The Mutant Anarchists Cookbook
Assuming that they find a source of food and shelter, the characters face two problems. First, they must avoid being caught by the sentinels. Second, they must try to contact other mutants and form some sort of resistance network.
Avoiding being caught by the sentinels is very difficult. The sentinels are designed and equipped specifically to capture mutants. Their organic analyzers can perform scanning sweeps across hundreds of miles and pinpoint the location of a mutant to within a few hundred feet. To avoid being captured, the characters must devise a means of masking their presence from these scanners, confusing the scanners, or jamming them across a large area.
Jamming the scanners is very risky. It hides the mutants' location but it also sends a loud, clear message to the sentinels that something is going on. The sentinels immediately go to work trying to locate the source of the jamming signal. If the area affected is very large, this may take a long time. If the jammer is weak, it can be located very quickly.
Fortunately, jammers are easy to build. They have only one applicable rank: range. The ranges achieved at various ranks are listed on the Jammer Range table.
Shift 0 1 area
Feeble 2 areas
Poor 4 areas
Typical 6 areas
Good 20 areas
Excellent 1 mile
Remarkable 5 miles
Incredible 20 miles
Amazing 50 miles
Monstrous 150 miles
Unearthly 500 miles
The jammers range is a radius. For example, a jammer with Incredible range has a radius of 20 miles, so it jams an area of approximately 1,250 square miles.
Everything within its range is blacked out to a sentinel's organic analyzer. As soon as a jammer is activated, all sentinels in the region go on alert. They are looking not only for the jammer but for the mutant activity it is obviously masking.
To determine how much time the sentinels need to locate and destroy the jammer, make a FEAT roll using the jammer's range.
- White result-one hour.
- Green result- 1 to 1 0 hours.
- Yellow result-1 day.
- Red result- 1 to 10 days.
If the jammer's range is Typical or less, however, it is automatically found within one hour. Such small jammers are useful for creating diversions, but little else.
Because of the sentinels' learning program, they are hard to fool twice. After locating a particular type of jammer, the time needed to locate any similar jammer is halved. Thus, character's must redesign their jammer each time they build one to get full benefit from it.
The weight of a jammer equals its range rank number in pounds. An Excellent range jammer, for example, weighs about 20 pounds. It is easily portable with its antenna array folded. A Monstrous jammer, however, weighs 75 pounds and is significantly less portable.
A wild weasel is an electronic decoy designed to imitate the organic signature of a mutant. Wild weasels create a multitude of mutant readings on the sentinel's scanners, allowing real mutants to blend into the general chaos without attracting special attention.
Obviously, a wild weasel also attracts the attention of every sentinel in the area. It is much harder to locate than a jammer, but is correspondingly more difficult to design and build.
A wild weasel has three applicable ranks: range, resolution, and personality.
Wild Weasel ranges are identical to jammer ranges. False readings will be created within that range. Resolution is the number of false images the weasel can create. It equals the device's resolution rank number. For example, a wild weasel with Remarkable resolution can create up to 30 false mutant readings.
Personality is the device's ability to mimic the organic signature of a specific mutant. When sorting out the multitude of targets, a sentinel zeroes in on recognized signatures before pursuing unidentified mutants (unless the unidentified mutants are much closer}. It is a good idea, therefore, to program the weasel so it creates images of famous mutant fugitives; Wolverine is a favorite because he tops the sentinels' "Most Wanted" list. Another trick is programming the weasel to project multiple images of the mutants who will be using it for cover, making it impossible for sentinels to pick out the real mutants.
To determine how much time sentinels need to locate the wild weasel, make a FEAT roll using its range rank.
- White result- 1 to 1 0 hours.
- Green result-1 day.
- Yellow or Red result-1 to 10 days.
When moving under the cover of a wild weasel, characters still risk being intercepted by sentinels. Make a FEAT roll using the weasel's resolution rank:
- If the weasel's personality rank exceeds its resolution, any colored result means the mutants have not been singled out;
- If the weasel's resolution rank equals its personality rank, a yellow result is needed to avoid interception;
- If its resolution exceeds its personality, only a red result will protect the mutants.
This roll must be made once per hour that the characters are exposed to the sentinels.
A typical wild weasel is the size of a television set; those with low resolution ranks are the size of small portable sets, while powerful models are the size of a 23-inch console.
A masking device, or simply mask, is an electronic device which fools the sentinels' organic analyzers into concluding that no mutants are present. It masks the mutants' presence without tipping off the sentinels that anything is out of order.
A mask is the most powerful of the three devices described here. Masks are not terribly difficult to build, either, but they require some special components and data which are hard to come by.
Most importantly, building an effective mask requires a thorough understanding of how a sentinel's organic analyzer works. This means the characters need an organic analyzer to examine (an actual analyzer isn't needed if the designer can somehow get the technical specs, but these are harder to come by than real analyzers}. All analyzers work the same way, so the unit from a mark IV sentinel is just as helpful as ons from an omega sentinel.
Also, one of the components of a mask is a refractive fold generator, which must be built separately. This device has a single applicable rank-Remarkable-and requires no special components.
The mask itself has two applicable ranks: range and density. Range determines both how large an area the device can conceal and how many characters it can conceal. This information is listed on the Mask Ranges table.
Rank Range Characters
Feeble 2 feet 1
Poor 4 feet 2
Typical 6 feet 3
Good 8 feet 4
Excellent 10 feet 6
Remarkable 1 area 8
Incredible 1 area 10
Amazing 1 area 15
Monstrous 2 areas 25
Unearthly 4 areas 40
For example, a mask with Remarkable range conceals up to eight characters in the same area as the device. A mask with Monstrous range conceals up to 25 characters in the same area as the device and one adjacent area.
The mask's density rank measures how difficult it is for an organic analyzer to penetrate the screen.
A typical mask is portable, about the size of a suitcase. It can be made smaller, of course, for additional column shifts.
A minuteman is a remote sentinel ambushing device. It lures sentinels into range by creating the image of a mutant and then detonates, destroying the sentinels along with itself.
A minuteman has two ranks: lure and blast. Once the device is placed and activated, a FEAT roll is made once per day against its lure rank. A green result means that one sentinel has been lured close to the device. A yellow result lures two sentinels and a red result lures a triad of sentinels. A white result means that no sentinels found the minuteman, but another roll can be made the next day.
The minuteman's blast rank is the strength of its attack when it explodes. It makes one edged attack against each sentinel in range. Since most sentinels have Incredible body armor, a device with less than Incredible blast has no chance to damage a sentinel.
Other sorts of minutemen can be designed: incendiaries, energy attacks, electronic brain scramblers, or anything else the characters can cobble together.