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Part 7: Comrades On The Battlefield





7.1 Character Composition and Squad Creation

So, you’ve decided to form a crew and take your chances in the Zone. Well then let’s talk about leaders and khrabrost’.

The Crew Leader is in charge of the squad and that leader represents you;

competent, experienced, determined to make your fortune. Select a miniature that best reflects the style and type of soldier you want to be and give it the following Stats and equipment:

 

Movement Rate of 6”, Combat Ability of 6, Military Body Armor (Armor 6), and a Will of 7. Classed as a Veteran, they will have three (3) Actions per turn and two Wounds.

Next, select one Ranged Weapon and one Melee Weapon, two grenades of any type, and three items from the Basic Equipment table (see pages 25 and 32). Finally, assign them the Leader Skill plus one other Skill you feel will give you and your crew an edge in the Zone.

When you’re done, your stat sheet should look something like this:

 

Name Boris Faction Military
Wounds   Combat Experience Veteran
Movement Combat Ability Armor Will
6”/Action   Mil-Body Armor (6)  
Skills
Leader: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’ their 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. Hustle:Quick on their feet, whenever this model spends two consecutive Actions to Move, they receive an extra 2” to the total. A Hardened trooper can move 14” with two back-to-back Move Actions rather than the standard 12”.
Equipment
Military Body Armor:Armor 6. Model counts as Obscured Target from Ranged Attacks when in Cover. Slot 1:Electric Juice – Methamphetamine and Vodka. Immediately grants two additional Actions. Side Effect – Only One Action allowed the following turn. Slot 2:Med-Kit – Replace 1 Wound with 2 Pinned Counters. Free Action and is Self-Administered. 1 Action otherwise. Slot 3:Red Dot – (on AK-15) +1 to Ranged Attack Combat Ability Roll at half weapon’s effective range or less.

 

Weapon Range Firepower Damage
AK-74 1–36”    
MP 443 Grach Pistol Melee–12”    
RGN Grenades (x 2) 1–18”   SBT 2/model

 

 


   


Khrabrost’

12K is the value used for starting crews. It can increase with hires and promotions – and decrease due to casualties – over the course of a campaign. At some point, players may well find themselves forced to adjust their style of play and mission objectives because of uneven odds. 12K is also a starting point for force values for two player pick-up games. You and your opponent may agree to a 16K, 10K, or 8 K game. Whatever fits your collection.
They say you can’t measure an intangible like courage, only see it in action. Well Khrabrost’ (translated from Russian as ‘mettle, bravery, or courage’) is how Zona Alfa measures a Zone Crew’s potential effectiveness in battle. It’s the main value used to build a squad.

A Zone Crew’s Khrabrost’ (K) is equal to the total available Actions among its members. A normal, starting crew’s Khrabrost’ is Twelve. The Leader takes up three of those, so there are nine Khrabrost’ left to ‘spend’ to recruit the remaining squad members. Veterans cost three, Hardened men cost two, and Rookies cost one.

Section 8 explains how crew members can improve their capabilities and gain Advances over the course of a campaign, so it’s possible a Leader could take a number of Green rookies and slowly, steadily build them up. A safer bet might be to take several Hardened men, or perhaps another Veteran and a single Rookie. It’s your call. The player does not have to spend the Khrabrost’ limit on squad members when creating a crew. Leftover Khrabrost’ points can be used to boost another member’s Stats instead. If for example they elect to add only one Hardened and one Rookie member, the leftover points can raise any single member’s Movement, Combat

Ability or Will by 1 (1” in the case of Movement).

Crew members are still allowed to select their Weapons, Grenades, Skills and Abilities, and Equipment (see pages 25, 30, and 32). However, the newly recruited members start with the following Stats, Skills, and Equipment capacity, depending on their Combat Experience. The starting stat lines for each type are below.

 







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