Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...

Saturday, 22 June 2024

Mutant Miniature Mayhem

Since 2015, we have been able to leave the Ark and explore the post-apocalypse, perhaps discover what happened, and even search for somewhere safe to live alongside the different groups. First with the mutants of Mutant: Year Zero – Roleplaying at the End of Days, then with the uplifted animals of Mutant: Genlab Alpha, the robots of Mutant: Year Zero – Mechatron – Rise of the Robots Roleplaying, and with the surviving humans of Mutant: Year Zero – Elysium. These four books consist of campaigns in their own right and they come together in The Gray Death, but the relationships between these diverse groups is not always an easy one and with resources scarce, including artefacts left over from before in the Old Age, it can lead to these very different groups coming to blows—and worse! This then, is the set-up for Mutant: Year Zero – Zone Wars, a skirmish wargame set in a post-apocalyptic future which takes place in an area known as the Zone.

Mutant: Year Zero – Zone Wars – Skirmish Mayhem in the Mutant: Year Zero Universe is a complete skirmish game which comes with everything that you need to play. This includes miniatures, rules, dice, cards, terrain, and more, all designed to be played by two players, aged fourteen and up, and plays in roughly ninety minutes. An expansion, Mutant: Year Zero – Zone Wars – Robots & Psionics adds a second set of factions so that four players can play. Published by Free League Publishing following a successful Kickstarter campaign, Mutant: Year Zero – Zone Wars is notable for a number of things. Most obviously, that it is set in the Mutant: Year Zero universe, and not only that, but it is compatible with the four setting and campaign books for Mutant: Year Zero and the Year Zero mechanics such that it is possible to take a Player Character from one of the roleplaying games and adapt it to Mutant: Year Zero – Zone Wars. In fact, fans of Mutant: Year Zero – Roleplaying at the End of Days and Mutant: Genlab Alpha will recognise many of figures in Mutant: Year Zero – Zone Wars – Skirmish Mayhem in the Mutant: Year Zero Universe as being based on the artwork from those books. As will fans of the computer game, Mutant Year Zero: Road to Eden. Both Dux, a duck hybrid, and Bormin, a pig hybrid, are included as miniatures in the core game.

Further, it is designed by Andy Chambers, whose wargames pedigree is unparalleled—Necromunda, Battlefleet Gothic, and Warhammer Fantasy Battle for Games Workshop and Dropzone Commander from Hawk Games. Altogether, Mutant: Year Zero – Zone Wars – Skirmish Mayhem in the Mutant: Year Zero Universe sounds like an attractive package—and that is before you even get to open the box.

Inside Mutant: Year Zero – Zone Wars can be found ten miniatures, over eighty cards, over one hundred tokens, ten custom dice, three sheets of cardboard terrain, a map sheet, a measuring rule, and a rulebook. Open the book and the first thing you see is the map sheet and the cardboard terrain. The map sheet is thirty-six inches square, on heavy paper, and double-sided. Both show a rough scrubland in green and brown, whilst one of them has a dual carriage way running across it. The terrain is done in full colour and on heavy cardstock, slotting together easily to create a total of ten pieces, consisting of walls, trees, and the ruins of buildings, some of them with an upper floor. The terrain also comes apart easily for easy storage. The measuring rule and the tokens are bright and breezy and easy to use and see. The dice consist of two sets, the yellow base dice and the black gear dice, and they are easy to read and feel good in the hand. The cards come in two sizes. The standard size cards consist of the character cards which list each character’s stats, starting gear, and mutations. They are double-sided, one side showing the character healthy, the other when he is bloodied. Other standard size cards depict obstacles and monsters that might be encountered during play. The small cards consist of the starting equipment and mutations for the characters, as well as artefacts that can be found and are often being fought over in Mutant: Year Zero – Zone Wars.

Then of course, there are the miniatures. These are done in 32 millimetre, a durable plastic, and divided into two sets of five. One set of five from the Ark Mutants and one set of five from the Genlab Tribe Mutants. The Nova Cult Mutants and the Mechatron Robots do not appear in Mutant: Year Zero – Zone Wars – Skirmish Mayhem in the Mutant: Year Zero Universe, but are included in the expansion, Mutant: Year Zero – Zone Wars – Robots & Psionics. All ten miniatures are highly detailed and highly individualised and really stand out in play. Lastly, the miniatures, cards, and dice all sit in their own tray which has a lid, for very easy storage. There is even an empty slot on the try in which the game’s tokens can be readily stored.

The rules booklet runs to just twenty-four pages—and half of that is dedicated to the core set’s five scenarios. Each character or miniature is defined by four Attributes—Ranged, Melee, Survival, and Health. Ranged and Melee covers the types of attacks a miniature can make, Survival a measure of how well he avoid the dangers of the Zone or take advantage of them, and Health indicates how much damage he can take before he is Broken and cannot act until he recovers. Miniatures also have Mutations and Modules. The Modules are specific to Mutant: Year Zero – Zone Wars – Robots & Psionics, whilst everyone else uses Mutations. Ark Mutants use physical mutations, like ‘Acid Spit’ and ‘Four-Armed’, whilst ‘Antlers’ and ‘Flight Response’ are used by the Genlab Alpha Mutants. These are activated in play using M-points, which a player acquires by pushing combat rolls or from Zone cards.

Mechanically, anyone who has played Mutant: Year Zero – Roleplaying at the End of Days or any roleplaying game from Free League Publishing will be familiar with Mutant: Year Zero – Zone Wars. They all use the Year Zero engine. This involves a player rolling six-sided dice and aiming to roll one or more successes, indicated by the Radiation symbol. The dice pool will be made up of two dice types. The yellow Base Dice are rolled for a miniature’s Attributes, whilst the black Gear Dice are rolled for any weapons he is wielding, armour he is wearing, or item he is using. One success is enough to hit, but more Successes indicates more hits and more potential damage inflicted. If the attack is a miss or the player wants more Successes, he can Push the roll. This allows him to reroll any dice that did not roll Radiation symbols or Biohazard symbols on the base Dice or the Explosion Symbols on the Gear Dice. Pushing a dice roll, though, has consequences. If there are any Biohazard symbols on the base Dice generates M-points, whilst Explosion Symbols on the Gear Dice indicate damage has been done to the gear used, reducing the bonuses that the Gear provides. If that bonus is reduced to zero, then that Gear is broken and can no longer be used.

Any miniature which is successfully attacked will take damage equal to the number of Radiation symbols rolled on both the Base Dice and the Gear Dice. Fortunately, armour and cover can provide protection— armour and cover against ranged attacks and armour only against melee attacks. Armour and cover indicate the number of Gear Dice the defending player rolls and for each success or Radiation symbol rolled, the damage suffered is reduced by one. Damage is deducted from a miniature’s Health and if this falls below zero, he is Broken. In which case, the only action he can take is a Recovery action and if successful, he is considered to be Bloodied. His player turns the miniature’s card over onto its Bloodied side, and if the miniature suffers enough damage again to be considered Broken, he is actually Taken Out and removed from the game.

Mutant: Year Zero – Zone Wars is played as a series of rounds. At the start of a round, an Action Token is placed in a cup for each miniature. Over the course of a round, when a token from a faction is drawn, that faction’s player can activate one of his miniatures who has not been yet activated. This continues until all of the Action Tokens have been drawn and each miniature activated. When activated, a miniature can do one of two options. Either enter Overwatch so that the miniature can make a ranged later in the round, or take an Action. This can be ‘Move & Attack’, ‘Aimed Fire’, ‘Charge’, ‘Recover’, ‘Assist recovery’, ‘Simple Operation’, ‘Activate Mutation/Module’, and more. All of the Actions are clearly explained and many are accompanied by an example. The rules also cover finding, using, and losing artefacts, and adding Zone Tokens which add a random event determined by drawing a Zone Card. These might indicate that the miniature has discovered a ‘Rot Hotspot’ and must make a Survival Test, gaining an M-point if it is passed and a point of damage if failed, set off an event in the scenario with a ‘Trigger card, or disturbed a monster in the Zone, such as a Razorback or a Landshark. There are only four monsters in Mutant: Year Zero – Zone Wars, but they are all nasty.

In addition, Mutant: Year Zero – Zone Wars includes rules for campaign which allows the miniatures to improve and keep a single found artefact each between scenarios, a guide to converting characters from the roleplaying games, and solo play. The latter allow a player to play on his own or co-operate with another, the rules suggesting that this is a good way to teach the rules. The advice is that solo play should not involve too complex a scenario. There is also a quick and dirty guide for a player creating his own characters, but the player would have to provide his own miniatures.

Play in Mutant: Year Zero – Zone Wars continues until either one faction has all of its miniatures are Taken Out or have left the table, or the scenario objectives have been achieved. There are five scenarios in Mutant: Year Zero – Zone Wars. These start with ‘Throw Down’, a simple scrap between factions for artefacts and Victory Points gained from defeating the other side, but with a time limit set by a worsening shower of acid rain! They continue with ‘Block War’, which has the same objectives as well as Victory Points gained from holding buildings. Others involve a street fight for juicy loot, a chase, and the defence of one faction’s ark. They are all fairly straightforward, uncomplicated affairs. For veteran wargamers they may be too basic, but for anyone new to the hobby, they are fine.

Mutant: Year Zero – Zone Wars is easy to learn and set-up. From opening the box to setting up, the first game can be ready in thirty minutes. The rules are light enough to read in that time and setting up the first scenario and the terrain is very easy. Then once it is set up, Mutant: Year Zero – Zone Wars is fun to play. It helps that the artwork on the cards captures the vibrancy, weirdness, and grottiness of the Zone, and the miniatures reflect this. There is a giddy absurdity to leading a mutant with insect wings, another wearing a diving helmet who can give off spores, and another who can eat the Rot that poisons everyone into a scrap against anthropomorphic duck armed with a crossbow, a boar-man with a giant club who charges into battle, and Moose-man who can gore with antlers, all fighting over a flamethrower, cooking pan that can be worn on the head as armour, or a speed limit sign that can be used as a shield! As with any skirmish game, it plays fast with lots of back-and-forth action, the Action Token mechanic means that play can swing this way or that, as can the dice rolls. Plus, as with any other Year Zero engine game, there is always that need to Push the rolls to succeed, but knowing that if you do, there may be consequences. The game is not too tactically complex either, a player needing to take advantage of cover, try and work his miniatures into the right position to get close enough to close with a melee attack, and then when the time is right unleash a devasting Mutation move! The miniatures or mutants are quite hardy, so it take two or more attempts them to be Broken and then again Taken Out, aided of course, by the luck of the Action Tokens and the dice rolls.

Physically, Mutant: Year Zero – Zone Wars – Skirmish Mayhem in the Mutant: Year Zero Universe is very well put together and every is of a decent quality. The cards and the tokens are bright and colourful, the terrain and the map sheet are sturdy if suitably drab, the dice feel good in the hand, and the rulebook is light and easy to read. Above all, the miniatures are superb and really stand out in play, and are pleasingly individual so that you do get attached to them.

Mutant: Year Zero – Zone Wars – Skirmish Mayhem in the Mutant: Year Zero Universe is very impressive, very complete, and above all, very accessible. A veteran wargamer will pick this up with ease and appreciate its fast-playing, light mechanics, whilst anyone new to wargaming will be eased in those same light mechanics. Anyone who has played any of the roleplaying games that this skirmish game is based upon will find much that is familiar and also pick the game up with ease. All will love the miniatures that capture the weirdness and wackiness of the Zone. Mutant: Year Zero – Zone Wars – Skirmish Mayhem in the Mutant: Year Zero Universe is fun, fast, and sometimes freaky with the mutations, a great skirmish wargaming adaptation of the Mutant: Year Zero setting.

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