Zona Alpha Solo Play Version 2
Zona Alpha Solo Play Version 2
Zona Alpha Solo Play Version 2
Whether you’re a determined loner or working with a small crew of trusted comrades,
know that very few have succeeded in working the Zone on their own.
However, those that did gained far more than temporal wealth; they became
legends, men and women whose names were spoken in hushed tones − a rare breed of
individuals who have looked directly at the Zone’s terrible beauty and didn’t flinch.
Option One
The first obvious option is simply to tweak the existing rules. Here are seven
suggestions:
1. Limit the Mission area to 3’x 3’ max − a small space forces the crew to interact
with the environment, Hot Spots, and Hostiles.
2. Recommended Crew of 1−4 members of Veteran Quality − Hardened and Green
crew members generally lack the skills to survive in such a precarious situation.
3. Increase the number of Hot Spots to Threat Level x2 + 1 − One additional
Hot Spot in the small mission areas ratchets the tension by increasing both the
potential number of enemies and the possibility of valuable salvage. For example,
at Threat Level 2, Hot Spots would increase to 5.
4. Start the Mission with one Hot Spot triggered, its Zone Hostiles deployed on the
board − pick one that works with your scenario and place them on the table per
the deployment rules. They provide an immediate threat that must be countered
or avoided.
5. Split your Mission Objective − this may or may not work with your play style or
scenario, but consider making the main objective two steps. For example, your
Loner or crew has to retrieve a can of gasoline before it can start a generator.
Or they need to locate a Key Card in order to unlock a door. Or they have to
escort a scientist through the mission area, but not before they take readings at
a specific location.
6. Increase the Salvage Values − up the Risk, up the Reward. Add 25% to the salvage
value and a second roll on any Equipment Table, if applicable.
7. Bump the Turn Limit by One − particularly in the Deep Zone, that one extra
turn gives your crew a fighting chance to accomplish the mission should things
go sideways, which, in the Exclusion Zone, is nearly all the time.
These adjustments don’t change the essential order of the existing rules and tend to
a more careful, methodical game.
Option Two
The following Solo/Co-op ideas come courtesy of Søren over at Bloodbeard’s Garage.
(An excellent place for painted figs, reviews, Battle Reports, terrain tutorials, and
assorted hobby coolness.)
Not content with the already dangerous possibilities, Søren decided to take it up a
notch by changing the behavior of the Zone Hostiles in three ways:
1. Take off the leash − Zone Hostiles are no longer bound to 12” limit from their
particular Hot Spot. They will attack and pursue you wherever you go.
2. Attack on sight − Zone Hostiles will attack player models as soon as they get
Line-of-Sight. Add that to the above and you have much more serious adversaries,
even in Threat Level 1 areas.
3. Introduce a little anarchy − during the activation sequence, Zone Hostiles can
interrupt the player’s turn. After the first player model has taken its actions, roll
a d10. On a 10, all spawned creatures/enemies will take their turn. After the
second player model, if nothing happened earlier, all enemies will act on a 9+.
After the third, it drops to 8+, and so on, decreasing until all player models have
gone. Once the crew has finished activating, all remaining un-activated Hostiles
act as normal.
This makes for a more involved game that modifies the activation sequence, but
the increased threat from actively roaming Hostiles leads to more unpredictable,
dangerous missions.
There you have two quick options for Solo and Co-op missions into the Exclusion
Zone. Feel free to use one or the other, mix and match elements from both, or make
up your own variations. It’s your Zone, your game.