Mass Workshop: Difference between revisions
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== Building a Squad and Army == | == Building a Squad and Army == | ||
All normal units start with basic armor and pistol skill learned. | All normal units start with basic armor and pistol skill learned. A profession can then be purchased, either for the whole squad or for an individual. Hero units can buy abilities and weapons individually and have a lot more choice. | ||
In addition to normal squads, an army may have a certain number of Hero/Leader units and Vehicles. | |||
=== Basic Squad Cost === | === Basic Squad Cost === | ||
The BSC is the points cost for a squad (standard size is indicated in brackets - typically 5 individuals)<br/> | The BSC is the points cost for a squad (standard size is indicated in brackets - typically 5 individuals)<br/> | ||
'''Human Marines''' (5) - | '''Human Marines''' (5) - 150 points<br/> | ||
'''Asari Commandos''' (4) - | '''Asari Commandos''' (4) - 150 points<br/> | ||
'''Turian Combat Squad''' (5) - | '''Turian Combat Squad''' (5) - 150 points<br/> | ||
'''Geth Squad''' - (5) | '''Geth Squad''' - (5) 150 points<br/> | ||
'''Krogan Warriors''' (3) - | '''Krogan Warriors''' (3) - 150 points (3 individuals) <br/> | ||
'''Quarian Marines''' (5) - 100 points<br/> | '''Quarian Marines''' (5) - 150 points<br/> | ||
'''LOKI Mechs''' (5) - 100 points (cannot buy professions)<br/> | |||
=== Professions === | === Professions === | ||
'''Commando'''<br/> | |||
Profession point costs are calculated on an individual basis. | |||
'''Commando''' + 20 points/unit<br/> | |||
Weapon type: Any except Heavy Weapons<br/> | Weapon type: Any except Heavy Weapons<br/> | ||
Abilities: +1 Toughness, Adrenaline Rush<br/> | Abilities: +1 Toughness, Adrenaline Rush<br/> | ||
'''Heavy'''<br/> | '''Heavy''' + 25 points/unit<br/> | ||
Weapons: Heavy Weapons & Pistols<br/> | Weapons: Heavy Weapons & Pistols<br/> | ||
Abilities: +1 Toughness, <br/> | Abilities: +1 Toughness, <br/> | ||
'''Programmer'''<br/> | '''Programmer''' + 15 points/unit<br/> | ||
Weapons: Pistols<br/> | Weapons: Pistols<br/> | ||
Abilities: Summon drone, Refine Mech.<br/> | Abilities: Summon drone, Refine Mech.<br/> | ||
'''Engineer'''<br/> | '''Engineer''' + 20 points/unit<br/> | ||
Weapons: SMG's or Shotguns (one model cannot take both)<br/> | Weapons: SMG's or Shotguns (one model cannot take both)<br/> | ||
Abilities: Hacking, Overload, Overheat<br/> | Abilities: Hacking, Overload, Overheat<br/> | ||
'''Scientist'''<br/> | '''Scientist''' + 15 points/unit<br/> | ||
Weapons: SMG<br/> | Weapons: SMG<br/> | ||
First Aid, Cryo | First Aid, Cryo Blast, Incinerate<br/> | ||
'''Adept'''<br/> | '''Adept''' + 20 points/unit<br/> | ||
Weapons: Pistol<br/> | Weapons: Pistol<br/> | ||
Abilities: Throw, Warp, Shockwave, Singularity, Stasis.<br/> | Abilities: +2 Barrier, Throw, Warp, Shockwave, Singularity, Stasis, Squad Barrier.<br/> | ||
'''Sniper'''<br/> | '''Sniper''' + 20 points/unit<br/> | ||
Weapons: Sniper Rifles<br/> | Weapons: Sniper Rifles<br/> | ||
Abilities: Assassinate<br/> | Abilities: Assassinate<br/> | ||
'''Infiltrator'''<br/> | '''Infiltrator''' + 20 points/unit<br/> | ||
Weapons: SMGs<br/> | Weapons: SMGs<br/> | ||
Abilities: +1 Initiative, Overload, Tactical Cloak<br/> | Abilities: +1 Initiative, Overload, Tactical Cloak<br/> | ||
'''Sentinel'''<br/> | '''Sentinel''' + 25 points/unit<br/> | ||
Weapons: Pistol<br/> | Weapons: Pistol<br/> | ||
Abilities: Throw, Squad Barrier, Overheat, Cryo Blast<br/> | Abilities: +1 Barrier, Throw, Squad Barrier, Overload, Overheat, Cryo Blast<br/> | ||
'''Vanguard'''<br/> | '''Vanguard''' + 20 points/unit<br/> | ||
Weapons: AR or Shotgun<br/> | Weapons: AR or Shotgun<br/> | ||
Abilities: +1 Strength, Biotic Charge, Shockwave<br/> | Abilities: +1 Strength, Biotic Charge, Shockwave<br/> | ||
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==== Ammo Types ==== | ==== Ammo Types ==== | ||
Note: Ammo types may be scrapped, as they would simply be changed on an army-by-army basis. | |||
Incendiary: <br/> | Incendiary: <br/> | ||
Poison: Prevents Regeneration for 1 turn after each inflicted wound.<br/> | Poison: Prevents Regeneration for 1 turn after each inflicted wound.<br/> | ||
Revision as of 01:16, 3 July 2010

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 skirmish-scale; smaller than Warhammer 40k, but larger than Necromunda.
Space Combat is handled in the forthcoming Battlefleet: Citadel
Races and Armies
Human 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 selected units from all 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 'slow 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.
Coalitions
Coalition battles allow several army lists to be used to make up one force. The main coalitions are Citadel races, Terminus Pirates & Reaper Slaves.
- Citadel Races
- Human
- Asari
- Turian
- Salarian
- Quarians
- Elcor
- Hanar & Drell
- Volus
- Terminus Pirates
- Mercenaries (most Salarian, Human, Asari and Turian units)
- Batarians
- Krogan
- Reaper Slaves
- Geth
- Rachni
- Collectors
- Special unit; Husks
Renegade/Paragon Choices
Some armies have Renegade and Paragon units. While this concept still has to be expanded, certain specialised units are noted as being (R)enegade or (P)aragon. An army may contain either Renegade units or Paragon units; never both unless with prior agreement. The prime purpose of these rules are to codify canon-consistent armies and to avoid situations where Cerberus is fighting alongside Fuckin' Xenos, or Justicars alongside Ardat-Yakshi. It should be noted that the Renegade and Paragon titles are used loosely, within the context of the race's culture. Justicars are merciless killers; but Paragons by the standards of other asari compared to Renegade A-Y.
- Examples of these units include, but are not limited to
- Human Alliance: Cerberus Shocktroopers (R), Cerberus Researchers (R), Turian/Asari Allies (P)
- Asari Republic: Ardat-Yakshi (R), Justicar (P)
- Geth: Individual Agent (P), Reaper Husks (R)
- Rachni: Any units using Reaper upgrades (R), Husks (R), Asari Companions (P)
Rules
Basics
Ideas for actual Gameplay so far: We will use 40k as a starting point.
Stats are
Combat (C) - Strength (S) - Toughness (T) - Wounds - (W) Initiative (I) - Attacks (A) - Leadership (LD) - Shields (SH) - Save(SV) - Barriers (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.
Combat is used for all attacks, with modifiers affecting Close Combat - any attacks made against models within 6". Close Combat is not just physical hits, but close-quarters gunfights; Shotguns are CC weapons, reducing Combat roles at range and giving a bonus in CC.
Example Infantry Statistics
Human Commando C4 S4 T3 W1 I3 A1 LD7 SH2 SV4+ B- Special Rules:
Turian Commando C4 S3 T4 W1 I3 A1 LD7 SH2 SV4+ B- Special Rules:
Quarian Mechanist C3 S3 T2 W1 I3 A1 LD7 SH3 SV5+ B- Special Rules:
Geth Trooper C3 S3 T2 W1 I4 A1 LD7 SH3 SV5+ B- Special Rules:
Asari Commando C5 S2 T3 W1 I4 A1 LD8 SH1 SV5+ B4+ Special Rules: Natural Biotic
Krogan Warrior C6 S5 T5 W3 I1 A3 LD6 SH1 SV4+ B6+ Special Rules: Krogan Charge, Regeneration
Vorcha Grunt C1 S3 T4 W1 I3 A1 LD5 SH1 SV2+ B- Special Rules: Recovery
LOKI Mech C1 S2 T3 W1 I3 A1 LD5 SH1 SV2+ B- Special Rules: Explosive Exit
FENRIS Mech C1 S2 T2 W1 I3 A1 LD5 SH1 SV2+ B- Special Rules: Stun Attack, Explosive Exit
Example Vehicle Statistics
Vehicle statline has AV instead of Toughness.
Mako
C4 SH3 W3 LD8 SV2+
AV: Front: 8 Side: 6 Rear: 6
Special Rules: Vehicle, Transport(5)
YMIR Mech
C5 SH2 W2 I2 A3 LD6 SV2+
AV: Front: 6 Side: 6 Rear: 4
Special Rules: Walker, Highly Explosive Exit
To Do:
Alliance Tank
Cerberus Tank
Hovercar
Merc Gunship
Geth Dropship
Geth Armature
Geth Colossus
Collector Occulus
Collector Praetorian
Essentaily, vehicles are just like normal units, only really tough in certain directions, with no LD and often with poor CC abilities. Variable speeds are pre-set along a few basic types. Their LD scores are to represent their resistance to Tech Hacking.
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
Walker: moves 6" / turn, or 3" and ignores difficult terrain
Unit types
Organic: takes more/less damage from certain powers
Mechanical: takes more/less damage from certain powers
Powers
All powers are used instead of a normal attack, and an entire squad must declared their the attack/power usage and targets before any rolls are made.
Power types
Tech: can take tech powers
Biotic: can take biotic powers
Martial: Covers powers such as Krogan charges or Varren pounces.
Tech Powers
Overload Shields - Opposed save, or all Shields are removed from the target as if they had been removed by weapons fire.
Overheat Weapons - Automatic success; affected enemy unit at range suffers -2 to attack rolls, while affected units in close combat are reduced to an initiative of 1 for the next turn.
AI Hacking - When used on Mechanical units, they must pass opposed leadership roles (Hacker and subject takes leadership +1d6) to avoid Hacking. Hacked targets can be immediately ordered to make one standard attack agaisnt their nearest ally or make one standard move in the direction of the hacking player's choice.
Summon drone - Model can summon a small drone to attack the nearest enemy. It is minion-class (1 hit to destroy).
Refine Mech - Model selects a squad of, or individual Mechanical being within LoS and 12" and refines their programming. For the next turn Refined units receive +1 to Combat rolls, +1 to all saves and pass all leadership tests automatically. This ability does not affect vehicles.
First Aid
Cryo Freeze
Incinerate
Tactical Cloak - Individual uses stealth rules
Biotic Powers
Some ideas for implementing Biotic Powers:
Warp - Rapidly shifting mass effect fields shred the target, the unfortunate victims torn, twisted and broken by the unpredictable fields. The enemy unit within 12" takes d6 str 5 hits. Armour saves and shields are allowed as usual. (Vanguard and Adepts only)
OR
Warp - 1d3 health damage/1d6 Armour damage/ removes biotic barriers/Two simultaneous warps on an individual enemy will remove it's shields. As in the rest of the game, order of priority is Barrier/Shields/Armour/Health.
Throw - Shockwaves of biotic energy hurl targets within 24" to the ground, slamming them into walls, rocks and off ledges. The enemy unit must pass a toughness test or take d3 wounds. Armour saves are not allowed. (Sentinels and Adepts only)
Stasis - Mass effect fields pin the enemy to the ground with powerful biotic fields. Enemy must pass a -2 leadership test or be pinned next turn. (Sentinels and Adepts only)
Vortex - a powerful biotic field erupts into existence within an enemy squad dragging people of their feet or high in the air. The enemy unit must pass a leadership test or they may not fire next turn. In addition they automatically suffer d6 st 3 hits. (Vanguard and Adepts only)
Squad Barrier - The individual using this power reinforces their squad's barriers. All squad members receive -1 to existing barriers and a 6+ save if they don't already have one.
Push/Pull - move enemy, enemy takes slight damage on open ground, high damage if model passes through or touches scenery on the way. Physical (push/pull) damage only affects unshielded enemies.
Singularity - lay down a small circular template anywhere in LoS within 12". All units in that area are affected. template lasts 1 round if not reinforced. Template can be reinforced by same or another character, and expands out to a larger template; can be reinforced up to 3 times. Unless reinforced, the template goes down a size at the end of your next go until it disappears.
Biotic Charge - after movement, a move up to 4" into CC. Enemies who are hit must pass a Strength vs. Toughness save or be knocked prone and knocked back 1" away from the charger.
Biotic powers will need to be synthesised into a cohesive form and balanced appropriately.
Martial Powers
Adrenaline Rush - In addition to their normal move action, once a turn the model may move 2" before or after their attack phase.
Assassinate - The individual may target any model they wish within line of sight, irrespective of closer or easier targets or if the individual is in a squad.
'Charge - Model can move and attack 4" to enemy, and attacks with a +2 combat bonus
Pounce- for varren
Building a Squad and Army
All normal units start with basic armor and pistol skill learned. A profession can then be purchased, either for the whole squad or for an individual. Hero units can buy abilities and weapons individually and have a lot more choice.
In addition to normal squads, an army may have a certain number of Hero/Leader units and Vehicles.
Basic Squad Cost
The BSC is the points cost for a squad (standard size is indicated in brackets - typically 5 individuals)
Human Marines (5) - 150 points
Asari Commandos (4) - 150 points
Turian Combat Squad (5) - 150 points
Geth Squad - (5) 150 points
Krogan Warriors (3) - 150 points (3 individuals)
Quarian Marines (5) - 150 points
LOKI Mechs (5) - 100 points (cannot buy professions)
Professions
Profession point costs are calculated on an individual basis.
Commando + 20 points/unit
Weapon type: Any except Heavy Weapons
Abilities: +1 Toughness, Adrenaline Rush
Heavy + 25 points/unit
Weapons: Heavy Weapons & Pistols
Abilities: +1 Toughness,
Programmer + 15 points/unit
Weapons: Pistols
Abilities: Summon drone, Refine Mech.
Engineer + 20 points/unit
Weapons: SMG's or Shotguns (one model cannot take both)
Abilities: Hacking, Overload, Overheat
Scientist + 15 points/unit
Weapons: SMG
First Aid, Cryo Blast, Incinerate
Adept + 20 points/unit
Weapons: Pistol
Abilities: +2 Barrier, Throw, Warp, Shockwave, Singularity, Stasis, Squad Barrier.
Sniper + 20 points/unit
Weapons: Sniper Rifles
Abilities: Assassinate
Infiltrator + 20 points/unit
Weapons: SMGs
Abilities: +1 Initiative, Overload, Tactical Cloak
Sentinel + 25 points/unit
Weapons: Pistol
Abilities: +1 Barrier, Throw, Squad Barrier, Overload, Overheat, Cryo Blast
Vanguard + 20 points/unit
Weapons: AR or Shotgun
Abilities: +1 Strength, Biotic Charge, Shockwave
Weaponry
Pistols: Normal attack stats.
SMG: +1 attack
Shotgun: +3 Combat in CC
Assault Rifle: +2 attacks
Sniper Rifle: +2 Combat outside of CC
Ammo Types
Note: Ammo types may be scrapped, as they would simply be changed on an army-by-army basis.
Incendiary:
Poison: Prevents Regeneration for 1 turn after each inflicted wound.
Cryo:
Warp: +2 chance to penetrate Barriers
Disruptor Ammo: Reduces Shields by 2 rather than 1 with each hit.
Links
Hats is maintaining an index of papercraft models [1]