Who marches
Deeds this mission
Spawn offset
Danger levels stay exactly as printed — nobody gets a free skill. You simply read the spawn card lower than where the party actually sits.
Escalation
You grow stronger; so does the plague. Each rule comes into force on its own.
Camp stash
Four shared items. Distribute freely at setup; return or replace after each mission.
Mission log
Tap a row to correct it. Legend XP, tallies and scars all follow the change.
Chronicle
Saved data
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The two tracks
Mission XP is unchanged from the base game. It resets to Blue at the start of every mission and drives spawns and skill unlocks exactly as printed. Nothing here touches it.
Legend XP is a persistent pool earned between missions and spent in the camp phase. It is kept per survivor, never pooled, so your four characters diverge over the campaign. It never raises anyone's danger level.
Earning Legend XP
+1 for completing the mission — every survivor who took part.
+1 if the run was clean — every survivor. Not offered to a lone survivor, where it would be automatic. In a party of five or six a single loss is forgiven, since otherwise the bonus would almost never land.
+1 for each deed that survivor personally completed, to a maximum of 3.
The six paths
Ranks are bought in order, and a survivor may only ever walk one path. No rank raises damage or lowers a to-hit number — a rank 3 Blade still cannot scratch a Fatty without a damage 2 weapon, so the hunt for gear stays worth making.
Common skills
A survivor may hold as many common skills as their path rank — none at rank 0, three at rank 3. They reward commitment to a path rather than standing in for one. None of them grants dice, actions, damage or a better to-hit number.
Scars
Rolled automatically when a survivor falls, from the wounds they do not already carry. They are out for the rest of that mission and take the scar permanently. At three scars they are retired.