Mars Patrol Zone Sample

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MARS

Mars acts as a buffer between Earth and everything


beyond the Belt. While originally intended to be a
second home to humanity, it has been transformed into
a fortress planet. The Ignition painted a target on
humanity, and a shield needed to be constructed before
they could reach Earth.

Massive forges and military bases blanket Mars, every


part of the planet devoted to protecting the Sol system
from anything that would threaten it. The years have
been hard on Mars, and while it still remains one of
humanity’s strongest territories, it cannot hold back the
overwhelming enemy forces that have entered the Sol
system.

Beacons are always welcome on Mars. The military


appreciates the support in a firefight. The forgesmiths
are always looking to have their wares tested. And the
House of Dust, Mars’ political regime, sees an
opportunity to further their autonomy from the
Lighthouse.

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MARS
A B C D E F
1
2

Locations Patrols
Dust (D2) D4

Red Forge (E4) C1, E2, or E5

Military Base Echo (B4) B3

Shipyard Bravo (B1)

Terraforming Node (F6)


Locations on Mars
Dust (D2): The capital city of Mars, and residence of the
House of Dust. Representatives from across Mars
gather here to plan the planet’s next big endeavor.

Red Forge (E4): One of the premier machineries on


Mars. Specializes in creating prototypes for the designs
coming out of Dust.

MARS
Military Base Echo (B4): Sizeable military installation,
responsible for the defense of Dust. Currently worn thin
between dealing with Corvus spies and Surge
invasions.

Shipyard Bravo (B1): One of the busiest space ports on


Mars. Primarily moves non-military passengers and
cargo.

Terraforming Node (F6): One of dozens of


terraforming nodes installed across the planet.
Necessary for maintaining the liveable atmosphere.
Plans to introduce new biomes are on the horizon with
the right assistance.

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Patrols
(D4) An injured foundry worked waves down the
Beacons. They are the lone survivor of a Windswept
ambush that killed their companions and stole a
transport full of valuable materials. The transport
tracks will lead the Beacons to a camp at C6.

(C1, E2, E5) A Corvus recon probe is found nearby.


Upon inspection it shows it is one of three, collecting
intel on movement patterns of Martian soldiers. The
other two must be found before the Corvus can act on
the intel.

(B3) A firefight between Martian soldiers and the


Surge. The Surge are slowly gaining control of
MARS

planetary defense systems and turning them against


us. They are pushing towards the military base at B4.

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Movement
Movement across Mars is relatively safe compared to
almost every other planet in the system. Most invading
forces skip past the fortress planet, seeing other
locations as more enticing or less dangerous to siege.

Beacons may move 1 hex at a time, unless it is along


Mars roads, in which case they may move 2 hexes. Make
a roll on the Events table after moving.

MARS

Recovery
The people of Mars are used to fighting alongside
Beacons, and have created recovery stations for them.
They can be found at D3 and F6, and recover all of the
Beacons’ Health and Light. Once a recovery station has
been used, it cannot be used again this Patrol Zone.
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Mars Faction - House of Dust
The council in charge of Mars. Representatives from
each of the major organizations on the planet sit in the
House of Dust, as well as a Lighthouse emissary.

While Mars is part of the greater human collective in the


Sol system, they prefer to govern themselves instead of
taking orders from the home of the Beacons.

Bounties
• Reinforce a weak point on Mars
• Clear a road of enemy presence
• Broker a deal with the Red Forge
• Protect a convoy en route
MARS

• Root out a hidden enemy force


• Provide weapon diagnostics to a munitions facility

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Rewards - House of Dust
Tag - Requires 3 completed Bounties
Disintegrate: Vaporizes anyone and anything it hits

Legendary Weapon - Requires 5 completed Bounties


Ares: Red Forge prototype weapon designed to be the
best of both worlds. Hit hard up close and far away.
Shotgun. 3 Harm, Close, Spray
Adapt: Once per combat, can transform into a Sniper

MARS
Rifle that deals 5 Harm, Far.

Rewards - Boosts
Dust Veil: Provides temporary cloaking
Maintenance: +1 Harm to a gun for one Strike
Explosive Pack: Contains 3 different charged
explosives
Armor: +1 maximum Health for one Strike
Medkit: Recover 3 Health
Hammered Ammo: Harm from your guns is double for
one fight
Scrambler: Disrupts Corvus or Surge communication
channels temporarily
Lure: Attracts all nearby Windswept or Ruin

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Random Events
1. An abandoned structure. It was one of the first on
Mars. What was its purpose? Why was it
abandoned?
2. A Windswept shock rifle shot hits at your feet. It’s
not clear where it came from.
3. Martian soldiers share rations at a small camp.
They want to hear a story only a Beacon could tell.
4. A dust storm is rapidly approaching and will be on
you soon.
5. A Corvus soldier is stranded in the sand. It seems
injured.
6. A cabal of Ruin appears to be completing a ritual on
MARS

a Martian drone.
7. Evidence of the latest in Martian weapons tech.
What is it capable of? What surprises you about it?
8. Surge portal signatures hit your sensors. Incoming
enemy force.

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