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Zone Wars Core Rules

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0% found this document useful (0 votes)
2K views24 pages

Zone Wars Core Rules

Uploaded by

Emanoel Teixeira
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Rules

Zone Wars is a skirmish battle game for two or more This Zone Wars core set kit includes five characters
players that takes place in the Mutant: Year Zero for the Ark Mutants and the Genlab Tribe, while the
setting, previously explored in a tabletop RPG and Robots & Psionics expansion includes five characters
video game. Players each take control of a small group each for the Nova Cult and Mechatron Hive.
of Stalkers fighting in a post-­apocalyptic wasteland
– the Zone – for artifacts from the old world so that COMPONENTS
they can survive and, perhaps, thrive in the new one. K This rulebook
K 5 Ark Mutant miniatures
K 5 Genlab Tribe miniatures

USING THIS BOOK K 10 character cards


K 24 mutation/module cards
This core set contains all the rules you need to play K 15 Zone cards
Zone Wars, including five scenarios. K 22 artifact cards
K 12 starting gear cards
HOW TO GET STARTED K 10 action tokens
It’s best to begin by reading over the next section – K 2 Zone tokens
the basic game mechanics – to get a handle on the K 30 damage tokens
game’s rules. By the time you’ve done that you’ll K 10 artifact tokens
know enough to play a game. For your first outing, K 20 victory point tokens
we suggest that you play Throw Down on page 16. K 20 m-point tokens
K 10 experience tokens
FACTIONS K 1 direction token
Four factions can be played in Zone Wars: K 1 Ravenous Devourer token
K 1 Razorback token
K Ark Mutants: A closely knit group of human K 6 yellow base dice
mutants, searching for their origin in the K 4 black gear dice
mythical Eden somewhere in the Zone. K 90×90 cm game mat
K Genlab Tribe: A tribe of intelligent animal K 3 sheets of cardboard terrain
mutants, recently having won their freedom (see the back of this booklet)
from the horrors of Genlab Alpha. K Measuring ruler
K Nova Cult: A secretive cult of human
mutants with powerful psionic mutations and Additional cards and tokens are included in the
unknown ambitions. Robots & Psionics expansion. This core set includes
K Mechatron Hive: A collective of robots having all you need to play with two players.
recently awoken to become self-­aware, seeking
their place in the post-­apocalyptic world.

1
Zone Wars

DICE
TOKENS BASE DICE
Tokens are used in the game to keep track Zone Wars uses special yellow six-­sided dice for
of model status and cut down on book- resolving combat and attribute tests.
keeping. You will find these included in Base dice have the following faces:
the Zone Wars core set.
These tokens are:

Ark Action: These indicate when a


Genlab

faction will take actions. A GEAR DICE


Mutants Tribe

number of action tokens equal to the The black gear dice are gained from equipment like
number of models in the game go in a weapons and armor. They are additive to attribute
cup or bag at the start of each round and dice when making attacks.
are drawn one at a time to determine the Gear dice have the following faces:
order the factions act in. The player
decides which model to activate, but each
model can only act once per round. One
side of the action token has a symbol for
overwatch status (page 5). DICE MODIFIERS
Zone: Zone tokens are included in Dice in Zone Wars are modified by rolling more or
the cup with action tokens. Drawing less dice depending on circumstances. Such modi-
one of these indicates a random encounter fiers only ever affect base dice, never gear dice. If a
with the Zone’s many dangers occurs. negative modifier reduces the number of base dice
Damage: Damage tokens are placed to zero or less, one base die (and any gear dice) is
on character cards and artifact still rolled.
cards to show they are damaged.
Artifact: Artifact tokens are used to
show the location of potentially valu-
able old-world artifacts on the battlefield. MEASURING
M-points: M-point tokens mark a In Zone Wars, measuring distances for movement
player’s current number of m-points, and shooting is done using the model’s base. When
used to activate mutations or modules moving no part of a model’s base can travel beyond
for all models in the faction. the allotted distance. When shooting, measure from
Victory points: These determine the closest point on the shooting model’s base to
who wins the game. How players the closest point on the target model’s base.
get these is determined by the scenario
(page 16 and forward). TURNING AND FIRE ARCS
Direction: This token is flipped on Most models in Zone Wars turn freely when moving
the battlefield to indicate a random but are limited to firing at targets to their front.
direction. Turning and fire arcs are covered in more detail
Monsters: These tokens represent later, but the same designations are used throughout
A

Zone monsters such as the Ravenous the rules. In regard to models the normal primary
S
R

D E V E N O UR
VO U R E

Devourer and the Razorback on the facings and fire arcs are 180 degrees Front (F) and
battlefield. Back (B).
Experience: These tokens are used
only in campaign play.

2
Rules

MEASURING INCREMENTS Ranged: The Ranged attribute indicates


Zone Wars uses the archaic measuring increment how good the model is at making a ranged
known as the inch now known only to older war­ attack like shooting a gun or throwing spear.
gamers, carpenters and the continent of North
America. As is traditional distances in inches are Melee: A model’s Melee attribute tells
shown with a number followed by a double prime you how effective it is at making melee
symbol so ten inches = 10". attacks.
However, to keep things simple, only three dis-
tances are used in this game: Survival: is a measure of a model’s ability
to avoid the many dangers of the Zone
K Close = 2.5" and use them to their advantage.
K Medium = 5"
K Long = 10" Health: A model’s Health attribute shows
how many points of damage the model
The Zone Wars core set includes a ruler for these can take before it is Broken and unable
three distances. to keep fighting until it recovers.
The ideal playing area for Zone Wars is three
by three feet (90×90 cm). ATTRIBUTE ROLLS
The rules will sometimes require that models take a
roll against Ranged, Melee or Survival. That means

CHARACTERS you roll one base die for each point of the attribute.
To succeed, you must roll at least one /. If you want,
A game of Zone Wars is fought with unique models you can push (re-­roll) a roll for Ranged or Melee
representing each combatant. Each mode is featured (but not for Survival) – but with a risk of damaging
on a character card included in this boxed set. The your weapon, and a chance to gain m-­points. Read
character card indicated the model’s base attributes, more about pushing on page 9.
starting gear and mutations/modules. One side of
the character card is marked Bloodied – flip the card MUTATIONS AND MODULES
over to this side when then model has been Broken In addition to their core attributes, models have
by damage (page 10). mutations (for mutants) or modules (for robots).
Mutations and modules have unique, powerful
ATTRIBUTES effects. You will find a range of mutations and mod-
All characters have attribute scores that indicate ules on cards in this boxed set.
how accomplished they are in different areas of
ability. The core attributes are: M-­points: Mutations and modules are powered by
m-­points. Each player has a pool of m-­points to use
K Ranged for all of their models as they see fit. Typically, each
K Melee player starts the game with just a single m-­point
K Survival each and gains more by pushing rolls during combat
K Health or via Zone cards. When activating a mutation or
module, you may never use more than three (3)
m-points.

3
Zone Wars

WEAPONS Bonus: A melee weapon adds a number of bonus


gear dice when the wielder uses it to make a melee
Weapons being used by models have their own attack.
attributes that contribute to the wielder making an
attack with them. Weapons in Zone Wars are gen- Special: Melee weapons may have special rules for
erally either pre-­apocalyptic relics, called artifacts, additional effects just like ranged weapons.
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. THE GAME ROUND
Zone Wars is played using a system of drawing
RANGED WEAPONS action tokens to see when each player can activate
When a model makes a ranged attack, it uses base their models. Once all of the action tokens have
dice from its own Ranged attribute combined with been drawn, the round is over.
gear dice for the weapon it’s using to calculate the At the start of each round, place one action token
result. Ranged weapon attributes are: per model for each faction taking part in the game
into a cup, bag or other opaque container. Also, add
K Range Zone tokens equal to the number of players (unless
K Bonus the scenario states otherwise). These tokens are
K Special then drawn one at a time.

Range: A weapon’s Range tells you how far it can


EXAMPLE
shoot. Ranges are Close (2.5"), Medium (5"), Long
(10") or Unlimited (can target any point on the bat- Lisa and Marco are having a game. Lisa has three
tlefield within sight). Ark Mutants – Franton, Krin and Hugust. Marco
is using three Genlab Mutants – Dux, Bormin and
Bonus: A ranged weapon’s Bonus tells you how Farrow. Six action tokens are placed in the cup – three
accurate and hard hitting it is. The bonus is the for the Ark Mutants and three for the Genlab Tribe.
number of gear dice added to the Ranged attri-
bute dice of the model using the weapon to make DRAWING ACTION TOKENS
a ranged attack. Draw action tokens one at a time from the cup. The
player of the faction drawn then chooses which
Special: If weapons have special rules that apply model to activate. Each model may only be acti-
to them, like for example a burn effect, they are vated once per round (unless specific rules state
noted in the special stat. You can find more detail otherwise). Normally all the activities generated
on weapons special rules on page 9. Weap- by a draw are resolved before the next marker is
ons with the Aimed Fire attribute can only be drawn, although sometimes special conditions
used for Aimed Fire (page 6), not the Move (like scenario-­specific rules, Zone cards or Over-
& Attack action. A Silent weapon cannot trigger watch fire) can vary this.
reflex mutations (page 12) when used.
EXAMPLE
MELEE WEAPONS
Melee weapons work much like ranged weapons Lisa draws the first action token from the cup. The
by adding gear dice to the user’s Melee attribute token is for the Genlab Tribe so it’s handed over to
when making a melee attack. They don’t have a Marco. He chooses to activate Dux and takes an
Range attribute however, as they can only be used action with the model before the next action token
in attacks against enemies in base contact. is drawn from the cup.

4
Rules

ACTIVATING A MODEL Potentially this can mean a model’s action token


When a player activates a model, it can either: is not returned to the cup at the end of the current
game round, essentially holding over their over-
K Take an action watch status into the next game round. A player can
or always opt for their models to give up overwatch
K Overwatch to make a ranged attack later in status at the end of the round and return their token
the round to the cup for the next round if desired.
If a model with an overwatch token is attacked
TAKING ACTION in melee or suffers any damage before it uses the
A model can only take an action once per round overwatch token, their overwatch is immediately
(unless a specific rules states otherwise). Actions lost – flip the token over so the crosshairs face down.
include:
ZONE TOKENS
K Move & Attack Zone tokens are added to the cup to represent the
K Aimed Fire perils and opportunities of the Zone itself – dangerous
K Charge mutated flora and fauna, strange energies, corrosive
K Sprint Rot and even potential finds of valuable artifacts.
K Activate Mutation/Module When a Zone token is drawn, draw a Zone card
K Recover and resolve its effects, and then place the Zone
K Assist Recovery token outside of the cup until the end of the round.
K Simple Operation The effects of a Zone card affect the next model to
K Complex Operation activate, unless stated otherwise. Some Zone cards
instead affect an area of the battlefield, or even all of
Activation Complete: Once a model has taken an it. There are also trigger cards, with specific effects
action, place the action token beside their model in the scenario.
with the text side up (crosshairs facing down) and See page 13 for more about Zone tokens.
draw the next action token from the cup.
ENDING THE ROUND
OVERWATCH A game round ends when all models have been
A model doesn’t have to take an action straight activated, even if Zone tokens remain in the cup.
away when it’s activated. A player can instead opt to At the end of the round:
go into overwatch. Move the model up to Medium
distance and then turn it to face a desired direction. 1. Check victory conditions for the scenario.
Then place the action token with the crosshair side 2. Return all Zone tokens and action tokens for
up beside the model to indicate its status before all surviving models to the cup.
drawing the next action token from the cup.
You are now ready to begin the next round.
Using an Overwatch Token: An overwatch action
token can be used to make an overwatch attack Casualties: If a model has been Broken by damage,
against an activated enemy as described in Attacks an action token for it is still placed in the cup. When
later (page 10). the model is activated there’s a chance the model
in question may recover enough to be able to take
Losing Overwatch: When a model with an over- actions again (see Recovery on page 11). How-
watch token fires, the token is removed. Otherwise, ever, when a model has been Taken Out (page
an overwatch token will remain in place until it is 11), one action token for the faction is removed
used for overwatch fire or lost due to damage. from the game.

5
Zone Wars

ENDING ACTION
THE GAME DESCRIPTIONS
A game is over when either: MOVE & ATTACK
An action that’s handy in most circumstances.
K Only one player has any models left that are Complete a move with the model and then make
not Taken Out or off the table. a ranged or melee attack against an enemy. Note
or that weapons with the Aimed Fire feature cannot
K The scenario conditions state that the game ends. be used for the Move & Attack action – they can
only be used for the Aimed Fire action.
See the scenarios on page 16 and forward for
more on ending the game. 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

ACTIONS must follow a defined path to reach its destination.


The move may pass through friendly models, but
When a model activates it is allowed to take an action. not enemies. The model may end its move action
The actions available are described in detail below. facing in any direction. The movement may be
horizontal, or vertical within a terrain piece with
ACTIONS SUMMARY several floors. The move may be distributed over
K Move & Attack: Move the model up to horizontal and vertical movement. The move may
Medium distance and then attack with it. not end with the model’s base completely covering
K Aimed Fire: Make a ranged attack with the an artifact token.
model after making no more than a step
move (one base width). Some weapons, like The Attack: At the end of the model’s move, choose
rifles, require Aimed Fire. the direction it is facing and select an enemy to
K Charge: Make a straight move up to Long attack, ranged or in melee. See the attacks section
distance and then a melee attack. on page 8 for the full rules on making an attack.
K Sprint: Move the model up to Long distance.
K Activate Mutation/Module: Spend 1 to 3 AIMED FIRE
m-points to activate an Action mutation. Aimed Fire action is a special ranged attack that can
K Recover: See if a Broken model recovers. only be performed with weapons with the Aimed
K Assist Recovery: Attempt to assist a nearby Fire feature. Such weapons can only be used for
Broken friendly model. Aimed Fire. When performing Aimed Fire, the model
K Simple Operation: This is a catch-­all for is only allowed to make a step move (one base width)
actions that require a little time but not too and may turn to face any direction before firing. No
much attention, e.g., picking up an artifact, other movement is possible.
raising or lowering a gate, untying a boat, or
opening a crate. A Simple Operation can be
performed after a move up to Medium distance.
K Complex Operation: This is a catch-­all for TERRAIN EFFECTS ON MOVING
actions that require both time and careful Obstacles and broken ground can slow a
attention like breaking into a safe, defusing a model down or force it to take a different
mine, locating a datafile or picking a lock. A route. See the Terrain section on page
Complex Operation can be performed after a 11 for details on how features on the
step move (one base width). tabletop can affect movement.

6
Rules

LEAVING THE TABLE damage tokens, and takes another action immediately.
A model can leave the battlefield if they move However, the model is now Bloodied (page 11)
across a table edge. Immediately remove the and now risks being Taken Out. Flip the character
model’s action token from the game and card over to its Bloodied side to indicate this status.
don’t replace it for subsequent rounds. Once If the Survival roll fails, the model stays down
a model has left the table, it may not return. this round but automatically succeeds at the Recover
Some scenarios may have restrictions for action on their next activation (with the effects as
leaving the table. No model can be forced off per above) – no further roll is needed.
the table due to an involuntary movement – To indicate if a model has made a Survival roll
instead, it stops at the table edge. 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.
CHARGE
A charge is much like a Move & Attack action but
EXAMPLE
can only be used to move a model up to Long dis-
tance into base contact with an enemy, and then Franton (Health 4) has suffered four points of trauma
performing a melee attack. A Charge attack gets a and so he is Broken. When Franton is activated, all
+1 modifier. The move can only be horizontal in the he can do is attempt to Recover so try he does, rolling
model’s forward arc, cannot cross any obstacles, and three base dice for his Survival attribute. Franton
the model can make no turns along the way – the rolls one / meaning he gets back on his feet and
movement must be in a straight line. immediately removes all damage tokens and chooses
another action. He is now Bloodied however, and will
SPRINT be Taken Out if again reduced to zero Health.
When a model takes a Sprint action, it moves up
Long distance. The same rules apply to moving as ASSIST RECOVERY
for Move & Attack, except that a sprinting model can The Assist Recovery action allows a model to help
only move into its forward arc and may not change a Broken friendly model to recover. The assisting
facing after its move. A Sprint may be horizontal, model first moves up to its base Move distance to
or vertical within a building, or combination of the get into base contact with the model being assisted.
two, just like Move & Attack. To Assist Recovery, roll one base die for each point
of Survival attribute the assisting model has plus one
ACTIVATE MUTATION/MODULE base die for each point of Survival the model being
To use a mutation or module of the Action type (with assisted has. If one or more / is rolled, the Broken
an arrow on it) requires an action. You need to spend model stands up, removes all damage tokens, and takes
at least 1 m-point, but you can spend no more than another action immediately. However, the model is now
3. Read the mutation/module card for the specific Bloodied (page 11) and now risks being Taken Out.
effects. Enhance and Reflex mutations don’t require
an action to activate. Read more on page 12. SIMPLE OPERATION
A Simple Operation is an action that allows the
RECOVER model to interact with the environment or a piece
A Recover action can only be used by a model which of equipment or even another model in a way not
is Broken due to accruing damage points equal to covered by other actions. Examples might include
or exceeding its Health characteristic, and it is the picking up an artifact from the ground or a Broken
only action that can be taken by a Broken model. model, giving an artifact or other item to a character
When using Recover, the model makes a Survival in base contact, dropping an artifact to the ground,
roll. If it succeeds, the model stands up, removes all opening a door, or searching a container.

7
Zone Wars

When a model takes a Simple Operation, it 7. Decide if to push the roll, re-­rolling all dice not
moves up to Medium distance into base contact showing / or =/ and potentially inflicting
with the object it’s going to interact with and then damage to the weapon and/or giving m-­points.
undertakes the operation. The operation must occur 8. Roll a number of gear dice (black) for the
at the end of the move.. armor and cover of the target, if any. If any /
are rolled, the attack’s damage is reduced for
COMPLEX OPERATION each / rolled.
A Complex Operation action allows a model to 9. Place damage tokens on the injured charac-
interact with the environment or an object with ter’s card. If total damage equals or exceeds
their full attention. Examples include picking up Health, turn the model on its side to indicate
multiple artifacts from the ground or a Broken model, it is Broken.
repairing a damaged weapon or piece of armor, or
rebooting an ancient machine. MELEE ATTACKS
When a model takes a Complex Operation Melee attacks may only be made against models in
action, it can only make a “step” move (one base base-­to-­base contact with the attacker. A ranged weapon
width) to come into base contact with its intended can be used in a melee attack – except for rifles (any
objective and then undertake the operation. weapon with the Aimed Fire feature). Such weapons
cannot be used when in base contact with the target.

ATTACKS Counterattack: If a model is attacked in melee in its


front arc and survives (it’s not Broken or Taken Out),
In order to make an attack, the model must have it may make an immediate and free counterattack
the target: against the attacker, out of turn. The counterattack
cannot be pushed, but mutations that enhance the
K Within range of the weapon or mutation they attack are allowed.
are using (base contact for melee).
K Within their line of sight (unless the weapon Disengage: If a model voluntarily moves away (even
or mutation states otherwise). just a step move) from an enemy whose front arc is
K Within their 180-degree forward arc (unless in base to base contact with it, it triggers an imme-
the weapon or mutation states otherwise). The diate free melee attack from the enemy. This free
attacking model is allowed to rotate before its attack cannot be pushed, but mutations that enhance
attack, except for models in overwatch mode. the attack are allowed. Only voluntary movement
triggers free attacks, not forced movement due to
ATTACK SUMMARY Zone cards or mutations.
1. Indicate target model and attacking model,
stating which weapon or mutation will be used. RANGED ATTACK
2. Check range and line of sight to the target For ranged attacks, find the distance between the
model from the firing model if attacking at range. firing model and the target model by measuring a
3. Take a number of base dice (yellow) equal to straight line across the shortest distance between
the firer’s Ranged stat if at range or Melee if the firing model’s base and the target’s base.
base to base.
4. Add gear dice (black) for the weapon being used. Line of Sight: Drop down to the level of the shooter
5. Roll the total base dice and gear dice together. and look at the target model. If no part of the target
If any / are rolled, a hit has been scored by model is visible (the base doesn’t count), the line
the attack. of sight is blocked and a different target must be
6. Count up the total number of / scored. This chosen – unless the attacking weapon or mutation
is the amount of potential damage inflicted. states otherwise.

8
Rules

If the target model is partially obscured by terrain, K If you roll on a gear die when pushing, in
the shot can be made but the target gains the benefits the initial roll or the pushed roll, your weapon
of cover (page 10), unless the shooter itself is in takes damage to its Bonus rating, The Bonus
base contact with the covering terrain piece. is reduced by 1 for each rolled. If the bonus
If the target model is partially obscured by is reduced to zero, the weapon is Busted and
another model, line of sight is blocked and a dif- cannot be used. Place a damage token on the
ferent target must be chosen (unless the attack- card for each point of damage. The victory
ing weapon or mutation states otherwise). Broken point value of a Busted weapon is reduced
models do not block line of sight in any way. to one single point. A Busted weapon can be
repaired by a Survival roll (Complex Opera-
MAKING THE ATTACK tion) – each / removes one point of damage.
Take a number of base dice (yellow) equal to the K For each = on a base die, in the initial roll or
attacker’s Ranged or Melee stat as appropriate. Add the pushed roll, you earn 1 m-­point.
a number of gear dice (black) equal to their weap-
on’s Bonus score. Only one weapon may be used The above effects are only triggered when you push
in a single attack. a roll – they never happen on the initial roll.
The following bonuses apply to the number of
base dice rolled:

K +1 If the attacking model used a Charge SPECIAL ATTACKS


action (melee only). The basic weapons used by most Hunters are simple
K +1 If the target model is in base contact with enough in design and execution to require no spe-
two or more enemies (melee only). cial rules. However, some of the more advanced
K +1 For attacking from an elevated position weaponry sometimes found in the Zone can have
relative to the target. exceptional qualities.
K +1 For attacking the target model in its rear
180-degree arc. IMPROVISED ATTACKS
Stalkers won’t always be lucky enough to have a
Roll total number of base dice and gear dice together. functional rifle, pistol, or melee weapon to attack
If any / results are scored on the dice, the target with and must rely on their fists plus what they can
has been hit. The number of / rolled is the potential scavenge from around them to fight. Improvised
damage from the attack. attacks simply use a model’s Ranged or Melee
attribute without the addition of gear dice. Impro-
vised ranged attacks are limited to Medium range.
E X A M P LE
Note that there is no drawback in pushing rolls
Krin has a Ranged attribute of 4 and is firing at a for improvised attacks, so make sure you do it
target with Long range using a scrap pistol. The every time!
pistol gives a +1 bonus and no other bonuses apply
so Krin rolls a total of five dice (four base dice plus IGNITER
one gear die) to determine if she scores a hit. Attacks with the Igniter effect are more likely
to inflict additional damage as they burn into
PUSHING ROLLS their target. For each / scored in the attack, roll
If you want to improve an attack roll you just made, another gear die and add the result to the attack.
you can push the roll. Pick up all base dice and gear If you want to push the attack roll, you must do
dice not showing / or =/ and roll them again. so before you roll for the igniter effect. Any
Any new / rolled count normally, along with the rolled on the additional gear dice will harm the
/ in the initial roll. However: weapon as usual.

9
Zone Wars

AREA EFFECT rolled equals one point of damage prevented. Armor


Area attacks are ones that use explosives, or scatter rolls cannot be pushed. For each rolled (in the
flames, toxins, or other baneful effects over an area. initial roll), the armor rating is reduced one step.
Area attacks take effect on all other models within Unlike weapons, several armor cards can be
Close range of the model that they hit. Apply the stacked when rolling to mitigate damage, one card
same damage results to all models fully or partially of each armor type can be used. There are three
in the affected area, but each model tests for armor armor types: body, head, and shield, so a model can
individually. Cover has no effect against area weapons. stack a maximum of three armor cards.

KNOCKBACK COVER
An attack with Knockback can hurl models back for A model that is trying to avoid an incoming ranged
the point of attack. If the attack hits, it will push the attack can gain additional protection by being
target Close distance directly away from the attack- behind cover. The general rules for this are simple
ing model. Note that the damage doesn’t have to – if the target model is partially obscured by cover
be inflicted for the Knockback to take effect – even terrain that the attacker is not in contact with, the
if armor mitigates some or all of the damage, the defender gains the benefits of cover.
Knockback still occurs. Models that are knocked A model behind terrain of any kind gains 2
back into impassable terrain or other models take gear dice to roll for protection against any ranged
1 additional damage from the attack. attack. As for armor, each / rolled equals one
point of damage prevented. Armor and cover can
OVERWATCH FIRE be combined. If the target model is in base contact
A model that has an action token by it with the with a piece of terrain that the ranged attack has
Overwatch side up can declare an overwatch attack to cross to hit it the armor dice is doubled to 4
against an enemy model activating within their front instead of 2.
arc and within their line of sight. Note that cover is only effective against ranged
An overwatch attack is a ranged attack, up to the attacks, not melee attacks. Also, cover has no effect
maximum range of the weapon, including Aimed against area effects (page 10).
Fire. No movement is possible, and the attack roll
may not be pushed. The active model’s action is DAMAGE
paused until the overwatch model has completed its Place a damage token on the target model’s charac-
attack. If the target model also performs an attack, ter card for each point of damage that isn’t stopped
that attack is resolved after the overwatch attack. by armor. Damage tokens are cumulative and remain
Note that some mutations and gear can prohibit on a model until removed by a card or action, or
the use of overwatch fire. until the model is Broken.
Once a model suffers a total number of damage
points equal to or greater than its Health attribute,

TAKING HITS it is Broken.

When a target is hit each / result rolled equals one


EXAMPLE
point of damage being inflicted on the target model.
A target’s position on the tabletop, protective gear The animal mutant Dux with an Health attribute
and some good fortune can mitigate the amount of of 4 would be Broken when he accumulates four or
damage it suffers from a hit. more damage points.

ARMOR BROKEN
Armor grants a number of gear dice to models roll- A Broken model can only choose the Recover action
ing to resist damage suffered from a hit. Each / when it is activated. It can still use Reflex and Enhance

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mutations or modules, but not Action ones (for more


on mutations and modules, see page 12). TERRAIN
In Zone Wars, “terrain” refers to any features on the
Artifacts: Other models in base contact may take one tabletop like ruined buildings, rusting wrecks, dead
artifact card from a Broken model with a Simple Oper- trees, bushes, rubble piles and broken walls that our
ation, and all artifact cards with a Complex Operation. protagonists must fight in and around.
Additionally, if a model is Broken by another Terrain helps to define the tabletop arena by
model in base contact, the attacker may take one presenting challenges and opportunities for both
artifact card from the target as part of its attack action. sides so it’s vital for a good game. A selection of
paper terrain is included in the Zone Wars core set,
Recovery: A Broken model that remains in play and more in the Robots & Psionics expansion.
may only take the Recover action when it is acti- For ease of play we classify terrain into two
vated. A Broken model can also be stabilized and types: Low and Blocking.
brought back into the fight by other models. Various
cards and actions can be used to attempt to revive TERRAIN SUMMARY
Broken models. K Low terrain can be ignored while moving.
When a Broken model recovers, remove all K Blocking terrain prevents movement through
damage tokens from it. It can now act normally, it, except when flying.
but it is Bloodied – flip the character card over to
its Bloodied side to indicate this status. LOW TERRAIN
A piece of terrain is considered Low if it is less
Attacking a Broken Model: Enemy models can still tall than the model’s height. Low terrain does
target a Broken model with further attacks and the not impede movement except the Charge action
model may be subject to additional damage from (page 7), but it does provide cover against
Zone card effects. However, such damage has no ranged attacks.
effect unless a single attack inflicts damage equal
to or higher than the target’s full Health rating – if BLOCKING TERRAIN
this happens, the target is immediately Taken Out. Blocking terrain is anything taller than the model
and cannot be moved through at all, except via
BLOODIED openings like doors or windows. Such openings
When a Broken model has been revived, all damage count as Low terrain above.
tokens are removed and the model can act normally.
However, the model is now Bloodied, which means BUILDINGS
it will be Taken Out if Broken again. Flip the char- A Building is any terrain piece with one or more
acter card to its Bloodied side to indicate this status. upper floors on which models can stand. Buildings
are typically Blocking terrain, but many have doors
TAKEN OUT and windows.
If a Bloodied model is Broken again, i.e. suffers another
amount of accumulated damage equal to their Health Climbing: A model can reach the upper floors of
attribute or more, they are Taken Out and removed a Building by the Move & Attack or Sprint actions,
from the battlefield. Immediately remove one action moving vertically inside the building or climb-
token for the model’s faction from the cup and don’t ing on the outside wall to reach the desired floor.
replace it for subsequent rounds. All artifact cards It is allowed to combine horizontal and vertical
carried by the model are placed on this spot. These movement in a single action, but diagonal move-
artifacts can be picked up by a Simple Operation. mentthrough the air is not allowed unless the
If playing in a campaign (page 14), even model can fly.
Taken Out models can come back for the next fight.

11
Zone Wars

Flying: Mutations or modules that provide flight Name: For easy identification.
to a model can be used to move in any straight
line, even diagonally, directly between two points Type: There are three ways a mutation or module
of different elevation. can function. Only one mutation or module, regard-
less of type, may be used as part of a single activa-
Falling: If a model falls from an elevated position (for tion, unless stated otherwise.
example as a result of involuntary movement or if a
Building the model is standing on collapses for any K Action: These cards are triggered by an
reason), it suffers 1 point of damage for each start- activating model using Activate Muta-
ing Medium height of the fall, i.e. 1 point if the fall is tion/Module action.
Medium height or lower, 2 points if it’s higher than K Enhance: These cards can be triggered
Medium but no higher than Long, etc. Armor does by an activated model as part of making
not protect against falling damage. another action, increasing the effectiveness of
this action in some way. It is allowed to acti-
vate several Enchance mutations/modules in

MUTATIONS the same action, or Enhance abilities in the


same action as an Action ability, but m-points

& MODULES K
must be paid separately for each.
Reflex: These cards can be triggered
Mutation and module cards are special and highly instantly and out of turn, usually in
unstable powers possessed by some models. Muta- response to a threat to a model. Reflex cards
tions and modules cost a number of m-­points to can be used at any time as long as the model
unleash as noted on their card. Most mutations/mod- has m-points to spend – even by Broken
ules allow a variable number of m-­points to be spent. models. However, each Reflex card can only
influence an event once. Note that some gear
Spending M-points: Some mutations are used in and mutations/modules prohibits the use of
combination with an attack that requires an attri- Reflex abilities.
bute roll. In such cases, the player must declare how
many m-points are used before any dice are rolled Effects: This section will detail what the card does.
(exception: Flesh Eater). If a failed roll negates the Ranged attacks follow the normal rules like range
effects of a mutation, the m-points are still spent. and requiring line of sight and targets can make
armor and cover saves unless specified otherwise.
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. ARTIFACTS
Artifact cards represent treasure to the Zone Stalk-
K Physical Mutations – Used by Ark Mutants. ers – objects and materials from the old world that
K Psionic Mutations – Used by the Nova Cult can either be used right away or stripped down for
Mutants. parts back at base. Each artifact card has an victory
K Feral Mutations – Used by Genlab Tribe point value noted on it to show how valuable it is. In
Mutants. scenarios and campaigns, the hunters that accumu-
K Modules – Used by Mechatron Robots. late the most victory points are usually the winners.

MUTATION/MODULE CARD DATA Using Artifacts: In addition to their victory point


A mutation or module card will have the following value, most artifact cards can be used straightaway by
information on it: Stalkers as weapons or armor. The downside to this is

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Rules

that if an artifact is Busted while in use (page 9), this battle (i.e. they have an artifact token on it), the
its victory point value is reduced to a measly 1 point. artifacts are dropped at the model’s location. Place the
cards themselves on the battlefield with the artifact
Single Use: An artifact indicated as “single use” tokens on top. Artifacts that the model had at the
can only be used once. Once used, the artifact is start of the fight are removed along with the model.
removed from the game.
Melee: As mentioned on page 11, an attacker
Starting Gear: Most characters will start the game who makes a model Broken or Taken Out while in
with weapon cards of their own. These are typically base contact may immediately take one artifact card
improvised weapons built from scrap, and have from the target, without using an additional action.
no victory point value. In some scenarios, and in
campaign play, characters can start a game with LEAVING THE TABLE
valuable artifacts – these do not count toward the Models carrying retrieved artifacts can leave the
victory point value at the end, even if captured by table if they move across a table edge by any means.
another player. Starting gear can be lost or taken Immediately remove remove one action token for
during a battle just like other gear, but have no the faction from the game, from the cup and don’t
victory point value. In campaign play, such lost or replace it for subsequent rounds. Once a model
taken starting gear is restored for the next scenario. has left the table, it may not return.

FINDING ARTIFACTS
Artifact tokens are often placed on the battlefield,
according to the scenario setup. One artifact token ZONE TOKENS
in base contact can be picked up using a Simple
Operation. Any number of artifact tokens can be & ZONE CARDS
picked up using a Complex Operation, as long as Zone tokens and Zone cards represent the perils
they all are in base contact. and opportunities of the Zone itself – dangerous
When an artifact token is picked up, draw a mutated flora and fauna, strange energies, corrosive
random artifact card for it immediately. Place the Rot and even potential finds of valuable artifacts.
artifact card next to the character card, and the artifact
token on top of it – this is important to discern newly PREPARATIONS
found artifacts from those brought onto the battlefield Shuffle the Zone cards at the beginning of the game
by the characters themselves. Only newly discovered and put them to one side face-­down. Scenarios will
artifacts give victory points to win the game. often affect the setup of the Zone card deck at the
Once a model picks up an artifact token, the beginning of the game, but unless stated otherwise,
artifact card it creates stays with that model until all Zone cards are included.
they lose it. In scenarios that use trigger cards (below), a
new draw deck is created for each round.
LOSING ARTIFACTS Place a number of Zone tokens equal to the
Broken: If a model is Broken while carrying one number of players into the cup at the start of each
or more artifact cards, they stay with the model round. Draw a Zone card each time a Zone token
but one such artifact card can be stolen by another comes up in the initiative draw, and resolve its
model in base contact performing a Simple Opera- effects. Place the drawn Zone token outside of the
tion. Picking up several at the same time requires cup until the end of the round.
a Complex Operation.
EFFECTS
Taken Out: If a model is Taken Out (page 11) The effects of a Zone card always affect the model that
while carrying one or more artifact cards found in was most recently activated, unless stated otherwise.

13
Zone Wars

If a Zone token is drawn first in a round, place it back for attacking them in the rear (including the
into the cup an re-draw until a faction’s action token Razorback).
is drawn. If a model affected by a Zone card has just K A model that moves away from a monster in
left the battlefield, the model that was activated before base contact triggers a free and immediate
it is affected instead. attack from the monster (unless the monster
Some Zone cards instead affect an area of the description says otherwise).
battlefield, or even all of it. If a second Zone token K Monsters are killed and removed when the
is drawn right after the first one, place it back into damage they have taken equals or exceeds
the cup and re-­draw. Never resolve two Zone cards their Health (place damage tokens on top of
in a row (unless instructed to do so by the scenario). the monster token to indicate).
K In rare cases, monsters can attack each other.
ZONE CARD DATA Resolve this as attacks on models.
A zone card will have the following information on it:

Name: Because even ravening toxic monstrosities


deserve a name. CAMPAIGN PLAY
Zone Wars can be played in campaigns, where the
Attribute: This shows the attribute the affected players control the same faction in a series of games.
model must roll against, typically Survival. If no The Robots & Psionics expansion includes five sce-
attribute is indicated, no roll is made. narios designed to be played in a campaign, but any
Zone Wars battles can be connected into a campaign.
Effect: The effect is what happens depending on if In a campaign, some, but not all, results from
the attribute roll passed or failed. Some effects are one game carry over to the next. You will need to
ongoing, as described on the card. take note of these lasting effects.

TRIGGER CARDS DAMAGE


Some scenarios utilize trigger cards. For each round, Models that have been Bloodied or even Taken Out
a draw deck is created that typically includes one in a campaign battle are fully restored before the
trigger card plus a number of random Zone cards next battle. All damage points are removed.
equal to the number of players. When a Zone token
is drawn, a random card is drawn from this deck. The M-POINTS
effects of trigger cards are specified by the scenario. Each player’s supply of m-points is restored to the
default of one (1) point before the next battle.

MONSTERS VICTORY POINTS


Victory points are always removed after a battle and
A few Zone cards will trigger mutant monsters to never carry over to the next.
be deployed on the battlefield. Monsters follow the
rules on the card, but they have some common traits: STARTING GEAR
If a model has lost its starting gear in a campaign
K After their initial attack, monsters remaining battle, it is restored before the next battle. A model
on the battlefield activate at the start of each who has stolen starting gear from another model
round, in the order they appeared (random- loses it.
ize if you forgot), unless the Zone card says
otherwise. ARTIFACTS
K Monsters don’t have facing (except the After each battle in a campaign, each model that has
Razorback), and models never get a bonus gained one or more artifacts may choose one of these

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Rules

artifacts to keep for the next battle. Such artifacts do MUTATIONS & MODULES
not give any victory points in the next battle. Choose one mutation or module as appropriate
A model is allowed to collect multiple artifacts for the character’s faction, and draw a second one
over the course of a campaign. randomly.

EXPERIENCE
After each battle in a campaign, the winning player
(or players, in a shared victory) may give an experi- CHARACTER
ence token to one model of their choice, to increase
one of the model’s attributes (Ranged, Melee, Sur- CONVERSION
vival, or Health) by one (1). Zone Wars takes place in the same universe as the
In the next battle, place the experience token Mutant: Year Zero roleplaying game, and if you
on the model’s character card. like you can let your characters join the fray on
A model may receive several experience tokens the battlefield. The following rules let you quickly
over the course of a campaign, but never more than convert a Mutant: Year Zero character to Zone Wars.
one for the same attribute.
ATTRIBUTES
To convert Mutant: Year Zero attributes and skills

CUSTOM to Zone Wars, use the following guidelines:

CHARACTERS K Ranged: Use the Agility attribute or the


Shoot skill level, whichever is higher.
The ten characters in this core game and the ten K Melee: Use the Strength attribute or the Fight
more in the Robots & Psionics expansion will take skill level, whichever is higher.
you a long way, but you can also easily create your K Survival: Use the Wits attribute or the Know
own characters for Zone Wars. You’ll need to find the Zone skill level, whichever is higher.
your own miniatures for them though! K Health: Use the Strength attribute plus one (1).

FACTION STARTING GEAR


You must choose a faction for your character – Ark Most of the gear in Zone Wars exists in Mutant:
Mutants or Genlab Tribe if you’re only using the Year Zero as well, so simply pick starting gear cards
core game, with Mechatron Robots and Nova Sect or even artifact cards that match the gear of the
as further options if you have access to the Robots Mutant: Year Zero character. Some gear in the RPG
& Psionics expansion. won’t be useful on the battlefield however and can
be omitted when playing Zone Wars.
ATTRIBUTES
Distribute 15 points across the four attributes MUTATIONS & MODULES
Ranged, Melee, Survival, and Health. No attribute Most mutations and modules in Zone Wars are
may go higher than 5 except Health, which has no found in Mutant: Year Zero and its range of expan-
upper limit. No attribute may go lower than 2. sions as well, so simply pick two Zone Wars abilities
that are the closest match to the abilities of the RPG
STARTING GEAR character. In cases where no obvious match exists,
Give the character one piece of starting gear, choos- choose abilities as similar as possible.
ing between Scrap Pistol, Scrap Rifle, Club, Hatchet,
and Diving Helmet.

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Zone Wars

SCENARIOS Deploy Models: Place the action tokens for all par-
ticipating factions (one per model) in the Action
cup. Then draw one token at a time, and let that
SCENARIO 1: faction’s player choose which corner to deploy from
and then deploy one model anywhere within Long
THROW DOWN distance of that corner. Then draw another action
Rival Stalkers come to blows inside the Zone after token, and let that faction’s player choose a corner
spotting a seam of particularly juicy-­looking rubble and place a model, until all players have chosen a
and scrap metal that will likely contain artifacts. But corner and deployed all models. After a player has
storm clouds are gathering above and the Stalkers chosen a corner, all further models from the same
have limited time to grab the artifacts and leave faction must be deployed within Long distance of
before the acid rain starts to pour down… that same corner, and no other player may deploy
in that corner.
This scenario can be played with 2–4 players. Each
player freely chooses which faction to play. If more

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than one player wants the same faction, resolve the

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conflict with a die roll.

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THE PREP
Choosing Models: Throw Down is best suited for
three models per player, but can be played with up
to five models per player. Each player freely chooses
which characters to use.

Zone Cards: Take the trigger cards out of the stack


of Zone cards. Shuffle the rest. At the start of each
round, draw a number of random Zone cards equal to
the number of players. Add one trigger card to this
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pile, and shuffle. These cards are not implemented,
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but instead become the draw deck for the round.
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Draw a Zone card from this deck every time a Zone


token is drawn from the cup.
THE FIGHT
Terrain: Throw Down should ideally be played on Leaving the Table: Models carrying retrieved arti-
a 3×3-foot (90×90 cm) battlefield. Slightly smaller facts can leave the table if they move beyond a
or larger is fine. Randomly select which player goes table edge by any means. When a model has left
first, then go around the table taking turns placing the battlefield, it cannot re-­enter.
terrain pieces on the board.
Acid Rain: Each time a Zone token comes up in the
Artifact Tokens: Once the terrain is placed, one initiative draw, draw a Zone card from this round’s deck.
player takes ten artifact tokens in their hand and When a trigger card is drawn, put it next to the board.
drops them over the center of the battlefield from a These have a cumulative effect and work as a timer.
height of approximately 1.5 meters (five feet). Pick
up and re-­drop any tokens that land within Medium K First Card: Clouds gather. No effect.
distance of each other. K Second Card: Acid rain starts to fall. The
model that just activated rolls Survival. Pass =
A chosen model, and all models within Long

16
Rules

range of it, suffer 1 point of damage. Fail = THE PREP


The activated model, and all models within Choosing Models: Block War can be played with
Long range of it, suffer 1 point of damage. 3–5 models per player. Each player freely chooses
K Third Card: Acid rain picks up. All models which characters to use.
on the battlefield suffer 1 point of damage.
K Fourth Card: Acid rain pours down, destroy- Zone Cards: Take the trigger cards out of the stack
ing everything in its path. All models remain- of Zone cards. Shuffle the rest. Trigger cards are not
ing on the board are immediately Taken Out. used in this scenario. Draw one random Zone card
Game over. every time a Zone token is drawn from the cup and
implement its effects.
THE SPOILS
The goal of the game is to gain the most victory Terrain: Block War should ideally be played on a
points. The players can gain these in two ways: 3×3-foot (90×90 cm) battlefield. Slightly smaller
or larger is fine. Randomly select which player
K Artifacts: Any artifact card with an artifact goes first, then take turns placing terrain pieces
token on it that is carried off the board before on the board.
the game ends, is worth its printed value in A number of Building terrain pieces equal to the
victory points. A Busted artifact is only worth number of players plus one are objectives. Objec-
1 victory point. tives must be Building pieces (i.e. with an upper
K Broken Enemies: When a model is Broken by floor), and they must be placed first. No part of any
an attack from another player (not by a Zone objective may be placed within Long range of the
card), the attacking player gains 1 victory point. table edge. Once the objectives have been placed,
Note that this only happens when the model is continue placing the remaining terrain.
initially Broken, not when it’s Taken Out.
Artifact Tokens: Once the terrain is placed, one
ENDING THE GAME player takes a number of artifact tokens equal to
The game immediately ends when the fourth trig- the number of players plus one in their hand and
ger card is drawn, or when models from only one drops them over the center of the battlefield from a
faction remain on the battlefield, whichever occurs height of approximately 1.5 meters (five feet). Pick
first. Then, count victory points to determine the up and re-­drop any tokens that land within Medium
winner. In the case of a tie, the player with the most distance of each other.
Artifacts cards wins (only cards with artifact tokens
on them count). If still tied, share the victory! Deploy Models: Play starts without any models on
the battlefield. When an action token for a faction
is drawn for the first time, the player must move a
SCENARIO 2: model onto the battlefield from a chosen table edge.
BLOCK WAR This move is part of a normal action (even if just
Stalkers head out into the Zone to stake their claim with a Step move), but no model may Charge during
– and defend their turf against rival factions. Who this initial move. Once a model has entered the
will claim the most land for their Ark before the sun battlefield, all other models from the same faction
sets over the Zone? must enter from the same table edge, and no other
faction may enter from this table edge.
This scenario can be played with 2–4 players. Each
player freely chooses which faction to play. If more THE SPOILS
than one player wants the same faction, resolve the The goal of the game is to gain the most victory
conflict with a die roll. points. The players can gain these in three ways:

17
Zone Wars

K Objectives: At the end of each round, each Zone Cards: Take the trigger cards out of the stack
player gets 2 victory points for each objective of Zone cards. Shuffle the rest. Trigger cards are not
they hold. To hold an objective means that a used in this scenario. Draw one random Zone card
model is placed (in an elevated position) on every time a Zone token is drawn from the cup and
the objective, while no model from any other implement its effects.
faction is on the objective. Broken models
do not count. If an objective collapses for Terrain: Street Fight should ideally be played on a 3×3-
any reason and is removed from the game, it foot (90×90 cm) battlefield. Slightly smaller or larger is
gives no further victory points. fine. Split the battlefield into three strips of equal size
K Broken Enemies: When a model is Broken by as shown in the diagram below. The middle strip is
an attack from another player (not by a Zone the Street, and the two others are the Ruins. Randomly
card), the attacking player gains 1 victory point. select which player goes first, then go around the table
Note that this only happens when the model is taking turns placing terrain pieces on the board. No
initially Broken, not when it’s Taken Out. Blocking terrain may be placed in the Street.
K Artifacts: At the end of the game, any artifact
card with an artifact token held by a model Artifact Tokens: Once the terrain is placed, put
on the battlefield is worth its printed value in three artifact tokens in the Street, one in the very
victory points. A Busted artifact is only worth center of the board and the other two on either side,
1 victory point. at Long distance from it.

ENDING THE GAME Deploy Models: Place the action tokens for all par-
The game ends after five full rounds, or when models ticipating factions (one per model) in the Action
from only one faction remain on the battlefield, cup. Then draw one token at a time, and let that
whichever occurs first. Then, count victory points faction’s player choose which corner to deploy from,
to determine the winner. In case of a tie, the player and then deploy one model anywhere within Long
holding the most objectives at the end of the game distance of that corner. Then draw another action
wins. If still tied, share the victory! token, and let that faction’s player choose a corner
and place a model, until all players have chosen a
corner and deployed all models. After a player has
SCENARIO 3:
STREET FIGHT
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Stalkers come to blows inside the Zone after spotting


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a seam of particularly juicy-­looking scrap metal that
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likely contains artifacts. Problem is, the spoils are in


T

the middle of the street with little cover from enemy fire.

This scenario can be played with 2–4 players. Each


player freely chooses which faction to play. If more
than one player wants the same faction, resolve the RUINS STREET RUINS
conflict with a die roll.

THE PREP
Choosing Models: Street Fight can be played with
3–5 models per player. Each player freely chooses
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which characters to use.


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Rules

chosen their corner, all further models from the This scenario is best suited for three players, but can
same faction must be deployed in the same corner, be played with only two. It is not suitable for four
and no other faction may deploy in it. players. Each player freely chooses which faction to
play. If more than one player wants the same faction,
THE FIGHT resolve the conflict with a die roll.
Pick of the Litter: The artifacts in this area are
particularly juicy. When drawing the artifact card THE PREP
for either of the side artifacts, draw two cards and Choosing Models: First, randomly determine which
choose one to keep, putting the other either on the player will be the Runner. The others will be Hunters.
bottom or the top of the Artifact deck. Do the same The number of players in the game decides how
for the middle artifact, except draw three cards. many models each team uses – see the adjacent
table. Each player freely chooses which characters
Leaving the Table: Models carrying retrieved Arti- to use. The Runner player gets 3 M-­points at the
facts can leave the table if they move beyond a table start of the game instead of 1.
edge by any means.

THE SPOILS
The goal of the game is to gain the most victory PLAYERS HUNTERS RUNNERS
points. The players can gain these in two ways: 2 5 3
3 3 per player 3
K Killed Enemies: When a model is Broken or
Taken Out by an attack from another player
(not by a Zone card), the attacking player
gains 1 victory point. Mutations: In this scenario, each faction may only,
K Artifacts: At the end of the game, any artifact across all its models, have ONE of the following
card with an artifact token held by a model mutations and modules: Frog Legs, Insect Wings,
on the battlefield is worth its printed value in Telekinesis, Burrower, Sprinter, Jet Pack. If a faction
victory points. A Busted artifact is only worth has more than one of these abilities, all except one
1 victory point. must be replaced by another, randomly drawn, abil-
ity of the same type. If a faction has none of these
ENDING THE GAME abilities, the player may choose one of them, of the
The game ends after five full rounds, or when models appropriate type for the faction (Physical/Psionic/
from only one faction remain on the battlefield, Feral/Module), to replace one ability for one of its
whichever occurs first. Then, count victory points models. In a campaign game, these changes are
to determine the winner. In case of a tie, the player temporary and revert after the scenario.
with the least amount of Taken Out models wins.
If still tied, share the victory! Zone Cards: Take the trigger cards and the Killer
Tree card out of the stack of Zone cards, as those
cards are not used in this scenario. Shuffle the rest.
SCENARIO 4: Draw one random Zone card every time a Zone token
THE CHASE is drawn from the cup and implement its effects.
A group of Stalkers have gotten their hands on some
juicy artifacts in the Zone and are heading back to Zone Tokens: Use the default of one Zone token
their Ark. Just as they think that they are home free, per player in the action cup.
the battlecries of rival Stalkers echo across the Zone.
Can they make it to safety, or will their precious finds Terrain: The Chase should ideally be played on a
fall into the hands of their enemies? 3×3-foot (90×90 cm) battlefield. Slightly smaller or

19
Zone Wars

larger is fine. Split the battlefield into three strips just with a Step move), but no model may Charge
of equal size as shown in the diagram (page 20). during this initial move. With three players, once a
Randomly select which player goes first, then Hunter model has entered the battlefield, all other
go around the table taking turns to place terrain models from the same faction must enter from the
pieces on the board. At least one terrain piece must same table edge, and the other Hunter faction must
be placed in each strip by each player. No Blocking enter from the other Ruins table edge.
terrain may be placed in the central strip. The side
strips are the Ruins. THE FIGHT
The Stash: Stash cards function like normal artifact
Artifact Tokens: No artifact tokens are placed on cards in all respects except that they may not be
the table in this scenario. viewed or used until flipped over. To flip a stash
card over is a Simple Operation, after which the
Deploy Models: The Runner player decides which artifact can be used normally.
battlefield edge will be their starting edge. The
opposite edge will be their escape edge. The Runner Leaving the Table: Runner models can only leave
player then draws six artifact cards, without show- the battlefield across their escape table edge. Hunter
ing them to the other players, and places one each models can leave the battlefield across any edge
of these, face down, by the three Runner models’ (but will have little reason to). When a model has
Character cards. The three unused cards are dis- left the battlefield, it cannot re-­enter.
carded. The three face-­down artifact cards held by
the Runner models are called “stash cards.” Place an THE SPOILS
artifact token on each stash card. Then, the Runner The goal of the game is to gain the most victory
player deploys all models in the middle strip within points. The players can gain these in two ways:
Long distance of their starting edge.
The Hunter models begin play off the battle- K Escaping Runners: Each model that leaves
field. When an action token for a Hunter faction the battlefield across the escape edge is worth
is drawn for the first time, the player must move a 1 victory point for the Runner player.
model onto the battlefield from either Ruins table K Broken Enemies: When a model is Broken by
edge. This move is part of a normal action (even if an attack from another player (not by a Zone
card), the attacking player gains 1 victory
point. This only happens when the model is
initially Broken, not when it’s Taken Out.
K Artifacts: When a Runner model carries an
artifact card with an artifact token on it off
the escape edge, they gain its value in victory
points. At the end of the game, Hunter play-
ers gain the listed amount of victory points
for any artifact card with an artifact token
RUINS STREET RUINS held by a model on the battlefield. A Busted
artifact is worth 1 victory point instead of the
listed amount.

ENDING THE GAME


RUNNER The game immediately ends when all Runners are
DEPLOYMENT Taken Out or have left the battlefield. Then, count
ZONE
victory points to determine the winner. In case of
a tie, the Runner player wins.

20
Rules

players may not place any terrain pieces within


SCENARIO 5: Medium range of any Ark piece. The Defender may
ARK DEFENSE place terrain anywhere, including inside the Ark.
A group of Stalkers finds their very home under attack
from rivals in the Zone. The Ark is the only safe haven Artifact Tokens: Once the terrain is placed, The
in the Zone, and defending it is worth risking their Defender draws ten random artifact cards and chooses
lives. A pitched battle ensues. five of these, discarding the rest. The Defender then
places these five artifact cards face down anywhere on
This scenario can be played with 2–4 players. Each the battlefield, with an artifact token on top of each.
player freely chooses which faction to play. If more
than one player wants the same faction, resolve the Deploy Models: First, the Defender deploys their
conflict with a die roll. models anywhere on the battlefield. The Hunter models
begin play off the battlefield. When an action token for
THE PREP a Hunter faction is drawn for the first time, the player
Choosing Models: First, randomly determine which must move a model onto the battlefield from a chosen
player will be the Defender. The others will be Attackers. table edge. This move is part of a normal action (even
The number of players in the game decides how many if just with a Step move), but no model may Charge
models are used in each team – see the adjacent table. during this initial move. Once an Attacker model has
Each player chooses which characters to use freely. entered the battlefield, all other models from the same
faction must enter from the same table edge, and no
other Attacker faction may enter from that table edge.
PLAYERS ATTACKERS DEFENDERS
THE SPOILS
2 5 4
The goal of the game is to gain the most victory
3 4 per player 5
points. The players can gain these in three ways:
4 3 per player 5
The Ark: At the end of each round, each player gets 1
victory point for each Ark terrain piece they hold. To
Zone Cards: Take the trigger cards out of the stack hold terrain means that a model is placed (in an elevated
of Zone cards. Shuffle the rest. Trigger cards are not position) on the piece, while no model from any other
used in this scenario. Draw one random Zone card faction is on the piece. Broken models do not count.
every time a Zone token is drawn from the cup and
implement its effects. Broken Enemies: When a model is Broken by an attack
from another player (not by a Zone card), the attacking
Terrain: Block War should ideally be played on a player gains 1 victory point. This only happens when
3×3-foot (90×90 cm) battlefield. Slightly smaller or the model is initially Broken, not when it’s Taken Out.
larger is fine.
First, the Defender player builds their Ark using Artifacts: At the end of the game, any artifact card
three or four Building terrain pieces (with upper with an artifact token held by a model on the bat-
floors) of their choice. Each Ark terrain piece must tlefield is worth its printed value in victory points.
be placed at least Long distance from any table A Busted artifact is only worth 1 victory point.
edge and no more than Medium distance from at
least one other Ark terrain piece. ENDING THE GAME
Then, remaining terrain is placed. Randomly The game ends after five full rounds, or when models
select which Attacker player goes first, then go from only one faction remain on the battlefield, which-
around the table (including the Defender), taking ever occurs first. Then, count victory points to deter-
turns placing terrain pieces on the board. Attacker mine the winner. In case of a tie, the Defender wins.

21
Zone Wars

SOLO PLAY Controller: This type of model has abilities that


affect or damage enemies in indirect ways. Exam-
These rules allow you to play a game of Zone Wars ples: Danko, Plutonia, Maxim, Scrappy.
solo, meaning you play against “the system” with
the game rules controlling one side. It can also Helper: This type of model is best suited for sup-
be used for players to play together on the same porting and helping other models. Examples: Dux,
side, which is an excellent way of introducing Krin, Mecha King, Wrecker, Psion.
miniatures gaming to a new player. In this section,
the term “AI” refers to the faction not controlled DEPLOYING MODELS
by a player. In the case of Mechatron Robots, this When the AI needs to choose a table edge or corner
may be literal! to deploy from, select it randomly. AI models will
deploy differently depending on their type:
SCENARIOS
The solo rules are best used with fairly simple sce- K Fighters & Controllers deploy as far into the
narios such as Throw Down, Block War, and Street table as possible, with enemies within Long
Fight. More complex scenarios are not recommended. range and line of sight if they can, otherwise
out of sight.
RANDOMIZATION K Shooters deploy behind cover on elevated ter-
Some solo rules require a random selection from rain if possible, with line of sight to as many
multiple options, such as table corners. Number enemies as possible.
each available option and roll a die to pick, rerolling K Helpers deploy within Long range of as many
as needed. friendly models as possible, out of sight from
enemies if they can.
INTERPRETATION
A miniatures game is a complex endeavor and you TAKING ACTIONS
will no doubt encounter situations that are not quite When an AI model is active, it will act according
covered by these guidelines. In these cases you will to what they prioritize. AI models never go into
have to make a judgment call – what is the most overwatch.
reasonable option for the AI to select? If in doubt,
a random die roll can be made to decide between Fighter models will target the closest non-­Broken
two options. enemy and attempt to move to the most forward
point that still offers some cover from fire. If a
CHOOSING MODELS Fighter is close enough to Charge (or attack in
Choose a faction and models for the AI faction melee without charging), it will do so. If not, it will
just like you would for a living player, as dictated fire any ranged weapons it is carrying.
by the scenario. If you prefer, you can randomly
choose which faction the AI controls. In the solo Shooter models will target the closest visible non-­
rules, models are divided into four types: Broken enemy. If it cannot see any enemies, it will
move to establish a line of sight to its target and
Fighter: This type of model is best suited for melee will then fire (just a step move if possible), staying
combat. Examples: Hugust, Bormin, Moose, Ruben, behind cover as much as possible.
Bender.
Controller models will target the closest non-­
Sniper: This type of model is best suited for long Broken enemy and attempt to move to the most
range combat. Examples: Franton, Naphtha, Farrow, forward point that still offers some cover from fire.
M.A.R.K. 14, Tula, Psycho. When in range for its mutation or module, it will use
it to maximum effect. If no m-­points are available,

22
Rules

it will attack the nearest non-­Broken enemy, using


a ranged weapon if it has one.

Helper models will stay in Long range of friendly LEAD GAME DESIGN
models and out of sight of enemies, only exposing Andy Chambers, Tomas Härenstam
themselves as needed for using their abilities (such
as Warning Call). The Helper will attempt to use SOLO RULES
its mutation or module to help its comrades. If no Ivan Sorensen
m-­points are available, it will attack the nearest
non-­Broken enemy, using a ranged weapon if it ADDITIONAL DESIGN
has one. Martin Takaichi, Nils Karlén

PUSHING ROLLS MINIATURE SCULPTS


AI models will push every Ranged and Melee roll, Alejandro Muñoz Martín,
unless all gear dice in the initial roll show [explo]. Daniel BlueIce

MUTATIONS & MODULES PAPER TERRAIN DESIGN


An AI model may use its mutations or modules Dave Graffam,
when eligible. This depends on the type of mutation/ Mattias Falck,
module. Christian Granath

K Action: If the ability would benefit the inten- COVER ART


tions of the AI model, it will use the card on a Ola Larsson
die roll of 4+.
K Enhance: If the AI model is performing an CARD ART
action that the Enhance card would apply to, Reine Rosenberg
it will use the card on a die roll of 4+.
K Reflex: If activating the ability would aid the GRAPHIC DESIGN
AI model, it will do so on a roll of 3+. Christian Granath,
Dan Algstrand
ARTIFACTS & LOOT
If finding artifacts gives victory points in the sce- PLAYTESTING
nario, AI models will always attempt to pick up any Marco Behrmann, Kosta Kostulas,
artifact that comes within Medium range of their Mattias Johnsson Haake, Martin Grip,
position (Simple Operation). This takes precedence Nils Karlén, Martin Takaichi , Maxi-
to the normal priorities of the model type. milian Härenstam, Stella Härenstam,
Kiku Pukk Härenstam, Kickstarter
backers, and fans at Essen SPIEL
and ­Spelkongressen 23

© 2023 Cabinet Licensing LLC.


MUTANT: YEAR ZERO is a trademark
of Cabinet Licensing LLC.
Used with permission.
All rights reserved.

23
Zone Wars

E
G

H J
I

CARDBOARD TERRAIN
The cardboard terrain included in this boxed corresponding letter and a number. The ter-
set is shown assembled here. The completed rain pieces are assembled by gently pushing
pieces are designated with the letters A–J, the parts together. No glue is required.
and each punchout part is marked with the

24

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