Mutagenesis is a sci-fi skirmish game written by me over the last 5 years or so. It uses an in-depth 'action' system that's really quick to learn and play, a cool mission mechanic, and the four current factions are filled with customisability.
You can download the complete v1.3 rules pdf here.
I've been taking a look at Mutagenesis again recently - it always pays to step back from your work for a few months (well, maybe a year...) or so and take another look. As such v1.4 is pretty huge, as I've shaken up the core mechanic! The ULF and Fera factions have fleshed out equipment too.
Once I've had some feedback, and playtested this version a bit more, I'll update the complete rules PDF. I'm also currently working on a cool, original campaign mechanic to add in v1.5 - the Kill Team campaign system is an amalgamation of Mordheim and Necromunda really, so I wanted to create something original for Mutagenesis. If you've played the FFG 40k roleplaying games, the way XP works when buying upgrades isn't far off.
Cue wall of text:
MUTAGENESIS UPDATE v1.4
THE CORE MECHANIC
The ‘core mechanic’ of Mutagenesis will add something called the ‘Difficulty Value’ or ‘DV’. This will remove the need for confusing modifiers, and is an extension of the psionic power rules. Instead of modifiers, you simply increase the DV you need to succeed. E.g. when shooting, the base DV is 10. If the target is obscured, instead of having a -2 penalty on the roll, you increase the DV to 12. This gives the player a clear result needed to roll and does away with confusing modifiers.
THE ACTION PHASE
Aid Action (Amend)
Change ‘+2 bonus to recovery roll’ to ‘reduces the DV by 2 when making a Recovery Roll’.
CHARGING
Devastating Momentum (Amend)
Change ‘charging model gains a +1 bonus to their Fighting and Power attributes during the same action phase they charged in.’ to ‘DV of any Striking Roll the model makes during the same action phase they charged in is reduced by 1.’
RANGED COMBAT
Line of Sight (Amend)
Change ‘the firing model suffers a -2 penalty to any Shooting rolls it makes against its target.’ to ‘the firing model increases the DV of any Shooting Rolls it makes against its target by 2.’
Range (Add)
The further away you are from your target, the harder it is to hit. For every 30cm away the model is to its target, increase the DV of the Shooting Roll by 1 (see below).
The Shooting Roll (Amend)
To determine whether a shot hits its target, roll a d10. Take your result from this roll and add the models Aiming attribute. If this total equals or beats the Shooting Roll’s DV, you have successfully hit the target. If you have failed to meet the DV, your shot is off target and is ignored.
To work out the DV required when making a Shooting roll, see below:
10 Base Difficulty Value
+1 Target is 30cm and up to 60cm away
+2 Target is 60cm or over away
+2 Target is Obscured
+3 Shooter is Dazed
+3 Target engaged in Melee
Note that some Special Ability effects may reduce or increase the DV required.
Shooting Into Melee (Amend)
Change ‘decrease the roll by -3’ to ‘increase the DV by 3’.
MELEE COMBAT
The Striking Roll (Amend)
A model may attack an enemy model in base contact by using the Strike action during his action phase. To determine whether a melee attack hits the chosen target, roll a d10. Take your result from this roll and add the models Fighting attribute. If this total equals or beats the Striking Roll DV, you have successfully hit the target. If you have failed to meet the DV, the enemy has blocked or avoided the blow.
To work out the DV required when making a Striking roll, see below:
10 Base Difficulty Value
-3 Target is Dazed
-1 Attacker has Charged this phase
+3 Attacker is Dazed
Note that some Special Ability effects may reduce or increase the DV required.
Coup de Grace (Amend)
Change ‘adds a cumulative -2 ‘bleeding out’ modifier to all Recovery rolls.’ to ‘increases the DV value of all future Recovery Rolls by 2, exactly like the ‘bleeding out’ rule.’
INJURY
Wounded (Amend)
A model may try to recover at the start of each of its recovery phases that he is still Wounded. The controlling player makes a Recovery Roll by rolling a d10 and must roll equal to or over the Recovery Roll DV to get back up. If the model fails to meet the DV it is still Wounded. The base DV of a Recovery Roll is 6. You may be able to take further Recovery rolls during the action phase if another friendly model uses the Aid action. In the turn a model recovers from being Wounded, he counts as being Dazed.
Bleeding Out (Amend)
Once a model is Wounded, their condition may rapidly decline if left unaided. Every failed Recovery roll made during their recovery phase will increase the DV of any subsequent Recovery Rolls by 2. This increase is cumulative and will last until the model recovers or is Disabled. For example, a model who has already failed two Recovery Rolls in the previous recovery phases must roll a 10 to recover (+4 to the DV). If a model must roll over a 10 to recover during a Recovery Roll then the model is automatically Disabled.
WEAPON PROFILES
Accurate (Amend)
Change 'reduce the penalty on Shooting rolls caused by being Obscured by -1' to 'reduce the DV modifier on Shooting rolls caused by being Obscured by 1'
Automatic (Amend)
If you want to fire in full auto, you must use the Shoot Support Weapon action. Choose a ‘primary’ target within range; any models (friend or foe) within 3cm of this target are now ‘secondary’ targets. Make a Shooting roll as normal against the primary target. Once any damage is worked out, make individual Shooting Rolls against all secondary targets, increasing the DV of these rolls by 2.
Poison (Amend)
Change 'suffer -2 modifier to any further Recovery rolls made' to 'add 2 to the Recover Roll DV')
SPECIAL ABILITIES
Correct Aimed Shot description.
ULF
Gatling Laser (Amend Characteristics)
Add ‘Automatic’.
Sniper Scope (Amend Action)
Reduces the DV of any Shooting Rolls the model makes by 2 during this action phase.
Add the following new equipment:
Medikit (Rule)
Any Aid action a model with a Medikit takes decreases the Recovery Roll DV by a further 1.
Grenades
A ‘grenade’ is a piece of equipment used in exactly the same way as any other – with the exception that each grenade is one use only. Once the model has used the equipment’s action, you may not use it for the rest of the battle. You may, however, take more than one of the same grenade - if you do, make a note on your roster when you use each one.
Smoke Grenade (1 AP)
Place a grenade marker anywhere within 15cm and LoS of the model. Any model within 5cm of the marker counts as being Obscured. Remove the marker in the model’s next recovery phase.
Frag Grenade (1 AP)
Place a grenade marker anywhere within 15cm and LoS of the model. Any model within 5cm of the marker must pass an Agility test or be hit with a Power 4 ranged attack. The marker is removed once this action has completed.
Titan Armour
Heavy Metal (Rule)
Models wearing Titan Armour gain a +1 bonus to their Resilience attribute but may only move up to 20cm when using a Run or Charge action.
Ghost Armour
Stealth (Rule)
Any model shooting at a model wearing Ghost Armour increases the Shooting Roll DV by 1.
COMMANDER
(Extra Equipment Options:)
May take any of the following Equipment:
- Medikit 2 FP
- Phase Shield 4 FP
- Smoke Grenade 5 FP
- Frag Grenade 6 FP
May take one of the following Equipment:
- Shear Armour 3 FP
- Ghost Armour 3 FP
- Titan Armour 5 FP
Fire On My Target (Amend)
Change 'have a +1 bonus' to 'decrease the Shooting Roll DV by 1'
Inspiring Word (Amend)
Change 'receive a +2 bonus or penalty' to 'increase or decrease the DV by 2'
ADEPT
Confusion (Amend)
Change 'a -2 penalty' to 'the DV increased by 2')
INFILTRATOR
(Extra Equipment Options:)
May take any of the following Equipment:
- Sniper Scope 4 FP
- Active Camouflage 4 FP
- Smoke Grenade 5 FP
- Frag Grenade 6 FP
May take one of the following Equipment:
- Shear Armour 3 FP
- Ghost Armour 3 FP
TERRA LIBERTAS
CYBORG
Cognitive Stabilisation Unit (Amend)
Change 'negative modifiers' to 'increases to DV'.
Emergency Evasive Manoeuvres (Amend)
Change '+2 bonus to the Agility test' to 'reducton of the Agility Test DV by 2'
OUTCAST
Terrifying Presence (Amend)
Change 'suffers a -2 penalty to' to 'increases the DV of'.
THE FERA
Feran Blowpipe (Add)
Max: 30cm, Pow: 3, Characteristics: Poison, Suppressing
Feran Sling (Add)
Max: 30cm, Pow: 3, Characteristics: Poison, Burst (5cm)
CHIEF
(Extra Equipment Options:)
May replace Feran Bow with:
- Feran Throwing Axe 3 FP
- Feran Blowpipe 3 FP
- Feran Sling 3 FP
TRIBESMAN
(Extra Equipment Options:)
For every six Tribesman you take, one of them may replace their Feran Bow with one of the following:
- Feran Throwing Axe 3 FP
- Feran Blowpipe 3 FP
- Feran Sling 3 FP
MOUNTED TRIBESMAN
(Extra Equipment Options:)
May replace Feran Bow with:
- Feran Throwing Axe 3 FP
- Feran Blowpipe 3 FP
- Feran Sling 3 FP
May take any of the following equipment:
- Flaming Arrows 3 FP
- Obsidian Tipped Arrows 4 FP
- Virenite Tipped Arrows 4 FP
COUNTERS
- Add counters for grenades.
- Change description of recovery counters to DV.
QUICK REFERENCE SHEET
- Needs a complete overhall.