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Zona Alfa: Salvage and Survival in the Exclusion Zone: 25 (Osprey Wargames)

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Rookies have one action per activation, no special abilities and a limited amount of gear. Hardened soldiers have two actions per activation, have learned a skill, and can use more equipment. Veterans can perform three actions per activation, have two vital skills, and can equip themselves with useful items for themselves and their weapons. B. It narrows the game’s setting from an open region with varying degrees of danger to exclusively high-threat locations. Characters. With a focus on a single squad of individual characters rather than larger gangs or crews, Kontraband players can choose to venture in the Zone either as Stalkers or Scientists. Generally speaking, Stalkers are stronger at tactical skills while Scientists excel at technical ones. Details about each character class, specializations, and a list of new Skills can be found further in.

Here’s John’s hardened scavenger moving in to search a decommissioned air compressor next to a derelict pumping station. Zona Alfa: Salvage and Survival in the Exclusion Zone leans heavily into the fictional STALKER/METRO 2033 settings. If you’re not familiar, think Post-Apocalypse Soviet-style, in and around Chernobyl, Ukraine and other parts of Eastern Europe. There’s a dark, brooding feel with contemporary tech, and a hint of unnatural menace. This turn, the effect of the zone emission is negated because all crew members are in cover. Nimzo and Spassky go on alert whilst Sukova searches a POI, which reveals a mutant. The mutant spawns 4 inches away from the POI and is downed by Spassky. Sukova retrieves some ‘hotload’ ammo for the crew.

Osprey Wargames Series

Like any specialty area of interest, wargames have their own jargon. Here are some terms and concepts you’ll need to know for Zona Alfa.

This was a one shot game. We all agreed we would be much more cautious with our crew if we were in a campaign. Zona Alfa is usually played between two players on a 3’ x 3’ game area with each player controlling between 4–12 miniatures. Boards sized at 4’ x 4’ or 3’ x 4’ are fine too and will give each crew more room to maneuver. Our local gaming group has also run games with as many as six players on a 4’ x 6’ area with no appreciable down time. While designed with 28mm miniatures in mind, Zona Alfa also works in 15mm as well. Simply substitute measurements in inches for centimeters.There are two types of Game Stats: Model and Weapon. Individual models have four basic stats: Combat Ability, which covers both Ranged and Melee. Armor Rating to deflect or reduce the effects of combat. This is linked to the particular type of body armor the character is equipped with. Movement which is the distance in inches the model can move for one Action. And Will, their mental acumen and resolve under fire. It’s used when testing for Morale and performing specific, in game, mission or plot-oriented tasks. The game is played on a 3×3 or 4×4 space depending on scenario, and lots of scenery is necessary as it is unforgiving for idiots who stand out in the open. So the more scenery, the better. You’ll need some models of course, and about ten per side should cover that if you want to run a gang of fresh-faced noobs.

Kontraband retains the basic mechanics of the core Zona Alfa game; D10 dice, the model stat line, the weapon stat line, mission area Threats, Zone Hostiles, etc. Combat is still a major factor but with a new emphasis on exploration, artifact recovery, and solo and co-op play, Kontraband introduces a number of modifications and additions that accommodate more detailed and dangerous game play. (See Section Four for details on additional rules and tweaks) These modifications apply to three main elements: Characters, Setting, and Equipment. Why Alternating Activation? Simply because I’m not a fan of IGO-UGO turn sequences. My goal is to keep all players on both sides involved as much as possible, acting and reacting to events as they unfold in the course of a game turn. IGO-UGO doesn’t do that for me. This covers a better way of dealing with wounds than the original rule book, there are new weapons and accessories with better options for melee combat. Zone hostiles can be made more dangerous and the concept of fatigue and obsessions are introduced. In Zona Alfa, progression is covered from Rookie through to Veteran. In Kontraband, crew members can add sixth sense, extra toughness, and an additional skill after a number of survived missions.That’s basically all the math you have to do, and usually it comes down to common sense. It should be clear that this is not a game intended to be played in a tournament setting or mindset; the mechanics here need at least some agreement between you and your opponent about what “makes sense.” Zona Alfa draws inspiration from the crumbling, abandoned Cold War industrial heaps that you might find in the hinterlands of Eastern Europe. Players muster crews of stalkers, scavengers, and mercenaries and pit them against similarly motivated bands on the battlefield. But the Zone itself plays a huge role in each game … Zone hostiles can appear at any moment, and the very environment itself can suddenly erupt in violent fashion. In Zona Alfa, players start by forming crews of 4 -12 miniatures, each with special gear, weapons, and abilities, with the intention of salvaging valuable items and artifacts in the dangerous and eerie quarantined area known as the ‘Exclusion Zone’. Game play rests on three pillars: Streamlined Game Stats, Alternating Activation, and Troop Quality Levels.

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