|
Searching Anomalies for ArtifactsAnomalies 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 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.
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.
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
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.
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.
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... Система охраняемых территорий в США Изучение особо охраняемых природных территорий(ООПТ) США представляет особый интерес по многим причинам... Живите по правилу: МАЛО ЛИ ЧТО НА СВЕТЕ СУЩЕСТВУЕТ? Я неслучайно подчеркиваю, что место в голове ограничено, а информации вокруг много, и что ваше право... Что вызывает тренды на фондовых и товарных рынках Объяснение теории грузового поезда Первые 17 лет моих рыночных исследований сводились к попыткам вычислить, когда этот... Не нашли то, что искали? Воспользуйтесь поиском гугл на сайте:
|