TEXT: ZONA ALFA 
  Salvage and Survival in the Exclusion Zone
  Patrick Todoroff
  Osprey
  WARGAMES
  
  Zona Alfa
  Salvage and Survival in the Exclusion Zone
  Patrick Todoroff
  
  Contents
  Part 1: Introduction 
  4
  1.1 Intentions 
  4
  1.2 Definitions 
  5
  1.3 Essentials 
  7
  Part 2: Vitals 
  9
  2.1 Model Stats 
  9
  2.2 Weapon Stats 
  9
  Part 3: Core Mechanics 
  10
  3.1 Initiative and Alternating Activation 
  10
  3.2 Combat Experience 
  11
  3.3 Actions 
  11
  3.4 Complex Tasks and Skill Checks 
  13
  3.5 Movement, Field of View, and Terrain 
  15
  3.6 Cover: Obstructions, Soft Cover and  
  Hard Cover 
  15
  3.7 Squad Cohesion and Actions 
  16
  Part 4: Combat And Wounds 
  17
  4.1 Ranged Combat 
  17
  4.2 Melee Combat 
  17
  4.3 Combat Results: Miss, Deflected Hits and  
  Successful Hits 
  20
  4.4 Wounds, Pinned, Rally, and Med-Kits 
  21
  Part 5: Armory, Body Armor,  
  And Indirect Fire Weapons 
  24
  5.1 The Armory 
  24
  5.2 Terrain Features and Area Effect Weapons 
  26
  5.3 Body Armor 
  26
  5.4 Indirect Fire 
  27
  Part 6: Skills And Abilities, 
  Equipment And Equipment  
  Slots 
  30
  6.1 Skills and Abilities 
  30
  6.2 Equipment and Equipment Slots 
  31
  Part 7: Comrades On  
  The Battlefield 
  33
  7.1 Character Composition and  
  Squad Creation 
  33
  7.2 Factions 
  36
  Part 8: Zone Runs, The Mission 
  Area, And Post-Mission 
  38
  8.1 Zone Runs 
  38
  8.2 The Mission Area 
  39
  8.3 Zone Hostiles 
  41
  8.4 Salvage, Anomalies, Environmental  
  Hazards 
  44
  8.5 Post Mission: Advances and Battle Scars 
  46
  8.6 Post Mission: The Stalls 
  51
  Part 9: Linked Missions And  
  End Goals 
  54
  9.1 Linked Missions 
  54
  9.2 End Goals: The 10,000 Ruble Plan and  
  Other Retirement Options 
  56
  Part 10: Introductory Zone  
  Run – Red Gypsy 3 
  58
  Game One: The Crossroads at Blyatsk 
  59
  Game Two: Walk in the Chernya Woods 
  60
  Game Three: The Ishikhov Shuffle 
  61
  Aftermath 
  63
  Part 11: The Last Bit 
  63
  
  4
  Welcome to The Zone
  So, you decided to sneak past the Cordon, eh? Slip by the patrols and the towers, 
  through the minefield, under the electric fence, to take your chances in the 
  Exclusion Zone.
  Ah yes, the lure of adventure, riches, and fame...
  Well, good luck to you.
  To be brutally honest, you’re far more likely to find terror, dismemberment, and 
  death – a quick death if you’re lucky. But everyone has to make a living, right?
  Besides, who am I to judge? I’m here, aren’t I?
  So, seeing as I can’t dissuade you, why don’t you cinch up your sack, grab your 
  gear, and follow me. We’re on our way to investigate an Anomaly that appeared in 
  a swamp fifteen kilometers from here. The Zone being what it is, we can always use 
  an extra shooter. You have my word you’ll get a cut if we find any Artifacts.
  Just don’t say I didn’t warn you, eh?
  Part 1: Introduction
  1.1 Intentions
  Privet, Bratok! Nice to meet you. Have a seat and let me explain a few things.
  At this advanced stage of my hobby-life, I meet plenty of people who enjoy 
  gaming but don’t have the time to invest in large, painted armies, terrain, or learn a 
  complex rule set. They want fast and fun games with a high coolness quotient, lots of 
  adventure, a bit of competition, and an excuse to hang out and eat pizza with friends.
  Zona Alfa is my attempt to fill that bill. My first goal was to create a set of solid, 
  straightforward wargame rules for 28mm tabletop skirmishes. I wanted a game that 
  would allow anyone reasonably familiar with miniature wargaming to be able to stat 
  out appropriate figures from their own collection, plunk down terrain, review the 
  basics, and get started straight away.
  My second goal, as a long-time fan of the excellent S.T.A.L.K.E.R. and METRO 
  2033 fictional settings, was to make a game soaked in that decayed, post-apocalyptic 
  Soviet aesthetic. What could be cooler than recruiting a few comrades, gearing up, 
  and slipping into the Exclusion Zone hunting mutants and artifacts? Zona Alfa is 
  the result. Nothing fancy or finicky, I want Zona Alfa to be rugged, reliable, and 
  easy to use. Like an AK-47.
  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.
  It’s All About The Story
  Number crunching with toy soldiers is not why I got into the hobby. Narrative 
  games, that’s where it’s at for me. The long shot, the impossible save, the heroic last 
  stand… I really enjoy it when dramatic scenes unfold on the table. With that focus 
  and type of game in mind, I have streamlined the Zona Alfa game mechanics and 
  simplified various details like weapons, body armor, and troop abilities. Those are 
  
  5
  all divided into broad categories in order to keep the game flowing and give players 
  the opportunity to deploy the widest possible range of figures. Specific weapons and 
  gear are referenced for flavor, but if differentiating between an AK-47 and an AK-74 
  is your wargame thing, Zona Alfa might not be for you. However, if you’re willing 
  to risk the Zone’s dangers for a chance at an early retirement in a dacha on the Black 
  Sea, keep reading.
  Zona Alfa is not tied into to any specific game company or range of miniatures, 
  therefore certain aesthetic elements like in-game hostiles are of the generic, mutated, 
  post-apocalyptic kind. Feel free to use and substitute whatever figures you already have 
  in your collection. There are guidelines later on for statting out different miniatures.
  1.2 Definitions
  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.
  WYSIWYG
  What You See Is What You Get. This means that models must be equipped according 
  to actual, physical model. A t-shirt and cut-off shorts are not body armor. A pistol 
  is not an assault rifle. There’s no sense in getting finicky over types of shotguns 
  – but the miniature should be equipped with one. Zona Alfa has multiple troop 
  types, armor, and weapon categories, along with variables like special abilities and 
  equipment to accommodate and represent nearly any miniature out there. I trust 
  players can identify their own figures accurately and assign them to the fair and 
  appropriate categories.
  LOS/LOF
  Line of Sight/Line of Fire. A model must be able to trace a line to its target in order 
  to ‘attack’ it. If the model can ‘see’ any part of the enemy model, it can shoot it 
  (of course, that means it can shoot back…). This is your excuse to finally buy that 
  cool laser pointer you always wanted! The only exceptions to this LOS/LOF rule 
  are Indirect Fire capable weapons like mortars or grenades. More on that later (see 
  page 27).
  There’s only a few of us left. Mutants got 
  Fat Boris and the new kid, Ignaty, last 
  night. A pack of them crept up on us 
  while we were setting up camp.  
  © Lead Adventure Miniatures
  
  6
  Unit
  Zona Alfa is a skirmish game where players command a squad composed of individual 
  models. Each model is a single soldier, and is termed a ‘unit’. However, there will 
  be times in the game when a ‘unit’ is composed of multiple models. Typically, these 
  are Zone Hostiles that function as a pack or swarm like Dogs, Rats, or Mutants. 
  These multiple model units are always composed of similar troop types with similar 
  stats, abilities, and equipment. Multiple model units must perform the same Action 
  simultaneously, e.g. all Move, all Attack, all Check for Morale etc. Players might 
  consider basing multiple models on one large base for ease of movement and track 
  casualties with tokens. More on that later (see page 21).
  D10
  Abbreviation for a 10-sided die. Zona Alfa uses D10s. Four to six should be sufficient 
  for each player. When the rules call for ‘3D10’ it means the player rolls three, ten-
  sided dice. A result of the base Target Number or less (+/- modifiers) is a Success. So, 
  a high roll = bad. A low roll = good.
  D6
  Abbreviation for a 6-sided die. In Zona Alfa, D6 are used to determine results on 
  the Zone Effects tables.
  Critical Success/Critical Failures
  The unbelievable save, the knockout punch, standing against astonishing odds… 
  those twists of fate that make a game that much more exciting. Critical Successes 
  and Critical Failures mean a player always has some chance to win or lose, regardless 
  of how overwhelming the odds may appear. Critical Successes and Critical Failures 
  occur with any unmodified D10 rolls of 1 or 10 respectively.
  • 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.
  • A Critical Failure is an unmodified D10 roll of 10: Sometimes Bad Luck is the 
  only kind of luck you have. Regardless of the task’s difficulty or modifiers, a 
  roll of 10 means the attempt was automatically unsuccessful and the model is 
  immediately burdened with a Pinned counter.
  In each case it is important to remember all other dice results rolled in the same pool 
  are calculated and resolved as normal. Resolve Critical Successes first and Critical 
  Failures last.
  • Critical Mix: In the event unmodified 1s and 10s show up in the same roll, say 
  when making a Ranged Attack or defending against one, the Critical Successes 
  and Critical Failures cancel each other out. There are no additional benefits 
  or penalties and the results are tallied normally with any and all standard 
  applicable modifiers and Stats.
  Also note that Additional Actions and Pin Penalties due to Critical Successes/Failures 
  are calculated by the round, not the individual die results in the round. For example, a 
  3D10 roll with two 1s and one 10 would be a Critical Mix with no Benefits or Penalties 
  but a 3D10 roll with two 1s and a 7 would grant the model one extra Action, not two.
  
  7
  Activation/Actions
  In the course of a single game turn, each player’s units will 
  ‘Activate’ once. When Activated, the unit can perform any 
  available Action. Units can perform 1, 2, or 3 separate 
  Actions, depending on their level of Combat Experience. 
  Combat Experience and Available Actions are explained in 
  Section 3 (see page 11).
  Stats/Modifiers
  To represent abilities on the battlefield, game models 
  are assigned ‘Stats’, or numeric values corresponding to 
  movement, attack, defense, and morale. There are two 
  types of Stats: Model Stats and Weapon Stats (See Section 2, page 9). These Stats can 
  be further modified by special in-game circumstances like terrain, special abilities, 
  or equipment.
  1.3 Essentials
  You and your comrades will need seven things to enter the Zone:
  1. A flat surface of at least 3’ x 3’. For larger games with more players, use a 4’ x 
  4’ or 4’ x 6’ area.
  2. Dice. Four D10s per player, and at least one D6 for the Zone Effects Tables.
  3. A tape measure or ruler marked in inches (A cool laser pointer will come in 
  handy too).
  4. Battlefield Terrain: Appropriate terrain and scenic items to represent the 
  dangerous sections of the Zone. The more, the better. There are dozens of 
  excellent terrain companies out there. Model railroad trees and foliage work 
  well too, are easy to find and inexpensive. For ruins and large buildings, our local 
  game group is partial to Impudent Mortal’s MDF kits, and we use smaller plastic 
  and resin scatter pieces from assorted companies.
  5. Tokens and Templates: Tokens are an easy way to note a model’s in-
  game status. You can use paper chits, acrylic tokens, or glass beads. You 
  will need tokens to mark Activated, Alert, Pinned, and Wounded states. 
  For Templates, you will need a set of Blast and Flamethrower Templates (Large 
  Blast Template is 5” diameter, Small Blast Template is 3” diameter, and the Flame 
  Template is a 8” x 3” teardrop). These can be plastic or paper. We use an excellent 
  set from Pyrkol. You also might want to get markers for the Zone Hot Spots, Mission 
  Objectives, and Anomalies. These are always at specific locations on the table and we 
  mark them with a small piece of Scatter Terrain, but we’ve found Litko tokens come 
  in quite handy to distinguish that particular piece from the others on the battlefield.
  6. A Turn Counter: Zona Alfa missions have a turn limit, so you’ll need to mark the 
  countdown, whether that’s notations on paper, a die, or a nifty dial.
  7. Miniatures: You’ll need figures for both Zone Crews and Zone Hostiles. For 
  the Crews, dig through your collection and find 4–12 suitably-attired and 
  equipped miniatures to represent your interests in the Exclusion Zone. Lead 
  Adventure Miniatures offers an outstanding range of Soviet-flavored post-
  apocalyptic figures, but any Modern range works perfectly well. Take a look 
  at The Assault Group, Eureka, Empress, and SASM for more inspiration. 
  For Zone Hostiles, this is your excuse to purchase that mob of zombies you always 
  wanted (or swarm of rats, pack of dogs, gang of bandits, horde of mutants… your 
  call). Again, Lead Adventure Miniatures offers some excellent options, but feel free 
  to use whatever you have to represent the Exclusion Zone’s dangerous inhabitants.
  I arrived in the Zone last night  
  with only my backpack and rifle.  
  We nearly got nabbed by Military 
  patrols twice, but the guide knew  
  his business and got us away.  
  © Lead Adventure Miniatures
  
  8
  
  9
  Don’t Let Them Bother You
  We get them from all over, these thugs and punks. They shove and strut like roosters. 
  They think the Zone is just another territory to control, like the streets of Moscow 
  or the docks at Vladivostok. Bah!
  As if the Zone cares about prison ink and Bratva connections...
  Flex that attitude here and she’ll kill you in the time it takes to sneer.
  You want to survive, you need four things above all else: a strong back, a stout 
  heart, a keen eye, and quick feet.
  Everything else is for chickens to laugh at.
  Part 2: Vitals
  In Zona Alfa, there are two types of Game Stats: Model Stats and Weapons Stats.
  Model Stats are for models (no surprise there). There Four Model Stats: 
  Movement, Combat Ability, Armor, and Will. Every model/unit is assigned a 
  numerical value in each of these four categories. These numbers reflect the model/
  unit’s general proficiency and ability in battle.
  Weapon Stats are separate from Model Stats and pertain to the model/units 
  specific armament. There are three Weapon Stats: Range, Firepower, and Damage. 
  These values represent the weapon’s in-game effectiveness.
  Odd as it may seem at first, these are two separate stat-lines and sets of values because 
  a highly trained Spetsnaz Veteran’s effectiveness in combat situations will vary depending 
  on how he is armed. Does he have a combat knife, a Vityaz SMG, or an RPG 30R?
  Both types of Stats are explained below.
  2.1 Model Stats
  • Movement: The distance in inches (“) a unit can move in one Action. The 
  average human foot soldier moves 6”/Action.
  • Combat Ability: The unit’s proficiency with ranged and melee weapons. The 
  average human trooper’s Combat Ability is a 5.
  • Armor: The unit’s physical capacity to 
  absorb or deflect damage from ranged or 
  melee attacks. For example, non-powered 
  military grade body armor affords the 
  wearer level 6 protection.
  • Will: The unit’s mental resolve, knowledge, 
  and intelligence. A combination of morale 
  and training. This is also the primary Stat 
  for Skill Checks (see page 13). The average 
  human soldier has a Will of 6.
  2.2 Weapon Stats
  • Range: Given in inches, this is the weapon’s 
  effective range under stressful, frantic, 
  combat conditions. In general, the smaller 
  the weapon, the shorter the range. An 
  Assault Rifle has an in-game range of 36”.
  We were moving in for a closer look 
  when the sky turned black and it 
  started bucketing down like the end of 
  the world. We waited out the storm in 
  the hut and when it was over, we came 
  back out to find the anomaly was gone.  
  © Lead Adventure Miniatures
  
  10
  • Firepower: This stat is indicative of the number of 
  rounds expended in a single attack and expressed 
  as the number of dice rolled per attack Action. 
  Assault rifles and squad support machine guns 
  capable of burst-fire or full auto will roll more 
  dice than a sniper rifle or handgun. An Assault 
  Rifle has a Firepower value of 3, meaning it rolls 
  three dice.
  • Damage: This represents the weapon’s stopping 
  power or penetration. It is a negative modifier 
  to Target’s Armor stat (Cuts through X layers of 
  Armor). The heavier the caliber, the greater the 
  Damage. A standard, modern assault rifle has a 
  Damage rating of 1.
  These two stat lines – Model and Weapon – are the foundation of Zona Alfa. They 
  are intentionally broad so a gamer can generate reasonable values for a wide range 
  of models, armor, and weapon types. See the Armory (page 24) and remember the 
  WYSIWYG Rule!
  The details are explained further in, but here is a sample profile for a Crew Leader:
  Name
  Major Timur Bok
  Faction
  Military
  Wounds
  2
  Combat Experience
  Veteran
  Movement
  Combat Ability
  Armor
  Will
  6”/Action
  6
  Mil-Body Armor (6)
  7
  Skills
  Leader: There’s one in every crowd and only room for one in a crew. Leaders grant a +1 bonus to all Will/Rally rolls 
  for allied units within Line of Sight of the Leader figure. Leaders also have a special ‘Order’ Action that allows them 
  to ‘transfer’ their Actions to other members of their Crew. The recipient must be within 12” and in Line of Sight of 
  the Leader figure, and must immediately perform the Ordered Action. Any effects of this transferred Action/s must 
  be taken and resolved before the Leader can perform any more Actions.
  Unload: When this model spends two consecutive actions on a Ranged Attack with an appropriate weapon 
  against a single target, it adds two bonus dice to the combined Firepower roll. Unload represents emptying the 
  weapon’s magazine. After using the Unload Ability, the model must spend 1 action to ‘reload’ the weapon before it 
  can be fired normally.
  Equipment
  Military Body Armor: Armor 6. Model counts as Obscured Target from Ranged Attacks when in Cover.
  Hand Grenade: (2) SBT (Small Blast Template)
  SLOT 1: Laser Sight (AK74): +1 to Ranged Attack Combat Ability Rolls at half range or less.
  SLOT 2: NODs/Night Optics: Negates Low Light/Night LOS and range penalties.
  SLOT 3: Med-Kit: (1) Can be used on equipped character or on Allied unit. Action cost of 1 when used on Ally. Model 
  must be in base-to-base contact with Wounded ally. Can be used to revive a single-Wound model. Med-Kit replaces 
  the Wound with two Pin counters. Once the Pinned Counters are removed by Rally Actions, the model can act as 
  normal. Med-kit can be self-administered at no Action Cost. Replace Wound result with two Pin counters.
  Weapon Type
  Range
  Firepower
  Damage
  MP443 GRACH Pistol
  M–12”
  1
  0
  AK74 Assault Rifle
  1”–36”
  3
  1
  F1 Hand Grenade
  1”–18”
  1
  2/Model. SBT
  That’s it for now. Let’s move on to the Zona Alfa basic rules.
  I’m out of food, down to half a canteen 
  of water. Even worse, something big 
  chased me last night and I lost my leg 
  bag getting away. Only ammo is the 
  magazine in my AK.  
  © Lead Adventure Miniatures
  
  11
  Part 3: Core Mechanics
  3.1 Initiative and Alternating Activation
  At the start of every turn, players will each roll a D10 to determine that turn’s 
  Initiative. This Initiative die roll result is modified (penalized) by the number of that 
  player’s currently Pinned Units. The player with the highest result, after modifiers, 
  activates first. The winner of the Initiative Roll may also pass that option to their 
  opponent, if they deem it tactically advantageous.
  Players will then alternately activate one unit at a time, resolving all movement 
  and combat, until every unit in both forces has Activated. No unit may be Activated 
  more than once per turn. Once every available unit has Activated, the game turn ends 
  and a new Initiative Roll is required.
  Each unit can Activate one time per game turn. When Activated, a unit can 
  perform one, two, or three available Actions. The number of possible Actions is 
  determined by the model’s Combat Experience. Combat Experience and available 
  Actions are explained below.
  3.2 Combat Experience
  (Soldatskaya smekalka – “Soldier’s tempering”)
  Many different kinds of people risk the Zone’s dangers. While all of them are a little 
  crazy or at least desperate, only some of them have enough combat experience to 
  function under pressure. In Zona Alfa, your squad mates perform according to their 
  level of Combat Experience. There are three levels of Combat Experience – Rookie, 
  Hardened, and Veteran – each with a corresponding ability to act in battle.
  Rookie
  (Dukh translates as ‘ghost’ in Russian). Despite the dangers, there’s no shortage of 
  newcomers in the Zone. Not the best, brightest, or most well-equipped, they are 
  cheap to recruit. Rookies are capable of one Action per Activation. They start with 
  no Skills and only one Equipment Slot.
  Hardened
  (Kirza translates as ‘hard leather’ in Russian). These are the individuals who have 
  survived the first couple months and stuck around. With a few missions under their 
  belt and decent gear, they can hold their own in the Zone. Hardened squad mates 
  are capable of two Actions per Activation. They have learned enough to acquire one 
  Skill and have two Equipment Slots.
  Veteran
  (Tyazheliy translates as ‘heavy one’ in Russian). Few and far between. Lean, quick, 
  quiet, the stupidity burned off, these are the ones who have stared the Zone’s 
  dangers in the face and lived to tell about it. Veterans are capable of three Actions 
  per Activation. They have two Skills and three Equipment Slots.
  3.3 Actions
  When Activated, a player will select any one of their units to perform various Actions. 
  The amount of available Actions is determined by the level of Combat Experience. 
  Actions can be performed in any order, as many times as possible.
  Below is the list of available Actions. With the exception of ‘Alert’, each of the 
  Actions below counts as a single action in the normal rigors of a Zone mission. 
  
  12
  Complex efforts such as defusing a bomb or repairing a generator generally require 
  multiple Actions and have a related Skill Check.
  Aim
  Use immediately prior to an Attack Action. Aim can be used for Ranged or Melee 
  Combat. It adds a +1 bonus to model’s Combat Ability in the subsequent Attack 
  Action and a +1 bonus to Weapon Damage if the attack was successful. An Aim 
  Action can be used when firing into Melee, although the +1 bonus to the shooters’ 
  Combat Ability and Weapon Damage is negated by frantic movement. However, 
  the shooter is able to select their target and roll as normal without the possibility of 
  hitting a friendly model/unit.
  Alert (Special)
  At the cost of two Actions, a unit may hold One Action in reserve to interrupt an 
  opponent’s Activation. This interruption can be any Action. For example, Move, 
  Shoot, Aim, even Prep and Throw a Grenade etc.
  Attack
  One Ranged or Melee attack:
  • Ranged Attack: Fire a ranged weapon one time at an enemy unit. Roll the 
  number of Firepower dice appropriate to the particular weapon.
  • Melee Attack: One Melee Attack at one enemy model currently in base to 
  base contact. Roll the correct number of Firepower dice assigned to the 
  melee weapon.
  Climb
  The model can scale any appropriate vertical surface more 1” tall, such as a building 
  face or rock wall. Calculate the model/unit’s movement at half its regular Move stat 
  (e.g. Climb 3” = 6” of Movement or one Action). This does not apply to stairs or 
  ladders. These are traversed at model’s regular Move rate.
  Inspect
  Similar to Aim, this Action is used when a model is in LOS and within 12” of a 
  suspect location such as a Zone Hot Spot or Mission Objective. This Action allows 
  the player to add or subtract 1 from the Zone Hostile Table roll for that particular 
  location during this turn. This only applies if the Action is taken in the same turn 
  prior to the crew engaging that location.
  Jump
  Allows the model to jump a horizontal gap up to 2” wide for the cost of 1 Action. 
  Jumping beyond 2” requires a Move Action prior and a Skill Check with the target 
  number being the model/unit’s Will Stat.
  Move
  Model/Unit moves up to its Movement Stat in inches. Movement does not have to 
  be in a straight line and the model is not required to move the full amount. Model 
  may move up or down a level in multi-level terrain via a slope, stairs, or ladder at 
  their normal, unmodified, distance.
  Prep and Throw a Grenade
  This counts as a single Action. Rules for Grenades and Molotov Cocktails are listed 
  in the Armory in Section 5 (see page 24).
  
  13
  Rally
  Remove one Pinned Counter 
  from an earlier combat 
  result. Removal is automatic 
  at one Action per counter 
  and does not require a 
  Will check.
  Recover
  Similar to Rally, this is 
  essentially standing up 
  and getting your bearings. 
  In the event of a fall, an 
  environmental or scenario 
  specific event, the Model uses 
  an Action to regain footing 
  after being knocked prone.
  Reload
  Reload Ranged Weapon. Certain ranged weapons or specific combat conditions, 
  such as Unload, require a weapon to be reloaded after use. See the Armory in Section 
  5 for details (see page 24).
  Use Item/Interact
  A catch-all Action that covers a variety of different events. This Action is used to 
  Search a Terrain Item, Toss a Bolt at a Hot Spot, Apply a Med-Kit to an ally, Free a 
  prisoner, Switch on a doomsday device…
  3.4 Complex Tasks and Skill Checks
  While not related to Combat, Complex Tasks and Skill Checks add a dramatic 
  element to Zona Alfa missions. These checks represent difficult or complicated 
  situations that require the character to spend a number of Actions as well as utilizing 
  their Will Stat.
  The specifics will be left to your imagination and the requirements of the 
  scenario. Some examples of a Complex Task/Skill Check would be repairing 
  a generator, defusing an IED, picking the hatch lock on a BTR-80, or hacking a 
  computer terminal. Situations like these require a model to spend between one and 
  three Actions, as well as make an initial one-time D10 Skill Check roll against the 
  model’s Will stat. This Skill Check roll is a Free Action.
  To attempt a Complex Task, the model/unit must first be in base to base contact 
  with the terrain item or model that represents the difficult task, be that a vehicle, a 
  computer console, or a locked crate. Second, it must make a successful Skill Check 
  to start the Task. This Skill Check is a single D10 roll made against the model’s Will 
  stat and does not cost an Action.
  Complex Tasks have Difficulty Ratings. Most often this is 0 and the Skill Check 
  roll is made at the model’s straight Will stat. However more complicated jobs might 
  have a Difficulty Rating of 1, 2, or even 3. This value is a penalty to the model’s Will 
  Stat, so defusing that IED (Difficulty 2) might require 2 Actions at -2 Skill Check. 
  Bear in mind, special Gear and/or Skills will also modify Skill Check rolls.
  Again, the Skill Check roll is free and does not require an Action. Once a 
  successful roll has been made, the model/unit may then expend actions to 
  accomplish the task.
  ‘Savak says bring me this!’ ‘Savak says 
  wait there!’ ‘Savak says stay away from 
  here!’ Savak, Savak, Savak… Ugly 
  little weasel. Who does he think he is, 
  ordering me around?  
  © Lead Adventure Miniatures
  
  14
  
  15
  When Actions are spent on Complex Tasks, they do not have to be performed all 
  at once and can be ‘banked’. Make a note on the model’s stat sheet or use chits to 
  mark the number of Actions spent. While the Actions can be rolled over from turn 
  to turn, they must be spent by the initiating model. Should that model move away 
  from the task area, be injured or killed, a new unit may attempt the task, but it must 
  start over and roll a successful Skill Check to start.
  Some Skill Checks may be restricted only to those models with specific Skills or 
  Equipment. For example, mechanical repairs are much easier for a technician, while 
  IED removal might be a bit less nerve-wracking for a demolition and ordinance 
  expert. Regardless of how you want to play it in Zona Alfa, special abilities make 
  characters better at certain Skills/Tasks than others.
  3.5 Movement, Field of View, and Terrain
  Movement
  When performing a Move Action, movement is measured from the front of the 
  model’s base and ends on the rear of the model’s base (Front to Rear). Yes, this 
  adds the base width to the Move Action but it really cuts down on arguments. 
  Movement does not have to be a straight line, neither is the unit required to use its 
  full movement. A model can turn at any point during their movement and end facing 
  any direction. I’m a big fan of movement gauges but, if necessary, using a length of 
  string for complicated maneuvers can also do the job.
  Field of View
  The Zone is a dangerous place that requires constant vigilance. All models are 
  considered to have a 360-degree field of vision, regardless of the facing of the model.
  Terrain
  Most terrain features are large scenic items that add atmosphere to the game. This 
  includes hills, trees, buildings, foliage, walls, industrial equipment, storage containers, 
  signage, and the like. These items block and/or affect model’s Movement, Line of 
  Sight, and Line of Fire. “If you can see it, you can shoot it!” is the rule, so unless 
  the model/unit is equipped with an Indirect Fire capable weapon, any terrain feature 
  taller than the model blocks or prevents Ranged/Melee attacks, unless one party is 
  at a higher elevation.
  Terrain features will affect a unit’s Movement and require the unit expend 
  additional Actions and Movement to go around, through, or over it.
  3.6 Cover: Obstructions, Soft Cover, and Hard Cover
  Terrain items shorter than a model’s height can be used to conceal or protect it by 
  interrupting LOS/LOF or adding to model’s defense. If a terrain item partially covers 
  a model from a specific angle, it may grant a Cover bonus to that model. To receive 
  a Cover bonus, the Defending model must be in base to base contact with the terrain 
  item, and in position to benefit from Cover in relation to the angle of attack.
  Cover falls into four broad categories: Obstructions, Soft, Hard, and Hardened.
  • Obstructions are the first form of terrain modifier. They are any low terrain 
  scenic that interrupts but does not totally block the Line of Sight/Line of Fire in 
  the intervening span between the Attacker and the Defender. It’s not protecting 
  them but it is partially blocking the shot. Obstructions give a -1 penalty per 
  item to any Attacker’s Combat Ability. Obstructions are cumulative with each 
  other and other types of Cover.
  
  16
  • Soft Cover items are wooden boxes, low bushes/scrub brush, a chain link fence, 
  and the like. Soft Cover gives -1 penalty to Attacker’s Combat Ability and +1 
  bonus to Defender’s Will Stat.
  • Hard Cover items are brick walls, jersey barriers, dragons’ teeth (tank 
  obstructions), and similar solid material. Hard Cover provides a -1 penalty to 
  Attacker’s Combat Ability, a +1 to Defender’s Armor stat, and +2 bonus to 
  Defender’s Will stat.
  • Hardened Cover is serious protection like that offered by concrete bunkers and 
  sandbag weapon emplacements. Hardened Cover, when encountered, gives a -2 
  penalty to Attacker’s Combat Ability, a +2 to Defender’s Armor stat, and +3 to 
  Defender’s Will stat.
  Example
  The mutant hunter Raven is shooting at a Rad-Ghoul. There is a low hedge in the 
  way (Obstruction) and the irradiated creature is crouching behind a stone wall (Hard 
  Cover). Raven’s Ranged Attack suffers a combined -2 penalty (-1 for the Obstruction 
  and -1 for the Stone Wall) while the Ghoul defender is granted a +1 Armor bonus 
  and +2 to their Will check.
  If Raven’s Combat Ability is 6 and she is shooting an Assault Rifle, Raven would 
  roll three D10s hoping for a 4 or less (Assault Rifle Firepower is 3). Each result of 
  4 or less would count as a Hit.
  Elevated Attacks
  In case you needed another reason to take the high ground, any Ranged or Melee 
  attack made from a higher elevation against a target in Cover reduces the Defender’s 
  Cover level by one degree. This means Hard cover shifts to Soft, Soft cover shifts to 
  Obstruction, and Obstruction modifiers are cancelled entirely when the Attacker is 
  at a higher elevation than the Defender.
  3.7 Squad Cohesion and Actions
  Zona Alfa is designed to be a skirmish game with players controlling a squad of 
  individual soldiers, specialists, and characters. However, there may be an occasion 
  where a “Unit” is composed of multiple models. In this case, the Squad Cohesion 
  and Common Actions rules will apply.
  Squad Cohesion and  
  Common Actions
  Because the squad is trained to act as a 
  team, they must stay together and engage 
  in identical Actions when Activated.
  Squad Cohesion means models in a 
  multi-model unit cannot be further than 
  1” from at least one other model within 
  the unit. Think of this like a chain rather 
  than a clump, so a skirmish line is fine. 
  Common Actions require all models 
  in the unit undertake the same Action 
  together, e.g. to all Move, all Shoot, all 
  Melee, etc. In addition, when attacking, 
  all models concentrate their attacks on the 
  same target.
  Remember: Combat 
  Ability is the base Target 
  Number for a unit’s 
  attack and is affected by 
  terrain and equipment 
  modifiers. Firepower is 
  the number of dice rolled 
  when attacking with a 
  particular weapon.
  Wolf and I were tracking a mutant pack 
  down the Number 9 Highway near that 
  village with the red water tower when 
  we came across an abandoned BMP.  
  © Lead Adventure Miniatures
  
  17
  A majority of the time, the only multiple model units are Zone Hostiles who act 
  as a mob or a swarm like zombies or rats. Essentially, treat a multi-model unit as a 
  single model with more Firepower and Wounds than a single model.
  Part 4: Combat And Wounds
  These are the two types of combat: Ranged and Melee.
  4.1 Ranged Combat
  When engaging an opponent with a Ranged Attack, the attacker must have 
  three things:
  1. At least one Action to expend performing the attack.
  2. Line of Sight to the Target model.
  3. A weapon with sufficient range to reach the Target. Pre-measuring is allowed. If 
  any part of the target unit’s base falls within the effective range of the attacker’s 
  weapon, the attack is allowed. If not, there’s no shot or hit.
  Attack Roll
  To perform a Ranged Attack, the Attacker declares they are expending the Action, 
  identifies the intended Target, then checks the range and Cover modifiers (see page 
  15). They will then roll the appropriate number of Firepower Dice according to their 
  weapon type (see the Armory, page 24).
  The target number for a Hit is the model’s Combat Ability, plus or minus any 
  modifiers (Cover, Terrain, Aim, Special Gear etc). Any die rolls of the modified target 
  number or less are a Hit.
  Armor Save For Ranged Combat
  Successful Hits do not automatically inflict damage. To represent the modern 
  advances in body armor, new technology, and plain old luck, the Defender is allowed 
  an Armor Save roll.
  The Defender must take one D10 per Successful Hit and roll to determine the 
  extent of that Hit’s damage. The Target Number for the Defender is their Armor 
  stat, minus the Attacking weapon’s Damage, plus or minus any Cover modifiers. Any 
  die rolls of the modified target number or less count as Deflections and no physical 
  damage is sustained.
  Example
  Savak (aka the Weasel) is scavenging an old fire station deep in the Exclusion Zone 
  when he spots a Bloodsucker. He fires his AK-74 at the mutant hoping for a bounty, 
  or at least a few free drinks at the bar for taking out such a dangerous threat. The 
  Weasel’s Combat Ability is 5. The Assault Rifle has a range of 36”, a Firepower of 
  3, and a Damage stat of 1. The Bloodsucker has an Armor stat of 3. An intervening 
  split log fence counts as an Obstruction. Weasel would spend one Action to roll three 
  dice, (weapon’s Firepower is 3) hoping for a result of 4 or less to Hit the mutant (5 
  for attacker’s Combat Ability, minus 1 for the Obstruction).
  Every result of 4 or less counts as a Hit, and for every Hit, the Bloodsucker must 
  roll one D10, hoping for a result of 2 or less to deflect that Hit (Armor of 3, minus 
  attacking weapon’s Damage of 1).
  Weasel brings his rifle up and pulls the trigger…
  
  18
  4.2 Melee 
  Combat
  Melee Combat has similar 
  requirements to Ranged 
  Combat 
  in 
  that 
  the 
  Attacker must spend an 
  Action to Attack and have 
  an appropriate weapon. 
  They must also be in base 
  to base contact with their 
  Target. With rare exception, 
  Melee Combat is resolved 
  by all models involved 
  simultaneously. 
  It 
  is 
  important to note up front 
  that while the Attacker must 
  expend an Action to engage 
  their 
  opponent, 
  Melee 
  Combat is considered simultaneous, the Defender does not have to expend Actions 
  to fight back.
  In this simultaneous brawl, both the Attacker and Defender will roll the 
  appropriate Firepower and Armor Save rolls at the same time for every round of 
  Melee. Each player takes into account their model’s respective Combat Abilities, 
  Special Abilities, weapon Firepower, Damage, and Armor ratings. Any die rolls of the 
  modified target number or less are a Hit. Successful Hits are tallied and compared. 
  The results are applied at the end of each round of Melee.
  Hit and Parry
  At the end of each round of Melee, the number of the Successful hits by both Attacker 
  and Defender is compared. The Attacker then has the option to use any of their 
  Successful Hits to Parry (i.e. cancel) an equal number of the Defender’s Successful 
  hits. Any remaining Hits are subject to Armor Saves and resolved as normal. So, 
  depending on the dice results, this can allow the Attacker to avoid damage while 
  inflicting it (It’s also entirely possible for the Attacker and the Defender to kill each 
  other). The last model standing is the winner.
  Example
  Savak the Weasel is having a bad day. Not only did he encounter a Bloodsucker, but 
  he shot and missed. The Bloodsucker has charged him and now he’s up close and 
  personal with one very angry, ugly, vicious mutant.
  Savak’s Combat Ability is a 5. Unfortunately, he does not have a melee weapon 
  (see the Armory section, page 24) so he must use his AK-74 at a -2 penalty. On the 
  other hand, the Bloodsucker has big claws and a Combat Ability of 6. It also has 2 
  attacks in Melee (FP 2).
  In the first round of melee, Savak would roll 3 dice and subtract 2 from each 
  roll, hoping to get a 3 or less to hit (3 FP dice at Combat Ability 5, minus the 
  non-Melee weapon Penalty). The Bloodsucker would roll 2 dice, trying to get a 
  straight 6 or less.
  As the Attacker, the Bloodsucker would be able to spend any of its Successful 
  Hits to Parry any of Weasel’s hits. Any leftover Hit results would be applied, with 
  both players making appropriate Armor Save rolls.
  Make your peace with St. Strelok, Weasel!
  Turns out not everyone evacuated after 
  the first Incident. They still call this place 
  ‘home.’  © Lead Adventure Miniatures
  
  19
  
  20
  4.3 Combat Results: Miss, Deflected Hits and  
  Successful Hits
  Melee Combat
  In the desperate and adrenaline fueled frenzy of Melee combat, only Misses and 
  Successful Hits are counted. A Deflected Hit is considered as a Miss.
  Ranged Combat
  While Ranged Attacks do not always damage the target, they may still affect it. There 
  are three possible outcomes for Ranged Attacks: Successful Hit (A hit with a failed 
  Armor Save), Deflected Hit (A hit with a successful Armor Save), and Miss.
  Successful Hits count as a Wound. These are Hits where a model’s Armor Save 
  was unsuccessful. As most models only have one Wound, (except where noted. 
  Bullets are not your friend) a Wounded model is considered a casualty and removed 
  from play (or leave it laying there to display the carnage).
  In a round of Ranged Combat, Successful Hits are always resolved first. Use a 
  token to mark models with multiple Wounds.
  Deflected Hits do not cause Wounds. These are Hits where the model’s Armor 
  Save was successful. However, given the impact of high-caliber rounds on body 
  armor, they have enough power to stun. To reflect this, for every round of Ranged 
  Combat with a Deflected Hit, the Defender must take a Will check to determine if 
  the shots unnerved them.
  The Defender rolls 1D10 against their Will stat for every round of Ranged 
  Combat with Deflected Hits, (not the number of Hits!) taking into account any 
  modifiers from Cover or special abilities. If the Defender fails the Will check, place 
  a Pinned Counter beside the model. If the Defender passes the Will check, they carry 
  on as normal (see page 22).
  Again, for every failed Will check from a round of Ranged Combat with Deflected 
  Hits, place one Pinned Counter beside the Defender. Remember Pinned Counters are 
  assigned according to each round of Ranged Combat.
  For Multi-Model Units and/or Multi-Wound Models, this Target Number is 
  further modified by the number of Wounds/Casualties they have sustained. This 
  number is a negative modifier to the Defender’s Will stat.
  A Miss causes no physical damage and does not affect the model.
  Time to visit Zakhar. He got a new 
  shipment yesterday and rumor has it 
  there was an RPG-7 in the lot. 
  © Lead Adventure Miniatures
  
  21
  Deadlocked and Withdraw in Melee Combat
  In the event of an Attacker/Defender tie or no definite combat result, the 
  combatants are considered Deadlocked and the Melee Combat continues into 
  the next turn.
  A model with sufficient Actions wishing to Withdraw from a Deadlocked 
  Melee may only do so after the opponent unit has made a free Melee attack. The 
  Defender rolls their Armor Save dice on any Hits and any success is considered 
  a Dodge.
  Kicking Them When They’re Down
  Melee Attacks on a Pinned Defender receive a +2 bonus to their Combat Ability 
  for the first round only. Should the Defender survive the initial attack, they are 
  considered to be alert, on their feet, and fully engaged in self-defense.
  Ranged Attacks on a Pinned Defender suffer a -2 penalty to their Combat Ability 
  rolls as the Defender is making the most of any and all terrain to stay low and out 
  of sight. This penalty is cumulative with regular Cover modifiers.
  4.4 Wounds, Pinned, Rally, and Med-Kits
  Wounds
  Most units in Zona Alfa have one Wound, meaning all but the largest and most 
  dangerous enemies can be taken out by a single clean shot or a solid hit. Now 
  a Wounded, single Wound unit isn’t necessarily dead, but they are placed Out of 
  Action. Place the figure face down on the table and mark them with an appropriate 
  token or chit (a tiny plastic skull is suitably morbid).
  A model that has been Wounded and put Out of Action, but is not healed (see 
  Med-Kits, page 22) before the end of the mission must roll on the Battle Scars Table 
  when the mission is finished to determine the injury’s lasting effects (See Section 8.5, 
  page 46).
  A one-Wound and Out of Action model that is Wounded again in a different round 
  of combat while Out of Action is considered Permanently Dead. Any Equipment, 
  Weapons, or Armor they have goes into their crew pool and can be used to equip 
  other crew members or recruits.
  Multiple Wound Models
  When starting a Zona Alfa game, only your Crew’s Leader – the model you selected 
  to represent your interests in the Zone – starts with two Wounds. Other crew 
  members can achieve this level of resilience with enough 
  experience and advances, but to start, the boss is boss 
  for a reason (See Section 8 for more on Advances and 
  Campaign Rules, page 38).
  When a Zone Crew Leader, or some other multi-
  Wound model, receives their first Wound, mark the 
  model’s stat sheet or place an appropriate token by their 
  base (An acrylic blood drop, a numbered chit, a colored 
  bead are all good markers). The Wounded model remains 
  in the game but functions at a reduced capacity, moving 
  at half their normal Movement rate and fighting at half 
  their normal Combat Ability (rounded up). Also, there 
  is a -1 penalty to their Will stat. This ‘Two Wound Rule’ 
  keeps named characters in the game without making 
  them invincible.
  At the Stalls, everything has a price. It’s 
  like a farmer’s market, but with guns.
  © Lead Adventure Miniatures
  
  22
  Pinned and Rally
  In order to remove a Pinned Counter, the Pinned unit must expend one Action to 
  Rally. One Rally Action removes One Pinned Counter. Removal is automatic and no 
  die roll is required. The removal simply consumes time and energy. i.e. an Action. A 
  unit cannot be burdened with more than four Pinned Counters. With the exception 
  of defending itself in Melee Combat, a unit cannot perform any other Actions until 
  all Pinned Counters are removed.
  A Pinned unit is eligible for Cover bonuses (being behind Soft or Hard cover) 
  and receives an additional bonus to their Armor stat from all Direct Fire Ranged 
  Attacks so long as they remain Pinned behind Cover (an additional +1 for Soft and 
  +2 for Hard). The unit is considered to be hunkered down for protection, taking full 
  advantage of the cover (They’re trying to crawl under their helmet!).
  Med-Kits
  Models may have purchased Med-Kits before the battle. If self-administered, a model 
  may use the Med-Kit as a Free Action that takes place immediately. The Wounded 
  marker is removed, however the model gains 2 Pinned counters. It’s important to 
  mention individual Med-Kits can only be applied to individual wounds. They will 
  not work on a model hit and Wounded multiple times in the same round of combat. 
  Now if a model receives two Wounds and has two Med-Kits, it may replace both 
  Wounds with 4 Pinned Counters (2 for each Wound) but 2 is the maximum number 
  of Wounds that can be dressed in a single round of Combat (Three and you’re Out 
  of Action).
  If there are no Med-Kits available and/or the unit has been Wounded three or 
  more times, mark it as Out of Action and place it face down (with that tiny skull 
  beside it). It can no longer take part in the mission – unless it is Healed.
  An Out of Action model can be healed by an ally with a Med-Kit before the 
  mission ends. Now this attention represents full medical attention and remedies all 
  wounds, but the model cannot rejoin the action for the duration of that mission.
  If a Crew Leader (or Multiple Wound Unit) has a Med-Kit, they may use it to 
  negate the effects of a Wound. Remove the Med-Kit from the unit’s inventory and 
  replace the Wound marker with two Pinned Counters. No further penalties apply 
  then. Wounds negated by Med-Kits are always replaced by two Pinned Counters 
  (except for a model with the Bone Doc ability, see page 30). Applying a Med-Kit 
  to an injured Allied model costs one Action and the medic must be in base-to-base 
  contact with the injured model. A model applying a Med-Kit to itself is a ‘free Action’ 
  and can be done at any time, such as after the Wounded model drags itself to the 
  nearest Cover.
  Example
  Zakhar “The Turk” has been running goods in and out of the Exclusion Zone longer 
  than anyone can remember. He was one of the first to slip past the military cordon 
  and has been here ever since. Tough as old leather, dour as a stone, rumor has it the 
  Turk’s eyes have surveyed every square meter of the Zone’s terrible beauty, even 
  inside the Sarcophagus itself. The old gas station where he trades has been known as 
  “The Turk’s House” for years.
  If the Turk is ever wounded, his normal Combat Ability of 7, Move Rate of 6” 
  and Will of 7, would be reduced. His Combat Ability would drop to 4 (half of 7, 
  rounded up) his Movement to 3”, and his Will would be 6. The Turk would be in a 
  tough spot. But then the Turk has been in plenty of tough spots over the years. That’s 
  why he carries a modified Saiga-12 and an extra Med-Kit wherever he goes – even 
  to the latrine.
  If a model has two 
  wounds, like a Leader, 
  they may elect not to use 
  the Med-Kit right away 
  and suffer the wound 
  penalties. This choice 
  might make sense in the 
  moment, say to move 
  to better cover or to 
  complete their part in an 
  ambush or other multi-
  stage/multi-model action.  
  
  23
  
  24
  Ranged Attack Summary
  To conclude, every time a unit is targeted by a Ranged Attack, resolve Successful 
  Hits/Wounds first. Next, roll Will checks for every round with Deflected Hits, placing 
  Pinned Counters for Failed Checks. Misses are a waste of good ammunition. Aim 
  better next time, comrade!
  • Ranged Attack Successful Hit = Wound or Casualty
  • Ranged Attack Deflected Hit = Possible Pinned Counter
  • Miss = Miss
  Time To Kit Up?
  You want reliable guns and gear, you need to see the Turk.
  AKs, Saigas, ammo, grenades, body armor, GLONASS satnav sets…Zakhar has 
  everything and what he doesn’t have he can get. Even military kit, if you’ve got the Script.
  Go eleven kilometers on the Number Three East road. There’s an old petrol 
  station at the top of the hill. That’s his trading post.
  When you come to the front gate, keep your weapon slung and your hands 
  visible. The password is ‘Cheeki Breeki’.
  The place looks battered but don’t let that fool you; there’s a dozen guards, 
  reinforced walls, and MON-50 mines sprinkled everywhere. That gas station has 
  survived a hundred attacks. It’ll survive a hundred more.
  Zakhar won’t be cheap, but the gear he sells will work. And that’s what’s important.
  Part 5: Armory, Body Armor, And 
  Indirect Fire Weapons
  5.1 The Armory
  Now we get to the crunchy part. Below is the Armory section. While Russian-flavored, 
  Zona Alfa does not differentiate between types of Assault Rifles (AK74 vs Vintorez VSS) 
  or handguns (Makarov vs Grach) and the like. The rules are not tied to a proprietary 
  range of figures, so Weapon and Armor types are broad, catch-all categories to allow 
  gamers to use their coolest miniatures. Remember the WYSIWYG Rule and stat out your 
  models according to the closest appropriate Weapon/Armor type listed. Tweak Damage, 
  Range, and Firepower to customize your character’s firearm, 
  but only so long as the other players agree!
  Notes before you continue: weapons marked ‘Melee’ 
  can only be used in Melee combat (makes sense, right?). 
  Certain ranged weapons such as Pistols, Sub-machineguns, 
  and Shotguns can be also used in Melee with no penalty. 
  Other ranged weapons such as assault rifles incur a -2 
  penalty to the attacker’s Combat Ability when used in close 
  combat. Where the weapon calls for a “template” – be that 
  a teardrop Flame, a Small Blast, or a Large Blast – the sizes 
  and shapes referenced are commonly used in other game 
  systems and are readily available (for sizes please see page 
  7). If you are partial to another, particular set of sizes, feel 
  free to use them so long as they are used consistently.
  The Vladivostok crew is at it again. 
  They’re slipping past the Cordon from 
  the North, following the old gas pipe 
  straight to the refinery in the Red Hills. 
  © Lead Adventure Miniatures
  
  25
  Melee Weapon Table
  Weapon
  Range
  Firepower
  Damage
  Knife, Claws/Teeth
  Melee
  1/weapon
  0
  Machete, Big Claws/Teeth
  Melee
  1/weapon
  1
  Very Big Claws/Teeth
  Melee
  1/weapon
  2
  Pistol
  Melee–12”
  1/weapon
  0
  Magnum Pistol
  Melee–12”
  1/weapon
  1
  Shotgun
  Melee–12”
  3
  3 at melee–6”
  2 at 6+”
  SMG
  Melee–18”
  4
  0
  Rifle Table
  Weapon
  Range
  Firepower
  Damage
  Assault Rifle (AK 74)
  1–36”
  3
  1
  Battle Rifle (AK-15)
  1–48”
  2
  2
  Support Weapon Table
  Weapon
  Range
  Firepower
  Damage
  Special Rules
  Flame Thrower or  
  Chemical Sprayer
  Flame 
  Template
  NA
  3/model/flame 
  template
  Limited Ammo, Support 
  Weapon, Burn
  40mm Grenade 
  Launcher
  4–24”
  1
  1/model. SBT
  Indirect Fire, Reload, 
  Limited Ammo, Support 
  Weapon
  Squad LMG (RPD or RPK)
  1–48”
  4
  1
  Support Weapon
  Rocket Launcher (RPG)
  4–48”
  1
  4 (anti-armor)
  Reload, Limited Ammo, 
  Support Weapon
  Rocket Launcher (RPG)
  4–48”
  1
  2/model SBT (anti-inf.)
  Reload, Limited Ammo, 
  Support Weapon, SBT
  Sniper Rifle (Dragunov 
  SVD-63)
  1–60”
  1
  4
  Support Weapon
  HMG
  1–60”
  4
  3
  Crew Served
  Mortar
  6–60”
  1
  2/model LBT
  Crew Served, Indirect 
  Fire, Reload, Limited 
  Ammo
  Grenades and Explosives
  Crew members can carry up to two (2) grenades of any type for free. Grenades come 
  in pairs and the first set does not use an Equipment Slot (see Section 6.2, page 31). 
  Additional sets of Grenades do use an Equipment Slot. Grenade types can be mixed 
  as desired. Track their use on a character’s Stat sheet. All Grenades and Explosives 
  are capable of Indirect Fire (see page 27).
  Grenades and Explosives Table
  Weapon
  Range
  Firepower
  Damage
  Molotov Cocktail
  1–18”
  1
  SBT 1/model. BURN
  Flash Bang
  1–18”
  1
  SBT Auto 1Pinned/model
  Smoke Grenade
  1–18”
  1
  LBT/Smoke Blocks LOS/Will check -2 for any 
  model caught in LBT.
  Hand Grenade
  1–18”
  1
  SBT 2/model
  Satchel Charge
  2–12”
  1
  LBT 3/model
  Weapon Special Rules
  Indirect Fire Weapon
  See Section 5.4, page 27.
  
  26
  Reload
  One Action must be spent after each Shooting Attack to reload 
  this weapon.
  Limited Ammo
  Five (5) Rounds per Load-Out.
  Support Weapon
  Due to weight and or awkward size, models equipped with 
  one of these weapons have their Movement rate reduced by 
  1” per Action.
  Crew Served
  Crew Served weapons are stationary positions. No movement possible.
  Small Blast Template and Large Blast Template (SBT/LBT)
  Small 3” diameter Blast Template, Large 5” diameter Blast Template.
  When determining targets for Area Effect weapons, any and all models under or 
  touched by the blast template must roll for Damage.
  Flame Template
  Approximately 8” long and 3” at its widest point, and tear drop shaped. No Combat 
  Ability roll is necessary to place a teardrop template. Simply place the template 
  as desired with the small end touching the base of the Attacker and orient as to 
  maximize casualties. Any and all models under or touched by the template must roll 
  for Damage.
  Burn
  All affected models under/touched by template must keep rolling Armor Rolls until 
  they have suffered their last Wound (and go Out of Action) or until they make a 
  successful Armor Save.
  Penalty for Non-Melee Weapons
  Unless the weapon range lists ‘Melee’, attacks with a Ranged Weapon in Melee 
  Combat suffer a -2 penalty to Attacker’s Combat Ability.
  5.2 Terrain Features and Area Effect Weapons
  Terrain items will modify or block a template’s Area of Effect. Models caught in an 
  Area Effect Template but behind Soft Cover receive a +2 bonus to the Armor Save 
  roll. Hard and Hardened Cover will completely block the blast effect. This means 
  it’s possible for one of your troopers to toss a grenade into a nearby room or drop it 
  over an adjacent brick wall and not be affected.
  5.3 Body Armor
  Most modern militaries and police forces are equipped with some form of body 
  armor. Even well-equipped street gangs, crime cartels, and private security have 
  access to quality body armor. Below are the seven types of Body Armor/Tactical 
  Wear for Zona Alfa.
  Body Armor Types
  • Basic BDU/Foul Weather Gear: No Armor Save (except the Critical Success 
  roll of 1). Counts as an Obscured Target from Ranged Attacks when in Cover.
  Powered Weapons
  Most Sci-Fi or Near 
  Future settings offer hi-
  tech versions of standard 
  weapons like a Gauss 
  Rifle or Laser Pistol. 
  My solution to keep 
  the game balanced is to 
  grant powered versions 
  of weapons increased 
  Damage ratings but off 
  set that by requiring a 
  Reload Action between 
  each shot. Flavor to 
  taste, but we have found 
  it best to make such 
  weapons extremely rare 
  and experimental.
  …at the bridge near the hospital outside 
  the Dead City. I’ve never been this deep 
  in the Red – Anomalies are everywhere. 
  © Lead Adventure Miniatures
  
  27
  • Salvaged/Improvised Body Armor: Scrounged ballistic nylon and ceramic 
  plates sewn into tactical vests, battle dress, and foul weather clothing provide 
  Armor 3 and renders the wearer an Obscured Target when in Cover. Most 
  Zone Hostile Bandits and Raiders employ Improvised Body Armor.
  • Civilian/Commercial Body Armor: Armor 5 and the unit counts as an 
  Obscured Target from Ranged Attacks when in Cover.
  • Military Body Armor: Armor 6 and the unit counts as an Obscured Target 
  from Ranged Attacks when in Cover.
  • Advanced Body Armor: Armor 7 with a -1” penalty to Move Stat but also the 
  unit counts as an Obscured Target from Ranged Attacks when in Cover. Grants 
  1 extra die to Armor Save rolls, choosing best result.
  • Mimetic Camo: Armor 4 plus Counts as an Obscured Target for any Melee or 
  Ranged Combat. Cumulative with regular cover and obstruction modifiers.
  • Military Exo Suit: (Power Assisted Advanced Body Armor) Armor 7 with 
  a +2” bonus to Move stat. PLUS counts as Obscured Target from Ranged 
  Attacks when in Cover. Does not need to make a Will check for Deflected Hits. 
  Grants 1 Extra die to Armor Save rolls. Choose best result.
  Obscured Target When in Cover
  Models wearing BDU’s made with disruptive pattern material receive a benefit 
  when in Cover and targeted by a Ranged Attack from an appropriate angle. Similar 
  to an Obstruction, an Obscured Target gives a -1 penalty to a Ranged Attacker’s 
  Combat Ability Roll. This modifier is additional to and cumulative with standard 
  Cover modifiers.
  Toughened Hide, Shells, Chitinous Plates
  Mutants and other Zone creatures have developed natural protection, be that 
  camouflage coloration, chameleon-like pigmentation, or just plain old thick skin. 
  This makes them notoriously tough to kill. Remember the WYSIWYG rule and stat 
  out your Zone Hostiles with the closest appropriate Armor type.
  Armor Ratings for Drones, Robots and Light Vehicles
  As mentioned, Zona Alfa is a small unit skirmish game. Large vehicles and heavy 
  armor bump the scale of battle beyond its intended scope. However, light equipment 
  like drones, remote-controlled robots, and smaller vehicles such as bikes, jeeps or 
  single operator heavy armor suits and walkers are certainly appropriate in small 
  numbers. To that end, here are the suggested Armor Ratings for small vehicles.
  Small Drone or Robot: Armor 3. Medium, human-sized robot: Armor 4. An 
  enclosed truck or jeep: Armor 4, 5, or 6, depending on its size and if it is up-armored. 
  A Light Walker, Piloted Exo Suit, or IFV should have an Armor rating of 6 or 7, 
  and possibly two Wounds with diminished abilities in the same manners as a Crew 
  Leader (see page 21).
  Players are certainly free to include whatever figs and troop types they want, but 
  should endeavor to maintain game and mission balance so that no particular side 
  has an inordinate chance of winning.
  5.4 Indirect Fire
  Indirect Fire Weapons
  Most weapons are direct fire (i.e. shoot in a straight line). However, weapons listed 
  with this special rule in the Armory are capable of Indirect Fire, meaning they can 
  fire over intervening terrain features.
  Nerves of Steel – 
  Literally.
  It should be noted 
  Drones, Robots, fully 
  enclosed vehicles and/
  or walkers/suits do NOT 
  take a Will check for 
  Deflected Hits. Open 
  jeeps or truck cabs do not 
  count as fully enclosed.
  
  28
  Indirect Fire Penalty
  When using Indirect Fire the Attacker suffers a -1 penalty to their Combat Ability 
  when the Target is in LOS. If no LOS is available but LOF is possible, then the 
  Attacker suffers a -3 penalty to their Combat Ability (They’re guessing at the target’s 
  location).
  The Shadow Rule of Indirect Fire
  A unit is said to be in the shadow of a tall LOS/LOF blocking terrain feature if it is 
  within a distance equal to the terrain feature’s height. For example, a 2” tall wall has 
  a 2” wide shadow from its base.
  This unit cannot be targeted by Indirect Fire from the other side of the terrain 
  item, unless the Attacking unit is also within the same terrain feature’s shadow.
  The shadow rule is here to reflect the nature of indirect fire and parabolic arcs for 
  abstracted game play. It reflects the idea that a munitions’ trajectory can’t abruptly 
  drop out of a natural arc.
  Example
  A Bandit is skulking in the other side of a 3” tall concrete wall. There is a Zone 
  Enforcement trooper on the other side of the wall. Since he cannot attack the 
  Bandit with his AK-74, due to blocked LOS/LOF, he decides to toss a hand 
  grenade. To do so, the Zone Enforcement trooper must be within 3” of the wall 
  as well.
  Indirect Munitions and Deviation
  The Zone Enforcement trooper pulls the pin and lobs his grenade. Hopefully, he was 
  on target. If not, that hand grenade still landed somewhere. Whenever an Indirect 
  Fire attack misses the intended target, determine the actual point of detonation with 
  a single D10 roll.
  Roll 1D10 per grenade. Referencing the intended point of impact, the number 
  shown indicates the half the distance in inches the grenade deviated from its target, 
  the point (or tip) of the D10 notes the direction it traveled. This is the new impact 
  location. Center the Blast Template on this new point and resolve any damage (Yes, 
  it can land on friendly troops).
  A Word To The Wise
  You really want my advice, bratok? Leave now, while you still can.
  No? Well then find a decent crew and learn to do one job well. Seriously.
  Forget trying to master everything. That approach only leaves you good 
  at nothing.
  You’ve got to realize you don’t rise to the occasion so much as sink to the level of 
  your training, and if you’ve trained hard, that’s what is going to save you and your 
  comrades. Nothing else.
  When the crap hits the fan, and trust me it will, luck favors the prepared.
  Oh, and one other thing: never, ever skimp on equipment.
  You bought the cheapest gun on the rack trying to save money? I guarantee it’ll 
  jam at the worst possible moment.
  And a little thing like that can ruin your whole day.
  
  29
  
  30
  Part 6: Skills And Abilities, Equipment 
  And Equipment Slots
  6.1 Skills and Abilities
  A Zona Alfa crew is a hot mess of the desperate and the disparate; a collection of 
  fugitives, loners, thrill-seekers, and misfits who are crazy enough to risk the Exclusion 
  Zone, and skilled enough to stay there. This eclectic band of unique individuals will 
  form your crew and, through your leadership, achieve fortune or death.
  Now the easiest way to portray the distinct skill sets of these individuals is 
  to vary the model’s Combat Experience and starting Equipment. For example, 
  a Green recruit in the military’s Zone Enforcement Unit would certainly have 
  military-grade equipment but probably a low Will and Combat Ability. On the 
  other hand, a street-hardened thug signing on to a bandit crew, or hired to protect a 
  private Salvage run, would have decent Combat Ability and Will, but lesser quality 
  weapons and armor.
  Zona Alfa uses another variable to distinguish between tactical styles and 
  combat proficiency: Skills. While Combat Experience reflects various degrees of 
  training and proficiency by granting an increased number of Actions per turn to 
  more veteran characters, Skills allow players to create unique characters with other, 
  distinct abilities.
  Remember Green recruits do not begin with any particular Skills. Hardened 
  crew members have one, while Veterans can select two. Of course, your crew 
  members can advance and gain experience, increasing their Combat Experience 
  over successive games, so long as they stay alive. No character may have more 
  than two Skills.
  Skills List
  • Bone Doc: Probably attended Med-School for a semester or had some combat 
  medic training in the military, a Bone Doc can double up on Med-Kits when 
  assigning them in his Equipment Slots, meaning that two can be carried per 
  slot. When a Bone Doc applies a Med-Kit to himself or Allied unit, the Wound 
  is replaced with one Pinned Counter rather than two.
  • Fuse Cutter: The explosives expert, the Fuse Cutter can carry up to three Hand 
  Grenades, Molotov Cocktails, or Satchel Charges, instead of the standard two. 
  The Fuse Cutter also receives a +2 to all Explosives-related Skill Checks like 
  de-fusing an IED or booby-trapped door.
  • Hard: Walking that fine line between bravery and 
  stupidity, this character ignores their first Pinned result 
  and always receives a +1 bonus to their Will Stat when 
  rolling for Deflected Hits.
  • Hustle: Quick on their feet, whenever this model 
  spends two consecutive Actions to Move, they receive 
  an extra 2” to the total. So a Hardened trooper can 
  move 14” with two back-to-back Move Actions 
  rather than the standard 12”.
  • Knife Man: Knife men function best up close and 
  personal. They receive a +1 to all Melee Combat rolls 
  and, if appropriately armed, may fire/use two Melee 
  weapons in close combat for one Action.
  When you’re in the Zone, always 
  assume someone or something is trying 
  to kill you- even if you can’t see it. Most 
  of the time, you won’t be wrong.
  © Lead Adventure Miniatures
  
  31
  • Leader: There’s one in every crowd and only room 
  for one in a Crew. Leaders grant a +1 bonus to all 
  Will/Rally rolls for allied units in Line of Sight to the 
  Leader figure. Leaders also have a special ‘Order’ 
  Action that allows them to ‘transfer’ or give their 
  own Actions to other members of their squad. The 
  recipient must be within 12” and in Line of Sight of 
  the Leader figure, and must immediately perform 
  the Ordered Action. Any effects of this transferred 
  Action/s must be taken and resolved before the 
  Leader can perform any more Actions.
  • Scrounger: Some guys have a knack for finding stuff. 
  Scroungers can Search a Hot Spot twice instead of 
  just once. Each Search is a separate Action, but they double your chance at 
  finding something useful.
  • Steady Hands: Maybe their grandfather took them hunting, perhaps they 
  received some special Military training, either way, these shooters get a +1 to 
  all Ranged Attack rolls. This Ability stacks with the Aim bonus modifiers and 
  any appropriate Gear.
  • Unload: When this model spends two consecutive Actions on a Ranged Attack 
  with an appropriate ranged combat weapon, such as an Assault Rifle, against 
  a single target, it adds two bonus dice to the combined Firepower roll. Unload 
  represents the model emptying the weapons’ magazine in one go. After using 
  the Unload ability, the model must spend 1 Action to ‘reload’ the weapon 
  before it can be fired again. 
  For example, a two Action Ranged Attack with an Assault Rifle against the 
  same target would roll 8 Firepower dice rather than the usual 6. A similar 
  attack with a pistol – say in Melee – would roll 4 Firepower dice instead of 2. 
  A model armed with a Flamethrower, RPG, Grenade Launcher, or Sniper rifle 
  would not be able to use the Unload ability.
  • Wrench: This is the one who’s always tinkering with the GAZ engine, 
  modding the gas tube on his AK-74, or jury-rigging the camp stove. Handy 
  with anything mechanical, a Wrench gets a +2 to all Mechanical-Related 
  Skill checks.
  6.2 Equipment and Equipment Slots
  “Take care of your gear and your gear will take care of you.” True everywhere, 
  but especially in the Zone where a reliable piece of kit can mean the difference 
  between life and death. Zone hunters take extra care to stay on the right side of 
  that divide. There are three categories of Equipment in Zona Alfa: Basic, Advanced, 
  and Special. Characters start with items from the Basic List and can purchase or 
  even find items on the Advanced or Special Lists over the course of a campaign. 
  Don’t worry about item values now. They will come up in Section 8 (see page 
  38). Starting players can select three items from the Basic Equipment List when 
  making their Crew Leader. Other Crew members start with two. See page 24 for 
  the Equipment Lists.
  Rather than weight restrictions or carrying capacity, each character in Zona 
  Alfa has Equipment Slots. Players can select and assign one item to each Equipment 
  Slot. Multiples of the same item can be equipped, like Med-Kits. The number of 
  slots can be increased over the course of the game with Campaign Advances and 
  Special Items like a Chest Rig or a Load Bearing Vest. See the Special Items Table, 
  page 32.
  I entered the Chernya Woods four days 
  ago, trying to find a short cut to the 
  west edge of the Red Zone. Big mistake. 
  Compass went all wonky in here and 
  the place is a damn maze.  
  © Lead Adventure Miniatures
  
  32
  Bear in mind each crew member is presumed to have a backpack to carry 
  Salvage, Artifacts, and miscellaneous items. There is essentially no limit to the 
  amount of Salvage that can fit in them. This is different than Equipment Slots 
  which represent specific items that are readily available and used in the course of 
  a mission.
  Gear listed in the Special Items Table do not count as Equipment and do not use 
  an Equipment Slot.
  Basic Equipment Table
  Item
  Description
  Value (Zone Script)
  Binoculars
  +12” to Inspect range when surveying Hot Spots and Mission 
  Objectives.
  200
  Electric Juice
  Methamphetamine and Vodka with a twist of lime. Immediately 
  grants two additional Actions. Side Effect: Only one Action is 
  allowed the following turn.
  100
  Gas Mask
  No Will check required for Smoke or Fumes.
  200
  Med-Kit
  Replace 1 Wound with 2 Pinned Counters. 1 Pinned Counter if 
  Bone Doc.
  250
  Red Dot Sight
  For Pistols, SMGS, Shotguns, and Assault Rifles. +1 to Ranged Attack 
  Combat Ability Roll at half the weapon’s effective range or less.
  400
  Advanced Equipment Table
  Item
  Description
  Value (Zone Script)
  Detector
  + 2 bonus to their Will check when Searching an Anomaly.
  500
  Tool Kit
  +2 to All Mechanical Skill Checks and -1 to Action cost.
  600
  NODs
  Negates Dark and Low Light LOS and Ranged Attack penalties.
  750
  Hot Load Ammo
  Ranged weapons only. +1 to Weapon Damage. Enough for one  
  mission.
  350
  Scope
  Assault Rifles, Battle Rifles, and Sniper Rifles Only. +1 to Ranged  
  Combat Ability Rolls at greater than half the weapons effective 
  range.
  750
  Special Item Table
  Item
  Description
  Value (Zone Script)
  Chest Rig
  +1 Grenade and +1 Equipment Slot
  1,000
  Load Bearing Vest
  +2 Grenade and +2 Equipment Slot
  1,500
  Under Barrel  
  Grenade Launcher
  Assault Rifles Only. Adds a 40mm Grenade Launcher Option to a 
  character’s weapon. 
  1,800
  Kevlar Plates
  +1 to character’s Armor Rating. Can be added twice per crew 
  member.
  1,800
  Heavy Weapon 
  Reload
  +5 ammo of any single type of Limited Ammo weapon.
  2,000
  Like Stravinsky
  Listen druzhishe, a good Crew Boss knows his team like a conductor knows his 
  orchestra. Soft, loud, strong, weak… He knows their mothers, their lovers, their most 
  hated enemies. He knows what gets them going and what trips them up. He’s got a 
  handle on each and every one of them.
  Don’t like symphonies, then think of your comrades as tools in a box; you’ve got 
  to pick the right one for the job. Sure, to a hammer everything is a nail, but only an 
  idiot uses an axe to kill a mosquito.
  Someday you’ll have Bandits on your trail or a swarm of Mutants at your heels, 
  and you’ll need cover, fast. Cowering outside some old warehouse, a Crew Boss 
  Reminder: Green 
  crew members have 
  one Equipment Slot, 
  Hardened have two, and 
  Veterans have three.
  Value = Resale value at 
  The Stalls (see page 51).
  Zone Script = Currency 
  used in the Zone and 
  earned during campaigns 
  (see pages 38).
  
  33
  needs to know who can lay down fire and who can pick a lock. It’ll mean all the 
  difference in the world.
  And believe me when I say the sound of that door swinging open will be sweet 
  music to your ears.
  Part 7: Comrades On The Battlefield
  7.1 Character Composition and Squad Creation
  So, you’ve decided to form a crew and take your chances in the Zone. Well then let’s 
  talk about leaders and khrabrost’.
  The Crew Leader is in charge of the squad and that leader represents you; 
  competent, experienced, determined to make your fortune. Select a miniature that 
  best reflects the style and type of soldier you want to be and give it the following 
  Stats and equipment:
  Movement Rate of 6”, Combat Ability of 6, Military Body Armor (Armor 6), 
  and a Will of 7. Classed as a Veteran, they will have three (3) Actions per turn and 
  two Wounds.
  Next, select one Ranged Weapon and one Melee Weapon, two grenades of any 
  type, and three items from the Basic Equipment table (see pages 25 and 32). Finally, 
  assign them the Leader Skill plus one other Skill you feel will give you and your crew 
  an edge in the Zone.
  When you’re done, your stat sheet should look something like this:
  Name
  Boris
  Faction
  Military
  Wounds
  2
  Combat Experience
  Veteran
  Movement
  Combat Ability
  Armor
  Will
  6”/Action
  6
  Mil-Body Armor (6)
  7
  Skills
  Leader: Leaders grant a +1 bonus to all Will/Rally rolls for allied units in Line of Sight to the Leader figure. 
  Leaders also have a special ‘Order’ Action that allows them to ‘transfer’ their Actions to other members of 
  their squad. The recipient must be within 12” and in Line of Sight of the Leader figure, and must immediately 
  perform the Ordered Action. Any effects of this transferred Action/s must be taken and resolved before the 
  Leader can perform any more Actions.
  Hustle: Quick on their feet, whenever this model spends two consecutive Actions to Move, they receive an 
  extra 2” to the total. A Hardened trooper can move 14” with two back-to-back Move Actions rather than the 
  standard 12”.
  Equipment
  Military Body Armor: Armor 6. Model counts as Obscured Target from Ranged Attacks when in Cover.
  Slot 1: Electric Juice – Methamphetamine and Vodka. Immediately grants two additional Actions. Side Effect 
  – Only One Action allowed the following turn.
  Slot 2: Med-Kit – Replace 1 Wound with 2 Pinned Counters. Free Action and is Self-Administered. 1 Action 
  otherwise.
  Slot 3: Red Dot – (on AK-15) +1 to Ranged Attack Combat Ability Roll at half weapon’s effective range or less.
  Weapon
  Range
  Firepower
  Damage
  AK-74
  1–36”
  3
  1
  MP 443 Grach Pistol
  Melee–12”
  1
  0
  RGN Grenades (x 2)
  1–18”
  1
  SBT 2/model
  
  34
  
  35
  Khrabrost’
  They say you can’t measure an intangible like courage, only see it in action. Well 
  Khrabrost’ (translated from Russian as ‘mettle, bravery, or courage’) is how Zona 
  Alfa measures a Zone Crew’s potential effectiveness in battle. It’s the main value 
  used to build a squad.
  A Zone Crew’s Khrabrost’ (K) is equal to the total available Actions among 
  its members. A normal, starting crew’s Khrabrost’ is Twelve. The Leader takes up 
  three of those, so there are nine Khrabrost’ left to ‘spend’ to recruit the remaining 
  squad members. Veterans cost three, Hardened men cost two, and Rookies 
  cost one.
  Section 8 explains how crew members can improve their capabilities and gain 
  Advances over the course of a campaign, so it’s possible a Leader could take a number 
  of Green rookies and slowly, steadily build them up. A safer bet might be to take 
  several Hardened men, or perhaps another Veteran and a single Rookie. It’s your call.
  The player does not have to spend the Khrabrost’ limit on squad members when 
  creating a crew. Leftover Khrabrost’ points can be used to boost another member’s 
  Stats instead. If for example they elect to add only one Hardened and one Rookie 
  member, the leftover points can raise any single member’s Movement, Combat 
  Ability or Will by 1 (1” in the case of Movement).
  Crew members are still allowed to select their Weapons, Grenades, Skills 
  and Abilities, and Equipment (see pages 25, 30, and 32). However, the newly 
  recruited members start with the following Stats, Skills, and Equipment capacity, 
  depending on their Combat Experience. The starting stat lines for each type 
  are below.
  Rookie (1K Each) 1 Action Per Activation
  Name
  Movement
  Combat Ability
  Armor
  Will
  Dmitry Dukh
  5”
  4
  Improvised Body Armor (3)
  Counts as Obscured Target when in Cover.
  4
  Options
  Choose 1 Ranged Weapon, 1 Melee Weapon. 2 Grenades, and 1 Piece of Basic Equipment.
  Hardened (2K Each) 2 Actions Per Activation
  Name
  Movement
  Combat Ability
  Armor
  Will
  Kirill Kirza
  6”
  5
  Civilian Body Armor (5)
  Counts as Obscured Target when in Cover.
  5
  Options
  Choose 1 Ranged Weapon, 1 Melee Weapon. 2 Grenade, 1 Skill, 2 Pieces of Basic Equipment.
  Veteran (3K Each) 3 Actions Per Activation
  Name
  Movement
  Combat Ability
  Armor
  Will
  Timur Tyazheliy
  6”
  6
  Civilian Body Armor (5)
  Counts as Obscured Target when in Cover.
  6
  Options
  Choose 1 Ranged Weapon, 1 Melee Weapon. 2 Grenades, 2 Skills, 3 Pieces of Basic Equipment.
  12K is the value used 
  for starting crews. It 
  can increase with hires 
  and promotions – and 
  decrease due to casualties 
  – over the course of a 
  campaign. At some point, 
  players may well find 
  themselves forced to 
  adjust their style of play 
  and mission objectives 
  because of uneven odds.  
  12K is also a starting 
  point for force values 
  for two player pick-up 
  games. You and your 
  opponent may agree 
  to a 16K, 10K, or 8 K 
  game. Whatever fits 
  your collection.
  
  36
  7.2 Factions
  The final thing you got to do before heading out is choose a Faction, because like it 
  or not, you’ve got to pick a side.
  There are six Factions in the Exclusion Zone, and while you have to pay Faction 
  Dues, membership has its benefits. Depending on your choice, you get a couple pieces 
  of special Gear for your Crew as a ‘signing bonus’, discounts when buying certain 
  items at The Stalls (see Section 8.6, page 51 for details), and find it easier to recruit 
  certain skilled team members later in the game. The specifics depend on which one 
  you join. The Factions and their benefits are explained below.
  Military
  The Zone Enforcement Unit is tasked with containing the Zone and interdicting the 
  flow of illegal Salvage and dangerous artifacts. Ironic as it’s the Military that secretly 
  allows and assists in the flow of said items. Military Crews start with three free pieces 
  of Equipment: two Red Dot Sights and one load of Hot Load Ammo. They get a 
  20% discount when purchasing new Weapons, and can recruit Rookies at 25% less 
  of the normal price later in the game.
  Scientists
  Affiliated with the government and several large private research agencies, the 
  Scientist faction studies the Zone, hoping to understand – and control – its causes and 
  effects. Although technically protected by the military’s Zone Enforcement Unit, they 
  frequently hire teams to perform elemental research in dangerous areas, run errands, 
  and provide security. Scientist crews start with a free Detector, one free Med-Kit, and 
  one free Tool Kit. They receive a 25% discount when purchasing Med-Kits, Tool 
  Kits, Gas Masks, and Binoculars at The Stalls, and can hire two Hardened recruits 
  at 50% the normal price later in the game.
  Bandits
  Vultures, jackals, scavengers, vermin, maggots… the epithets are endless. These thugs 
  rob, harass, and extort anyone and everyone they can. Some Bandits crews are street 
  gangs seeking new turf, others are extensions of organized crime syndicates muscling 
  in on the lucrative flow of goods in and out of the Zone. It’s all about money. Bandit 
  crews start with two free doses of Electric Juice and a Chest Rig. They always receive 
  one free Molotov Cocktail when visiting the Stalls. Later in the game, they can  
  hire one Veteran recruit at 25% less the normal price and can always recruit at 
  Rookies 50% normal price.
  Independents
  Everyone’s got to make a living and this bunch plies their 
  trade in the Zone. Whether it’s scavenging for artifacts, 
  acting as a guide to researchers and thrill-seeking tourists, 
  or hunting mutants for bounty, Independents want to be 
  left alone and get on with their lives. Independents receive a 
  free Gas Mask, Med-Kit, and Scope to start, and get a 20% 
  discount on Basic Equipment items at the Stalls. Independents 
  can always add Hardened recruits at 30% less the going rate.
  Cultists
  ‘If you find a kettle of crazy, it’s best not to stir it’. Well, 
  the Zone is a whole cauldron of madness and there’s no 
  shortage of folks willing to whip it to a boil. Cultists 
  Salvage is everywhere in the Zone. So 
  are enemies, traps, and environmental 
  hazards. © Lead Adventure Miniatures
  
  37
  believe the Zone is a mystical, mysterious place, and have 
  devoted their lives to see it grow and spread. Technically at 
  odds with everyone else, Cultists nonetheless have uneasy 
  alliances with Scientists and Traders, passing valuable 
  information and rare artifacts for profit. Cultists receive 
  a free set of NODs and two Med-Kits when starting. They 
  receive a 20% discount on all Advanced Equipment items at 
  the Stalls, and when hiring new Crew members later in the 
  campaign, their first Veteran and Rookie recruits are free.
  Traders
  Someone has to grease the wheels of commerce and these 
  are the guys who keep it all moving. Traders pass goods 
  and information in and out of the Zone and among the various Factions. This makes 
  them extremely useful, as well as a frequent target of Bandits. Because of this, Traders 
  are always looking for reliable security. Traders do not receive any additional starting 
  Gear. However, they receive a permanent 40% discount on all items at the Stalls and 
  can hire Veteran recruits at a 25% discount.
  Faction Dues
  To enjoy the benefits of your declared alliance, you must pay Faction Dues after 
  each Zone Run, successful or not. 10% of the total value of all Salvage and artifacts 
  is automatically deducted from the total. If no salvage is taken, the Faction deducts 
  10% from the crew’s current Zone Script reserve, including the amount in the 10,000 
  Ruble Retirement Fund.
  Allies and Enemies
  So, you chose a Faction and have friends inside the Zone. Great that someone has 
  your back. Problem is that means you have Enemies now too – someone who will 
  stab you in the back, given half a chance.
  Relationships in the Zone come in three flavors: Allied, Neutral, Enemy. In 
  Zona Alfa, anytime you encounter members of a different Faction, there are certain 
  obligations, animosities, and unspoken agreements that come into play.
  • 
  Allied crews have made pledges of mutual assistance. These groups avoid 
  attacking one another and concentrate on common enemies and common 
  interests. Allied crews tend to cooperate on Zone Runs to eliminate any Zone 
  Hostiles and split the Salvage. In order to break an alliance and attack an Allied 
  crew, a Crew Leader must pass a one-time Will check at Difficulty 4 (Will Stat 
  on a D10, subtract 4 from the roll result). This roll does not need to be declared 
  to the other players, however it requires two Actions to make. If successful, the 
  player may then act in whatever manner they deem expedient. If an attack is 
  made, the two particular crews are classed as Enemies for the rest of the campaign.
  • Neutral doesn’t necessarily mean friendly. In a dangerous place like the 
  Zone, “Live and let live” can be the order of the day. However, there are no 
  obligations or understandings one way or another when facing a Neutral Crew, 
  so Leaders can use approach the mission any way they want.
  • Enemy crews fight like junkyard dogs the moment they spot each other. Any 
  time an Enemy Crew is in the mission area, Mission Objectives and Salvage 
  become secondary and the destruction or rout of the Enemy is the team’s 
  priority. All Objectives and Hot Spots are ignored. If a Crew Leader wants to 
  override this antagonism, they must roll a one-time Will check at Difficulty 2 
  This is the end!  
  © Lead Adventure Miniatures
  
  38
  (Will Stat on a D10, subtract 2 from the roll result). A Success means they can 
  act normally for the rest of the game, otherwise, Mission Objectives and Hot 
  Spots can only be pursued after the enemy Crew is dealt with.
  Below is the table of alliances and grudges between the Zone Factions. Read 
  the table rows left to right to determine your default reaction to members of a 
  particular Faction. Notice the attitudes among the Factions aren’t necessarily 
  reciprocal; groups have their own motivations for helping others, reasons that 
  might not be mutual.
  Faction Alliance Table
  Faction
  Military
  Scientists
  Bandits
  Independents
  Cultists
  Traders
  Military
  Allied
  Allied
  Enemy
  Neutral
  Enemy
  Neutral
  Scientists
  Allied
  Allied
  Neutral
  Allied
  Neutral
  Allied
  Bandits
  Enemy
  Enemy
  Allied
  Neutral
  Neutral
  Enemy
  Independents
  Neutral
  Allied
  Neutral
  Allied
  Neutral
  Allied
  Cultists
  Enemy
  Neutral
  Neutral
  Neutral
  Allied
  Allied
  Traders
  Neutral
  Allied
  Enemy
  Neutral
  Allied
  Allied
  There you have it. Once you have created your Leader and Crew, kitted them out 
  as best you can, signed on with a Faction, you’re ready to enter the Exclusion Zone.
  Ni Pukha, Ni Pyera, comrade!
  She Smiles, She Snarls
  There are days I think the Zone is alive, as if it sees me, knows me.
  There was one run last winter where I swear something was leading me on. 
  I ended up deep in the Red, but I didn’t care. There was this constant sense of 
  being watched. Each step of the journey had tiny clues like breadcrumbs drawing 
  me after.
  It was a bitter December, miserable cold. I almost bought it three times. But I 
  made it back.
  That run was the biggest haul I’ve had, before or since.
  You have to stay sharp though. Keep your eyes peeled. The Zone is fickle; you 
  can never be sure if the trail leads to a treasure – or a trap.
  Part 8: Zone Runs, The Mission Area, 
  And Post-Mission
  8.1 Zone Runs
  The Exclusion Zone: fame, fortune, and the high probability of mysterious and 
  violent death packed into 2,600 square km. This is where you and your comrades are 
  headed. There’s money to be made doing Zone Runs: salvaged gear is always worth 
  some coin. Scientists will pay well for a mutant’s body parts, or for you to deliver 
  messages, equipment, and data to and from their remote research stations. And those 
  mysterious artifacts? One of those beauties could fetch a month’s wages. Or more. 
  So chamber a round, take a swig of vodka, and off you go.
  
  39
  Now some people believe the Zone is more than a fixed geographic location, a 
  place damaged by radiation and peppered with mysterious physical and temporal 
  anomalies. These people insist the Zone is alive – a conscious awareness that seeks to 
  expand and alter our entire world. Guess you’ll find out soon enough and come  
  to your own conclusion.
  In Zona Alfa, the Zone is an active participant in the games, with beasts, mutants, 
  and hostile creatures emerging during the mission. Some think these Zone Hostiles 
  follow their own violent instincts, others maintain they’re like protective antibodies 
  guarding a fragile system, or even servants sent to do the Zone’s will. Regardless of 
  what you decide, I guarantee your Zone Run won’t be a walk in the sun.
  Force Parity
  In terms of challenging but balanced games, I’m of the opinion most tabletop gamers 
  are capable and fair-minded enough to create their own scenarios. As outlined in 
  Section 6 (see page 30), Zone Salvage crews are built on Khrabrost’: the number of 
  Actions per turn in each crew. Game-wise, in order to create a sense of parity between 
  players, Zona Alfa uses the crew’s Khrabrost’ level as a guide to build crews for each 
  mission. Both players decide on K value for the build, say 10, 12, or even 16, and set 
  that as the limit for the scenario. All players who want to go on the Zone Run must 
  then build Crews of various Combat Experience that are equal to or under that limit.
  Example
  BUNKER RUN: a 9 K Game:
  Gennady Lukhov leads a force of three Hardened Zone hunters to investigate an 
  isolated military bunker in the East side of the Zone. Three K for Gennady as Leader, 
  plus Two K each for the crew makes 9 Available Actions per turn (3 + 6) Or 9 K.
  The Opposing Player could then field a force composed of their Leader (3K) plus 
  Six Green recruits (1K Each) to get a total of 9K. Instead, they could bring their 
  Leader along with 2 Hardened men and 2 Green newbies (3K + 4K + 2K).
  Any combination is acceptable so long as it does not exceed the agreed on 
  9K Limit.
  This method has been found to give players a definite force composition mechanic, 
  reasonable guidelines, as well as a fair amount of flexibility to tailor unique crews 
  with troops, the skills, and the equipment that fits their playing style.
  8.2 The Mission Area
  Zone Threat Levels
  First and foremost, every section of the Exclusion Zone has been categorized by 
  Threat Level (TL). The TL is a standing assessment of that area’s danger based on 
  reconnaissance, scientific monitoring, and incident reports. It also reflects the type 
  and quantity of potential Salvage, hostile creatures, and presence of anomalies.
  The Threat Levels are color-coded on all official Zone maps: Blue, Yellow, or 
  Red, designated TL1, TL2, or TL3 respectively.
  Blue 1 Low Threat Levels are on the perimeter, Yellow 2 Medium TLs are a 
  bit farther in, and Red 3 High Threat Level areas are found in the deepest parts of 
  the Zone near the center. As a rule, the higher the Threat Level, the greater chance 
  of locating valuable Salvage – and of encountering dangerous hostile forces and 
  hazardous environments.
  Crew Leaders always choose which areas they explore, what jobs they take, what 
  risks and rewards they are willing to face. A low TL equals low risk, but minimal 
  
  40
  Salvage. If you want big money, it means you have to play big stakes. Just remember 
  the Zone plays for keeps. Every mission will be walking the razor’s edge between 
  staying alive and making a living.
  Mission Objectives, Turn Limits, and Hot Spots
  In order to keep Zona Alfa games focused and moving, there are three key ingredients 
  to every scenario: a single, important Mission Objective, Turn Limits, and evenly 
  distributed Hot Spots. The Mission Objective keeps players focused on a goal, a Turn 
  Limit ensures everyone is on the move instead of camping and sniping, and the Hot 
  Spots provide secondary opportunities for loot and Campaign Advances.
  A Mission Objective is the main reason for the scenario. It can be something as 
  simple as recovering an item from an abandoned building, or escorting a scientist 
  to a specific spot on the table. It can be complex, or multi-stage, like clearing out a 
  nest of mutants before repairing a cell tower to restore communication in the region. 
  Whatever you decide, achieving the Mission Objective gets the successful team the 
  lion’s share of that game’s Campaign Advances and allows them one free roll on  
  the appropriate TL Salvage Table.
  Turn Limits in Zona Alfa raise the tension and force players to make tough 
  choices. For smaller, 3’ x 3’ or 4’ x 4’ sized game areas, the Turn Limit is 4 +D3 turns. 
  For larger tables with more players, bump the Turn Limit up to 6 +D3 turns. Here’s 
  your excuse to buy (or make) that cool turn counter you wanted. The reason for the 
  deadline can be anything from an imminent Emission, to a Zone Enforcement recon 
  fly-over, or a stampeding herd of mutants. Whatever it is, the teams have a definite 
  window to operate in the mission area and accomplish the objective.
  Hot Spots are different from Mission Objectives. Hot Spots are specific locations 
  on the battlefield, say a tool shed, a stand of trees, or even a stack of crates on the 
  south side, third floor by the corner window in an abandoned warehouse. They can 
  also be a scenic item like an abandoned vehicle, a crashed UAV, or a dead body. This 
  indicates not only the presence of valuable Salvage but also the probability of danger. 
  All Hot Spots should be clearly marked with a token or chit.
  The number of Hot Spots on the battlefield is determined by the Threat Level 
  of the area being explored. The number of Hot Spots in a given mission area is the 
  Threat Level (TL) multiplied by 2. So, a Threat Level 1 area would have 2 Hot 
  Spots. A Threat Level 2 area would have 4, and a Threat Level 3 area would have 6. 
  Distribute them evenly throughout the board, giving both sides equal accessibility. 
  Hot Spots are secondary, optional mission goals in the game, additional to the main 
  Mission Objective.
  Triggering Mission Objectives and Hot Spots
  If all anyone had to do was walk up and flip a switch or grab the black box to get 
  rich, the Zone would be overrun with slackers, hoodlums, and posers. But nothing 
  is that easy. There’s always a catch.
  Mission Objectives and Hot Spots are where the ‘Risk v Reward’ dilemma kicks 
  in. Both grant valuable experience and Salvage, but engaging with them always 
  triggers a response from Zone Hostiles – the strange, dangerous creatures who make 
  their home in the Exclusion Zone.
  Anytime a player’s models pass through or end their movement within 3” of the 
  Mission Objective or Hot Spot, the player has triggered the location. This 3” distance, 
  or 6” diameter centered on the item, is known as the location’s Reaction Radius. When 
  triggered, the player responsible must roll on the Zone Hostiles Table (see page 41) 
  to determine the Zone’s response to the intrusion. This means, in essence, Mission 
  Objectives and Hot Spots are area effect locations. Use a ruler or make a 6” template 
  
  41
  to determine the location’s precise reaction radius. Center it on the scenic item – any 
  model touching or within the template’s reach triggers the Hot Spot.
  Bolt Toss
  Mission Objectives and Hot Spots can also be triggered by other means. Players 
  can have one of their models Toss a Bolt into the location’s 3” Reaction Radius to 
  make the Zone Hostiles spawn. Simply have a crew member declare the intention  
  and spend the Action to make the attempt (treat as a grenade throw, see pages 12 and 
  27). If successful, this Bolt Toss triggers the location and the Zone Hostiles spawn 
  according to the rules. If unsuccessful, the Action is spent and nothing happens.
  Bolt Toss allows players to trigger the location remotely, either with a nearby 
  comrade on Alert, or when a rival crew is in proximity (Zone Hostiles attack the 
  nearest model in clear Line of Sight, see pages 5 and 15 for further details).
  Binoculars and the Inspect Action also come in handy here as they make it 
  possible for a crew to check out the area from a distance and tweak which type of 
  Zone Hostile spawns – for better or worse.
  Clearing Mission Objectives and Hot Spots
  Remember both Mission Objectives and Hot Spots trigger Zone Hostiles. In order 
  to accomplish a Mission Objective or clear and search a Hot Spot, the Zone Hostiles 
  associated with that location must first be eliminated.
  Once that is done, at least one crew member must spend one Action to interact or 
  search the location. Some Objective or Hot Spots may require additional Actions  
  or even a Skill Check to clear, as dictated by that particular Zone Run.
  8.3 Zone Hostiles
  Whenever a Mission Objective or Hot Spot is engaged, the player responsible for 
  triggering the Zone Hostiles rolls a D6 and checks the table below in the appropriate 
  Threat Level column. The Zone Hostile miniatures appear immediately. The number 
  in parentheses indicates the number of figures that spawn.
  Zone Hostiles by Threat Level
  Zone Hostiles Table
  D6 Roll
  Threat Level 1 Blue
  Threat Level 2 Yellow
  Threat Level 3 Red
  1
  Vermin Swarm (1)
  Vermin Swarm (X 2)
  Feral Dogs (6)
  2
  Vermin Swarm (2)
  Feral Dogs (6)
  Zombies (8)
  3
  Feral Dogs (4)
  Zombies (6)
  Rad Ghouls (6)
  4
  Zombies (4)
  Rad Ghouls (6)
  Bandits (4) *
  5
  Rad Ghoul (4)
  Bandits (4) *
  Mutants (2) *
  6
  Bandits (4) *
  Mutant (1) *
  Large Mutant (1) *
  * indicates the presence of an Anomaly. Roll on the Artifact Table after all standard Hostiles and Salvage 
  issues are resolved (see page 46).
  Quick Note on Zone Hostiles
  As Zona Alfa isn’t tied to any particular line of miniatures and the goal is to allow 
  players to use figures in their collection, the Zone Hostiles are of a generic, post-
  apocalyptic type. Substitute as needed. If you don’t have feral dogs for instance, use 
  spiders. If you want to use rat men instead of ghouls, or already have a nice selection 
  of hooded cultists, go for it. Simply scale their abilities to fit the threat they represent. 
  Take a look at the Zone Hostile Stat Table (see page 44) and tweak as needed. So long 
  as it works for you and your gaming group, roll with it and keep playing.
  
  42
  
  43
  Zone Hostiles Deployment
  Zone Hostile miniatures are placed 
  on the table using the D10 Indirect 
  Fire Deviation method (see page 27), 
  with the deviation calculated from 
  the center of the Hot Spot. Hostile 
  models appear instantly and can 
  make one free move to seek cover 
  or engage the nearest visible enemy.
  Once Zone Hostiles appear, 
  they join the Initiative/Activation 
  sequence in last place. If multiple 
  Hot Spots have been triggered and 
  a number of Zone Hostiles are 
  present, one unit from each separate 
  Zone Hostile force activates after 
  the other, until one unit from each 
  group has gone. Then the new 
  round of Activation begins. (Yes, 
  this can lead to a wave of Zone Hostiles moving in on the crews. The Alert Action 
  will come in useful here).
  Alternate Deployment for Zone Hostiles
  There may be times when it is more logical in the scenario to have the Zone Hostiles 
  already deployed and visible on the table at the start of the game. Say your crews 
  are entering an area known to be infested with mutants or controlled by Bandits. In 
  that case, simply place them to the best advantage around the particular Hot Spot 
  or Objective and start the game. That Hot Spot or Objective is considered Triggered. 
  No further rolls are necessary. Visible Hostiles follow the same A.I. Rules as those 
  that are triggered. 
  Zone Hostile A.I. Rules and Control
  Zone Hostile models – either those triggered by a Hot Spot/Mission Objective, or 
  present on the battlefield at the start of scenario – follow four basic rules:
  1. They are centered around that specific location on the table and will not range 
  further than 12” from it.
  2. They are aggressive and will always attack within that territory, using Cover 
  whenever possible.
  3. They always attack the closest, visible model. Enemies in the open take priority 
  over those in cover. If multiple opponents are present, they will attack the one in 
  clearest Line of Sight, continuing to attack that opponent until either it or they 
  are destroyed.
  4. They will defend themselves if attacked in Melee. Only Melee attacks can draw 
  their attention away from the closest, visible opponent.
  All Zone Hostile models are controlled (moved and rolled) by the opposing player. So 
  if your team triggered a Hot Spot and is attacked by Hostiles, the other player moves 
  and rolls all Attack, Defense, and Will dice. Zone Hostile control will shift between 
  players, depending on whose crew the Hostiles are attacking.
  The number of Actions a Zone Hostile can take is linked to the Threat Level area. 
  With one Action for TL1, two Actions for TL2, and three Actions for TL3.
  Hostile models DO NOT 
  trigger other Hot Spots, 
  only player models.
  Sewer pipes… Only an idiot would 
  think they’re a safe way to travel fast 
  and unseen. Who knows what lurks 
  down there? 
  © Lead Adventure Miniatures
  
  44
  Zone Hostile Stat Table
  Zone Hostile
  Move
  Combat Ability
  Armor
  Will
  Weapon
  Vermin
  6”
  4
  2
  4
  Teeth/Claws
  Dogs
  8”
  4
  2
  4
  Teeth/Claws
  Zombies
  4”
  4
  6
  NA
  Teeth/Claws
  Ghoul
  7”
  5
  4
  6
  Big Teeth/Claws
  Bandit
  6”
  5
  5
  6
  Ranged/Melee per Armory
  Mutant
  6”
  Range: 4–6
  4–6
  6
  Big Teeth/Claws
  Large Mutant
  6”
  Range: 5–7
  5–7
  7
  Very Big Teeth/Claws
  Zone Hostile Weapons
  The Zone Hostile Stat Table is a guide. Tweak as necessary to suit the scenario and 
  your particular miniature collection. See the Armory in Section 5 and outfit as needed 
  (see page 24). Feel free to increase Firepower on Melee attackers, say from a 1 for 
  a zombie’s slow, clumsy assault to a 2 or 3 to reflect a ghoul or rabid dog’s frenzied 
  mauling. Bandits can use any Ranged or Melee weapon in the Armory. Increase 
  Combat Experience Stats and Equipment if your scenario calls for something like a 
  rogue military unit or a rival NPC Crew.
  Quick Note on Zone Hostile Experience Levels
  If the standard rule of linking Zone Hostile Experience levels/Actions per turn to the 
  Threat level of the mission area is too easy, then by all means bump the Stats. This is 
  your game. Rabid dogs, rager zombies, a seasoned bandit crew, or military patrol all 
  obviously present more of threat, regardless of what TL Area they were encountered 
  in. However, if your crews are consistently outgunned by Zone Hostiles, consider 
  scaling them back a bit.
  8.4 Salvage, Anomalies, Environmental Hazards
  Salvage
  Rubles, that’s what this is all about, right? Otherwise, we’d get a job.
  After, and only after, the Hostiles guarding a particular Mission Objective 
  or Hot Spot are eliminated 
  can the area be Searched 
  for valuable Salvage and 
  the Mission Objectives. 
  Hot Spots yield Salvage 
  and each Hot Spot can 
  only be Searched once. 
  An exception to this is if 
  a model has the Salvager 
  ability (see page 30). They 
  can spend two Actions to 
  Search and find Salvage 
  twice. Roll on the table 
  below 
  and 
  determine 
  the Salvage value/item 
  according to Threat Level. 
  Once Salvage has been 
  retrieved, remove the Hot 
  Spot token. The area is no 
  longer viable for searching.
  Radioactivity is the silent killer. If an 
  area seems untouched, strangely free 
  from mutants and bandits, you can 
  bet there’s a reason – a 100 rads worth. 
  © Lead Adventure Miniatures
  
  45
  Salvage Table by Level
  D6 Roll
  Threat Level 1 Blue
  Threat Level 2 Yellow
  Threat Level 3 Red
  1
  Salvage Value 200
  Salvage Value 350
  Salvage Value 500
  2
  Salvage Value 350
  Salvage Value 500
  Salvage Value 750
  3
  Salvage Value 500
  Salvage Value 750
  Salvage Value 1,000
  4
  Salvage Value 200 plus one roll 
  on Basic Equipment Table
  Salvage Value 500 plus two 
  rolls on Basic Equipment Table
  Salvage Value 750 plus two 
  rolls on Advanced Equipment 
  Table*
  5
  Salvage Value 350 plus one roll 
  on Basic Equipment Table
  Salvage Value 750 plus two 
  rolls on Basic Equipment 
  Table *
  Salvage Value 1,000 plus two 
  rolls on Advanced Equipment 
  Table*
  6
  Salvage Value 500 plus one roll 
  on Basic Equipment Table *
  Salvage Value 1,000 plus one 
  roll on Advanced Equipment 
  Table*
  Salvage Value 2,000 plus one 
  roll each on the Advanced 
  Equipment Table and the 
  Special Items Table*
  * indicates the presence of an Anomaly. Roll on the Artifact Table after all standard Hostiles and Salvage 
  issues are resolved. See page 46 for more information.
  Anomalies
  Anomalies are what set the Exclusion Zone apart from every other devastated, 
  quarantined area in the history of the planet. Anomalies are micro-distortions in the 
  flow of space and time that seem to bend the laws of physics. While certainly unique, 
  mysterious, and potentially hazardous, they also yield strange and valuable Artifacts. 
  The potential for Anomalous Hot Spots is contingent on the area’s Threat Level and 
  the chance of encountering Anomalies increases by Threat Level.
  In a TL 1 Area, any time a 6 is rolled when triggering a Mission Objective or Hot 
  Spot, the location not only contains Salvage but also an Anomaly. In TL 2 areas, 
  an Anomaly is present on a roll of 5+, in TL 3 sectors, a 4+. When the appropriate 
  die result is rolled, the player also rolls on the Artifact Table. This roll/effect is in 
  addition to the regular Threat and Salvage table rolls, and represents the presence of 
  additional dangerous, uncommon phenomenon and rare, valuable Salvage.
  Anomalies generate no additional Zone Hostiles (they are dangerous enough on 
  their own!). The standard Zone Hostiles and Salvage issues are always resolved first.
  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.
  Every crew member 
  is equipped with a 
  backpack for holding 
  valuable Salvage and 
  recovered Equipment. 
  There’s no real limit to 
  the amount of Salvage 
  a model can carry. 
  Carrying such items 
  does not use Equipment 
  Slots; they are tucked 
  away and inaccessible 
  for the duration of the 
  mission. However, they 
  can be distributed among 
  various team members 
  and used in later games.
  
  46
  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
  1
  Artifact Value 2,000
  2
  Artifact Value 3.500
  3
  Artifact Value 4,500
  4
  Artifact Value 4,500 + Movement bonus (+1”)
  5
  Artifact Value 5,000 + Armor bonus (+1 Armor)
  6
  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
  1
  Overcast: No Effect
  2
  Sudden Darkness: LOS/LOF ranges are cut to 12”
  3
  Overcast: No Effect
  4
  Rainstorm: All Movement at -1”. Ranged Attacks at half range
  5
  Sunny Day: No Effect
  6
  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 
  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
  
  47
  
  48
  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.
  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.
  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.
  Advance Pool and Spending Advances
  It’s important to remember Advances racked up by Crew members are not credited 
  to the individual character model but rather go into the Crew’s Advance Pool. These 
  Advances are traded in (or spent) however the Crew Boss sees fit, regardless of 
  a particular model’s actual contribution. The ghosts of communism die hard, eh 
  comrade? Think of it as an investment to your collective security. Unspent Advances 
  remain in the crew’s Advance Pool.
  Model Stat Line
  For every 10 Advances, a Crew Leader can improve one of his crew’s (or their own) 
  Model Stat line by One. The hard lessons taught by the Zone have filtered down to 
  their bones: they fight harder or use their armor and cover that much better. Maybe 
  they move a hair quicker or are no longer easily unnerved by the Zone’s horrors. 
  Whichever it is, the Player Model’s Combat Ability, Armor Rating, Movement, or 
  Will are improved by 1 (1”/Action in the case of Movement).
  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.
  Don’t you love it when you run into an 
  old friend you haven’t seen in a while?
  © Lead Adventure Miniatures
  
  49
  Additional Equipment Slot
  For every 10 Advances, a Crew member can add an additional Equipment Slot to 
  their Model Stat line. Perhaps the Bone Doc learned how to distribute their gear load 
  more efficiently in order to carry more Med-Kits. Maybe one of your shooters wanted 
  to trick out their AK-74 to be ready for any situation. Could be that Scrounger taught 
  themselves how to be really handy with a Detector and the Binoculars. It’s your call.
  New Skills
  For every 15 Advances you can add a single new Skill to one of your crew members.
  Let’s say you want to give your Bone Doc the Hustle ability to help them get to the 
  wounded faster. Steady Hands would certainly be a benefit to that crew member 
  lugging around that SVD sniper rifle. Whatever you choose, it has to be consistent 
  with the model’s existing designation and equipment. For example, no giving the 
  Unload Skill to someone with an RPG.
  Promotions
  Live long enough, you’re bound to learn something. This is particularly true in the 
  Zone. For every Five Missions a Player Model survives, (i.e. not Out of Action at the 
  end of the Zone Run) they are promoted to the next Experience level and their model 
  Stat line is adjusted accordingly. So a Rookie moves to Hardened and a Hardened 
  moves to Veteran. Model Stat adjustments are automatically applied on promotion. 
  Adjust the Model’s Stat Line accordingly. If a Model’s Stat Line has previously been 
  improved by Advances, the Promotion benefits do not apply in that particular area. 
  Promotions do not apply to Veterans. Their Stat Line is improved by Advances only.
  Messy Resolutions
  All the shouting, smoke, gunfire, explosions, bullets flying around, mutants jumping 
  out from everywhere, it was kind of hard to see who did what and when. Who 
  gets the credit when more than one crew accomplishes a task? Your guys cleared 
  the Hostiles from a Hot Spot, but then some other chuvak jumped in and grabbed 
  the loot.
  Well, you get the Kill Credits and they get the Hot Spot Salvage credit. You want 
  ‘fair’? Look between ‘failure’ and ‘fraud’ in the dictionary. Bet you’ll plan better 
  next time, eh?
  Professional Development
  Advances can also be purchased. Let’s say you trade in a good haul of loot and maybe 
  even an Artifact. Crews can purchase Advances at the Stalls at the rate of 1,500 Zone 
  Script (ZS) per 1 Advance. We’ll assume you’re paying for some expert instruction or 
  training at one of the larger, established camps inside the Zone rather than blowing it 
  all on vodka and strippers. Like all Advances, purchased ones are added to the crew 
  Pool and can be spent as the Boss sees fit.
  Battle Scars
  The Med-Kits in Zona Alfa essentially grant models the ability to take hits and 
  survive (see page 22). Think of them as extra Wounds. As explained earlier, if a 
  model is Wounded and has no Med-Kit of their own to off-set the damage, they 
  are considered Out of Action and are out of play until they are revived by someone 
  with a Med-Kit. If they are revived before the end of the game, they can get up and 
  return to the fight.
  However, any time a player character is Out of Action and not revived before 
  the mission ends, they have one of those ‘Near Death’ experiences than profoundly 
  Note the Skill and 
  Gear limitations for 
  the three different 
  Combat Experience 
  levels apply only to 
  NEWLY RECRUITED 
  members. Advances allow 
  you to improve on the 
  initial restrictions.
  
  50
  
  51
  affects their character. Near-death survivors are said to have ‘Battle Scars’ and suffer 
  from some kind of permanent effect or quirk.
  For every model in your crew that was put Out of Action and remained 
  incapacitated for the duration of the game, roll a D6 on Battle Scars Table. Note 
  the result and make a notation on the crew member’s roster. Over time, it’s entirely 
  possible crew members could suffer from the effects of multiple ‘Battle Scars’. Word 
  of advice: any more than two, you might want to consider retiring them and hiring 
  a new Crew member.
  Battle Scars Table
  D6 Roll
  Battle Scar
  1
  Obsessed: Battle Lust. Wants to kill every enemy/hostile they see. Model must roll and pass a Will 
  check at the start of each Activation to act as normal (Will check is a Free Action). Otherwise, they 
  must attempt to kill every enemy in LOS or move to contact if no enemies are visible
  2
  Obsessed: Must Salvage. Has to search every Hot Spot. Model must roll and pass a Will Check at 
  the start of each Activation to act as normal (Will check is a Free Action). If failed, they must move 
  toward nearest Hot Spot, regardless of the Boss’ orders.
  3
  Slow: -1” to Movement. No jumping or climbing without ladder or stairs.
  4
  Squeamish: Will check to enter Melee and when charged by Hostile (Will check is a Free Action). -1 
  CA/Melee. Failure means the Model must spend 1 Action to move away from Melee threat.
  5
  Dazed and Confused: -1 to all Will checks.
  6
  It’s just a flesh wound. No Effect.
  Obsessed Models want to ignore orders and act on their obsession (try to kill every 
  enemy in sight or try to search every Hot Spot). Each time an Obsessed model is 
  Activated, they must pass a Will check on 1D10 to act normally. This Will check is 
  a free Action, but if the Will check is failed, they must immediately move, Attack, or 
  Attempt to Trigger and Search the nearest visible Hot Spot. If a Battle-Scarred model 
  manages to receive both the Must Kill and Must Salvage results, whichever object is 
  nearest takes precedence.
  8.6 Post Mission: The Stalls
  Need a new bolt cover for your AK? Go to The Stalls. A new gas mask? A replacement 
  crew member? The Stalls. Anything and everything a Zone hunter and a Crew Leader 
  needs to do their job can be found there.
  The Stalls is a roving, open air exchange. They are never in the same spot two 
  days in a row, constantly on the move, advertized only via the Zone grapevine, but 
  somehow everyone who needs to know about it, finds out where it will be when 
  they need it. Think of it as a farmer’s market. Without the farmers. And with lots of 
  guns. This is where your crew will reequip between missions, converting valuable 
  Salvage into new gear, ammo resupply, improved body armor, and replacement 
  crew members.
  The only legal tender accepted at the Stalls is Zone Script (ZS), so you’ll need 
  to visit the Traders to have your loot converted into hard currency (of course they 
  take a cut). The Zone’s economy is set at the ‘AK Standard’: the fixed exchange 
  rate for a working AK-47, and all Zone Script bills are printed, circulated, and 
  accounted for by the Trader faction. Which could be the reason the Bandits target 
  them so often!
  When trading at The Stalls, first you have to convert your Salvage into Zone 
  Script. Equipment, Artifacts, and Salvage sell for listed price, less the Traders’ 10% 
  cut. So that 2,000 Value worth of Salvage you pulled in that last run will net you 
  1,800 in Zone Script. From there, you can wander the booths picking up new Gear, 
  or stop by the bar and hire a recruit. Don’t forget to set some aside for retirement. 
  Prices for new Equipment are listed in the table below.
  
  52
  Equipment Price Table
  Item
  Price (Zone Script)
  Binoculars
  220
  1 Dose of Electric Juice
  110
  Gas Mask
  220
  1 Med-Kit
  275
  Red Dot Sight
  440
  Detector
  550
  Tool Kit
  660
  NODs
  825
  1 load of Hot Load Ammo
  385
  Scope
  825
  Chest Rig
  1,100
  Load Bearing Vest
  1,650
  Under Barrel Grenade Launcher
  1,980
  Kevlar Plates
  1,980
  Heavy Weapon Reload
  2,200
  Armor
  Tired of running around in patchwork body armor or old surplus with conspicuous 
  holes in important places? The cost to upgrade your personal protection is simple: 
  1,000 Zone Script per level of Armor Rating. So that Military Body Armor will run 
  you 6,000 ZS. The good news is you can trade in your current armor at 50% of 
  cost. Not great, but getting 1,500 for your worn, Improvised Armor vest will take 
  some of the edge off.
  Weapons and Explosives
  So that Shotgun just doesn’t have the reach you need? And melee with a sniper 
  rifle is like flailing around with a boat oar – plus it knocks your scope out of zero? 
  Well the Stalls make a Texas gun show look like a Sunday knitting circle. Plunk 
  down your Zone Script and get what you need. No waiting period or background 
  checks here. Oh, and you can get 50% of the retail on your current weapon if you 
  want to sell it!
  Weapon Price Table
  Weapon
  Price (Zone Script)
  Combat Knife
  100
  Machete, Axe
  150
  Chainsaw
  250
  Pistol
  200
  Magnum Pistol
  300
  Shotgun
  350
  Flame Thrower or Chemical Sprayer *
  400
  SMG
  400
  Assault Rifle (AK 74)
  500
  Battle Rifle (AK-15)
  650
  Grenade Launcher * (M79 or Milkor MGL)
  1,000
  Squad LMG (RPD or RPK)
  2,000
  Rocket Launcher (RPG) *
  2,000
  HMG (crew-served. 2 minimum. stationary)
  4,000
  Mortar * (crew-served. 2 minimum. stationary)
  4,000
  Sniper Rifle (Dragunov SVD-63 or VSSK Vychlop)
  4,000
  *Weapons come with 5 Rounds to start. Additional ammunition must be purchased separately (see page 32).
  
  53
  Hand Grenades and Explosives: a new twist on the phrase ‘Disposable Item’. You’ll 
  want to re-up on these between every mission.
  Remember, Grenades come in pairs, you can mix and match to taste, and the first 
  set does not take up an Equipment Slot. Additional sets do, however.
  Grenade and Explosives Price Table
  Weapon
  Price (Zone Script, Per Item)
  Molotov Cocktail
  150
  Flash Bang
  300
  Smoke Grenade
  300
  Hand Grenade
  300
  Satchel Charge
  500
  Recruits
  New Blood, Warm Bodies, Fresh Meat, Zone Fodder… deadly as the Exclusion 
  Zone is, there’s always someone hanging around the Bar looking to sign on with a 
  crew. Prospects range from punks fresh out of prison with no other career options, 
  to recently de-mobilized military vets addicted to the rush of combat and the 
  camaraderie of shared hardship. All new hires come with the Stats, Armor, Weapons, 
  and Gear listed in their respective profile. See below for Hire Price and details.
  Rookie (Hire Price: 1,500 ZS)
  Name
  Movement
  Combat Ability
  Armor
  Will
  Dmitry Dukh
  5”
  4
  Improvised Body Armor (3)
  Counts as Obscured Target when in 
  Cover.
  4
  Options
  Choose 1 Ranged Weapon, 1 Melee Weapon. 2 Grenades, and 2 Pieces of Basic Equipment.
  Hardened (Hire Price: 2,500 ZS)
  Name
  Movement
  Combat Ability
  Armor
  Will
  Kirill Kirza
  6”
  5
  Civilian Body Armor (5)
  Counts as Obscured Target when in 
  Cover.
  5
  Options
  Choose 1 Ranged Weapon, 1 Melee Weapon. 2 Grenades, 1 Skill, and 2 Pieces of Basic Equipment.
  Veteran (Hire Price: 4,000 ZS)
  Name
  Movement
  Combat Ability
  Armor
  Will
  Timur Tyazheliy
  6”
  6
  Civilian Body Armor (5)
  Counts as Obscured Target when in 
  Cover.
  6
  Options
  Choose 1 Ranged Weapon, 1 Melee Weapon. 2 Grenades, 2 Skills, and 3 Pieces of Basic Equipment.
  And there you have one-stop shopping for the four essential ingredients of any 
  successful Zone venture: weapons, ammo, armor, and warm bodies.
  
  54
  No Fur, No Feathers
  You’re off to a solid start: good weapons, 
  decent gear, a few stout comrades, a new 
  map, and some kind of plan, right? Well 
  done. I bet you’re chomping at the bit, ready 
  to tear into the Red Zone and swoop up a 
  sack full of mysterious artifacts. Become a 
  Zone legend, eh?
  Ha! I did too when I first got here.
  But trust me when I say the best way to 
  a happy ending is to take it nice and steady. 
  There’ll be danger enough without you 
  kicking a sleeping bear.
  Build up your resources, keep a few of 
  the items you salvage – don’t sell it all – and be smart. You can’t trust everyone 
  around here, but you can trust some of them; make alliances when you can. Help 
  each other. Better a smaller share of the take than a shallow grave somewhere in 
  the wild.
  And above all, set aside a percentage for retirement. You can’t do this forever. The 
  Zone is terrifying and beautiful, wondrous and lethal all at once. She has a thousand 
  moods and every date will leave you spent and breathless. She’ll even give up her 
  treasures if you court her carefully.
  Remember, everyone looks good at the start – the real trick is to get out alive.
  Good hunting. May Saint Strelok watch over you.
  Part 9: Linked Missions And End Goals
  9.1 Linked Missions
  As mentioned in Part One, Zona Alfa is story-centered. Connected, narrative games 
  tend to get players involved and help them stay focused. The Three-Act sequence is 
  ideal to create an escalating sense of tension and purpose. Casualties, experience, 
  Salvage all carry over as part of a larger, over-arching quest. When making a 
  set of linked missions, Mission Objectives should relate, directly or obliquely, to 
  that bigger goal, and ideally, the rewards and the danger should ratchet up each 
  mission too, all to culminate in a final battle that is the most dangerous and the 
  most rewarding.
  If you get stuck, here are some Mission prompts. Roll a D6 for each column and 
  use the results to create a scenario. Tweak and bend as needed. For example, if you 
  roll Eliminate/Sabotage – Supplies – Old Factory, both sides could vie for the chance 
  not simply to destroy select items in a larger cache, but complete the objective by 
  poisoning the food or mixing defective ammo in with the boxes. Or, if the Crews 
  are Enemies, you might task one side with demolition and the other with preventing 
  their destruction. This is your chance to make a story and invent a motive for a 
  follow-up mission.
  Whatever it was came back. It’s stalking 
  me. There’s a large clearing ahead. I see 
  three tall rocks near a little hill. I’ll make 
  a stand there. 
  © Lead Adventure Miniatures
  
  55
  
  56
  Mission Table
  D6 Roll
  Action
  Item
  Location
  1
  Retrieve/Deliver
  Data Recorder
  Disabled Vehicle Convoy
  2
  Defend/Protect
  Downed Aerial Drone
  Remote Outpost
  3
  Eliminate/Sabotage
  Supplies
  Abandoned Village
  4
  Investigate/Repair
  V.I.P.
  Old Factory
  5
  Locate/Hunt
  Vital Component
  Military Bunker
  6
  Escort/Steal
  Mutant
  Ruined City
  Example
  The Lost Military Convoy
  Rumor has it there is an abandoned military convoy that has a supply of weapons, 
  armor, and decent gear. Everyone knows someone who heard it’s on a back road 
  in the North part of the Zone, near a village with a well. Sounds great except ‘Up 
  North’ and ‘village with a well’ are kind of vague. No one has been able to nail down 
  any definite information about where these Army trucks are located.
  Now the Zone churns out rumors like a swamp in August breeds mosquitoes, 
  and they’re twice as annoying. But this one just won’t die. So perhaps there’s some 
  truth to it. The only one who seemed to have his teeth in this tale was Big Ears Boris, 
  and he’s overdue from a supply run to some scientists in a Blue area east of here.
  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.
  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.
  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
  
  57
  
  58
  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.
  
  59
  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
  
  60
  Game Two: Walk in the Chernya Woods
  The stinking Rotters came out of nowhere… You never knew something that decayed 
  could move so fast. So, you yanked a moldy old leather briefcase from under a seat, 
  swept up a handful of stuff from an open gear bin and ran for it. You never knew 
  you could move that fast either.
  Most of the papers were ruined, but one at the very bottom had the heading 
  ‘RED GYPSY 3’ on it in big block print. And below there was a list of rifles, pistols, 
  a column of ‘Special Weapons’. Cases of ammo, boxes of grenades… All of it typed 
  up neat as could be. If half this stuff is there, we’ll be rich.
  Trouble is that same piece of paper mentioned a keycard – a one-of-a-kind special 
  keycard that’s needed to unlock the steel door that leads to the stash. And that’s 
  a problem.
  Yuri mentioned the last guy who passed through Blyatsk was new to the Zone: 
  some thug named Big Nikolai. Apparently, he got tired of being a junior Bratva bull 
  in Moscow and decided he wanted a bigger slice of the pie. So, he grabbed a handful 
  of his boys and bribed his way past the Cordon guards. Word is he’s camped in the 
  Chernya Woods.
  You’re not big on that forest, or chatting up Bandits for that matter, but it’s the 
  only lead you’ve got right now.
  Guess it’s time for a walk in the woods.
  Table Size
  4’ x 4’
  Threat Level
  One – Blue. One Mission Objective. Two Hot Spots.
  Terrain
  The mission area is a wooded location that’s bisected by a dirt trail. This trail runs 
  from one corner of the mission area to the lower, opposite corner and divides the 
  game table into two triangle-shaped sections. In the center of the mission area, on the 
  trail, is a large clearing with four makeshift barriers: stacked rubbish, shrubs, short 
  sections of broken fence or stone walls. This is the Mission Objective.
  There are two smaller clearings, one in the middle of each of the two triangular 
  halves of the mission area. These are not on the dirt trail. These are the two secondary 
  Hot Spots.
  You’ll need plenty of stands of trees for this one. The floor of the Chernya Woods 
  is relatively clear of undergrowth and debris.
  Suggested Crew Experience
  Starter Crew with Veteran Crew Leader.
  Deployment Zones
  Crews set up in opposite corners either on the trail or in the woods inside a 4” x 4” 
  square.
  Turn Limit
  Seven.
  Zone Hostiles
  Mission Objective: Five Bandits already visible: four Rookies lead by a Hardened 
  Boss. 1 and 2 Actions per Activation, respectively. All of them are armed with 
  
  61
  AKs, wearing Commercial/Civilian Armor, and each are 
  equipped with a single Med-Kit and a Molotov Cocktail. 
  The Bandits start in Cover and on Alert Actions. Place 
  models and tokens appropriately. With Big Nikolai and his 
  men present and visible, the Mission Objective is considered 
  already Triggered. Roll as needed on the Threat Level 1 
  Zone Hostile Table for occupants of the two secondary 
  Hot Spots (see page 41).
  Salvage
  Successful Search Action of Big Nikolai’s camp after it is 
  cleared yields one worn but very official looking keycard 
  for an office building in the town of Ishikhov, a Molotov 
  Cocktail, and two rolls on the Basic Equipment table (see 
  page 32).
  Secondary Hot Spots yield Salvage per appropriate Hot Spot Salvage Tables.
  Game Three: The Ishikhov Shuffle
  The town of Ishikhov used to be the regional administration center. Just off Highway 
  109 and Route 7, it was close to the military base, the refinery, and the mine. Soldiers, 
  workers, clerks all made their home there. It had apartments, row houses, shops, nice 
  roads, parks... even a supermarket.
  It was wiped out in the first Incident and the inhabitants were killed instantly.
  All those families and stores, most people believe there’s plenty of regular supplies 
  and salvage still there, lying all over the place. But everybody in the Zone seems to 
  know a guy who went looking for easy pickings and never came back.
  Word now is the place is haunted. That much death so sudden, some say it’s 
  cursed. A few of the old-timers insist the original citizens of Ishikhov are still there, 
  lurking in the ruins of their former homes.
  You’re going to find out one way or another because the keycard says ‘Basement 
  2. Central Planning Office’. The Central Planning Office (CPO) is a big, ugly concrete 
  and steel building, built like a fortress, full of narrow halls and tiny cubicle offices. 
  It stands dead center in the town of Ishikhov.
  And that’s where you’re going.
  Table Size
  4’ x 4’
  Threat Level
  Two – Yellow Zone. One Mission Objective. Four Hot Spots.
  Terrain
  The mission area is a deserted town filled with ruined homes and buildings. Two 
  streets run North to South and two streets run East to West. These divide the table 
  into nine sections roughly equal in size. Place the largest building in the center section 
  and arrange other buildings and scatter terrain as desired in the remaining areas.
  Place one of the Secondary Hot Spots in each of the four table quadrants. These 
  should be centered and accessible, and cannot be within 6” of the table edge or 
  another Hot Spot.
  Suggested Crew Experience
  Reinforced Starter Crew with Veteran Crew Leader.
  Official reports say hundreds died in 
  the first incident but apparently not 
  everyone stayed dead. 
  © Lead Adventure Miniatures
  
  62
  
  63
  Deployment Zones
  Crews set up in opposite edges of the mission area anywhere 
  up to 4” from the edge.
  Turn Limit
  Seven.
  Zone Hostiles
  Turns out the old-timers were right all along. Place four zombie 
  models at each of the four road intersections. These zombies 
  activate as a single mob and will move toward and attack the 
  closest player model in line of sight. If no player models are 
  visible, they will move toward the CPO. They will only stop 
  converging if a player model appears. At TL 2, they have two Actions per Activation.
  These are additional Zone Hostiles not connected to the present Mission Objective 
  or secondary Hot Spots. Roll as needed on the Threat Level 2 Zone Hostile Table to 
  determine the occupants of the four Hot Spots (see page 41).
  Salvage
  After the CPO is cleared, the crew can ‘enter’ the building. A successful Search Action 
  will yield 2,500 ZS worth of Salvage plus two rolls on each of the Basic, Advanced, 
  and Special Item Equipment Tables.
  Secondary Hot Spots yield Salvage per appropriate Hot Spot Salvage Tables.
  Aftermath
  Well done, comrade. Your first run. You put down some Zone scum, got a few 
  notches on your AK, picked up some new gear, a new recruit maybe. Even set aside 
  some in your Retirement fund. It’s like you were made for this place. You belong here.
  But a word of advice: you really want to hit it big, you need to collect Artifacts 
  – that’s where the real money is. And those are only found deep in the Zone. That’s 
  where you really want to go.
  Part 11: The Last Bit
  You’re in the Zone now. There are enemies, rivals, horrors and mysteries waiting in the 
  fog-shrouded, irradiated wilds. And treasure, treasure beyond your wildest imagination. 
  It’ll be terrifying, brutal, bloody and immensely rewarding – if you survive.
  Zona Alfa was ordered around the simple thought that the rules shouldn’t 
  interfere with the game. They should support rather than suffocate. They should 
  minimize friction and streamline gameplay, not bog players down in complex record-
  keeping, gimmicky or tedious combat mechanics. And you definitely should not have 
  to constantly flip pages back and forth to get through a turn.
  Hopefully, these rules are robust, reliable, and easy to operate. They won’t cover 
  any and every potential in-game situation, so if you encounter something during 
  a mission, roll dice to resolve the problem, keep playing, and discuss the specific 
  instance afterwards. I’m confident players can come up with a solid solution in 
  keeping with the core rules and the spirit of the game.
  Which is what it’s all about: the story that unfolds on the table as you and your 
  rivals advance your Crews toward the Mission Objective, never quite knowing what 
  terrors and treasures the Zone is holding for you there.
  We’ll take a short cut through 
  this tunnel. Of course it’s safe. 
  © Lead Adventure Miniatures
  
  64
  Crew Roster
  Crew Name
  Faction
  Advances
  Rubles (Retirement 
  Fund)
  Salvage (V)
  Zone Script
  Spare Equipment
  Artifacts
  Notes
  Name
  Faction
  Wounds
  Combat Experience
  Movement
  Combat Ability
  Armor
  Will
  Skills
  Equipment
  Notes
  Name
  Faction
  Wounds
  Combat Experience
  Movement
  Combat Ability
  Armor
  Will
  Skills
  Equipment
  Notes
  
  OSPREY GAMES
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  E-mail: info@ospreygames.co.uk
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  OSPREY GAMES is a trademark of Osprey Publishing Ltd
  First published in Great Britain in 2020
  © Patrick Todoroff, 2020
  Patrick Todoroff has asserted his right under the Copyright, Designs and Patents 
  Act, 1988, to be identified as Author of this work.
  All rights reserved. No part of this publication may be reproduced or transmitted 
  in any form or by any means, electronic or mechanical, including photocopying, 
  recording, or any information storage or retrieval system, without prior 
  permission in writing from the publishers.
  A catalog record for this book is available from the British Library.
  ISBN: PB 9781472835697; eBook 9781472835680; ePDF 9781472835673; 
  XML 9781472835703
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  Acknowledgements
  Special thanks to Phil, Chris, and the entire team at Osprey for taking a chance 
  on Zona Alfa; to Sam for the incredible art, to the very excellent members of the 
  Cape Cod Wargame Commission who endured many a trial run; Joe P. and the 
  fine folks at the Second Saturday Scrum, and all the STALKERS at the Stalker7 
  website and the Zona Alfa Facebook page. 
  Good Hunting, Comrades!
  Photographs
  All the photographs found within this book, and the miniatures showcased, were 
  kindly provided by Lead Adventure Miniatures. Check out their website and 
  webstore at https://lead-adventure.de/
  
SOURCE: textdata/thevault/Osprey System/Osprey Wargaming/Osprey - OWG 025 - Zona Alfa - Salvage and Survival in the Exclusion Zone.pdf