Saturday, October 29, 2011

Knowledge is Power


Libraries. I know, right now a good book is the LAST thing on your mind. You've got runners assaulting the front door, crawlers chewing on the back door, and you're working with extremely limited resources. But honestly, the library is one of the only reasons I would even suggest that you go into any sort of urban environment. If you're going to be in the closed layout of a town then you'd best have a really good reason to be there; cities are naturally chuck full of zombies, it's hard to see a runner at close quarters, and there is very likely to be all sorts of things that could infect you other than the zekes- don't forget that even though a zombie is dead, any contact with fluids nearby can result in infection and ultimately your demise.

So what about a library could be so important that you would dare leaving your bunker undermanned [possibly unguarded], and make a dangerous trek [possibly on foot], into the center of the enemies hunting grounds where the highest concentration of runners are looking for fresh brains? Suggestion: Secure the gun-lugging macho man to a chair before he reads this [Thespis, is Havoc secured?]
The reason, one of the only reasons I'd suggest you make that trek, is because knowledge is power.

"Power? Are you serious? You're worried about status and smarts at a time like this?!" -Not quite.

Think of it this way: we're normal people. Generally speaking we're high school and college students between 15 and 25 years old. We're academics. Face it y'all- we may not particularly like homework, but we can do research. We've been well trained to handle paper and memorize information.

"Write a paper? We may roll our eyes, but we can do it. Read Plato? Ok, Whatever. Survive a zombie Apocalypse? Ok, I think we can do that." -Wrong.

Like I said: We're students. Chances are, none of us know much about first aid, the spread of infections, how to purify large amounts of water, real architecture, making something fire retardant, growing potatoes under the kitchen sink to power the internet, what foods would be best to use, how to prepare them, or what to do if someone gets the flu and we have no medicine. What happens if someone has a mental breakdown? What happens if all the sudden someone gets really sick? Should you quarantine the person? What's the difference between the cold, the flu, and the Zombie virus?

Most of us are unorganized, unprepared, and uninformed. Simply a book on medicinal herbs could save your friends life. I've heard some horror stories from other bunkers where someone got the flu and half the bunker had to be restrained because they thought the poor guy had the zombie virus and were trying to kill him. That is called hysteria [just in case you didn't know].
In other words; a library can be the last ditch effort that saves your life.

Now, with all that said, libraries are, generally speaking, bad places to be in a zombie apocalypse. It's a closed building, it's dark, and the stacks tend to be too close together to see if there's a runner on the next row. Also they tend to be 'goldmines' for capitalists and other survivors who may not want to share resources. I've heard tell of a library in Tuscon where a mercenary group had set up shop and was demanding supplies in trade for books. Bet you didn't know that there were still capitalists in the post civilization era.

My suggestion is this; carry something with you that you can trade for books if there are mercs, if there aren't then you won't have to worry about being away from your bunker for a prolonged amount of time, you'll have supplies if you get hemmed in.
Another suggestion is this; if you haven't already lifted a shopping cart from the grocery store now would be a good time to do that. Books are heavy, and you may not be making another trip to the library in a while.

Here's another issue; What books should you choose? You're not going to have a lot of time once you get into the library, certainly no time to be browsing.
Obviously, not many of us have the Dewey Decimal System memorized off the cuff, so here is the basic run down.

000 = Generalities, 100 = Philosophy & Psychology, 200 = Religion, 300 = Social Sciences, 400 =Language, 500 = Natural sciences & Mathematics, 600 = Technology (applied Science), 700 = The Arts, 800 = Literature and Rhetoric, 900 = Geography & History

"Ok, that was nice; where should we camp out? We can't go row by row!" -You're very right. This is a list of books you're going to want in the long run, and where to find them. My suggestion is that you grab one of each- be sure to leave some for the next survivalist, the world is seriously going to suck if you're the last survivor, do the other bunkers a favor. Also, the Library is a necessary hazard- If you can, leave your radio frequency and the name of the bunker somewhere obvious so that any other bunkers that get there after you will have a way to contact you. There's safety in numbers, if you can make alliances with other bunkers then that's only more power for you!

Encyclopedias = 030-039
These come as top priorities. They're basically the 101 survey course of everything, not only that, but they're fun to read. Also check out the 610.00 area for Medical Encyclopedias.

Anything on Psychology and or mental health is also very important. Generally you'll find Psych books in the 150 section, though the 100 section is a good place to quickly glance through to see if you can find things that may be of help. In specific, Seligman's "Learned Optimism" [generally found at 155.2] can be a great help to your team's mental health.

In the 500s, Math is useful. Yes, we all hate it, but it's useful. Grab a few math books while you're there, that way when you NEED physics you can crunch the numbers.

In the 600s- get the cart ready, here we go.
615 Pharmacology & theraputics, 616 Diseases, 617 Surgery & related medical specialties, 619 Experimental medicine, 621 Applied physics, 627 Hydraulic engineering, 628 Sanitary & municipal engineering, 629 Other branches of engineering, 630 Agriculture, 631 Techniques, equipment, materials, 632 Plant injuries, diseases, pests, 633 Field & plantation crops, 634 Orchards, fruits, forestry, 635 Garden crops (Horticulture), 636 Animal husbandry, 637 Processing dairy & related product, 646 Sewing, clothing, personal living, 649 Child rearing & home care of sick [no, seriously.], 658 General management, 662 Explosives, fuels technology, 669 Metallurgy, 671 Metalworking & metal products, 672 Iron, steel, other iron alloys, 673 Nonferrous metals, 674 Lumber processing, wood products, cork, 675 Leather & fur processing, 676 Pulp & paper technology, 677 Textile, 681 Precision instruments & other devices, 682 Small forge work (Blacksmithing), 684 Furnishings & home workshops, 685 Leather, fur, related product, 690 Buildings, 691 Building material, 694 Wood construction Carpentry, and finally, 695 Roof covering.
I know that was a lot of information- but do you see now why you're going to NEED information? There's no one on your team who knows all of that stuff. This is the stuff you're going to need not only off the bat, but also long term for survival, some of these subjects aren't in reference to day at a time survival anymore, this has vision to it, and is a great way to boost your team's morale. Always have a future goal to meet, it makes life seem less hopeless.

In the 700s and 800s there really isn't much that is for survival only- but it's still important. Art is there to make life easier, to relieve stress and help you just enjoy life a little between the assaults. I would suggest 792 Stage presentations, 793 Indoor games & amusements, 794 Indoor games of skill, 795 Games of chance, 796 Athletic & outdoor sports & games, 799 Fishing, hunting, shooting - some may be more useful than others, but generally speaking they're just good for relaxing. Fishing is a good way to procure food- though with fish you have to be extra careful because water is usually contaminated and you don't want to risk infection for a mouthful of bass. Plays, poetry and things that can be read out loud and enjoyed by everyone are also a good way to relax at the end of the shift, you can find those in the 800 section [810-818]

Speaking of which; we now know that we're going to be spending a lot of time camped in the 600 section, and that you absolutely have to make a quick stop at the 150's for psych books. Here's something I bet you weren't expecting. Go to the fiction section and empty a shelf into the cart too.
"Fiction? Empty a shelf? oh, for kindling!!!" -No. For reading.
Just the fact that you're running your radio off of potatoes rigged into a battery states that you're not pulling enough electricity to run a television, so what do you do to get your mind off of the fact that you're trying to survive an apocalypse? Read something. A good book can be read out loud to the whole group and can be a great amount of fun and very enjoyable.
I once heard of a team in Utah who would read a book over their frequency and as a result they found three other bunkers that otherwise wouldn't have made it. The other bunkers joined with the primary and they have a small organized society set up now.

As you can see, survival is about more than just having enough ammo, and we hope you are able to get out to your local library soon to collect the information that you need.
-Avalon

Friday, August 26, 2011

Other things*

*That might happen in apocalyptic situations.

Face it. When playing Half Life, you only had to deal with Zombies. Call of Duty, it was Nazi Zombies. But still Zombies. Sure, the idea of running around hacking zombies with your awesome sword may sound really cool, but zombies aren't the greatest danger. There are a few other problems every post-apocalyptic survivalist team will have to battle.

And this doesn't just apply to zombie warfare, this is important in many situations, including inclement weather or power grid failures. (Which, incidentally, often walk hand in hand with zombie invasions)

these may include-

1.- Food Procurement. (We've already discussed some preemptive food stockpiling techniques in earlier posts, as well as some wilderness survival food procurement.) Make sure you have lots of canned food.
Lots of protein. Sure, Cinna-grams may taste better than Spam, but a can of Spam will keep you going all day, your cocoa puffs won't. Protein is the most important part of your survival diet. You should also have some high-energy food on hand. But avoid those items which are purely carbohydrates. Stockpile things like granola and protein/energy bars. Salty foods are also important; strenuous physical activity without salt replacement can quickly weaken your muscles, reaction time, and mental acumen.


2.- Even more important than Food. WATER. The first thing you should do when you hear of an impending attack is NOT prepare to repel an assault, it is to insure a safe water supply. Fill every available container with water. Closed containers are best. There are field expedient ways to purify water (which I'll highlight in a later post), but believe me, it's a whole lot easier to fill up a five gallon bucket from your tap before the water supply is polluted than it is to build a sunlight still. Allow at least 1/2 gallon PER PERSON PER DAY MINIMUM. If water conservation becomes a big issue, minimize time spent outside in direst sunlight, and restrict strenuous activity to early morning and late night hours.

3.- Make sure you've got shelter. When that hurricane hits, you want to be dug into a cozy little bunker, munching on a Hooah bar and some fried spam, not huddling in a ditch with the wind blowing around your ears, and zombies everywhere you look. And make sure that shelter is safe- build it to face away from prevailing winds, and keep all loose objects firmly lashed down.

4.- Lastly, keep motivated. If you don't have a will to survive, guess what? YOU WON'T. Know that going through is the only way out. Giving up deprives others of the support you could have given them, enabling THEM to survive. Stay with your team, stay motivated, and push on through.

5.- an additional note. Remember, in survival situations, whether wilderness, or post-disaster in civilization, credit/debit cards have absolutely no worth. If there's a widespread power outage, you will not be able to use a credit card for purchases. Stock up on cash, and easily bartered goods. Gasoline, Kerosene, MREs, Iodine tabs, and coffee are all items which will continue to have value after an economic/infrastructure collapse.

So, stay safe, and be prepared for all outcomes!

Wednesday, August 10, 2011

Zombie pacification with agent O557-X63

Recently I had the privilege to (accidentally) visit a weapons testing where three runner zombies were treated with Agent O557-X63, an experimental aerosol weapon that reduces zombie life time, and blocks the absorption of the hormone cortisol, and slows the secretion of adrenalin. making runner class zombies less aggressive (to a point.) and less likely to attack large groups.

Tuesday, July 26, 2011

Mission Accomplished

Mission is accomplished!

Around week 2, I began to understand that very few scouts properly understood the signifigance of a zombie apocalypse situation. Therefore, I wrote out and began instruction of the Zombie Apocalypse Survival merit badge. We met every night at midnight across the lake, near the graveyard. I had few students, which was nice, because I had to keep an eye on them. Can't just send 12-16 year olds out by themselves with no training. I ended up with 2-4 scouts per week. Requirement 1 was tracking, and their tracking assignment was to figure out exactly where I was. Very few passed this requirement, but those who did were allowed to continue their training. The next night I instructed them in methods of zombie warfare. None of them could lift a sword, but they did have bug spray and lighters. Makeshift flamethrowers, anybody? If nothing else, they learned how to improvise their weaponry. Wednesday night we stuck with practical things - what food to get, what would work well, what would store for nearly unlimited amounts of time, etc. Thursday was all practice. We hiked 3 miles in to the nearest zombie farm and took out as many of them as we could. Only 1 zombie, their leader, survived. A few were lost in the deadly battle, but some survived. I would like to recognize those students now, if I could.

Miguel R.
Corbin R.
Daniel G.
Jacob E.
Nick R.
Nick H.
Devin T.
Walter T.
Edward T.

Those who were lost:
Michael J.

Thursday, July 21, 2011

the Basics of Communications

These 6 basic rules are necessary for the ability to keep in touch with your fellow Non-zekes. These (if considered and applied) will be lifeSAVERS (awesome Acronym no?) when the Zombies are attacking, and you need to call in reinforcements.

Simplicity- Ever heard of "K.I.S.S" ? Keep it Simple stupid. The simpler your system is, the better off you'll be. If you've got a really complicated set up, 1) things will be harder to fix and 2) only a couple of people will be able to understand how it works- and what happens if those people all die (or become Zombies) ? then you have no one to run your system. so Keep it simple- and don't be stupid and only have one or two working it- everyone needs to know how to keep the communications up and running.

Adaptability- Don't get caught up with only one type of tech. Be familiar with any and every option you have, and know Morse Code! If it comes down to it you can use smoke signals or drums, or lights flashing in the night. Also don't just think about being personally adaptable, but have your tech be adaptable. You'll see in the next point to have Variety, just be sure to make that Variety compatible with itself and with the tech of those you intend on communicating with- much good it'll do you if you can't actually contact anyone.

Variety- The more options you have the better, so hold on to those walkie-talkies, short wave radios, satellite phones, and strings and tin cans. Have redundancies, back up plans. be able to switch very quickly from system to system- indeed, I prefer to have at least 2 completely separate systems- that way if one fails for some reason I have another ready and waiting to go while I work on the first.

Efficiency- Things should work, and work well, and with little effort. If you're having to constantly tweak this, or play with that, then you're setting yourself at a disadvantage when the crisis comes.

Renewability- You need to be able to power everything, and fix everything. For crying out loud, this is the Zombie Apocalypse- you can't just run down to the corner store and pick up some more AAA batteries, or a spare Vacuum Tube (and no, I'm not talking about the thing that cleans the floors) so stock up, switch out, and prepare to improvise.

Self-Sufficiency- Especially power wise- think outside the box. you need to be able to keep your communications up and running no matter what. Consider Solar, Wind or Water power. Be able to fix everything that you have yourself- and remember "the lower the tech, the safer your neck."


Thanks to Eoin for his help in Educating me on the basics of communications so that I could educate you! (the lifeSAVERS Acronym and the "lower the tech, the safer your neck" are both the genius of Mr. Eoin)


Thursday, July 14, 2011

Broadsword over Rapier- my reasons

So, I've been hearing a lot of mess about rapiers being appropriate weapons for zombie warfare, or warfare in general (Sorry, Avalon and Thespis), and I'm here to clear things up. So, I'll admit that it's hard to compare the broadsword, (Exhibit A-), with a rapier, (Exhibit B-),















but we really do need to consider some hard facts of life. A broadsword is a battle-hardened weapon, designed primarily for hacking, slicing, cutting, dismemberment, disembowelment, disem-et cetera-ment, you get the picture. A rapier is a primarily decorative sword. When the rapier was developed, there were very few good opportunities for real steel-on-steel combat, and, as such, the broadsword had fallen out of favor as a man's weapon. The rapier wasn't designed for real melee combat, it was designed for wearing with dress attire, and for an occasional single combat against another man armed with an identical spring steel whip.

A broadsword is great for what it's designed for- being a trusty, durable companion in battle, your strongest ally, an extension of your arm, a solid, bad-guy/Zeke hacking forge-hardened bar of steel. It's designed to wear well over time, to always be counted on as a man's weapon in combat. A broadsword does have the cons of A.- while killing quickly, it also kills messily, B.- it's long and heavy, making it harder to accomodate, and C.- it's impossible (or at least inadvisable) to waltz while wearing one.

A rapier is great for what it's designed for- hanging from the waist of a dress uniform, and only seeing mild combat- the likes of single combats and duels, and specialized melee situations. A rapier has the cons of not being nearly as hardy under adverse circumstances, and not being able to stand up to the blunt force a broadsword would be able to. It's more likely to end up shattering in hard combat.
A rapier's effective attacking part of the blade is within a few inches of the tip, and it's target zones (if you're looking to kill the Zeke by destroying it's lower brain, the only effective way), are limited to the mouth and eyes.

My entire broadsword is a weapon. I may use it at arm's length, decapitating Zekes long before they come within range of a rapier. If they are close, I may choke up the blade, and may use almost the entire length of the blade for cutting uses. If they happen to be even closer, that hefty pommel is completely effective at bashing zombie faces. Ever wonder where the term "pummeling" came from? To be pummeled is to have your face beaten in by the pommel of a sword. Take a close look at the hilt of that rapier. It might possibly cause a painful laceration or a black eye, but there's no head-smashing on there.

So, in all, as a man who's definitely on the stronger end of the spectrum, a two-handed sword is the way to go. But, that doesn't mean that smaller guys can't use them too. Balance and workmanship are key. My well-balanced broadsword is faster than many blade-heavy sabers and katanas. As long as it's well balanced, a broadsword is just as easy to use as any other sword. Of course, female team members of short stature may have trouble wielding it, but why not opt for an arming sword- nearly as deadly, and easy to wield single handed. While there are combat situations in which one sword will have the advantage, in general, a rapier is not well-suited for the rough and tumble, hack-and-slash combat against great odds likely in a field of battle.

~Cred

Tuesday, July 12, 2011

A much-belaboured incredibly-late-coming introduction-to-me


Name: Matt Young
Call Sign: Cred
Rank: Field Lieutenant, Strategist, Combat Specialist
Primary Location: Point A Bunker, Wherever I Happen to Be.

"What? Surrender? Surrender is never an option! Using the last bullet on yourself is never an option! If you're running out of bullets, use your sword. If the zombies somehow destroy every bladed weapon in the world, use large blunt weapons (shillelaghs, cudgels, rocks, fists, disembodied zombie parts, etc.)"

"I feel like a zombie. You know-- the living dead. But without the living part."

Hey there! I'm Matt. (The awesome looking guy in the picture.) I usually end up taking a leadership position on a team, and plan combat strategies. I'm a decent shot, using handguns, rifles, shotguns or bows, but specialize in hand to hand/close quarters combat. Weapon of choice? As big a sword as I can find. I subscribe to the German school of broadsword fighting, but end up using many claymore fighting moves as well.
In my not-terribly-humble opinion, a rapier is no match for a good solid broadsword, in any form of combat, especially zombie warfare- zombies may only be completely killed by complete decapitation or blunt force trauma to the brain (bullets included). Sure, they can be immobilized, but what easier way of dealing with a shambler than to lop off it's 'ead with one of these?

My overall theory?- Grab the swords, Pack the spam, Snatch the guns, chug a caffeinated beverage, and roar off in the jeep, whilst listening to Celtic rock. Life/zombie warfare at it's best!

Deus Volt, Accedo Fieri At, Persevero! (God Wills It, Come What May, I Persevere)

~Matt

Thursday, July 7, 2011

Improvised ammo for the zombie apocalypse

One of the first things to go in the zombie a apocalypse is ammo, specifically- shotgun ammo.
most people, how ever- tend to only take the 00 buckshot and slugs, leaving behind the bird-shot and lighter buckshot, while yes, No. 3 buck will kill zombies dead, its effective range is significantly shorter then a slug, So- the following is a list of improvisations to help you live throught the zombie apocolypse...

1- Cut shells, ringed shells or cut slugs.
Manufacture:

Pros: only a knife is needed for manufacture, massive impact.
Cons: cannot feed in magazines. cannot reload used ammo.

2: Tape shells

Pros: massive impact, can feed in magazines, can reload shells.
Cons: requires fore thought, uses expendable, non-replacable resources.

3: Wax slugs


Pros: massive impact, can feed in magazines, can reload shells, if made with bees wax- uses all renewable resources
Cons: requires fore thought.

4: home cast slugs,


Pros: can feed in magazines, can reload shells, flesh rending impact, highly accurate.
Cons: requires fore thought, requires special tooling, requires time.

5: other, (captain Ahrab, .69 cal musket ball, Ahrab brennike. also some others and some previously discussed slugs)


Pros: various,
Cons: various,

Point B range, aftermath shots:

Wednesday, July 6, 2011

Trivial Tidbits To Transilluminate The Terribly Dark Thinking Techniques of Zombie Trashing Tenderfoots

Thespis here to talk about trivial tidbits of trivia that in a tactical situation could save yourself from termination. Follow the tally marks toward the end of the topic to transilluminate the terribly dark thoughts that increase your total chances of termination.

  1. Zombies are not the best readers. They have trouble when the same letter is used repeatedly, it confuses them totally. IF you had any problems reading the title or the tiny tidbit under the title you totally should head towards your medic. You might have picked up a bit of the zombie virus somewhere, or you could have dyslexia or another reading impediment.
  2. Shamblers ( see The Virus, Runners and Shamblers ) are not very agile or fast runners.
  3. Runners ( see link above ) are very quick and more durable than shamblers.
  4. Zombies HATE CARROTS ! as well as several other things ( see What should I put in my survival garden ?)
  5. You should gather some food and ration ! Ration ! RATION IT ! (see What you should stock for the Zombie Apocalypse)
  6. Never ever ever leave base without a weapon.
  7. Never EVER ever LEAVE BASE without a WEAPON ! (See both Weaponry: When you have options AND Weaponry: When you don't have options
Transmission Terminated....... Transmission Terminated........ Transmission Terminated....... Transmission Terminated....... Transmission Terminated......... Transmission Terminated.......

That should prevent any terribly nosy Runners from taking any trivial trivia from this topic.

~Thespis

Thursday, June 30, 2011

Hammer's in the house!

Name: Caleb Young
Callsign: Hammer
Rank: Ingenuetor, Long Range Zed Remover, Head of R&D.
Primary Location: Point A till August when I transfer to head the Point G bunker.

Hello People, Zeds, Honored Guests, and etc. etc. ad infinitum. I, Caleb 'The Hammer' Young, do solemnly swear to randomly post on this blog in no obvious pattern, governed by the lack of time and the exegencies of the service.

I am the resident mad scientist of the Point A Asylum for homeschoolers and (to quote a movie) Eeenveentors. Yes, I am random. OOoh LOOK! Squirrel!

But all fun and games aside, I feel that we are misunderstanding the poor Zeds. They are merely looking for food and companionship, much like the homeless in our areas. We need to be understanding and reach out to these poor beings.


If you have a problem with Zombies, contact the point A or B staff and ask for Havoc and Hammer. Your Zed removal specialists.


Quick, Havoc. To the BatCoffee.



Wednesday, June 29, 2011

Melee weapons for Z-day

The Classics:


1: The Crowbar.

No, not the flat, short stubby piece of bendy barstock- that's a prybar. a crowbar is between 2 and 5 feet long, made of round or hexagonal tempered steel, and weighs about 8-12 pounds.
Wielded like a sledge-hammer, using quick over head blows.
devastatingly effective against smaller groups of shamblers.
not all that effective against runners, as they understand that their head is their weak point.



2: The Axe.

the axe displayed here, while not the ideal axe. will do in a pinch, If you can- hunt down an axe with a solid, heavy glass reenforced polymer haft, usually the haft will be florescent yellow. the full poly haft allows you to use the haft as a quicker bludgeon then if you were using the blade. if your saying "What is he talking about"
well, if you have an axe, go get it, and hold it just above the head, blade out in-front of your knuckles- and swing it like a sword. see how fluid it moves and how the head counterweights the haft? now get a few water melons and bust them with the haft as fast as you can. now try that with the blade. see? Yes, busting the skull is easier with the blade, so use that against small groups of shamblers. but, if in a pinch- say fighting a runner- switch to the haft and beat the ever living snot out of 'em!

3: the shovel.

One of the most used anti-zeke weapon.

and also- the most impractical.

Blasphemy says you? well- chew on this since you're gonna be a zeke soon.
almost all shovels are is a thin piece of sheet steel wrapped around a wooden handle, why did I specify almost all shovels? well, I know A guy, who knows a guy, who is related to a guy who hand crafts the most wicked awesome combat spades on the face of this Zeke infested planet. 'course those are technically shaolin combat spades.


Bludgeons:


1: The Shillelagh.

basically any hardwood stick as thick as a grown mans wrist, and as one one-half arms length.
best used against small groups of shamblers while listening to celtic rock like flatfoot56.
Bring out your inner Celt and bust some 'heads!





2: Hammers.

the usefulness of a hammer against Zekes are usually governed by weight, handle length, and handle material.
while most folks don't own a 3 pound 30 inch handle war hammer, or a comically over sized mallet. but most will own a claw hammer or a sledge. for lunatic blacksmiths such as me, we have massive collections of sledge hammers, ball peen, cross peen, and lumps of steel put on blocks of wood that we call hammers.

your average 12-16 oz. claw hammer won't cut the mustard.
where as the 4 pound 20 inch handle cross peen I forge with is a bit much for most. I find a good, long handled Stanly, estwing, cobalt or other big name tooling co. (hickory or steel haft) 24-32 oz. framing hammer with waffle patten face and a modified pulling claw (welded together and ground to a point.) excels at head bustin.

3: Demo bars

the lovechild of a war-club, crowbar, and framing hammer.
some think that it was given to mankind by saint Eloi, the patron saint of metalworkers, Others that it was a gift from sammael, the arch-angel of destruction.
but what ever first thought of it, or what gave it to us- this thing freaking LOVES Zeke slaying and door busting. standard issue to all acquisition teams and recon squads, and Havoc approved weaponry.


Avalon's Swords:


Guess what? GUEST WRITER! Here's Avalon to tell us about swords VS Zekes.
Only one shot of these, because the light was fading, and Havoc was trying to steal my weaponry.
Generally speaking, we at point B prefer to use ranged techniques to keep Zombies far away from our bunker, but sometimes there's not much you can do and you must engage in hand to hand or melee combat. when this happens I'm generally one to carry steal [though a shillelagh is always nice].
I prefer two swords when standing against 'Zekes' or 'Zeds' or Zombies, mainly because I like the concept of attacking with one and defending with the other. I generally use the shorter to block with, and the longer to reach with, unless a zombie gets inside my guard.
The two swords shown in the picture are my fighting blades- The smaller is Kilgorn, 'The Sword of Darkness' by Kit Rae, the larger is 'Aletheia', which was designed after the sword of King Alphonso the X of Spain. Both are one handed weapons. I know a lot of guys who love the big bulky two handed claymore style swords- These are pretty, they look macho, and honestly- Who doesn't love Cloud's Buster Sword?? -However, I may need to point out that I was once eaten by zombies because my sword was 1. Too big for me, 2. Too heavy and 3. Not fast enough.
I don't care how fast you can bring it down: if it takes more that 0.25 seconds to get it into another swing- it's too slow. If you want to stake your life on being able to do that with a sword that is simply too big for you it's your business and I'll be seeing you soon, -probably in my rifle's scope.

If you have the option of swords- Go for a Rapier. They're springy and enable very quick motion, mainly stabbing, but they also have significant slashing power behind them. They're one handed, so they can be dual wielded.
Havoc Dual wielding Kilgorn and Aletheia
Also- even if you can dual wield, know your limitations. I don't carry both swords all the time, and this is why; I have a bad habit of being on sentry duty and being ambushed by zombies [A-Neg blood type = delicious for zombies- they like O-Neg too] -Because of this I've realized that I have limitations. I'm not as crazy as Havoc or Hammer, but the whole 'if you need to switch from Range to Melee in a pinch- Drop the gun' methodology just won't fly. I like my S&W too much- and havoc would probably feed me to my zombie self if I didn't bring the gun back. I won't just drop the firearm to pull the cold steal. I generally end up holstering the gun with my left hand and pulling the sword with the right. Over all, this is a good plan. There's very little tim that you're vulnerable between putting away and drawing. However- Because of this, I've been in several fights that I never even got around to pulling Aletheia out- it was only dead weight, that ended up slowing me down.
Therefore; If I'm not on sentry in an orange or red zone I'll generally just pack some heat and the smaller cold steal. Aletheia is prettier perhaps, and bigger, but I know my limitations. Kilgorn is smaller, lighter, faster- perfect for me.
Now, Back to Havoc.

Havoc's custom weapons


1: The Pig, Blade and bludgeon.(sounds like a pub...)

The Pig is a brick of sharpened steel, at 1/4th inch thick 11 inches long and 3 pounds of indestructible death. the pig is nearly perfect for dismembering Zekes and stoveing in skulls,
hand crafted in the forges of khazad-dum by the dwarven steel masters. [read: crudely carved out of a leaf spring with an angle grinder by yours truly.] it can punch through steel doors and pry off pad locks nearly as well as the Demo bar.



2: 'the Punisher'

simple, crude, handy, effective.
the Punisher is just 18-24 inches of 5/8th inch re-bar with parachute cord wrapped around the base to make a grip.
quick enough in the hand to take on a runner, hefty enough to put down a shambler. like a nightstick on steroids, it busts skulls like teeth bust grapes, easily turning the turned into the dead.




Tuesday, June 28, 2011

the virus, runners, and shamblers.

Evening everyone, Havoc here - just writing this due to boredom (they're making me pull sentry duty in a green zone). Anyways, in the tense of 'know thine enemy,' I have become an expert on Zeke biology, so - to spread my knowledge - I'm writing a brief guide to zombies.
First- the Virus:
No, its not solanum. Solanum is a genus of plant life that includes tomatoes and eggplants.
in fact, Zombism is not even a real virus - at least not at first... and 'zombies' aren't really dead. You say, "Wait WHAT? not the living dead?" No, not the living dead. Not human anymore either.
Our biologists have examined the parasite that causes Zombism, and found that it includes DNA and long strand RNA from Leucochloridium paradoxum, a parasite that causes snails and slugs to leave the safety of home and get their eyes eaten by birds.
Spinochordodes Tellinii, a parasite that causes grasshoppers and crickets to go commit suicide into lakes.
Toxoplasma Gondii a protozoic parasite found in cats, mice and, occasionally, humans.

Piggybacked on this parisitic cocktail are the viruses necrotizing fasciitis, the flesh-eating disease; Hydrophobia, or rabies; and parts of the Ebola virus.

From what we can tell, the Ebola is a dormant strain used simply for its resistance to modern medicine.

And all this is grafted on to a cleaned set of human RNA.

now then, on to the different types of zombies-
first, note that there is only one strain of the zombie virus, which is Toxoplasim sanguis paradoxum. Runners are simply people who are immune to parts of the virus, usually an immunity to necrotizing fasciitis along with a thickened brain-blood barrier do the trick, this means that runners keep most of their facultys, EG: fine motor skills, hearing, sight, smell, tactical thought, Ect. it also means that they can be cured, as the parts of the virus that damage the brain can't get to it. like say for instance, Avalon was a runner, and she's human now, (exams of her blood show traces of antigens, hammerhead ribozyme, and ambidextrous amino acids.)

where as shamblers are completely infected, they can move fast, but they stumble, they have spotty vision, and no sense of smell. along with poor motor skills and no coordination, most people could easily out strip even the most athletic zeke. unlike runners, theres no point in trying to cure complete infection. as all that would come out of it would be a coma bound Vegetable.

Sunday, June 26, 2011

Weaponry: when you don't have options

Hey Thespis here to give you a crash course at weapons improv. In order to master the art of improv you need to be fast on your feet and be able to keep your wits about you. If you're being chased by a hoard of Zombies the last thing you want to do is panic and “choke” your brain. If you do you will lose your brain.... permanently. Some basic rules of weaponry improv are:

  • Use your environment to your advantage, turn your surroundings against your opponents.

  • When in doubt, turn about, and run !

  • Anything has the potential to be a weapon if you can chuck it, swing it, shoot it or if you think you can do any of these things.

  • Always leave the base with some weapons to reduce the amount of improv needed in an attack situation

Using your environment to your advantage

Zombies are not very agile or good on their feet, so try to knock stuff behind you and make a big mess for them to trip behind you ! Note throwing stuff in front of you is not recommended because you might trip. If you have trees or a wooded area run in there and try to lose them in the trees, tree branches also make great zombie whackers.Note roots may also cause zombies or yourself to trip so mind your feet. Have you heard the saying head for the hills ? Zombies are not fast runners when it comes to inclines also their knees don't work so well and they tend to have accidents while running down hill.

RUN !

Never ever stop if you have multiple zombies after you or if you have no weapons or a low supply of them. Keep moving until you lose them, they are all dead, or you find some back up.

Anything has the potential to be a weapon !

I was running from a hoard of zombies once and found myself at a junk yard at the top of a hill. The zombies were having a hard time making the incline so it gave me a second to think. I grabbed a big tire (I guess it was tractor tire. ) and a long metal pole. I rolled the tire near the edge of the hill,aimed right for the zombies, sat inside the tire, held the metal pole across my lap so about 4 to 5 foot of pole was sticking out either side of the tire, and I rolled down hill making a nice clean cut slicing the zombies legs right off. After a moment or two of disorientation I was able to see what I had done and run away before they could recover.

Never leave base without a weapon of some kind.

I know for a fact that during some reconnaissance missions and the like you can't go around with a rapier (My preferred sword.) sheathed at your hip, but at least have a hand gun or something concealable on your persons. Having a weapon on you keeps you so much safer and prepared than not having one at all. A nice long balanced stick makes a great quarterstaff that can at least offer you some protection while helping keep your distance. Lets face it not everyone is able to improv real well (its a sad fact of life and I pity them) so please people carry a weapon so your friends and team members won't have to write a nice tasteful eulogy about your unfortunate and untimely death.

Friday, June 17, 2011

Reporting from Bunker 257

Down here at Bunker 257 (Sanford area - not giving specifics) we have been preparing for a summer of espionage and observation. I will be functioning as an undercover operative and confirm passive cases of the zombie virus by careful monitoring of fine motor skills. These skills will be tested with instruction in art and woodcarving, both of which require minute movements used to make a larger project. Those who carry the zombie virus will be unable to use smaller movements and will instead use larger, sweeping ones to compensate. Upon identification of a carrier, I will notify the main base, which will respond to the threat according to its severity. The first group will be arriving Sunday afternoon.

Thursday, June 9, 2011

Weaponry: when you have options

In a zombie apocalypse you're naturally going to want three things: Shelter, Food, and- That's right- Weaponry; anything that can disable or destroy a hoard of the undead as they march on your loved-ones and your much coveted beef jerky stores.

So, let's say that you have the benefit of choosing your weaponry; great! This means that you're either well prepared, or UPS is still running their usual routes. [UPS guys will rule the world eventually; Join their coalition if you can.]
Anyway: so you're thinking: "Hey, we're in a zombie apocalypse. I need to start packin' some heat. I wonder what kind of weaponry I should invest in?" Honestly, it's all up to what you can get your hands on; but here's a list of weapons [although not comprehensive] that we've tried on our undead neighbors that have yielded results.

DISCLAIMER: These suggestions are for use against Zombies ONLY. Under no circumstance should you ever point a gun at a living human being; Even living enemies can become great assets in a zombie infested world.
DISCLAIMER: I don't care what proof you have, The Boom stick is ALWAYS loaded. ALWAYS. If you had any idea how many people have been shot and killed with 'unloaded' guns, you'd probably get sick.
DISCLAIMER: As havoc likes to say: KEEP THE BOOGER HOOK OFF OF THE BANG SWITCH. In other words: Don't touch the trigger unless you fully intent to eviscerate whatever is in front of you. If your finger is on that trigger the thing in front of the sight has a 1 second life expectancy. Note: Some guns have REALLY light trigger weights, a good jostle will set some off, so ALWAYS point the gun at the ground when not in use. Better to blow your own foot off than to go 'oops' and blow your friends head off.

On with the show.

Shotgun, any make, any model, any shot.
Havoc is a big advocate for Shotguns, they've got a lot going for them. Not much can take a full on or even a partial shot of Double-Aught Buck and still be smiling afterward, ya know? Not only that, but a Shotgun can be used as a bludgeon after you're done with the ammo, and can be used in hunting for food when you're not in combat. You can also use it for a signal to your friends if zombies find you while you're hunting; just set up a signal [such as three consecutive shots] to indicate that you're in distress, and your friends will hear and come with the cavalry [if you're not too macho to call your buddies].

Sniper Rifle
Normally I'd stay away from these, but if you have a bunker with a sighting tower then this can make or break a siege. A Sniper can be picking off the Zombies in the back of the pack while the cavalry in the fox holes are taking out the first wave. because of the sniper in the back, the more aware zombies will see that you have range, and move out. Because of the Herd instinct that zombies have, this is a good thing for you as the defender: Situationally aware zombie turns tail and runs away, less aware zombie goes 'huh? where's ed going? Brains?' and follows Ed the aware zombie, others think 'Ed and Fred are gone! There must be more brains!' and follow ed and fred. Soon you've dropped about ten of them Via Sniper, and twenty or thirty have dismissed themselves to hunt brains elsewhere, and that will leave you with between 100 and 120 zombies to take out. Not difficult to manage with a few grenades and a couple Automatic Weapons. Speaking of which:

AK47
Avtomat Kalashnikov 47 - designed by Mikhail Kalashnikov in 1945-46 introduced to warfare in '47.
Honestly, I like Russian guns a lot. I dunno what it is. [Havoc will probably tell you 'brain rot' from being a zombie for so long...(Havoc: I actually rather like the AK series, I just prefer a Siaga in 12 gauge)] Anyway, my main complaint about automatic weaponry is that they blow through ammo way to fast for them to be really practical for survival unless you have ten bullets for ever zombie in the county, and five for every zombie in the neighboring counties... I generally call it overkill when you go to sweeping up the zombies on the lawn and you find eight or nine zombies with twenty or thirty rounds in/through their heads. The good thing about Automatic weaponry is that you can move from left to right and mow down a row of forty zombies in under ten seconds. Havoc really likes Automatic weaponry. We've actually switched most of our AK's to Semi Auto so that we get better range and conserve ammo.

AVS-36
Avtomaticheskaya Vintovka Simonova 1936 model. This one is an automatic rifle, but the thing I like about this one is that it also has a Bayonet. While working with zombies you need to understand that sometimes you will not be able to reload in time to fend off the undead- they'll get to close and you'll have to resort to either hand to hand [not suggested] or a close weapons based combat [Knife, staff, or Gun/bludgeon]. The nice thing about a weapon with a bayonet on the front is this- when they do get to close, you already have a close range weapon ready for usage. This has saved the lives of many people in the past, myself included.

Swords and other Blade weaponry

Claymore
Large Scot/irish sword, two hands. Not quite as big as an English broadsword, but in the ball park. These are very heavy and will sap your energy quickly. For that reason I wouldn't use one if I had the option. I'd go for a lighter weapon like a hand and a half sword, or a long Dirk. I know a few guys who could easily handle a claymore, but I'm not one of them.

Katana
Obviously you've heard of the Japanese sword, the Katana. You're probably also familiar with the fighting style involved with that. I like this style because it's fast and fluid. There's a lot of chopping and hacking with a katana, but stabbing is not out of the question [as with a claymore...]
Past that, I really don't have much knowledge about really fighting with a Katana, I don't have one and have never gotten the chance to really observe anyone with one.

Rapier
Ok, it's French, Yeah. -But this is my first option when it comes to a sword against a zombie, and I'll tell you why. It's lighter than a claymore, hand and a half, or katana. It's more flexible than any of those swords too. Not only that, but it's made mostly for stabbing and slicing rather than hacking and cutting. It's a very fast weapon as well.


That's all I have for now, hopefully you can use some of this information in your apocalypse.

What you should stock for the Zombie Apocalypse


This is a video that was compiled while Lyemi, Stasi and Avalon were on our way to forage at walmart.
It didn't go as well as we'd have liked it; there wasn't much left in the aisles, so we had to go to the back and open a couple palates to see if we could find anything worth having.




This is, believe it or not, the shortened version. We have 20 minutes of film that we shot, so this covers only the bare bones of what happened. I'm going to compile another video that I may entitle 'Why you shouldn't leave the bunker without an escort of an Apache helicopter' -we ran into three herds of zombies while we were out there, as well as picking up Lyemi's Brother who was stranded at a pavilion on Highway 39. Providentially, we got there just before the zombies did.
Havoc isn't thrilled that the car is a little beaten up- we ran through a few zombies, and we had one trailing on the bumper for a while, but after some of Stasi's sharp driving skills we managed to drop him off outside the Bunker's defenses.

Wednesday, June 8, 2011

Reloading your shotgun, Part 2



the combat reload is meant to be fast. for use in the heat of battle when the gun goes click. after the fight slows a touch you can quickly jam a few rounds into the magazine by using a Havoc speed load, which after practice allows you to load slightly more then one round per second.
Remember, the gun is just a tool, you are the weapon.

What should I put in my survival garden ?

Hey Thespis here to give you the lowdown on what you should and should not have in your survival garden. We hear at Point B know that not everyone is blessed with such a large facility as we have so we will give you tips and tricks for both rural and urban survivors.

During an outbreak of the Zombie infection it is important to protect yourself and your team from infection. Thus a trip to Walmart or Food Lion is out of the question. The solution is gardening, many plants can easily be grown for consumption; However, Plants can also have beneficial and hazardous properties. Certain plants might attract Zombies and others might act as a repellent. Many plants also have medicinal properties that can be a great help for cuts and minor field injuries. Note a cure for the Zombie infection has not been developed in this time,however, we have had limited success with a single use experimental formula from the future. So have hope that one day in the near or distant future we might discover a cure for the Zombie infection.

What will I need ?

You will ideally need:

Green House x2

Tilled land ( or 4ft x 4ft boxes/planters) x__

Seeds or plants x__

Fruit/Bean Trees x__

Dirt x a lot

Fertilizer/Compost x as needed

Time x a lot

Clean water access x a lot

Sunlight x varies from plant to plant

Where can I get it ?

You most likely can find the supplies you need laying around somewhere, be creative and use the resources at hand.

Is it going to cost ?

Nope, most of the things you can find laying around somewhere, you might however need to barter some seed or plants off another survivor if you can not find a suitable source.

Plants That Should Be AVOIDED.

Grains~ (Too many health conscious Zombies walking around these days, and grains require a complicated setup to protect them (and yourself) from the Zombies they will attract.)

Brussels Sprouts~ These tiny green vegetables can sometimes be mistaken by Zombies as brains, and like I said there are many health conscious Zombies walking around so better safe than sorry.

Corn~ Contrary to what many people believe corn is not a vegetable, it is a grain, see grains mentioned above for more info.

Plants that should be planted in ABUNDANCE.

Carrots (Zombies hate this little orange vegetable.)

Mint and other aromatic herbs ( Have you ever heard of a nice (minty fresh) smelling zombie ? I certainly haven't.

Coffee Trees (Gotta keep the team functioning during the watch shifts in the wee hours of the mornin.)

Tea Plants ( Some members don't like coffee.)

Cocoa Trees ( Chocolate ! Hot Chocolate ! Fudge ! Cakes ! Brownies ! Chocolate ! Chocolate ! )

Sugar Cane ( In a life of darkness and Zombies, something sweet always cheers you up.)

Beans and Peas (Many Zombies ignore these plants,and they make an abundant supply of veggies.)

Rice ( Who doesn't like rice ? )

Potatoes ( Us living humans can't live without taters.)

Tomatoes (Ketchup, Salads, Sandwiches, etc.)

Grapes and Berries ( Jellies, Jams, Snacks, Deserts )

Things you might want to consider as additions to your new garden.

Chickens ( Meat and Eggs )

Goats ( Milk, much smaller and less conspicuous than cows. )

Geese ( Have you seen how big a goose egg is ? You know how much gunpowder and C4 you could pack in there ? )

All of these will serve the purposes mentioned above as well as weed and insect control protecting your precious crops.

Hoping this helps you with your endeavor of surviving the zombie apocalypse,

J. Thespis Kellum

Reloading your shotgun, Part 1



The simple Admin reload allows you to load your weapon during a lull in the fight without losing situational awareness, this style uses a stock mounted shell carrier, but can be slightly modified to accommodate side-saddle carriers, belt carriers, bandoleers and dump pouches.
Remember the gun is just a tool, you are the weapon.

Missions

Hey everyone -

So, since the zombies can't read, I'll post some stuff here. This summer I have taken on an espionage mission at a summer camp. While I am there, I will be observing scouts to make sure none of them are carriers for the zombie virus, and taking care of anyone who does. Most will be passive carriers, as active carriers would (obviously) be shuffling around [like a zombie, imagine that?] and be extremely conspicuous. Most carriers fit into the general populace. They have to. Everyone stays away from the actives cause they're all scary, but passives look, walk, and talk just like you and me.
Anyways, for this operation I'll be opening a new bunker. Several of my friends who are on staff with me are interested in assisting with the mission, and the bunker would be used as a temporary base for others who come in year-round for their activities. If anyone's reading this, and would be interested in taking it over once summer ends, and lives anywhere near Sanford, PM me.
I leave Sunday directly after church, and will be gone all summer long. I'm already mostly packed, and this includes my zombie gear (I have travel-size versions of everything. I like to pack light) and, well, normal camp stuff. I shall see you all at the end of the summer!

Tuesday, June 7, 2011

Communications Array is up and running!

Hey y'all! Stasi here, I've got the PointB Division Communications Array up and running- Call sign is 'PBnJ'. It's been well fortified with Concertina Wire, and a 10,000v Electric Fence- that Ought to be enough to keep those blasted Zombies from sunbathing on the Satellite Dishes- or impaling themselves on my Radio Antenna.

also- Havoc is planning a zombie hunt pretty soon, just so y'all know.

Sunday, June 5, 2011

The Zombie Apocalypse Survival Guide


If you're reading this, then you are one of three things; None are really great things to be, honestly.
1. A leader looking for assault tips to help you survive and protect your friends and family in this zombie apocalypse.
2. The few final survivors of the Zombie Apocalypse who are looking for information that may help you survive a little longer until the government can get the last few working helicopters out to drop the cure to your bunker.
3. A kid who has nothing better to do with your time, and is not threatened by zombies, but none of your friends are available on your IM, and your MMORPG Guild Raid was cancelled because the guild leader's youngest child is sick, so you're refreshing your zombie Apocalypse Survival guide.
All of these are unfortunate happenings, and have put you in a pretty desperate situation, so we here at the Point B Bunker will try not to waste your valuable time.

This is the Zombie Apocalypse Survival Guide as written by The Point B Survivalist team. We're a small, but powerful part of the North Carolina Zombie Defense Mechanism. We partner mainly with the Young Division who are good friends of ours. They have helped in the building of the Point B Bunker, and Point B helped with the Building of the Young Division Bunker.

On the Point B Survivalist team we have several well qualified people who have a lot of experience with Zombie attacks and tactics.
Our team of Tactical specialists are as follows.


J. 'Havoc' Roper

Name: Jared Roper
Call sign: Havoc
Rank: Assault Lead/maker of the big kabooms.
Primary Location: Point B Bunker (NC)
"Hydrostatic shock, its the shock-wave of the round hitting that does the damage, not the round itself, you don't have to completely destroy the brain, just damage the cell walls; and in the dead- that is extremely easy" - Havoc
Havoc is our lead Assault guy. If there's something to be known about ranged weaponry or
building bunkers he's our man.
He is also very knowledgeable about degrees of Zombie infection, how to spot a runner from 2,000 yards, and races of zombies [Runner vs Shambler vs crawler vs 'thriller'] as well as proven ways to disable/destroy these zombies. He's not much on the defensive side, but what he has found from his days in the field has proven invaluable to the Point B team.
Havoc has survived two zombie apocalypses, and has fought long term against the horde of the undead on both occasions. One time he survived for a month in the bush fighting off mutated squirrels.
Havoc favors a modified pump action shotgun for dispatching the undead at range, but has been seen wielding a very large, crude knife. When probed about such he replied "Blade and bludgeon all in one- how could I pass it up?"

T. 'Stasi' Roper


Name: Trillian Roper
Call Sign: Anasasia/Stasi
Rank: Intelligence Officer/Communications
Primary Location: Point B Bunker (NC)
"When all else fails: Cannon balls... Cannon balls and Grenades." - Stasi
Stasi is one of our Intelligence officers, and communications gal on the inside. She makes sure we keep contact with the other divisions, particularly the Young division. She also coordinates meetings and joint assaults with the Kellum Bunker, the Driver bunker, and several others.
Despite her position in the team, Stasi tends to be quite disorganized and helter-skelter. However, this is not generally a problem for her, because she seems to know where everything is even though everything is piled up three foot off the Com desk. All most of us can say is Lord help us if anything happens to her, because none of us know where anything is in that mess.
Stasi was trained at the Point B Academy of Communications and Logistics for three years prior to the first Zombie Outbreak in '09.

T. 'Avalon' Roper

Name: Tristany Roper
Call Sign: Avalon
Rank: Assault/Defense Strategist/Zombie Informationalist
Primary Location: Point B Bunker (NC)
"I think it's time that we either feed the Zombies, or knock 'em out again..." - Avalon
Avalon has perhaps the most hands on knowledge when it comes to zombies; after all, she used to be one.
She was infected and zombified in February of 2009, but
because the Point B team could not bring themselves to decapitating one of their number, they instead locked her in a shed until they fended off the zombies in hopes that a serum may one day be found to bring her back to the land of the living. Some years later a team from the future arrived at the door to the bunker with instructions to use an experimental serum on Avalon the Zombie. The Serum could only be used in the future, so they took Zombie Avalon to the future with them to perform the experiment. The Serum worked with some success, and after it was decided that Avalon would not revert to a Zombie, she was dropped off back in her own time; three months after having been zombiefied, in the shed with her past self: Zombie Avalon.
The team found her after a couple hours, and after a brief explanation of what happened the team welcomed their Strategist back to the group. Being locked in the shed with the zombie
Avalon proved that zombies would not affect Post-Zombie Avalon, and she could not be reinfected. Because of that Post-Zombie Avalon was given the rank of Zombie informationalist, because she could observe zombies up close, and understand more of their 'thought' processes.

E. 'Lyemi' Driver

Name: Emily Driver
Call Sign: Lyemi
Rank: Defensive Specialist
Primary Location: Point B (NC)
Temporary Post: Bunker 257 Sanford (NC)
"Can we be a little bit more careful about where we place the charges?" - Lyemi 
The first addition to the Point B team who is NOT a Roper, Lyemi came to us several years ago around the time Avalon was zombified. Lyemi's kind of new to the whole zombie apocalypse thing, but with the help of the rest of the team she is altering her previous strategies for zombie warfare. She's the more cautious one of the group, and is always on the alert for impending attacks. Her strategy is extremely defensive, and she's likely to be near the bunker keeping a watch on the other members of the team, and ready to dart back to safety. Lyemi's esse
ntially the character foil to Havoc - she likes blowing stuff up - she just does it from a reasonable distance and maps out the locations of the mines so she never steps on one accidentally. She has survived one zombie apocalypse that she's aware of, though there may have been more that she never noticed (with all the vegetarians around, it's sometimes hard to tell if folks are moaning about brains or grains). She'll be reporting long-distance from an undisclosed location this summer, as she studies a generation of scouts who may or may not be carrying the zombie virus.


J. 'Thespis' Kellum


Name: Josh Kellum
Call sign: Thespis
Rank: Reconnaissance Specialist/Special Ops
Primary Location: Point B Bunker (NC)
Temporary Post: Wherever the dead shamble
"Ahhhhh I'm not dead! However keep up what you're doing and I will be soon enough!" - Thespis 
Thespis has one of the more interesting back stories. Shortly after the zombie incident of '09 started he came home to find his entire family missing. He went out in search of them, and had a rather close call with some of the infected. After he narrowly escaped them he spent quite some time on the run looking for any sign of his family. During this time he used the abilities earned through years of acting to stay alive. He changed his appearance,smell,dialect, and the way he acted in general, this is a rather extensive process that involves animal blood,mud, and many other things that should not be mentioned;However, this easily tricked the zombies allowing him to walk somewhat freely amongst them. His act was so convincing that we here at Point B Bunker almost killed him when he stumbled by.... lucky for us we didn't. He is now one of our top reconnaissance specialists, bested only by Avalon. Thespis also runs many special ops missions that require stealth and cunning in high concentration zones. Whenever the food stores or infirmary are running low he is the one who sneaks into stores to gather supplies. He spends so much time impersonating the Zombies that we are left at times to question his sanity.

S. 'Eoin' Flaherty

Name: Sean Flaherty
Call Sign: Eoin
Rank: Scrounger/Melee Specialist
Primary Location: Epsilon Station (NJ)
"The good news is- the zombies can be lured away with meat. The bad news is- y'all count as meat. So... who wants to volunteer?" - Eoin
Eoin had a very different experience in the last two zombie outbreaks. Living on the extreme edge of a major urban center, he was unintentionally victimized when a well-orchestrated attempt to drive the zombies out of the cities worked... depositing them on his front lawn. Spending most of the first outbreak hiding out in array of locations from forests to abandoned office complexes, Eoin developed a repertoire of unconventional tactics that use the environment as a weapon. Preferring to run over fighting, he is nevertheless capable of holding his own, and he will hoard anything that might (and usually does) prove useful later.
Eoin is headquartered at Epsilon Station, so named because he has a flare for drama and, when combined with a colon, epsilon makes a goofy face Ɛ: ... however, he does not stay put for long and can often be found at other bunkers, training fresh survivors.