Monday, January 28, 2013

Have you ever faced an asari commando unit before?

The asari commandos are one of the best trained special forces in the known universe. They are powerful asari biotics who form the elite of the asari military. Often in the maiden stages of their lives, they usually fight in small groups using guerrilla tactics. Commandos dress in distinctive brown uniforms and are usually armed with shotguns or assault rifles. They are considered amongst the finest individual warriors in the galaxy, comparable to Krogan Battlemasters. This is a characteristic of a foot soldier in the ranks of the asari special forces.




Asari Commando
Initiative: 17
DR:9 KB:12 HP:32 DV:20 BDV:17 MDV:17 Brawling/Melee Damage:3
Dexterity 3D Knowledge 3D Mechanical 2D  Perception 4D Strength 3D Technical 2D Biotic:3D
Move 10
Brawling 3D+8
Melee 3D+8
Ranged 3D+12 (+18 when using shotgun or assault rifle)

Asari wear a special armor designed specially for the special forces, it can not be bought.

Special Abilities:
One of the weapon dependent combat talents.
Precision

Time Taken: none
Prerequisites: Grenades +9
This Talent allows a character to place a thrown grenade more precisely. Grenades thrown by the player have additional 1D damage.
Combat Armor
Time Taken: None
Prerequisites: Stamina +9
Lessen the penalties for wearing armor. You ignore the first -3 for Dexterity skills.
Shield Boost
Time Taken: action
Prerequisites: Combat Armor Talent
This Talent allows a character to recharge their failed shields. To activate, make a moderate roll Stamina. If successful, recharge your shields +3. For every 5 points above the difficulty, recharge another +3.
Barrier
Time Taken: one round
Prerequisites: Biotic 1D
The main defensive Talent for Biotic Specialists is Barrier. With this skill a character can make one roll and if successful has the potential to negate damage. When activated roll your Barrier and Biotic. Note the total. When taking damage, the opponent rolls damage as normal and subtracts your roll for the Barrier Talent. Any remaining damage is rolled vs. the character's defense as normal. The Barrier protects the user from a 90 degree arc in front of him.
Warp
Time Taken: action
Prerequisites: Biotic 2D
Warp is a biotic talent that lowers the armor on a target, increasing the damage the enemy takes. Roll Biotic and Warp versus the targets defense (for characters Strength, vehicles hull). If successful, the target looses 50% of his armor DR. Additionally target takes +1D damage from all attacks against it. This power lasts one Round and one Round for every +5 against the target.
Lift
Time Taken: action
Prerequisites: Biotic 3D
This Talent allows a character to violently toss one object or person into the air. If used against another character or their weapon the defense roll is that character's Strength. If used against an object the difficulty is 10 for the first 25kg of the object and an additional 5 for every 25kg. If successful, the object or person is lifted to a height of D x 2 meters and floats there for the remainder of the round, falling back to the ground at the start of the next round. For every 5 points roll above the targets defense roll it floats in the air for an additional round. While floating a character must make a very difficult Dexterity test to do any actions. Lift has a range of Dx5 meters.

Saturday, January 26, 2013

Character Creation in Mass Effect Tabletop RPG

Character creation in Mass Effect d6 LeD is very simple. Take the attribute dice from the race template and distribute them between all attributes. Using the guidelines in the race description distribute 21 skill points among skills you want to have. Note that the number of skills under each attribute equals the total of dice before the governing attribute and the number of dice in knowledge. After that update you derived stats like hit points and defense values. At character creation the player gets all the talents for which the prerequisites are met at no cost. That's it!



To be fair the character won't be nearly as strong as commander Sheppard at the beginning of the first Mass Effect. So if You like your heroes to have more experience under their belt you should give them 30 or 40 points for skills to distribute. I like my players to start small and work their way to being a hero like Sheppard, but if You like to start at a specter level you should definitely allow more skill points at the beginning.

Friday, January 25, 2013

How to kill an Ardat-Yakshi

It's quite simple really... sneak up from behind when somebody else is trying to kill her and shoot three bursts to the head, or use two to three proximity mines, its really that simple. Whatever You do... don't ever, ever try to fight head on with an Ardat-Yakshi.
So yes my players had an encounter with an Ardat-Yakshi. Of course they did not fight her directly. It came to a standoff between the witch and asari commandos that were pursuing her and the decision of the players would tip the scales in favor of her or the hunters. The choice was not easy since they did not know her for what she really was, at least they were not sure. Needless to say Aryah (that was her name) was very powerfull and had a unique skill set ranging from manipulation to poison making. The group was under the influence of hallex for most of the encounter, so it was hard for them to deny her help that she was asking for. Her plan was to escape her perusers and with the assistance of the players get into a corporate controlled base to which the commandos had no access. There she could resume her killing spree. Thankfully the turian Tremorius a military veteran had a moment of clarity and at the last moment he decided to put Aryah down .

Wednesday, January 23, 2013

Xenos!

If you are tired of all races presented in Mass Effect, you can always check out the BioWare CGHUB 3D Challenge for inspiration. Many very cool alien concepts designed by fans are presented there. There are only 7 days left till the end of the challenge if you are interested in participating!

Monday, January 21, 2013

Zombies ... I mean Husks! (FIXED)

Husks are the aggressive, mindless foot soldiers of the Reaper armies. They are created by impaling either living or dead beings on mechanical spikes that rapidly extract water and trace minerals and replace them with cybernetics. These cybernetics reanimate the lifeless flesh and tissue, transforming the bodies into horrifying killing machines.
The Reapers use large groups of husks to overwhelm the enemy. The husks' inability to feel pain, as well as their tendency to attack in groups, makes them particularly deadly adversaries.


Human Husk
Initiative: 5
DR:2 KB:3 HP:27 DV:12 BD:18
Dexterity 2D Kowledge 0D Mechanical 0D Perception 2D+1 Strength 3D Technical 0D
Brawling 3D+8 Damage: 3D+8 
Climbing 2D+9 always versus easy.
Move 9

Saturday, January 19, 2013

The Big One

Geth Armature
The Geth Armature is a mobile anti-vehicle and anti-personnel unit employed in high-risk areas, often dropped directly from a Geth Dropship. Armatures are sentient, synthetic lifeforms capable of independent thought, learning and action. When inactive, Armatures fold into a compact state, allowing them to be packed into containers, or place themselves in small spaces. This feature, combined with their armaments, makes Armatures perfect for garrison forces or for ambushes. rmed with superior firepower and a Siege Pulse assault cannon, this geth is easily a match for the armored vehicles of other races. Its main armament is deadly but slow to recharge, but the Geth Armature compensates by knocking down infantry with a smaller secondary weapon.

Initiative: 8 (special)
DR:22 KB:16 HP:50 DV:20 BD:30
Ranged Weapons:4D+8
- Geth Pulse Rifle: Range:30m Damage:5D+3
- Siege Pulse Weapon Range:60m Damage:8D(+2D vs Organics)

Search:3D+9 (special)
Dexterity:4D Knowledge:1D Mechanical:3D Perception:3D Strength:8D Technical:2D
Move: 10
Synthetic: Geth are immune to poisons, gases, do not eat, drink or sleep and can survive in vaccum.
Network AI: For additional Geth beyond the 1st each gains +1 Search and +1 Initiative.
Technology Aptitude: All Geth get +6 to Secruity, Electronic Devices and Synthetics.
Shield Boost: Geth Prime regenerates full Kinetic Barriers every 2 rounds.

Friday, January 18, 2013

Prime


Geth Prime (Red)
Geth Primes are heavy geth platforms that serve as command units on the battlefield. Larger and more powerful than any other geth infantry platform, Primes are equipped with heavy armor and shields, specialized abilities and a variety of deadly weapons.

Initiative: 10 (special)
DR:18 KB:12 HP:38 DV:18 BD:24
Ranged Weapons:4D+8
- Geth Pulse Rifle: Range:30m Damage:5D+3
- Geth Distortion Rocket Launcher Range:35m Damage:7D(5m)
Search:3D+9 (special)
Dexterity:4D Knowledge:1D Mechanical:2D Perception:3D Strength:6D Technical:1D
Move: 10
Synthetic: Geth are immune to poisons, gases, do not eat, drink or sleep and can survive in vacuum.
Network AI: For additional Geth beyond the 1st each gains +1 Search and +1 Initiative +1 Ranged.
Technology Aptitude: All Geth get +6 to Secruity, Electronic Devices and Synthetics.
Shield Boost: Geth Prime regenerates full Kinetic Barriers every 2 rounds.

Tech Talents:
Damping
Time Taken: action
3D+9 vs Willpower if successful the target cannot use any Biotic Talent for 2 rounds.

Thursday, January 17, 2013

Geth

Geth Trooper (Pale Green)
Geth Troopers are standard geth infantry. These units are lightly equipped, with no exotic weapons, and are normally found in groups of two or more. They are dark gray in color, with pale green synthetic "flesh" and a bright blue 'flashlight eye'.

Initiative: 6 (special)
DR:6 KB: 6 HP:26 DV:15 BD:12
Ranged Weapons:3D+8 
- Geth Pulse Rifle: Range:30m Damage:5D+3
Search:2D+6 (special)
Dexterity:3D Knowledge:1D Mechanical:2D Perception:2D Strength:3D Technical:1D
Move: 10
Synthetic: Geth are immune to poisons, gases, do not eat, drink or sleep and can survive in vacuum.
Network AI: For additional Geth beyond the 1st each gains +1 Search.
Technology Aptitude: All Geth get +6 to Secruity, Electronic Devices and Synthetics.
Shield Boost: Geth Trooper regenerates full Kinetic Barriers every 2 rounds.

Geth Hopper (White)
The Geth Hopper is a specialized Geth platform, used primarily for stealth attacks, cyber warfare and sabotage. Hoppers are cyber warfare platforms', meaning they have the ability to wreak havoc on computers and weapons with Sabotage, Overload, or Damping. The Hopper's main attack is a powerful laser that comes out of its "eye".

Initiative: 12 (special)
DR:6 KB:6 HP:26 DV:15 BD:12
Ranged Weapons:4D+8

- Laser „eye“: Range:25m Damage:3D
Search:4D+6 (special)
Dexterity:4D Knowledge:1D Mechanical:2D Perception:4D Strength:2D Technical:3D
Move: 12
Synthetic: Geth are immune to poisons, gases, do not eat, drink or sleep and can survive in vacuum.
Network AI: For additional Geth beyond the 1st each gains +1 Search.
Technology Aptitude: All Geth get +6 to Secruity, Electronic Devices and Synthetics.
 

Tech Talents:Damping
Time Taken: action
3D+9 vs Willpower if successful the target cannot use any Biotic Talent for 2 rounds.
Sabotage
Time Taken: action
4D+6 vs 24 if successful, any opponent that targets the user or any other character within 5m of the user, ads one difficulty level to hit you and deducts your one dice from the damage their weapon deals for 1 round, cool-down 4 rounds.
Overload
Time Taken: action
Roll 3D+9 versus targets defense Technical or Willpower to shut down their shields. Overload automatically shut’s down any kinetic barriers of a personal armor.

Geth Juggernaut (Red)
The Geth Juggernaut is a heavy geth infantry platform, recognizable by its red armor, bright red 'flashlight eye' and huge stature. It towers above the ground, an intimidating presence on the battlefield. They're equipped with pulse rifles modified to fire Distortion Rockets.

Initiative: 6 (special)
DR:12 KB: 9 HP:35 DV:15 BD:21
Ranged Weapons:3D+8 

- Geth Pulse Rifle: Range:30m Damage:5D+3
- Geth Distortion Rocket Launcher Range:35m Damage:7D
Search:3D+6 (special)
Dexterity:3D Knowledge:1D Mechanical:2D Perception:3D Strength:5D Technical:1D
Move: 10 Synthetic: Geth are immune to poisons, gases, do not eat, drink or sleep and can survive in vacuum.
Network AI: For additional Geth beyond the 1st each gains +1 Search and +1 Initiative
Technology Aptitude: All Geth get +6 to Secruity, Electronic Devices and Synthetics.
Shield Boost: Geth Juggernaut regenerates full Kinetic Barriers every 2 rounds.

Tuesday, January 15, 2013

the pdf

I don't know why but I've noticed that some virus scanners like kaspersky show my pdf as dangerous content. That's bull the file is ok and there is always a second mirror at 4shared but You have to register.

Monday, January 14, 2013

Mass Effect D6 Tabletop RPG

After playing Mass Effect back in 2008 I wanted more. As so happens I love RPG's (Role Playing Games) but unfortunately Bioware the creators of Mass Effect did not produce a tabletop version of their masterpiece. I've started to search the internet. At that time there was only one conversion for the Mass Effect setting made by the guys at bozark.com.
I always loved the WEG Star Wars RPG. It was great, rules light, quick and fun and guys at bozark made a Mass Effect game based on that belief, it had to be quick and fun.

There are many great systems and maybe even some are better for this space opera, but like I said the d6 appeals best to me and deep in my heart I'm an old school player and GM. The bozark core rules were very good, but I had the need to create some of my own homebrew and by the early December 2010 the first draft was ready the 0.99 version. The most recent document is 1.85 and has many changes and additions since the then, but it is still the same d6 system.
Here is the link to the current version of the rules I hope You'll enjoy: