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Indirect Munitions and Deviation





The Zone Enforcement trooper pulls the pin and lobs his grenade. Hopefully, he was on target. If not, that hand grenade still landed somewhere. Whenever an Indirect Fire attack misses the intended target, determine the actual point of detonation with a single D10 roll.

Roll 1D10 per grenade. Referencing the intended point of impact, the number shown indicates the half the distance in inches the grenade deviated from its target, the point (or tip) of the D10 notes the direction it traveled. This is the new impact location. Center the Blast Template on this new point and resolve any damage (Yes, it can land on friendly troops).

 

A Word To The Wise

You really want my advice, bratok? Leave now, while you still can.

No? Well then find a decent crew and learn to do one job well. Seriously.

Forget trying to master everything. That approach only leaves you good at nothing.

You’ve got to realize you don’t rise to the occasion so much as sink to the level of your training, and if you’ve trained hard, that’s what is going to save you and your comrades. Nothing else.

When the crap hits the fan, and trust me it will, luck favors the prepared. Oh, and one other thing: never, ever skimp on equipment.

You bought the cheapest gun on the rack trying to save money? I guarantee it’ll jam at the worst possible moment.

And a little thing like that can ruin your whole day.


   


Part 6: Skills And Abilities, Equipment And Equipment Slots

6.1 Skills and Abilities

A Zona Alfa crew is a hot mess of the desperate and the disparate; a collection of fugitives, loners, thrill-seekers, and misfits who are crazy enough to risk the Exclusion Zone, and skilled enough to stay there. This eclectic band of unique individuals will form your crew and, through your leadership, achieve fortune or death.

Now the easiest way to portray the distinct skill sets of these individuals is to vary the model’s Combat Experience and starting Equipment. For example, a Green recruit in the military’s Zone Enforcement Unit would certainly have military-grade equipment but probably a low Will and Combat Ability. On the other hand, a street-hardened thug signing on to a bandit crew, or hired to protect a private Salvage run, would have decent Combat Ability and Will, but lesser quality weapons and armor.

Zona Alfa uses another variable to distinguish between tactical styles and combat proficiency: Skills. While Combat Experience reflects various degrees of training and proficiency by granting an increased number of Actions per turn to more veteran characters, Skills allow players to create unique characters with other, distinct abilities.

Remember Green recruits do not begin with any particular Skills. Hardened crew members have one, while Veterans can select two. Of course, your crew members can advance and gain experience, increasing their Combat Experience over successive games, so long as they stay alive. No character may have more than two Skills.

 


 

 

When you’re in the Zone, always assume someone or something is trying to kill you- even if you can’t see it. Most of the time, you won’t be wrong.

© Lead Adventure Miniatures


Skills List

Bone Doc: Probably attended Med-School for a semester or had some combat medic training in the military, a Bone Doc can double up on Med-Kits when assigning them in his Equipment Slots, meaning that two can be carried per slot. When a Bone Doc applies a Med-Kit to himself or Allied unit, the Wound is replaced with one Pinned Counter rather than two.

Fuse Cutter: The explosives expert, the Fuse Cutter can carry up to three Hand Grenades, Molotov Cocktails, or Satchel Charges, instead of the standard two.

The Fuse Cutter also receives a +2 to all Explosives-related Skill Checks like

de-fusing an IED or booby-trapped door.

 
Hard: Walking that fine line between bravery and stupidity, this character ignores their first Pinned result and always receives a +1 bonus to their Will Stat when rolling for Deflected Hits.

Hustle: Quick on their feet, whenever this model spends two consecutive Actions to Move, they receive an extra 2” to the total. So a Hardened trooper can move 14” with two back-to-back Move Actions rather than the standard 12”.

Knife Man: Knife men function best up close and personal. They receive a +1 to all Melee Combat rolls and, if appropriately armed, may fire/use two Melee weapons in close combat for one Action.


 


 
Leader: There’s one in every crowd and only room for one in a Crew. Leaders grant a +1 bonus to all Will/Rally rolls for allied units in Line of Sight to the Leader figure. Leaders also have a special ‘Order’ Action that allows them to ‘transfer’ or give their own Actions to other members of their squad. The recipient must be within 12” and in Line of Sight of the Leader figure, and must immediately perform the Ordered Action. Any effects of this transferred Action/s must be taken and resolved before the Leader can perform any more Actions.

Scrounger: Some guys have a knack for finding stuff.

Scroungers can Search a Hot Spot twice instead of

just once. Each Search is a separate Action, but they double your chance at finding something useful.

Steady Hands: Maybe their grandfather took them hunting, perhaps they received some special Military training, either way, these shooters get a +1 to all Ranged Attack rolls. This Ability stacks with the Aim bonus modifiers and any appropriate Gear.

Unload: When this model spends two consecutive Actions on a Ranged Attack with an appropriate ranged combat weapon, such as an Assault Rifle, against a single target, it adds two bonus dice to the combined Firepower roll. Unload represents the model emptying the weapons’ magazine in one go. After using the Unload ability, the model must spend 1 Action to ‘reload’ the weapon before it can be fired again.

For example, a two Action Ranged Attack with an Assault Rifle against the same target would roll 8 Firepower dice rather than the usual 6. A similar attack with a pistol – say in Melee – would roll 4 Firepower dice instead of 2. A model armed with a Flamethrower, RPG, Grenade Launcher, or Sniper rifle would not be able to use the Unload ability.

Wrench: This is the one who’s always tinkering with the GAZ engine, modding the gas tube on his AK-74, or jury-rigging the camp stove. Handy with anything mechanical, a Wrench gets a +2 to all Mechanical-Related Skill checks.

6.2 Equipment and Equipment Slots

“Take care of your gear and your gear will take care of you.” True everywhere, but especially in the Zone where a reliable piece of kit can mean the difference between life and death. Zone hunters take extra care to stay on the right side of that divide. There are three categories of Equipment in Zona Alfa: Basic, Advanced, and Special. Characters start with items from the Basic List and can purchase or even find items on the Advanced or Special Lists over the course of a campaign. Don’t worry about item values now. They will come up in Section 8 (see page 38). Starting players can select three items from the Basic Equipment List when making their Crew Leader. Other Crew members start with two. See page 24 for the Equipment Lists.

Rather than weight restrictions or carrying capacity, each character in Zona Alfa has Equipment Slots. Players can select and assign one item to each Equipment Slot. Multiples of the same item can be equipped, like Med-Kits. The number of slots can be increased over the course of the game with Campaign Advances and Special Items like a Chest Rig or a Load Bearing Vest. See the Special Items Table, page 32.


 

I entered the Chernya Woods four days ago, trying to find a short cut to the west edge of the Red Zone. Big mistake. Compass went all wonky in here and the place is a damn maze.

© Lead Adventure Miniatures


 


Reminder: Green crew members have one Equipment Slot, Hardened have two, and Veterans have three.
Bear in mind each crew member is presumed to have a backpack to carry Salvage, Artifacts, and miscellaneous items. There is essentially no limit to the amount of Salvage that can fit in them. This is different than Equipment Slots which represent specific items that are readily available and used in the course of a mission.

Gear listed in the Special Items Table do not count as Equipment and do not use an Equipment Slot.

 

Basic Equipment Table
Item Description Value (Zone Script)
Binoculars +12” to Inspect range when surveying Hot Spots and Mission Objectives.  
  Electric Juice Methamphetamine and Vodka with a twist of lime. Immediately grants two additional Actions. Side Effect: Only one Action is allowed the following turn.  
Gas Mask No Will check required for Smoke or Fumes.  
Med-Kit Replace 1 Wound with 2 Pinned Counters. 1 Pinned Counter if Bone Doc.  
Red Dot Sight For Pistols, SMGS, Shotguns, and Assault Rifles. +1 to Ranged Attack Combat Ability Roll at half the weapon’s effective range or less.  

 

Advanced Equipment Table
Item Description Value (Zone Script)
Detector + 2 bonus to their Will check when Searching an Anomaly.  
Tool Kit +2 to All Mechanical Skill Checks and -1 to Action cost.  
NODs Negates Dark and Low Light LOS and Ranged Attack penalties.  
Hot Load Ammo Ranged weapons only. +1 to Weapon Damage. Enough for one mission.  
  Scope Assault Rifles, Battle Rifles, and Sniper Rifles Only. +1 to Ranged Combat Ability Rolls at greater than half the weapons effective range.  

 

 

 

Like Stravinsky

Listen druzhishe, a good Crew Boss knows his team like a conductor knows his orchestra. Soft, loud, strong, weak… He knows their mothers, their lovers, their most hated enemies. He knows what gets them going and what trips them up. He’s got a handle on each and every one of them.

Don’t like symphonies, then think of your comrades as tools in a box; you’ve got to pick the right one for the job. Sure, to a hammer everything is a nail, but only an idiot uses an axe to kill a mosquito.

Someday you’ll have Bandits on your trail or a swarm of Mutants at your heels, and you’ll need cover, fast. Cowering outside some old warehouse, a Crew Boss


needs to know who can lay down fire and who can pick a lock. It’ll mean all the difference in the world.

And believe me when I say the sound of that door swinging open will be sweet music to your ears.







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