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The Genesys Project: The Birth of Genesys

Created by Gary Krieger- Genesys Games

The Genesys Project is a Customizable Tabletop Miniatures game where you create your own faction and customize your equipment.

Latest Updates from Our Project:

Primer: Creating Your Faction
almost 5 years ago – Sun, Jul 21, 2019 at 08:15:34 AM

We are funded! congrats to everyone here. Simply amazing. Lets jump right into the next primer!

PRIMER: CREATING YOUR FACTION

The signature feature of The Genesys Project is customization, and nothing shows it more than when you are creating your faction. Creating a faction can take as few as 15 minutes, but many of our playtesters have spent a lot of time creating their different factions, just for the fun of doing it! Of course, then getting them to choose one to play can be quite the challenge on our playtest evenings over the years. 

SELECTING YOUR DOMAIN

Humanoids, Fey, Reptilia, Biests, or Insekts - the Domain you choose will have different methods of creating your faction. For example: the Biests have Biestial Kingdoms to select from in addition to Regional Traits, Insekts are split into Classifications and Orders, and Reptilia have Lineages and Bloodlines that follow their ancestry back to the beginning of the Genesys Worlds.

THE NARRATIVE BEGINS NOW

When deciding which direction to go when creating your faction, players can approach from a lot of different angles. You may already have miniatures you want to use, may know of a miniatures line you want to use, go off a theme or narrative that you have read about, or even create your faction from the rules you want to play with. 

Your narrative starts now as you create your faction and start thinking of how you want your faction to develop. 

CREATING THE FACTION

With a starting set of Characteristics (determined by the chosen Domain) its time to start selecting Traits. You will most often be selecting 3-8 traits for your faction. These grant you’re your faction their army-wide abilities

Things to consider when making your faction: Some traits will better as Class Traits when you are creating your classes. For example, traits with expensive point costs will likely be best as specific Class Traits. Think of traits that you want everyone to have and leave specific tasks to your classes. 

Armory Traits are often nice here as they grant access to special equipment but only cost points when equipped, granting flexibility when making your army lists for the game. 

CREATING YOUR UNIT CLASSES

Once you create your base faction, it’s time to create your Unit Classes. Unit Classes are granted additional traits and abilities above and beyond those for your entire army. This might be access to different equipment or to fulfill a specific role on the table. You can make a standard, frontline soldier, infiltrators, some hard-hitting shock troops, or even spellcasters. 

Unit Classes all have levels ranging from 1 to 5, with level 1 being your standard troops all the way through level 5 which are unique or legendary type models. The higher the point level of the game, the higher the class levels you can use in the game, so that smaller games are focused on more of your base troops, perhaps with an elite squad running the operation.

Higher Level Classes get more attacks, often get bonus characteristics, and are allowed to take additional traits. This is what will separate them from the rest. You can even create these classes from other already existing classes specializing them further above and beyond the rest of your army.

When creating your Unit Classes, it is important to vary your forces to give you the flexibility that you will want for achieving different Primary Missions. You don’t want all your unit classes to be nearly identical. Different weapon options, new skills, mounts, and even magic can be essential to give your faction the tools needed to take on your opponent. 

· Mounted forces are excellent for moving quickly to objectives, trampling through enemy units, and flanking already-engaged troops. 

· Ranged Units really good at taking out exposed enemy units and forcing your opponent to think about how they will achieve their objectives.

· Melee forces are there to get into the thick of it. Whether they are used for fodder or hard-hitting shock troops, your melee forces stand ready to make a dent in the enemy lines. 

While your armies do not need to have all these elements, being able to deal with these threats in some manner is important. Do you create a giant, able to wade into the battle shrugging off most attacks, or scouts able to spot deploying troops so that you can get the jump on them as the battle starts. These are the questions that will make your faction unique and fun to play.

Things to Consider when making your Classes: This is where your factions will vary the most from other players. Some Traits require prerequisites to reach or require taking primary traits to get to the secondary ones. Use can use your faction to cover these prerequisites to get to these traits much easier. Think of your Faction/Species Traits as a base from which to build your unit classes upon. 

Next Up: We take a closer look at creating your factions starting off with the Humanoids.

Again, any questions please ask them below.

The Genesys Project is Funded!
almost 5 years ago – Sat, Jul 20, 2019 at 06:48:09 PM

Thank you so much for getting us this far. Your support means everything for the project. We have a lot more planned, so continue to share with your friends and keep it up! This is an amazing project and we will be continuing with new stretch goals and add-ons as we move forward. 

Im so excited to getting The Genesys Project into your hands!

Graphics to follow. 



Primer: Missions, Awards, and Progression
almost 5 years ago – Sat, Jul 20, 2019 at 09:14:30 AM

The Next Primer is here!     Missions, Awards, and Progression

PRIMARY MISSIONS

Pre-game: In games of The Genesys Project, each player will have their own Primary Mission. This is rolled for after the table is set up, Time of Day and any Environmental Conditions are determined. When you sit down with your opponent you exchange your faction sheets. This will give you an idea of what your opponent can bring to the table…just not exactly the list they will be bringing. 

Now that you know the table, the environment, and your opponent’s faction, it’s time for both of you to roll up your Primary Mission. A roll of 1-5 results in the most common missions like Massacre, Objectives, Occupy, Assassination, and Assault. If a 6 is rolled, you then roll on another mission chart. This gives you a total of 10 missions possible for you and your opponent. The chances are high that you will both have completely different missions, the combinations that are possible on the table can create some great and unique types of battles. 

Once Primary Missions are determined, both you and your opponent now create your army lists to best achieve your Primary Mission in the circumstances you have before you.


MISSION AWARDS

The main focus of your army is to achieve your Primary Mission and there is a Mission Award that is earned for doing so. These range from being able to create a new class for your faction, gaining new technologies, species traits, class traits, and more. 

Heroes are born through gameplay: Mission Awards may also be used to create a Hero for your faction, elevating that model that was simply amazing on the tabletop. This is done by trading in your Mission Award to begin the process.


SECONDARY MISSIONS

Secondary Missions represent those plans that are developed at the last moment, something that is suddenly vital to accomplish on the battlefield. The Secondary Missions include Survival, Hold Ground, Take the Field (positions), Defend Position, or, if a 6 is rolled, is determined on the Primary Mission Chart

· Secondary Missions are not rolled for until the end of the second Game Round. 

· Both you and your opponent share the same Secondary Mission, meaning only one of you can achieve it.

Secondary Missions can really throw the unexpected into your battle, but it is still your Primary Mission that gives you Mission Award and as such should still remain your focus for the battle. 


PROGRESSION POINTS

Progressing through the Ages is one of the most distinct and unique aspects of The Genesys Project. In order to do this, you gain Progression Points from each game you play. 

To determine how many Progression Points you can get from a game, simply use the Points Level you and your opponent decided upon. A 1,000pt game means that you can earn 1,000 Progression Points from it and so on. 

Determining how you gain these is easy and is based upon the total possible Progression Points possible.

· 50% from Succeeding with your Primary Mission

· 25% Stopping your Opponent from succeeding with their Primary Mission

· 25% Winning the Secondary Mission over your opponent

In a 1,000 point game, achieving your Primary Mission would equal 500 Progression Points, while Stopping your Opponent from gaining their Primary Mission and Winning the Secondary would grant 250 Progression Points each. 

Progression Points are used to track your movement forward through the Ages. Gather enough and you are ready to unlock the next Age of the game. You may also spend Progression Points to gain new Traits and Abilities for your faction. 


Any questions or comments, leave them below.

Up Next: We take a closer look at Creating Factions and Unit Classes

Combat Primer
almost 5 years ago – Fri, Jul 19, 2019 at 09:47:41 AM

COMBAT IN THE GENESYS PROJECT

Combat in The Genesys Project is essentially approached the same way for both Ranged and Melee action. Here’s a quick rundown of the Combat process.

1. The Active Player activates a squad and moves into (or is already in) Melee combat or declares they are engaging in Ranged combat.

2. The Combat Situation determines which side, if any, has the advantage and gains a bonus to their dice rolls.

3. The Active Player declares targeted models and rolls to hit, resolving the attack against the models Target Number - either Martial Target Number (MTN), or Ranged Target Number (RTN).

4. Any models hit may then attempt to save against taking damage.

5. If this is Melee combat, the non-Active player now repeats steps 3 and 4 attacking and resolving their attacks. 


THE COMBAT SITUATION

Combat is very dynamic, with opposing sides always vying for the advantage over each other. This is represented in the Combat Situation, where Enhancements are totaled and compared to your opponent’s Enhancements. The player with the highest total Enhancements gains the difference between the two as a bonus to their die rolls in the combat. 

Remember that Enhancements are in-game bonuses

For example: You activate a squad of yours and charge them into an enemy squad. Your opponent quickly totals up his Enhancements generally ranging from 0-4. He calculates he has a total of +2 Enhancements. You total up yours and find you have +4 Enhancements, which grants you an Advantage of 2. The result is you gain a +2 to your die rolls for the combat. 

Types of Enhancements:  

NOTE: In Melee combat you must decide between offensive or defensive Enhancements. Offensive directs your bonuses to your rolls to hit, while defensive applies them to saves against hits.

The Maximum Age bonus for the 1st Age of The Genesys Project is 4, capping your Enhancements to 4.


TO MAKE AN ATTACK ROLL

Melee combat - Uses the attackers Martial characteristic + Combat Advantage (if any)

[Martial + Combat Advantage] + d6 VS target’s Martial Target Number (MTN)

If the die roll equals or beats the MTN, the target is hit.

The Attacker’s total equals the Combat Resolution Number (CRN)

Ranged combat - Uses the attackers Ranged characteristic+ Combat Advantage (if any)

[Ranged +Combat Advantage] + d6 VS target’s Ranged Target Number (RTN)

If the die roll equals or beats the RTN, the target is hit.

The Attacker’s total equals the Combat Resolution Number (CRN)


TO SAVE AGAINST A HIT

When hit, you must now determine if the attack wounds, and possibly kills, its target. The player with the model being hit now gets a chance to save from taking damage.

[Toughness + Combat Advantage] +d6 VS the Combat Resolution Number (CRN)

If the die roll equals or beats the CRN, the model takes no wound.

If it is not possible to make a save, the result is a critical hit - no save is allowed, and additional damage is often the result. 


Do you have any questions about these points? Feel free to ask them below.

Up Next - Missions, Awards, and Progression

Gameplay Primer
almost 5 years ago – Thu, Jul 18, 2019 at 03:22:27 PM

Welcome to the first Primer for The Genesys Project. In this update I’ll present various points of The Genesys Project that make it special and often quite different from other games. 

First up, Gameplay

General Gameplay and Command 

In games of The Genesys Project, typical play lasts for 6 Game Rounds, each round consisting of multiple Player Turns alternating back and forth. Each player gets to activate several units equal to their Command Value, which is equal to the highest Command characteristic the player has on the table. 

For example: Having a Command of 4 would allow you to activate 4 units during your player turn. Then your opponent would take their player turn, activating as many units as their highest Command characteristic, before returning play back to you, and so on until all the units on the table have been activated ending the round.

The player that finishes their activations first has the initiative for the following Game Round. Of course, this can be challenged and if that challenge fails, you reduce the challenger’s Command Value for that round. 

So, what happens if your model with the highest Command is killed? Yep, it could instantly can change how many squads you may activate each Player Turn


Activations

Activating a unit allows each unit to take a Movement+ Action. Your action may be held for later (eg. if you know you’re about to be charged or engaged in combat). 

Movement+ allows you to move up to 3 times your Movement characteristic. Some actions may require less movement, as do some abilities, like taking extra advantage of cover. A typical Movement characteristic is 3", which would be a movement of 9" possible.

We will talk more on activations later. 

Reactionary Activations

Anytime your opponent activates, you may trigger a single Reactionary Activation. Doing so is at a reduced skill level, lowering characteristics involved by 1. 


The End Game

In some wargames, there’s a pre-determined end point, which means players can make unrealistic moves in a final turn without fear of reprisal. In The Genesys Project we have introduced The End Game. You, or your opponent, may attempt to push the game past the 6th Game Round. To do this, simply roll a die and add your highest Command value on the table. If the result equals or beats the Game Round you want to go into, the game continues. The maximum round for the End Game is Round 10

Interestingly enough, the highest game round we have played to with our in-house playtesters is Round 9. Most commonly, Round 6 ends the game, sometimes we go into 7, and only rarely 8. 

Do you have any questions about these points? Feel free to ask them below.
 

Up Next - The Combat Mechanics!