AN ONGOING NEWSLETTER March 2003


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By the middle of the 21st century the power of the Net has produced Corporations who dominate the world. Giant companies ruling vast tracts of land. Constantly striving to expand, constantly at war with each other, and with the gangs that roam the

COMBAT ZONE.
A 25mm Sci-Fi skirmish wargame.

Background

Combat Zone is a 25mm skirmish game set in the near future. At the end of the 20th century the governments promised that the Internet and World Wide Web would be made available to us all, it would be in every school, library and public building. Unfortunately this never happened. Society was split by those with computer skills and access to the information and those who didnít. Corporations familiar with the ways of the Net grew more powerful. They fed the populace with biased information, digitally remodelled pictures, everyone believed what they saw or read was true. Governments were brought down by scandal. Important ministers employed by the Corporations. The population turned to the only ones they could trust, the ones who provided them with jobs, housing, and leisure facilities, the Corporation. They built secure zones within the cities. The local police force were employed by the Corporations to police these zones. Those of no use to the Corps were left outside the Corporate walls to fend for themselves. They lived in a harsh, violent, and lawless society. The only people for them to turn to were those with money, and power. The Gang leaders, drug and arms dealers. They provided them with food and shelter, and an identity. They were part of a Gang, and they had a purpose. To protect their turf from raids from other gangs or attacks by the neighbouring Corps, who formed military units to eradicate the gangs. Life was lived in a Combat Zone, and there was no escape.

The Game

Combat Zone comes in a box complete with:

32 page A4 Rulebook with full colour cover containing
rules and mini-campaign.

30 High quality plastic 25mm scale miniatures of 12 different
designs sculpted by Bob Naismith

Many different combinations of arms, weapons, and survival packs

60 Die cut counters and templates

Die cut walls and buildings.

 

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The game comes complete with 2 A4 sheets of card walls and 20 plastic stands

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and 1 A4 counter sheet

Rules Overview

You can choose to be troopers or gangers. Each group must have leaders, and you can choose a hero as well. Quality of men ranges from green to elite.

Turn Sequence
The turn sequence is as follows: - Compulsory Actions (e.g. rout which involves a movement towards nearest table edge, or robot malfunctions), reaction tests (panic or rout can be suffered as a result of shooting or close combat), initiative, and actions.

Initiative
Initiative is decided on the roll of a D4, D6 or D8 depending on group coherency, and reactions.

Actions
Each squad and gang can then move in turn. Figures are moved individually a set number of actions depending on their quality. Average figures get 6 actions per turn. Each action has a cost e.g. a move of 5cms is 1 action, opening a door is 1 action, taking an aimed shot is 5 actions etc. For example in one turn an average figure could move 5cms (1AP), open a door(1AP), prime and throw a grenade (3 APís), then move another 5cms (1AP) or drop down (1AP). This has proved to be a very fast and flexible system of movement and combat.

Shooting
Each weapon (stats for 12 firearms are included) has a rate of fire depending on what it is. Shots can be fired singly or as a burst. Figures can also be put on opportunity fire, or fire aimed shots. Grenades both frag and smoke, along with missile launcher rules have been included, along with some heavy weapons. A range of armour is available from primitive, to combat suits.

Close Combat
Close combat is also action based decided on the roll of D6ís or D8ís depending on whether the combatants are normal figures, gang leaders, or heroís, modifier dice are used for the weapons in use (D4ís or D6ís). D6ís or D8ís are used for the wound roll along with modifiers. The result, as in shooting, can lead to death, rout or panic.

Robots
5 Robot miniatures are included, consisting of 3 different miniatures. When hit they can take damage to different systems which affect their performance next turn. Some have auto repair functions, and rules for Techs are included which allow you to fix them on the battlefield.

The remaining 10 pages of the rulebook are taken up by a mini-campaign. A set of 3 linked games.

If you have difficulty obtaining a copy then Email enquiries@em4miniatures.com

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