Friday, March 29, 2013

Mass Effect D6 Tabletop RPG 2.0

Finally the 2.0 is here! After some minor trouble with the Blogger I've managed to put up the new corebook. The new addition to the book is the "Friends and Foes. Mostly Foes!" chapter, a lineup of most prominent opponents and allies you may encounter in the Mass Effect universe and a new biotic talent called nova. There are also some changes to the rules like specializations which do not serve as a bonus for the main skill but are a separate free skill. Biotic talents: lift, throw and push have chaged and are more powerfull. Modding chapter has been redone so some weapons had to be changed. Of course I couldn't fit all the stuff I wanted into those 124 pages, but I can promise that updates will follow. Probably not as often as lately, but they will happen since it is impossible to remember all the stuff I want to put in the next version. I would like to bring the complete book but the fact is, that it's impossible. It's really crazy I remember the first draft was 47 pages long and now it's over 120 pages. I hope you will enjoy playing it like I had fun composing it. I am sure that this book will evolve and become much bigger as the Mass Effect universe grows each day, with new games, comics, books and maybe even a movie. As always I'm open to any ideas and suggestions for the next version. Here are the links to the new stuff:

Wednesday, March 27, 2013

Err0r

I wanted to post new links on the blog but unfortunately something is messed up so until then the Mass Effect D6 LeD links are down. I hope they will be fixed soon, so I can post the 2.0.
The old links in the posts work Mass Effect D6 LeD 1.92, Mass Effect Character Sheet Front, Mass Effect Character Sheet Back from 4shared or the packed Mass Effect Character Sheet from another source.

Monday, March 25, 2013

A taste of things to come...

The update is coming really soon, but unfortunately due to limited time it will not feature the Tresher Maw and some requested enemies. The Geth are pretty much the same as presented here on the blog. The Reaper forces have been overhauled so the stats have changed, and I dropped all non canon creatures like the salarian husk. Mechs will feature the Rampart mech but I dropped the idea of introducing the Orca and Ogre mechs, from Mass Effect Infiltrator., sice they are almost the same as YMIR and LOKI. The mercenary corporations will feature Blood Pack, Blue Suns, CAT6, Eclipse and Talons. Asari Commando and the Krogan Battlemaster are also featured and updated, as are the Varren and Rachni. There will be also a new Biotic power called nova which is used by the Banshee. I don't know how long exactly it is going to take me, but I hope it won't be long. Here is a new Reaper unit taht will be featured in the 2.0 core rule book.

Cannibal
Cannibals are front-line Reaper units created from corrupted batarians. The nickname refers to their propensity to devour the bodies of fallen comrades. This triggers a biochemical process through which the cannibals spontaneously heal themselves and grow new chitinous armor. The transformation also appears to give cannibals a greater awareness of their surroundings, leading to more strategic behavior and careful use of battlefield cover.

Initiative: 5
DR:12 KB:0 HP:32 DV:12 BD:20
Dexterity 3D+1 Knowledge 0 Mechanical 0 Perception 3D Strength 4D Technical 0
Move 9
Ranged 3D+9        - Automatic Arm Cannon Range:30m Damage:5D
Brawling 4D+6 Damage: 4D+8
Cannibalize. Cannibals have the ability to regenerate health by consuming other fallen enemies on the battlefield. For every 2 rounds spent on eating corpses they gain 6 HP.
Frag Grenade. Cannibals may fire a frag grenade every 6 rounds. The grenade deals 5D damage on 3 meter radius, the range is 20 meters.

Thursday, March 21, 2013

Friends and Foes! Mostly Foes!

In preparation is an update on most of the enemies you may encounter in Mass Effect! The 2.0 will include:
Cerberus; Mechs: YMIR, FENRIS, LOKI, Ogre, Orcus, Rampart; Reaper Forces : Husks, Marauders, Cannibals, Ravagers, Brutes, Banshees, Harvesters. Geth: Trooper, Hopper, Juggernaut, Prime, Armature. Mercenaries: Blood Pack, Blue Suns, CAT6, Eclipse, Talons. Critters: Varren, Rachni and maybe even the Thresher Maw!
If You have any suggestions please comment or drop me a mail!

Monday, March 18, 2013

Mass Effect Infiltrator

Mass Effect Infiltrator is an android/ios third person shooter. It's really cool that it may be linked to your Mass Effect game on other platforms, gathering intel can raise your galactic readiness. Besides that it's a really nice way to plunge into our beloved universe while waiting for a doctor appointment or riding a bus. The steering is not perfect but one can get used to it. The RPG element is non existent although you have few choices to make, they effect the color of your implants. There are two modes, the story mode and bonus missions, in the first you play as Randall Enzo, in the second as a turian prisoner. In both cases you fight your way through a secret Cerberus base , fighting off mechs, Cerberus operatives and other escapees. When you play as Randall you get to buy new weapons abilities and biotic powers, tailoring your character to your liking. When playing as the turian you have less options but still it may be appealing as it is harder to kill opponents. All in all Mass Effect Infiltrator is not a brilliant game, but like I mentioned before it is a great way to pass time and explore new places in the Mass Effect galaxy.

Thursday, March 14, 2013

Mass Effect D6 LeDition 1.92 (sneaky update)

Here is the 1.92 edition. Like stated in the last post, now the missing stuff is there. Next up: Capital Ships and more Space rules. Also there will be stuff added from the android game Mass Effect Infiltrator.
Mass Effect d6 1.92 PDF

Wednesday, March 13, 2013

Quick Update

With all the stuff on my mind I missed some things I wanted to add for the 1.90 edition. That is why I'm bringing a 1.91 very soon. The things I forgot about are: AI and VI skills which are really almost the same as Electronic Devices skill. Some weapons that were asked for like the Arc Projector. Also the N7 armor, the Terminus armor and two Cerberus armors. I have also changed many equipment prices because they seemed to steep at times. Counter measures and additional mass accelerator cannons for starfighters. If there is anything else you would like me to add instead of comments, please mail me at snikibastard@gmail.com

Sunday, March 10, 2013

Mass Effect D6 LeDition 1.90

There are a couple of new things. First off the Combat Armor talent has changed, it now nullifies all Dex and Str modifiers. Secondly there are new starships added, most or all of them were already published here but now they are in the document. There are fighters, freighters and frigates, an ark ship (like the purgatory) and both Normandies, some of them differ a little form the stats presented here. Hardpoints and new weapons have been added, but they will be expanded in the near future with  countermeasures and additional mass accelerator cannons. Most of the skills have descriptions now. As always I look forward to any feedback!

Saturday, March 9, 2013

Quick Q&A

First of all I would like to thank anyone that sends in feedback on things they like or don't. Every constructive critic is a welcome one, I may agree or disagree with some issues but still it helps.
 
1. Why no thermal clips?- That's easy I don't like them. First off, the GM and the Players don't have to plague themselves with the problem of ammo. Second I love the overheat mechanic which is way more effective and easier to run.
2. Why no enemy stats in core book?
- I think every GM should do this by himself as there are too many possibilities with all the talents and skills. There will be stats for NPCs on this blog taken from my adventures.
3. How do I get medals, renegade and paragon points.
- That is the job of a GM to reward those appropriately. But the mechanic of renegades and paragon points will change at some point as I am not entirely happy with it.
4. Types of armor and STR penalities.
- LA is light armor, MA is medium Armor, HA is heavy armor. The armors are just armors they do not have life support and can be only worn on worlds where no life support is needed. LS, MS and HS are suits which can be worn in space, they have life support, an hour of oxygen, mag boots and all the little mechanisms needed to survive in zero G environment. As for the STR penalties they come from the weight of the armor and same as the DEX penalties can be nullified with the Combat Armor talent.
5. Why isn't the book complete and when will it be?
- I am only one guy doing this in my free time, for fun. That's why! Also I think the rules will evolve endlessly since BIOWARE announced they are making new Mass Effect games.
6. There is stuff missing in the book.
- Yes there are still many issues and blank spots that I have to fill. But like I said, just one guy.

If you don't like some stuff in the book you are free to change it to suit you better! Also if you have any qestions drop me a line or comment!

Friday, March 8, 2013

FOX 2, FOX 2!

Hardpoints, missiles & bombs.
This is a part of the space chapter. A hardpoint, or weapon station, is any part of an airframe designed to carry an external load. This includes a point on the wing or fuselage of a starfighter where external ordnance like missile and bomb racks, countermeasures, gun pods, or drop tanks can be mounted. One rack can be fitted with one type of missile or bombs and every hardpoint on a starfighter can be fitted with one rack. A missile rack can carry 4 MSL, 2 GUM, 1 UDP, 2 XLM or 2 QMM.  The bomb rack can be fitted with 8UGB, 4 PLB, 2 PAEB, 1 CLB or 1 GPB. All missiles and bombs ignore all Kinetic Barriers.
 
Missiles
 
Missile (MSL)
The basic missile it can be fired at a ground or flying target, it travels in a straight line.
Skill: starship gunnery   Space Range: 24   Atmosphere Range: 5km   Damage: 15+8D
Cost: Unknown   Availability: Unavailable 
 
Guided Missile (GUM)
GUM is a type of missile that has to be guided by the pilot or co-pilot, that’s why it’s mostly used by turians as it requires attention of the operator. The main advantage of this weapon is that it is immune to most of the counter measures as it is guided and not homed.
Skill: starship gunnery   Space Range: 48   Atmosphere Range: 10km   Damage: 15+10D
Cost: Unknown   Availability: Unavailable 
 
Unguided Disrupt Torpedo (UDP)
Torpedoes are mostly used in fights with the capital ships because of their short range and destructive power.
Skill: starship gunnery   Space Range: 12   Atmosphere Range: 5km   Damage: 50+10D
Special: Due to lack of maneuverability UDP’s can’t be fired at starfighters.
Cost: Unknown   Availability: Unavailable 
 
Advanced Long-ranged Missile (XLM)
This type of missile locks onto up to four targets within a long range, but it doesn’t have a homing system.
Skill: sensors   Space Range: 36   Atmosphere Range: 15km   Damage: 15+8D
Cost: Unknown   Availability: Unavailable 
 
Quick Maneuver Missile (QMM)
QMM remains on a target's 6 o'clock until it impacts or the target evades it.
Skill: sensors   Space Range: 36   Atmosphere Range: 15km    Damage: 15+10D
Cost: Unknown   Availability: Unavailable 

Bombs
 
Unguided Bomb (UGB)
This bomb impacts on a medium radius
Skill: starship gunnery Radius: 30 meters Damage: 10D
Cost: Unknown   Availability: Unavailable 
 
Plasma Bomb (PLB)
This bomb impacts on a small radius and has straight line flame blast.
Skill: starship gunnery Radius: 15 meters (in line of 150 meters) Damage: 10D
Cost: Unknown   Availability: Unavailable 
 
Plasma Air-Explosive Bomb (PAEB)
PAEB dispenses a cloud of aerosolized plasma in an airburst just above ground level prior to detonating it, causing a large blast radius and massive explosion damage.  PAEB are mainly used against large infantry formations.
Skill: starship gunnery Radius: 120 meters Damage: 8D
Special: PAEB sucks the air out of an area so everyone inside the blast radius has to pass a moderate stamina check or suffocate.
Cost: Unknown   Availability: Unavailable 
 
Cluster Bomb (CLB)
Drops multiple little projectiles for area-of-effect damage, it main purpose is destruction of support units, light APC or infantry formations.
Skill: starship gunnery Radius: 100 meters Damage: 30+10D
Cost: Unknown   Availability: Unavailable 
 
Guided Penetration Bomb (GPB)
Bunker Buster is used against heavy enemy units, tanks or bunkers. It has to be guided for precision and dealing the highest amount of damage.
Skill: starship gunnery Radius: 10 meters Damage: 50+10D
Cost: Unknown   Availability: Unavailable 

Tuesday, March 5, 2013

Normandy SR-2

The Normandy SR-2 is a starship that appears in 2185, serving as the "successor" to the SR-1. The ship is very similar to the Systems Alliance's SSV Normandy SR-1, having been based on the design layout of the original. The Normandy SR-2 has several key differences, the most significant being that it is almost twice the mass of the original. Cerberus also designed the ship with more crew-oriented comforts by including civilian-grade accommodations. The ship still retains the SSV Normandy SR-1's stealth characteristics. However, unlike the SR-1, the SR-2 cannot land on every planet—due to its increased mass—requiring shore parties to use a shuttle to get to a planet's surface. The new Normandy has four decks. The topmost deck of the ship is entirely comprised of the captain's quarters. It is located directly under the exterior pressure hull, earning the nickname "the loft" from the fitting yard workers. The second deck called “the command deck” is comprised of the ship's bridge, Combat Information Center (CIC), Research and Tech Labs, Armory (both standard weapons and unique prototypes are stored here), Briefing/Communications Room and main airlock. As with the layout of the entire ship, the SR-2's bridge and CIC mirror that of the SR-1 except wider and longer in scale. The third deck “crew deck” of the ship is where the crew spends most of their downtime. It includes Executive Officer's Offices, crew quarters, bathrooms, life support control, a mess-hall and the AI core. EDI's Core is located at the rear of the medical bay. The SR-2, unlike the SR-1, is also designed with a Main Battery room located forward of the Cryogenic Pods. The lowest deck is the hangar, where the Kodiak shuttle is stored, as well as a space for the M-44 Hammerhead tank. EDI, which stands for Enhanced Defense Intelligence, is the AI of the Normandy SR-2. EDI functions as the electronic warfare defense for the Normandy and because of the potential danger of a rogue AI, she has been given behavioral blocks and can't interface with the ship's systems.

Skill: Capital Ship Piloting
Length: 216 meters   Crew: 13-54 and AI(EDI) Passengers: Unknown   Cargo Capacity: 500 metric tons    Altitude: Space
Consumables: 5 Years
Cost: Unknown   Availability: Unavailable 
Move: 400(1,150 km/h)
DR: 60(70 against Energy Weapons – Silaris Armor) KB: 40 Cyclonic Barrier Technology(CBT)  HP: 300 
Speed: 9 (Antiproton Thrusters)
FTL Charge Saturation Time: 400h (Tantalus Drive Core)
FTL Discharge Time: 4h
Sensors: Active: 240 / Passive: 500
Weapons:
GARDIAN System
Skill: Sensors (active)   Fire Arc: All   Space Range: 5   Atmosphere Range: 2km   
Damage: 10D (ignore KB)
2 Mass Accelerator Turrets
Skill: Capital Ship Weapons   Fire Arc: All   Space Range: 24   Atmosphere Range: 10km  
Damage: 10D (ignore DR for starships)
Javelin Dual Disruptor Torpedoes
Skill: Capital Ship Weapons   Fire Arc: Front   Space Range: 12   Atmosphere Range: 5km  
Damage: 70+10D (ignore KB)
Special:
IES (internal emission sink) - The Normandy can go to 'silent running' for around up to 3 hours, or drift passively through a system for days before having to vent and give away her position. When trying to detect the Normandy on a passive or active scan when she is on silent run add +20 to difficulty.
Fusion Plant Power for the Normandy's drive core and electrical systems is provided by a nuclear fusion plant. H-fuel cells provide auxiliary power in case the main reactor is shut down. If the ship is hit and about to lose its power the backup kicks in.

Monday, March 4, 2013

SSV Normandy SR-1

The SSV Normandy SR-1 (Systems Alliance Space Vehicle Stealth Reconnaissance 1) was a Systems Alliance starship. She is a prototype "deep scout" frigate, first of the eponymous Normandy class, co-developed by the Alliance and the Turian Hierarchy with the sponsorship of the Citadel Council. She is optimized for solo reconnaissance missions deep within unstable regions, using
state-of-the-art stealth technology powered by an experimental drive core. Commissioned in 2183, the Normandy was initially captained by David Anderson, however, she was handed over to Commander Shepard when the commander became the first human Spectre, serving as Shepard's main source of transportation and base of operations. The Normandy is named after the Battle of Normandy in 1944, a pivotal battle of the Second World War. The Normandy is built on three main decks. Command Deck contains the bridge in the bow, the airlock, the CIC containing the galaxy map, and the comm-room towards the stern. The comm room also serves as a conference room for debriefing after missions. The Combat Information Center (CIC) of the Normandy is unusual. Alliance ships usually place commanding officers in the middle of the room, to facilitate communication with subordinates, but the CO's station in the Normandy's CIC is at the back. This is because the Normandy has a turian design and their commanders prefer to look over their subordinates rather than be in the midst of them; the engineers wanted to observe how well it functioned within the human command structure. When necessary, the Normandy's officers can utilize unique suit radios to communicate with the ship's operators. The cockpit area is equipped with an internal kinetic barrier, designed to protect the pilot from exposure to vacuum if air pressure is lost in the CIC.
The second deck, composed primarily of living quarters, may be reached by descending one of the two stairwells located on either side of the CIC. This is the location of Normandy's habitation deck containing the mess, crew sleeper pods, the captain's private cabin and office, escape pod hatches, and the medical room. Lab and storage room at the back.
Engineering and Storage is on the third deck. An elevator located in the quarters can be used to descend to the engineering and storage sections of the Normandy. The M35 Mako is stored on this level. Opposite the garage, a door leads to the engineering section proper containing the Normandy's drive core.

Skill: Capital Ship Piloting
Length: 176 meters   Crew: 28-54   Passengers: Unknown   Cargo Capacity: 500 metric tons    Altitude: Space
Consumables: 5 Years
Cost: Unknown   Availability: Unavailable 

Move: 350(1,000 km/h)
DR: 50 KB: 30 HP: 300
Speed: 7
FTL Charge Saturation Time: 300h (Tantalus Drive Core)
FTL Discharge Time: 4h
Sensors: Active: 180 / Passive: 300
Weapons:
GARDIAN System
Skill: Sensors (active)   Fire Arc: All   Space Range: 5   Atmosphere Range: 2km
Damage: 10D  (ignore KB)
2 Mass Accelerator Turrets
Skill: Capital Ship Weapons   Fire Arc: All   Space Range: 24 Atmosphere Range: 10km
Damage: 10D  (ignore DR for starships)
Javelin Dual Disruptor Torpedoes
Skill: Capital Ship Weapons   Fire Arc: Front   Space Range: 12 Atmosphere Range: 5km
Damage: 70+10D (ignore all KB)

Special:
IES (internal emission sink) - The Normandy can go to 'silent running' for around up to 3 hours, or drift passively through a system for days before having to vent and give away her position. When trying to detect the Normandy on a passive or active scan when she is on silent run add +20 to difficulty.