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And Indirect Fire Weapons 24





5.1 The Armory 24

5.2 Terrain Features and Area Effect Weapons 26

5.3 Body Armor 26

5.4 Indirect Fire 27

Part 6: Skills And Abilities, Equipment And Equipment

Slots 30

6.1 Skills and Abilities 30

6.2 Equipment and Equipment Slots 31


Part 7: Comrades On

The Battlefield 33

7.1 Character Composition and

Squad Creation 33

7.2 Factions 36

Part 8: Zone Runs, The Mission Area, And Post-Mission 38

8.1 Zone Runs 38

8.2 The Mission Area 39

8.3 Zone Hostiles 41

8.4 Salvage, Anomalies, Environmental

Hazards 44

8.5 Post Mission: Advances and Battle Scars 46

8.6 Post Mission: The Stalls 51

Part 9: Linked Missions And

End Goals 54

9.1 Linked Missions 54

9.2 End Goals: The 10,000 Ruble Plan and

Other Retirement Options 56

Part 10: Introductory Zone

Run – Red Gypsy 3 58

Game One: The Crossroads at Blyatsk 59

Game Two: Walk in the Chernya Woods 60

Game Three: The Ishikhov Shuffle 61

Aftermath 63

Part 11: The Last Bit 63


Welcome to The Zone

So, you decided to sneak past the Cordon, eh? Slip by the patrols and the towers, through the minefield, under the electric fence, to take your chances in the Exclusion Zone.

Ah yes, the lure of adventure, riches, and fame... Well, good luck to you.

To be brutally honest, you’re far more likely to find terror, dismemberment, and death – a quick death if you’re lucky. But everyone has to make a living, right?

Besides, who am I to judge? I’m here, aren’t I?

So, seeing as I can’t dissuade you, why don’t you cinch up your sack, grab your gear, and follow me. We’re on our way to investigate an Anomaly that appeared in a swamp fifteen kilometers from here. The Zone being what it is, we can always use an extra shooter. You have my word you’ll get a cut if we find any Artifacts.

Just don’t say I didn’t warn you, eh?

Part 1: Introduction

1.1 Intentions

Privet, Bratok! Nice to meet you. Have a seat and let me explain a few things.

At this advanced stage of my hobby-life, I meet plenty of people who enjoy gaming but don’t have the time to invest in large, painted armies, terrain, or learn a complex rule set. They want fast and fun games with a high coolness quotient, lots of adventure, a bit of competition, and an excuse to hang out and eat pizza with friends. Zona Alfa is my attempt to fill that bill. My first goal was to create a set of solid, straightforward wargame rules for 28mm tabletop skirmishes. I wanted a game that would allow anyone reasonably familiar with miniature wargaming to be able to stat out appropriate figures from their own collection, plunk down terrain, review the

basics, and get started straight away.

My second goal, as a long-time fan of the excellent S.T.A.L.K.E.R. and METRO 2033 fictional settings, was to make a game soaked in that decayed, post-apocalyptic Soviet aesthetic. What could be cooler than recruiting a few comrades, gearing up, and slipping into the Exclusion Zone hunting mutants and artifacts? Zona Alfa is the result. Nothing fancy or finicky, I want Zona Alfa to be rugged, reliable, and easy to use. Like an AK-47.

Zona Alfa is usually played between two players on a 3’ x 3’ game area with each player controlling between 4–12 miniatures. Boards sized at 4’ x 4’ or 3’ x 4’ are fine too and will give each crew more room to maneuver. Our local gaming group has also run games with as many as six players on a 4’ x 6’ area with no appreciable down time. While designed with 28mm miniatures in mind, Zona Alfa also works in 15mm as well. Simply substitute measurements in inches for centimeters.

 

It’s All About The Story

Number crunching with toy soldiers is not why I got into the hobby. Narrative games, that’s where it’s at for me. The long shot, the impossible save, the heroic last stand… I really enjoy it when dramatic scenes unfold on the table. With that focus and type of game in mind, I have streamlined the Zona Alfa game mechanics and simplified various details like weapons, body armor, and troop abilities. Those are

 


 

 

all divided into broad categories in order to keep the game flowing and give players the opportunity to deploy the widest possible range of figures. Specific weapons and gear are referenced for flavor, but if differentiating between an AK-47 and an AK-74 is your wargame thing, Zona Alfa might not be for you. However, if you’re willing to risk the Zone’s dangers for a chance at an early retirement in a dacha on the Black Sea, keep reading.

Zona Alfa is not tied into to any specific game company or range of miniatures, therefore certain aesthetic elements like in-game hostiles are of the generic, mutated, post-apocalyptic kind. Feel free to use and substitute whatever figures you already have in your collection. There are guidelines later on for statting out different miniatures.

1.2 Definitions

Like any specialty area of interest, wargames have their own jargon. Here are some terms and concepts you’ll need to know for Zona Alfa.

WYSIWYG

What You See Is What You Get. This means that models must be equipped according to actual, physical model. A t-shirt and cut-off shorts are not body armor. A pistol is not an assault rifle. There’s no sense in getting finicky over types of shotguns

– but the miniature should be equipped with one. Zona Alfa has multiple troop types, armor, and weapon categories, along with variables like special abilities and equipment to accommodate and represent nearly any miniature out there. I trust players can identify their own figures accurately and assign them to the fair and appropriate categories.

 

LOS/LOF

Line of Sight/Line of Fire. A model must be able to trace a line to its target in order to ‘attack’ it. If the model can ‘see’ any part of the enemy model, it can shoot it (of course, that means it can shoot back…). This is your excuse to finally buy that cool laser pointer you always wanted! The only exceptions to this LOS/LOF rule are Indirect Fire capable weapons like mortars or grenades. More on that later (see page 27).


There’s only a few of us left. Mutants got Fat Boris and the new kid, Ignaty, last night. A pack of them crept up on us while we were setting up camp.

© Lead Adventure Miniatures


 


Unit

Zona Alfa is a skirmish game where players command a squad composed of individual models. Each model is a single soldier, and is termed a ‘unit’. However, there will be times in the game when a ‘unit’ is composed of multiple models. Typically, these are Zone Hostiles that function as a pack or swarm like Dogs, Rats, or Mutants. These multiple model units are always composed of similar troop types with similar stats, abilities, and equipment. Multiple model units must perform the same Action simultaneously, e.g. all Move, all Attack, all Check for Morale etc. Players might consider basing multiple models on one large base for ease of movement and track casualties with tokens. More on that later (see page 21).

 

D10

Abbreviation for a 10-sided die. Zona Alfa uses D10s. Four to six should be sufficient for each player. When the rules call for ‘3D10’ it means the player rolls three, ten- sided dice. A result of the base Target Number or less (+/- modifiers) is a Success. So, a high roll = bad. A low roll = good.

 

D6

Abbreviation for a 6-sided die. In Zona Alfa, D6 are used to determine results on the Zone Effects tables.

 







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