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Mission One: Get Big Ears’ PDA





Area: Abandoned Village TL 1 (2 Hot Spots). Objective: Locate and Search Big Ears’ corpse. His PDA has clues about Convoy’s whereabouts.

Mission Two: Fill ‘Er Up

Area: Fuel Depot/Gas Station. TL 1 (2 Hot Spots) Objective: The Convoy does indeed exist but there’s too much to carry away. The smart thing to do is pack it all in one of the vehicles and drive everything out. But to do that, you’ll need a Wrench to fix up a truck, and some petrol. You can hire a Wrench at the Stalls, but there’s only one place in the area where you can get petrol without letting everyone else know what you’re up to, so off you go to that old gas station.


There’s a bounty board on the Zone dark net: 300 ZS per Bandit. Cash payment. Collect at the Traders Guild hub outside Surov. No questions asked.

© Lead Adventure Miniatures


Mission Three: Road Rage

Area: Wooded region with single road down the middle and several vehicles. TL 2 (4 Hot Spots) Objective: Clear the Area and get a truck running (Skill Check, Difficulty 2). Don’t forget the petrol.

9.2

 
End Goals: The 10,000 Ruble Plan and Other Retirement Options

“Have SMART ambitions”, is that not what your life coach told you? No? Well then let me extol the benefits of having Specific, Measurable, Attainable, Realistic, and Timely goals. Especially if you’re risking the Zone. You have to know when to cut your losses and get out with your hide in one piece.

Individual Zona Alfa games have specific Mission Objectives and Turn Limits to put an edge and end on the action. In the same way, individual crews should have a retirement goal in mind. The idea here is to minimize uneven matches between highly experienced, tooled up crews, and a gaggle of newbs clutching surplus AK-47s.


 


   


The first and simplest option is to set up a retirement account. For that, 10,000 is the magic number.

At the end of every mission, calculate the value of your Salvage, replace any spent Gear, buy some new Equipment or perhaps improvements for your crew, but always remember to set some money aside for your retirement.

Track your savings on your team roster, tallying up after each mission. Once your retirement fund reaches 10,000, that crew can bow out. You’ve pressed your luck, you’ve spit in Death’s face one too many times and now it’s time to step back and let some other no-brain, weasel-eyed, itchy-trigger finger newb have a go. It’s time to kick back at the Black Sea with vodka, caviar, and half a dozen Russian lingerie models.

 

Other Options

If a Retirement Fund is too simple, imagine your Crew has been contracted to retrieve 12 Zone Artifacts of any type. Everything else found along the way is yours to keep and do with what you will. This job could be from a Scientific Organization, a Consortium of Investors, or an Ultra-Wealthy Private Collector. Of course, rival Artifact Hunters will be angling to fill the same order before your crew.

It may be possible that a secretive Government faction has decided the Zone is too mysterious, too dangerous, too unpredictable to be allowed to exist. These politicians believe it must be destroyed and so have arranged to have a 20-megaton nuclear warhead placed into the center of the Zone. This device will be detonated remotely following a 6-week, increasingly alarmist PR media blitz that investigates the area’s ‘inherent instability and threat to the region.’ Of course, the detonation would be purely coincidental and would serve only to cement the group’s legitimacy and power.

Structure a campaign where you and your crew must find the means and the men to disarm the device. But be aware this faction has sent in private security teams to ensure their plan is successful. Alternatively, you could be the ones gathering components, smuggling the device deep into the center, fending off attacks by those who want to stop you!

Perhaps your Crew specializes in mutant hunting expeditions or is part of a research Institute charged with data and sample collection from every Threat Level in the Zone, in every region, North, South, East, and West. This means 12 separate excursions, 13 if they demand you travel to the Center. (That’s a lucky number, right?)

 

Part 10: Introductory Zone Run –

Red Gypsy 3

‘Red Gypsy 3’ is an introductory set of three linked missions designed to ease you and your new crew into the Zone.

It starts with a cake walk: all you have to do is retrieve a piece of lost luggage. Actually, it’s a briefcase in a disabled BTR in a deserted village on the edge of the Zone but still easy, right?

Next is a stroll through the woods. Sure, it’s in a Threat Level 1 area, but a little exercise never hurt anyone.

Lastly you and your comrades arrive at a deserted town a bit deeper in the Yellow Zone, (TL 2) hunting for the hidden entrance to an old military cache. You’ve heard there’s at least one other crew on the trail of this same prize, plus God knows what else is lurking in the area, but no risk, no rewards, eh?

Good hunting, comrade.

 


 
Game One: The Crossroads at Blyatsk

Rumor has it, less than nine weeks after the first Incident, a military detachment on the edge of the Zone was attacked at night by a huge swarm of mutants. Up to that time, no one had ever seen creatures like that, let alone so many. Anyway, the soldiers panicked and bolted.

Their little convoy almost made it out too, but they were overrun practically in sight of the Cordon in a small, one-cow village called Blyatsk.

Now, this was early one and no one had any idea what the Zone was or what was going on, and a few dozen deaths became just another statistic. Well it turns out those troops had been guarding one of the ‘Gyspy’ supply caches.

Who knows if it’s true, but damned if there isn’t a blown BTR at the cross roads at Blyatsk. Right there, out in the open.

Anyway, a guy knows a guy who said he heard someone in a bar say there was a military attaché case in the rusty transport with the location of Red Gypsy 3 – the third of the military stashes.

All we have to do is get there, rummage inside the old rust bucket and find the case – if it’s there. If we hurry, we can get back before dark.

 

Table Size

4’ x 4’

 

Threat Level

Zero – White. Just inside the Cordon. One Mission Objective. No additional Salvage, no Hot Spots.

 

Terrain

Two roads crossing in roughly the center of the mission area. Minimum of four structures clustered around the middle, plus stands of trees, hedges, fences, water towers, and any other appropriate scatter terrain. Some type of military vehicle (a jeep, truck, APC…) should be placed in the crossroads in the center of game area

 

Suggested Crew Experience

Starter Crew with Veteran Crew Leader.

 

Deployment Zones

Crews set up in opposite corners inside a 6” x 6” area.

 

Turn Limit

Seven.

 

Zone Hostiles

Two Packs of Feral Dogs already deployed at random in one of the four structures. And the Zombified Crew of military vehicle (Four Zombies – Hardened – 2 Actions per Activation). Use standard Zone Hostile deployment rules.

 

Salvage

Successful Search Action of vehicle after the area is cleared yields a moldy military- issue attaché case, two regular hand grenades, and one roll on the Basic Equipment Table (see page 32).


 

Little Boris swears there’s a Red Gypsy – one of the military caches – somewhere around here. It’s crazy, right? A pipe dream. © Lead Adventure Miniatures


 








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