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Alternate Deployment for Zone Hostiles





There 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.

 

Hostile models DO NOT trigger other Hot Spots, only player models.
All Zone Hostile models are controlled (moved and rolled) by the opposing player. So if your team triggered a Hot Spot and is attacked by Hostiles, the other player moves and rolls all Attack, Defense, and Will dice. Zone Hostile control will shift between players, depending on whose crew the Hostiles are attacking.

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 Stat Table
Zone Hostile Move Combat Ability Armor Will Weapon
Vermin 6”       Teeth/Claws
Dogs 8”       Teeth/Claws
Zombies 4”     NA Teeth/Claws
Ghoul 7”       Big Teeth/Claws
Bandit 6”       Ranged/Melee per Armory
Mutant 6” Range: 4–6 4–6   Big Teeth/Claws
Large Mutant 6” Range: 5–7 5–7   Very Big Teeth/Claws

 

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

 
or Hot Spot are eliminated can the area be Searched for valuable Salvage and the Mission Objectives. Hot Spots yield Salvage and each Hot Spot can only be Searched once. An exception to this is if a model has the Salvager ability (see page 30). They can spend two Actions to Search and find Salvage twice. Roll on the table below and determine the Salvage value/item according to Threat Level. Once Salvage has been retrieved, remove the Hot Spot token. The area is no longer viable for searching.


 


 

Salvage Table by Level
D6 Roll Threat Level 1 Blue Threat Level 2 Yellow Threat Level 3 Red
  Salvage Value 200 Salvage Value 350 Salvage Value 500
  Salvage Value 350 Salvage Value 500 Salvage Value 750
  Salvage Value 500 Salvage Value 750 Salvage Value 1,000
  Salvage Value 200 plus one roll on Basic Equipment Table Salvage Value 500 plus two rolls on Basic Equipment Table Salvage Value 750 plus two rolls on Advanced Equipment Table*
  Salvage Value 350 plus one roll on Basic Equipment Table Salvage Value 750 plus two rolls on Basic Equipment Table * Salvage Value 1,000 plus two rolls on Advanced Equipment Table*
    Salvage Value 500 plus one roll on Basic Equipment Table * Salvage Value 1,000 plus one roll on Advanced Equipment Table* Salvage Value 2,000 plus one roll each on the Advanced Equipment Table and the Special Items Table*
* indicates the presence of an Anomaly. Roll on the Artifact Table afterall standard Hostiles and Salvage issues are resolved. See page 46 for more information.

 

 

Every crew member is equipped with a backpack for holding valuable Salvage and recovered Equipment. There’s no real limit to the amount of Salvage a model can carry. Carrying such items does not use Equipment Slots; they are tucked away and inaccessible for the duration of the mission. However, they can be distributed among various team members and used in later games.
Anomalies

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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