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HUNTER-HUNTED

(Ohotnik Ohotils'a)

A trip into the Exclusion Zone.

Patrick Todoroff
COPYRIGHT NOTICE

‘Hunter-Hunted: a campaign for Zona Alfa - Kontraband’


© Patrick Todoroff 2021

This booklet is offered FREE OF CHARGE. Reproduction is allowed for personal use only.
Any other copying or dissemination must receive the author’s written permission prior to use.
Rights for any miniatures, terrain, and hobby accessories mentioned
herein belong to their respective creators. No challenge is intended.

PLEASE NOTE: This is a campaign supplement for


ZONA ALFA- Salvage and Survival in the Exclusion Zone
from Osprey Wargames,
You need that book to play this campaign.
This booklet also refers to the supplement
KONTRABAND – More Salvage and Survival.
(You don’t need that one, but it would help.)

Zona Alfa is available at Osprey Publishing,


Amazon, and WarGame Vault in electronic and print format.
Kontraband is available at Amazon and Wargame Vault
in both electronic and print format as well.
_____________________________________________

CREDITS

Written by Patrick Todoroff

Contributors: Patrick Mohney, Matt Gordon, Mike Deutsch, John Sylvia

Cover art: Danila Komlev


Original Interior illustrations: Mike Deutsch
Stock images from Shutterstock.
All rights reserved.
Welcome to the Zone, comrade.

Hunter-Hunted is a narrative campaign for Osprey Wargames’


Zona Alfa – Salvage and Survival in the Exclusion Zone.
Designed to ease new comers into the madness and mystery
of the most quarantined area on the planet,
Hunter-Hunted uses additional material from
the solo/cooperative expansion,
Kontraband - More Salvage and Survival.

Those who wish to run competitive games per the standard ZA


rules should create opposing forces of equal K-value as the
starter crew listed herein. Be aware, Anomalies are
distinct from Hot Spots in these missions, and players
should substitute Hot Spots for Point Of Interest
locations. For brevity’s sake, the terms ‘Point of
Interest’ and ‘POI’ are used throughout.

For players who do not wish to use Point of Interest cards,


each scenario includes a die-roll table to randomly
generate its unique Hostiles and Hazards. Hunter-Hunted
also offers four, pre-generated, Veteran level characters
to make this excursion into the Deep Zone as simple as
possible. Descriptions and game stats can be found at the
back of this book.

Thank you for your interest in Zona Alfa and Kontraband.


Good hunting, stalker.
The Exclusion Zone.
The most heavily restricted area on the planet.
It’s surrounded by hundreds of kilometers of electric fence and razor
wire, a perimeter dotted with guard towers, minefields, and triple-
layer checkpoints.
It’s a region patrolled by a dedicated security force equipped with
armored vehicles and aerial drones, monitored by reconnaissance
satellites, and overseen by a secretive scientific organization known
only as The Institute. It’s also the home of fugitives, misfits,
mutants, and micro-tears in the very fabric of reality.
That’s where you’re headed. And not just the safe, raggedy edge
either. No, you plan to jump in the deep end, into the very ‘heart of
darkness’ at its center.
They say angels watch over drunks and fools. You better hope so,
because going there, you’re one or the other, that’s for sure.
Either way, I wish you luck.
You’re going to need it.

1
MISSION 1: THE OVERDUE CREW
The Traders had hired you and Ivan to watch over one of their weekly
shipments: beans, bread, sausage, pickles… important stuff but not
incredibly valuable. A wad of Zone Script to spend a couple cold,
drizzly hours at the Cordon and keep an eye on some trucks. Not hard,
right? Certainly no reason to expect trouble.
Besides, hijacking a food delivery is perhaps the only sure way to
piss off everyone in the Zone, so even the Bandit gangs know to leave
well enough alone.
Which is why you were puzzled when Zone Security rolled up.
Not a lot of them, mind you. But enough guns to make you think twice
about starting a fight. Or running off. You were even more surprised
when Captain Porov un-assed from the lead UAZ and offered you a job.
According to the good Captain, Boar’s crew had undertaken a little
side work on his behalf. Hazy on the specifics, Porov was pretty damn
adamant he had expected Boar’s return two days prior. But in the last
48 hours, there’d been no sign of them, no radio contact, nothing.
Not even smoke signals.
The Captain had GLONASS coordinates of Boar’s last known - a spot on
the edge of the Deep Zone. Would you and Ivan mind doing a little
recon to find out what was going on? Boar had been in possession of
some important information and the Captain wanted it.
For your trouble, Porov offered two days full supplies, a box of Hot
Load Ammo, and permission to keep any salvage or artifacts you
stumbled across on your trip. Agreed?

***
MISSION AREA
Two Veteran level player characters in a two x two area. Four Points of Interest and one
Anomaly. Characters enter any corner. Terrain is rural, lightly wooded with small hills and
medium scatter.

POI AND ANOMALIES


Place one Point of Interest marker in each quadrant of the mission area. Place the Anomaly 6”
off center in a random direction.

OBJECTIVE
Locate the bodies of Boar’s crew, retrieve Boar’s PDA, and exit the area via a corner.
Searching the bodies is a 2 Action Skill Check at Difficulty 1 while in base-to-base with the
appropriate POI location. Create a POI deck with the correct cards and randomly insert a blank
card for the objective site, or use the D4 table below.

2
D4 HAZARD/HOSTILE TABLE

DIE ROLL HAZARD/HOSTILE


1 COBWEBS
2 ZONE SLUDGE
3 WITCHES TEA
4 AMBUSH SITE

When using the D4 table, the first roll of 4 means you’ve located the crew. Thereafter, reroll
any 4s when interacting with other POI. If no 4 has been rolled in the first three locations, the
final one is the objective site. Don’t forget to roll for salvage.

SPECIAL RULES: NEST


Three Vermin Swarms are present in the mission area at the start of the game. They begin
in the center and will move at random speed in random direction at the end of the players’
activation. Use the Grenade Drift rules to determine direction and distance.

Because the swarms are building a nest/warren/lair in that area, they are extremely territorial
and will attack anything that comes within Line of Sight and 12” of the center. Treat each
Swarm as a separate unit. You don’t need to clear the Vermin before engaging the Anomaly,
but it would sure help.

Vermin Swarm Stats (single or multi-model base, player’s choice)


Move: 6” per actions. Actions per Turn: 2 Combat Ability:4
Armor:2 FP:2 per melee attack action Damage:1
Special: Small Target. Attackers subtract 1 from their attack rolls against vermin swarm.
Penalty does not apply to AOE template weapons.

AFTERMATH
You located Boar’s crew - or what was left of them anyway. There were
sure signs they’d been gnawed on by the local vermin, but that wasn’t
what killed them; they’d been shot. One of them point blank in the
back of the head, execution style.
The Zone has its own special terrors but that… that raised your
hackles.
A quick search turned up a PDA in a hastily scraped hole a few paces
from the bodies. Covered with a clump of grass, your best guess is
whoever hid it was trying to keep it out of the hands of the
shooters. Thirty rounds of 7.62 says it contains the information
Porov wants.
Speaking of which – it’s time to rendezvous with the Captain.

3
MISSION 2. AN OFFER YOU CAN’T REFUSE
Captain Porov met you halfway – which was suspicious as hell.
He played it off as gratitude and offered hearty congratulations on a
job well done. Boar was an old friend, he said. You’d given him
closure.
Sure.
Fifteen minutes and three toasts of Stolichnaya later, the truth came
out: could you and Ivan finish what Boar started?
The Captain refused to tell you the exact nature of the job unless
you agreed. ‘Operational Security’ he explained. But the job paid the
equivalent of two months of good work. Plus, he promised you salvage
rights for the duration and a blind eye on any ‘Zone justice’ should
you run across whoever killed Boar and his crew.
To frost the cake even more, he offered another set of hands to help
you with it all: a Field Agent from the Institute. With medical
training and handy with a SPAS 12, no less. All kinds of perks
working with Zone Security, right?
Even though the Captain phrased it as a request - with vodka and a
grin, good money and a Bone Doc - it didn’t really sound like you had
much of a choice.
“More than generous,” you agreed. “When do we leave?”

***

After accepting his offer, Captain Porov handed you the coordinates of a crashed aerial
surveillance drone. Your next mission is to recover the onboard camera so your new team
member, the Field Agent, can review the imagery from its final flight. Once that’s done, you
continue deeper into the Zone per the Field Agent’s directions.

4
MISSION AREA
Three Players on a 2x3 area. Player Characters enter on any corner. Terrain is medium density
wooded area with an evenly distribution of clear patches.

POI AND ANOMALIES


6 POI and 2 Anomalies. (One of the POIs is the drone crash site.) Place 1 POI in every square
foot of the mission area wherever it makes sense terrain and narrative-wise. Use the clearings
whenever possible. Place one Anomaly in each half of the mission area. (Top/Bottom.
Diagonal, Left/Right, your call.)

Use Point of Interest Cards and randomly insert blank one to represent the Downed Drone
Objective. Alternately, roll a D6 when initiating contact with a POI location and refer to the
table below.

DIE ROLL HAZARD/HOSTILE


1 BOOBY TRAP
2 MUTANT
3 SPITTERS AND SPORES
4 DEAD TOURIST
5 FLARES AND SMOKE
6 DRONE CRASH SITE

The first result of 6 means you’ve located the Crash site. Thereafter, reroll any 6s when
interacting with another POI. If no 6 has been rolled in the first five locations, the final one is
the objective site. Don’t forget to roll for Salvage.

Details on Hazards/Hostiles can be found at the end of this booklet.

OBJECTIVE
Recover the drone’s camera box. Removal requires a model be in BtB contact with drone and a
3 Action Skill Check at Difficulty 3. (A Multitool or Tool Box could come in very handy here.)

SPECIAL: AMBUSH
As soon as the team gets to the Crash Site, they are ambushed by four Bandits. Use Drift
Rule to determine approximate location and select a spot behind the cover closest to that
spawn point.

Bandits are Hardened Quality, armed with AK47s. They begin within 4” radius but will
immediately activate, spread out, fire and maneuver for better angle. A successful search of
dead Bandits yields 1 Common Supply/TL2 Salvage per body, as well as a note with a
description of the player characters, with a bounty of 1K rubles for each character killed,
payable on proof of death.

5
AFTERMATH
Bandits eliminated, you went back to your camp. After an hour of
tinkering, swearing, and split knuckles, the Field Agent extracted
the data card from the camera box. A few minutes later she flipped
her laptop around and showed you several high-resolution photos of
what looked like several buildings and a large barn in the middle of
a wheat field. The location is five kilometers west of a village
called Oderzhymyy. In the Deep Zone.
You barely kept a lid on your temper. “A farm?” you demanded.
“Captain Porov have cows that need milking?”
The Field Agent shook her head wearily. “You think we’re doing all
this for a farm?”

6
MISSION 3. ZONE ORPHAN
The three of you were ready to embark on your field trip to this
mystery farm when the radio crackled to life.
“Hello? Hello? Anybody? Mayday, SOS, whatever. I need help.”
You keyed the radio. “Who’s this?”
“Osso from Stavits. Arkady, is that you? I need a hand here, man. I’m
really in the shit.”
Unspoken Zone Rule Twenty-Something: someone calls for help on an
open frequency, you help. Even if it’s a rival. Because someday it
could be you.

“Where are you?” you ask.


“A tiny village, a one horse dump called Pokyev. I think,” he
says.”Come as fast as you can, brother. And keep your head on a
swivel.”
You sigh. Ivan is already holding up a map, a dirty finger on a spot
nearby. “Okay,” you say. “We’re on our way, three of us. So don’t
shoot. What kind of trouble should we expect, anyway?”
“Snorks,” Osso replied. “A metric crap-ton of snorks.”

***

Osso is holed up in one of six abandoned buildings. He and his crew were ambushed and
killed. He ran to cover, leaving most of his gear outside in the village main street. All he has is
a radio, a pistol, and a canteen filled with E-Juice. Your task is to find him, recover his gear,
and get out in one piece.

MISSION AREA
Three Players on a 2x3 area. Player Characters enter on any corner. Terrain is lightly wooded
area with an even distribution of half a dozen structures clustered in the middle. Add fences,
hedges, small vehicles and scatter as desired.

POI AND ANOMALIES


6 POI and 2 Anomalies. (One of the POIs is Ossos’s hiding place, another, his Gear) Cluster
the structures around the center of the mission area and place 1 POI near each one. Space
the buildings and related scatter wherever it makes sense narrative-wise. Place one Anomaly
in each half of the mission area just outside the village. (Should be at least 6” from nearest
building.)

7
Use Point of Interest Cards and randomly insert marked ones to represent Osso’s lost
equipment and Osso himself. Alternately, roll a D6 when initiating contact with a POI location
and refer to the table below.

DIE ROLL HAZARD/HOSTILE


1 SNORKS/GHOULS (x 3)
2 MUTANTS (x 2)
3 OSSO’S GEAR
4 SNORKS/GHOULS (x 3)
5 MUTANTS (x2)
6 OSSO’S HIDEY HOLE

The first result of 6 means you’ve located the Osso, a 3 is his Gear. Thereafter, reroll any 3’s
or 6s when interacting with other POI. If no 3 or 6 have been rolled in the first four locations,
the final two are the objective sites. (you decide sequence) Don’t forget to roll for Salvage.

OBJECTIVES
Rescue Osso and his Gear. Both require a model be in BtB contact with the POI and a 1 Action
Skill Check at Difficulty 0. Once Osso is found, he joins the player character team as an active
participant. Until his Gear is found, he only has a pistol.

SPECIAL: SNORKS AND MUTANTS


Each of the POI in the village of Pokyev spawns either Snork/Ghouls, or Mutants. The
Snorks/Ghouls are Veteran level with three actions each, a Melee Attack FP of 2, Damage 1, as
well as the Pounce mutation.

The Mutants are also Veteran Level and can be any other type of melee attack creature. To
make it interesting, add either the Fast mutation, plus Spikes or Acid Blood from the
Kontraband Mutation Menu.
When spawned, these groups of Zone Hostiles will appear in a 4” radius, then will immediately
activate, spread out and maneuver for better angle. As a bonus, a bounty of 200 Zone Script
per Snork or Mutant is given at the end of the campaign to any player who tracks their kills
here.

BOLT TOSS DISTRACTION


Players choice: use Bolt Toss to distract the Zone Hostiles.

To do so, no player models can be in Line-of-Sight of any Hostile model. (if they see anyone,
they attack.) Use Bolt Toss as normal and mark the impact point. Any unengaged Hostiles
within 12” will move to that spot and stay there so long as they do not see any player model.
Once a player’s model enters Line of Sight however, all bets are off.

8
AFTERMATH
A grateful Osso dug into his
pack and offered a bottle of
Beluga Gold Vodka. Well,
half a bottle anyway; he
knocked back the first half
in celebration of being
alive.
Wiping his mouth, he then
told you how he and his crew
went to Pokyev to follow up
on a tidbit overheard in
Savak Tul’s bar: a rumor of
stashed military weapons.
Sounded like easy money, but
not five minutes after they
arrived, a hidden sniper
shot one of his comrades in
the head.
‘Pop’ went that weasel, and
wouldn’t you know the whole
damn village was infested
with scab-faced, jumpy
biters. That gunshot woke
them all up. After that,
everything became a
snarling, bloody, frantic
blur.
Now, he’s all that’s left of his crew.

He finished the story and fell silent for a full minute. Then he
hefted his RPK, adjusted his backpack, and said, “OK, OK. So where
are we going?”
“What do you mean?” the Field Agent demanded.
“You saved my skin,” replied Osso. “Now I will return the favor. And…
I owe it to my friends to hunt down the svolach who set us up.”

9
MISSION 4. TERRIBLE OPTIONS
Heading into the Deep Zone, your little band encountered a sign of
‘The Event’; a long line of civilian and military vehicles clogging
the main road, rusted and abandoned, left there from the mass
evacuation after the first, catastrophic explosion.
Along its jagged length, Ivan spied the tell-tale writhing of
Anomalies. Three to be exact, evenly spaced. Adding to the mess, the
fields on both sides of the frozen convoy are riddled with pools of
Zone Sludge, Cobwebs, and Witches Brew.

Damned if you do, damned if you don’t... Threading those wrecks will
take time, especially with Anomalies in the mix. Trudging through
those fields would be even more dangerous.
Thing is, the farm from the surveillance photographs is eleven
kilometers down this very same highway and backing up to go around
would add another day to your trip.
Osso frowned at the fields. Ivan scowled at his map. Yelena pointed
down the road. You, you hefted your rifle and started walking.
“Nothing to do but make do,” you said. “Let’s move. We’re burning
daylight.”
Wasn’t ten steps past the first car when you noticed the footprints:
lots of big, clawed, footprints.
You racked the bolt and chambered a round. ‘St. Strelok, preserve
us.’
***
Not only does your team have to navigate the obstacle course of
abandoned vehicles, you’ve wandered into the territory of some large,
predator type mutants. Good times, right?

MISSION AREA
Four players on a 3’ x 3’ area. Nine POI and three Anomalies. A cluttered road stretches
diagonally across the board from one corner to the opposite. Stagger vehicles along the road
in a zigzag pattern, leaving a two inch wide path down the middle. Fields on either side should
have evenly spaced light vegetation and small stands of trees. Players enter at the corner that

10
denotes the head of the road. They must exit the mission area on the road at the opposite
end.

POI AND ANOMALIES


Distribute POI in the triangular sections on either side of the road, five in one, four in the
other. They are all Zone Environmental Hazards and should be spaced at least 6” apart.
Remember to roll for Salvage.
Place Anomalies roughly one-third, midway, and two-thirds down the length of the road. If
desired, center each one on a vehicle. If possible, leave room for models to traverse past them
on the road, single file. If not, that’s the Zone for you, right?

OBJECTIVES
Enter the mission area from one corner at the head of the road and exit the opposite corner at
the other end. The path you take to get there is up to you. A walk in the sun, right?

SPECIAL
1. Anomaly sites should be clearly designated with tokens or scenic terrain pieces. 60mm
circular bases work well, a size that’s large enough to hold cool scenic details yet small enough
to tuck in most anywhere on the board.

Refer to the ‘Anomaly Effects’ on page 24 of the Kontraband rule book, or use the D4 table
below to determine the type of anomaly encountered on the road. Remember to Roll for an
Artifact. Two if you’re a Scrounger.

ANOMALY TABLE
D4 Roll ANOMALY TYPE
1 Blaster/Force. When triggered, does Dam 0 AOE Blast. Also, push all models 3” directly
away from location.
2 Vortex/Gravity. When triggered, all models suffer a Dam 2 attack and are pulled into
center. Escape with successful Will roll.
3 Arc Welder/Electricity. When triggered, all BtB models suffer Damage 2 attack. Also,
shock attack will jump to any model within 1” of shocked/injured model. This electrical
chain attack continues until a model makes its armor save.
4 Teleporter/Spatial Displacement. When triggered, all BtB models are immediately
teleported 3” in random direction. Use Drift Rule to determine new position. Keep
Drifting until model is out of contact with Anomaly site.

2. This is a bad neighborhood. (you’re in the Zone, so that’s saying a lot) Like it or not, your
crew is smack in the middle of a territory claimed by some large, nasty mutants. Create four
Bad A$$ Mutants to taste. These are Veteran level/3 action beasts with 6” Move, Two
Wounds, Armor 5, FP 3, Dam 2. Terror: 2. For a real challenge, spice things up with the
‘Mutation Menu’ on page 48 in the Kontraband rulebook.

These mutants are ravenous and enter the mission area from the roadway corners on Turns 2,
4, 5, 6, one from the deployment zone/head of the road on Turns 2 and 4, and one from the
exit zone/end of the road on Turns 5 and 6. Their primary interest is the edible trespassers in
their hunting grounds. Award a bounty of 500 Zone Script to any player that takes one out.

11
3. All Point of Interest Locations in this mission are one of four types of Environmental
Hazard: Cobwebs, Witches Brew, Swap Gas, or Zone Sludge. Stack the Incident deck with
those cards or roll on the D4 table below. Remember to roll for salvage.

POINT OF INTEREST HAZARDS


D4 Roll ENVIRONMENTAL HAZARD
1 COBWEBS
A tangle of sticky, silvery threads. Prolonged contact brings paralysis.
Pass a Skill Check or receive one PIN counter for every failure while in BtB contact.
Three Pin Max. Four plus = One wound for every subsequent Failure.
2 WITCHES BREW
A pool of green, glowing, bubbling slime. Highly Caustic.
Pass Skill Check or lose 1 point of Armor for every Failure while in BtB contact.
Once Armor is gone, Failure = Wound.
3 SWAMP GAS
Puke yellow vapors emanate from the ground with an odor of rotting vegetation and
mustard. Pass Skill Check or suffer Hallucinations. Failure = character attacks nearest
model, friendly or not, at a -3 penalty to their CA.
4 ZONE SLUDGE
A pool of dark, sticky tar found only in the Zone. 3” AOE centered on POI.
React successfully or all models in area get stuck in place. Movement reduced to 1” per
action. Models may still shoot or perform a Skill Check but -3 penalty to any Melee CA
while stuck.

AFTERMATH
You were sweating. Osso was pale. Ivan
had somehow gotten a hold of your Trench
Knife during the attacks and now
wouldn’t let go. Yelena’s hand shook
slightly as she reloaded her SPAS 12.
“Let’s not do that again. Ever,” she
said.
Parched and dazed, all you could do was
nod in agreement. The bodies of four,
huge mutants lay around you. Even dead,
they were scary as hell.
“Let’s hydrate and do an ammo count,”
you finally managed. “We’re not done
with this job yet.”
Ivan wiped the blade clean and handed
your knife back. “Remind me to get one
of those next we visit to the Stalls.”

12
A few minutes later you were walking through the adrenaline crash,
heading down the road. Dead cars and dead mutants behind, you figured
you got through that, so you could get through anything. Whatever was
at this farm couldn’t be that bad, right?
After all, how much worse could it get?

13
MISSION 5: AN OMINOUS SILENCE
It looked like a set from a movie or television show; tidy paths,
rustic stone walls, a garden. A rusty tractor, tastefully distressed
house, barn, outbuildings, stacked bales of hay in the yard behind a
silo. The perfect farm.
Except it was as quiet as a morgue at midnight.
‘We’re here,” Yelena announced, and you had the sudden urge to be
anywhere else.
She started toward the front gate. You stayed put. “What’s with this
place?” you demanded. “Why does it feel… wrong?”
She turned around and stared like you’d gone soft in the head.
“Maskirovka,” she explained. “Disguise for a military installation.”
There was more to it than simple deception, but you couldn’t pin it
down. “What kind of installation?”
Yelena pointed to the packed, black soil. “The underground kind you
don’t anyone to know about.” She readied her shotgun. “We’re here to
find the entrance.”
With that, she continued walking up the path.
You, Ivan, and Osso watched her go. You were scanning the buildings
for the third time when Ivan leaned close. “Why does this feel like
the part of the scary movie right before the monster shows up?”
Osso straightened out the ammo belt from the box magazine on his
Pecheneg. “Because it is.”
Yelena had reached the farm house porch and was crouched by the front
door. She glared back at the three of you. ‘You coming, or what?’ her
look asked.
“We can’t let a lady go unescorted to this dance, eh?” you said.
“Besides, an Institute egghead shows us up, we’ll never hear the end
of it. Let’s go.”
***

MISSION AREA
Four players on a 3’ x 3’ area. Nine POI and three Anomalies. The mission area should have
four to six buildings, clear paths and roads marked by hedges or low walls, and at least two
vehicles and appropriate scatter. The narrative describes a farm. If that’s unavailable, create a
light industrial facility or village center with a similar layout.

14
POI AND ANOMALIES
Mark each building with a POI /Hot Spot token. One of them houses the entrance to the
underground facility. Place Anomalies in clear spaces between the buildings, arranged in the
mission area as evenly as possible. Remember: Captain Porov is allowing your crew to keep
any and all salvage and artifacts you find, duty-free. Plus, it would be nice to have Zone
Security owe you a favor.
DIE ROLL HAZARD/HOSTILE
1 ZOMBIFIED SOLDIERS (x 3)
2 FERAL GUARD DOGS (x 2)
3 BAM MILITARY MUTANT
4 ZOMBIFIED SOLDIERS (x 3)
5 FERAL GUARD DOGS (x 2)
6 ENTRANCE TO UNDERGOUND

The first result of 6 means you’ve located the entrance to the underground facility. Thereafter,
reroll any result of 6 when interacting with other POI. If no 6 has been rolled in the first five
locations, the final one is the objective site. Don’t forget to roll for Salvage.

OBJECTIVE
Search each building/POI in order to locate the entrance to the underground facility. Once
located, the mission ends when all crew members have spent an action while in base-to-base
contact with the POI and gone underground. (Flashlight? I thought you brought it.)

SPECIAL
You’re in the Deep Zone. It’s all ‘special’ here.
1. All Anomalies contain two Artifacts. Each Search/Interaction is separate. Scroungers can
locate a third.

2. Whatever was going on here was past ‘Top Secret’ – it was downright ugly. The instant the
first POI is searched, spawn three Zombified Soldiers and two Feral Guard Dogs. These are the
remnants of the facility’s security force. Transformed into a horrible parody of life, they still
retain some sense of training and their original orders. Use Drift Rule and place the two
groups separately. This initial batch is additional to any POI spawn.

3. All Hostiles are Veteran level with three actions. See specifics below.
Zombified Soldiers: Move: 4” CA: 3 Armor: 5 Will: NA
Weapon: AK74 - FP:3 Range: 1”-36” Damage: 1
*Will spread out and use cover whenever possible.
Feral Guard Dogs: Move: 8” CA: 4 Armor: 3 Will: NA
Weapon: Claws/Teeth – FP: 2 Damage: 0
*Work in pairs to attack the nearest, single opponent.
BAM Military Mutant: Move: 5” CA: 5 Armor: 5 Will: Two Wounds. Terror 2
Weapon: Squad LMG: FP: 4 Range: 1”-48” Damage: 1
Melee Weapon (big mace, cleaver, etc) FP: 1 Damage: 4
*Will use cover whenever possible.

15
4. While you’ve been hunting for this place, someone has been hunting you. Now, they’re
trying to kill you.

Number your team members 1 through 4, then beginning at Turn Two, roll a D4. The resulting
member is target of a single shot ranged attack. [Ranged Attack CA: 5 FP: 1 Dam: 1]
The shot originates from the team’s deployment/entrance corner and is resolved immediately
per the standard rules and modifiers.

This sniping continues for the remainder of the mission and occurs at the beginning of every
even numbered turn, following the same procedure. (Roll D4 to determine target. Roll D10 to
hit. If applicable, roll D10 for Damage and Will.)

AFTERMATH
You slammed the heavy door shut,
cranked the long handle, and the
four of you found yourselves
jammed in a small, pitch black
space, ripe with an odor of
cement dust and sour meat.
Muffled growling and thuds
continued on the other side of
the door.
Someone rustled in a leg bag.
Half a second later, a
flashlight beam stabbed the
ceiling and the small space
resolved: a short hall with a
low ceiling, concrete walls, and
a steel floor. There was a
second reinforced door straight
ahead with a number pad by its
thick handle, and a desiccated
corpse slumped at its base.
Ivan pointed at the body. “Looks
like no one was home to let him
in.”
Osso gestured behind you. “Well,
the neighbors aren’t very
friendly, so that’s
understandable.”
“And here we are, stuck in the middle,” you said.
“Not for long.” Yelena reached into her shirt pocket and pulled out a
worn index card. You spied a short number sequence.

16
As she knelt at the far end of the hall to fuss with the key pad, you
saw the sign above that second door: ‘Laboratory of Bio-Physics.
Akademgorodok 11’. Below was a faded biohazard symbol.
In the dim light you could make out faint handwriting scrawled on the
wall by the body: ‘Kogda ohotnik stanovits'a ohotnikom.’ - “When the
hunter becomes the hunted.”
What the hell does that mean?
The faint electronic beep refocused your attention. There was a hiss
of released air and a tiny light on the keypad flickered green.
Yelena looked up at the three of you. “We’re in. Ready?”

THE END (MORE OF AN INTERMISSION, REALLY)

________________

Special Thanks to the Cape Cod Wargamers, the most


excellent comrades at the Stalker7 Facebook Group, and
every loner who has found a home in the Zone.

Good Hunting.

17
HUNTER-HUNTED READY-MADE CHARACTERS
CHARACTER NAME: ARKADY “Scarecrow”
CHARACTER CLASS: Stalker Guide
ACTIONS PER ACTIVATION: 3
WOUNDS: 3
STAMINA: 7
CHARACTER CLASS BENEFIT: Guides suffer no movement penalties on difficult terrain
and add 2 to their Will stat when dealing with a Zone Environmental Hazard.
DRAWBACK: Stalkers suffer a -3 penalty to Skill Checks with Scientific Equipment.

MODEL STATS
MOVEMENT COMBAT ABILITY ARMOR TYPE/RATING WILL
6”/Action 6 6 Mil-spec 7

SKILLS
1. Steady Hands: +1 bonus to CA for Ranged Attacks. Stacks with gear and Aim.
2. Leader: +1 to friendly models Will rolls for Terror or Rally when in LOS, and
“Order” ability to transfer actions to subordinates within 12” and LOS.

OBSESSION: Code of Honor. Refuses to leave an injured comrade behind and in the
event of a casualty insists on retrieving and carrying the body out of the mission
area for later burial. (Move rate at ½ speed when carrying corpse.)

WEAPON STATS
WEAPON RANGE FIREPOWER DAMAGE
Trench Knife Melee 1 2 – Wound also Pins
AK74 1” – 36” 3 1
UBGL + Grenades 4” – 24” 1 Small Blast Template.
(x5) 2/model

WEAPON ACCESSORIES
1. Red Dot (AK74)
2. UBGL (AK74)
3. Suppressor (AK74, NA to UBGL)

EQUIPMENT
SLOT 1: Gas Mask. No Will check for fumes or smoke
SLOT 2: Med Kit. Heals 1 Wound, restores 1 Action.
SLOT 3: Armor Repair Kit

BACKPACK
1x Hot Load Ammo (good for one mission/one ranged weapon. Player’s choice)
1 dose of Adrenaline
1 x Rad-Kit
MDR of Supplies. Two days for crew of four, or 4 days for two.

NOTES

18
CHARACTER NAME: IVAN “Itchy”
CHARACTER CLASS: Stalker Smuggler
ACTIONS PER ACTIVATION: 3
WOUNDS: 3
STAMINA: 6
CHARACTER CLASS BENEFIT: Smugglers carry one additional piece of General Equipment
for free and can re-roll their Search result when rolling on the KONTRABAND Salvage
Table. (choose either result.)
DRAWBACK: Stalkers suffer a -3 penalty to Skill Checks with Scientific Equipment.

MODEL STATS
MOVEMENT COMBAT ABILITY ARMOR TYPE/RATING WILL
6”/Action 6 6 Mil-spec 6

SKILLS
1. Scrounger: Some people have a knack for finding stuff. Scroungers can Search a
Point of Interest location or Anomaly twice. Each Search is a separate Action, but
this doubles the chance at valuable loot.
2. Hustle: Quick on their feet, whenever this model spends two consecutive Actions
to Move, they receive an extra 2” to the total. (14” move with two back-to-back
Move Actions rather than the standard 12”)

OBSESSION: Loves Loot. Short of immediate threat, Ivan wants to check every POI and
will even attempt Anomalies if no obvious Hazard or Hostile is present in mission
area.

WEAPON STATS
WEAPON RANGE FIREPOWER DAMAGE
MP443 Grach Pistol Melee -12” 1 0
AK15 (7.62 x 39) 1” – 48” 2 2
Grenades (x 2) 1” – 18” 1 Small Blast Template.
2/model

WEAPON ACCESSORIES
1. Red Dot (Pistol)
2. Scope (AK-15)
3. Suppressor (Pistol)

EQUIPMENT
SLOT 1: Binoculars
SLOT 2: Med Kit. Heals 1 Wound, restores 1, Action.
SLOT 3: Armor Repair Kit.
Scrounger Free Slot: Med-Kit

BACKPACK
1 Dose E-Juice.
1 Rad Kit.

NOTES

19
CHARACTER NAME: YELENA “Barbie”
CHARACTER CLASS: Scientist Field Agent
ACTIONS PER ACTIVATION: 3
WOUNDS: 3
STAMINA: 6
CHARACTER CLASS BENEFIT: Field Agents can arm themselves with a Shotgun or Flame
Thrower in addition to the standard Pistols/SMGs. (see below) Also, they add 1 to
their Will stat when engaging a Point of Interest location, and a +1 bonus when
handling Scientific Equipment.
DRAWBACK: Combat Ability capped at 5, not including Weapon Accessory. Limited to
Civilian body armor and one Accessory.

MODEL STATS
MOVEMENT COMBAT ABILITY ARMOR TYPE/RATING WILL
6”/Action 5 5 Civilian 6

SKILLS
1. Bone Doc: Attended Med-School or had medical training, a Bone Doc can double up
on Med-Kits in their Equipment Slots. (carry two per slot.) Also, a Bone Doc
applied Med-Kit can heal two Wounds rather than just one.
2. Hustle: Quick on their feet, whenever this model spends two consecutive Actions
to Move, they receive an extra 2” to the total. (14” move with two back-to-back
Move Actions rather than the standard 12”)

OBSESSION: Amateur Zone Botanist. Yelena wants to get a sample from every
environmental Zone Hazard discovered at POI in a mission area. She seeks sample
after appropriate POI has been identified. (Follow Contact, React, Interact
procedure while in BtB)

WEAPON STATS
WEAPON RANGE FIREPOWER DAMAGE
MP443 Grach Pistol Melee -12” 1 0
SPAS 12 Shotgun 1” – 12” 3 3@ Melee-6” 2@6+”
Smoke Grenades 1” – 18” 1 AOE. Obscures LOS.
(x 2) Large Blast Template.

WEAPON ACCESSORIES
1. Red Dot (Shotgun)
2. NA
3. NA

EQUIPMENT
SLOT 1: Smoke Grenades x 2
SLOT 2: Med Kit. X 2
SLOT 3: Disposable Multi Tool x 1

BACKPACK
2 Med Kits
1 Rad Kit.

NOTES

20
CHARACTER NAME: BORIS “Osso”
CHARACTER CLASS: Stalker Bounty hunter
ACTIONS PER ACTIVATION: 3
WOUNDS: 3
STAMINA: 6
CHARACTER CLASS BENEFIT: Bounty Hunters are experts at tracking eliminating vermin.
Beast, mutant, human… it makes no difference. If it bleeds, it can be killed.
Bounty Hunters add 2 to their Will stat when dealing with Zone Hostiles, and 1 to
the Damage rating of any weapon they use.
DRAWBACK: Stalkers suffer a -3 penalty to Skill Checks with Scientific Equipment.

MODEL STATS
MOVEMENT COMBAT ABILITY ARMOR TYPE/RATING WILL
6”/Action 6 6 Mil-spec 6

SKILLS
1. Unload: Spend two consecutive Actions on a Ranged Attack against a single
target, you may add two bonus dice to the combined Firepower roll. After using this
ability, the model must spend 1 Action to ‘reload’ their weapon. Unload only
applies to appropriate ranged combat weapons.
2. Hard: Walking a fine line between bravery and stupidity, this character ignores
their first Pinned result. Also, they receive a +1 bonus to their Will Stat when
rolling for Deflected Hits or the effect of Terror.

OBSESSION: Revenge. It should be no surprise Osso wants revenge on those


responsible for killing his team mates. He will attempt to kill at least two
mutants each mission whenever possible. And should he come into contact with the
people who shot and ambushed his crew in Pokyev, he will ignore all other mission
objectives until they are dead, fled, or he is.

WEAPON STATS
WEAPON RANGE FIREPOWER DAMAGE
MP443 Grach Pistol Melee -12” 1 0
Pecheneg LMG 1” – 48” 4 1
Grenades (x 2) 1” – 18” 1 Small Blast Template.
2/model

WEAPON ACCESSORIES
1. Red Dot (Pistol)
2. Optics/Scope (Pecheneg)
3. Bipod (Special: additional +1 to CA when AIM action is used)

EQUIPMENT
SLOT 1: Smoke Grenades x 2
SLOT 2: Med Kit. Heals 1 Wound, restores 1 Action.
SLOT 3: Armor Repair Kit.

BACKPACK
2 Dose E-Juice.
1 Rad Kit.

NOTES

21
Other tabletop war games by Patrick Todoroff

EXPLOIT ZERO – CYBERPUNK ESPIONAGE AND MAYHEM


Solo and Cooperative Cyberpunk action in the gritty, mirrorshade future.
EXPLOIT ZERO – TSIM SHA TSUI EXPANSION
New Gear, New Enemies, New Territory for your Exploit Zero missions
EXPLOIT ZERO – HOSTILE TAKEOVER
The standalone, player-v-player version of Exploit Zero. It’s Corporate War Time.
NIGHTWATCH – TERROR &TREASURE IN THE DARK CORNERS OF THE WORLD
Solo and Cooperative Fantasy Monster Hunts. Kill Monsters- Take their Treasure.

Get your miniatures on the table and start fighting.


Fast play, miniature-agnostic war game rules for busy gamers.

These titles can be found at Amazon and Wargame Vault in printed and electronic
format.
___

COMING IN 2022

INSURGENT EARTH
Survival in a post-invasion world. Resist or Die.

22

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