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1834619-MYZ Colonies v1 EN US
1834619-MYZ Colonies v1 EN US
A set of rules for colonizing the Zone and managing the Ark even more.
AUTHOR
Stéphane “Stefouch” Van Cauwenberghe
COVER ART
Oregon City on the Willamette River (John Mix Stanley, 1852)
PREFACE
Thank you for your support!
By acquiring this document, you prove that this work is appreciated and worth improving.
Many thanks to Jeremy Mettler, Joe Guilmette, Matt Kay, Dale Chenault, Narcomed and all my other
patrons and generous donators who are supporting these projects and are making them possible!
SEE ALSO
Mass Combat. A set of rules for managing attacks against the Ark and military campaigns in the Zone.
https://www.drivethrurpg.com/product/304293
Sebedius. A Discord bot with command utilities for several Year Zero games.
https://github.com/Stefouch/sebedius-myz-discord-bot
Find My Path. A web application for managing the map of the Zone.
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https://stefouch.github.io/myz-zonemap
© 2019 Cabinet Licensing LLC. MUTANT and related logos, characters, names, and distinctive likenesses thereof
are trademarks of Cabinet Licensing LLC unless otherwise noted. Used with permission under the Community Content
Agreement for Free League Workshop. All rights reserved.
All other original material in this work is copyright 2020 by Stefouch Gaming Lab and published under the
Community Content Agreement for Free League Workshop.
ii
COLONIES
1
THE ARK EXPANDED
CO 8
FACTIONS
11
TRADING WITH OTHER ARKS
15
COLONIZING THE ZONE
CO
19
NEW ARK PROJECTS & TALENTS
iii
COLONIES
CO session.
This new layer of complexity adds more
crunch to your Mutant: Year Zero game. The main
population is Size 0 and cannot be considered an
Ark.
25
100
250
1
3
CO
500 4
1000 5
2500 6
5000 7
10.000 8
25.000 9
100.000 10
1
COLONIES
HAPPINESS STABILITY
The Ark’s population is either Happy or The Stability of an Ark, as implied, is the marker
Discontent. Watching the happiness of the of how stable the Ark is. It has an impact on the
inhabitants of the Ark leads to better stability. To strength of the Ark’s defenses and the Session
be Happy, the population of the Ark requires an Body Count.
amount of a (happy faces) equal to the Size of the Arks with extraordinarily low stability for an
Ark, otherwise it will be Discontent. extended period of time are prone to becoming
The following Ark projects each generates a decivilized and thus falling out of control.
(one happy face): The Stability score of an Ark starts at 5 and is
ranged between 0 and 10.
K Temple
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K Zone Wrestling
K Tavern
K Theater STABILITY
K Annual Rites (see Mutant: Genlab Alpha) Base level: 5, Min: 0, Max: 10.
K Arena (see Mutant: Mechatron)
SCORE DESCRIPTION
K Brothel (see page 19)
Unstable. The Ark is overwhelmed by major crises
and civilization is about to collapse. The
The Elder also generates a as long as he’s alive. 1 or less
inhabitants are fleeing the sinking ship and prefer
to try their luck out in the Zone.
The following Ark projects each increases by one Precarious. The Ark is facing a few crises and the
2–4
the amount of a required to content de People are prone to unrest and chaos.
K Collectivism
HAPPINESS MODIFIERS
At the beginning of the game, the players will face
an extremely low Stability score. They’ll need to
CO
spend resources and actions towards increasing
HAPPY DISCONTENT
that score quickly or the Ark will faces many
+1 Stability −1 Stability
crises.
+2 modification to Stabilize +2 modification to
destabilizing actions
+2 to the Stability Crisis roll STABILITY INFLUENCING FACTORS
Many factors affect a colony’s Stability: DEV
Increases the Growth Rate
(read more on page 6) Levels, population's Happiness, water access, the
Elder’s presence, the Ark’s ruler, etc.
2
COLONIES
CO
Code of Law, Empire +1
* The Food Supply DEV gives a Stability modifier Couriers +1 to each linked Ark
equal to its Tier minus the Size of the Ark. It can go
negative or positive, but cannot excess +1.
RULING BOSS
The Boss with the most affiliated members is
CLEAN WATER considered the ruler of the Ark. According to their
How the People have access to Rot-free water behavior type, they give variable Stability and Battle
influences the stability of the Ark. The access may Level modifiers (see table on page 10).
vary over time, like during periods of drought.
CO
The Ark has more unaffiliated mutants than
Sick Elder +1 −1
affiliated ones.
Dead Elder −1 (temporary, for 1 month)
The Ark is at war with another faction
−1 to −3
No Elder +0 (ghouls/helldrivers/another ark).
Discontent population −1
3
COLONIES
Stunts: For every extra ☢ you roll beyond the Threats Against the Ark: If the end of game
first, you get to choose one stunt. Each stunt can session’s Stability Check has failed, the players
be chosen multiple times: may choose to draw a new Threat Against the Ark
K You grant an additional +1 Stability. instead of applying the consequences. That choice
K You end the effects of a Stability Crisis, e.g.: must be done before rolling for a crisis, and with
You end all Stability maluses from the GM’s approval.
Unstable Rabble crises.
You end any DECIVILIZED statement.
You end an ongoing Civil War.
DESTABILIZING
Instead you may destabilize the situation in an
Ark. This can prove useful to decrease the
Stability of an opposing Ark if you achieved to
infiltrate it. The roll is the same, but negatively
modified by the Size of the challenged Ark.
4
COLONIES
Civil Unrest. The Ark becomes DECIVILIZED (see page 3) K Warfare DEV Tier: A DEV Tier is equal to its
3 or
and its population is immediately decreased by
less rating divided by 10, rounded down.
another 2D6.
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Unstable Rabble are cumulative.) modified by the Stability score according to
Distrust. The People are reconsidering their the following ratio:
allegiance. Each faction in the Ark loses 1D6+2
6–7
affiliated members minus their Influence rating. (They
become unaffiliated. Read more on page 8.) Stability 0 1 2 3 4
Disgust & Distrust. Same as above, but each faction Battle Modifier −5 −4 −3 −2 −1
8–9
loses 2D6+2 affiliated members instead.
5
COLONIES
CO
The Mutants are sterile and the Ark’s population roll is made with a D6, modified by the current
will steadily decrease over time. The People are Growth Rate. See the table below.
doomed unless a solution is found. The
population can actually increase when outsiders
are welcomed and settle in the Ark. The mutants’
infertility can also be fixed, which results in GROWTH RATE EFFECTS ON POPULATION CHANGE
pregnant female Mutants and the birth of new
SESSION BORN/
children. GROWTH RATE BODY COUNT* SETTLED IN
−9 to 0 D6+1 —
5–9 D6 D6
Infertility −10 as long as the mutants are still sterile.
10–14 D6 D6+1
Instability −1 per Stability point below 10.
15–19 D6 Highest of 2D6
−1 per Stability penalties caused by Water and
Shortages
Food shortages. 20+ D6 2D6
+X equal to the Size of the Ark. * The Session Body Count can be decreased when
Colonies’ +X equal to the Size of the largest non-
the Ark’s Food Supply DEV rating increases (see
Sizes hostile/allied settlement in the Zone within 5
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sectors. Mutant: Year Zero, page 100).
6
COLONIES
CO LARGE ARKS
When the population in the Ark rises over 500
(Size 4), roll for the Session Body Count once per
the next population roll is made after a month of
game time. The Development Level in Food Supply
is unchanged.
month (in game time) instead of after each game The group now rolls a 5 and a 3, which means
session. Also, the dice result shows the percentage that 2 percent of the population dies, but it is
change instead of the actual number of persons. increased by 4 percent due to births and new
Round to the nearest integer. settlers – overall an increase of 2 percent. 2 percent
equals eight persons, meaning the population rises
to 410.
CO
7
COLONIES
FACTIONS
Each Boss is at the top of their own faction. They skill, use the MANIPULATE skill rating minus 2
actively try to influence and recruit new members instead. See also the table on page 10.
among the population of the Ark to expand the
reach of their faction. INFLUENCING
Once per session, any PCs may influence the
CO AFFILIATED MEMBERS
population of the Ark for an allied Boss of their
choice. Doing so requires a few hours of work and
a successful COMMAND or MANIPULATE roll. Other
Each Boss has a variable number of affiliated players may help. Any ☢ rolled grants a +1
members among the population of the Ark. These Influence to the chosen Boss for the next
followers have abode to their Boss’s doctrine or Recruitment Phase. But if the roll failed, that Boss
are forced in some ways to obey him. They work gets a −1 Influence instead.
and fight for him. Together, they form a faction.
8
COLONIES
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gather the largest number of affiliated members. of Base Dice equal to its Battle Level. Every ☢
In this case, the ruling Boss is chosen from the means that something goes right for this faction –
faction with the most members among the it advances, a key position is taken, enemies are
alliance. killed. All players and the GM should cooperate to
describe the scenes of battle. Every ☣ rolled
means that the force suffers losses and loses
CIVIL WAR morale – its Battle Level is reduced one step.
When both sides have rolled, you can each
It’s possible to overthrow by force the current
settle or you can push your roll – reroll all dice
ruler of the Ark. To do so, you need to start a Civil
that don’t show ☢ or ☣. You can push the roll any
War, a large-scale open conflict at the Ark
number of times you like – irrespective of whether
between two or more bosses, or alliances of
the enemy force pushes its roll or not.
bosses. Such an extreme solution is devastating
Keep this up until neither side can or wants to
for the Ark. The population will decrease by a
push its roll any more. The difference in the
large factor and several projects might be
amounts of ☢ by which the factions achieved (or
destroyed in the process.
failed) their roll determines how decisive the
A Civil War uses the rules for Attacks against
victory is.
the Ark found on page 114 of Mutant: Year Zero. It
The winning side inflicts 2D6 losses to its
can also be resolved with the custom Mass
opponent for each ☢ it has in excess. If the
Combat rules.
The Battle Level of each faction or alliance is
equal to one tenth of their affiliated members,
margin of victory is equal to two or more
successes, one project in the Ark is destroyed (the
GM decides which). In case of a tie, each side
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rounded down.
suffers 1D6 losses instead.
The Battle Level of the ruler is then further
increased by one. If you use the custom Mass
Combat rules, instead he gains O (one Strategy
Die).
9
COLONIES
CONCLUSION
After the battle, the belligerents can continue the
ARK MODIFIERS FROM BOSSES
conflict, or the one with the lowest members count The Boss with the most affiliated members grants
may surrender. If one side ends with a Battle Level the following bonuses to the Ark. See the table
at 0, they automatically surrender. below at the bottom of this page.
K Continue: The conflict goes on and another Boss & Projects: Some Boss types have additional
round is started. Adjust each faction’s Battle special effects when a specific Ark project is
Level according to the suffered losses and the completed. The GM may use that information as a
☣ rolled. clue for which projects could be started when the
K Surrender: The conflict ends. The winners players are outside the Ark.
steal 2D6 members from the losing side.
3 Bureaucrat +3 −1 5 —
7–8
9
Despot
Hard Worker
+1
+2
+1
0
5
4
—
11–12 Revolutionary +1 0 6 —
— Elder +2 0 6 —
— PC Boss 0* 0* ** —
* PC’s Stability and Battle Level modifiers may be upgraded with new talents (see page 21).
** PC’s Influence = 1 + ( COMMAND skill rating ) or ( MANIPULATE skill rating −2 )
When you create a new Boss for the Ark, you can roll 2D6 on the table or choose.
10
COLONIES
TRADING
WITH OTHER ARKS
CO Completing a Marketplace or Harbor project
allows the Ark to trade commodities in excess
Collectivism & Free Enterprise:
The Collectivism project causes a −3 Wealth
with other colonies and factions in the Zone. The malus and Free Enterprise grants a +3.
main purpose is to increase the Wealth of the Ark,
and use that Wealth to unlock extra Benefits.
ACQUIRING WEALTH
To increase the Ark’s Wealth, you need a
WEALTH completed Marketplace or Harbor project and
The Wealth of an Ark is a marker of its prosperity contacts with a faction in the Zone, usually
and the richness of its inhabitants. A negative friendly, who accepts to trade with your Ark. The
Wealth rating indicates a very pauper population trading faction can be a colony, another Ark,
that struggles to survive in the Ark, while a Helldrivers, lone traders, or even Zone ghouls.
positive rating suggests that more and more of its The excess of commodities can then be
inhabitants possess enough resources for a exported and are automatically converted into
comfortable life. Wealth can be spent to patch the Wealth, which can be used by the players during
Ark’s weaknesses with the help of trading. Pay an Assembly (at the start of every session, see
attention that a high Wealth rating may also lead Mutant: Year Zero, page 103) to unlock Wealth
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to envy and jealousy from other factions in the Benefits.
Zone.
The base Wealth of an Ark is equal to 0. This Project: Each commodity needs one or more
rating is decreased by resources shortages, thus specific projects. Without it, the commodity
by one for each DEV Tier below the Ark Size. cannot be produced in excess for export.
Example: Consider an Ark with Size 2 and DEV Wealth: Each commodity has a market value that
ratings 3, 0, 0, and 9 respectively in Food Supply, contributes to the Wealth of the Ark, usually tied
Culture, Tech and Warfare. All the Ark’s DEV Tiers to the DEV Tiers or the Size of the Ark. If the DEV
are therefore at 0, which cause four times a −2 Level is too low, the resource cannot be produced
modifier to the Wealth. Consequently, the base in excess for export.
Wealth rating of the Ark is −8.
11
COLONIES
CO
Cropland, Pigsty, Stables, Cannibalism, Natural rock or sediment that contains one or
Greenhouses (see Mutant: GenLab Alpha, more valuable minerals, typically metals, that can
page 232) be mined, treated and sold at a profit. Ore is
Wealth: 1 × Food Supply DEV Tier minus extracted from the earth through mining and
the Ark Size treated or refined, often via smelting, to extract
the valuable metals or minerals.
K CLEAN WATER Project: Mine (see Mutant: Mechatron, page 230)
Selling clean water is usually not lucrative, Wealth: 1 × Ark Size
because the People prefer to drink water from
contaminated ponds in the Zone than bankrupt K SCRAP
themselves by buying clean water. The Zone is littered by broken things called scrap.
Project: — Scrap has no practical function for most mutants,
Other Requirement: The access to clean water but can be of some value and can give you
must be plentiful. understanding of the Old Age.
Wealth: 2 – but twice or thrice as much during a Project: Workshop
period of drought, provided the access to Other Requirement: Access to a nearby large
clean water doesn’t change for the Ark. source of scrap (e.g. a Scrapyard) within five
Zone sectors away.
K BOOZE Wealth: 2 per Scrapyard/source of scrap
Alcoholic drinks that the Gearheads brew from
plants that they grow or find in the Zone. Useful to
dull your senses when you are screaming in pain,
K SLAVES
Selling excess slaves to other factions in the Zone
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when the hunger tears at your guts or when increases the Session Body Count by another D6,
shivering in fear (see Mutant: Year Zero, page 93). unless the People captured some slaves in the
Project: Distillery Zone during this session.
Wealth: 2 × Ark Size Project: Slave Market
Other Requirement: Both the Ark and the trading
faction must have allowed slavery.
Wealth: 2 × Ark Size
12
COLONIES
K IMPORT GRUB
greatly improves the Warfare DEV rating of NPC The Ark imports more food from other factions in
factions who purchase them. the Zone. If the Food Supply DEV rating of the
Projects: Workshop with Arsenal and Ark is less than 30, this benefit grants +1 Stability,
Explosives Lab doubles the quantity of food purchased for one
Wealth: 4 × Warfare DEV Tier minus the Ark Size bullet, and decreases the Session Body Count by
one. Has no effect if the DEV rating is 30 or
K ARTIFACTS greater. This benefit can be selected multiple
Selling artifacts found in the Zone is very times.
lucrative. But this activity is incompatible with a Requirement: The trading faction must have a
Dawn Vault. higher Food Supply DEV rating.
Project: This special commodity requires at least Cost: $ × Ark Size
one ongoing Zone Expedition for Technology
at all time, or a completed Industry project K IMPORT CLEAN WATER
(see Mutant: Elysium, page 253). Increases the access to water by one step from null
Other Requirement: The Dawn Vault’s activity to scarce, or scarce to sufficient, or sufficient to
must be closed. plentiful, which increases the Stability of the Ark
Wealth: 5 accordingly (see page 2). This benefit can be
selected up to twice.
Cost: $ × Ark Size
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WEALTH BENEFITS K IMPORT TECH
The Ark gets $ (one wealth point) for each excess The Ark imports more artifacts from other
Wealth it has above 0. The players may use these factions in the Zone. All Tech DEV bonuses
points during an Assembly to unlock Wealth acquired by the Ark are increased by one while
Benefits. The benefits are effective for as long as this benefit is active.
the trade route stays active and isn’t disrupted by Requirement: The trading faction must have a
pillagers, or until the Assembly decides higher Technology DEV rating.
differently. Cost: $$ × Ark Size
13
COLONIES
K IMPORT DRUGS
Helps the People to forget that they live in a dark
and grim doomed existence. Increases Happiness
by aa (two happy faces) but reduces the
Stability of the Ark by one.
Cost: $$$ × Ark Size
K MIDDLE CLASS
Creates a middle class among the People. These
inhabitants are more educated and less prone to
rebellion, which grants the Ark a +1 Stability and
gives the players a +2 modification when they roll
to Stabilize the situation. (This benefit doesn’t
need a trading partner.)
Required Project: School
Cost: $$$ × Ark Size
KSCRAP BUYOUT
Grants access to a lot more scrap for the
Gearheads, which halves the price of all
CO
manufactured objects at the Ark.
Cost: $$
14
COLONIES
CO new colony in a different sector. When the colony settlement, stable trading partners to increase the
is complete, decide how many of the Ark’s Wealth of each side, safe outpost for the PCs when
inhabitants move there, but at least 25 of them are they roam in the Zone, etc.
needed to found the new colony. Finding the right sector where to build a
DEV Requirement: Warfare 20, Culture 20 colony is crucial and can be difficult. Is it a
Other Requirements: The new colony must be strategic position? Does it have some special
located in a Rot-Oasis sector explored by the resources (see below)? Is it a Rot Oasis sector or
PCs or a Zone Expedition (see Mutant: Year does it need some Decontamination Procedures
Zero, Chapter 8), and not adjacent to another (new project, read more about it in the next
settlement. chapter) prior to its colonization?
Skills: Endure
Work Points: 3 × number of PCs
DEV Bonus: —
Special: The new colony will have its own DEV
PROSPECTION
Certain Zone sectors may contain hidden
ratings, and will start with the same
resources large enough to provide a substantial
Development Levels as the Ark that is part of
bonus to the Ark.
it. New projects are undertaken in the new
With a successful KNOW THE ZONE roll and
colony, separately from the Ark. Some
four hours of work, a player is able to prospect an
projects, such as the Road, Heliograph and
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explored sector and find some useful resource for
Railroad, connect two settlements. They give
the colony, if any. Roll a D66 on table below to see
their bonuses to both settlements when
the prospection outcome.
completed. The new colony will also have its
own Size, Stability, Happiness and Battle
Prospecting Kit: A small set of tools and
Level ratings.
chemical reagents used for geological analysis of
a sector. The kit grants a Gear Bonus +2 for
prospecting. Purchasable at the Ark for a cost
between 3 to 6 bullets when the Technology DEV
rating reached 25.
15
COLONIES
K FERTILE GROUND
The soil of this sector is incredibly fertile. Doubles
PROSPECTION TABLE the Food Supply DEV bonuses from the
Roll a D66 on the following table to determine the completion of the Cropland and Greenhouses (see
prospection outcome. Mutant: Genlab Alpha, page 232) projects.
Doubles also the Wealth obtained from selling the
D66 OUTCOME
Food commodity (see page 12).
11–16 Barren + Zone Prospection Trap
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44 Scrap Stronghold
was a place reserved for relaxation and enjoyment.
45–52 Scrapyard
People living in a colony built around such a place
53 Loot Cache — a generous quantity of bullets.
see their Happiness increased by a (one happy
54–55 Immaculate Green Space face).
61 Rot Safeplace Special: Also, four hours spent relaxing in this
62–63 Pristine Groundwater Table place in the colony heals 1 point of both
64–65 Tar Pit
Confusion and Doubt (only once per day).
16
COLONIES
K ROT SAFEPLACE
Regardless of the current Rot Level, there is Rot-
free area in this sector large enough to hold a full- RUINS, NORMAL
sized colony. The sector is therefore considered as ENVIRONMENT DISCOUNTED PROJECTS
a Rot Oasis (Rot Level 0).
Airplane Wreck –
Amusement Park –
K SCRAP STRONGHOLD
There is a strong abundance of concrete ruins Battlefield Traps (GenLab Alpha)
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Cinema Theater, Tribunal
K SCRAPYARD
Crater –
Sizeable piles of scrap are found hidden behind a
small hill, a wall of trees, or under a layer of ashes. Dilapidated Mansion Tavern
The site can be mined for scrap to increase the Fast Food Joint –
Wealth of the Ark by two (see page 12). Gas Station –
Highway Road
K TAR PIT
Hospital Surgery, Dispensary
A large area of natural asphalt is discovered. It is
the result of a petroleum seep where subterranean Hunting Store Hunting Party
bitumen leaks to the surface. With the right Ark Mall Marketplace
project, this crude oil resource can be drilled. Read Marina Harbor, Ship
more about the Drilling Rig project in the next Museum Museum
chapter.
Office Building –
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Residential Blocks –
ruins are detailed in Chapter 12 of the Mutant:
Year Zero core rulebook. Road Tunnel Road, Railroad, Shelter
Suburbia –
17
COLONIES
Swimming Hall –
RUINS, INDUSTRIAL
ENVIRONMENT DISCOUNTED PROJECTS
CO Military Base
Oil Cistern
Defenses, Watchtower, Fortifications
(see next chapter)
Pipeline –
Rubbish Dump* –
Shooting Range –
CO
18
COLONIES
NEW PROJECTS
& TALENTS
CO NEW PROJECTS
K DISPENSARY
K BROTHEL
A safe place were mutants can freely exchange
their charm.
The bonesaws of the Ark have learned how to DEV Requirement: None
fight diseases, as well as the use of medicinal Skills: Endure or Sense Emotion
plants, and can perform simple medical aids. Work Points: 1 × number of PCs
DEV Requirement: Technology 35 DEV Bonus: —
Other Requirements: Academy (see Mutant: Special: The Brothel increases Happiness by a
Elysium, page 253), Distillery (one happy face) and grants +1 Growth Rate.
Skills: Comprehend or Heal Two hours spent in the Brothel heals all Doubt
Work Points: 2 × number of PCs (only once per session).
DEV Bonus: —
Special: Any rolls to ENDURE or HEAL a disease at K POSTAL SERVICE
the dispensary get a +2 modification. The Similar to the human Couriers project (See
Session Body Count is reduced by one. Mutant: Elysium, page 253), but more archaic. A
network of post offices with mutants transporting
K NURSERY letters and other shipments between colonies.
A place designed for the care of newborns and DEV Requirement: Culture 20, Technology 20
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young children. Here, a trained medical staff helps Other Requirement: Colony
pregnant mutants to safely give birth. Skills: Comprehend or Endure
DEV Requirement: Culture 20, Technology 20 Work Points: 1 × number of PCs
Other Requirement: The People must have found DEV Bonus: Culture +D6, Warfare +D6
a solution to bear children. Special: The Postal Service grants +1 Stability to
Skills: Heal or Sense Emotion the Ark.
Work Points: 2 × number of PCs
DEV Bonus: Culture +D6
Special: The Nursery grants +3 Growth Rate.
19
COLONIES
ZONE FORTRESS
as a separate project. An inexpugnable fortified place where the People
DEV Requirement: Technology 25 can organize the defense of the whole sector.
Other Requirement: The sector must have an DEV Requirement: Warfare 40, Technology 40
underground source of water or oil. The source Other Requirement: Fortifications (above)
can be discovered with a prospecting roll Skills: Force or Scout
(read more about prospection in the previous Work Points: 5 × number of PCs
chapter). DEV Bonus: Warfare +2D6
Skills: Endure or Know the Zone Special: The Ark is considered extremely fortified
Work Points: 3 × number of PCs and gets an immediate +1 Battle Level. If you
DEV Bonus: — use the custom Mass Combat rules, instead it
Special: The rig grants the following depending grants a defensive Fortification Bonus of
of the drilled resource — GGG (three Support Dice).
Water: Clean water access for the Ark
becomes plentiful.
Oil: The Ark produces oil in excess. One
dose of oil costs 1 bullet and is equal to 4
doses of booze for engines.
CO
20
COLONIES
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ruling Boss with the most affiliated members, or if long, the Ark gets a −1 Stability during several
you’re helping that Boss to defend the Ark. weeks.
For the custom Mass Combat rules, instead
you grant O (one Strategy Die) if you’re in the K INFLUENCOR
Leader position of your side. During the Waves of You have a natural charisma and good oratory
battle, all your skill rolls get a +1 modification. skills. You get a +2 modification to Stabilize the
situation in the Ark (see page 3) and a +2
K TOPHER modification for Influencing the Ark’s population
You are handsome, funny and addictive. You get (see page 8).
+1 Influence. During the Recruitment Phase, you
can push your recruitment roll once. But if you do, K PROSPECTOR
each ☣ rolled causes your faction to lose one You get a +2 modification to KNOW THE ZONE
member (they become unaffiliated). when you prospect an explored sector for
undiscovered special resources for the colony.
Also, you only take half the time (two hours) for
the prospection.
CO
21