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Searching Anomalies for Artifacts





Anomalies are treated as an Area Effect similar to a grenade blast. In order to avoid the effects of the Anomaly and retrieve whatever Artifact lies at its center, the Model must expend one Action to Search, as well as pass a Will check. The Will check is taken prior to the Search Action and does not cost an Action. The Target Number for this Will check is the searching model’s Will stat, with a negative modifier equivalent to the mission area’s Threat Level.

Nearby Leaders grant a bonus to this roll, as does having the Detector Equipment equipped in one of their Slots. However, the model performing the Search must have it listed as a piece of Gear.

 

Anomaly Effect

If the Will check is unsuccessful, the Anomaly is triggered and all models within or touched by the Hot Spot radius (Large Blast Template) take a Damage 2 attack.

If the Search Action is successful, the searcher has skillfully navigated their way through the Anomaly and may roll a D6 on the Artifact Table below.

Note that models with the Salvager ability may Search an Anomaly twice but must pay the Action cost and pass the Will check each time. Only the Salvager can pull Two Artifacts from an Anomaly. Once an Artifact has been removed from the Anomaly, the area goes inert and is no longer viable.

 


 

 

We found the nest yesterday. Anton and Ilya are dead. Oleg went mad and ran off. I don’t think Yakov will make it another hour.

There are hundreds of them down here.

© Lead Adventure Miniatures


Artifacts

 
A warped length of steel rod. A pinecone crackling with greenish electricity. A soap bubble that glows like a light bulb and won’t burst. A flap of cloth that undulates as if alive… these and many other strange objects have recovered in the Exclusion Zone. Forged by the immense and bizarre distortion of natural forces inside an Anomaly, they are highly sought after by scientists, governments, corporations, and private collectors not merely for their other-worldly uniqueness, but for the rare, almost magical properties they possess.

Below is a table of Artifacts commonly found in a majority of the Anomalies encountered to date. This list is by no means exhaustive, as the landscape in the

Zone is constantly shifting in subtle but profound ways. Who knows what new items will be found and who can say what properties they might possess?

After a Successful Search in an Anomaly, roll a D6 and determine which Artifact has been retrieved.


 

Artifact Table
D6 Roll Artifact
  Artifact Value 2,000
  Artifact Value 3.500
  Artifact Value 4,500
  Artifact Value 4,500 + Movement bonus (+1”)
  Artifact Value 5,000 + Armor bonus (+1 Armor)
  Artifact Value 5,500 + Will bonus (+1 Will)

 

Environmental Hazards (Optional)

To say the Exclusion Zone is having something of a climate crisis is an understatement. In addition to being home to bandits, beasts, mutants, physical and anomalies, the Zone is known for strange and severe weather conditions. At the start of each Zone Run, roll a single D6 against the Environmental Hazard Table and apply the results. Feel free to ignore this section or restrict it to higher Threat Level Areas.

 

Environmental Hazard Table
D6 Roll Environmental Hazard
  Overcast: No Effect
  Sudden Darkness: LOS/LOF ranges are cut to 12”
  Overcast: No Effect
  Rainstorm: All Movement at -1”. Ranged Attacks at half range
  Sunny Day: No Effect
  High Radiation Area: Subtract 1 from the Turn Limit. All Salvage Rolls are x2

 

8.5 Post Mission: Advances and Battle Scars

Advances

The Zone is a splendid teacher – if you live long enough to learn its lessons. Upgrading Gear and Equipment, improving Skill sets, transforming a green Rookie who barely knows the noisy end of an AK into reliable Hardened soldier, or even a Veteran Zone hunter, takes patience, skill, and luck. Campaign Advances are a measurable way

 


   


 
to track your fighters’ progress, improve their abilities, and even acquire new skills. There’s a bit of bookkeeping involved but treat it like kill marks carved in the stock of your rifle and it’ll be easier.

 


 

Don’t you love it when you run into an old friend you haven’t seen in a while?

© Lead Adventure Miniatures


Crew Credit

First thing to understand is all Advances are credited to your entire Crew, not the individual. Achievements like surviving missions, killing Zone Hostiles and/or opponents, salvaging Hot Spots, accomplishing the Mission Objective, go into a Crew pool. This might seem unfair at first, but once you’re accepted in a Crew, everything is an even split. Of course, you can improve a particular character that’s doing well, but this allows

the Crew Leader to use Advances to improve any member according to the greater needs of the unit.

Put Out of Action and didn’t recover before the mission ended? Well that rattled your cage. Your comrades dragged you out and you escaped with your life. No Advance for you. Roll on the Battle Scars table and thank Saint Strelok you made it out at all.
So, the next question is: what do I get credit for? And the one after that usually is: what gives me the most credit?

Campaign Advances are given for accomplishing any of the four following tasks. Surviving, Killing, Salvaging Hot Spots, Achieving the Objective. You get one Advance for Surviving a Zone Run, one for each Zone Hostile and/or rival Crew kill. Three Advances for each Hot Spot you clear, and Five for accomplishing the Mission’s main goal.

 

1. Surviving the Mission. Any disaster you can walk away from is a good one, eh? It’s true. Stunned? It happens. Hit and Wounded but revived during the mission? Keep your head down next time. Squads get One Advance for every squad member that survives and is not Out of Action at the end of the mission.

2. Killing Enemies. Be it Zone Hostiles or a rival crew member. You get One Advance for every unit you kill or put Out of Action. Multiple model units count as a single unit, so you’ve got to take down the entire swarm/mob to get credit.

3. Salvage a Hot Spot. On top of the Kill credit and Salvage, a Crew gets Three Advances for every Hot Spot successfully looted.

4. Accomplish the Mission Objective. You did the job you went there to do. Well done. Five Advances for your crew, plus whatever Salvage.

 







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