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Advance Pool and Spending Advances





It’s important to remember Advances racked up by Crew members are not credited to the individual character model but rather go into the Crew’s Advance Pool. These Advances are traded in (or spent) however the Crew Boss sees fit, regardless of a particular model’s actual contribution. The ghosts of communism die hard, eh comrade? Think of it as an investment to your collective security. Unspent Advances remain in the crew’s Advance Pool.

 

Model Stat Line

For every 10 Advances, a Crew Leader can improve one of his crew’s (or their own) Model Stat line by One. The hard lessons taught by the Zone have filtered down to their bones: they fight harder or use their armor and cover that much better. Maybe they move a hair quicker or are no longer easily unnerved by the Zone’s horrors. Whichever it is, the Player Model’s Combat Ability, Armor Rating, Movement, or Will are improved by 1 (1”/Action in the case of Movement).


 


Additional Equipment Slot

For every 10 Advances, a Crew member can add an additional Equipment Slot to their Model Stat line. Perhaps the Bone Doc learned how to distribute their gear load more efficiently in order to carry more Med-Kits. Maybe one of your shooters wanted to trick out their AK-74 to be ready for any situation. Could be that Scrounger taught themselves how to be really handy with a Detector and the Binoculars. It’s your call.

 

Note the Skill and Gear limitations for the three different Combat Experience levels apply only to NEWLY RECRUITED members. Advances allow you to improve on the initial restrictions.
New Skills

For every 15 Advances you can add a single new Skill to one of your crew members. Let’s say you want to give your Bone Doc the Hustle ability to help them get to the wounded faster. Steady Hands would certainly be a benefit to that crew member lugging around that SVD sniper rifle. Whatever you choose, it has to be consistent with the model’s existing designation and equipment. For example, no giving the Unload Skill to someone with an RPG.

 

Promotions

Live long enough, you’re bound to learn something. This is particularly true in the Zone. For every Five Missions a Player Model survives, (i.e. not Out of Action at the end of the Zone Run) they are promoted to the next Experience level and their model Stat line is adjusted accordingly. So a Rookie moves to Hardened and a Hardened moves to Veteran. Model Stat adjustments are automatically applied on promotion. Adjust the Model’s Stat Line accordingly. If a Model’s Stat Line has previously been improved by Advances, the Promotion benefits do not apply in that particular area. Promotions do not apply to Veterans. Their Stat Line is improved by Advances only.

 

Messy Resolutions

All the shouting, smoke, gunfire, explosions, bullets flying around, mutants jumping out from everywhere, it was kind of hard to see who did what and when. Who gets the credit when more than one crew accomplishes a task? Your guys cleared the Hostiles from a Hot Spot, but then some other chuvak jumped in and grabbed the loot.

Well, you get the Kill Credits and they get the Hot Spot Salvage credit. You want ‘fair’? Look between ‘failure’ and ‘fraud’ in the dictionary. Bet you’ll plan better next time, eh?

 

Professional Development

Advances can also be purchased. Let’s say you trade in a good haul of loot and maybe even an Artifact. Crews can purchase Advances at the Stalls at the rate of 1,500 Zone Script (ZS) per 1 Advance. We’ll assume you’re paying for some expert instruction or training at one of the larger, established camps inside the Zone rather than blowing it all on vodka and strippers. Like all Advances, purchased ones are added to the crew Pool and can be spent as the Boss sees fit.

 

Battle Scars

The Med-Kits in Zona Alfa essentially grant models the ability to take hits and survive (see page 22). Think of them as extra Wounds. As explained earlier, if a model is Wounded and has no Med-Kit of their own to off-set the damage, they are considered Out of Action and are out of play until they are revived by someone with a Med-Kit. If they are revived before the end of the game, they can get up and return to the fight.

However, any time a player character is Out of Action and not revived before the mission ends, they have one of those ‘Near Death’ experiences than profoundly

 


   


affects their character. Near-death survivors are said to have ‘Battle Scars’ and suffer from some kind of permanent effect or quirk.

For every model in your crew that was put Out of Action and remained incapacitated for the duration of the game, roll a D6 on Battle Scars Table. Note the result and make a notation on the crew member’s roster. Over time, it’s entirely possible crew members could suffer from the effects of multiple ‘Battle Scars’. Word of advice: any more than two, you might want to consider retiring them and hiring a new Crew member.

 

Battle Scars Table
D6 Roll Battle Scar
  Obsessed: Battle Lust. Wants to kill every enemy/hostile they see. Model must roll and pass a Will check at the start of each Activationto act as normal (Will check is a Free Action). Otherwise, they must attempt to kill every enemy in LOS or move to contact if no enemies are visible
  Obsessed: Must Salvage. Has to search every Hot Spot. Model must roll and pass a Will Check at the start of each Activationto act as normal (Will check is a Free Action). If failed, they must move toward nearest Hot Spot, regardless of the Boss’ orders.
  Slow: -1” to Movement. No jumping or climbing without ladder or stairs.
  Squeamish: Will check to enter Melee and when charged by Hostile (Will check is a Free Action). -1 CA/Melee. Failure means the Model must spend 1 Action to move away from Melee threat.
  Dazed and Confused: -1 to all Will checks.
  It’s just a flesh wound. No Effect.

 

Obsessed Models want to ignore orders and act on their obsession (try to kill every enemy in sight or try to search every Hot Spot). Each time an Obsessed model is Activated, they must pass a Will check on 1D10 to act normally. This Will check is a free Action, but if the Will check is failed, they must immediately move, Attack, or Attempt to Trigger and Search the nearest visible Hot Spot. If a Battle-Scarred model manages to receive both the Must Kill and Must Salvage results, whichever object is nearest takes precedence.

8.6 Post Mission: The Stalls

Need a new bolt cover for your AK? Go to The Stalls. A new gas mask? A replacement crew member? The Stalls. Anything and everything a Zone hunter and a Crew Leader needs to do their job can be found there.

The Stalls is a roving, open air exchange. They are never in the same spot two days in a row, constantly on the move, advertized only via the Zone grapevine, but somehow everyone who needs to know about it, finds out where it will be when they need it. Think of it as a farmer’s market. Without the farmers. And with lots of guns. This is where your crew will reequip between missions, converting valuable Salvage into new gear, ammo resupply, improved body armor, and replacement crew members.

The only legal tender accepted at the Stalls is Zone Script (ZS), so you’ll need to visit the Traders to have your loot converted into hard currency (of course they take a cut). The Zone’s economy is set at the ‘AK Standard’: the fixed exchange rate for a working AK-47, and all Zone Script bills are printed, circulated, and accounted for by the Trader faction. Which could be the reason the Bandits target them so often!

When trading at The Stalls, first you have to convert your Salvage into Zone Script. Equipment, Artifacts, and Salvage sell for listed price, less the Traders’ 10% cut. So that 2,000 Value worth of Salvage you pulled in that last run will net you 1,800 in Zone Script. From there, you can wander the booths picking up new Gear, or stop by the bar and hire a recruit. Don’t forget to set some aside for retirement. Prices for new Equipment are listed in the table below.

 


 

Equipment Price Table
Item Price (Zone Script)
Binoculars  
1 Dose of Electric Juice  
Gas Mask  
1 Med-Kit  
Red Dot Sight  
Detector  
Tool Kit  
NODs  
1 load of Hot Load Ammo  
Scope  
Chest Rig 1,100
Load Bearing Vest 1,650
Under Barrel Grenade Launcher 1,980
Kevlar Plates 1,980
Heavy Weapon Reload 2,200

 

 

Armor

Tired of running around in patchwork body armor or old surplus with conspicuous holes in important places? The cost to upgrade your personal protection is simple: 1,000 Zone Script per level of Armor Rating. So that Military Body Armor will run you 6,000 ZS. The good news is you can trade in your current armor at 50% of cost. Not great, but getting 1,500 for your worn, Improvised Armor vest will take some of the edge off.

 

Weapons and Explosives

So that Shotgun just doesn’t have the reach you need? And melee with a sniper rifle is like flailing around with a boat oar – plus it knocks your scope out of zero? Well the Stalls make a Texas gun show look like a Sunday knitting circle. Plunk down your Zone Script and get what you need. No waiting period or background checks here. Oh, and you can get 50% of the retail on your current weapon if you want to sell it!

 

Weapon Price Table
Weapon Price (Zone Script)
Combat Knife  
Machete, Axe  
Chainsaw  
Pistol  
Magnum Pistol  
Shotgun  
Flame Thrower or Chemical Sprayer *  
SMG  
Assault Rifle (AK 74)  
Battle Rifle (AK-15)  
Grenade Launcher * (M79 or Milkor MGL) 1,000
Squad LMG (RPD or RPK) 2,000
Rocket Launcher (RPG) * 2,000
HMG (crew-served. 2 minimum. stationary) 4,000
Mortar * (crew-served. 2 minimum. stationary) 4,000
Sniper Rifle (Dragunov SVD-63 or VSSK Vychlop) 4,000
*Weapons come with 5 Rounds to start. Additional ammunition must be purchased separately (see page 32).

 

 


Hand Grenades and Explosives: a new twist on the phrase ‘Disposable Item’. You’ll want to re-up on these between every mission.

Remember, Grenades come in pairs, you can mix and match to taste, and the first set does not take up an Equipment Slot. Additional sets do, however.

 

Grenade and Explosives Price Table
Weapon Price (Zone Script, Per Item)
Molotov Cocktail  
Flash Bang  
Smoke Grenade  
Hand Grenade  
Satchel Charge  

 

 

Recruits

New Blood, Warm Bodies, Fresh Meat, Zone Fodder… deadly as the Exclusion Zone is, there’s always someone hanging around the Bar looking to sign on with a crew. Prospects range from punks fresh out of prison with no other career options, to recently de-mobilized military vets addicted to the rush of combat and the camaraderie of shared hardship. All new hires come with the Stats, Armor, Weapons, and Gear listed in their respective profile. See below for Hire Price and details.

 

Rookie (Hire Price: 1,500 ZS)

Name Movement Combat Ability Armor Will
Dmitry Dukh 5”   Improvised Body Armor (3) Counts as Obscured Target when in Cover.  
Options
Choose 1 Ranged Weapon, 1 Melee Weapon. 2 Grenades, and 2 Pieces of Basic Equipment.






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