Mass Workshop

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Mass Workshop

A Tabletop minitures game of warfare between the races of the Citadel and Terminus systems.

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'

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.

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 with Volus clients

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.

Hanar with Drell clients

Most of the army would consist of Drell with Hanar clerics leading 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

Tyranids; with controlling units, swarms and large numbers.

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.