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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

‘Kontraband. More Salvage and Survival. ’


© Patrick Todoroff 2021

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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.

PLEASE NOTE: This is a supplement for


ZONA ALFA- Salvage and Survival in the Exclusion Zone
from Osprey Wargames.
You need that book to play this game.
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Zona Alfa is available at Osprey Publishing, Amazon, and
WarGameVault in electronic and print format.
_____________________________________________
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CREDITS

Written by Patrick Todoroff


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Contributors: Patrick Mohney, Matt Gordon, Mike Deutsch

Cover art: Paul Ballantyne.


Original Interior Art by Mike Deutsch
Stock images from Shutterstock.
All rights reserved.
KONTRABAND
more salvage and survival

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___________

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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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5. new stuff p.39


New Gear – New Friend – New Foes – New ROE

6. expeditions p.57
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Zone Runs – Goals – Advances - Obsessions – Zona Vorony

7. last words p.71


Parting Shots and Ricochets

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.

1.2 WHAT DO I NEED TO PLAY KONTRABAND?


KONTRABAND is not a stand-alone game and so first and
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foremost, you need a copy of the Zona Alfa rule book.


Next, you need the standard fare for a table top war
game: miniatures and terrain in your preferred scale,
dice (D10 and D6), a ruler/measuring tape in inches,
blast and teardrop templates, a few tokens to mark a
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model’s in-game status, and printed character sheets


for your models.
Additionally, you will need
- Scenic items, tokens or chits to mark the
important Points of Interest locations on the
tabletop, as well as ones for the strange and
dangerous micro–rifts in reality known as
Anomalies. These are two separate types of

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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.

1.3 KONTRABAND RULES: MODIFICATIONS AND ADDITIONS


KONTRABAND retains the mechanics of the core Zona
Alfa game: D10 dice, the model stat line, the weapon
stat line, mission area Threats, Zone Hostiles, etc.

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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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individuals working together on a mission rather


than competing crews fighting over salvage,
KONTRABAND players can now choose to venture into
the Zone either as Stalkers or Scientists.
Generally speaking, Stalkers are stronger at
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tactical skills while Scientists excel at


technical ones. Details about each character
class and a list of new Skills can be found
further in.
- Setting. All KONTRABAND games take place deep in
the mysterious and unstable Exclusion Zone, a
quarantined region filled with mutated creatures
and extreme hazards. Because of the danger,
players take the role of Veteran level characters

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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.

Now fill your canteen and load up on ammo.


It’s time for a trip to the deep Zone.

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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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say? The Deep Zone is calling. You going to answer?


Me? I think it’s time to put up or shut up.
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