright mass-infection of the T-Virus. They will use any means necessary to secure the facility, and have access to highly-advanced tools with which to do so. They are authorized to eliminate any man or woman, infected or not, that may pose a threat to their mission or the Corporation as a whole; players are encouraged to use their discretion in this matter. Because this team is already a specialized unit, no further subdivision will be necessary to include medical and engineering personnel; it is assumed that each member is already proficient in the use of explosives, healing and preventative medicines and vaccines, radio equipment, etc due to cross-training.

Umbrella Medical Research Personnel: These are your civilians amongst the uninfected population. They will be doctors, researchers, IT specialists, financial management personnel, and the like. Aside from an occasional weekend in their off-time shooting at the local range, these players should be assumed to have little to no firearms training, and anyone unusually adept with a weapon should be regarded with suspicion. It is the U.S.S. and U.S.F.'s job to protect these people, though the latter may elect to abandon them and their U.S.S. colleagues if they pose a hindrance to their mission. However, this should not be a choice made lightly; Umbrella takes great care in hiring the best in their fields, so U.S.S. and U.S.F. personnel may find uses for these people other than bait for zombies; some may be able to supply important information about the virus or vaccine, or bypass security systems that would otherwise make the security teams' lives much more miserable. Nobody wants a repeat of the laser chamber from the first Resident Evil movie, after all.

The Infected: These are, as the name suggests, your zombies. They should be the most numerous players by far. They are aggressive, albeit stupid, ravenous beings with only one goal: to kill the living and feast on their flesh. Regardless of their former occupation, they will have no weapons proficiencies whatsoever, and while they may have fragmented memories that may temporarily prevent them from attacking their former comrades, don't count on it. If you see an infected, the best thing to do is put a bullet in their head; show them no mercy, for they will show you none. Depending on the host's rules on physical contact they should mark other players as "bitten" by either touching a specific part of their body, removing their colored armband, or scoring a "knife kill" with a field-approved replica weapon, at the host's preference. There is a lot of room to improvise with this, but it sort of kills the mood if these players can shoot back.

Base Weapons Guidelines (BWGs)
The Base Weapons Guidelines (BWGs) are a set of basic rules and restrictions meant to give game organizers a good idea of where to start. These may be modified as the situation dictates based on number of players, available equipment, preferred play style, and other such modifiers. These values are merely suggestions and for optimum game play these basics may need to be changed. The Base Weapons Guidelines are as follows:

U.S.S.: These players, being simple security guard type personnel, should be limited to pistols, shotguns, and semi-automatic rifles like you'd expect at your local gun shop. Military-pattern semi-autos like the AR-15 and M1A (M14) may be common. Grenade launchers, lasers, specialized scopes, and other such novelties should be kept to a minimum. The weapons used should be fairly mainstream; for example, the most common sidearms should be Beretta 92s, Glock 17's, and Colt/Springfield Armory Model 1911A1's. High-dollar items like Kimbers, Desert Eagles, and select-fire/machine pistols like the MP9, MP7, Skorpion, and Glock 18 should be kept to a minimum, though Glock 18's used in semi-auto mode are acceptable substitutes for a Glock 17. The C.M.U.'s are where you'll find the U.S.S.'s heavy artillery; these teams will likely use shotguns, large-caliber pistols, semi-automatic rifles, and an occasional submachine gun.

U.S.F.: In addition to sidearms and shotguns, the U.S.F. team is authorized to use heavier, military-grade firearms like fully-automatic assault rifles, machine-guns, and grenade launchers. Additionally, personal sidearms may be carried that the operator bought with their own finances; but please try to keep it practical/realistic. Offensive handguns like the H&K Mark 23 and USP Tactical, along with the select-fire Glock 18 and Beretta 93R, may be common choices; however, excessively large/heavy guns like the Smith & Wesson Model 500 and the Magnum Research/IMI Desert Eagle should be uncommon, but are allowed.

Umbrella Medical Research Personnel: The civilians working in Umbrella facilities are generally not authorized to carry firearms onto the premesis. For games meant to be taking place above-ground, civilians may be allowed to keep a pistol in their vehicle, but for obvious reasons this weapon must be procured after the start of the game. These players should not be completely helpless, but leave the heavy artillery for those more qualified to use it; there's not necessarily anything stopping a civilian from picking up an assault rifle off a dead U.S.S./U.S.F. member, though..

Infected: Ideally, these players should be armed with their bare hands or, at most, replica/training knives like those made by Cold Steel. The weapons allowed and the means by which they can kill humans will be left to the host field to determine.

Uniforms and Equipment
These are basic guidelines for what the players should start out using. As with the BWGs, these rules may need to be modified to best suit the scenario at hand.

U.S.S.: For the best experience, these players are encouraged to wear security guard drab. Tailored slacks, dress shirts (long or short-sleeve), lightweight jackets, etc. Put "security guard" into Google Images and see what you can come up with. The occasional bullet-proof vest may be worn over the uniform, but please keep tactical vests to a minimum. The most common headwear should be berets (preferably of a matching or complimentary color to the uniform) and ballcaps. Keep in mind these personnel are the most likely to deal with civilians on a day-to-day basis, and as such are intended to be dressed professionally. While suits are not exactly required, an acceptably "nice" appearance is encouraged.

--- C.M.U.: The players of the C.M.U. team should be dressed similarly to those of the U.S.S. with more tactical gear. Uniforms may be BDUs (color/pattern to be determined by event organizer) or dress uniforms like those worn by the U.S.S. Headwear can be berets, but should ideally be something with more protective value, like a kevlar (real or replica) helmet. Balaclavas are also encouraged. Body armor and tactical vests are also common, as are knee/elbow pads and other such protective gear. As outlined in the faction description, this team is meant to be the "go-to guys" for whenever a situation develops. Neutral colors like olive drab and gray are suggested.

U.S.F.: As one might expect, the U.S.F. is expected to wear almost exclusively military-type uniforms. No dress uniforms are permitted, to distinguish them from regular Umbrella Security personnel. Dark colors like black and navy blue are encouraged. Uniforms may be dark camouflage (urban/digital urban recommended) or solid colors. Tac-gear common. Ballistic helmets common. Balaclavas, shemaghs, and other items with which to conceal identity encouraged. Riot shields may be used at host's discretion. Knee- and elbow-pads are nearly standard-issue, but not required. Look at your standard SWAT teams, Navy SEAL teams, etc and you'll get the picture.

Civilians (Infected and Survivors): As to be expected, the civilians are a mixed bunch but shouldn't wear military-style clothing. Being employed by a large corporation, they are expected to maintain a certain professional appearance. Suits may be worn, but are not required. "Nice" clothes can be had fairly cheaply at your local Salvation Army. IT specialists, being a community within a community, may be dressed more relaxed; t-shirts and jeans or "vintage military"-style pants common. When choosing what to wear for this position, keep in mind the role you're trying to portray and dress accordingly. Infected U.S.S./C.M.U. and U.S.F. personnel may retain their respective equipment, but use of weapons will be dictated by host.




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Re: Resident Evil/Zambies

Postby xandman » Thu Jul 15, 2010 1:03 am

This would be awesome if you had a compound or a large building to play in. My ideal scenario of a Boihazard/RE game would be to gave it in a large building and have a objective to secure a "lab" in a basement or something on the ground floor and then you have to transport the T/G virus to the roof. I would Kill for a real Biohazard scenario not just a game where one side is "zombies" and the other side is "the cops"

==Biohazard scenarios I would like to see==

-A BSAA scenario and it deals with uroboros
-A Biohazard 3 scenario that deals with the mercenaries employed by Umbrella.
-A scenario that deals with "The Hive" from the so-so movies
-A Outbreak based scenario
-A "4th survivor" scenario that involves the Umbrella strike team

*anything from biohazard/RE 1&2 would be hard to pull off minus the one above*
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Re: Resident Evil/Zambies

Postby Aegis » Thu Jul 15, 2010 12:09 pm

i WAS READING YOUR IDEA AND LOVE IT. As for the part of adding suggestions, I think when dealing with the relationship between human and infected players, all players have multiple armbands, strips etc to mark them. As infected, the player applies all of them in a visible spot. when hit, they drop down and remove one. They the must wait 15-30 seconds and get up or "re-animate". This goes on until they run out of those markings/armbands, and the final time they are hit puts them out for good. The reason for this is to negate the inherent difficulty of lacking firearms against the human team. Likewise, when a human has been infected, they go down, apply the markings, and get up after a similar amount of time has passed.

While reading your idea, I was thinking of the 3 story hospital from the local events section.
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Re: Resident Evil/Zambies

Postby kirzach » Mon Jul 19, 2010 11:25 am

Bump. Let's see some more ideas, people. 8)
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Re: Resident Evil/Zambies

Postby chrisdetrin » Mon Jul 19, 2010 1:52 pm

we could play this at the hospital. and it be even cooler at are 2nd location too which is 2 times as big, and we have 11 acres out side castle turret and airplane hanger we could use as an extraction point.
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Re: Resident Evil/Zambies

Postby HeavensAngels » Mon Jul 19, 2010 6:01 pm

this is sweet!! lol.

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Re: Resident Evil/Zambies

Postby xandman » Mon Jul 19, 2010 7:34 pm

<nerd>

"Operation:Mad Jackal" (In Resident evil 3 that was the name of the operation that the Umbrella mercs where on), also note this isnt canon, this is adapted from Resident evil to make an airsoft game.

The story is set on September 29-30, 1998, two months and five days after the events in the original Resident Evil. The t-virus has been released in the sewer system of Raccoon City and has infected rats, which then spread the virus to the city's population, which includes animals as well as humans. After the humans began to become infected and spread the virus, the remaining humans that where not infected began to panic and civil unrest ensued. While the town began to feel the force of the "undead","infected" and "mutated", the R.P.D had taken a high number of wounded ( due to a full staff on patrol, and the police station being over ran bu infected". Swat was more or less wiped out and S.T.A.R.S had already taken a major hit due to the "mansion incident") Umbrella mounted a "team" of people(comprised of mercs and PMCs) known as "UBCS"(Umbrella Biohazard Countermeasure Service) The U.B.C.S. was deployed to Raccoon City during the T-virus outbreak on September 26th, 1998 under the guise of reinforcing the Raccoon Police Department (R.P.D.) Although seemingly there to help halt the spread of the T-virus infection and evacuate any survivors from the worst affected areas (Umbrella employees were to take priority, and members were encouraged to use regular civilians as decoys or human shields if their situation became dire).After the town was in complete chaos UBCS began to spread and take samples, observe the situation, report and eliminate and "quiet" any people that stand in there way.

==game play==
Uses 2 teams ("ubcs" VS RPD)
Uses role players (survivors, if a team can get to a survivor and assist/help/save them, you will be awarded points or intel to new objectives)
RPD/UBCS has to deal with security and holding areas down and they will get points for rooms/buildings secured

this is a work in progress

</nerd>
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Re: Resident Evil/Zambies

Postby Caleb T. » Mon Jul 26, 2010 5:58 pm

I'd definitely come to this game! And yea i agree with Chris, this would be great for the Mill.
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Re: Resident Evil/Zambies

Postby kirzach » Sat Jul 31, 2010 12:13 am

Update:

Another recommendation could be realistic weapon handling. What I mean by this is, a survivor with no weapons experience should fire, for example, a Desert Eagle slowly and carefully, whereas an experienced USF member would be able to fire it more quickly. Most fully-automatics should be fired in short bursts, or quick successions of rapid-fire in semi-automatic fire mode. I'll leave organizers to interpret this and apply it realistically to their scenarios; simulated recoil may be added for authenticity, but not really necessary.
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Re: Resident Evil/Zambies

Postby Aegis » Sun Aug 01, 2010 12:06 am

This thread has matured very well. All we need now are typewriters and ribbons to serve as forward spawns after they are somehow claimed, the infamous item box, someone to call someone else the "master of unlocking" and a few people to tape it all. I could die a happy person now.
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Re: Resident Evil/Zambies

Postby Caleb T. » Sat Aug 21, 2010 6:55 am

One shot=one welt
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Re: Resident Evil/Zambies

Postby kirzach » Thu Sep 16, 2010 9:57 pm

I'd like to see more input into this thread. I've given you all the basis to work off of, now let's see what kind of stories you can produce.
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Re: Resident Evil/Zambies

Postby reloaded recon4 » Sat Sep 25, 2010 9:29 pm

as is with every zombie scenario theirs gonna be one prob. zombies getting shot close up and getting hurt.I would not want to be shot close up at 400 fps.The survivors and others with weapons must have a springer pistol at all times so they can kill zombies that are a little too close for comfort.Most people don't have springer pistols but the ones that do could be survivors.Anyone think this is a good idea?
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Re: Resident Evil/Zambies

Postby Kaze_Ryu » Sun Sep 26, 2010 10:56 am

What about, let's say cargo transport of a infected patient that has a cure in his blood (Patient 0). One team would locate and safely extract the patient to a Safe Zone. On the other hand the Op team has to locate and eliminate the patient for the (Security Measures). If the patient is KIA the game is over, maybe a endgame rule? This is all just a thought feel free to add any input.
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Re: Resident Evil/Zambies

Postby jonah37801 » Sun Sep 26, 2010 11:54 am

I read all this and I say ya'll should go for it. :mrgreen:
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