Official rules are in
bold.
There are six guard positions, four at the corners of the top tier, one at the gate of tier one, and one at the gate of tier two.
During the day, the guards run two shifts of six hours apiece. At night, it is three shifts of four hours. (This should keep the night guards more alert.) If the leader of the group is on guard duty, then they hand over control to the person in charge.

As this diagram shows, it will be impossible for anyone to sneak up, providing the guards are alert. Therefore,
the penalties for falling asleep or becoming distracted will have to be commensurate. For example, half rations for a month for the entire adult family, or double heavy work duty (ploughing, digging, harvesting. Whatever is the most tiring backbreaking work at the time.)
Handover for the guard positions will be limited to five minutes. That should be enough time to update the new guard without getting into gossip and idle conversation.
Lingering will earn both of them a weeks double light work duty (canning, preserving, sowing seeds. Not physically demanding, but mentally tedious.)
At least one person should be in the Comms Centre at all times, since it is also monitoring for global transmissions. Local communication will be by CB radio. Radio silence will not be neccessary, but they must also not be used frivolously. The leader of the group can run Comms and still be in charge.
Every concern should be reported to Comms. I would rather have thirty false alarms about a squirrel than miss the possibility that we are being scouted.
Every shot fired must be accounted for, with a note of the target, range, wind, light, weather, etc. This is to keep track of ammo, threat levels, etc.
Small contact with zombies does not necessitate the alerting of the rest of the group.
A large group is defined as more than 30 in one cluster, or sustained contact for more than 30 minutes. When either of these conditions is met, Comms is to alert everyone. They are to report to the person in charge (fully dressed with their BOB, belt and weapons), who will direct them.
Any contact with Travellers will immediately set everyone on alert. This means they ready their BOB, grab their belt and weapons. The designated Defenders (the best shots, about 40% of the group) will go to Wall One (Wall Two if Quarantine is in effect), or the wall nearest the Travellers. All guards remain on duty, watching for other Travellers from all directions. All others will go to Wall Two (Wall Three if Quarantine is in effect), or the wall nearest the Travellers.
Travellers are to be directed to go around to the gate on Wall One by the person in charge. Defenders move as the Travellers do. Obviously not all Defenders move at once. It would be a form of bounding overwatch. To save
Negotiation is done by the leader of the group. This may require taking them off guard duty or Comms. They should be replaced by someone who is not a Defender.
Defenders should each have a different Traveller in their sights. Head shots are preferred, but centre mass is acceptable.
No shots are to be fired until the signal is given, unless there is an immediate threat (weapon aimed at member of our group, grenade or rpg produced, etc)
Should the signal be given by the Leader, all Travellers are designated Raiders. The signal will be fairly obvious, but also subtle. It could be repeated radio "squelch", or a phrase such as "nice hat."
If telling the Defenders beforehand, it must be done in person, not over the radio. This is to prevent hostile people listening in and pre-empting the signal.
Raiders are to be killed on sight. If they have arrived in vehicles, then they should be preserved if possible. However,
if they attempt to escape, target the windscreen, engine block and tires. Should they escape and return, they are still designated Raiders.
Quarantine Procedures
Once it is deemed necessary to close the gates (be it zombies or another biological threat) under no circumstances are two consecutive gates to be opened at the same time. Also, if the foremost gate is open, none of the others can be. This is to prevent any rapid surge should the gates become stuck.
No-one can cross Wall One without giving up their weapons and submitting to a complete strip search for signs of disease. This includes every member of a Scout/Scavenge party. Failure to comply with either of these will result in being ejected from the base. Resisting this will result in death. No exceptions. Whilst people might be unwilling to comply with the search, tough. The most important thing is to keep the base free of infection.
The argument
for physical screening:
"A group of people enter the quarantine area. None of them turn, and have no visible marks or changes on them. You let them into your compound.
A week later you have six sick people, four of them children and two pregnant women. One woman and three children die. The cause? Chickenpox. One of the older guys you let in had developed a case of mild shingles whilst in quarantine. He put the pain (mild) down to getting older, and couldn't see the rash on his back.
Since he was an older guy and couldn't do the manual work, he spent his time helping out with lighter chores. Preparing food in the kitchen, feeding the animals. That put him in contact with the more vulnerable group for contracting Varicella Zoster, since the kids were usually there feeding the chickens and pigs, or running in and out of the kitchen where their parents were.
Not his fault, he didn't want to bother anyone with his problems. Hell, he didn't even realise he had a problem besides the occasional twinge. But he brought in something that could have been prevented by a two minute physical check."
The argument
against physical screening:
"I don't want you to see my d*ck/ass/penis/vagina"
Physical screening is carried out a discrete distance from the other members of both groups, preferably screened off from view.
One medic, one person being screened, one Guard. For children (0-12) a parent or guardian can decide if they want to be present. If so, the Guard is doubled. For those who are 13+, they themselves can decide if they want a parent or guardian present. If so, the Guard is doubled. This is done to protect the medic. The primary concern is for their safety.
All clothing will be stripped, sterilized and cleaned. They will then be taken back to The Castle. Because of the possibility of contaminated clothing, anything that people are wearing will be removed and cleaned. Fresh clean clothing will be provided, and the persons original clothes will be returned once QP is completed.
All weapons will be stripped, cleaned and sterilized. They will then be taken back to The Castle. Again, people will be unwilling to give up their weapons, but quarantine is no place for weapons. Having to spend that much time waiting to see if you or anyone you are with is infected will be stressful. And being armed during a stressful time is not wanted.
All vehicles will be searched, cleaned and sterilized. They will then be taken back to The Castle. The cleaning and sterilization happens before they are moved. Any repairs would need to be done in the garages.
All animals will be checked for any infections or wounds. They will remain in quarantine. Much the same as with people, we need to keep infections out of the base.
No-one who has crossed Wall One can cross Wall Two without spending the allotted time in quarantine. This simply means spending [longest known incubation time + 10%] on Tier One. During this time, all livestock will be moved onto Tier Two. Whilst the weather is generally good, blankets and shelter will be provided.
At the end of the quarantine period, everyone must be subjected to another strip search. Again, this is to check for signs of infection.
If at any time someone is found to be infected, they are to be separated from any other quarantine subjects. Their quarantine clock starts again. The infected person is removed to outside Wall One. How to proceed from there is up to the person in charge.
Attempting to cross Wall Two before the quarantine period is up will result in death. No exceptions. Breaking quarantine cannot be tolerated. Whilst killing someone who is probably nothing more than scared and desperate is a horrific thing, we simply cannot risk breaking the quarantine for any reason.
Newcomer Procedures
For six months, newcomers cannot be armed. They cannot enter The Castle or the other houses. Again, living in a zombie world without weapons might sound risky, but the base is well defended from all but the largest swarms. The risk of being inflitrated by Raiders is higher than being overrun by zombies.
However, they also do not have to do guard duty, canning, preserving, etc.
They are restricted to tending the fields. This prevents them tampering with the meals and water supply, or opening the gates when everyone is asleep.
One or more of the houses will be allocated to the newcomers. With 5 or 6 separate bedrooms and plenty of space downstairs, even a large number of newcomers can be put in a single house for six months. This gives them shelter and makes them welcome, but also reduces the risk of Raider infiltrators murdering people in their sleep.
Trench Digging Procedures
The quarantine rules are sacrosanct. But a defensive trench is neccesary in the early days post-Z to prevent Raiders from driving too close. Therefore the TDP is as follows:
The digging will start from the centre of Wall One. It will be expanded out to run the length of Wall One, before it is extended around and down one side, around Tier Six and back up the other side. This allows the trench to double as a zombie barrier whilst they work.
It will take several weeks to complete, because only a few people can be spared to work on it. No more than 5 people will be assigned to it. From the first time they cross outside Wall One, they are bound by the Quarantine Procedures. This means they cannot take any weapons with them.
Their BOB's weapons and equipment are all to be stored on Tier Two, by Wall Two. The only items they will have are the clothes they are wearing, and the digging equipment.
At night they sleep on Tier One, just as in QP. Whilst they are digging, the guard can enter Tier One and leave the day's food and water, and a change of clothing.
The Guard can only enter Tier One when the workers have all gone out of the base. Soiled clothing must be treated as contaminated, and disinfected on Tier One before being taken to Tier Six for regular laundering.Once the trench has been completed, and there is no need to go outside the base again, the workers return to Tier One, close the gates, and their Quarantine countdown can begin.
TDP is the only occasion when anyone can cross Wall One without submitting to a strip search. This deviation from QP is a slight risk, but acceptable since the workers will be in the sight of the Guards at all times.
Guards will be doubled at all times during TDP and the QP that follows it. One team of Guards will be tasked with watching the workers. The other is regular Guard Duty. The split in taskloads ensures that we cover the workers adequately without neglecting the perimeter, and vice versa.
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