The shipment isn’t even in the US (as far as I know) and I’m already looking for more stuff to do with it. Figure-wise I was thinking of getting some Hasslefree Miniatures. Few good one-offs that would work well (also a nice Hazmat team). I’m thinking of getting the Mystery Inc. gang though (not the regular ones, the alternate ones with the weapons) as my girls love that show. Also want to get a six-man military team, but not so sure I want a generic one in that they all look the same. I would much rather prefer six individual characters with the same base uniform. Have some old 40K guardsmen that I like, just think they may be a bit two sci-fi even if I swapped out the weapons for more conventional ones.
On the scenario side I’m thinking of making (once the editor is out) a “rescue the annoying kid” scenario. Go into the map, recover the kid and escape the way you came. For a fast and dirty set of rules, the kid uses up an equipment slot and generates two noise counters a round (one for regular sounds a person makes such as breathing and one because it’s gonna be almost impossible to keep the kid quiet) which can’t be nullified by skills, but also allows the holder to access the Loud skill. Perhaps put out some objective counters with a random one being a stuffed bear or blanket or something that will quiet the kid down some.
Another one is some kind of “get the cure” one. The survivors are infected and need to get inside a medical facility to get the (created too late) cure for the infection. I was thinking of having them roll a die on their turn and giving them a 1 in 6 chance of turning. Downside to that is it’s all random and you could end up with everyone turning first time. Not totally sure how to balance it out, perhaps having the survivors roll once as a team and 1 in 6 that one of them turns or draw randomly so they don’t know who exactly is gonna turn. For something like that where only a single survivor turns during the entire scenario, you may need something a little more beefy than a walker or runner.
Most of the others scenarios I have been thinking about are more player vs. player scenarios. Usually a team of survivors and a team of either government agents or marauders (vs. zombies as well of course). Not really sure how to work on balance though. Figure the team of general “bad guys” would probably be generic stated people rather than real characters (no experience gains). Give the military or hazmat team a couple basic skill profiles as well as a standard ranged attack (based on a weapon card). Marauders would use regular character cards skilled up to yellow with a weapon (probably two melee weapons and a ranged, rest get the basic frying pan) and also gain no experience. To balance they would probably start at fewer numbers than the survivors (around 2/3 or so of the heroes numbers). Again, not totally sure how to balance it.
The basic idea was more to create a difference between the survivors and the other team.
Examples of scenarios would be scavenging supplies in neutral territory (first team out with X supplies wins), raiding the base (for food, weapons or “softer” colonists) or generic quarantine (hazmat is trying to contain the infection by wiping out everyone in a small area, more of a “early on” game timeline-wise, survivors need to escape).
On the scenario side I’m thinking of making (once the editor is out) a “rescue the annoying kid” scenario. Go into the map, recover the kid and escape the way you came. For a fast and dirty set of rules, the kid uses up an equipment slot and generates two noise counters a round (one for regular sounds a person makes such as breathing and one because it’s gonna be almost impossible to keep the kid quiet) which can’t be nullified by skills, but also allows the holder to access the Loud skill. Perhaps put out some objective counters with a random one being a stuffed bear or blanket or something that will quiet the kid down some.
Another one is some kind of “get the cure” one. The survivors are infected and need to get inside a medical facility to get the (created too late) cure for the infection. I was thinking of having them roll a die on their turn and giving them a 1 in 6 chance of turning. Downside to that is it’s all random and you could end up with everyone turning first time. Not totally sure how to balance it out, perhaps having the survivors roll once as a team and 1 in 6 that one of them turns or draw randomly so they don’t know who exactly is gonna turn. For something like that where only a single survivor turns during the entire scenario, you may need something a little more beefy than a walker or runner.
Most of the others scenarios I have been thinking about are more player vs. player scenarios. Usually a team of survivors and a team of either government agents or marauders (vs. zombies as well of course). Not really sure how to work on balance though. Figure the team of general “bad guys” would probably be generic stated people rather than real characters (no experience gains). Give the military or hazmat team a couple basic skill profiles as well as a standard ranged attack (based on a weapon card). Marauders would use regular character cards skilled up to yellow with a weapon (probably two melee weapons and a ranged, rest get the basic frying pan) and also gain no experience. To balance they would probably start at fewer numbers than the survivors (around 2/3 or so of the heroes numbers). Again, not totally sure how to balance it.
The basic idea was more to create a difference between the survivors and the other team.
Examples of scenarios would be scavenging supplies in neutral territory (first team out with X supplies wins), raiding the base (for food, weapons or “softer” colonists) or generic quarantine (hazmat is trying to contain the infection by wiping out everyone in a small area, more of a “early on” game timeline-wise, survivors need to escape).