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I've been mulling over this for about a year. Here is my system for Campaign Play. Feedback is appreciated! In the future, I will follow up with a sample Campaign Track to go along with this (but this is not required to utilize these rules.)


Campaign Track.

The winner of each round decides which Campaign Track path to take for the next round.

If you aren't playing on a Campaign Track, the winner may simply decide which scenario to play next, out of all remaining scenarios that have not yet been played.


The Hero Pool.

You cannot have both the normal and the "Survivor" (Timber Peak) version of the same character in the Hero Pool at the same time. You may swap out the normal character for its Survivor variation in between Scenarios, once that Hero has actively played in at least one Scenario. You may also choose to start with the Survivor version of the Hero from the very beginning, unless the Campaign Track specifies otherwise.

If you only have the TP standalone expansion (if you only have 6 heroes in your set), you will play 2 Scenarios in your Campaign and the Bloodline Hero must be selected immediately (see below.)

If you only have the LNOE base game or if you only have only TP+BitF (if you only have 8 heroes in your set), all the Heroes are in the Hero Pool and you will play 3 Scenarios in your campaign.

Otherwise (if you have more than 8 heroes in your set): Create a Hero Pool (stack of Hero Character Sheets) including 8 Heroes, chosen strategically by the Hero players. After the conclusion of every 3rd scenario (if playing more than 3 scenarios), add two more Hero Character Sheets to the Hero Pool (chosen strategically by the Hero Players.)


Campaign Heroes.

At the beginning of the entire campaign, the active Heroes are strategically chosen by the Hero players from the Hero Pool, not drawn randomly.

At the end of each Scenario, Survivors are fully healed and brought into the next Scenario. The only time you can choose a new hero from the Hero Pool is if a previous hero has been Critically Wounded or Permanently Killed. (See below.)


The Bloodline Hero.

At the beginning of the second to last Scenario in the Campaign, the Heroes must decide which one of themselves is the Bloodline Hero. This decision may be made earlier, however, if the Heroes choose to do so, they take the risk of losing one of their Campaign Victory conditions (see below.)

Once the Bloodline hero is chosen, that Hero gains the Bloodline Hero power specified in the current Campaign Track.

If you aren't playing on a Campaign Track, the Bloodline Hero gains your choice of one of the following abilities. Once chosen, this ability cannot be changed:

Heroic Initiative: +1 to all beginning-of-activation movement rolls.

Heroic Resolve: Prevent any wound to self on a roll of 5+.

Heroic Sacrifice: Suffer Permanent Death at any time to instantly kill any three zombies within 3 spaces of yourself and remove any and all Zombie "Remains in Play" cards of your choice.


Critical Wounds.

Any time a Zombie deals the final wound to a Hero, that hero is Critically Wounded (taken out of play for this scenario only), and the Zombie inflicting the wound becomes a Superzombie (see below.)

Any Event card or "Remains In Play" Card that is worded as to explicitly create a Zombie Hero (or any time a Zombie Hero would be created other than by an ordinary wound or kill being inflicted by a specific Zombie), requires the Hero to roll an extra D6.

On a roll of 1-2: The Hero becomes a Zombie Hero and suffers Permanent Death (see below.)

On a roll of 3-4: The Hero is critically wounded (taken out of play for this scenario only) and the Zombie inflicting the wound, if any, becomes a Superzombie (see below).

On a roll of 5-6: Nothing happens, the infection didn't get to an artery, and the final wound is prevented.


Zombie Heroes

Any card which specifically brings a new Zombie Hero onto the board (i.e., asking you to draw randomly from the available unused Heroes), now requires that you draw from the remaining Heroes that are not included in the Hero Pool. If you are completely out of unclaimed Heroes, place a 3-wound-point Superzombie in the space instead (see below), using a miniature from the Zombie Pool. If the Zombie Pool is empty, you may (but are not required to) remove a regular Zombie from anywhere else on the board.


Kill X Heroes / Hero is Killed

Any scenario or card text which refers to heroes being "killed" instead should refer to them being "Critically Wounded."


Superzombies.

The Zombie inflicting the final blow becomes invigorated by the taste of flesh and becomes a Superzombie.

A Superzombie gains additional hitpoints equal to the full hitpoint amount on the card of the Hero they killed (so if an ordinary Zombie kills a Hero with a maximum of 2 hitpoints, they now have 3 hitpoints total.) Represent these by placing Yellow XP/Boost markers underneath the Zombie model. Superzombies have a movement of 1D3 + 1.

If the Zombie is already a Zombie Champion or has special abilities in any way, they still gain additional hitpoints on top of what their hitpoints already were, but their movement is only increased by +1 for each roll.

The same Zombie cannot become a Superzombie twice (these bonuses don't stack with themselves.)


Permanent Death.

Any time a Hero is actually killed (becomes a Zombie Hero or if There's Not Much Left) they are removed from future campaign play. Being critically wounded (see above) does not cause permanent death.


Zombie Campaign Victory Conditions:

There are two conditions for Zombie Campaign Victory. If either of these occurs, the Zombies are victorious, overrunning Woodinvale, Timber Peak, and the surrounding areas.

Condition 1: During any Scenario except for the Final Scenario in the Campaign: If there are no longer enough heroes to begin the remaining Scenarios with the requisite number of Heroes (usually four), or to complete the current Scenario objective, the Zombies win the Campaign.

Condition 2: During the Final Scenario in the Campaign: If the Zombies defeat the Bloodline Hero either by a Critical Wound or by Permanent Death AND also complete the Zombie Objectives for the final Scenario, the Zombies win the Campaign. The Bloodline Hero's death still qualifies even if the Heroes themselves were the cause of the death.


Hero Campaign Victory Conditions:

There are two conditions for Hero Campaign Victory. If either of these occurs, the Heroes are considered victorious, and whatever remains of Woodinvale and Timber Peak are saved.

Condition 1: At least four Heroes survive the entire campaign track without suffering Permanent Death and the Heroes complete the Hero Objectives for the Final Scenario.

Condition 2: If the Bloodline Hero survives the Final Scenario. They stagger out of the woods, walk all the way to the neighboring city of Brideston, and start a new life, choosing to keep secret the fact that they have saved the human species from extinction, and remain ready to act in case the threat ever re-surfaces.
Very good. Well thought out and put together. +1 Rep.

Is there a particular method for determining the start scenario?
(05-24-2016 07:17 PM)ATOEtalGeek Wrote: [ -> ]Very good. Well thought out and put together. +1 Rep.

Is there a particular method for determining the start scenario?

If you are using a Campaign Track (yet to be revealed) it will be set in stone on the Track, otherwise I would recommend simply drawing one at random from the available Scenarios.

Also, as a total side note, the dot system is also available just like normal. Simply decide ahead of time on the number of dots for each side, and whether the number of dots available will ramp up as the game progresses. As long as both teams agree on how many dots before each Scenario it should be fine. (Note: Dots should not accumulate to winners only, as this will slowly create a landslide effect; dots should be given evenly or with a handicap for beginners just as they would in a normal game. Using dots to award winners was one of my initial considerations for campaign play which I ultimately decided was counterproductive towards sustaining fun for both teams.)
Optional added rules! Yesterday my group talked me into adding the following additional rules:

Personal Afflictions

The Zombie Cards "Haunted Memories" and "I Don't Trust 'Em" now remain in play between scenarios. This applies whether they started out on a Hero due to that Hero's listed Abilities, or whether they were played on a Hero later.

Note that this does not affect "positive" starting cards in any way, such as characters who begin play with a gun. Their starting cards are still handled at the beginning of each scenario according to the standard rules.


Experience Carries Forward

Any surviving Hero gets to keep whatever spare Experience tokens they've accumulated when moving forward to the next scenario. Any upgrade cards purchased, whether they have been bosted or not, are not kept, but are exchanged back in for a single experience token. This experience remains attached to the individual Hero who earned it. This makes it possible for a surviving Hero with enough experience to purchase or boost upgrades prior to entering the next scenario.

The Zombie Player also keeps any experience accumulated, and exchanges any Remains in Play Zombie Upgrades for a single experience token.


Permanent Advanced Abilities

If you have the Advanced Abilities Supplement, Hero-specific Advanced Abilities are permanent and last between scenarios. If you are the Zombie Player, you may keep one of your Advanced Abilities of your choice into the next scenario.
(06-11-2016 05:39 PM)jeffd1830 Wrote: [ -> ]Optional added rules! Yesterday my group talked me into adding the following additional rules:

Personal Afflictions

The Zombie Cards "Haunted Memories" and "I Don't Trust 'Em" now remain in play between scenarios. This applies whether they started out on a Hero due to that Hero's listed Abilities, or whether they were played on a Hero later.

Note that this does not affect "positive" starting cards in any way, such as characters who begin play with a gun. Their starting cards are still handled at the beginning of each scenario according to the standard rules.


Experience Carries Forward

Any surviving Hero gets to keep whatever spare Experience tokens they've accumulated when moving forward to the next scenario. Any upgrade cards purchased, whether they have been bosted or not, are not kept, but are exchanged back in for a single experience token. This experience remains attached to the individual Hero who earned it. This makes it possible for a surviving Hero with enough experience to purchase or boost upgrades prior to entering the next scenario.

The Zombie Player also keeps any experience accumulated, and exchanges any Remains in Play Zombie Upgrades for a single experience token.


Permanent Advanced Abilities

If you have the Advanced Abilities Supplement, Hero-specific Advanced Abilities are permanent and last between scenarios. If you are the Zombie Player, you may keep one of your Advanced Abilities of your choice into the next scenario.

Did you do your "Campaign Track"? I'm looking for something like that... Watchmen02
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