Zombie

###  Advantage System

The  Advantage System is a balancing mechanic that uses the team skill levels to level the playing field in OhNoIZ.

\*\*Information only applicable for Arctic Map.

### Strategies

Zombie is in a break out scenario where the player will attempt to stop the Marines from escaping. Using all the tools available, the player much either kill all marines, or destroy every hangar within the time limit to succeed. See main article Strategies for an in depth dive.

### Supply System

The zombie starts out with **a horde & supply of 125.** Supply is gained from infesting rooms by **17**. Alpha zombies use up this supply. **10 supply** for Tier 1 Alphas, **20 supply** for Tier 2 Alphas, and **4/8** supply for Underseer/Sabotuer respectively. The only exception to this is the Genewaver/Genesplicer that uses no supply (but no longer gives extra supply).

## Tools

The zombie has a wide array of tools it can use to take over the facility and stop the marines from escaping on the drop ships.

StrainsAugmentationsAlpha ZombiesStructuresAdvanced InfestationsUltimate InfestationsRage

### Strains

The zombie horde is split into 5 different 'subgroups' that you can improve by purchasing one of 4 strain different strains with 3 different unit tiers per subgroup. Once a subgroup has been upgraded, you cannot refund the upgrade. Each strain specializes in its own unique area. The *Health Strain* provides your horde with higher health zombies and are powerful against Flamethrower and Shotgun Marines; however each health zombie is worth double the supply of a normal zombie. The *Speed Strain* provides your horde with fast low health units that can close distances in a short amount of time and is powerful against Marines using the plasma and rocket weapons, the strain also comes with the additional bonus of being worth half the kill reward as well as spawning two at a time and being worth half the supply of a regular zombie. Flamethrowers, shotguns, and security defenses counter the speed strain. The *Attack Strain* provides your horde with high damage zombies that are able to tear apart both defenses and marines, and are able to attack from a short range starting at Tier 2. Spec Ops Turret and Rocket Launcher are "hard counters" against the attack strain, with HEV suit and Incendiary Grenades being "passive counters" against the Attack Strain. Volatile Strain.

### Augmentations

Augmentations are general purpose upgrades for the zombie creep. These upgrades provide constant affects for any zombie or marine player in infested rooms.

### Alpha Zombies

Alpha Zombies are massive units that act as hero units for the zombie horde. Each alpha specializes in a task, and is a necessary tool to stop all marines from escaping.

### Structures

The zombie horde can be supported, transported, and protected by a variety of Structures available to build.

### Advanced Infestations

As the zombie horde infests Security and Marine protected rooms, they will gain increased supply, increased spawn, and powerful Advanced Infestations. These abillities are gained by infesting FDC, Power, Security, Gate Control, or Containment, and each have a different purpose and affect.

### Ultimate Infestations

When the hangars open and the final countdown begins, the zombie horde is able to research and invest into Ultimate Infestations that are even more powerful than the Advanced Infestations awarded as the horde takes major rooms on the map. These abilities can only be an option if you have taken FDC, Power, Security, Gate Control, or Containment. Once you choose an Ultimate Infestation, you cannot choose a different one.

### Rage

Rage is an anti-stall game mechanic designed to ensure a continuous zombie takeover of the facility throughout the game. This is achieved by giving the Zombie Player an additional supply limit increase, called 'rage', starting from 0 and increasing to a maximum of (7\*NumberofUninfestedRooms), with a gain rate dependent on the % of fuel timer remaining vs the number of infested rooms. If you are ahead Important/Special Rooms and Refineries count as 2 rooms, Hangers are also considered rooms.

After Fueling is complete rage is automatically at it's maximum and is calculated by: 7\*NumberofInfestedRooms.

## Tips and tricks

The goal as zombie is to take as many rooms as quickly as possible, and ultimately to stop all marines from escaping. Check out Strategies for in depth ideas and game play suggestions. Here are a few tips:

-Use all the tools available. A combination of alphas, strains, and augmentations can be the key to pushing through marine entrenchments.

-Play a few solo games as zombie to learn what each options does (Its really hard to get those opt ins! You don't want to waste your time.)

-Learn what counters your tools, and learn what counters marine tools.

-If you are struggling to take a room, try another.

-Place Alpha eggs and Alphas in a safe place.

-Don't place eggs or Alphas too close to the front line.

-You get a biomass refund for Alphas and Structures only. All other investments are permanent.