Mutant Year Zero - Zone Compendium 4 - The Eternal War.pdf

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THE ETERNAL WAR
ZONE COMPENDIUM 4:
PROJECT LEAD & EDITOR
Tomas Härenstam
WRITERS
Christian Granath (The Eternal War), Tomas Härenstam (Fort Robot), Thomas
Johansson (Northbay Nandeep 23), Petter Bengtsson (The Robot Factory)
Oscar Sjöstedt
COVER ART
INTERIOR ART
Danny Morison
Emil Bussqvist & Tomas Härenstam
PROOFREADING
TRANSLATION
GRAPHIC DESIGN
Christian Granath
John M. Kahane
Spindulys
PRINT
978-91-87222-96-2
ISBN
© 2018 Game Ark Limited. MUTANT and related logos, characters, names, and distinctive likenesses thereof are
trademarks of Game Ark Limited unless otherwise noted. Used with permission. All rights reserved.
Zone Compendium 4
04
04
Zone compendium
Welcome to
Zone Compendium 4
for
Mutant: Year
Zero
and
Mutant: Mechatron.
This booklet contains
extra material for the Gamemaster. It builds on the
events in Mechatron, so to fully utilize the contents
of this compendium you should have access to that
book, too.
Most of this booklet is taken up with informa-
tion concerning four complete Special Zone Sectors.
They follow the same format as the Zone Sectors
that are included in Chapter 15 of the
Mutant: Year
Zero
core rulebook. These adventure locations can
be placed in any sector of whatever Zone you are
playing in. Note that all the sectors in this com-
pendium include robots, so they should not be
used before the fall of the Mechatron-7 facility (see
Mutant: Mechatron).
Every Special Zone Sector has a map over-
view. These can be shown to the players and are
therefore gathered at the end of the booklet. You
can also download them from the Free League
website.
THE ETERNAL WAR
In a forgotten underwater harbor, a war without end
rages. The PCs can find this place in several dif-
ferent ways. The harbor can be discovered via the
Threat Card events “The Sinkhole” or “The Zone
Quakes” (see Chapter 10 of
Mutant: Year Zero),
or
the PCs might simply uncover a hidden path at
random when exploring a ruin in the Zone. This
Zone Sector should be placed near water for obvi-
ous reasons.
This Special Zone sector can also be used to
let PCs from the Zone visit the gigantic Mecha-
tron-7 robot facility, which is described in
Mutant:
Mechatron.
OVERVIEW
Behind a thick steel door, the PCs will find a nar-
row and rusty staircase that spirals its way down-
ward into the abyss. A stale smell and a weak hum
rises toward them from the depths. After many
steps, they will notice a weak light from even fur-
ther below.
Twenty yards below ground, the staircase
abruptly ends at a sturdy steel door just like the
one above. This one is ajar, however, and a pale light
shines from whatever is within. If the PCs enter,
they will find themselves in a subterranean harbor
called Nautilus-12, a secret facility belonging to the
ONLY FOR GAMEMASTERS!
The rest of this booklet is for the Game­
master’s eyes only. If you are a player,
reading past this point might spoil the
fun for you and for the rest of the group.
2
THE ETERNAL WAR
Noatun Titan Power. They have entered through an
emergency exit that leads out to a walkway facing
the Control Center (below).
THE SITUATION
Nautilus-12 is one of many subterranean harbors
that were built to transport resources between fac-
tories of Noatun’s underwater enclaves. This harbor
was used to transport goods to and from the enor-
mous Mechatron-7 robot facility.
Nautilus-12 was originally managed by human
personnel, who used their robots for physical labor.
Remote controlled submarines operated the freight
transports. When the Enclave War was at its peak,
the leaders of Noatun decided to automate its har-
bors entirely, thus keeping their human staff out
of harm’s way.
The mission to go to Nautilus-12 and bring
home its human staff fell on Doleta Hummel, the
technical officer from Mechatron-7. During her sub-
marine trip, Doleta received a terrible message. The
entirety of Mechatron-7 was to be evacuated fol-
lowing a catastrophic attack from an enemy Titan
Power. There was nothing to return to for Doleta
and the staff at Nautilus-12. During the dark hours
in her submarine, something snapped inside her.
She decided to end her life and to take the other
humans in Nautilus-12 to the grave with her. She
considered this as an act of mercy.
Upon her arrival at Nautilus-12, she set her
plan into motion. She reprogrammed one the two
battle droids at the harbor, KAN-738, to kill every
human in the facility. The other battle droid in the
harbor, ABL-211, desperately tried to protect the
humans. A few survivors barricaded themselves in
the Control Room. Unfortunately, Doleta managed
to get inside with them and, and when she revealed
her true intentions, a wild fight began. In the end,
Doleta killed her colleagues with an axe, but sus-
tained severe injuries herself and soon bled out.
The robots KAN-738 and ABL-211 remained
alone in the harbor. Committed to certain actions
due to their programming, they continued their
meaningless battle, without end. They spend most
of their time in their charging stations, but with reg-
ular intervals where they try to destroy each other.
A low intensity war has been going on for decades
when the PCs arrive.
LOCATIONS
The Nautilus-12 harbor is a cubical subterranean
vault about 70 yards straight across. The roof is
approximately 20 yards above the water level, and
a few working lights still spread a dim light across
the middle section of the docks. The rest is covered
in complete darkness.
There is rubble everywhere in the harbor. There
are broken crates marked with the Noatun symbol
and a lot of rusted scrap. You can use the scrap list
on page 262 the
Mutant: Year Zero
core rulebook to
let the PCs find some interesting stuff in the rubble.
The floors, the walls and most items in the har-
bor are covered by green, smelly algae. The entire
facility is also contaminated by Rot (Rot Level 1). A
Stalker can notice this by making a Find the Path
roll.
Main Entrance.
A broad sloping tunnel leads up
toward the surface. A few yards into the tunnel,
there is a gate that can only be opened from the
Control Room. Behind this gate, the tunnel contin-
ues for about 50 yards before it ends in a roof col-
lapse. Buried in the rubble, an ancient vehicle (a
truck) is visible. The remains of the driver can be
found at the steering wheel.
The risk of further collapses here is high. Every
PC must make a Move roll – failure will lead to an
attack rolled with five Base Dice (Weapon Damage
1). Additionally, the tunnel is also the lair of a bunch
of starved Zone Rats (see page 182 in the
Mutant:
Year Zero
rulebook).
Emergency Exit.
Behind a rusted metal door, a nar-
row staircase leads up to ground level. The PCs will
likely enter the facility this way.
Walkway.
About eight yards above the water there
is a broad walkway along the walls of the harbor
hall. It is reachable from the docks via three rusted
spiral staircases.
Bridge.
A mostly intact bridge spans across the
harbor hall. Underneath the bridge, a cargo drone
04
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Zone Compendium 4
THE ETERNAL WAR
STAIRCASE
WAREHOUSES
WAREHOUSES
04
EMERGENCY
EXIT
STAIRCASE
CRANE
BRIDGE
CHARGING
STATION
WALKWAY
SUBMARINE WRECK
HARBOR BASIN
OPERATIONAL SUBMARINE
4
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