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I've been thinking about doing these for a while and would like to submit them for critiquing, comments, and suggestions. I also posted them to the ti3wiki but this is an updated version including racial techs and some changes
Asari Republics
Starting Techs: Enviro Compensators, Sarween Tools
Racial Tech: Diplomatic Immunity (5 resources): Once per turn when an enemy activates a system you control, you may spend 1 CC from Strategy Allocation area to force him to instead place the CC into his reinforcements and immediately end his action.
Homeworld: Thessia (3,4)
Trade: 3,3
Starting Units: 1 Dreadnaught, 1 Destroyer, 1 Carrier, 4 Fighters, 4 GF, 1 PDS, 1 SD
Leaders: Diplomat, Diplomat, Agent
Salarian Union
Starting Techs: Enviro Compensators, Antimass Deflectors, Hyper Metabolism
Racial Tech: Flexibile Logistics (4 resources) - You may choose to skip your turn, but you may not do so twice in a row
Homeworld: Sur'Kesh (3,3) Yellow tech specialty
Trade: 2,2
Starting Units: 1 Cruiser, 1 Carrier, 3 Fighters, 3 GF, 2 PDS, 1 SD
Leaders: Scientist, Agent, Agent
Turian Heirarchy
Starting Techs: Hylar V Assault Laser, Automated Defense Turrets
Racial Tech: Dreadnought Invasion Pod (2 resources) - Dreadnoughts may carry one additional Ground Force
Homeworld: Palavan (4,2)
Trade: 2,3
Starting Units: 1 Dreadnaught, 1 Cruiser, 1 Destroyer, 1 Carrier, 4 Fighters, 4 Ground Forces, 1 PDS, 1 Space Dock
Leaders: Admiral, Admiral, Diplomat
Systems Alliance
Starting Techs: Antimass Deflectors, XRD Transporters
Racial Tech: Internal Emission Sink (6 resources) - Your ships that have a movement of at least 2 may move through systems containing enemy units as long as they do not exceed their movement allowance. The destination system may include enemy units.
Homeworld: Earth (3,1), Arcturus Station (0,2)
Trade: 2,1
Starting Units: 1 Carrier, 1 Dreadnaught, 1 Cruiser, 6 Fighters, 6 Ground Forces, 1 Space Dock
Leaders: Admiral, General, Scientist
Krogan Clans
Starting Techs: Hylar V Assault Lasers, Enviro Compensators
Racial Tech: Evolved Reproduction (2 resources) - You may now produce Ground Forces normally in addition to producing Shock Troops
Homeworld: Tuchenka (3,1)
Trade: 1,1
Starting Units: 1 Cruiser, 1 Destroyer, 1 Carrier, 3 GF, 4 Fighters, 1 Space Dock
Leaders: General, General, Admiral
Quarian Flotilla
Starting Techs: Antimass Deflectors, XRD Transporters
Racial Tech: Salvage Operations (4 resources): Gain 2 TG at end of each space combat you participated in. If you won, you may build a ship in this system that was destroyed in combat (you must still pay for it).
Homeworld: (Special)
Trade: 1,2
Starting Units: 1 Cruiser, 1 Destroyer, 1 Carrier, 6 Fighters, 3 GF, 1 Space Dock
Leaders: Admiral, Agent, Scientist
Batarian Hegemony
Starting Techs: Enviro Compensators, Hylar V Assault Lasers
Racial Tech: Eezo Accelerators (4 resources) - You have a +1 to all combat rolls
Homeworld: Kharshan (1,2), Camala (3,1)
Trade: 1,3
Starting Units: 2 Cruisers, 1 Carrier, 2 Fighters, 3 GF, 1 SD
Leaders: Admiral, Agent, General
Geth Network
Starting Techs: Hylar V Assault Laser, Antimass Deflectors, Enviro Compensators, Cybernetics
Racial Tech: Reaver Disciples (5 resources) - Your Dreadnaughts roll one extra die and have +1 movement
Homeworld: Nebula System, Rannoch (1,1), Algenib (2,0)
Trade: 1,1
Starting Units: 1 Dreadnaught, 1 Destroyer, 1 Carrier, 5 Fighters, 6 GF, 1 SD
Leaders: Admiral, General, Agent
"The true object of all human life is play." - G. K. Chesterton
"What the heck is being argued here? Whatever it is I agree with obsidian, he is usually right." - bnorton916
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This seems like a very interesting idea. Have considered the Elcor, Hanar or the Volus?
Death paused. " You perhaps have heard the phrase, Hell is other people?
"Yes, yes of course.
Death nodded " In time" He said" You will learn that it is wrong..."
TheDarkGeneral said:
This seems like a very interesting idea. Have considered the Elcor, Hanar or the Volus?
They could also be done but I don't find them as interesting as the races posted above. For one thing they are relegated to background roles in the game as either shopkeepers or diplomats and don't do much else. In the Codex and other literature they are described as not a considerable threat to anybody. The Hanar are obsessed with manners and have a small, isolated economy; the Elcor are uninterested in expansion and are very conservative and sedentary; and the Volus are basically Turian suckups and have no military to speak of. I just don't see any of them trying to take over the galaxy.
That said, if they were made, the Hanar could have powers relating to religious fervor (similar to Yin); the Volus would have economic/trade powers (Hacan); and I really don't know about the Elcor. They're strong and slow and according to the wiki use a lot of drones in their military.
"The true object of all human life is play." - G. K. Chesterton
"What the heck is being argued here? Whatever it is I agree with obsidian, he is usually right." - bnorton916
I think it'd still be worthwhile statting up the "background" races, too. You can come up with a thousand hypothetical scenarios where they gain military power and decide to take over the galaxy. Staying true to the philosophy of each race is good, making racial powers that match their style is good, but I wouldn't feel any particular compunction to rule out otherwise interesting races just because "they don't do much fighting" in the video games.
I mean, with the notable exception of the Batarians and the Geth all of the races you provided are relatively peaceful with one another. Either members of the Citadel Council or at least on diplomatic terms with the council. So in order for them to be fighting against one another in open warfare, something major has happened to the galaxy's political state. Perhaps whatever that event was also mobilized the Elcor, Hanar and Volus to their own respective war machines.
Edit: The Hanar may be all about polite ettiquette, but that doesn't mean they're incapable of violence. Obviously they're not well equipped for hand-to-hand with other races, but I'm sure they can still punch the "fire" button on a space ship. You could make those assassin guys (I forget the name of the race) their GFs if you really have an issue with the idea of Hanar Infantry. Personally I'd just say they're driving some kind of battlemech, sort of like the Orz in StarCon 2.
MP3 killed the radio star
Not only this but the volus are very similar to the Hacan in some ways and could be some sort of trade-based race.
[QUOTE efidm=383811]
Edit: The Hanar may be all about polite ettiquette, but that doesn't mean they're incapable of violence. Obviously they're not well equipped for hand-to-hand with other races, but I'm sure they can still punch the "fire" button on a space ship. You could make those assassin guys (I forget the name of the race) their GFs if you really have an issue with the idea of Hanar Infantry. Personally I'd just say they're driving some kind of battlemech, sort of like the Orz in StarCon 2.
[/QUOTE]
I agree. The drell could actually be quite interesting with the Hanarr. Also the Hanarr could have a bit more technology, as they worship the Protheans so are bound to have some "religous relics" from the past.
The quote didnt work...
Death paused. " You perhaps have heard the phrase, Hell is other people?
"Yes, yes of course.
Death nodded " In time" He said" You will learn that it is wrong..."
I hope to be playing with these races this weekend with but only a single criticisim. The Turians seem to be WAY over powered due to their "Military Flexibility" Dependeing on the Warfare Strat card they should be able to reach a home system in Turn 1; Turn 2 at the latest without the card. This coupled with their +1 to space combat rolls and a powerful starting fleet it could make someone very mad in turn 1.
That being said thx a ton for your creativity and taking the time to write it up for us. If we get the chance to play them I'll keep you posted.
Bah weep grahna weep ninny bahm
Steve-O said:
I think it'd still be worthwhile statting up the "background" races, too. You can come up with a thousand hypothetical scenarios where they gain military power and decide to take over the galaxy. Staying true to the philosophy of each race is good, making racial powers that match their style is good, but I wouldn't feel any particular compunction to rule out otherwise interesting races just because "they don't do much fighting" in the video games.
I mean, with the notable exception of the Batarians and the Geth all of the races you provided are relatively peaceful with one another. Either members of the Citadel Council or at least on diplomatic terms with the council. So in order for them to be fighting against one another in open warfare, something major has happened to the galaxy's political state. Perhaps whatever that event was also mobilized the Elcor, Hanar and Volus to their own respective war machines.
Edit: The Hanar may be all about polite ettiquette, but that doesn't mean they're incapable of violence. Obviously they're not well equipped for hand-to-hand with other races, but I'm sure they can still punch the "fire" button on a space ship. You could make those assassin guys (I forget the name of the race) their GFs if you really have an issue with the idea of Hanar Infantry. Personally I'd just say they're driving some kind of battlemech, sort of like the Orz in StarCon 2.
All good points, I will admit. There is no reason if Asari and Salarian are going to beat each other up, why not add the Volus into the fracas? I will probably stat them up eventually. I don't know anything about the drell - I don't remember them from ME1 and I have not played ME2 yet.
BeardoVonPork said:
I hope to be playing with these races this weekend with but only a single criticisim. The Turians seem to be WAY over powered due to their "Military Flexibility" Dependeing on the Warfare Strat card they should be able to reach a home system in Turn 1; Turn 2 at the latest without the card. This coupled with their +1 to space combat rolls and a powerful starting fleet it could make someone very mad in turn 1.
That being said thx a ton for your creativity and taking the time to write it up for us. If we get the chance to play them I'll keep you posted.
Wow, what an honor! I have been working on these gradually for the past month or so and I think this new version is much improved: more original powers, better balancing, more variety on home systems, etc. Please take a look and tell me what you think:
"The true object of all human life is play." - G. K. Chesterton
"What the heck is being argued here? Whatever it is I agree with obsidian, he is usually right." - bnorton916
Update: Version 1.13
Asari Republics
Starting Techs: Enviro Compensators, Sarween Tools
Homeworld: Thessia (2,3) Aperanti (1,2)
Trade: 3,3
Starting Units: (12) 1 Dreadnaught, 1 Carrier, 1 Destroyer, 2 Fighters, 4 GF, 1 SD
Leaders: Diplomat, Diplomat, Agent
Salarian Union
Starting Techs: Enviro Compensators, Antimass Deflectors, Hyper Metabolism
Homeworld: Sur'Kesh (3,3) Yellow tech specialty
Trade: 2,2
Starting Units: (12.5) 1 Cruiser, 1 Destroyer, 1 Carrier, 2 Fighters, 3 GF, 2 PDS, 1 SD
Leaders: Scientist, Agent, Diplomat
Turian Heirarchy
Starting Techs: Hylar V Assault Laser, Automated Defense Turrets
Homeworld: Palavan (4,2)
Trade: 2,3
Starting Units: (14) 1 Dreadnaught, 1 Cruiser, 1 Carrier, 1 Destroyer, 3 Fighters, 3 Ground Forces, 1 Space Dock
Leaders: Admiral, General, Diplomat
Systems Alliance
Starting Techs: Antimass Deflectors, XRD Transporters, Hylar V Assault Lasers
Homeworld: Earth (3,1), Arcturus Station (0,2)
Trade: 2,2
Starting Units: (12) 2 Carriers, 1 Cruiser, 4 Fighters, 4 Ground Forces, 1 Space Dock
Leaders: Admiral, Diplomat, Scientist
Krogan Clans
Starting Techs: Hylar V Assault Lasers, Deep Space Cannons
Homeworld: Tuchenka (1,1) Kruban (3,0)
Trade: 1,1
Starting Units: (13) 1 Cruiser, 1 Destroyer, 1 Carrier, 3 ST, 4 Fighters, 1 PDS, 1 Space Dock
Leaders: General, General, Admiral
Quarian Flotilla
Starting Techs: Antimass Deflectors, XRD Transporters
Homeworld: (Special)
Trade: 1,2
Starting Units: (11.5) 2 Carriers, 1 Destroyer, 6 Fighters, 3 GF, 1 Space Dock
Leaders: Admiral, Agent, Scientist
Batarian Hegemony
Starting Techs: Antimass Deflectors, Hylar V Assault Lasers
Homeworld: Kharshan (2,1), Camala (3,1)
Trade: 1,3
Starting Units: (12) 2 Cruisers, 1 Carrier, 3 Fighters, 3 GF, 1 PDS, 1 SD
Leaders: Admiral, Agent, General
Geth Network
Starting Techs: Hylar V Assault Laser, Antimass Deflectors, Stasis Capsules, Cybernetics
Homeworld: Nebula System, Rannoch (1,0), Algenib (3,0)
Trade: 1,1
Starting Units: (12.5) 1 Dreadnaught, 1 Destroyer, 1 Carrier, 4 Fighters, 3 GF, 1 SD
Leaders: Scientist, General, Agent
The Citadel
Mecatol Rex is replaced by The Cidadel. It is still a (1,6) system, but the system is in a Nebula and it has the special quality "Ground forces on The Citadel may ignore the first two hits of enemy bombardment.
I am toying with the idea of having no warsuns, because the only thing more powerful than Dreadnaughts in Mass Effect was Sovereign and he was nobody's tool but his own :) If you do make that change, then I would suggest giving Dreads two dice in all attacks and bombardments to compensate for the power shift. This is a popular rules tweak anyway for many people
"The true object of all human life is play." - G. K. Chesterton
"What the heck is being argued here? Whatever it is I agree with obsidian, he is usually right." - bnorton916
I think I forgot to say thanks for doing this cause I think its a really cool idea. Also I agree with no war suns.
I feel some of the racial techs may be a bit overpowered though. The turians' and the Assari's seem too good.
Death paused. " You perhaps have heard the phrase, Hell is other people?
"Yes, yes of course.
Death nodded " In time" He said" You will learn that it is wrong..."
I know you said you haven't played ME2 but other possible races/orginazations would be
Oh and btw. Stop wasting your time with this and go play ME2 already it is truely awsome.
I also like your revised list better. Geth FTW.
I would keep the War Suns around. Soverign and the Acension were ships unmatched by any other. I know they weren't floating globes but based on thier power they could very well qualify as a War Sun. That being said you could also do the reavers as a race playing off the idea of them being War Suns. Just an idea, keep up the good work and thanks.
Bah weep grahna weep ninny bahm
I'd probably be playing ME2 if my computer could run it :( I'll have to upgrade first and that's not in my budget right now.
Racial techs are difficult to balance. On the one hand, they can be enormously expensive to purchase: 6 resources plus the other cost, so anywhere from 7 to 12 resources. You can't often afford them until the mid-game. So they should be worth the cost and the wait. On the other hand they can't be too powerful either or the balance of power shifts too far in one direction. TheDarkGeneral, do you have any suggestions on how to better balance Asari and Turian?
I think Cerberus could possibly work as another faction. The only thing is, they are all humans, and the reason they exist is because they think the Systems Alliance is too buddy-buddy with the aliens. If everybody's at war over the Citadel, does Cerberus still need a reason to exist? Or would they merge their efforts with the Alliance? Also they are supposedly very small, only about 150 operatives plus the funding mechanisms. They would still be utterly dwarfed in scale compared to any of the other full races. They might be better as an action card or political card instead.
The Reapers are definitely the Warsuns of the Mass Effect universe. I can see a Reaper faction similar to Muaat that starts with a Warsun, but I don't think anybody else should be able to build anything to match it. The Reapers are an ancient, inscrutable, nigh-unstoppable power. All the drama would be gone if the Salarians rolled out with their own Sovereign that was just as powerful. It just wouldn't feel right. As far as a Reaper race, it wouldn't be subject to any of the normal TI3 mechanisms: it wouldn't vote, trade, or care about victory points. It would just want to either destroy everyone else, or use the Citadel to summon an unstoppable force and win the game.
In short it would be a completely different game if you wanted to faithfully have Reapers. I think it's better to say that this game would occur after Sovereign was destroyed and say that the events of either ME1 or ME2 caused the galaxy to spiral into chaos.
"The true object of all human life is play." - G. K. Chesterton
"What the heck is being argued here? Whatever it is I agree with obsidian, he is usually right." - bnorton916
I think maybe the Assari's should be once per turn, not all the time. Because if it is all the time, someone attacking the Assari will quickly have their planets undefended and exhausted.
The Turians is more diffucult. Perhaps the Turians can have one more dreadnaught than their fleet supply allows. For example, if their fleet supply was 3, they could have three ships and one dreadnought? Well actually 4 ships and a dreadnought, due to their other special ability.
And I agree Cerburus would work better as a few action cards. The reapers could also work like that.
Death paused. " You perhaps have heard the phrase, Hell is other people?
"Yes, yes of course.
Death nodded " In time" He said" You will learn that it is wrong..."
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