Jobs
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Because of zombies, civilization has become something different from what it previously was. The differences may seem large, but people still have the same needs. They need to eat, people still get sick, and there still needs to be some form of order. There are a wide variety of tasks necessary to form a functioning society, and where you live might have a small amount of people, so the most important aspect of an individual is versatility. Do anything you can to help your newly formed group survive and thrive.
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Non-Combat roles
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Non-combatants put civil in civilisation. Yet in a Z-World, there is no neutral so it is best everyone is trained to kill the undead, even if it is not their primary purpose(s).
Farmer
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You are the life-blood of your refuge. Farmers and farm hands are highly important if you have the land. They know how to grow and manage crops and control livestock. They know the soil, what can grow where, how much water it will need. Without farmers or knowledge on how to grow food, your supplies will run out and scavenging will not always help keep survivors fed. Learn to grow food or if you have someone who can, help them out.
Tradesmen
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Tradesmen include a lot of different professions. Plumbers, carpenters, gunsmiths, builders. In World War Z, a plumber is considered more vaulable than a CEO. They know how to construct things and make sure they don't fall apart. Without them, building shelters or getting fresh water around will prove difficult.
If you have a gunsmith, try to give him supplies to build guns. Any kind will do. If he succeeds, you can arm yourself better. Just make sure that you have, or can make enough ammo.
Engineers / Mechanic
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An engineer keeps your group out of the Stone Ages. Engineers can fix and maintain generators, radios and vehicles. An incredibly valuable profession.
Shop Keepers/Supply Managers
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When in a moderately large or larger group (6+ members), you need to set up a form of rationing to prolong supplies. In this situation, it is best to take a Socialist aproach in which all members are given the same rations if they are pulling their weight. This is not to say you will refuse any supplies to a member who is unable to provide supplies or has had a run of bad luck. It is suggested that this is a side job for someone who is trustworthy and fair, as well as knowing simple math. These people could end up being some of the most important in your colony, as they can regulate how much people take out.
Teachers
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Now, more than ever, Children need to learn vital skills, and soon. Teachers can also act as babysitters. They also keep discipline among the children which is important since any noise they make will be heard by zombies or bandits.
Medical Personnel
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In any society, the injured need treatment. Everyone should know first-aid, but a professional will be advisable.
Infections spread quickly to hospitals and this profession may become scarce. Although you cannot afford to be picky, it is preferred to have Medics or GP's than a Chief Executive.
Other forms of doctor will be necessary. Vets can help injured or sick animals, psychiatrists can help keep people sane. Even scientific doctors will help keep knowledge, although this is more useful in the aftermath.
Cooks
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Food is a necessity and Cooks are the ones who make it. It is likely ways of cooking such as boiling or fire cooking will be used, so Deep Frying will have little to no use. Good food, rare in a Z-World will raise morale.
Cooks also know what kind of food can keep everyone in shape and always have good condition, which everyone would welcome.
Entertainers
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A minor role, but important none the less. They can help keep the morale up. A comedy night, a play, even some juggling can help boost the morale of survivors. This should be considered a secondary job, but never underestimate the power of a heart warming joke. It will help shut up any actors or movie stars who demand they get the "respect" they deserve. It will also prevent people from going insane from boredom and hopelessness, and will go a long way in keeping people from committing suicide.
Radio Operator
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An important job. They would be constantly trying to contact any survivors or trying to see if the government (if there still is one) is planning something (ie. a rescue, bomb the city). They are also in charge of keeping track where the scouts are located and report to the community.
Fisherman
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Par to Farmers, fisherman can catch near-unlimitless food sources, but at a quicker rate. See fishing.
Priests
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A minor role. It can be an unpopular job, but belief in a 'higher' power can keep people sane and guide people through these dark times. Be wary, as some may be radical and promote acts such as zombification.
Combat Roles
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Commander
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Not always selected, but a chain of command can keep everything in check. They need to be good tacticians in dealing with both zombies and bandits. It may make you unpopular and possibly a marked man, but Commanders need to lay down the law and keep their nerve in stressful times. Normally is the founder of the refuge or former Military officer.
Lookouts/Marksmen
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Lookouts take to the highest point in the settlement and keep an eye on the surrounding area. Lookouts will need a light source at night, binoculars and an alarm which they can use to alert everyone else, in case danger arises. If armed, your lookouts become marksmen and are your first line of defense. They can take out lone or small groups of zombies or bandits that approach the base. Their armament should be long range, and preferably with scope and silencer attachments.
Scouts/Scavengers
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More useful in the city than the country, they will know back alleys, supermarkets, gun stores etc. Scouts go out and map locations, gather supplies and look for any other survivors. Keep them small, like a group of 3-6, so they don't attract too much attention. Make sure they are fit enough to carry a large load of supplies, run from danger or engage in hit and run conflict. Former players of running sports are excellent for this role.
Guards/Soldiers
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These guys should be strong so they can help keep the peace among the survivors. During non-conflict times they will be your police force. If you are attacked by bandits or zombies, they become your foot soldiers. Make sure they know the law, enforce it and most of all, perform it. Ex-soldiers, soldiers, security guards and police are excellent examples of law enforcement which can be used to keep the peace.
Hunters
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More useful in the country than the city, they have a 'feel' for the terrain. Hunting either zombies or hunting whatever animals remain in the area, these guys can help keep the supplies coming in or threats such as feral animals under control. They can supply meats, furs, bones and help clear those lone zombies from the area.
Raiders
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A mix between a Scout and a Guard. Although an unpopular decision, raiders will be needed if your own supplies are stolen, you are unable to create your own or you are too lazy to obtain it yourself. Raiders should be people you trust. Raiding will make you feared and possibly attacked in reprisal, so raid sparingly if at all.