The mission was simple.
A faction had sent a helicopter with a crate of supplies and airdropped
them onto the crossroads of a once-busy city street. Our objective; secure the crate. Get in, get
out. But this is The Zone, tovarishch. Nothing ever stays simple for long…
Welcome to The Zone and the first adventure where my Zona
Alfa team becomes blooded. This was a tutorial one-shot adventure run by the GM
with another player as my active antagonists. Like I said, the mission was
simple. There is a package in the middle of the map. Go get it. There is a
complication however. My smiling
antagonist had access to a team of 4 veteran independents; roughly equivalent
to my military crew of 3 veterans and a leader. Each veteran and leader receive
three actions per activation. It would be a race to see which of us could grab
the crate full of salvage and make it back to our side of the map. Oh, and by the way, we were playing together using
Foundry virtual table top.
As you can see in the first picture, I split my forces in
two. My leader and a squad member with
an AK-74 on the left were nestled in an abandoned gas station with chest-high
hard cover all around, and my medic and the squad member with a Squad Light
Machine Gun were leaning against a bombed-out car, also hard cover.
We were informed by the GM that if we got within 3 inches of
the crate, something would happen. Seizing the initiative, I had my leader order
my medic (specifically what was happening is that my leader was transferring one
action at a time to my medic, because my medic was within 12 inches) to
approach the crate and see what would happen.
In retrospect, this was my first mistake. I should have had the medic
Toss a Bolt at the Hot Spot (the supply crate) and not get out of cover!
At any rate, my medic triggered the Hot Spot that was co-located
on the supply crate. The GM gleefully
had me roll 1d6 on the Zone Hostile tables (in the core book, section 8.3). I
rolled a six, the maximum threat level. Fortunately, we were at Threat Level 1
Blue in this area of the Zone, so four bandits trundled out of a nearby shack
and set up a perimeter, threatening me and my erstwhile opponent. However, my
roll of 6 had a secondary effect. There was also an Anomaly present at the
cargo drop location.
My medic had been shot at a couple times by my opponent’s
half-way accurate sniper so I had him throw a smoke grenade up north to block
the sniper’s annoying field of fire. Recall in my last blog post I specifically
loaded up my medic with two med-kits and two smoke bombs to serve as a support
unit.
After a few shots from my medic’s battle rifle, a hail of
lead from my squad member’s Light Machine Gun and my opponent throwing a
goddamn satchel charge very accurately into the mix, the four bandits were
human jelly or toast writhing on the ground.
Even though I had thrown a couple smoke bombs, that annoying
sniper had done his work. My medic had
been shot a couple times and expended two med-kits to make sure he was still in
action, albeit with two Pinned tokens.
My leader in the gas station I thought would be protected from shots
from the north thanks to the Hard cover that made the northern border of the
gas station. I was wrong. He had one wound
(of two) left thanks to a lucky shot.
Now, among other things, Pinned tokens reduce your chance to
seize initiative. What my opponent had done, as his last activation, was to
move up a unit to be within base-to-base contact with the supply crate (and the
Anomaly) by sneaking through the smoke I had placed as a counter to the
annoying sniper. If I won the initiative
roll, I would be able to go immediately and steal the supply crate and investigate
the Anomaly out from under his nose.
Keep in mind for every Pinned counter I had that was a -1 penalty to my initiative
roll. The roll was tense. It was important. It was a chance for Fate to rear its
ugly head. What he rolled I totally forgot because I know what I rolled. A one
out of ten. Minus two for two Pinned tokens means he had to get higher than a
-1 to go first. And he took advantage of it.
Seething impotently, my leader watched as the opposing unit
that had snuck through the smoke, MY SMOKE, threw an additional smoke grenade down
to obscure the supply crate area. Then
the opposing now robber salvaged the supply crate (rolling a 3 on 1d6, indicating
a salvage value of 500 rubles, not bad) … and then he went for the Artifact.
You see in The Zone, if there is an Anomaly, a location where the rules of
physics as we know it break down and turn wild, then there is an Artifact
within. The only thing my opponent
needed to make was a will check minus 1 from the Zone’s level. If he failed
there would be a potentially fatal explosion. I held my breath. He succeeded.
Not only did the rat bastard succeed, he rolled a 6 on the
1d6 Artifact table. A hush grew over the table as we realized he had rolled the
most expensive artifact in the game, an artifact worth half of any man’s 10,000
ruble retirement. We imagined my opponent’s independent STALKER was laughing
gleefully and in shock as he rabbited crazily to the north with a 5,500 ruble shiny
in his hot hands.
This I was not going to take lying down. Now, brothers, NOW
is the time to fight. I mentioned in my last blog post that I had anticipated
that I would need many, many actions on a given turn to try to turn a battle
around or lay down a blitzkrieg of withering fire. Now was that time. All of my units had one
dose of Electric Juice, a lovely concoction of methamphetamines and Vodka that
bestowed the imbibing unit with +2 actions at the penalty of only having one
action on their next activation. My
leader was the unit closest to being in range of the escaping STALKER. He downed the Electric Juice, bounded over
the wall of rubble and rusting cars, and ran to within striking distance of
the now-filthy rich STALKER. He adjusted
his Red Dot sight on his AK-74 and shot a three round burst two final
times.
So, what happened? Let’s slow down and zoom in on the
mechanics. For every action used to shoot an AK-74, you get three 1d10 to roll
to see if you roll under your Combat Ability.
This is recorded on the sheet as the weapon’s Firepower. My leader was also within half the maximum
range of the AK-74, so the Red Dot sight’s advantage was active. My leader was
given +1 to his Combat Ability to shoot.
Out of 6 1d10s (I expended two actions to shoot) I hit 3 times.
Now the Damage of my AK-74 was 1 so this forces a -1 to
Armor tests. My opponent had to make 3
1d10 rolls of 4 or less (his Armor minus one) to survive. What I didn’t
anticipate was that the STALKER I was targeting was a medic and was carrying
two med-kits. Two Armor tests failed but
it didn’t matter as he spent two free actions using his med-kits. He was still
up and he had one wound. He had to roll 4 or less this time to avoid dying in
the street like a dog. He rolled….it was a one.
A critical success? Yes! But what does that mean in Zona
Alfa. According to the rules, “A Critical Success is an unmodified D10 roll of
1: Regardless of the task’s difficulty or modifiers, a roll of 1 means the
Action/task attempted was automatically successful and the model gains a
free, extra Action. This extra Action must be taken at the end of the
model’s current activation and does not roll over into the next turn.” I had
unwittingly given the STALKER with the 5,500-ruble Artifact an extra action which
he used to immediately move off of the map and into the sunset. Welcome to The Zone, tovarishch; welcome to The
Zone.
There was immediate laughter and virtual high-fives at this
awesome narrative and crushing defeat.
It shows you how even a simple scenario can turn into nail biting
high-stakes in Zona Alfa. Actually, that feeling of you’ve got to sacrifice everything
to win is something our group wants to maintain with our future Zone campaign. So,
we’ve come up with a modified rule.
Instead of rolling to see how much an Artifact is worth immediately when
you secure it in the Zone, we decided we would roll for Artifact value after
the game had ended and a unit had successfully escaped the scenario. That
way everyone would be jumpy and second-guessing about if they should track down
and shoot the STALKER with the Artifact, or turn their attentions to unresolved
Hot Spots in the hopes of future treasure.
We are also considering allowing a new skill, Artifact
Scientist which would allow a player to roll for an Artifact’s value
once it is picked up. Anyway, hope you enjoyed that write up. I’m excited about
our further Zone adventures.
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