Kontraband Two
Kontraband Two
Kontraband Two
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KONTRABAND
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more salvage and survival
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PATRICK TODOROFF
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COPYRIGHT NOTICE
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Rights for any miniatures, terrain, and hobby accessories mentioned herein belong to
their respective creators. No challenge is intended.
Do not reproduce, copy, or otherwise disseminate any portion of this publication without
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the author’s express written permission.
CREDITS
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1. overview p.1
What is Kontraband? – What do I need? – What’s different?
2. characters p.6
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Stalker or Scientist? – Four-Person Team – Skills List
3. setting p.17
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Point of Interest Locations – Anomalies – Zone Events
4. missions p.31
Missions – Salvage – Minimum Daily Requirements
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6. expeditions p.57
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8. resources p. 74
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1. OVERVIEW
1.1 WHAT IS KONTRABAND?
Kontraband is a set of supplementary rules for Osprey
Wargames Zona Alfa, Salvage and Survival in the
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Exclusion Zone. It’s an expansion that builds on the
core game then modifies it in three distinct ways:
A. KONTRABAND shifts the game from the
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traditional player-versus-player competition to a
Solo and Cooperative effort where players work
together against the table environment and game-
run enemies.
B. KONTRABAND narrows the game’s setting from an
open region with varying degrees of danger to
exclusively high-threat locations deep in the
Zone.
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C. KONTRABAND introduces new levels of detail to
the player characters, equipment, and mission
areas, and because of this, some of the original
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core rules have been altered to fit the new
challenges and game components.
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locations, so whatever you use to mark them, they
should be distinct and easily identifiable to all
players.
- A full set of Point of Interest cards. These can
be found at the back of this book. They should be
printed and cut out to make an Incident Deck for
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each mission.
- A Zone Weather Chart should you decide to track
any odd and sudden changes in the mission area’s
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atmosphere. A sample one can be found at the
back of this book.
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Combat is still a major factor but with a new
emphasis on exploration, artifact recovery, and solo
and co-op play, KONTRABAND introduces a number of
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modifications and additions to accommodate more
detailed and dangerous game play. Section Five
highlights the additional rules and tweaks. These
modifications apply to three main elements:
Characters, Setting, and Equipment.
- Characters. With a focus on a single squad of
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embarking on an Expedition to acquire Artifacts:
the exotic items found at the heart of physics-
bending micro-rifts known as Anomalies. The
duration of each expedition is at the player’s
discretion, but the recommended length is five
linked missions.
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- Equipment. KONTRABAND not only changes some
details on existing pieces of equipment, it
introduces several new ones. It also adds a new
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category of gear, Weapon Accessories, which are
separate from items that fill Equipment Slots.
Details on Weapon Accessories can be found
further in.
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Did I ever tell you about the time…?
So you’re lingering near the Cordon, playing the big kid in the shallows and
impressing newbies with tales of your Zone trips or that time you ran into a
pack of mutants.
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Big deal.
Sure, you’ve been around long enough to learn a thing or two. Yes, you’ve held
your own against bandits and beasts. You even snagged a couple artifacts and
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haggled your way into some decent gear at the Stalls.
*slow clap* Good for you, comrade.
But your ‘Grizzled Vet’ act is wearing thin. You can’t keep spinning the same
yarns over and over. Do you really want to be one of those sad old bastards at
the bar angling for free drinks for the same handful of stories, stories stretched
bullshit?
No.
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so thin with retelling they’re nothing but a frayed and threadbare patchwork of
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Lucky for you, the Institute reached out three days ago. You got a job offer.
Seems the eggheads have a series of expeditions coming up and are in need of
warm bodies who know their way around the Zone. The money is good. Great,
even. And it’s a long-term contract - so long as you stay alive. What do you
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