mutant & machinegun v3.1 draft.pdf

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    What is Mutants AND Machine-guns

    version 3.1 draft)?

     

    Think of Thundarr the Barbarian, Gamma World, Mutant Future, Mad

    Max, Fallout and post-apocalypse movies and stories. 

    All you need to play

     

    This rulebook, friends, paper, pencil, a few six-sided dice and

    imagination.

    Dice Notation 

    Dice Abbrev. Roll and Result1d2 Roll 1 die (1 to 3 =1; 4 to 6 = 2)

    1d3 Roll 1 die (1 to 2 = 1; 3 to 4 = 2; 5 to 6 = 3)

    1d6/2d6 Roll 1 die / Roll 2 dice

    d66

    Roll 2 dice, lowest number becomes tens digit

    while highest number becomes one digit (i.e.

    you roll a 4,2; the result is 24)

    Creating YOUR CHARACTER

     

    Your character is represented by these four Abilities, they are rated

    from 0 to 5: 

    Physical: To do with body’s health, raw physical power and resisting

    (radiation, poison, etc.).

    Mental: To do with problem solving, logic, perception, science,

    knowledge and psionic. 

    Combat: To do with combat, reflex, hand-eye coordination and overall

    athletic ability.

    Social: To do with negotiation, interaction, influencing and bargain. 

    To create a hero you must distribute Character Points (CP) between the

    abilities. The minimum points you can put in the abilities is 0 and the

    maximum is 3 for a beginning character.

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    RACE

     

    Android: Roll 1d6+10 HP, 4 CP and roll for 2 human/animal mutations.

    Android cannot heal during rest, it needs to be repaired. During rest

    pick difficulty and make a Mental roll (TN 7 heal 1d3 HP; TN 9 heal 1d6

    HP; TN 11 heal 1d6+2 HP). Android does not need food when

    prompted.

    Evolved Animal: Roll 1d6+8 HP, 4 CP and roll for 2 human/animal

    mutations. Evolved Animal also received the Natural Weapon

    mutation. 

    Mutant Human: Roll 1d6+10 HP, 4 CP and roll for 2 human/animal

    mutations.Mutated Plant: Roll 1d6 + 8 HP, 4 CP. Mutated Plant gets 2 plant

    mutations. Mutated Plant is capable of walking and talking similar to

    human or animal. It can be a humanoid in appearance but does not

    have to be.

    Pure Human: Roll 1d6+12 HP, 5 CP. Pure Human is immune to

    mutation, so any roll involving mutation is ignore.

    Defence

     

    Defence is a Target Number when dealing with attack. To calculate

    your defence, add 7 to your Physical ability. Defence can be upgraded

    by using armour.

    Experience XP) and advancement

     

    You get 1 to 3 XP at the end of a scenario/quest, on an average

    everyone should get 2 XP at the end of a scenario or quest. You then

    may spend:

    1.  1 XP to gain 1 HP

    2.  5XP to gain upgrade one ability by 1.

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    Doing stuffs

     

    When in doubt, roll 2d6 roll plus appropriate ability trying to get the

    Target Number (TN) or more to succeed. Refer to difficulty table

    below: 

    Difficulty TN

    Routine 5

    Easy 7

    Normal 9

    Hard 11

    Super Hard 13

    CRITICAL SUCCESS and FUMBLE 

    You get a FUMBLE on a natural roll of 2 and a CRITICAL SUCCESS on a

    natural roll of 12. A fumble is bad and a critical success is good. In

    combat you automatically miss on a fumble and automatically hit on a

    critical dealing a double damage.

    Action points

    Action points provide characters with the means to affect game play in

    significant ways. A character always starts with 3 Action Points (AP) and

    he always replenishes them at the beginning of every adventure. A

    character can spend 1 AP to do one of these things: 

     

    Allow a character to get extra action.  Grant an extra die to a roll. Roll extra die and pick the best two.

    This cannot be used for damage roll.

      Turn a failure into a success.

      Turn a success into a critical success.

      Stop a character from dying. If a hit kills your character, he is

    not dead but unconscious with 0 HP.

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    Human/animal Mutation

    Make a d66 roll and refer to the human/animal mutation below. During

    your adventure you may caught with the hazard of radiation and may

    get extra mutation. If so, roll d66 and refer to mutation below. 

    d66  Mutation  Effect 

    11 Acid Spit (R, M) Produce acid every 3 turns during

    combat. Roll attack as normal, on a hit it

    deals 1d6+1 damage

    12 Adrenaline Jolt Boost your Physical for 1d3 rounds. +2

    bonus on Physical roll

    13 Chameleon Skin You skin changes colour. +4 when hiding.14 Dark vision You can see in total darkness.

    15 Detonating Pods

    (R,M)

    You grow 1d3 pods per day. Pods deal

    1d6+2 damage.

    16 Dual Headed You grow another head next to the first

    one. Make a second roll whenever you

    use senses (looking, listening, traps)

    choose the best one.22 Elasticity You can bend and twist your body in

    unnatural ways and squeeze through

    very tight spaces.

    23 Enhanced Healing Spend as other action to concentrate and

    heal 1d6 HP

    24 Extra Arms You can wield an extra weapon and an

    extra shield or a second 2-handedweapon. You attack twice per combat

    round. If you gain Quickness mutation

    you only attack twice.

    25 Gigantism +2 damage to melee attack, you cannot

    use armour.

    26 Gills You have gills. You can breathe under

    water. You also get +2 bonus to any rollwhile under water.

    33 Spiky Growth You grow spikes on your body. Roll 1d6.

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    1-2 small spikes: 1d6 damage; 2-3

    medium spikes: 1d6+1; 5-6: large spikes:

    1d6+2. You may remove and throw your

    spikes and make a range attack. Mutants

    with medium and large spikes cannotwear armour.

    34 Natural Armour Thick fur, scales, a shell, rubbery skin.

    Roll 1d6, 1-2 +1 defence, 3-4 +2 defence,

    5-6 +3 defence.

    35 Natural Weapon

    (M)

    Claw, bite, horns or other natural melee

    attack. Roll 1d6, 1-2: 1d6 damage, 3-4:

    1d6+1 damage, 5-6: 1d6+2 damage.36 Pheromone You release pheromones. You get +2

    bonus when doing Social roll.

    44 Quickness You get +2 bonus to roll involving speed

    and agility. You also attack twice per

    combat round. If you gain Extra Arms

    mutation you only attack twice.

    45 RadiationResistance You resist a bit of radiation. +4 toradiation roll when prompted.

    46 Shocker (R,M) Every 3 turns, you may emit a blast of

    energy from your hands or other body

    parts. Roll Attack as normal, if hit it deals

    1d6+3 damage.

    55 Psionic Talent Make a d66 roll on psionic table.

    56 Venomous bite (M) Your natural bite attack injects poison. If

    successful it will deal 1d6 damage, the

    target then must make a Physical roll

    against TN 7 or he will suffer another 1d6

    damage. You cannot take this mutation if

    you have acid spit mutation.

    66 Wings You have bird or bat like wings and are

    able to fly in a short distance. You also

    gain a Swoop Attack. When you do this,

    the target must make Physical roll against

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    your Physical ability + 7. On a fail, target

    get 1d6 damage.

    R means Range where you only use the mutation in ranged

    M means Melee where you only use the mutation in melee

    Psionic 

    Make a d66 roll and refer to the psionic table below. You must expend

    1 HP to use psionic power and you must make a Mental roll against

    Psionic TN.

    d66  Psionic  TN Effect 

    11 Control Machine 9 You control 1 machine for 1d3 turn12 Mental Blast 9 Target not able to move for 1d3 turn

    but may still make psionic attack

    13 Detect Psionic 7 You detect psionic activity present.

    14 Detect Machine 7 You detect machine nearby.

    15 Empathy 7 You can read target emotion and

    feeling

    16 Charm Person 7 Force target to obey your will22 Telekinesis 9 Move object from a far.

    23 Daze 7 Target loses next action.

    24 Brain Lock 9 Target cannot move and cannot make

    psionic for 1d3 turn.

    25 Combat

    Precognition

    7 You gain +1 defence for the whole

    combat.

    26 CombatPrescience

    9 You gain +2 to attack for the wholecombat.

    33 Levitate 7 Target levitates for 1d3 turn.

    34 Fire Bolt 7 Deals 1d6+1 fire damage to a target.

    35 Lightning Strike 11 Deals 3d6 lightning damage to 1d3

    target.

    36 Dark vision 7 You see in total darkness for 1d3 turn.

    44 Natural Armour 9 You gain +1d3 defence for 1d3 turn.45 Fire Storm 13 Deals 5d6H4 fire damage to 1d6

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    target.

    46 Create

    Bioweapon

    - A bio melee weapon of some kind. It

    can be a sword, hammer, etc. Pick a

    TN for damages. TN 7: 1d6; TN 9:

    1d6+1; TN 11: 1d6+2.55 Psycho booster 9 You either boost Physical, Social or

    Combat by 1d3 for 1d3 turn.

    56 Negate Psionic 9 Cancel psionic effect.

    66 Finger Fire 5 Deals 1d3 fire damage to a target

    Plant mutations

     

    Make a d66 roll and refer to the plant mutations below.

    d66  Plant Mutation  Effect 

    11-12 Animate Seeds Plant may plant a seed. The seed will

    grow up to have the same mutation

    as the mutated plant.

    13-14 Carnivore (M) Plant has mouths that are capable of

    inflicting 1d6 damage with a bite. Roll1d6 to determine how many mouths

    are on the plant. Each mouth is

    considered as 1 attack.

    15-16 Dermal Acid Sap (M) Plant sap is acidic. It inflict 2d6 HP

    damage every round to creature that

    come in contact with it.

    22-23 Electrical Charge(M,R)

    Plant is capable to store electricalcharge from food consume. Plant may

    use this weapon after 3 rounds as it is

    fully recharge. It inflicts 3d6 HP

    damage. Once use up plant must wait

    another 3 round to use it.

    24-34 Human/Animal

    Mutation

    Make a d66 roll in the human/animal

    mutation above.35-36 Radioactive Plant may emit radiation. Anyone

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    Emissions (M) within melee range will effected with

    the radiation. Roll 1d6 to determine

    radiation level. Refer to radiation

    table for damage.

    44-45 Shriek (M,R) Whenever plant is hurt, it will shriekwhich capable of damaging everyone.

    The shriek causes 2d6 damage

    (everyone may make a Physical roll TN

    7 to half the damage).

    46-55 Tendrils (M) Plant grows tendril. Tendrils can do

    1d6+2 melee damage to a target.

    56-66 Thorns (R) Plant can throw thorns! Plant mayspend an action to throw 1d6 thorns.

    Each thorn inflicts 1d3 damage to a

    target.

    COMBAT 

    Initiative is the order of who acts when in combat. To determined

    initiative, each combatant rolls 1d6 + Combat. The highest goes first.

    Any ties will act simultaneously. 

    When you turn arrive, pick one of the options below:

    1.  Attack: Attack a target with a weapon. Roll 2d6 and add

    Combat ability trying to get an equal or higher number than the

    target's defence.

    2. 

    Use Psionic: To use psionic. Make a Mental roll against psionicTN.

    3.  Move: A character may move into melee range and engage a

    target, disengaged from a target, or move into cover.

    4.  Other Action: This is for actions surrounding picking locks,

    reloading a gun, opening a window, using an item, etc.

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    5.  Flee: To flee, combatant (must be in free position) needs to

    make the Combat roll against opponent with the highest

    defence in combat.

    Combat continues until one side is defeated.

    Movement in combat 

    Movement is abstract for fast combat although combatants are not

    static – they keep on moving. To simulate movement, everyone starts

    in free position. From there, you may either move into melee range

    and engage a target or disengage from a target or move into cover.

    When you engaged to a target you may only use melee attack. To

    disengage a target you must make a Combat roll against TN of 9, if

    successful you move into free position. You may use shoot a free

    positioned target without penalty but get -4 penalty when shooting an

    engaged target.

    HEALING

     

    Resting a full evening recovers full HP. Resting for a few minutes

    recovers 1d6 HP.

    Falling 

    Whenever you fall in Mutants & Machine-guns, roll 3d6 for damage.

    You may roll for Physical ability against TN (usually 9) set by GM to

    halves the damage. On a critical success you are not damaged at all.

    RADIATION 

    Radiation is determined according to their level. When radiation hits,

    you need to make a Physical roll against radiation level’s TN. If you fail,

    roll 1d6: if the result is 3 to 6 you receive radiation damage equal to

    the radiation level’s damage, apply this to your HP; if you roll a 1 or 2

    you received the radiation damage as well as gaining a mutation (roll

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    for a random human/animal mutation if you are a non-plant based race

    and plant mutation for plant based race).

    Radiation Level TN Damage

    1 5 1d32 7 1d6

    3 9 1d6+1

    4 11 1d6+2

    5 13 1d6+3

    Poison 

    Similar to radiation, poison is also determined according to their level.

    Characters must make a Physical roll against poison level’s TN. On a

    fail, character received damage equal to poison level’s damage. 

    Poison Level TN Damage

    1 5 1d3

    2 7 1d6

    3 9 1d6+1

    4 11 1d6+25 13 1d6+3

    Wasteland ECONOMY

     

    In the wasteland people barter their goods. Goods are measured with

    Trade Unit (TU).

    EQUIPMENT TABLE

     

    You may spend 10+2d6 TU on equipment for a start. Feel free to

    donate unused TU to another player.

    Melee Weapon Damage TU

    Unarmed 1d2 0

    Knife, Dagger (throwable in range) 1d3 2

    Hand Axe, Club, Light Hammer, Mace, Short

    Sword 1d6 3Spear (throwable in range) 1d6 4

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    Battle Axe, Military Pick, Broad Sword 1d6+1 6

    Great Sword, Maul, Pole arm, Great Axe 1d6+2 9

    Gun Fire Type Damage TU

    Cross Bow* S 1d6 5

    Pistol S 1d6 8SMG S, B, A 1d6 9

    Shotgun B, A 2d6 10

    Light Machine-gun B, A 2d6H+1** 15

    Rifle S, B, A 1d6+2 14

    Pulse Rifle S, B, A 2d6H+2** 20

    Heavy Machinegun B, A 2d6H+2** 18

    Armour Defence TULight Armour (leather jacket, etc) +1 5

    Medium Armour (Kevlar, etc) +2 15

    Heavy Armour (plate, etc) +3 20

    S means Single shot. B means Burst shot and A means Full Auto.

    * Must reload on the next turn.

    ** Roll 2d6 and pick 1 of the highest and add either 1 or 2

    Item  Effect  TU 

    Ammo Pack Ammo pack for guns.  3 

    StimpackHeals 1d6 HP. It only works on Pure

    Human, Mutant Human and Cyborg. 3

    Frag grenadeIt’s a grenade. When launch it will deal

    2d6+4 damage5

    Thief ToolUse for pick locking and other thief likestuff. Provide a +2 bonus when

    prompted.

    8

    ammo 

    Each character start with 1d6 number of ammo packs. When a player

    rolls a fumble on when shooting this means that an ammo pack has

    been consumed and they must reload.

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    Single, BURST and full auto shot 

    Some guns can go for burst mode which means when you attack a

    target and if it hits any leftover damage may go to the next free

    positioned target. It is hard to attack when in burst mode but it will

    deliver a heavy damage to target. You get a -1 penalty to attack roll but

    if it hits +2 bonus to damage roll. This is the same with full auto accept

    a full auto give a -2 penalty to attack roll but gives a +4 bonus to

    damage roll.

    Shot Mode Attack roll Damage Bonus

    Burst -1 penalty to attack roll +2 damage

    Full Auto -2 penalty to attack roll +4 damage

    Ancient artefacts 

    Ancient artefacts are things from the ancient past. The ancients use it

    to do their chore or other needs such as stunning their poultry or

    shooting bad guys. They are usually found in ancient city or vault.

    When characters find artefact, the artefacts may or may not be

    working. Each artefact has condition rate from 0-5. Each rating has a

    probability of working. Roll the table below to determine if it works or

    not. 

    Roll 1d6 Condition Rate Working on 1d6

    6 5 2-6

    5 4 3-6

    4 3 4-6

    3 2 5-6

    2 1 6

    1 0 Not working

    Random artefacts 

    If GM have not or do not want to set a specific artefact, roll the table

    below. Mundane Item and Ammo are at GM discretion.

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    Roll 1d6  Random Artefacts 

    1-2 Mundane Item. GM pick a random household

    item i.e. hair brush, a canned food,etc. 

    3 1d3 Ammo packs.

    4 Medicine. Roll on Medicine table.5 Melee Weapon. Roll on Melee Weapon.

    6 Gun. Roll on Gun table.

    Artefacts rolls 

    When an artefact is working, character must figure out how to use it.

    GM will determine how complex from the table below. 

    Complexity TN Examples

    0 5 Mundane item

    1 7Weapons, Grenades, non-power

    armour

    2 9 Vehicle, robots, power armour

    3 11 Computer, medicine, complexartefacts

    Characters then make a Mental roll against the chosen complexity. A

    roll of fumble indicates that it failed horribly, and the character will

    have damaged himself or nearby characters if the item is capable of

    doing it. A roll of critical success will always succeed, regardless. If

    successful your character knows how to use the item. If you failed then

    you just wasted 1 hour of game time. Character may make as many roll

    until he succeed. For every fail an hour passed.

    Fixing Artefacts 

    Characters may try to fix the artefact. The rolls are similar to artefact

    roll and the TN is based on complexity TN. Characters may try

    unlimited amount of time until character roll a fumble where artefact

    will damaged character or other character around him.

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    MELEE WEAPON

    1d6 Weapon Damage Note

    1-2 Vibro Blade 1d6+2 Blade with vibration mechanism

    3-4 Energy Mace1d6+3 Mace with crackling energy on

    top

    5 Stun Whip

    1d6+4 Target must make Physical roll TN

    7 to prevent 1d3 round stunt,

    when stunt target cannot move

    or do action

    6 Laser Sword 2d6 No Jedi here

    GUN

    2d6 Weapon Fire

    Type

    Damage

    2 Plasma Rifle S, B, A 1d6+5

    3 Laser Rifle S, B, A 2d6H+3

    4 Flamethrower S1d6, hit 1d3 free positioned

    targets5 Stun Pistol S

    1d6+2, stun target for 1d3

    rounds

    6 Blaster Rifle S, B, A 2d6H+2

    7 Laser Pistol S 1d6+2

    8 Gauss Auto Rifle S, B, A 2d6H+4

    9 Sonic Rifle S, B, A2d6, capable of shrieking attack

    (refer to shriek mutation)10

    Gauss Machine

    PistolS 2d6

    11 Minigun B 2d6+3

    12 Tesla Rifle S, B, A 3d6

    ARMOUR

    1d6 Weapon Defence Note

    1 Combat Shield - Absorb 1 point of damage

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    2 Flex Armour - Absorb 2 points of damage

    3 Sheath Armour +3 Modern day riot gear

    4Ceramic

    Armour+4

    Resist fire and cold

    5 Shell Armour +4 Grant +4 to radiation roll6 Power Armour +4 +1 Physical, +1 Combat

    MEDICINE

    1d6 Medicine Effect

    1 Stimpack Cures 1d6 HP

    2 Rad-Purge Pill Eat it after being hit by radiation. It willprevent 1d6 radiation damage.

    3 MentatGive a +1 to either Social or Mental ability

    (roll randomly or GM pick)

    4 GuffoutGve a +1 to either Combat or Physical ability

    (roll randomly or GM pick)

    5 AntitoxDrink it after being hit by poison. It will

    prevent 1d6 poison damage.

    6Super

    StimpackCures 3d6 HP

    Vehicle

     

    To simply everything, every vehicle has these ability – control, speed,

    hull, defence and capacity. All you need to do is pick 1 vehicle, add

    modification and a name. Remember the more things that you put in a

    vehicle the expensive it is.

    Vehicle Control Speed Hull Defence Capacity TU

    Bike 2 3 1 5 4 30

    Dune

    Buggy

    2 3 2 5 4 35

    Car 2 2 3 6 6 70

    Van 1 1 4 6 6 80Truck 1 1 5 7 8 90

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    18

    Wheeler0 1 6 7 8 120

    Tank 0 1 7 8 8 200

    Super

    HeavyTank

    0 1 8 8 10 250

    Control: determine how good the vehicle is in combat and

    manoeuvring.

    Speed: determine how fast the vehicle is.

    Hull: Basically HP for vehicle although it is handle differently.

    Defence: Target number for attacking. To calculate defence add

    driver’s Physical ability with the vehicle defence score.

    Capacity: determine how many (mod) modifications you can install on

    the vehicle.

    Modifications 

    Here are list of modifications for your vehicle. TU = Trade Unit Mod =Modification

    Armour plating (TU 5)(Mod 1)

    +1 to defence (max. of 13)

    Increased Control/Speed/Hull (TU 5)(Mod 1)

    Add 1 to vehicle stats of your choice.

    GIGA system (TU 8)(Mod 1)

    You may fire 2 weapons at the same time targeting 1 vehicle. For every

    additional GIGA you may fire 1 additional weapon.

    Targeting system (TU 5)(Mod 1)

    Add 1 to your to hit roll using vehicle weapon.

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    Turret (TU 5)(Mod 1)

    One of your vehicle weapon move 360 degree.

    Ram plating (TU 8)(Mod 1)

    When damage by ramming, half the damage received.

    Vehicle Weapon Damage Range Mod TU

    Machine gun 1d6+1 Short 1 10

    Beam Blaster 1d6+2 Short 1 15

    Vulcan 2d6 Short 1 30

    Howitzer 2d6 Long 2 30

    Gatling Gun 2d6+1 Short 2 35Flame Thrower* 2d6+2 Close 2 40

    Spark 2d6+2 Short 2 45

    Cannon** 3d6 Long 3 100

    Thunder Cannon** 4d6 Long 3 150

    You may also add weapon to your vehicle. All weapon has varies

    damage, range, mod and TUs. Refer to the table below:

    * Attack 1d3 targets. Must make separate roll for each target.

    ** Miss on Touch to Short range

    Vehicle combat 

    At the beginning of vehicle combat GM will determine who is chasing

    who. The chaser is call predator and the one being chased is call prey.

    Unless stated all vehicle start at long range.

    Ranges are: Touch – Close – Short – Long – Far 

    The ranges will determine what kind of weapon or action you can use

    to destroy your opponent.

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    Vehicle combat is determined by these phases.

    1.  Initiative

    2.  Movement

    3. 

    Action4.  End turn

    Initiative. Each round, ever vehicle must make an initiative roll which

    are 1d6 + speed of the car. The highest won an initiative and determine

    the course of the chase.

    Chase. Participant with initiative pick difficulty on the difficulty table.All vehicles then make a chase roll which is 2d6 + speed against the TN

    picked just now, this will determine your skill to drive the vehicle

    outdoing your predator or trying to get a good position to attack. If all

    vehicles succeed or failed nothing happen as everyone manages to

    outdo each other. But, if one of you succeed and the other failed, you

    may move your vehicle closer to your target or move further away.

    Examples: Metal Max’s car is in close range with Jagged Mutant. Both

    makes chase rolls with the outcome of Max succeed and Jagged

    Mutant failed. Max then move his vehicle nearer to Jagged Mutant

     from long to short range, close enough to fire his cannon.

    Action. Here are lists of action which can be done during vehicle

    combat.

    1.  Attack. If your vehicle’s weapon is in ranged with your target,

    roll 2d6 + drive. If the result is equal or more than target

    vehicle’s defence, you succeed. Roll for weapon damage.

    If attacking critters, apply the damage directly to their HP. If

    attacking another vehicle, roll for damage and consult thedamage table below:

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    Damage roll Damage to Hull

    1 – 5 0 damage

    6 – 11 1 damage

    12 – 17 2 damages

    18+ 3 damages

    2.  Escape. Must be in Far range only. No other vehicle can be

    nearer to your vehicle. Roll 2d6 + speed. If the result equal to or

    more than opponent with the highest speed +7, you manage to

    escape from the battle.

    3. 

    Ramming. Must be in Touch range only. Roll 2d6 + drive. If the

    result is equal to or higher than target defence, you succeed.

    Roll 2d6 + hull for damage.

    4.  Using non-vehicle weapon. Must be in Close range only and

    only available for guns. All attack has a -2 penalty when

    attacking with guns.

    Damage to Hull. When a vehicle’s hull reduce to zero, roll 1d6, on a 2

    to 6, the vehicle stop functioning and driver must go on foot. On a 1,

    the vehicle blew up. Driver and passenger make a Physical roll against

    TN 7. If failed, each driver and passenger received 2d6 damage.

    Bizzarrian

     

    The Bizzarrian beast are critters that you can rides. They are definedsimilar to critters with only exception of the speed stats which is used

    for vehicle combat. When attacking in vehicle combat, they must get to

    Touch range to attack unless the Bizzarrian has a ranged attack. Here

    are some examples:

    PoCat 

    Combat 3 Ability 2 Speed 3 Defence 8 HP 20 Damage 1d6+3 (Claw &

    Bite)

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    PoCat is a large cat which you can ride. Like its cousin it tends to sleep a

    lot when they not hungry.

    Centisteed 

    Combat 2 Ability 3 Speed 3 Defence 7 HP 25 Damage 1d6+2 (Bite)A Centisteed looks like a horse with many legs.

    Giant Centipede 

    Combat 1 Ability 3 Speed 0 Defence 9 HP 15 Damage 1d6+2 (Bite)

    Giant Centipede usually comes with many colours. It is usually slow. 

    Critters

     

    There are a lot of strange critters lurking in the wasteland. Here are

    some examples: 

    Dead Dog Walking 

    Combat 2 Ability 0 Defence 7 HP 12 Damage 1d6+1 (Bite)

    A dog corpse which is alive. You literally see flesh, bones, a few

    maggots and blood gushing out of the critters.

    Fungoid 

    Combat 1 Ability 1 Defence 7 HP 8 Damage 1d6+2 (Punch)

    A tall mushroom like creature with human like limb.

    Giant Scorpion 

    Combat 3 Ability 0 Defence 25 Damage 2d6 (Pincer)

    A giant version of the basic scorpion. Once in 3 round, it may attack

    using its tail. If hit, it will inflict level 3 poison to a target.

    Poisonous Spike Mushroom 

    Combat 1 Ability 2 Defence 5 Damage 1d6 (Spike)

    Cousin of Spike Mushroom. It is capable of releasing level 2 poison

    attack to a target.

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    Porker

    Combat 3 Ability 1 Defence 9 HP 10 Damage (weapon used) 

    A warlike military mutant pig.

    Spike MushroomCombat 1 Ability 0 Defence 5 HP 5 Damage 1d6 (Spike)

    This spiky fungus usually spotted in group of 2 to 4.

    Creating Critters 

    This is a rough guide to create the creatures of the wasteland. First pick

    the size, which roughly give their base HP, Defence and damage. After

    that you may add mutation. A badass critter should have a combat and

    ability of 5 or more; a weak but intelligence critter should have combat

    below than 2 but have more than 5 on ability score. Add description on

    your critters and you’re good to go! 

    Size HP Defence Damage

    Very small 5 or less 5 1d3

    Small 6-10 5-6 1d6

    Large 11-20 6-7 1d6+2

    Very Large 21-30 7-8 2d6-1

    Extra Large 21-40 8-9 2d6

    Huge 41 or more 10-13 2d6+2

    Advice to Game Master

    This is a basic game with a lot of things to fill in. GM is free to create orremove rules, monster, skills, spell, etc. Make it personal. The number

    one rules for any RPG is to have fun! 

    Experimental Playground © 2014

    experimentalplayground.blogspot.com