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Subject: Mass Effect Variant Completed rss

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Pete aka The Masked Minstrel
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I have completed my Mass Effect variant a long time ago complete with cards and decks for Infiltrator Shepard (my shepard), Garrus Vakarian and Tali'Zorah Vas Normandy facing off against Cerberus.

I found a great use for the bases and infection markers from the Sedition Wars game as trackers for Armour, Barriers, or Shields.
I've playtested it and it is fun, though it will require a lot more testing to sort/find any balance issues - will need new cards for their weapons though.

Unfortunately due to my taking images from bioware website I don't believe I can upload the files here.
Any recommendations?
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Mark De Lorenzo
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I'm a Mass Effect fan. Looking forward to this
 
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Pete aka The Masked Minstrel
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Here is a rundown of the cards I created.
Each character has a set of generic cards plus their character specific cards shuffled in.

-------------------------------

Generic Cards
COVER FIRE 2x
 Perform 1 attack
 During next enemy activation all other Ally figures are ignored by enemy A.I card (Treat them as down and bleeding)
Reaction Ability Icon: Guard

TEAMWORK
 Draw 1 Order card
 Choose another player. He may immediately resolve an Order card. You then resolve your Enemy Resolution Step as normal.
Reaction Ability Icon: Guard

CHARGE
 Move up to 3 areas.
 Perform 1 attack against a figure in your area with +1 attack dice.
Reaction Ability Icon: Guard

SPRINT 2x
 Move up to 5 areas.
Reaction Ability Icon: Guard

ADVANCE 3x
 Perform 1 attack
 Move up to 3 areas
Reaction Ability Icon: Dodge

ASSAULT 3x
 Move up to 3 areas.
 Perform 1 attack.
Reaction Ability Icon: Dodge

SCAVENGING
 Move up to 2 areas.
 Gain 1 ammo token
Reaction Ability Icon: Dodge

CLOSE CONTACT!
 Move 1 area.
 Perform up to 3 attacks against figures in your area.
Reaction Ability Icon: Dodge

UNLOAD! 2x
 Perform up to 2 attacks.
Reaction Ability Icon: Follow

TIMELY RELOAD
 Perform 1 attack.
 If you spent an ammo token on this attack, you may then resolve a 2nd Order step (limit once per turn)
Reaction Ability Icon: Follow

AMBUSH
 Move 1 enemy figure up to 2 areas towards you.
Then attack this enemy figure. You may treat this attack as an overkill attack without spending an ammo token. (you may still need to spend a grenade token)
Reaction Ability Icon: Follow

TAKE COVER! 2x
 Move 1 area.
 Each Ally figure in cover may then draw 1 Order card.
 Each Ally figure gains +1 defense die during the next Enemy Resolution step.
Reaction Ability Icon: Follow
 
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Pete aka The Masked Minstrel
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COMMANDER SHEPARD STATS
DEFENSE: 1 SHIELDS: 1 WEAPONS: Sniper Rifle, Heavy Pistol
Special Abilities: 7 Card Hand, Omni-Blade 5 dice, enemy same area, move out of cover afterwards, kill on Omen.

Infiltrator Shepard Specific cards

TACTICAL CLOAK 2x
 Enemy figures ignore your model until your next turn or until you make an attack. (Treat your figure as bleeding out for enemy purposes).
The next attack you make gets +1 Dice.
Infiltrators only.
 Move up to 3 areas or perform 1 Attack.
Reaction Ability Icon: WILDCARD

INCINERATE 2x
 Make the following attack
4 Dice / Range 4 – The target does not get defense bonuses for cover, this becomes a 5 Dice attack if the target has armor.
Reaction Ability Icon: Dodge

A.I HACK
 Target a robotic enemy within 2 spaces and roll 1 attack dice resulting as follows
0 wounds: Target Unaffected.
1 wound: Target rolls 1 less dice when it attacks or defends until your next turn.
2 wounds: Target rolls 2 less dice when it attacks or defends until your next turn.
Omen: Target becomes an Ally and activates immediately after the A.I Hack players Order card but before the Enemy Resolution Step.
Reaction Ability Icon: Guard

DISRUPTOR AMMO
 Place this card face up next to you to keep track of this effect, you may only have 1 ammo effect in play at a time, so if you play a new ammo effect card, it replaces the previous one.
If you are bleeding out, discard this ammo card.
When attacking a Synthetic enemy or a Shielded enemy, you gain +2 attack dice, If the target has Armor also, you only gain +1 attack dice.
Reaction Ability Icon: Follow
 
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Pete aka The Masked Minstrel
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TALI’ZORAH STATS
DEFENSE: 1 SHIELDS: 3 WEAPONS: Shotgun, Heavy Pistol.
Special Abilities: 5 Card Hand
Can Reroll one dice when attacking Synthetics.

TALI’ZORAH VAS NORMANDY CARDS

COMBAT DRONE 2x
 Place a Combat Drone within 1 area and keep this card face up while it is in play.]
Only 1 Combat Drone can be in play at a time from the same player.
The Combat Drone has an Attack of 3, Range of 1, Defense of 1 and wounds of 3/2 does not take cover.
Every round its controller plays its Order card, it will move up to 1 area towards the closest enemy and make 1 attack.
Reaction Ability Icon: Follow

A.I HACK 2x
 Target a Synthetic enemy within 2 spaces and roll 1 attack dice resulting as follows
0 wounds: Target Unaffected.
1 wound: Target rolls 1 less dice when it attacks or defends until your next turn.
2 wounds: Target rolls 2 less dice when it attacks or defends until your next turn.
Omen: Target becomes an Ally and activates immediately after the A.I Hack players Order card but before the Enemy Resolution Step.
Reaction Ability Icon: Guard

ENERGY DRAIN 2x
 Target a shielded enemy within 2 areas and roll 1 attack dice, resulting as follows.
0 wounds: Target unaffected.
1 wound: Target loses 1 Shield and your figure can regain 1 lost Shield
2 wounds: Target loses 2 Shields and your figure can regain 2 lost Shields
Omen: Target loses all Shields and your figure or an Ally within 1 Area can regain all their lost Shields.
Reaction Ability Icon: Dodge
 
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Pete aka The Masked Minstrel
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GARRUS VAKARIAN STATS
DEFENSE: 1 SHIELDS: 1 WEAPONS: Assault Rifle, Sniper Rifle
Special Abilities: 6 Card Hand, +1 Attack Dice when using Guard Order

GARRUS VAKARIAN CARDS

CONCUSSIVE SHOT 2x
 Make a 5 Dice Attack against the target ignoring Biotic Barriers.
If the target is in cover, move it out of cover.
Reaction Ability Icon: Dodge

OVERLOAD 2x
 Roll a dice and remove as many shields as wounds rolled from a target in 2 areas.
On an Omen, remove all the targets shields.
And / Or
 Make a 4 Dice Attack against the same target if it is a Synthetic Enemy
Reaction Ability Icon: Guard

ARMOR-PIERCING AMMO 2x
 Place this card face up next to you to keep track of this effect, you may only have 1 ammo effect in play at a time, so if you play a new ammo effect card, it replaces the previous one.
If you are bleeding out, discard this ammo card.
When attacking an enemy with Armor, you gain +2 Attack dice, if the target has shields also, you only gain +1 Attack Dice
Reaction Ability Icon: Follow
 
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Pete aka The Masked Minstrel
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CERBERUS ENEMY AI CARDS
Generic Cards

GENERIC A.I CARDS
The Big Push
 Each Cerberus Assault Trooper, Cerberus Engineer moves 2 areas towards you. If then in your area, it attacks you.

Reinforcements
 Spawn 2 Cerberus Assault Troopers and 1 Cerberus Engineer at the Map Exit.
Then each one moves 2 areas towards you.

Shields Recharge
 Each player regains 1 lost shield or armor.

Fire Fight
 Each Cerberus Assault Trooper, Cerberus Engineer, and Cerberus Nemesis Sniper attacks a player figure within 3 areas.

Double Time
 Each Cerberus figure that is more than 4 areas away from the nearest player move 4 areas towards them.
 
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Pete aka The Masked Minstrel
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CERBERUS ASSAULT TROOPER (Assault Rifle)
 Defense: 1 Shields: 0 Armor:0 Health: 3 / 2 Cover: Yes Attack: 3
 Constant: Will move out of cover for an Engineer, Centurion, or Nemesis.
 Omen: Make 1 additional attack (Once per figure every Enemy Resolution Step)

1. 2x Advance fire: Each Assault Trooper within 2 areas of a player attack the nearest player, Any Assault Troopers that did not attack instead move 2 areas towards you.
Or
If no Assault Troopers in play, Spawn 2 Assault Troopers at the Enemy Entrance Point.

2. 1x Surpressing Fire: For each Assault Trooper within 1 or 2 areas of an enemy, move them away 1 area towards the nearest cover and then attack the nearest player
Or
Move 3 areas towards theyou.
Or
If no Assault Troopers in play, draw a new A.I Card.

3. 1x Grenade!: If 1 Assault Trooper is within 2 areas of players grouped in the same area, make a 4 Dice attack against all players in that area.
Other Assault Troopers make 1 attack against a player within 3 areas
Or
Move 3 areas towards you
Or
If no Assault Troopers in play, draw a new A.I Card.
 
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chris leko
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squallgoku wrote:
I have completed my Mass Effect variant a long time ago complete with cards and decks for Infiltrator Shepard (my shepard), Garrus Vakarian and Tali'Zorah Vas Normandy facing off against Cerberus.

I found a great use for the bases and infection markers from the Sedition Wars game as trackers for Armour, Barriers, or Shields.
I've playtested it and it is fun, though it will require a lot more testing to sort/find any balance issues - will need new cards for their weapons though.

Unfortunately due to my taking images from bioware website I don't believe I can upload the files here.
Any recommendations?


I'd love to play this. You can could always ask for permission, or use different images. I'm not sure about the legality of it all, but be a use you're not selling it, it might be ok.
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Pete aka The Masked Minstrel
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CERBERUS COMBAT ENGINEER (Heavy Pistol M-5)
 Defense 1 Shields: 1 Armor: 0 Health: 3 / 1 Cover: Yes Attack 3
 Constant: Can commandeer an Assault Trooper’s Cover spot.
 Omen: Restore 1 lost shield to any Cerberus figure within 1 area.

CARDS
1. 1 x Deploy Turret: If there are any enemy within 3 areas, the engineer begins to deploy a Turret. If the engineer is still alive next time the next time it is activated, place a Turret in the same Area. During that Enemy Resolution Step and every following one the Turret will attack the nearest player within 3 areas.

TURRET
Defense 1 Shields: 2 Armor: 2 Health: 3 Cover: No Attack: 4
Omen: Deal 2 wounds if defender is not in cover.

Otherwise
Move up to 3 areas towards cover where there are Assault Troopers.

2. 2x Close Support: If there is a Cerberus figure with lost Armor within 1 area, restore 1 Armor to one figure.
Otherwise
If there is a Cerberus figure with lost shields within 1 area, restore 1 shield to one figure.
Otherwise
Move up to 3 areas towards cover where there are Assault Troopers.

3. 1x Covering Fire: If there is a player figure within 3 areas make 1 Attack
Otherwise move to 3 areas away from the nearest player.
 
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Pete aka The Masked Minstrel
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CERBERUS NEMESIS SNIPER (M-13 Raptor Sniper Rifle)
 Defense 1 Shields: 1 Armor: 0 Health: 3 / 1 Cover: Yes Attack 4
 Constant: Can commandeer the cover from any other Cerberus figure, gains +3 defense dice in cover instead of +2.
When Attacking, add +2 Attack dice for each Red Dot on the target, then remove the Red Dots.
 Omen: Headshot, Ignore each defense dice that rolled exactly 1 shield.

CARDS
1. 1x Vantage Point: Move to cover 3 or 4 areas away from the nearest player figure.
Or
If already in cover with a player in range, place a ‘Red Dot’ on the target.
Or
If no Nemesis is in play, spawn 1 Nemesis at the Enemy Entrance Point.

2. 2x Target Sighted: Place a ‘Red Dot’ on nearest player figure.
Or
If a player figure has a ‘Red Dot’ and within 4 areas and LoS, make 1 attack then remove all ‘Red Dots’ from them.
Or
If a player figure has a ‘Red Dot’ and is not within 4 areas or does not have LoS – Remove the ‘Red Dot’ from that player and if possible place it on another player in 4 areas in LoS – failing that, move to cover within 3 or 4 areas and LoS of nearest player.
Or
If no Nemesis is in play, spawn 1 Nemesis at the Enemy Entrance Point.

3. 1x Take the Shot: Make 1 attack against a player with a Red Dot within 4 areas.
Or
Make 1 attack against a player within 4 areas
Or
Move to Cover within 3 or 4 areas and LoS of nearest player
Or
If no Nemesis is in play, spawn 1 Nemesis at the Enemy Entrance Point.
 
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Pete aka The Masked Minstrel
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CERBERUS ATLAS
 Defense 2 Shields: 3 Armor: 3 Health: 5 / 3 Cover: no Attack 5
 Constant: Immune to Shepards Omni-Blade, if there is a player in the same area when the Atlas is activated, do the following instead of the A.I Card.
Roll 5 attack dice and on an Omen that player is now Bleeding Out
 Omen: Special

CARDS
1. 2x Mass Accelerator Hailstorm
If there is a player within 4 areas and LoS, attack that player.
On an Omen, make a second attack at another player within 4 areas.
Or
If no player within 4 areas, Move 1 area towards the closest player

2. 1x Rocket Strike
If there are 2 or more players in the same area within 4 areas of the Atlas, make an attack against all those players.
Or
If the players are not grouped together, make an attack at the furthest figure within 4 areas.
Or
Move 1 area towards the closest player.

3. 1x Support Systems Override
Restore 1 lost Shield or armor to the Atlas
Or
If there is an enemy within 4 areas, make 1 attack against them with +1 dice.
Or
Move 1 area towards the closest player.
 
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Pete aka The Masked Minstrel
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I also had cards done for the Cerberus Phantom but for some reason it wasn't in my planning notessurprise
I'll have to dig them out.

Please excuse the terrible iPod camera pic - also checking the date on when I did this, the files were created on September 2012, so its been a while.
 
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Pete aka The Masked Minstrel
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Another iPod Cam pic, please forgive.

Phantom Cards - there are two Eviscerate cards in deck.

 
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Pete aka The Masked Minstrel
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JUST MY THOUGHTS

Ok, I created this a year ago and then forgot about it and probably moved onto another project, Hirst Arts or something.
Receiving my 2nd Wave of Sedition Wars stuff I was contemplating playing that game or selling, and then realised that the bases with the inserts make perfect use in tracking Shields/Barriers/Armour.

Some people weren't keen on the idea of Shields/Barriers/Armour being an ablative point of health, kinda the opposite of how the wound counters work for monsters - but I thought that due to the similarity and simpleness of such system allows for easy and quick simulation of such.
After all, no need to heavily bog down the game with excessive micromanagement.

Initially I was planning to do decks for each class and then characters draw cards from applicable decks, but looking at the main characters of ME they don't confirm to the standard class mould.
So in creating character specific decks saved me a massive headache, the game is mostly about shooting with special abilities thrown in so having a generic actions deck combined with some character specific cards for each character gave character flexibility coupled with character uniqueness.

The weapons need to be redone though, as the GoW weapons while able to proxy will need to be changed - in a playtest Tali one shot the Atlas with a critical hit from her Shotgun.... yea, that definitely shouldn't happen.

 
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Marty Kane
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I'm all for variants for Gears of War! We have played this game a bunch and found that it needs a little tweaking.

If you use the GIMP, I uploaded a template file for making custom characters: http://boardgamegeek.com/filepage/94614/cog-character-card-t...
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Pete aka The Masked Minstrel
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Cheers for that upload, unfortunately I'm pretty unskilled with gimp above doing the very basics - made my cards using a Quick Cards - Gaming and Trading cards program.
 
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mike oldham
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squallgoku wrote:
Unfortunately due to my taking images from bioware website I don't believe I can upload the files here.
Any recommendations?


I believe some one correct me if im wrong if your not selling or prompting your variant I think you can post them.
 
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Pete aka The Masked Minstrel
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Part of the submission requirements is to be able to tick a box saying that I own the pics etc involved in my submission.
 
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