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Alternate Deployment for Zone HostilesThere may be times when it is more logical in the scenario to have the Zone Hostiles already deployed and visible on the table at the start of the game. Say your crews are entering an area known to be infested with mutants or controlled by Bandits. In that case, simply place them to the best advantage around the particular Hot Spot or Objective and start the game. That Hot Spot or Objective is considered Triggered. No further rolls are necessary. Visible Hostiles follow the same A.I. Rules as those that are triggered.
Zone Hostile A.I. Rules and Control Zone Hostile models – either those triggered by a Hot Spot/Mission Objective, or present on the battlefield at the start of scenario – follow four basic rules:
1. They are centered around that specific location on the table and will not range further than 12” from it. 2. They are aggressive and will always attack within that territory, using Cover whenever possible. 3. They always attack the closest, visible model. Enemies in the open take priority over those in cover. If multiple opponents are present, they will attack the one in clearest Line of Sight, continuing to attack that opponent until either it or they are destroyed. 4. They will defend themselves if attacked in Melee. Only Melee attacks can draw their attention away from the closest, visible opponent.
The number of Actions a Zone Hostile can take is linked to the Threat Level area. With one Action for TL1, two Actions for TL2, and three Actions for TL3.
Sewer pipes… Only an idiot would think they’re a safe way to travel fast and unseen. Who knows what lurks down there? © Lead Adventure Miniatures
Zone Hostile Weapons The Zone Hostile Stat Table is a guide. Tweak as necessary to suit the scenario and your particular miniature collection. See the Armory in Section 5 and outfit as needed (see page 24). Feel free to increase Firepower on Melee attackers, say from a 1 for a zombie’s slow, clumsy assault to a 2 or 3 to reflect a ghoul or rabid dog’s frenzied mauling. Bandits can use any Ranged or Melee weapon in the Armory. Increase Combat Experience Stats and Equipment if your scenario calls for something like a rogue military unit or a rival NPC Crew.
Radioactivity is the silent killer. If an area seems untouched, strangely free from mutants and bandits, you can bet there’s a reason – a 100 rads worth. © Lead Adventure Miniatures Quick Note on Zone Hostile Experience Levels If the standard rule of linking Zone Hostile Experience levels/Actions per turn to the Threat level of the mission area is too easy, then by all means bump the Stats. This is your game. Rabid dogs, rager zombies, a seasoned bandit crew, or military patrol all obviously present more of threat, regardless of what TL Area they were encountered in. However, if your crews are consistently outgunned by Zone Hostiles, consider scaling them back a bit. 8.4 Salvage, Anomalies, Environmental Hazards Salvage Rubles, that’s what this is all about, right? Otherwise, we’d get a job. After, and only after, the Hostiles guarding a particular Mission Objective
Anomalies are what set the Exclusion Zone apart from every other devastated, quarantined area in the history of the planet. Anomalies are micro-distortions in the flow of space and time that seem to bend the laws of physics. While certainly unique, mysterious, and potentially hazardous, they also yield strange and valuable Artifacts. The potential for Anomalous Hot Spots is contingent on the area’s Threat Level and the chance of encountering Anomalies increases by Threat Level. In a TL 1 Area, any time a 6 is rolled when triggering a Mission Objective or Hot Spot, the location not only contains Salvage but also an Anomaly. In TL 2 areas, an Anomaly is present on a roll of 5+, in TL 3 sectors, a 4+. When the appropriate die result is rolled, the player also rolls on the Artifact Table. This roll/effect is in addition to the regular Threat and Salvage table rolls, and represents the presence of additional dangerous, uncommon phenomenon and rare, valuable Salvage. Anomalies generate no additional Zone Hostiles (they are dangerous enough on their own!). The standard Zone Hostiles and Salvage issues are always resolved first.
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