Tabletop Simulator

Tabletop Simulator

Not enough ratings
STALKER Quests of Chernobyl
   
Award
Favorite
Favorited
Unfavorite
Type: Game
Game Category: Board Games, Miniature Games
Complexity: Medium Complexity
Number of Players: 2, 3, 4
Play Time: 60 minutes
File Size
Posted
Updated
537.179 KB
27 Jun, 2017 @ 11:24am
15 Jul, 2022 @ 2:13pm
13 Change Notes ( view )

Subscribe to download
STALKER Quests of Chernobyl

Description
In S.T.A.L.K.E.R. Quests of Chernobyl, players embark on a sandbox adventure reminiscent of the classic video game series. Each player controls a stalker faction questing for lore and loot in the perilous Zone of Alienation.

Each round is broken into two phases: day and night. During the day, players travel far and wide, visiting settlements to acquire quests, underground labs to learn hidden lore of the zone, and treacherous locations in search of artifacts! Acquiring artifacts empower their stalkers with unique abilities; this may improve a heroes' movement or combat, or mitigate harmful dice rolls.

During the day Stalkers travel the zone using a set of limited movement types, players need to take careful consideration of how far and in what direction they travel to accomplish their goals.

During the night Stalkers battle mutants, search for loot and explore underground labs. However they must be cautious when pushing their luck, the zone is fickle and will punish those who take it for granted.

The game ends after five days or all the mutants in the zone are dead.

Gameplay mechanics bear similarities to the tіnу еріс series games while incorporating several additional mechanisms based on liar's dice and other push your luck games, these serve to increase player interaction and heighten the tension of exploring the zone.

NOTE ON MODELS
To change a gun on a model, you will need to remove its joint to the character model using the joint tool, click and drag from the gun onto empty space to remove the joint. This will allow you to lift the gun away from the character. Next lock the figure in place by hovering over it and pressing the L key. Now take the replacement weapon and position it in front of the stalker, use the T key to check if it will fall into place when released. When the gun is in place let go and let it fall into the character's hands. Once in place, make a joint using the joint tool to drag a joint from the weapon to the stalker. Unlocking the character is the same process as locking it.

Also note that characters have a second inventory slot on their backs roughly where a backpack would be located, this can be used to hold artifacts, to hold a gun the weapon must be rotated by holding ALT then using the mouse wheel to rotate it vertical, the weapon must then be dropped onto the character's back similar to as described above. Once an item is in place apply a joint to hold it in place when the character is unlocked and moved.

If the developers ever allow scripts to add joints I will try to write a scripted version that can clip weapons in automatically, but for now this is not possible.

Alternatively hosts may spawn pre-equipped variants sourced from the stalker model pack companion mod, these must be spawned from your saved objects collection as a single group of objects. To add a variant to your saved objects load the stalker model pack and drag a group box around the variant enclosing the base and all equipment then right click and select save object. Repeat this for each variation, this will allow an object collection to be spawned by the host into this mod.
9 Comments
Dissonance  [author] 15 Jul, 2022 @ 2:14pm 
I updated the drive link in the notebook and the tablet. Should be fixed I think.
Quoeiza 11 Jul, 2022 @ 12:32pm 
The rules are locked in a google drive without access, any chance you can fix?
Dissonance  [author] 11 Nov, 2020 @ 4:16am 
Fixed. I think
NomoreCode 30 Oct, 2020 @ 7:57pm 
its missing the quest images and there for unplayable
Dissonance  [author] 31 May, 2018 @ 12:46pm 
I don't see how the bidding can sensibly enter an infinite loop because there are only a finite number of dice in play and the players have knowledge about how much information the other player has (based on how many dice are in play). I regularly play a game which uses the same mechanic ( Cabal ) and never encountered an infinite loop of bidding.

Strictly speaking I guess bidding should be capped to the number of dice in play to stop people being stupid. Something along the lines of "Once a player has claimed a total equal to the number of dice in play then the opponent must call."

You are correct core items shouldn't be lost through combat since while unrealistic that would be incredibly harsh in terms of its affect on gameplay. PVP Combat is meant to be high stakes but not that high.
Adzi 29 May, 2018 @ 1:15pm 
ok... so a couple questions about PvP combat.

-what happens, if players keep counterbidding in a loop (like X Vodkas, Y Detectors over and over)?
-when a stalker with some core item is killed, and the killer aqcuires it, does the victim loses it? I'd take a guess that no...
Dissonance  [author] 29 May, 2018 @ 11:55am 
Adzi 27 May, 2018 @ 5:02am 
where's the manual?
Verdex 28 Jun, 2017 @ 5:30am 
Can you teach me how to play this?