Mutant & Machinegun v3 (Draft)

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    What is Mutants AND

    Machine-guns version 3 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

    See table below for more detail

    Dice Abbrev. Roll and Result

    1d2 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)

    xd6 Roll x number of dice.

    d66 Roll 2d6, lowest number becomes tens digitwhile 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:

    Physical: To do with physical challenges, stealth, speed, driving

    and resisting (radiation, poison, etc.).

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

    and psionic.

    Combat: To do with combat.

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

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    To create a character, pick a race and distribute 8 points

    between the abilities. The minimum points you can put in the

    abilities is 1 and the maximum is 3 for a beginning hero

    RACE

    Android:Roll 1d6+10 HP 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 and roll for 2 human/animal

    mutations. Evolved Animal also received the Natural Weapon

    mutation.

    MutantHuman:Roll 1d6+10 HP and roll for 2 human/animal

    mutations.

    Mutated Plant: Roll 1d6 + 8 HP. 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.

    PureHuman: Roll 1d6+12 HP. A Pure Human also gets a +1 to

    either Social or Mental ability. Pure Human is immune tomutation, 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

    may only be upgraded by using armour or other means.

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    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

    2.5 XP to add 1 to an ability of your choice

    Doing stuffs

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

    the Target Number (TN) or moreto succeed. Refer to difficultytable below:

    Difficulty TN

    Routine 5

    Easy 7

    Normal 9Hard 11

    Super Hard 13

    CRITICAL SUCCESS and FUMBLE

    You get a FUMBLEon 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.

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    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 1 HP left.

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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.

    d66Mutation 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. +2bonus 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 firstone. 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-handed

    weapon. You attack twice per combat

    round. If you gain Quickness mutationyou only attack twice.

    25 Gigantism +2 damage to any melee attack, you

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    cannot use armour.

    26 Gills You have gills. You can breathe under

    water. You also get +2 bonus to any roll

    while under water.

    33 Spiky Growth You grow spikes on your body. Roll 1d6.1-2 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 cannot

    wear 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 any Physical roll

    involving speed and agility. You also

    attack twice per combat round. If you

    gain Extra Arms mutation you onlyattack twice.

    45 Radiation

    Resistance

    You resist a bit of radiation. +4 to

    radiation 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 deals1d6+3 damage.

    55 Psionic Talent Make a d66 roll on psionic table.

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    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 thismutation 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 your Physical ability + 7. On afail, 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 mustexpend 1 HP to use psionic power and you must make a Mental

    roll against Psionic TN.

    d66Psionic TN Effect

    11 Control Machine 9 You control 1 machine for 1d3

    turn

    12 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

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    16 Charm Person 7 Force target to obey your will

    22 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 Combat Prescience 9 You gain +2 to attack for the

    whole combat.

    33 Levitate 7 Target levitates for 1d3 turn.

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

    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 1d3turn.

    45 Fire Storm 13 Deals 5d6H4 fire damage to 1d6

    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

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    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 willgrow 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. Roll

    1d6 to determine how many mouths

    are on the plant. Each mouth isconsidered 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 electrical

    charge from food consume. Plant mayuse 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

    Emissions (M)

    Plant may emit radiation. Anyone

    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 shriek

    which capable of damaging everyone.

    The shriek causes 2d6 damage

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    (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.

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    COMBAT

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

    determined initiative, each combatant rolls 1d6 adding their

    Physical ability. 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

    psionic TN.

    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.

    5.Flee:To flee, combatant needs to make the Physical roll

    against opponent with the highest defence in combat.

    Combat continues until one side is defeated.

    Movement in combatMovement is abstract for fast combat although combatants are

    not staticthey 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 youmay only use melee attack. To disengage a target you must

    make a Physical roll against TN of 9, if successful you move into

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    free position. You may use range attack to attack a free

    positioned target only. You may fire an engaged target at a -4

    penalty.

    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 levelsTN. If you fail, roll 1d6: if the result is 3 to 6 you receive

    radiation damage equal to the radiation levelsdamage, apply

    this to your HP; if you roll a 1 or 2 you received the radiation

    damage as well as gaining a mutation (roll for a random

    human/animal mutation if you are a non-plant based race andplant mutation for plant based race).

    Radiation Level TN Damage

    1 5 1d3

    2 7 1d6

    3 9 1d6+1

    4 11 1d6+2

    5 13 1d6+3

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    Poison

    Similar to radiation, poison is also determined according to their

    level. Characters must make a Physical roll against poison levels

    TN. On a fail, character received damage equal to poison levels

    damage.

    Poison Level TN Damage

    1 5 1d3

    2 7 1d6

    3 9 1d6+1

    4 11 1d6+25 13 1d6+3

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    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 2Hand Axe, Club, Light Hammer, Mace,

    Short Sword1d6 3

    Spear (throwable in range) 1d6 4

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

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

    Gun Fire Type Damage TUCross Bow* S 1d6 5

    Pistol S 1d6 8

    SMG S, B, A 1d6 9

    Shotgun B, A 2d6 10

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

    Rifle S, B, A 1d6+2 14Pulse Rifle S, B, A 2d6H+2** 20

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

    Armour Defence TU

    Light Armour (leather jacket, etc) +1 5

    Medium Armour (Kevlar, etc) +2 15

    Heavy Armour (plate, etc) +3 20

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    Smeans Single shot. Bmeans 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

    Stimpack

    Heals 1d6 HP. It only works on Pure

    Human, Mutant Human and Cyborg.

    3

    Frag grenadeIts a grenade. When launch it will deal

    2d6+4 damage5

    Thief ToolUse for pick locking and other thief like

    stuff. Provide a +2 bonus when prompted.8

    ammo

    In Mutants & Machine-guns, ammunition is abstract. Whenever

    you roll a fumble when you are shooting, roll 1d6, on a 1 you

    are out of ammo. You may spend a combat round to reload, if

    you have that type of ammo for the gun. If you dont, then youmay not use the gun anymore until you find that type of ammo.

    On a 2 to 6 your gun is jammed instead, you may spend a

    combat round to fix your gun. Ammo is scarce in the Wasteland

    chances are to find some is almost zero.

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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

    unengaged 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 damageFull Auto -2 penalty to attack roll +4 damage

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    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.

    Roll 1d6 Random Artefacts

    1-2

    Mundane Item. GM pick a random

    household item i.e. hair brush, a canned

    food,etc.

    3 Ammo. GM pick random ammo.

    4 Medicine. Roll on Medicine table.

    5 Melee Weapon. Roll on Melee Weapon.6 Gun. Roll on Gun table.

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    MELEE WEAPON

    1d6 Weapon Damage Note

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

    mechanism

    3-4 Energy Mace 1d6+3 Mace with crackling energy ontop

    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

    unengaged targets

    5 Stun Pistol S1d6+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, A

    2d6, capable of

    shrieking attack (refer

    to shriek mutation)

    10Gauss Machine

    PistolS 2d6

    11 Minigun B 2d6+3

    12 Tesla Rifle S, B, A 3d6

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    ARMOUR

    1d6 Weapon Defence Note

    1 Combat Shield - Absorb 1 point of damage

    2 Flex Armour - Absorb 2 points of damage

    3 Sheath Armour +3 Modern day riot gear

    4 Ceramic Armour +4 Resist fire and cold

    5 Shell Armour +4 Grant +4 to radiation roll

    6 Power Armour +4 +1 Physical, +1 Combat

    MEDICINE

    1d6 Medicine Effect

    1 Stimpack Cures 1d6 HP

    2 Rad-Purge PillEat it after being hit by radiation. It

    will prevent 1d6 radiation damage.

    3 Mentat Give a +1 to either Social or Mentalability (roll randomly or GM pick)

    4 Guffout

    Gve 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.6 Super Stimpack Cures 3d6 HP

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    Vehicle

    To simply everything, every vehicle has these statsdrive,

    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 Drive Speed Hull Defence Capacity TU

    Bike 2 3 1 4 2 30

    Dune Buggy 2 3 2 4 3 35

    Car 2 2 3 5 4 70

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

    18

    Wheeler0 1 6 6 8 120

    Tank 0 1 7 7 8 200

    Super

    Heavy Tank 0 1 8 7 9 250

    Drive: 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

    drivers 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

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    Armour plating(TU 5)(Mod 1)

    +1 to defence (max. of 13)

    Increased Drive/Speed/Hull(TU 5)(Mod 0)

    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.

    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

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

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    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: TouchCloseShortLongFar

    The ranges will determine what kind of weapon or action you

    can use to destroy your opponent.

    Vehicle combat is determined by these phases.

    1.Initiative

    2.Movement

    3.Action

    4.End turn

    Initiative. Each round, ever vehicle must make an initiative rollwhich 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 todrive 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 Maxscar is in close range with Jagged

    Mutant. Both makes chase rolls with the outcome of Max

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    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 vehiclecombat.

    1.Attack. If your vehicles weapon is in rangedwith your

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

    target vehiclesdefence, 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 the

    damage table below:

    Damage roll Damage to Hull

    15 0 damage611 1 damage

    1217 2 damages

    18+ 3 damages

    2.Escape. Must be in Far rangeonly. 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 rangeonly. Roll 2d6 + drive. If

    the result is equal to or higher than target defence, you

    succeed. Roll 2d6 + hull for damage.

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    Critters

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

    are some examples:

    Dead Dog WalkingCombat 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.

    Porker

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

    A warlike military mutant pig.

    Spike Mushroom

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

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

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    Advice to Game Master

    This is a basic game with a lot of things to fill in. GM is free to

    create or remove rules, monster, skills, spell, etc. Make it

    personal. The number one rules for any RPG is to have fun!

    Experimental Playground 2014experimentalplayground.blogspot.com