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nick012000
Okay, you've got your summoner, with a force 6 troll zombie, locked in a sturdy room. Render yourself unconscious, and see if your zombie's gone free or disintigrated. You then go on an astral quest to learn its true name (or have a freind do so for you, if you lack the power), and bind it. If it has the Hide Life power, you have it hide its life in you. In any case, you stop by the pet store to buy a tankful of mice for its Essense Drain. You then proceed to install a Grade 4 Muscle Replacement, Grade 3 Dermal Sheathing, Grade 6 Reaction Enhancer, Titanium Bone Lacing, and Grade 3 Wired Reflexes in it. You now summon two great form Force 6 loa spirits, and have them possess it.

You now have a Zombie with 11(23) Reaction, Initiative of 23+4d6 (average 37), S 21(25), B 22(29) Q 13(17), and mental scores of 6. It will have Immunity to Normal Weapons (12 points of Hardened Armor), possibly Regeneration, and deals 29M damage with its melee attack (which it has +1 reach and 23 dice + combat pool to roll for...).

This thing is nasty. It takes the heaviest of mundane assaults to take down, and to try to attack it in melee is death. It gets 12 dice for spell defence making spells almost ineffective against it.

The only way I can see to disable this monstrosity is to frag the mage who summoned it (which will be difficult considering that he'll have Regeneration and 7 extra points of Armor).
hermit
You can cyber up zombies? That's news to me. I always thought cyber wasn't plug'n'play - as in, tissue has to grow into the 'ware for it to work. Corpse tissue doesn't grow anywhere, though, it being DEAD and all. And I further thought spirits weren't cyber-able anyway. At the very least, I'd sugest twice the essence loss, an equal loss in spirit power, AND the critter rules with cyber and going nuts. And then go and explain to the Loa why they should go and inhabit such a deformed, poisoned and wretched vessel. I hear Loa are moody.

You canot dikote ally spirits either, by the way.
hahnsoo
From MitS pp 104-105:
QUOTE
If the zombie’s body has cyberware, only the cyberware that affects physical Attributes will still be functional. No other cyberware works.
The derived attributes (Reaction and Initiative) aren't physical Attributes, and thus cannot be modified. Also, there are no rules for installing cyberware into a body post-mortem. This probably means that you simply cannot do it in most cases.
Ancient History
Besides, you're trying to get two loa spirits to possess a grande-zombie. Talk about gang-banging a corpus.
toturi
The closest rules that I can find to cyber up a zombie is the Cyberware for Critters rules in Critters. So technically you may cyber up a spirit(although the actual wording of rules may imply that only animals may be cybered - have you noticed the liberal use of the word "may" yet?). So cyber it up all you want.
hyzmarca
Get rid of the Wired 3 and replace it with a a pair of dikoted spurs and shock hands. That would give him (STRx1.5)+1 S and 8S stun per melee attack. Add Ruth to his dermal sheath so that he can be invisible. Zombies don't usually care about being naked. Also, give it a shotgun.

Do not have any other Loa possess him. The spirits will just fight for control. He'll be unable to do anything untill one of them is disrupted. If that one happens to be the Free Spirit animating the zombie, you are screwed.

Most importantly, add the cyber while the troll is still alive.
Snow_Fox
Have the runner team mage create a new ally spirit who looks like an innocence girl in a blue check dress. Have her plan to drop a house on the zombie while the team parade around the wreckage singing Ding Dong the Witch is Dead.
The Grifter
This, my friends, borders on the wacky, and edges slowly toward Predatorus Omegus.
hyzmarca
QUOTE (Snow_Fox)
Have the runner team mage create a new ally spirit who looks like an innocence girl in a blue check dress. Have her plan to drop a house on the zombie while the team parade around the wreckage singing Ding Dong the Witch is Dead.

No sane GM would allow a team to do something that munchkiny.
Snow_Fox
Oh yeah? Read the top of this thread again. They're half way down the Yellow brick road already!
The Grifter
Halfway? They're at the fraggin' Emerald City. wink.gif
Snow_Fox
I was being kind, but to be honest, since reading that first thread I've been sitting here whistling "Follow the Yellow Brick road/We're off to see the wizard" while reading other stuff.
The Grifter
LOL. For some reason I keep imagining a cross between Robocop and the Exorcist. LOL. Very weird image.
Herald of Verjigorm
"The cybered up zombie turns its head around to face you and fires its oral gun."
hyzmarca
The fun thing is that any NPC magician can quest for the cybered zombie's True Name and any NPC with its True Name can attempt to control it. During the struggle for control the zombie can go Free again and the PC will never again be able to bind it.
The Grifter
QUOTE
"The cybered up zombie turns its head around to face you and fires its oral gun."



Oral gun full of vomit?
Snow_Fox
Nah, pea soup, easier.
The Grifter
Long as ole Robocop doesn't masturbate with a crucifix, I'm okay.
nick012000
QUOTE (hyzmarca @ Sep 25 2005, 08:50 PM)
The fun thing is that any NPC magician can quest for the cybered zombie's True Name and any NPC with its True Name can attempt to control it. During the struggle for control the zombie can go Free again and the PC will never again be able to bind it.

Yeah, but he can still have the Loa Spirits possess it, and control it that way.

QUOTE (hyzmarca)
Get rid of the Wired 3 and replace it with a a pair of dikoted spurs and shock hands. That would give him (STRx1.5)+1 S and 8S stun per melee attack. Add Ruth to his dermal sheath so that he can be invisible. Zombies don't usually care about being naked. Also, give it a shotgun.


Well, this would be a bad idea for two reasons. 1st, only cyber that affects attributes works in zombies. The invisibility is a good idea, if expensive. Though giving it a pair of shock gloves might be a good idea.
toturi
QUOTE (nick012000)
Yeah, but he can still have the Loa Spirits possess it, and control it that way.

Well, this would be a bad idea for two reasons. 1st, only cyber that affects attributes works in zombies. The invisibility is a good idea, if expensive. Though giving it a pair of shock gloves might be a good idea.

Your rules need work.

QUOTE (MITS p102)
A loa can possess its summoner or a serviteur.

Therefore the loa cannot possess the zombie unless somehow it became a serviteur.

QUOTE (MITS p105)
... only the cyberware that affects physical Attributes will still be functional.

Therefore only Quickness, Strength and Body affecting cyberware are functional. Initiaitive is not an Attribute. Reaction is a Special Attribute. (see SR3 p40-41 for Attribute definations)
nick012000
Great form loa spirits can possess any astrally active being. As for the stuff about the cyber that affects Reaction not working... well then, replace the Wired Reflexes 3 and Reaction Enhancers 6 with Move-by-wire 4, then.
Ryu
"Already dead" might be an implied requirement of the installation of MBW-systems, but the reaction mod will still not work.
hyzmarca
QUOTE (nick012000 @ Sep 25 2005, 10:02 PM)
Well, this would be a bad idea for two reasons. 1st, only cyber that affects attributes works in zombies. The invisibility is a good idea, if expensive. Though giving it a pair of shock gloves might be a good idea.

Somehow, I don't think that large diamond-coated knives will stop being stabby just because they are anchored to the bones of a zombie rather than a living metahuman. The zombie won't be able to retract them, of course, so just use the fixed kind.
The same can be said for impact-activated electrodes on the knuckles. Thought activated ones won't work, but who can actually bother to think while punching stuff, anyway.
toturi
QUOTE (hyzmarca)
Somehow, I don't think that large diamond-coated knives will stop being stabby just because they are anchored to the bones of a zombie rather than a living metahuman. The zombie won't be able to retract them, of course, so just use the fixed kind.
The same can be said for impact-activated electrodes on the knuckles. Thought activated ones won't work, but who can actually bother to think while punching stuff, anyway.

The external cyberweaponry should work for the grande zombie but by the wording of the rules, it does not. That is the difference between zombies and shedim.
hahnsoo
QUOTE (hyzmarca)
The same can be said for impact-activated electrodes on the knuckles. Thought activated ones won't work, but who can actually bother to think while punching stuff, anyway.

I'm imagining two metal electrode "horns" that have electricity crackling on it like a Jacob's Ladder. smile.gif
Snow_Fox
Guys as amusing as it is to read this ramage through the rules books (not) remember, anything the street meat can do, the corps can do many times over. Assuming you do not want to have 4-6 CZ's show up and rip the zombie's arms and legs off-he's not dead, he just can't do anything. I'm sure if you don't want a volley of Great Dragon ATGM's into an enclosed space then a truck mounting a vanquisher rotary cannon should do the job. or a FAE dropped on him. Even if he survives the blast and the shock wave and the lack of oxygen...well. Then aiurburst a tac nuke over his head. as the cyber fries, he topples over.
what? over kill? look at this thread.

We're off to see the wizard, the wonderful wizard of Oz....
Siege
Yes, but it's still fun to read and giggle like a schoolgirl with a row of shots. grinbig.gif

-Siege

Edit: For typos
Cain
You guys are doing this the hard way.

Take a decently buffed-out troll street sam, tank variety. Brainwash him thouruoghly; either through repeated Alter Memory spells, or simsense, it doesn't matter. Eventually, he'll 'willingly' become a serviteur.

Now, all you need is to summon a force-6 Great form Loa, and sit back and watch the fireworks. Since a serviteur's attributes are merged with the loa spirits, you end up with a much more powerful combination.

In theory, you can do this all yourself-- you can take a troll voudoun mage or conjuror, load him up on cyber and bio (taking geasa to offset the losses), and then summoning a loa or two in the comfort of your own hounfour. Sleep off the drain, then get ready to party. Mind you, this combination will come out weaker than the previous one, but it will work just fine.
hyzmarca
QUOTE (Snow_Fox)
Guys as amusing as it is to read this ramage through the rules books (not) remember, anything the street meat can do, the corps can do many times over. Assuming you do not want to have 4-6 CZ's show up and rip the zombie's arms and legs off-he's not dead, he just can't do anything. I'm sure if you don't want a volley of Great Dragon ATGM's into an enclosed space then a truck mounting a vanquisher rotary cannon should do the job. or a FAE dropped on him. Even if he survives the blast and the shock wave and the lack of oxygen...well. Then aiurburst a tac nuke over his head. as the cyber fries, he topples over.
what? over kill? look at this thread.

We're off to see the wizard, the wonderful wizard of Oz....

If the Zombie has its life hidden in the magician then not even a nuke will kill it. At worst it'll come back in a month. You have to kill the magician. Now, you can just seal it in a container and let it starve until its force is reduced to 0. Munkimage has hardened armor equal to twice the spirit's force - Wooptidoo! ;twice nothin' is still nothin'.
toturi
It is a matter of how you want to interprete certain rules.

1) A grande zombie suffers Essense loss.
2) A grande zombie is a free spirit.
3) A free spirit cannot have Spirit Energy less than its Force.
4) A free spirit adds its SE to its Force for purposes of using spirit powers, but no mention is made of weaknesses of which Essense loss is a part of.
5) Can Essense loss eat Spirit Energy? Or does the Essense loss come to a stop at Force=Spirit Energy?
Snow_Fox
hyzmarca, I think you have the wrong end of the stick.
nick012000
This is why you feed it mice. Every non-cybered mundane critter has 6 essense, so they'll work great. Especially since they're so cheap.
toturi
But your enemy needn't kill the zombie since it is so difficult, he can just capture it and refuse to feed it. Get it?
hyzmarca
QUOTE (Snow_Fox)
hyzmarca, I think you have the wrong end of the stick.

Nuke the Magician? That may be a little overkill. Something more personal is in order for someone so munchkiny.

By some rules interpertations, chunky salsa can apply to internal explosions. Anyone remember that scene from Man on Fire? If you do then you know what I'm talking about. That'll defeat Immunity to Normal Weapons and make regeneration more difficult.
nick012000
And he would do so how? Spells are relatively ineffective (Spirits don't even have Stun damage tracks, right?), melee combat is suicide, and ranged combat is ineffective until the start pulling out the sniper rifles and assault cannons.
hyzmarca
QUOTE (nick012000 @ Sep 27 2005, 07:22 AM)
And he would do so how? Spells are relatively ineffective (Spirits don't even have Stun damage tracks, right?), melee combat is suicide, and ranged combat is ineffective until the start pulling out the sniper rifles and assault cannons.

A giant box. Lure the Grande Zombie into a giant box. Seal the box. Tow it back to your base with a helicopter or a semi. Zombies are stupid. Grande Zombies aren't much smarter. They'll walk into giant boxes without thinking.

Also, Spirits do hae stun tracks. Being stunned always disrupts them. Physical damage can kill them on Astral but only disrupts on the physical plane.
toturi
If the grande zombie's physical form is destroyed, what happens to its physical form when it reforms?

Also if the GM(and since nick is bent on making it invincible) rules that Essense Loss does not affect Spirit Energy, then you still cannot destroy it, because the Force cannot drop below Spirit Energy.
hyzmarca
QUOTE (toturi @ Sep 27 2005, 08:44 AM)
If the grande zombie's physical form is destroyed, what happens to its physical form when it reforms?

Also if the GM(and since nick is bent on making it invincible) rules that Essense Loss does not affect Spirit Energy, then you still cannot destroy it, because the Force cannot drop below Spirit Energy.

If it uses Hidden Life you can destroy it by killing its Life Vessal. That is an insta-kill for any free spirit. Do not make a resistance test, do not pass go, do not collect :nyuen: 200. Destroying the vessal isn't easy but it isn't impossible either. Magic bypasses immunity, as do weapon foci. Big explosions and anti-tank weapons will also put a dent in 12 hardened armor. There is only the regeneration to worry about and the law of averages suggests that it will fail in 3-6 deadly wounds. Of course, one may convince the GM to force the regenerating magician to make essence tests against weapon foci just as Shifters have to.

If it doesn't use Hidden Life then the Grande Zombie can be killed the old fashion way, by a hit&run astral sniper or an astral attack pack. 4 watchers, 4 elementals, and a projectiong mage with amagical icepick, the Grande Zombie will be helpless against the Friends in Melee penalities and you can't exactly retreat from attackers that move thousands of times faster than you.
Sharaloth
Bah? Unstoppable killing machine? My patented Regenerating Toxic Fire Spirit Possessed Cyberzombie Troll would eat this thing for breakfast, every time if necessary. No essence loss problems, no need for Hidden Life and the problems it brings, and no fear of Astral Attack Packs.

Now that's a horse of a different colour!
nick012000
Yes, but this is something you can do out of chargen, if your GM allows spending your spell points for initiation.
kryton
Simple: ROCKS FALL EVERYONE DIES.

Oooops guess who caught a case of flesh eating necrosis bacteria, or that nasty strain of Astral Bacteria they used in Chicago (Strain III?)....The more power the bigger the meal.
Kyoto Kid
One word...

Cthulu

nuff said
toturi
QUOTE (hyzmarca)
If it uses Hidden Life you can destroy it by killing its Life Vessal. That is an insta-kill for any free spirit. Do not make a resistance test, do not pass go, do not collect :nyuen: 200. Destroying the vessal isn't easy but it isn't impossible either. Magic bypasses immunity, as do weapon foci. Big explosions and anti-tank weapons will also put a dent in 12 hardened armor. There is only the regeneration to worry about and the law of averages suggests that it will fail in 3-6 deadly wounds. Of course, one may convince the GM to force the regenerating magician to make essence tests against weapon foci just as Shifters have to.

If it doesn't use Hidden Life then the Grande Zombie can be killed the old fashion way, by a hit&run astral sniper or an astral attack pack. 4 watchers, 4 elementals, and a projectiong mage with amagical icepick, the Grande Zombie will be helpless against the Friends in Melee penalities and you can't exactly retreat from attackers that move thousands of times faster than you.

The grande zombie doesn't really need to put its Hidden Life into the hougoun that knows it True Name. It makes for a nicer story, yes but if the zombie decides to put it in an aircraft carrier alchera which is the Domain of the zombie's good friend the Free Toxic Storm Spirit... (and the alchera appears in the Toxic Domain once every 9000 years...*whistles*)
hyzmarca
QUOTE (toturi)
QUOTE (hyzmarca @ Sep 28 2005, 02:40 AM)
If it uses Hidden Life you can destroy it by killing its Life Vessal. That is an insta-kill for any free spirit. Do not make a resistance test, do not pass go, do not collect :nyuen: 200. Destroying the vessal isn't easy but it isn't impossible either. Magic bypasses immunity, as do weapon foci. Big explosions and anti-tank weapons will also put a dent in 12 hardened armor. There is only the regeneration to worry about and the law of averages suggests that it will fail in 3-6 deadly wounds.  Of course, one may convince the GM to force the regenerating magician to make essence tests against weapon foci just as Shifters have to.

If it doesn't use Hidden Life then the Grande Zombie can be killed the old fashion way, by a hit&run astral sniper or an astral attack pack. 4 watchers, 4 elementals, and a projectiong mage with  amagical icepick, the Grande Zombie will be helpless against the Friends in Melee penalities and you can't exactly retreat from attackers that move thousands of times faster than you.

The grande zombie doesn't really need to put its Hidden Life into the hougoun that knows it True Name. It makes for a nicer story, yes but if the zombie decides to put it in an aircraft carrier alchera which is the Domain of the zombie's good friend the Free Toxic Storm Spirit... (and the alchera appears in the Toxic Domain once every 9000 years...*whistles*)

True, but the premise is that the magician who bound the rande Zombie orders it to hide its life in said magician.
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