Mass Workshop: Difference between revisions
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Mass Workshop | Mass Workshop | ||
A | A tabletop minitures game of warfare set in the Mass Effect universe between the races of the Citadel, Terminus systems and the Reapers. The scale of battles is smaller than Warhammer 40k, but larger than Necromunda. | ||
Space Combat is handled in the forthcoming Battlefleet: Citadel | Space Combat is handled in the forthcoming Battlefleet: Citadel | ||
| Line 12: | Line 12: | ||
=== Spectres === | === Spectres === | ||
Your Spectre agent costs a shitload of points and is decked out with special abilities. Then you get to buy units from all Citadel-aligned factions for the rest of your points. To be covered at a later stage in the process SO STOP ARGUING OVER SHEPARD FOR NOW. | |||
=== Geth === | === Geth === | ||
Gain more orders and actions when there are more units on the table. Many infiltration options (cloaking, deep strike). Mix of weak, tech-vulnerable soldiers and some powerful walkers with heavy-weapons. Like Quarians; have no biotics. | |||
=== Mercenary armies === | === Mercenary armies === | ||
Tend to use cheap cannon-fodder units like vorcha or mechs to provide cover for their expensive leader units. If the top leader (The Warlord) falls, the army has to save or break; the next highest ranked commander unit is the new 'Warlord' | |||
=== Quarian Navy === | === Quarian Navy === | ||
Emphasis on small commando units and tech support from Machinists. Best hackers of all factions. Quarians come with cheap Tech upgrades at the cost of not having Biotics and being generally expensive and a glass cannon army. Insane dakka output but low toughness. Use of Anti-Biotic Drones. Tech debuffs; anti-biotic field drones are a great idea. Use of tech drones to harass enemy while a few heavy-weapons commandos and snipers pick off the weakest. | |||
Maybe have a special 'Uncertain Gravity' rule; Growing up on board the flotilla most Quarians have developed an inate mastery of uncertain gravity, weightlessness, sudden shifts and the vagaries of constant spaceflight. As a result many biotic powers relying on these sudden changes to startle and disorientate their foe fight Quarians suprisingly tough. Many powers are less effective as a result. Quarians then may ignore X and X biotic powers. | Maybe have a special 'Uncertain Gravity' rule; Growing up on board the flotilla most Quarians have developed an inate mastery of uncertain gravity, weightlessness, sudden shifts and the vagaries of constant spaceflight. As a result many biotic powers relying on these sudden changes to startle and disorientate their foe fight Quarians suprisingly tough. Many powers are less effective as a result. Quarians then may ignore X and X biotic powers. | ||
=== Krogan === | === Krogan === | ||
Force on their own, or can be used as mercenaries in many armies. Berzerk when they've taken a certain amount of damage or if they get close to an enemy unit. Vat-grown Krogan can not be given advanced orders. Use Clone-Krogan, Vorcha and Varren as screening units while the Pure Krogan and the Battlemasters move forward. Krogan Charge is a damaging move+Close-combat attack. Battlemasters need to be one of the most powerful units in the game; tough and able to perform a combined Biotic and Krogan Charge. | |||
=== Asari === | === Asari === | ||
Most units are biotics. Many Vanguards. Adepts use biotic control powers while Biotic Vanguard Squads move through cover until they can charge into close combat. Matriarchs are enormously expensive Adepts, providing leadership and tactical bonuses. | |||
=== Salarian STG === | === Salarian STG === | ||
All units are techs. Snipers, saboteurs and infiltrators preferred. Faster and stealthier than Quarians. No Salarian biotics? | All units are techs. Snipers, saboteurs and infiltrators preferred. Faster and stealthier than Quarians. No Salarian biotics? | ||
=== Turians | === Turians === | ||
Disciplined army with classic rank structure. Turians don't use a lot of biotics or tech but volus have biotics and hackers. Turian units slightly more specialised and inflexible than humans. Sometimes use Volus exo-suits as heavily-armoured and be-weaponed Mech walker units. | |||
=== Elcor === | === Elcor === | ||
Slow support units with heavy weapons mounted on top. The 'alow and shooty' army. | |||
=== Hanar | === The Hanar & Drell === | ||
Most of the army would consist of Drell with Hanar clerics encouraging the fight from the back. Drell are fast and fragile close-combat, stealth and sniping specialists, but weak when exposed. If the rumors of Blasto are true, the hanar themselves can be armed. Some Hanar tentacle suits exist; gigantic octopus-like metallic walker units. | |||
=== Rachni === | === Rachni === | ||
Similar to Tyranids; some key 'synapse' controlling units and larger swarms of weaker drones. | |||
=== Collectors === | === Collectors === | ||
Squads of warriors with a reccuring Hero unit; Harbringer. The first DIRECT CONTROL takes place at will, while any further ones make the unit unusable for the rest of that turn, allowing the enemy to shoot at it for a whole turn before you can use him. | |||
== Alliances == | == Alliances == | ||
| Line 115: | Line 115: | ||
'''Biotic''': can take biotic powers<br/> | '''Biotic''': can take biotic powers<br/> | ||
'''Martial''': Covers powers such as Krogan charges or Varren pounces.<br/> | '''Martial''': Covers powers such as Krogan charges or Varren pounces.<br/> | ||
=== Building a Squad === | |||
All units start with basic armor and pistol skill learned. Each model has 5 or something upgrade slots to fill. | |||
'''Soldier upgrades''': | |||
Armor: Any | |||
Weapon type: Any except Heavy Weapons | |||
Ammo type: Any | |||
(note that "any" still means that you need to buy each individual option separately. So if you want the unit to use shotguns and assault rifles you need to buy them both). | |||
'''Engineer upgrades''': | |||
Armor: Basic only | |||
Weapons: SMG's or Shotguns (one model cannot take both) | |||
Abilities: AI hacking (Quarian engineers get AI hacking for free), First Aid, Overload, Cryo Freeze, Incinerate, Sabotage | |||
'''Adept upgrades''': | |||
Armor: Basic only | |||
Weapons: Pistols or heavy pistols | |||
Abilities: Throw, Warp (Asari biotics get Warp for free), Shockwave, Singularity, Pull, Reave, Barrier (Can only be used on self), Stasis. | |||
'''Infiltrator upgrades''': | |||
Armor: Basic, Tactical | |||
Weapons: Pistols, SMG's, Sniper Rifles | |||
Abilities: Disruptor Ammo, Cryo Ammo, Incinerate, Tactical Cloak, Sabotage | |||
Revision as of 15:21, 2 July 2010
Mass Workshop
A tabletop minitures game of warfare set in the Mass Effect universe between the races of the Citadel, Terminus systems and the Reapers. The scale of battles is smaller than Warhammer 40k, but larger than Necromunda.
Space Combat is handled in the forthcoming Battlefleet: Citadel
Races and Armies
Alliance
Middle-of-the road army, no particular specialists. Can deploy Makos. Standard, generic units; not specialised, but have a fast and tough transport in the Mako.
Spectres
Your Spectre agent costs a shitload of points and is decked out with special abilities. Then you get to buy units from all Citadel-aligned factions for the rest of your points. To be covered at a later stage in the process SO STOP ARGUING OVER SHEPARD FOR NOW.
Geth
Gain more orders and actions when there are more units on the table. Many infiltration options (cloaking, deep strike). Mix of weak, tech-vulnerable soldiers and some powerful walkers with heavy-weapons. Like Quarians; have no biotics.
Mercenary armies
Tend to use cheap cannon-fodder units like vorcha or mechs to provide cover for their expensive leader units. If the top leader (The Warlord) falls, the army has to save or break; the next highest ranked commander unit is the new 'Warlord'
Emphasis on small commando units and tech support from Machinists. Best hackers of all factions. Quarians come with cheap Tech upgrades at the cost of not having Biotics and being generally expensive and a glass cannon army. Insane dakka output but low toughness. Use of Anti-Biotic Drones. Tech debuffs; anti-biotic field drones are a great idea. Use of tech drones to harass enemy while a few heavy-weapons commandos and snipers pick off the weakest. Maybe have a special 'Uncertain Gravity' rule; Growing up on board the flotilla most Quarians have developed an inate mastery of uncertain gravity, weightlessness, sudden shifts and the vagaries of constant spaceflight. As a result many biotic powers relying on these sudden changes to startle and disorientate their foe fight Quarians suprisingly tough. Many powers are less effective as a result. Quarians then may ignore X and X biotic powers.
Krogan
Force on their own, or can be used as mercenaries in many armies. Berzerk when they've taken a certain amount of damage or if they get close to an enemy unit. Vat-grown Krogan can not be given advanced orders. Use Clone-Krogan, Vorcha and Varren as screening units while the Pure Krogan and the Battlemasters move forward. Krogan Charge is a damaging move+Close-combat attack. Battlemasters need to be one of the most powerful units in the game; tough and able to perform a combined Biotic and Krogan Charge.
Asari
Most units are biotics. Many Vanguards. Adepts use biotic control powers while Biotic Vanguard Squads move through cover until they can charge into close combat. Matriarchs are enormously expensive Adepts, providing leadership and tactical bonuses.
Salarian STG
All units are techs. Snipers, saboteurs and infiltrators preferred. Faster and stealthier than Quarians. No Salarian biotics?
Turians
Disciplined army with classic rank structure. Turians don't use a lot of biotics or tech but volus have biotics and hackers. Turian units slightly more specialised and inflexible than humans. Sometimes use Volus exo-suits as heavily-armoured and be-weaponed Mech walker units.
Elcor
Slow support units with heavy weapons mounted on top. The 'alow and shooty' army.
The Hanar & Drell
Most of the army would consist of Drell with Hanar clerics encouraging the fight from the back. Drell are fast and fragile close-combat, stealth and sniping specialists, but weak when exposed. If the rumors of Blasto are true, the hanar themselves can be armed. Some Hanar tentacle suits exist; gigantic octopus-like metallic walker units.
Rachni
Similar to Tyranids; some key 'synapse' controlling units and larger swarms of weaker drones.
Collectors
Squads of warriors with a reccuring Hero unit; Harbringer. The first DIRECT CONTROL takes place at will, while any further ones make the unit unusable for the rest of that turn, allowing the enemy to shoot at it for a whole turn before you can use him.
Alliances
Alliances battles allow several army lists to be used to make up one force. The main alliances are Citadel races, Terminus Pirates & Reaper Worshippers
- Citadel Races
- Human
- Asari
- Turian
- Salarian
- Quarians
- Elcor
- Hanar & Drell
- Volus
- Terminus Pirates
- Mercenaries (most Salarian, Human, Asari and Turian units)
- Batarians
- Krogan
- Reaper Worshippers
- Geth
- Rachni
- Collectors
- Special unit; Husks
Rules
Basics
Ideas for actual Gameplay so far: We will use 40k as a starting point.
Stats are
WS BS S T W I A LD SH SV B
SH is shields. Allow you to disregard one hit per stat. Instant Death weapons ignore shields. (Potential for recharge only in cover???)
SV is as 40k. (But modified by weapon strength like WHFB???)
B are barriers. Act as an additional saving roll. Not every unit has them. Equivilent to invunnerable save. Maybe a little less powerful.
Close combat is every model within six inches uses WS rather than BS. (Models can disengage freely???) Shotguns are CC weapons.
Army Structure
Powers are taken as upgrades to squads rather than be a unit type in themselves.
- Force Organisation
- Leaders
- Troops
- Special
- Heavy
- Heroes
Movement
Infantry: the default. Nothíng special, moves 6" / turn
Aerial: moves 12" / turn, ignores terrain
Vehicle: moves 12" / turn, or 6" and ignores difficult terrain
Unit types
Organic: takes more/less damage from certain powers
Mechanical: takes more/less damage from certain powers
Power types
Tech: can take tech powers
Biotic: can take biotic powers
Martial: Covers powers such as Krogan charges or Varren pounces.
Building a Squad
All units start with basic armor and pistol skill learned. Each model has 5 or something upgrade slots to fill.
Soldier upgrades:
Armor: Any Weapon type: Any except Heavy Weapons Ammo type: Any (note that "any" still means that you need to buy each individual option separately. So if you want the unit to use shotguns and assault rifles you need to buy them both).
Engineer upgrades:
Armor: Basic only Weapons: SMG's or Shotguns (one model cannot take both) Abilities: AI hacking (Quarian engineers get AI hacking for free), First Aid, Overload, Cryo Freeze, Incinerate, Sabotage
Adept upgrades:
Armor: Basic only Weapons: Pistols or heavy pistols Abilities: Throw, Warp (Asari biotics get Warp for free), Shockwave, Singularity, Pull, Reave, Barrier (Can only be used on self), Stasis.
Infiltrator upgrades:
Armor: Basic, Tactical Weapons: Pistols, SMG's, Sniper Rifles Abilities: Disruptor Ammo, Cryo Ammo, Incinerate, Tactical Cloak, Sabotage