Сдам Сам

ПОЛЕЗНОЕ


КАТЕГОРИИ







Deadlocked and Withdraw in Melee Combat





In the event of an Attacker/Defender tie or no definite combat result, the combatants are considered Deadlocked and the Melee Combat continues into the next turn.

A model with sufficient Actions wishing to Withdraw from a Deadlocked Melee may only do so after the opponent unit has made a free Melee attack. The Defender rolls their Armor Save dice on any Hits and any success is considered a Dodge.

 

Kicking Them When They’re Down

Melee Attacks on a Pinned Defender receive a +2 bonus to their Combat Ability for the first round only. Should the Defender survive the initial attack, they are considered to be alert, on their feet, and fully engaged in self-defense.

Ranged Attacks on a Pinned Defender suffer a -2 penalty to their Combat Ability rolls as the Defender is making the most of any and all terrain to stay low and out of sight. This penalty is cumulative with regular Cover modifiers.

4.4 Wounds, Pinned, Rally, and Med-Kits

Wounds

Most units in Zona Alfa have one Wound, meaning all but the largest and most dangerous enemies can be taken out by a single clean shot or a solid hit. Now a Wounded, single Wound unit isn’t necessarily dead, but they are placed Out of Action. Place the figure face down on the table and mark them with an appropriate token or chit (a tiny plastic skull is suitably morbid).

A model that has been Wounded and put Out of Action, but is not healed (see Med-Kits, page 22) before the end of the mission must roll on the Battle Scars Table when the mission is finished to determine the injury’s lasting effects (See Section 8.5, page 46).

A one-Wound and Out of Action model that is Wounded again in a different round of combat while Out of Action is considered Permanently Dead. Any Equipment, Weapons, or Armor they have goes into their crew pool and can be used to equip other crew members or recruits.

 


Multiple Wound Models

When starting a Zona Alfa game, only your Crew’s Leader – the model you selected to represent your interests in the Zone – starts with two Wounds. Other crew members can achieve this level of resilience with enough

 
experience and advances, but to start, the boss is boss for a reason (See Section 8 for more on Advances and Campaign Rules, page 38).

When a Zone Crew Leader, or some other multi- Wound model, receives their first Wound, mark the model’s stat sheet or place an appropriate token by their base (An acrylic blood drop, a numbered chit, a colored bead are all good markers). The Wounded model remains in the game but functions at a reduced capacity, moving at half their normal Movement rate and fighting at half their normal Combat Ability (rounded up). Also, there is a -1 penalty to their Will stat. This ‘Two Wound Rule’ keeps named characters in the game without making them invincible.


 

At the Stalls, everything has a price. It’s like a farmer’s market, but with guns.

© Lead Adventure Miniatures


 


Pinned and Rally

In order to remove a Pinned Counter, the Pinned unit must expend one Action to Rally. One Rally Action removes One Pinned Counter. Removal is automatic and no die roll is required. The removal simply consumes time and energy. i.e. an Action. A unit cannot be burdened with more than four Pinned Counters. With the exception of defending itself in Melee Combat, a unit cannot perform any other Actions until all Pinned Counters are removed.

A Pinned unit is eligible for Cover bonuses (being behind Soft or Hard cover) and receives an additional bonus to their Armor stat from all Direct Fire Ranged Attacks so long as they remain Pinned behind Cover (an additional +1 for Soft and

+2 for Hard). The unit is considered to be hunkered down for protection, taking full advantage of the cover (They’re trying to crawl under their helmet!).

 

If a model has two wounds, like a Leader, they may elect not to use the Med-Kit right away and suffer the wound penalties. This choice might make sense in the moment, say to move to better cover or to complete their part in an ambush or other multi- stage/multi-model action.
Med-Kits

Models may have purchased Med-Kits before the battle. If self-administered, a model may use the Med-Kit as a Free Action that takes place immediately. The Wounded marker is removed, however the model gains 2 Pinned counters. It’s important to mention individual Med-Kits can only be applied to individual wounds. They will not work on a model hit and Wounded multiple times in the same round of combat. Now if a model receives two Wounds and has two Med-Kits, it may replace both Wounds with 4 Pinned Counters (2 for each Wound) but 2 is the maximum number of Wounds that can be dressed in a single round of Combat (Three and you’re Out of Action).

If there are no Med-Kits available and/or the unit has been Wounded three or more times, mark it as Out of Action and place it face down (with that tiny skull beside it). It can no longer take part in the mission – unless it is Healed.

An Out of Action model can be healed by an ally with a Med-Kit before the mission ends. Now this attention represents full medical attention and remedies all wounds, but the model cannot rejoin the action for the duration of that mission.

If a Crew Leader (or Multiple Wound Unit) has a Med-Kit, they may use it to negate the effects of a Wound. Remove the Med-Kit from the unit’s inventory and replace the Wound marker with two Pinned Counters. No further penalties apply then. Wounds negated by Med-Kits are always replaced by two Pinned Counters (except for a model with the Bone Doc ability, see page 30). Applying a Med-Kit to an injured Allied model costs one Action and the medic must be in base-to-base contact with the injured model. A model applying a Med-Kit to itself is a ‘free Action’ and can be done at any time, such as after the Wounded model drags itself to the nearest Cover.

 

Example

Zakhar “The Turk” has been running goods in and out of the Exclusion Zone longer than anyone can remember. He was one of the first to slip past the military cordon and has been here ever since. Tough as old leather, dour as a stone, rumor has it the Turk’s eyes have surveyed every square meter of the Zone’s terrible beauty, even inside the Sarcophagus itself. The old gas station where he trades has been known as “The Turk’s House” for years.

If the Turk is ever wounded, his normal Combat Ability of 7, Move Rate of 6” and Will of 7, would be reduced. His Combat Ability would drop to 4 (half of 7, rounded up) his Movement to 3”, and his Will would be 6. The Turk would be in a tough spot. But then the Turk has been in plenty of tough spots over the years. That’s why he carries a modified Saiga-12 and an extra Med-Kit wherever he goes – even to the latrine.


   


Ranged Attack Summary

To conclude, every time a unit is targeted by a Ranged Attack, resolve Successful Hits/Wounds first. Next, roll Will checks for every round with Deflected Hits, placing Pinned Counters for Failed Checks. Misses are a waste of good ammunition. Aim better next time, comrade!

Ranged Attack Successful Hit = Wound or Casualty

Ranged Attack Deflected Hit = Possible Pinned Counter

Miss = Miss

 

Time To Kit Up?

You want reliable guns and gear, you need to see the Turk.

AKs, Saigas, ammo, grenades, body armor, GLONASS satnav sets…Zakhar has everything and what he doesn’t have he can get. Even military kit, if you’ve got the Script.

Go eleven kilometers on the Number Three East road. There’s an old petrol station at the top of the hill. That’s his trading post.

When you come to the front gate, keep your weapon slung and your hands visible. The password is ‘Cheeki Breeki’.

The place looks battered but don’t let that fool you; there’s a dozen guards, reinforced walls, and MON-50 mines sprinkled everywhere. That gas station has survived a hundred attacks. It’ll survive a hundred more.

Zakhar won’t be cheap, but the gear he sells will work. And that’s what’s important.

Part 5: Armory, Body Armor, And Indirect Fire Weapons


The Vladivostok crew is at it again. They’re slipping past the Cordon from the North, following the old gas pipe straight to the refinery in the Red Hills.

© Lead Adventure Miniatures

5.1
The Armory

Now we get to the crunchy part. Below is the Armory section. While Russian-flavored, Zona Alfa does not differentiate between types of Assault Rifles (AK74 vs Vintorez VSS) or handguns (Makarov vs Grach) and the like. The rules are not tied to a proprietary range of figures, so Weapon and Armor types are broad, catch-all categories to allow gamers to use their coolest miniatures. Remember the WYSIWYG Rule and stat out your models according to the closest appropriate Weapon/Armor type listed. Tweak Damage,

 
Range, and Firepower to customize your character’s firearm, but only so long as the other players agree!

Notes before you continue: weapons marked ‘Melee’ can only be used in Melee combat (makes sense, right?). Certain ranged weapons such as Pistols, Sub-machineguns, and Shotguns can be also used in Melee with no penalty. Other ranged weapons such as assault rifles incur a -2 penalty to the attacker’s Combat Ability when used in close combat. Where the weapon calls for a “template” – be that a teardrop Flame, a Small Blast, or a Large Blast – the sizes and shapes referenced are commonly used in other game systems and are readily available (for sizes please see page 7). If you are partial to another, particular set of sizes, feel free to use them so long as they are used consistently.


 


 

Melee Weapon Table
Weapon Range Firepower Damage
Knife, Claws/Teeth Melee 1/weapon  
Machete, Big Claws/Teeth Melee 1/weapon  
Very Big Claws/Teeth Melee 1/weapon  
Pistol Melee–12” 1/weapon  
Magnum Pistol Melee–12” 1/weapon  
Shotgun Melee–12”   3 at melee–6” 2 at 6+”
SMG Melee–18”    

 

Rifle Table
Weapon Range Firepower Damage
Assault Rifle (AK 74) 1–36”    
Battle Rifle (AK-15) 1–48”    

 

Support Weapon Table
Weapon Range Firepower Damage Special Rules
Flame Thrower or Chemical Sprayer Flame Template NA 3/model/flame template Limited Ammo, Support Weapon, Burn
40mm Grenade Launcher   4–24”     1/model. SBT Indirect Fire, Reload, Limited Ammo, Support Weapon
Squad LMG (RPD or RPK) 1–48”     Support Weapon
Rocket Launcher (RPG) 4–48”   4 (anti-armor) Reload, Limited Ammo, Support Weapon
  Rocket Launcher (RPG)   4–48”     2/model SBT (anti-inf.) Reload, Limited Ammo, Support Weapon, SBT
Sniper Rifle (Dragunov SVD-63) 1–60”     Support Weapon
HMG 1–60”     Crew Served
  Mortar   6–60”     2/model LBT Crew Served, Indirect Fire, Reload, Limited Ammo

 

 

Grenades and Explosives

Crew members can carry up to two (2) grenades of any type for free. Grenades come in pairs and the first set does not use an Equipment Slot (see Section 6.2, page 31). Additional sets of Grenades do use an Equipment Slot. Grenade types can be mixed as desired. Track their use on a character’s Stat sheet. All Grenades and Explosives are capable of Indirect Fire (see page 27).

 

Grenades and Explosives Table
Weapon Range Firepower Damage
Molotov Cocktail 1–18”   SBT 1/model. BURN
Flash Bang 1–18”   SBT Auto 1Pinned/model
Smoke Grenade 1–18”   LBT/Smoke Blocks LOS/Will check -2 for any model caught in LBT.
Hand Grenade 1–18”   SBT 2/model
Satchel Charge 2–12”   LBT 3/model

 

 

Weapon Special Rules

Indirect Fire Weapon

See Section 5.4, page 27.

 


 
Reload

One Action must be spent after each Shooting Attack to reload this weapon.

 

Limited Ammo

Five (5) Rounds per Load-Out.

 

Support Weapon

Due to weight and or awkward size, models equipped with one of these weapons have their Movement rate reduced by 1” per Action.

 


…at the bridge near the hospital outside the Dead City. I’ve never been this deep in the Red – Anomalies are everywhere.

© Lead Adventure Miniatures


Crew Served

Crew Served weapons are stationary positions. No movement possible.

 







Что делает отдел по эксплуатации и сопровождению ИС? Отвечает за сохранность данных (расписания копирования, копирование и пр.)...

Что делать, если нет взаимности? А теперь спустимся с небес на землю. Приземлились? Продолжаем разговор...

ЧТО И КАК ПИСАЛИ О МОДЕ В ЖУРНАЛАХ НАЧАЛА XX ВЕКА Первый номер журнала «Аполлон» за 1909 г. начинался, по сути, с программного заявления редакции журнала...

Что способствует осуществлению желаний? Стопроцентная, непоколебимая уверенность в своем...





Не нашли то, что искали? Воспользуйтесь поиском гугл на сайте:


©2015- 2024 zdamsam.ru Размещенные материалы защищены законодательством РФ.