Zombie bio-operator
Z zombie bio-operator Hitchhiker's Guide: | |
Hit Points | 120 |
---|---|
Species | ZOMBIE, HUMAN |
Default Faction | zombie |
Size | human sized |
Weight | 81.50 kg |
Material | flesh |
Phase | flesh |
Speed | 95 |
Combat | |
Melee Sk | 7 |
Damage | 3d6 bash + 0 cut |
Dodge Sk | 3 |
Protection | |
Bash Armor | 10 |
Cut Armor | 18 |
Other | |
Special Ab | BIO_OP_TAKEDOWN |
SA Cooldown | 20 turns |
Aggressiveness | 100 |
Morale | 100 |
Difficulty | 25 |
Flags | SEES, HEARS, SMELLS, WARM, BASHES, GROUP_BASH, POISON, BLEED, CBM_OP, ACIDPROOF, NO_BREATHE, REVIVES, BONES |
Vision | 50 |
Night Vision | 3 |
When hit | ZAPBACK 75% |
This creature is a human sized ZOMBIE, HUMAN. It's a very competent fighter with very high hit points. It's a bit slower than you, agile, has high armor against bashing weapons and extremely high armor against cutting ones (that includes bullets). Its special ability allows it to attack with special martial art takedown manoeuvres, every 20 turns.
It has extremely high morale and it's totally aggressive. Being a ZOMBIE, HUMAN, it's afraid of ZOMBIE, HUMAN, and can be angered by ZOMBIE, HUMAN.
It can see, can hear noises, is able to smell characters, is warm blooded (it appears in infrared), can bash destroyable objects in its way (like doors), gets help from surrounding monsters when bashing objects, is poisonous to eat (produces tainted meat when butchered), its attacks can make you bleed, can drop one or two military grade bionics when dissected, is immune to acid, doesn't breathe (it's not affected by smoke, toxic gases, drowning, etc), resuscitates after a few hours (unless its corpse is either smashed to a pulp or butchered), can produce bones and sinews when butchered, and nothing else.
Being made of flesh, it's vulnerable to nothing in particular.
Will shock the attacker when hit, 75% of the time.When it dies, nothing unusual happens.
(View - Edit Notes )Notes
Very bad for your health. Avoid.
To add a bit more detail: the bio_op_takedown is a leg kick followed by a CQC slam. Unless you dodge, have some mutant ability that prevents knockdown, or are trained to counter these sorts of things, you're likely to take a significant hit to your torso or head, and be knocked down for a few turns (during which time the bionic operator will continue to attack you). Being a bionic-equipped zombie, they have the Zapback special defense, so consider ranged attacks or wooden melee weapons. These combine to make them an extremely lethal zed for early and middle-game characters, and they remain a credible threat to late-game folks.
However, bionic operators wear & carry milspec gear, and can be dissected for military-grade bionics, so if you think you're good enough, take your best shot! They generally drop at least two high-tier bionics, so be sure to dissect rather than butcher the corpse.
Also, normal zombies when burned to death change into different zombies, which could be an easy way to reduce the risk. The bio-operator is not one of those zombies.
|