Mobius187
New member
I'm sure this has been brought up before, but recent comments I saw posted on the Kickstarter page made me want to post my suggestions here and see what everyone thought about them. The goal being that maybe Guillotine Games may one day add some of these ideas to a future expansion or season.
New Vehicles - I noticed that the S2: Prison Outbreak set included the same vehciles as the original S1: Zombicide. While I'm all for police cars, do we really need that many pimpmobiles? Okay, yes, S2 is a standalone game, but I was hoping that GG would opt to add in some new vehicles on the flip side. For example, what about an ambulance, taxi cab, shuttle bus, or garbage truck? They could even vary the number of survivors that could ride inside them or the items found when searching them.
Landmine - An item card that would be either a landmine, claymore, or even an IED. The player would carry it in their inventory and choose when to drop/place it in a zone/room, marking it accordingly, and after the next zombie movement phase if there are any zombies standing in the zone/room the explosive detonates and, just like vehicular combat rules, 1D6 is rolled for every zombie in the room with every 4+ rolled being a kill (except for Abominations).
Smoke Grenade/Tear Gas - An item card that has range 0-1 and creates a smoke screen to block line of sight. On streets or inside malls this would prevent zombies from seeing survivors at a distance, although it would block ranged/firearm attacks from survivors too, as the trade-off.
Alarm Clock/Flashbang - An item card that could be thrown 1-2 zones and upon detonation places several noice markers in the target zone. Used in conjuction with a smoke screen this could allow players to send a zombie horde in another direction without needing to use a survivor as bait.
First Aid Kit - An item card that would allow a survivor to remove a Wound from themselves or anotehr survivor in the same room/zone. Discard after use, or maybe roll 1D6 and on a 5+ you get to keep it. In reference to to "New Vehicles" suggestion it would be nice if searching an ambulance turned up a First Aid Kit (only once, like the pimpmobile).
Miscellaneous Items - While no one likes finding item cards like Bag of Rice, Water Bottle, or Canned Food, I feel that it would improve mission objectives if we had more item cards that represented what players needed to find on a map. For example, we should have cards like "Keys" or "Walkie-Talkie" so they take up a slot in the player's inventory, and then after they're used (i.e. to unlock a specific door) they can be discarded. Now I'm not suggesting these cards be shuffled into the deck every game or at all, but set aside for when a mission needs them and only given to a player when their use their action to pick-up the associated marker token on the map.
Also, while not a suggestion, I'm curious what everyone thinks about the new barricades TCM introduces. I think they work fine as described for Walkers (i.e. they need an extra activation to destroy them) and players needing to be Yellow level (3 actions) to build them (2 rounds or 2 survivors). However I'm leery about their effectiveness against Runners, as it indicated Runners could tear barricades down at the start of their turn since they have 2 actions. I assumed this wouldn't be a serious issue if you should just shoot them all, but then I remembered the berserk runner could be gunned down. And what about zombie dogs? They get 3 actions after all. Lastly, does anyone envision players creating a series of barricades...?
New Vehicles - I noticed that the S2: Prison Outbreak set included the same vehciles as the original S1: Zombicide. While I'm all for police cars, do we really need that many pimpmobiles? Okay, yes, S2 is a standalone game, but I was hoping that GG would opt to add in some new vehicles on the flip side. For example, what about an ambulance, taxi cab, shuttle bus, or garbage truck? They could even vary the number of survivors that could ride inside them or the items found when searching them.
Landmine - An item card that would be either a landmine, claymore, or even an IED. The player would carry it in their inventory and choose when to drop/place it in a zone/room, marking it accordingly, and after the next zombie movement phase if there are any zombies standing in the zone/room the explosive detonates and, just like vehicular combat rules, 1D6 is rolled for every zombie in the room with every 4+ rolled being a kill (except for Abominations).
Smoke Grenade/Tear Gas - An item card that has range 0-1 and creates a smoke screen to block line of sight. On streets or inside malls this would prevent zombies from seeing survivors at a distance, although it would block ranged/firearm attacks from survivors too, as the trade-off.
Alarm Clock/Flashbang - An item card that could be thrown 1-2 zones and upon detonation places several noice markers in the target zone. Used in conjuction with a smoke screen this could allow players to send a zombie horde in another direction without needing to use a survivor as bait.
First Aid Kit - An item card that would allow a survivor to remove a Wound from themselves or anotehr survivor in the same room/zone. Discard after use, or maybe roll 1D6 and on a 5+ you get to keep it. In reference to to "New Vehicles" suggestion it would be nice if searching an ambulance turned up a First Aid Kit (only once, like the pimpmobile).
Miscellaneous Items - While no one likes finding item cards like Bag of Rice, Water Bottle, or Canned Food, I feel that it would improve mission objectives if we had more item cards that represented what players needed to find on a map. For example, we should have cards like "Keys" or "Walkie-Talkie" so they take up a slot in the player's inventory, and then after they're used (i.e. to unlock a specific door) they can be discarded. Now I'm not suggesting these cards be shuffled into the deck every game or at all, but set aside for when a mission needs them and only given to a player when their use their action to pick-up the associated marker token on the map.
Also, while not a suggestion, I'm curious what everyone thinks about the new barricades TCM introduces. I think they work fine as described for Walkers (i.e. they need an extra activation to destroy them) and players needing to be Yellow level (3 actions) to build them (2 rounds or 2 survivors). However I'm leery about their effectiveness against Runners, as it indicated Runners could tear barricades down at the start of their turn since they have 2 actions. I assumed this wouldn't be a serious issue if you should just shoot them all, but then I remembered the berserk runner could be gunned down. And what about zombie dogs? They get 3 actions after all. Lastly, does anyone envision players creating a series of barricades...?