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Zombicide (as an RPG)?
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I've been searching the internet and haven't been able to find any substantive ideas on how to potentially modify Zombicide as an RPG. I realize that the makers have a few campaign options that you can buy but I'm wondering if anyone had any thoughts on ways to modify the game for extended play.

My SO and I sketched out a few ideas:

  1. Two wounded cards = "out of action character (OAC)" but not "dead"
- If you two wounded cards, your team would have one round (completion of zombie turn   end of next team turn) to clear out the zombies, bring your miniature base-to-base with OAC miniature, and spend an action point to "put them on the back of a teammate."

 - Whoever has the person carrying the OAC can only move and only has two action points as they have them on their back.

 - If the person carrying the OAC is able to (get to the edge of the board? barricade the OAC in a room?) the OAC is considered removed from the game and lives.
  1. Post-skirmish sequence
  • Still a little hazy on this but somehow utilize an injury roll table (D66, pg. 84 - https://www.games-workshop.com/MEDIA_CustomProductCatalog/m1330042_Necromunda_Rulebook.pdf) for anyone who was removed from the game to give them a permanent injury that stays with the character.

  • Still haven't figured out a balanced way to allow characters to progress from game-to-game. I'm thinking that your in-game experience and backpack reverts to standard start position BUT we have some kind of non-standard skills and/or equipment that can be carried over from game to game.

Still early days on the idea but figured I'd send it out there. Thanks!

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10 years ago