


Cannibals on the hunt, cultists looking to bring you into unity with the Rot, malicious traders, doomed travelers, mysterious nomads, and more. ĭ66 Threats and Encounters for Mutant Year Zero Volume 1: Humanoidsģ6 extra threats and encounters to experience while exploring the Zone, complete with stats for enemies.

This guide is great for One Shots and convention games, where time is tight, and you just need players to have a quick summary of the quick rules within arm’s reach. It is not intended as a replacement of the Core Rulebook, but more of a complement to it. This is a quick reference guide for your players. The second section gathers together some of the most useful tables from the core rules for solo play and makes very minor amendments and additions. The rules are tailored to fit in with the native game mechanics of M:YZ and should feel natural. The first is a simple set of game mechanics to allow you to play Mutant:Year Zero without a GM. These rules are divided into three sections. Hexploratores Volume 1-5: Thurak Woods (Year Zero Engine) Hexploratores supplements seek to explore a setting and to provide locations and encounters ready to be dropped into that setting, or into another with relatively minimal modification necessary.Įach supplement takes 1 or more 6 mile hexes already described by the setting and examines them closer, on a 1 mile hex map, providing more detail about the settlements, encounters, and lairs waiting. Hexploratores Volume 1-2: New Thurak (Year Zero Engine) The man’s two accomplices – one immense and mechanical, the other shadowy – awaited new instructions. The lights in the ceiling flickered and cast a bleak glow over the fallen individuals on the floor in front of him. The battle was over, and the short man wiped a fleck of greenish fluid from his face. The door to the laboratory slid shut with a hiss.
