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Re: [SGII] Zombies

From: Glenn M Wilson <triphibious@j...>
Date: Tue, 18 Sep 2001 18:17:27 EDT
Subject: Re: [SGII] Zombies


On Tue, 18 Sep 2001 10:13:33 US/Eastern johncrim@voicenet.com writes:
>> 
>> ----- Original Message -----
>> From: <johncrim@voicenet.com>
>> > > >In any situation that would result in a captive, the
>> > > >unfortunate fellow becomes another casualty.
>> > >
>> > > I take it you mean dead, not another zombie?
>> >
>> > I hadn't actually considered that.  I figured that the Zombies 
>would
>> devour the guy, but
>> > having him join their ranks might be fun too.
>> 
>> Perhaps not making him a zombie automatically. Place a casualty
>> marker/figure. Each game turn, throw a dice. On a 6, he becomes 
>another
>> Zombie. And perhaps medics can 'vaccinate' a casualty against this.

The best "vaccination" is either a thermal grenade or a flamethrower. 
Although Nukes would work...  Hmm, wonder how a culture that values
perfection of body would react to such an incident (vaguely remember a
Star Trek paper back (one of the few I have ever read) involving a child
from a race with antenna who was blind/deaf/some such and in the end
adopted by a human crew member...)

Gracias,
Glenn/Triphibious@juno.com
This is my Science Fiction Alter Ego E-mail address.
Historical - Warbeads@juno.com
Fantasy and 6mm - dwarf_warrior@juno.com

>
>That's a good idea -- and if this new Zombie attacks the unit that it 
>belonged to while
>alive, that would be a definite call for a morale check.
>
>John Crimmins	     johncrim@voicenet.com
>   
>http://www.voicenet.com/~johncrim
>
>
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>

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