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Showing posts with label Mutant: Year Zero. Show all posts
Showing posts with label Mutant: Year Zero. Show all posts

Saturday, 26 July 2025

Mutant Miniature Mayhem II

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.

Mutant: Year Zero – Zone Wars – Robots & Psionics is to date, the only expansion for the game. As with Mutant: Year Zero – Zone Wars, this comes with ten miniatures, nearly eighty cards, one hundred tokens, ten custom dice, three sheets of cardboard terrain, and a measuring rule. What it does not come with is the rulebook or the map sheet, so the core box is still required to play. The terrain is done in full colour and on heavy cardstock, slotting together easily to create a total of thirteen pieces, consisting of walls, trees, and the ruins of buildings, some of them with an upper floor. The terrain is urban rather than rural, consisting of buildings and walls, with no trees. Notable are the walkways which allow the miniatures to move between buildings above ground level and the damaged remains of a bus, although it could be a train or underground train carriage too. Either way, it is possible to put the miniatures inside it. 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 or modules. 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, as well as Trigger cards initiate events in a scenario when they are drawn. The small cards consist of the starting equipment, modules, 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, of durable plastic, and divided into two sets of five. One set of five from the Nova Cult Psionicists and one set of five from the Mechatron Robots. All ten miniatures are highly detailed and highly individualised and really stand out in play. As with the miniatures in the core game, they have been given a simple wash that makes them stand out a little more on the table and gives them a matt finish that makes them easier to handle.
Fans of the roleplaying games Mutant: Year Zero – Mechatron – Rise of the Robots Roleplaying and Mutant: Year Zero – Roleplaying at the End of Days will recognise some of the characters portrayed by the miniatures. 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 scenario booklet for Mutant: Year Zero – Zone Wars – Robots & Psionics runs to just eight pages and is mostly dominated by the expansion set’s five scenarios. Together they form a linked mini-campaign that plays out across the Zone. A new threat has arisen, one capable of taking control of factions and turning them against each other. This begins with ‘Scenario 1: Monster Bonanza’, which sees more and monsters driven to attack the factions, whilst the true nature of the threat, a murderous mutant chieftain called the Hydra, is revealed in ‘Scenario 2: The Hydra Rises’. In ‘Scenario 3: Escorting the Emperor’, the humans of the Ancients—as depicted in Mutant: Year Zero – Elysium—have returned to build the future of the Dawnworld, but need protection from the Hydra. In this scenario, the Emperor’s Scrap Carriage—making use of the new terrain piece included in Mutant: Year Zero – Zone Wars – Robots & Psionics—needs to be escorted across the map as it is attacked by Hydra forces, and again, a player’s faction may find itself falling under Hydra’s influence. The Hydra’s ability to spread his psionic influence is revealed in ‘Scenario 4: Beacons of Hope’, whilst he is finally confronted in ‘Scenario 5: Final Showdown’. All but the first scenario requires a minimum of three players, and all can be played with four players, so at least one of the factions from the core box is required to play through the campaign. They all make use of the Trigger cards to add events and escalate the threat present throughout the mini-campaign.

Each of the two factions in Mutant: Year Zero – Zone Wars – Robots & Psionics is notably different to each other. The Mechatron Robots all have low Survival scores, reflecting their weakness when it comes to avoiding or taking advantage the dangers of the Zone, whereas the Nova Cult Psionicists are more varied in their ability scores. The Mechatron Robots are also equipped differently to the Nova Cult Psionicists. Where the Nova Cult Psionicists have Mutations such as ‘Puppeteer’, ‘Magnetism’, and ‘Clairvoyance’, the Mechatron Robots have Modules like ‘Pincers’, ‘System Override’, and ‘Grenade Launch’. Each of the models in Mutant: Year Zero – Zone Wars – Robots & Psionics, as in the core game, begins play with a standard Mutation or Module, to which is added a random one at the beginning of play. Other cards add a range of threats and encounters, such as ‘Acid Grass’, ‘Psionic Butterflies’, and ‘Magnetic Field’.

Physically, Mutant: Year Zero – Zone Wars – Robots & Psionics 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 – Robots & Psionics opens up a lot of utility and versatility for Mutant: Year Zero – Zone Wars – Skirmish Mayhem in the Mutant: Year Zero Universe. New factions and thus new character types, plus new monsters and a new campaign. The only downside to the new campaign is that most of its scenarios require a minimum of three players, limiting its use. There are ways around that, such as the players taking it in turn to control a third faction or playing with two factions each. Of course, there is nothing to stop the scenarios from the core set being played through again, but with the two new factions from Mutant: Year Zero – Zone Wars – Robots & Psionics. In fact, this a good option if there are only two players and if the players want to get used to playing the new factions before leaping into the campaign in Mutant: Year Zero – Zone Wars – Robots & Psionics.

If you enjoyed Mutant: Year Zero – Zone Wars – Skirmish Mayhem in the Mutant: Year Zero Universe, then Mutant: Year Zero – Zone Wars – Robots & Psionics is definitely going to give you more of what you want.

Sunday, 11 August 2024

Mutant Space Zero

For a decade now, since 2014,
Free League Publishing’s Mutant: Year Zero post-apocalyptic future has been explored in a quartet of core books that each described and told the story of a different faction with the setting. The four factions—mutants, mutant animals, robots, and humans—each represent a classic group within post-apocalyptic roleplaying and each was given time in the spotlight with their respective books. In turn, mutants with Mutant: Year Zero – Roleplaying at the End of Days, anthropomorphic animals with Mutant: Genlab Alpha, robots with Mechatron – Rise of the Robots Roleplaying, and humans with Mutant: Year Zero – Elysium. The climax of the campaign in each of the four books would see members of the factions leaving the environment which had kept them safe throughout the apocalypse and beyond, ready to explore the wider world, interact with each other, and even discover some of the secrets that had led to the apocalypse in the first place. Yet at the end of each of the four campaigns, there remained an unanswered question: “What happens next?” The question was partially answered in 2018, with the release of The Gray Death. This was a sequel to Mutant: Year Zero – Elysium in which the Player Characters must thwart an attempt to prevent an expansive organisation known as the Army of Dawn from conquering all of the Zone that the Player Characters have made their home. However, at the end of ‘Path to Eden’, the campaign in Mutant: Year Zero – Roleplaying at the End of Days, the first book in the series, there is another story hinted at and it is this story that is explored in Mutant: Year Zero – Ad Astra.

Mutant: Year Zero – Ad Astra does something wholly unexpected, and in doing so, opens up a whole new number of worlds and environments to the Player Characters, ones that would ordinarily be beyond their imagination—space! The supplement most obviously provides a campaign whose outcome will decide the future of the Mutant: Year Zero setting, not just the devastated Earth, but habitants and worlds beyond. It also provides an overview of the Solar System, detailing bases, settlements, and habitats specific to the campaign, and gives new rules, equipment, and character options for playing in Zero-G and other hazardous environments. Although the campaign is intended to be run as a continuation of the ‘Path to Eden’ campaign in Mutant: Year Zero – Roleplaying at the End of Days, there are numerous suggestions in Mutant: Year Zero – Ad Astra as to where to place its starting point, including at the end of the most recent supplement, The Gray Death. The other suggestions encompass Mechatron – Rise of the Robots Roleplaying and Mutant: Year Zero – Elysium as well as Mutant: Year Zero – Zone Compendium 1 – Lair of the Saurians and Mutant: Year Zero – Zone Compendium 2 – Dead Blue Sea. Together this gives the Game Master several options to choose from, but whatever supplement the Game Master decides to use as the jumping off point for
Mutant: Year Zero – Ad Astra, the Player Characters will find themselves in a rocket, being blasted into space, headed for the unknown, allegedly for their own safety.

The Player Characters find themselves transported into Earth orbit, to the space station Jotunheim. Once they have explained who they are and where they have come from, the administrator will tell them where they are and then ask them for help. Jotunheim is a perilous situation. Its core engine has been stolen and without it, the space station is unable to maintain orbit. Entry into the Earth’s atmosphere and burn up is inevitable, and with it the death of everyone aboard, let alone those on the surface that are struck by the falling debris. The perpetrators plan to use the core engine to power a starship—the Ad Astra—that is being constructed in orbit around Jupiter and will take the survivors to a hopefully better and brighter future in another star system! Unfortunately for them, their plans have been halted by Dirac Thirteen, a mutated ape and technician who has stolen memory circuits needed to allow the Ad Astra to launch. Despite having worked on the Ad Astra for years, he now sides with the Jotunheim and has fled from Jupiter into the Inner Solar System. This is an opportunity for the administrator and Jotunheim. Although he does not know what Dirac Thirteen has stolen, the administrator knows it must be important as a bounty has been placed on his head. Thus, he asks the Player Characters if they can find the escaped ape before anyone else can.

In order to find Dirac Thirteen, the Player Characters will need to travel across the Solar System, from Earth’s orbit to the Moon, Mars, and the Asteroid Belt before making the longer journey to Jupiter. To facilitate each of these perilous trips, the administrator lends the Player Characters a spaceship, the Mundilfari. Named for the Norse father of Sól, goddess associated with the Sun, and Máni, associated with the Moon, the Mundilfari is in a severe state of disrepair and this presents the Player Characters with their first challenge. On Earth, the Player Characters will have encountered a wide range of technology, some of it jury-rigged by themselves and their fellow survivors, some of it high tech leftover from the Old Age. In space, the technology is primarily and obviously that of the Old Age, far greater than the Player Characters will have had ready access to before. However, the technology aboard the Jotunheim and else where in the Solar System is either being barely maintained, breaking down, or beyond the capability of anyone to repair it. This includes the Mundilfari, which the Player Characters will need to repair and refuel in order to travel anywhere. In Mutant: Year Zero – Ad Astra, the Mundilfari becomes the Player Characters’ home, replacing the Ark in Mutant: Year Zero – Roleplaying at the End of Days.

The adoption of the Mundilfari as the Player Characters’ temporary home marks a radical shift in emphasis in the campaign in Mutant: Year Zero – Ad Astra. In Mutant: Year Zero – Roleplaying at the End of Days, the Player Characters face a constant struggle to find sufficient grub, water, and bullets, making the role of the Stalker with its ‘Find the Path’ special ability highly significant to the survival of a group. However, access to grub and water is less important in this campaign. Instead, the Gearhead has a much more prominent role. This is because of the constant need to repair and upgrade the spaceship, the Mundilfari. Without a Gearhead, the difficulty of the campaign is much more challenging.

The campaign proper begins on the space station Jotunheim and the Player Characters’ attempts to repair their newly acquired spaceship. This requires interacting with the various factions aboard the space station, including descending into the Dark Corridors where the Jotunheim’s Underfolk lurk, and bargaining with them for components that will either repair or upgrade the Mundilfari. This teaches the Player Characters some of the skills they will need to survive their greater mission, such as going on a spacewalk. Once they have managed to make the Mundilfari spaceworthy, the Player Characters have a number of objectives, chief of which is finding Dirac Thirteen and then getting to Jupiter. It is thought that Dirac Thirteen is on Mars and the Mundilfari has sufficient fuel to get that far and to other locations across the Inner Solar System. However, it does not enough to make the longer trip to Jupiter, so a visit to the Selene Mining Field on the Moon, the only working source of Helium-3, is also required. Each of the various destinations—the Moon, Mars, and also the Asteroid Belt—are given their own chapters and can be played in any order. The Jupiter chapter is played after these as the climax to the campaign.

Along the way to Jupiter, there are some great encounters. These include holding off an attack by the space pirates of the Rust Fleet, getting involved in a possible meat versus machine rebellion on the Moon, discovering some the dark secrets of the Titan Powers that fomented the war that ended the Old Age, and going out onto the range and deep into the Mariner Valley, chased by Bounty Hunters. The scenes on Mars in particular veer between the remains of the shattered colony in Total Recall and the Wild West feel of Tatooine in Star Wars, but the campaign in general has a pulpy Sci-Fi feel contrasted by the increasing state of disrepair as devices and technologies fail and cannot be repaired.

Ultimately, the Player Characters will make it to Jupiter and there confront both the future of everyone in the Solar System and on Earth and the architects of the situation on Earth, and then make some choices. The latter may see Jotunheim being repaired, the Ad Astra being repaired and leaving, and even the Ad Astra leaving the Solar System with the Player Characters aboard! What happens next is outside the scope of Mutant: Year Zero – Ad Astra, although if the Player Characters decide to stay in the Solar System, there is enough information in the supplement to start a campaign that focuses on exploring it in the wake of the events of Mutant: Year Zero – Ad Astra.

There is another option though, and that is to play through campaign using characters who have grown up in space, though this is not explored in any great depth. Even if Mutant: Year Zero – Ad Astra is played as a direct continuation of ‘Path to Eden’, the campaign in Mutant: Year Zero – Roleplaying at the End of Days, the Game Master will still need access to Mutant: Genlab Alpha and Mechatron – Rise of the Robots Roleplaying as they detail the mutated animals and robots to be found in Mutant: Year Zero – Ad Astra. If run as a direct sequel to ‘Path to Eden’, the Game Master may also want to play up the culture shock of the Player Characters encountering mutated animals and robots for the first time, as well as being in space for the first time.

Mutant: Year Zero – Ad Astra includes new rules and additions for roleplaying in the expanded setting of Earth’s Solar System. ‘Pilot’ is a new Role which specialises in flying spaceships, and has the specialist skill of ‘Drive’ which applies to all vehicles, not just spaceships. There is guidance too on adapting skills like Comprehend, Know the Zone, and Jury-Rigg to space and other planets, and on mutations such as Insect Wings and how they work in Zero-G. ‘Free-floater’, ‘Drone Pilot’, and ‘Flying Ace’ are amongst the new Talents given as well. Alongside the relatively short guide to how spaceships and spaceship battles work, there is a list of events in space and aboard space stations—for example, ‘Toilet Problem’ or ‘Magnetic Field’, and new gear. The later includes the ‘Scrap Rocket Launcher’, and the ‘Space Suit’ which has two slots for modules so that a Player Character can customise his space suit. Lastly, there is a decent overview of the Solar System, including descriptions of locations not visited as part of the campaign, that the Game Master can use to create her own adventures and encounters—though hopefully, Free League Publishing will support the setting with further material.

Physically, Mutant: Year Zero – Ad Astra is well written, nicely presented in full colour with excellent cinematic-style artwork. Fans of anthropomorphic creatures in spacesuits will certainly appreciate many of the illustrations in the book. 

Mutant: Year Zero – Ad Astra opens up the setting of Mutant: Year Zero and takes it in a wholly unexpected direction. As a sourcebook it lays the groundwork for a post-apocalyptic setting that is not confined to the one world, but found across many and awaiting further development and exploration. As campaign, it places the Player Characters fore and centre as heroes who can either save the day or found a whole new civilisation, and in the process confront the consequences of some of the actions made by the Titan Powers. The campaign itself in Mutant: Year Zero – Ad Astra is the fantastic continuation of the ‘Path to Eden’ campaign found in the pages of Mutant: Year Zero – Roleplaying at the End of Days that the roleplaying game’s fans have long been waiting for, whilst the sourcebook material provides scope to explore rest of the Solar System.

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 everything 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.

Saturday, 11 May 2024

Quick-Start Saturday: Death Valley: A Horror/Western TTRPG – Quick-Start Rules

Quick-starts are a means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps two. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.

Alternatively, if the Game Master already has the full rules for the roleplaying game the quick-start is for, then what it provides is a sample scenario that she can still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.

—oOo—

What is it?
Death Valley: A Horror/Western TTRPG – Quick-Start Rules introduces the roleplaying game of the Undead in the Wild West. The Player Characters are the undead residents of Bardo’s Bluff—Skeletons, Zombies, Ghouls, and Vampires—who have returned to their unlife following their wrongful deaths, whether by accident or wrongly executed for a crime they did not commit.

It is an thirty page, full colour book.

The quick-start is decently illustrated with some excellent maps.

How long will it take to play?
Death Valley: A Horror/Western TTRPG – Quick-Start Rules can be played through in a single session, or two sessions at most.

What else do you need to play?
Death Valley: A Horror/Western TTRPG – Quick-Start Rules requires multiple six-sided dice.


Where is it set?
Death Valley: A Horror/Western TTRPG – Quick-Start Rules is set in and around the town of Bardo’s Bluff, a sanctuary located in California governed by vampires who keep the peace, but there is always something or someone determined to make their lives hell.

Who do you play?
There are four ready-to-play Player Characters given in Death Valley: A Horror/Western TTRPG – Quick-Start Rules. They consist of a Skeleton Bounty Hunter, a Ghoul Gravedigger, a Zombie Ranch Hand, and a Vampire Preacher
.

How is a Player Character defined?
Player Character has four attributes—Strength, Agility, Wits, and Empathy—and a single stat, Life Force, plus one or more skills. He also has an Undead Form, a Former Life, and a Wrongful Death. Each Undead Form provides an Undead Boon, an Undead Hindrance, and a form of Healing. For example, has the Undead Boon of ‘Hard Target’, which means that all attacks against it, except at Close range, are at a Disadvantage and the Undead Hindrance is ‘Rattle of Bones’, which imposes a penalty on all Sneak checks because of noise he makes. His means of healing is to use the bones of any dead to repair himself.

How do the mechanics work?
Mechanically, Death Valley: A Horror/Western TTRPG – Quick-Start Rules and thus Death Valley: A Horror/Western TTRPG, uses the Year Zero engine, first seen in Mutant: Year Zero – Roleplaying at the End of Days. To have a Player Character undertake an action, a player rolls a number of dice equal to a combination of attribute and skill. A single roll of a six indicates a success. Multiple successes improve the outcome, especially in combat and conflict. 

If no sixes are rolled, the action fails. However, the Law Master—as the Game Master—can decide that the action succeeds, but with consequences. Alternatively, if the roll is a failure and no sixes are rolled, or a player wants more successes, he can Push the roll. This enables him to reroll any dice which did not result in a one or six. A roll can be Pushed once and any rolls of one on the Base Dice indicate that the Player Character has failed, but with greater consequences as the Law Master determines.

A roll can be made with Advantage or Disadvantage. Rolling with Advantage means that the player can Push the roll, but not suffer the consequences of any ones rolled. 
Rolling with Disadvantage means that the player cannot Push the roll.

How does combat work?
Conflict in Death Valley: A Horror/Western TTRPG – Quick-Start Rules uses the same core mechanics. The rules for conflict cover both ranged and close combat, or ‘Scuffles’, as well as special attacks such as wrestling and grappling, ambushes and mounted combat. The rules are a very cut down version of those available in the Death Valley: A Horror/Western TTRPG core book, so the Law Master and her players will have to adjudicate in more complex situations. Nevertheless, they are serviceable enough.

There are no rules for social conflict and the Law Master will need to judge 
the use of the ‘Poker Face’ skill on a case-by-case basis.

What do you play?
The adventure in Death Valley: A Horror/Western TTRPG – Quick-Start Rules is ‘Showdown at Scorpion Gulch’. A Warmblood bounty hunter comes to Bardo’s Bluff, offering the Player Characters the chance to come to the aid of a recently risen revenant before she has to kill them. They will have to travel north to the Warmblood town of Scorpion Gulch via mystical means and there determine where he has gone, persuade him that they are there to rescue him, and deal with rogue undead who would take advantage of the situation. 

The scenario includes two maps. These are decently done, as is the map of Death Valley

Is it easy to prepare?
The core rules presented in 
Death Valley: A Horror/Western TTRPG – Quick-Start Rules are easy to prepare, especially if the Law Master has any experience with the Year Zero engine. The scenario itself is quite straightforward and overall, it requires very little in the way of preparation.

Is it worth it?
Yes. The
Death Valley: A Horror/Western TTRPG – Quick-Start Rules are a solid introduction to both its setting and its concepts, which are very easy to grasp as everyone is familiar with the Wild West and likely familiar with the Undead! 

Where can you get it?
The Death Valley: A Horror/Western TTRPG – Quick-Start Rules is available for purchase here.

—oOo—

Critical Kit will be at UK Games Expo which takes place on Friday, May 31st to Sunday June 2nd, 2024.



Saturday, 11 July 2020

The Zone Quartet V

Mutant: Year Zero Zone Compendium 5: Hotel Imperator is the fifth supplement for Mutant: Year Zero – Roleplaying at the End of Days, the post-apocalypse set RPG based on Mutant - År Noll, the Swedish RPG from Free League Publishing distributed by Modiphius Entertainment. As with the previous supplements in this series—Mutant: Year Zero – Zone Compendium 1 – Lair of the Saurians, Mutant: Year Zero – Zone Compendium 2 – Dead Blue Sea, Mutant: Year Zero Zone Compendium 3: Die, Meat-Eater, Die!, and Mutant: Year Zero Zone Compendium 4: The Eternal War—this is a slim supplement that presents various scenario set-ups and situations, or ‘Special Zone Sectors’ which can be quickly and easily dropped into a Game Master’s campaign and the sectors of her Zone map.

Where Mutant: Year Zero Zone Compendium 4: The Eternal War was a supplement to a supplement, providing further robot encounters for Mutant: Year Zero – Mechatron – Rise of the Robots Roleplaying, Mutant: Year Zero Zone Compendium 5: Hotel Imperator returns to the Zone found in Mutant: Year Zero – Roleplaying at the End of Days—either the Big Smoke, the Big Apple, or a Zone of the Game Master’s own devising. It includes numerous encounters with the anthropomorphic animals of Mutant: Genlab Alpha and the sentient robots of Mechatron – Rise of the Robots Roleplaying, as well as some Humans of Mutant: Year Zero – Elysium. However, technically, Mutant: Year Zero Zone Compendium 5: Hotel Imperator is set before the events of Mutant: Year Zero – Elysium, and really, would work just as after its events too, perhaps in conjunction with Mutant: Year Zero – The Gray Death.

The first of the four ‘Special Zone Sectors’ in Mutant: Year Zero Zone Compendium 5: Hotel Imperator is the eponymous ‘Hotel Imperator’. This describes a weirdly still functioning hotel, complete with advanced features, but put to another purpose. It is the headquarters of a Psionically capable cabal called the Brain Ring with long term plans of domination for the Zone. If the Player Characters get inside, they will find an almost cornucopia of artefacts and things to be scavenged, but also a certain creepiness to both its atmosphere and its inhabitants. The situation and relationship between the inhabitants is on a knife edge, really awaiting the arrival of the Player Characters, but ‘Hotel Imperator’ is not best used simply plumped down as just another place for them to visit. Its write-up includes a number of events—some of them linked to previous entries in the ‘Zone Compendium’ series, suggesting how it can be worked into a campaign, but as a location it best works as the final part of plotline which the Game Master has worked into her campaign.

Of more immediate use is ‘The Long Road’, an encounter with relatively recently formed caravan operated by a band of anthropomorphic animals. Lead by an aggressive Orangutan, this is a relatively flexible encounter which does not have the big plot of ‘Hotel Imperator’, but rather can be used in a number of different ways, including trading partner, blockade, furthering another plot, and so on, but being nomadic, it can be moved around a lot.

Where Mutant: Year Zero Zone Compendium 4: The Eternal War took the robots to a theme park, the Wild West-themed ‘Fort Robot’, Mutant: Year Zero Zone Compendium 5: Hotel Imperator takes us to ‘The Zone Fair’. This is an amusement park, replete with various attractions such as Fortune Teller, Shooting Range, Casino, and more. The Player Characters can come here to trade, enjoy the entertainments, and even participate in the upcoming poker contest—rules are provided for ‘Zone Poker’, as well as get involved in other plots. As a static location, there is plenty for the Player Characters to do, and the likelihood is that they will return again and again. However, there is at least one element to do with an NPC which is left undeveloped and the Game Master wondering what to do with him if the Player Characters want to dig into his background.

The last of the four ‘Special Zone Sectors’ in Mutant: Year Zero Zone Compendium 5: Hotel Imperator is ‘The Great Zone Walker’. This is another mobile encounter, but where the caravan of ‘The Long Road’ consists of just a few vehicles, ‘The Great Zone Walker’ is a behemoth, a monstrously colossal device which trundles across the Zone, home to a small tribe. In fact, in comparison to the encounters the Player Characters will have had in the Zone, it is on the scale of Mortal Engines, and being so big, it is not a subtle thing to bring into a campaign, and indeed could smash it apart. As an object though, its huge physicality means it is a fantastic object to clamber over and swing across.

Rounding out Mutant: Year Zero Zone Compendium 5: Hotel Imperator is something different to the other titles in the series—new rules. These though are relatively minor additions and tie back to the ‘Hotel Imperator’ ‘Special Zone Sector’ found at the start of the book. They include a number of new psionic mutations and two related artefacts. These are the Psionic Enhancer and Psionic Blocker, and whilst their inclusion makes sense, the inclusion of the new mutations not quite so much. Unfortunately, they only seem to have appeared in the Mutant: Mechatron – Custom Card Deck and so needed to put into print, and since Mutant: Year Zero Zone Compendium 5: Hotel Imperator includes the one psionic encounter, it makes sense to have them included here.

Physically, Mutant: Year Zero Zone Compendium 5: Hotel Imperator is as well presented as the other titles in the series. The artwork is excellent and the maps, both illustrated and cartographic, are nicely done. In fact, the artwork also serves as great illustrations to show the players when they encounter the various locations and NPCs. The book is also well written, with solid descriptions and a handful of events and scenario ideas for the Game Master to flesh out.

Mutant: Year Zero Zone Compendium 5: Hotel Imperator presents a good collection of Special Zone Sectors. The second, third, and fourth—‘The Long Road’, ‘The Zone Fair’, and ‘The Great Zone Walker’—are generally easy to bring into a campaign and the Game Master’s Zone, but ‘Hotel Imperator’ will need some to work into a campaign and lay the groundwork for its payoff climax. In general, these are really useful to add to a standard campaign as detailed in Mutant: Year Zero – Roleplaying at the End of Days, but one which mixes elements from both Mutant: Genlab Alpha and the sentient robots of Mechatron – Rise of the Robots Roleplaying. Overall, Mutant: Year Zero Zone Compendium 5: Hotel Imperator is a great addition to a late campaign of Mutant: Year Zero – Roleplaying at the End of Days.

Saturday, 28 March 2020

Brave New Mutant: Year Zero

At the end of the fourth and most recent campaign and campaign set in Free League Publishing’s Mutant: Year Zero post-apocalyptic future, there remained one big question, “What happens next?” Since 2014, the publisher has been exploring the place of mutants with Mutant: Year Zero – Roleplaying at the End of Days, anthropomorphic animals with Mutant: Genlab Alpha, robots with Mechatron – Rise of the Robots Roleplaying, and Mutant: Year Zero – Elysium, and by with each release revealing a bit more the world and the disaster which brought it to its current state. Each release also saw the four different groups encountering one or more of the other groups for the first time, if only fleetingly, in the wake of the events which played out in Mutant: Year Zero – Elysium, all four groups are together and interacting with each other. This is the new world of Mutant: Year Zero presented in a mini-campaign for setting, Mutant: Year Zero – The Gray Death.

Mutant: Year Zero – The Gray Death takes place in the Zone, the region first explored in Mutant: Year Zero – Roleplaying at the End of Days. The default Zone is The Big Smoke—essentially bombed out, flattened, and ravaged London—but it can easily be moved to the Game Master’s own Zone. All that it requires is a long body of water which boats can easily travel up and down. Advice is given on how to run it as a stand-alone adventure, but really Mutant: Year Zero – The Gray Death is designed to be run as part of campaign, specifically after Mutant: Year Zero – Elysium, and ideally after Mutant: Year Zero – Roleplaying at the End of Days, Mutant: Genlab Alpha, and Mechatron – Rise of the Robots Roleplaying. In addition, to get the best out of Mutant: Year Zero – The Gray Death, the Game Master should also have run Mutant: Year Zero Zone Compendium 5: Hotel Imperator. Since the campaign takes place after the events of Mutant: Year Zero – Elysium, there no restrictions on what type of characters the players can roleplay—be it mutants, animals, robots, or humans. This is one of the features of the brave new Mutant: Year Zero world.

As Mutant: Year Zero – The Gray Death opens, the world has changed. There is more trade and interaction between the different groups, there are more boats on the river, and so on, but there are ominous signs. In the depths of a snowy winter, there are disappearances around the Ark, including of people important to the Player Characters, and there are shadows in the sky—vehicles which float in the air and move fast. The Player Characters come across a Zone Rider—one of the couriers who carry messages back and forth across the Zone—under attack by a band of orderly and well-equipped soldiers. If they come to the Zone Rider’s rescue, or from a contact later on if they decide not to intervene, they learn of a mysterious new organisation known as the Army of the Dawn. It has recently taken over a wretched junktown to the west and renamed it Dawnville. The Player Characters are tasked with travelling to Dawnville, which is shortly to stage a wrestling tournament, to find out more information. To prepare themselves for that, it is suggested that the Player Characters visit two other places to conduct some investigation and learn what they can about the Army of Dawn. The first is a trading post run by Oscar Battenburg, an enclave Human from Elysium I known to trade slaves to the Army of Dawn, the second is the Showboat Saga, which travels up and the river putting on entertainments and which recently visited the Dawnville.

The Player Characters are also given a deadline—the wrestling tournament takes place in a week. To get them across the Zone in time, the Player Characters are lent a big-wheeled all-terrain robot vehicle and given some equipment. It is also likely that they will have been able to scavenge the guns and the armour of the Army of Dawn soldiers who attacked the Zone Rider—in particular, the tin helms which give the Army of Dawn soldiers the look of Great War soldiers. In comparison to a normal Mutant: Year Zero campaign, the Player Characters will be able to zip across the Zone, and with initially three locations—or as Mutant: Year Zero terms them, ‘Special Zone Sectors’—there is scope for the Game Master to run random encounters and ‘Special Zone Sectors’ of her own in between these three.

Mutant: Year Zero – The Gray Death actually consists of five ‘Special Zone Sectors’, not three, although the first three can be run in any order, followed by the fourth and fifth in that order. Each of these locations is nicely detailed and includes full stats for each of the NPCs, clear maps—both full illustrations of the locations and floorplans where needed, and events which play out when the Player Characters visit them. The five ‘Special Zone Sectors’ are all different in scope and theme. So ‘The Showboat Saga’ has a certain extravagance to it with its comparatively lavish performances and restaurant which becomes a mini-murder mystery, whilst ‘Dawnville’ is essentially ‘Bartertown’ from Mad Max Beyond Thunderdome—complete with the equivalent of its own ‘Thunderdome’, which of course is where the wrestling tournament takes place. For the most part, the encounters involve a fair degree of stealth and subterfuge as well as combat. Certainly, the wrestling tournament will appeal to characters and players who like physical combat.

So what is going on in Mutant: Year Zero – The Gray Death? Well, its events do stem from what happened at the end of Mutant: Year Zero – Elysium and the fact that it involves an army—the ‘Army of Dawn’—points towards a new force wanting to conquer the whole of the Zone. This is a genre staple, a new military arising to threaten the fledgling communities working to survive in the weird world order of the post-apocalyptic planet, but it well handled in Mutant: Year Zero – The Gray Death

Now Mutant: Year Zero – The Gray Death describes itself as a campaign, but at best it is a mini-campaign. With just five ‘Special Zone Sectors’, this is really more of scenario than a campaign and the first few, ‘The Showboat Saga’ and ‘Battenburg’s Trading Post’ in particular, are short, playable in a single session, two at the very most. The later ‘Special Zone Sectors’ are longer and more involved, and it will probably run to two or three sessions. Fortunately, the fact that the first few ‘Special Zone Sectors’ can be run in any order provides the Game Master with room to add her own content and perhaps bulk up Mutant: Year Zero – The Gray Death a little.

Physically, Mutant: Year Zero – The Gray Death is well written, nicely presented in full colour with excellent cinematic-style artwork. Some of the illustrations show scenes that can happen in the campaign and the likelihood is that the Game Master will really want them to happen—such as a gunfight aboard an airship—because they look fun! However, it does need an edit in places and some of the artwork still has Swedish signs and writing on it. The campaign also comes with some good handouts, including newspapers and event posters, both a sign of the growing new civilisation of Mutant: Year Zero. These handouts though, are not collated at the end of the book.

As a campaign—or really a scenario—Mutant: Year Zero – The Gray Death begins to show what the new world of Mutant: Year Zero is like, the beginnings of new civilisations.  It returns to the openness of Mutant: Year Zero – Roleplaying at the End of Days after the closed and confined worlds of Mutant: Genlab Alpha, Mechatron – Rise of the Robots Roleplaying, and Mutant: Year Zero – Elysium, and of course, it brings each of the inhabitants of the four campaign settings together much post-apocalyptic roleplaying games of old, such as Gamma World.  In fact, with the new set-up, a Game Master with access to those old post-apocalyptic scenarios written in the early 1980s could actually adapt them to the world of Mutant: Year Zero. Overall, Mutant: Year Zero – The Gray Death shows us what the new world of Mutant: Year Zero is like and has the Player Characters confront the first threat to it in an action-packed scenario. It is though, just the next chapter. 

Saturday, 18 January 2020

Escaping the End of the World

In classic post apocalypse gaming—by which we mean Gamma World—players get to roleplay a variety of character types Humans, Mutants, Mutated Animals, and Mutated Plants. Although it seems highly unlikely that players will get to roleplay Mutated Plants in the Mutant: Year Zero series, so far in the Swedish post apocalypse roleplaying game, Mutant: Year Zero – Roleplaying at the End of Days, players have got to play Mutants, leaving the Ark that is their home to explore the Zone beyond and the metaplot which underlies the setting—a search for Eden and perhaps the fate of the Ancients. Then with Mutant: Year Zero – Genlab Alpha, they got to play mutated animals, living in Paradise Valley under the careful eye of the metallic Watchers from their base in the Labyrinth. This was followed by Mutant: Year Zero – Mechatron – Rise of the Robots Roleplaying in which the players roleplayed not Androids, but robots, suddenly self-aware sent out to prevent other robots from achieving self-awareness, in a giant undersea manufacturing dome whose facilities have long begun to deteriorate. This only left the Humans. Just where are the Humans in the future of Mutant: Year Zero? All that is explained in the setting’s latest expansion and fourth standalone roleplaying game in the line, Mutant: Year Zero – Elysium. Like those previous expansions and roleplaying games, Mutant: Year Zero – Elysium includes everything necessary to play—character generation, rules, and a complete campaign, all of which leads up to the start of something new…

The last of humanity has ridden out the worst of the apocalypse in an enclave dug deep into the bowels of the earth. This is Elysium I—named after the meadows of eternal Spring of Greek mythology—founded by four powerful industrial and financial dynasties that continue to rule the enclave to this day. Decades after the end of the world, contact has been lost with the other enclaves, resources are growing scarce, the enclave is close to losing its manufacturing capabilities, and the four great houses—Warburg, Fortescue, Morningstar, and Kilgore—plot and feud against each whilst other putting on a public face of co-operation and optimism. Meanwhile, the workers agitate for better conditions, criminal gangs seem to have free reign, acts of sabotage seem to go unchecked, and rumours abound that the surface might be safe to walk upon and the air clean enough to breathe, a paradise awaiting the first footsteps of humanity once again. In response, the four houses have established a force of Judicators tasked with preserving law and order in the enclave.

The players take the role of members of the four houses—junior members or heirs—who have been assigned to the Judicators, every Judicator patrol consisting of at least one officer from each of the houses. Their loyalties are, of course, to their patrol and the Judicators, but in secret, they report to, and take orders from their house, which often means they have to follow agendas at odds with the rival houses, if not the fellow Judicators in their patrol. Effectively, this means that at any one time, one of the player characters in a patrol will be a double agent! In essence, Mutant: Year Zero – Elysium has much in common with Mutant: Year Zero – Mechatron. The player characters are tasked with policing and dealing with an issue that they are either part of or responsible for. In Mutant: Year Zero – Mechatron it is dealing with difficult situations caused by self-aware robots, whilst also being self-aware, whilst in Mutant: Year Zero – Elysium, the Judicators are investigating acts of sabotage, whilst one of their number is supporting or conducting similar acts of sabotage in the name of their House. If Mutant: Year Zero – Elysium can be described in terms of other roleplaying games, it is Mongoose Publishing’s Paranoia meets EN Publishing’s Judge Dredd & The Worlds of 2000AD and Contested Ground Studios’ Cold City. All of which is played out in a giant inverted underground city equipped with advanced, but increasingly decrepit technology and infrastructure and the look and style of late-nineteenth century, though more central Europe than the Victorian era of Great Britain.

As with player characters in the other Mutant: Year Zero roleplaying games, characters in Mutant: Year Zero – Elysium have four attributes—Strength, Agility, Wits, and Empathy. Each attribute has three basic skills associated with it. Instead of the Mutations of Mutant: Year Zero – Roleplaying at the End of Days, the species of Mutant: Year Zero – Genlab Alpha, and chassis and models of Mutant: Year Zero – Mechatron, characters or Judicators in Mutant: Year Zero – Elysium are all Human. They belong to one of the houses—Warburg, Fortescue, Morningstar, and Kilgore—each of which favours one of the four attributes. They also belong to one of six professions—Investigator, Officer, Procurator, Scholar, Soldier, and Technician. A seventh option is a Psionic, but the playing group will need access to Mutant: Year Zero in order to use such powers of the mind. Each profession provides a single professional skill, for example, Investigate for the Investigator and Command for the Officer, plus options in terms of a Judicator’s appearance, talents, relationships to the other player characters and NPCs, objectives, and equipment.

Unlike the previous roleplaying games and expansions in the Mutant: Year Zero family, the Humans of the Enclave I in general do not have any ‘special’ powers, such as the mutations of the mutants in Mutant: Year Zero. Exceptions to this are the aforementioned Psionics from Mutant: Year Zero and Biomechatronics—cybernetic implants, such as Data Banks, Polygraph, or Heat Vision. Their use though has the potential to cause Machine Fever in those implanted with them. It could be argued though, that the Contacts that each Judicar has, for example, ‘Deadbeat Child’, ‘Grandfather’s Trove’, or ‘Loan Shark’, are the equivalent of ‘special’ powers, but with more social rather than physical or mental effects. Similarly, like the use of Biomechatronics, the use of Contacts is not without its potential backlash.

To create a Judicator a player selects a House and Profession, making choices from the options that these provide. This includes one of the three talents available for the profession, for example, Defender, Pettifogger, and Public Servant for the Procurator. When a character gains experience, he can choose more of these profession-only talents, as well as talents from a wider selection, such as Double Wielder, Machine at Heart, and Rot Resistant. He also assigns points to both attributes and skills, the points for each varying according to a character’s age. A younger character will have more points to assign to his attributes and fewer to his skills, whilst the reverse is the case for an older character. In addition, a player also selects his Judicator’s contacts and what he thinks of them. These are important because they form the pool of NPCs in ‘Guardians of the Fall’, the campaign in Mutant: Year Zero – Elysium.

Our sample character is Horatio Kilgore, a historian who has written a number of books about society before the Titan conflict. The recent circulation of rumours about the surface world being safe made the head of the Judicars wonder where they might be coming from and what they might be based on. So, an expert on the past was requested and unfortunately, Horatio, was reassigned. Much to his dislike, he finds himself having to get out and about instead of spending his days reading and teaching. 

Commissar Horatio Kilgore
House Kilgore
Profession: Scholar
Appearance: Glasses, Hunched build, Smooth and buttoned uniform
Age: 52

Attributes
Strength 2, Agility 3, Wits 5, Empathy 4

Talents
Crucial Insight

Skills 11
Enlighten 4, Fight 1, Shoot 1, Comprehend 3, Know the Zone 3, Manipulate 2

Relationships (Fellow Judicars)
Niamh Warburg is your apprentice and you wish to teach her everything you know.
David Fortescue is ill-mannered and should be disciplined.
Lulu Morningstar has knowledge you thought was unimportant that proved to be otherwise.

Relationships (Contacts)
You hate Theodora Warburg, a fellow Scholar and former colleague. An imbecile, totally undeserving of the career at the academy which should have been yours.
You want to protect Melina Fortescue, a brilliant scholar at the academy and your former teacher.

Your Big Dream
To learn about the surface world and maybe even experience it. You suspect that the Council is not saying everything they know on the subject.

Gear
Stun gun, E-pack, emergency rations, Class IV ID card, comm radio, 9 Credits

Mechanically, Mutant: Year Zero – Elysium uses the same system as Mutant: Year Zero—a mix of specialised dice and cards, also published by Free League Publishing and distributed Modiphius Entertainment. The content of the cards though, in the main artefacts as in Mutant: Year Zero, are reproduced in the pages of Mutant: Year Zero – Elysium and so are not absolutely necessary to play the game. Indeed, arguably, the artefacts do not play as strong a role in Mutant: Year Zero – Elysium as they do in other roleplaying games and expansions in the line. The dice are another matter. All six-sided dice, they are divided into three types—the yellow Base dice, the green Skill dice, and the black Gear dice. In addition to the number six, all dice are marked with the radiation symbol on that face. This indicates a success when rolled. On the one face of the yellow Base dice there is a biohazard symbol, whilst on the one face of the black Gear dice, there is an explosion symbol. Rolling either symbol is counted as a failure. The green Skill dice do not have an extra symbol of their one faces. Now a game of Mutant: Year Zero – Elysium can be run without using the specific Mutant: Year Zero dice, but it does at least require pools of the three different coloured dice to represent the Base, Skill, and Gear dice.

To undertake an action, a Judicator’s player assembles a dice pool consisting of Base, Skill, and Gear. These should be yellow Base dice equal to the attribute used, green Skill dice equal to his skill, and black Gear dice equal to the Bonus for the item of any Gear used. A roll of six (radiation) on any of the dice rolled counts as a success, but rolling more successes are better as these can be spent on stunts. The types of stunt available are listed skill by skill. So with the Fight, you might inflict extra damage, grab an opponent’s weapon, or knock it over, while with Know the Zone, you would not only work out what a creature or phenomenon is, but also whether or not it could hurt you or you could hurt it. If no sixes are rolled, then the action is a failure. The results are even worse if ones or biohazard symbols on the yellow Base dice or explosion symbols on the black Gear dice are rolled. If a player fails to roll any radiation symbols—or not enough, he can push the roll and reroll any dice that did came up as Biohazard, Explosion, or Radiation symbols. Even if a player makes a successful roll, his Judicator can still suffer trauma for any Biohazard symbols rolled.

For the most part, combat in Mutant: Year Zero – Elysium works in the same way as it does in Mutant: Year Zero – Roleplaying at the End of Days and Mutant: Year Zero – Genlab Alpha, with one major exception. Characters have access to advanced healing, although it takes time. Social conflicts use the same mechanics as physical combat.

The play of Mutant: Year Zero – Elysium differs significantly ways both minor and major. The first and minor difference is that where in Mutant: Year Zero – Roleplaying at the End of Days and Mutant: Year Zero – Genlab Alpha, the player characters were trying to improve their lives and those of their community by inventing new technologies and building devices, here they are attempting to hold back the enclave’s ruin and eventual collapse. Instead of working to raise Development Levels, here the player characters are attempting to prevent them from degrading, though ultimately, this is unlikely. This sets up one half of the conflict that lies at the core of Mutant: Year Zero – Elysium. The other is that the player characters, the Judicars, are often expected to place their loyalties to their respective Houses above their loyalty to the enclave and the last of humanity overall. When asked to do so by their House, the Judicar becomes, in effect, a traitor to his patrol and fellow Judicars, and the enclave in general.

This core conflict is supported by the roleplaying game’s set-up and play, which again is different to that of Mutant: Year Zero – Roleplaying at the End of Days and Mutant: Year Zero – Genlab Alpha. Mutant: Year Zero – Elysium is best played by four players so that their patrol is comprised of one heir from each of the four houses. Play is divided into Strategic and non-Strategic rounds. Strategic rounds are player controlled and are when each represents not his characters, but his whole House. They plan and stage Incidents which will hopefully either increase their respective House’s Control or decrease the Control of a rival House in a sector. By increasing a House’s Control in a sector, the more Influence Points a character has during play, which enables him to bring in more of his contacts into play. Each House’s degree of Control is also used when voting to determine which Incident is assigned to the Judicar squad that the player characters are in. Each Incident will have a starting effect which is unavoidable and a final effect which will take place if the Judicars fail to deal with it—and that is in addition to the final effects of the Incidents which take place at the same time as the Incident being investigated, and which the Judicars do not deal with. Thus there is a constant sense of ongoing decline and decay that the Judicars just cannot hold despite their best efforts—which are often undermined.

At this point, the Strategic round pauses, the non-Strategic round begins, essentially normal play with each player roleplaying his character conducting the investigation of the Incident. This includes one of the squad being a double agent who is following his House’s agenda rather than that of the squad or the enclave. Following the resolution of the Incident, the players get to vote on who they think the double agent is and can get Experience Points if they all do. An exposed double agent is punished for misconduct and can be imprisoned for multiple infractions.

All of this is supported not just by a detailed description of Enclave I, sector by sector, and solid advice for the Game Master, but also the ‘Guardians of the Fall’ campaign. It is built around fifteen key NPCs and eleven Incidents, divided into eight standard Incidents and three Special Incidents. The eight standard Incidents will occur again and again up and down the Enclave, until such times as the Judicars investigate them and then they do not occur again. As the Incidents pile up and Enclave I begins to degrade, the Special Incidents occur. These tie the events of the  ‘Guardians of the Fall’ campaign into previous events in other Mutant: Year Zero campaigns and ultimately will push the Judicars out of Enclave I. The ‘Guardians of the Fall’ campaign is generally very good, but it does feel relatively short at eleven episodes and its constant focus on the debilitating effects of the Houses undermining each other, does make it a bit of grind with no let up. Now the Game Master is provided with the means to create other Incidents, which are really necessary if she wants to run Incidents that are normal in comparison, but it would be nice to see ordinary Incidents as detailed as those in the campaign. Especially as that would also allow the Game Master and her players to involve their characters more in what is the nicely detailed and rich setting of Enclave I. The last part of ‘Guardians of the Fall’ campaign takes the whole of the Mutant: Year Zero into the future, but hopefully there will be support for that future from Free League Publishing.

Physically, Mutant: Year Zero – Elysium is of the same standard as the rest of the Mutant: Year Zero line. Although it needs an edit in places, the writing is decent, the cartography is clear, and the artwork is excellent, the latter including a rather nice pastiche. Lastly, it comes with a good index.

Although, Mutant: Year Zero – Elysium bears similarities to Mutant: Year Zero – Mechatron – Rise of the Robots Roleplaying, it is a very different campaign in tone and nature. It is divisive—it is House against House, and thus player character against player character; it is collective in nature—each Judicar’s House matters more than the individual or the Enclave; is is oppressive—the Judicators are officers of an autocratic state; the enemies are internal—that is, the inhabitants of Enclave I—rather than external; and ultimately, the Humans of the future of Mutant: Year Zero are committing the errors of the past once again. Also the satirical aspect previously seen in Mutant: Year Zero – Mechatron – Rise of the Robots Roleplaying is not as strong in Mutant: Year Zero – Elysium and there is a darker, more oppressive feel to both setting and campaign. That said, the campaign does end on a wondrous and positive note, and perhaps the fact that it is short at just eleven episodes is something of a relief given its oppressive feel. It will be interesting to see how all of these differences are contrasted and handled in future releases for the Mutant: Year Zero line.

If a Game Master and her players have played through the first three Mutant: Year Zero roleplaying games, then they will certainly want to play Mutant: Year Zero – Elysium, but be warned, it is radically different in terms of tone and play than the others. It would also work as a one-shot campaign, but is best played as the fourth part of the Mutant: Year Zero line because it is so different. Darker, decaying, and Dickensian, Mutant: Year Zero – Elysium takes the Mutant: Year Zero in a wholly new direction, just as each of the Mutant: Year Zero titles have done before it. This is the Mutant: Year Zero which brings them all together and which sets up what will hopefully be the next chapter.