Zone Wars

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Zone Wars is a skirmish battle game for two or more players that takes place in the Mutant: Year Zero setting, previously explored in a tabletop RPG and video game. Players each take control of a small group of Stalkers fighting in a post-apocalyptic wasteland – the Zone – for artifacts from the old world so that they can survive and, perhaps, thrive in the new one.

Using these Rules

The core set contains all the rules you need to play Zone Wars, including five scenarios.

How to Get Started

It’s best to begin by reading over the next section – the basic game mechanics – to get a handle on the game’s rules. By the time you’ve done that you’ll know enough to play a game. For your first outing, we suggest that you play Throw Down

Factions

Four factions can be played in Zone Wars:

This Zone Wars core set kit includes five characters for the Ark Mutants and the Genlab Tribe, while the Robots & Psionics expansion includes five characters each for the Nova Cult and Mechatron Hive.

Components

Additional cards and tokens are included in the Robots & Psionics expansion. This core set includes all you need to play with two players.

Tokens

Tokens are used in the game to keep track of model status and cut down on bookkeeping. You will find these included in the Zone Wars core set.

These tokens are:

Dice

Base Dice

Zone Wars uses special yellow six-sided dice for resolving combat and attribute tests.

Base dice have the following faces:

Gear Dice

The black gear dice are gained from equipment like weapons and armor. They are additive to attribute dice when making attacks.

Gear dice have the following faces:

Dice Modifiers

Dice in Zone Wars are modified by rolling more or less dice depending on circumstances. Such modifiers only ever affect base dice, never gear dice. If a negative modifier reduces the number of base dice to zero or less, one base die (and any gear dice) is still rolled.

Measuring

In Zone Wars, measuring distances for movement and shooting is done using the model’s base. When moving no part of a model’s base can travel beyond the allotted distance. When shooting, measure from the closest point on the shooting model’s base to the closest point on the target model’s base.

Turning and Fire Arcs

Most models in Zone Wars turn freely when moving but are limited to firing at targets to their front.

Turning and fire arcs are covered in more detail later, but the same designations are used throughout the rules. In regard to models the normal primary facings and fire arcs are 180 degrees Front (F) and Back (B)

Measuring Increments

Zone Wars uses the archaic measuring increment known as the inch now known only to older wargamers, carpenters and the continent of North America. As is traditional distances in inches are shown with a number followed by a double prime symbol so ten inches = 10”

However, to keep things simple, only three distances are used in this game:

The Zone Wars core set includes a ruler for these three distances.

The ideal playing area for Zone Wars is three by three feet (90×90 cm).

Characters

A game of Zone Wars is fought with unique models representing each combatant. Each mode is featured on a character card included in this boxed set. The character card indicated the model’s base attributes, starting gear and mutations/modules. One side of the character card is marked Bloodied – flip the card over to this side when then model has been Broken by damage.

Attributes

All characters have attribute scores that indicate how accomplished they are in different areas of ability. The core attributes are:

Attribute Rolls

The rules will sometimes require that models take a roll against Ranged, Melee or Survival. That means you roll one base die for each point of the attribute. To succeed, you must roll at least one ☢️. If you want, you can push (re-roll) a roll for Ranged or Melee (but not for Survival) – but with a risk of damaging your weapon, and a chance to gain m-points.

Mutations and Modules

In addition to their core attributes, models have mutations (for mutants) or modules (for robots). Mutations and modules have unique, powerful effects. You will find a range of mutations and modules on cards in this boxed set.

M-points: Mutations and modules are powered by m-points. Each player has a pool of m-points to use for all of their models as they see fit. Typically, each player starts the game with just a single m-point each and gains more by pushing rolls during combat or via Zone cards. When activating a mutation or module, you may never use more than three (3) m-points.

Weapons

Weapons being used by models have their own attributes that contribute to the wielder making an attack with them. Weapons in Zone Wars are generally either pre-apocalyptic relics, called artifacts, or starting gear in the form of roughly fashioned improvisations. You will find weapons, of both the ranged and melee variety, on artifact cards and starting gear cards in this boxed set.

Ranged Weapons

When a model makes a ranged attack, it uses base dice from its own Ranged attribute combined with gear dice for the weapon it’s using to calculate the result. Ranged weapon attributes are:

Range: A weapon’s Range tells you how far it can shoot. Ranges are Close (2.5”), Medium (5”), Long (10”) or Unlimited (can target any point on the battlefield within sight).

Bonus: A ranged weapon’s Bonus tells you how accurate and hard hitting it is. The bonus is the number of gear dice added to the Ranged attribute dice of the model using the weapon to make a ranged attack.

Special: If weapons have special rules that apply to them, like for example a burn effect, they are noted in the special stat. You can find more detail on weapons special rules on page 9. Weapons with the Aimed Fire attribute can only be used for Aimed Fire, not the Move & Attack action. A Silent weapon cannot trigger reflex mutations when used.

Melee Weapons

Melee weapons work much like ranged weapons by adding gear dice to the user’s Melee attribute when making a melee attack. They don’t have a Range attribute however, as they can only be used in attacks against enemies in base contact.

Bonus: A melee weapon adds a number of bonus gear dice when the wielder uses it to make a melee attack.

Special: Melee weapons may have special rules for additional effects just like ranged weapons.

The Game Round

Zone Wars is played using a system of drawing action tokens to see when each player can activate their models. Once all the action tokens have been drawn, the round is over.

At the start of each round, place one action token per model for each faction taking part in the game into a cup, bag or other opaque container. Also, add Zone tokens equal to the number of players (unless the scenario states otherwise). These tokens are then drawn one at a time.

Example

Lisa and Marco are having a game. Lisa has three Ark Mutants – Franton, Krin and Hugust. Marco is using three Genlab Mutants – Dux, Bormin and Farrow. Six action tokens are placed in the cup – three for the Ark Mutants and three for the Genlab Tribe.

Drawing Action Tokens

Draw action tokens one at a time from the cup. The player of the faction drawn then chooses which model to activate. Each model may only be activated once per round (unless specific rules state otherwise). Normally all the activities generated by a draw are resolved before the next marker is drawn, although sometimes special conditions (like scenario-specific rules, Zone cards or Overwatch fire) can vary this.

Example

Lisa draws the first action token from the cup. The token is for the Genlab Tribe so it’s handed over to Marco. He chooses to activate Dux and takes an action with the model before the next action token is drawn from the cup.

Activating a Model

When a player activates a model, it can either:

Taking Action

A model can only take an action once per round (unless a specific rules states otherwise). Actions include:

Activation Complete: Once a model has taken an action, place the action token beside their model with the text side up (crosshairs facing down) and draw the next action token from the cup.

Overwatch

A model doesn’t have to take an action straight away when it’s activated. A player can instead opt to go into overwatch. Move the model up to Medium distance and then turn it to face a desired direction. Then place the action token with the crosshair side up beside the model to indicate its status before drawing the next action token from the cup.

Using an Overwatch Token: An overwatch action token can be used to make an overwatch attack against an activated enemy as described in Attacks later.

Losing Overwatch: When a model with an overwatch token fires, the token is removed. Otherwise, an overwatch token will remain in place until it is used for overwatch fire or lost due to damage.

Potentially this can mean a model’s action token is not returned to the cup at the end of the current game round, essentially holding over their overwatch status into the next game round. A player can always opt for their models to give up overwatch status at the end of the round and return their token to the cup for the next round if desired.

If a model with an overwatch token is attacked in melee or suffers any damage before it uses the overwatch token, their overwatch is immediately lost – flip the token over so the crosshairs face down.

Zone Tokens

Zone tokens are added to the cup to represent the perils and opportunities of the Zone itself – dangerous mutated flora and fauna, strange energies, corrosive Rot and even potential finds of valuable artifacts.

When a Zone token is drawn, draw a Zone card and resolve its effects, and then place the Zone token outside the cup until the end of the round. The effects of a Zone card affect the next model to activate, unless stated otherwise. Some Zone cards instead affect an area of the battlefield, or even all of it. There are also trigger cards, with specific effects in the scenario.

Ending the Round

A game round ends when all models have been activated, even if Zone tokens remain in the cup. At the end of the round:

  1. Check victory conditions for the scenario.
  2. Return all Zone tokens and action tokens for all surviving models to the cup.

You are now ready to begin the next round.

Casualties: If a model has been Broken by damage, an action token for it is still placed in the cup. When the model is activated there’s a chance the model in question may recover enough to be able to take actions again (see Recovery). However, when a model has been Taken Out, one action token for the faction is removed from the game.

Ending the Game

A game is over when either:

See the Scenarios section for more on ending the game.

Actions

When a model activates it is allowed to take an action. The actions available are described in detail below.

Actions Summary

Action Descriptions

Move & Attack

An action that’s handy in most circumstances. Complete a move with the model and then make a ranged or melee attack against an enemy. Note that weapons with the Aimed Fire feature cannot be used for the Move & Attack action – they can only be used for the Aimed Fire action.

The Move: A model taking a move action moves up to Medium distance across the tabletop. A model can turn as many times as it likes as it moves, but it must follow a defined path to reach its destination. The move may pass through friendly models, but not enemies. The model may end its move action facing in any direction. The movement may be horizontal, or vertical within a terrain piece with several floors. The move may be distributed over horizontal and vertical movement. The move may not end with the model’s base completely covering an artifact token.

The Attack: At the end of the model’s move, choose the direction it is facing and select an enemy to attack, ranged or in melee. See the Attacks section for the full rules on making an attack.

Aimed Fire

Aimed Fire action is a special ranged attack that can only be performed with weapons with the Aimed Fire feature. Such weapons can only be used for Aimed Fire. When performing Aimed Fire, the model is only allowed to make a step move (one base width) and may turn to face any direction before firing. No other movement is possible.

Charge

A charge is much like a Move & Attack action but can only be used to move a model up to Long distance into base contact with an enemy, and then performing a melee attack. A Charge attack gets a +1 modifier. The move can only be horizontal in the model’s forward arc, cannot cross any obstacles, and the model can make no turns along the way – the movement must be in a straight line.

Sprint

When a model takes a Sprint action, it moves up Long distance. The same rules apply to moving as for Move & Attack, except that a sprinting model can only move into its forward arc and may not change facing after its move. A Sprint may be horizontal, or vertical within a building, or combination of the two, just like Move & Attack.

Activate Mutation/module

To use a mutation or module of the Action type (with an arrow on it) requires an action. You need to spend at least 1 m-point, but you can spend no more than 3. Read the mutation/module card for the specific effects. Enhance and Reflex mutations don’t require an action to activate.

Recover

A Recover action can only be used by a model which is Broken due to accruing damage points equal to or exceeding its Health characteristic, and it is the only action that can be taken by a Broken model.

When using Recover, the model makes a Survival roll. If it succeeds, the model stands up, removes all damage tokens, and takes another action immediately. However, the model is now Bloodied and now risks being Taken Out. Flip the character card over to its Bloodied side to indicate this status.

If the Survival roll fails, the model stays down this round but automatically succeeds at the Recover action on their next activation (with the effects as per above) - no further roll is needed.

To indicate if a model has made a Survival roll for the Recover action yet or not, you can place the model face down when first Broken and then turn it face up after the (failed) Survival roll. Remember that Survival rolls cannot be pushed.

Example

Franton (Health 4) has suffered four points of trauma and so he is Broken. When Franton is activated, all he can do is attempt to Recover so try he does, rolling three base dice for his Survival attribute. Franton rolls one ☢️ meaning he gets back on his feet and immediately removes all damage tokens and chooses another action. He is now Bloodied however, and will be Taken Out if again reduced to zero Health.

Assist Recovery

The Assist Recovery action allows a model to help a Broken friendly model to recover. The assisting model first moves up to its base Move distance to get into base contact with the model being assisted.

To Assist Recovery, roll one base die for each point of Survival attribute the assisting model has plus one base die for each point of Survival the model being assisted has. If one or more ☢️ is rolled, the Broken model stands up, removes all damage tokens, and takes another action immediately. However, the model is now Bloodied and now risks being Taken Out.

Simple Operation

A Simple Operation is an action that allows the model to interact with the environment or a piece of equipment or even another model in a way not covered by other actions. Examples might include picking up an artifact from the ground or a Broken model, giving an artifact or other item to a character in base contact, dropping an artifact to the ground, opening a door, or searching a container.

When a model takes a Simple Operation, it moves up to Medium distance into base contact with the object it’s going to interact with and then undertakes the operation. The operation must occur at the end of the move.

Complex Operation

A Complex Operation action allows a model to interact with the environment or an object with their full attention. Examples include picking up multiple artifacts from the ground or a Broken model, repairing a damaged weapon or piece of armor, or rebooting an ancient machine.

When a model takes a Complex Operation action, it can only make a “step” move (one base width) to come into base contact with its intended objective and then undertake the operation.

Attacks

In order to make an attack, the model must have the target:

Attack Summary

  1. Indicate target model and attacking model, stating which weapon or mutation will be used.
  2. Check range and line of sight to the target model from the firing model if attacking at range.
  3. Take a number of base dice (yellow) equal to the firer’s Ranged stat if at range or Melee if base to base.
  4. Add gear dice (black) for the weapon being used.
  5. Roll the total base dice and gear dice together. If any ☢️ are rolled, a hit has been scored by the attack.
  6. Count up the total number of ☢️ scored. This is the amount of potential damage inflicted.
  7. Decide if to push the roll, re-rolling all dice not showing ☢️ or ☣️/💥 and potentially inflicting damage to the weapon and/or giving m-points.
  8. Roll a number of gear dice (black) for the armor and cover of the target, if any. If any ☢️ are rolled, the attack’s damage is reduced for each ☢️ rolled.
  9. Place damage tokens on the injured character’s card. If total damage equals or exceeds Health, turn the model on its side to indicate it is Broken.

Melee Attacks

Melee attacks may only be made against models in base-to-base contact with the attacker. A ranged weapon can be used in a melee attack – except for rifles (any weapon with the Aimed Fire feature). Such weapons cannot be used when in base contact with the target.

Counterattack: If a model is attacked in melee in its front arc and survives (it’s not Broken or Taken Out), it may make an immediate and free counterattack against the attacker, out of turn. The counterattack cannot be pushed, but mutations that enhance the attack are allowed.

Disengage: If a model voluntarily moves away (even just a step move) from an enemy whose front arc is in base to base contact with it, it triggers an immediate free melee attack from the enemy. This free attack cannot be pushed, but mutations that enhance the attack are allowed. Only voluntary movement triggers free attacks, not forced movement due to Zone cards or mutations.

Ranged Attack

For ranged attacks, find the distance between the firing model and the target model by measuring a straight line across the shortest distance between the firing model’s base and the target’s base.

Line of Sight: Drop down to the level of the shooter and look at the target model. If no part of the target model is visible (the base doesn’t count), the line of sight is blocked and a different target must be chosen – unless the attacking weapon or mutation states otherwise.

If the target model is partially obscured by terrain, the shot can be made but the target gains the benefits of cover, unless the shooter itself is in base contact with the covering terrain piece.

If the target model is partially obscured by another model, line of sight is blocked and a different target must be chosen (unless the attacking weapon or mutation states otherwise). Broken models do not block line of sight in any way.

Making the Attack

Take a number of base dice (yellow) equal to the attacker’s Ranged or Melee stat as appropriate. Add a number of gear dice (black) equal to their weapon’s Bonus score. Only one weapon may be used in a single attack.

The following bonuses apply to the number of base dice rolled:

Roll total number of base dice and gear dice together. If any ☢️ results are scored on the dice, the target has been hit. The number of ☢️ rolled is the potential damage from the attack.

Example

Krin has a Ranged attribute of 4 and is firing at a target with Long range using a scrap pistol. The pistol gives a +1 bonus and no other bonuses apply so Krin rolls a total of five dice (four base dice plus one gear die) to determine if she scores a hit.

Pushing Rolls

If you want to improve an attack roll you just made, you can push the roll. Pick up all base dice and gear dice not showing ☢️ or ☣️/💥 and roll them again. Any new ☢️ rolled count normally, along with the ☢️ in the initial roll. However:

The above effects are only triggered when you push a roll – they never happen on the initial roll.

Special Attacks

The basic weapons used by most Hunters are simple enough in design and execution to require no special rules. However, some of the more advanced weaponry sometimes found in the Zone can have exceptional qualities.

Improvised Attacks

Stalkers won’t always be lucky enough to have a functional rifle, pistol, or melee weapon to attack with and must rely on their fists plus what they can scavenge from around them to fight. Improvised attacks simply use a model’s Ranged or Melee attribute without the addition of gear dice. Improvised ranged attacks are limited to Medium range. Note that there is no drawback in pushing rolls for improvised attacks, so make sure you do it every time!

Igniter

Attacks with the Igniter effect are more likely to inflict additional damage as they burn into their target. For each ☢️ scored in the attack, roll another gear die and add the result to the attack. If you want to push the attack roll, you must do so before you roll for the igniter effect. Any 💥rolled on the additional gear dice will harm the weapon as usual.

Area Effect

Area attacks are ones that use explosives, or scatter flames, toxins, or other baneful effects over an area. Area attacks take effect on all other models within Close range of the model that they hit. Apply the same damage results to all models fully or partially in the affected area, but each model tests for armor individually. Cover has no effect against area weapons.

Knockback

An attack with Knockback can hurl models back for the point of attack. If the attack hits, it will push the target Close distance directly away from the attacking model. Note that the damage doesn’t have to be inflicted for the Knockback to take effect – even if armor mitigates some or all of the damage, the Knockback still occurs. Models that are knocked back into impassable terrain or other models take 1 additional damage from the attack.

Overwatch Fire

A model that has an action token by it with the Overwatch side up can declare an overwatch attack against an enemy model activating within their front arc and within their line of sight.

An overwatch attack is a ranged attack, up to the maximum range of the weapon, including Aimed Fire. No movement is possible, and the attack roll may not be pushed. The active model’s action is paused until the overwatch model has completed its attack. If the target model also performs an attack, that attack is resolved after the overwatch attack.

Note that some mutations and gear can prohibit the use of overwatch fire.

Taking Hits

When a target is hit each ☢️ result rolled equals one point of damage being inflicted on the target model. A target’s position on the tabletop, protective gear and some good fortune can mitigate the amount of damage it suffers from a hit.

Armor

Armor grants a number of gear dice to models rolling to resist damage suffered from a hit. Each ☢️ rolled equals one point of damage prevented. Armor rolls cannot be pushed. For each 💥 rolled (in the initial roll), the armor rating is reduced one step.

Unlike weapons, several armor cards can be stacked when rolling to mitigate damage, one card of each armor type can be used. There are three armor types: body, head, and shield, so a model can stack a maximum of three armor cards.

Covers

A model that is trying to avoid an incoming ranged attack can gain additional protection by being behind cover. The general rules for this are simple – if the target model is partially obscured by cover terrain that the attacker is not in contact with, the defender gains the benefits of cover.

A model behind terrain of any kind gains 2 gear dice to roll for protection against any ranged attack. As for armor, each ☢️ rolled equals one point of damage prevented. Armor and cover can be combined. If the target model is in base contact with a piece of terrain that the ranged attack has to cross to hit it the armor dice is doubled to 4 instead of 2.

Note that cover is only effective against ranged attacks, not melee attacks. Also, cover has no effect against area effects.

Damage

Place a damage token on the target model’s character card for each point of damage that isn’t stopped by armor. Damage tokens are cumulative and remain on a model until removed by a card or action, or until the model is Broken.

Once a model suffers a total number of damage points equal to or greater than its Health attribute, it is Broken.

Example

The animal mutant Dux with an Health attribute of 4 would be Broken when he accumulates four or more damage points.

Broken

A Broken model can only choose the Recover action when it is activated. It can still use Reflex and Enhance mutations or modules, but not Action ones.

Artifacts: Other models in base contact may take one artifact card from a Broken model with a Simple Operation, and all artifact cards with a Complex Operation. Additionally, if a model is Broken by another model in base contact, the attacker may take one artifact card from the target as part of its attack action.

Recovery: A Broken model that remains in play may only take the Recover action when it is activated. A Broken model can also be stabilized and brought back into the fight by other models. Various cards and actions can be used to attempt to revive Broken models.

When a Broken model recovers, remove all damage tokens from it. It can now act normally, but it is Bloodied – flip the character card over to its Bloodied side to indicate this status.

Attacking a Broken Model: Enemy models can still target a Broken model with further attacks and the model may be subject to additional damage from Zone card effects. However, such damage has no effect unless a single attack inflicts damage equal to or higher than the target’s full Health rating – if this happens, the target is immediately Taken Out.

Bloodied

When a Broken model has been revived, all damage tokens are removed and the model can act normally. However, the model is now Bloodied, which means it will be Taken Out if Broken again. Flip the character card to its Bloodied side to indicate this status.

Taken Out

If a Bloodied model is Broken again, i.e. suffers another amount of accumulated damage equal to their Health attribute or more, they are Taken Out and removed from the battlefield. Immediately remove one action token for the model’s faction from the cup and don’t replace it for subsequent rounds. All artifact cards carried by the model are placed on this spot. These artifacts can be picked up by a Simple Operation.

If playing in a campaign, even Taken Out models can come back for the next fight.

Terrain

In Zone Wars, “terrain” refers to any features on the tabletop like ruined buildings, rusting wrecks, dead trees, bushes, rubble piles and broken walls that our protagonists must fight in and around.

Terrain helps to define the tabletop arena by presenting challenges and opportunities for both sides so it’s vital for a good game. A selection of paper terrain is included in the Zone Wars core set, and more in the Robots & Psionics expansion.

For ease of play we classify terrain into two types: Low and Blocking.

Terrain Summary

Low Terrain

A piece of terrain is considered Low if it is less tall than the model’s height. Low terrain does not impede movement except the Charge action, but it does provide cover against ranged attacks.

Blocking Terrain

Blocking terrain is anything taller than the model and cannot be moved through at all, except via openings like doors or windows. Such openings count as Low terrain above.

Buildings

A Building is any terrain piece with one or more upper floors on which models can stand. Buildings are typically Blocking terrain, but many have doors and windows.

Climbing: A model can reach the upper floors of a Building by the Move & Attack or Sprint actions, moving vertically inside the building or climbing on the outside wall to reach the desired floor. It is allowed to combine horizontal and vertical movement in a single action, but diagonal movement through the air is not allowed unless the model can fly.

Flying: Mutations or modules that provide flight to a model can be used to move in any straight line, even diagonally, directly between two points of different elevation.

Falling: If a model falls from an elevated position (for example as a result of involuntary movement or if a Building the model is standing on collapses for any reason), it suffers 1 point of damage for each starting Medium height of the fall, i.e. 1 point if the fall is Medium height or lower, 2 points if it’s higher than Medium but no higher than Long, etc. Armor does not protect against falling damage.

Mutations & Modules

Mutation and module cards are special and highly unstable powers possessed by some models. Mutations and modules cost a number of m-points to unleash as noted on their card. Most mutations/modules allow a variable number of m-points to be spent.

Spending M-points: Some mutations are used in combination with an attack that requires an attribute roll. In such cases, the player must declare how many m-points are used before any dice are rolled (exception: Flesh Eater). If a failed roll negates the effects of a mutation, the m-points are still spent.

Important Note: No more than 3 (three) m-points may ever be used to activate a mutation or module in each instance.

There are four types of mutation/module cards:

Mutation/Module Card Data

A mutation or module card will have the following information on it:

Name: For easy identification.

Type: There are three ways a mutation or module can function. Only one mutation or module, regardless of type, may be used as part of a single activation, unless stated otherwise.

Effects: This section will detail what the card does. Ranged attacks follow the normal rules like range and requiring line of sight and targets can make armor and cover saves unless specified otherwise.

Artifacts

Artifact cards represent treasure to the Zone Stalkers – objects and materials from the old world that can either be used right away or stripped down for parts back at base. Each artifact card has an victory point value noted on it to show how valuable it is. In scenarios and campaigns, the hunters that accumulate the most victory points are usually the winners.

Using Artifacts: In addition to their victory point value, most artifact cards can be used straightaway by Stalkers as weapons or armor. The downside to this is that if an artifact is Busted while in use, its victory point value is reduced to a measly 1 point.

Single Use: An artifact indicated as “single use” can only be used once. Once used, the artifact is removed from the game.

Starting Gear: Most characters will start the game with weapon cards of their own. These are typically improvised weapons built from scrap, and have no victory point value. In some scenarios, and in campaign play, characters can start a game with valuable artifacts – these do not count toward the victory point value at the end, even if captured by another player. Starting gear can be lost or taken during a battle just like other gear, but have no victory point value. In campaign play, such lost or taken starting gear is restored for the next scenario.

Finding Artifacts

Artifact tokens are often placed on the battlefield, according to the scenario setup. One artifact token in base contact can be picked up using a Simple Operation. Any number of artifact tokens can be picked up using a Complex Operation, as long as they all are in base contact.

When an artifact token is picked up, draw a random artifact card for it immediately. Place the artifact card next to the character card, and the artifact token on top of it – this is important to discern newly found artifacts from those brought onto the battlefield by the characters themselves. Only newly discovered artifacts give victory points to win the game.

Once a model picks up an artifact token, the artifact card it creates stays with that model until they lose it.

Losing Artifacts

Broken: If a model is Broken while carrying one or more artifact cards, they stay with the model but one such artifact card can be stolen by another model in base contact performing a Simple Operation. Picking up several at the same time requires a Complex Operation.

Taken Out: If a model is Taken Out while carrying one or more artifact cards found in Rules this battle (i.e. they have an artifact token on it), the artifacts are dropped at the model’s location. Place the cards themselves on the battlefield with the artifact tokens on top. Artifacts that the model had at the start of the fight are removed along with the model.

Melee: An attacker who makes a model Broken or Taken Out while in base contact may immediately take one artifact card from the target, without using an additional action.

Leaving the Table

Models carrying retrieved artifacts can leave the table if they move across a table edge by any means. Immediately remove one action token for the faction from the game, from the cup and don’t replace it for subsequent rounds. Once a model has left the table, it may not return.

Zone Tokens & Zone Cards

Zone tokens and Zone cards represent the perils and opportunities of the Zone itself – dangerous mutated flora and fauna, strange energies, corrosive Rot and even potential finds of valuable artifacts.

Preparations

Shuffle the Zone cards at the beginning of the game and put them to one side face-down. Scenarios will often affect the setup of the Zone card deck at the beginning of the game, but unless stated otherwise, all Zone cards are included. In scenarios that use trigger cards (below), a new draw deck is created for each round. Place a number of Zone tokens equal to the number of players into the cup at the start of each round. Draw a Zone card each time a Zone token comes up in the initiative draw, and resolve its effects. Place the drawn Zone token outside the cup until the end of the round.

Effects

The effects of a Zone card always affect the model that was most recently activated, unless stated otherwise. If a Zone token is drawn first in a round, place it back into the cup an re-draw until a faction’s action token is drawn. If a model affected by a Zone card has just left the battlefield, the model that was activated before it is affected instead.

Some Zone cards instead affect an area of the battlefield, or even all of it. If a second Zone token is drawn right after the first one, place it back into the cup and re-draw. Never resolve two Zone cards in a row (unless instructed to do so by the scenario).

Zone Card Data

A zone card will have the following information on it:

Name: Because even ravening toxic monstrosities deserve a name.

Attribute: This shows the attribute the affected model must roll against, typically Survival. If no attribute is indicated, no roll is made.

Effect: The effect is what happens depending on if the attribute roll passed or failed. Some effects are ongoing, as described on the card.

Trigger Cards

Some scenarios utilize trigger cards. For each round, a draw deck is created that typically includes one trigger card plus a number of random Zone cards equal to the number of players. When a Zone token is drawn, a random card is drawn from this deck. The effects of trigger cards are specified by the scenario.

Monsters

A few Zone cards will trigger mutant monsters to be deployed on the battlefield. Monsters follow the rules on the card, but they have some common traits:

Campaign Play

Zone Wars can be played in campaigns, where the players control the same faction in a series of games. The Robots & Psionics expansion includes five scenarios designed to be played in a campaign, but any Zone Wars battles can be connected into a campaign.

In a campaign, some, but not all, results from one game carry over to the next. You will need to take note of these lasting effects.

Damage

Models that have been Bloodied or even Taken Out in a campaign battle are fully restored before the next battle. All damage points are removed.

M-Points

Each player’s supply of m-points is restored to the default of one (1) point before the next battle.

Victory Points

Victory points are always removed after a battle and never carry over to the next.

Starting Gear

If a model has lost its starting gear in a campaign battle, it is restored before the next battle. A model who has stolen starting gear from another model loses it.

Artifacts

After each battle in a campaign, each model that has gained one or more artifacts may choose one of these artifacts to keep for the next battle. Such artifacts do not give any victory points in the next battle.

A model is allowed to collect multiple artifacts over the course of a campaign.

Experience

After each battle in a campaign, the winning player (or players, in a shared victory) may give an experience token to one model of their choice, to increase one of the model’s attributes (Ranged, Melee, Survival, or Health) by one (1).

In the next battle, place the experience token on the model’s character card.

A model may receive several experience tokens over the course of a campaign, but never more than one for the same attribute.

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