Encyclopedia Bragtanica - Falx Elite
Moderators: Zahru II, Bragallot, RedRover, Natalya
- Bragallot
- MULTIPLE, SIMULTANEOUS AND DEVASTATING DEFENSIVE DEEP STRIKES!!!
- Posts: 5367
- Joined: Sun Aug 02, 2009 2:00 pm
- Location: Medivo
Encyclopedia Bragtanica - Falx Elite
[totalripoff]So, I thought it would be good to put all of my units' stats in one big thread for future reference and stuff.[/totalripoff]
Index
The Kingdom (you are here)
Kerrat
Enemies of the Kingdom
Falx Republic
Neutral / other
Machines / Creatures
Neo-Prussian Empire
Inquistadores
Cameo factions
The Kingdom (hint: use ctrl+f + faction name / unit name to navigate quickly)
6. Bloodguard
7. Magus Guild
8. Golden Lions
9. Andelmere Guard
10. Northern Guard
11. Black Knights
12. Urban Guard
13. Imperial Remnants
14. Hitokiri
15. Water Demons
16. Bull Tribes
17. Dwellers
18. Scallywags
19. Starcloaks
Bloodguard
Bloodguards Mo: 7" Sk: 2d6 Ar: 7
- Longswords UR: 4 Da: 1d6+3
- Shields UR: 2 Pa: 1d6
* Blood magic
Bloodknights Mo: 5" Sk: 1d6 Ar: 6
- Spears UR: 3 Da: 1d6+2
- Shields UR: 2 Pa: 1d6
Magus Guild
Apprentices have some spell-casting ability, but are mostly relied on to pepper the enemy with magic missiles.
Mo: 6" Sk: 1d6 Ar: 3
- Staves Ra: 10" UR: 4 Da: 1d6+2
(in melee) UR: 3 Da: 1d6+1
(against ranged) UR: 2 Pa: 1d6+1
Spell-casters: arcane magic
Elders have more experience and skill than the apprentices, but they are extremely frail.
Mo: 4" Sk: 1d6+2 Ar: 2
- Staves Ra: 10" UR: 4 Da: 1d6+2
(in melee) UR: 3 Da: 1d6+1
(against ranged) UR: 2 Pa: 1d6+1
Spell-casters: arcane magic
White mages are mages who have achieved the highest knowledge of the Magus Guild accessible to commoners.
Mo: 7" Sk: 2d6 Ar: 7
- Staves Ra: 10" UR: 4 Da: 1d6+2
(in melee) UR: 3 Da: 1d6+1
(against ranged) UR: 2 Pa: 1d6+1
Spell-casters: arcane magic
Golden Lions
The Golden Lions control a large part of the North-Western Kingdom and are the closest feudal faction to the capital city.
Strength: Discipline. May move in and out of squads freely.
Swordsmen Mo: 5" Sk: 1d6 Ar: 5
- Broadswords UR: 2 Da: 1d6+1
- Shields UR: 2 Pa: 1d6
Crossbowmen Mo: 5" Sk: 1d6 Ar: 5
- Broadswords UR: 2 Da: 1d6+1
- Shields UR: 2 Pa: 1d6
Andelmere guard
The defenders of the coastal city of Andelmere, who double as marines for the King's fleet.
Strength: Full move even with large weapons.
Halberdiers Mo: 5" Sk: 1d6 Ar: 5
- Halberds UR: 4 Da: 2d6
Northern guard
Fierce men who defend the sparsely populated and wild North.
Strength: Hardy (+1 armour).
Northerners Mo: 5" Sk: 1d6 Ar: 6
- Swords UR: 2 Da: 1d6+1
- Flails UR: 2 Da: 1d6+1
Black Knights
The experienced Black Knights are infamous for their reign of terror against the now extinct barbarian hordes that used to live beyond the Kingdom's borders. They live in a secluded part of the central Kingdom.
Strength: No fear. Immune to any negative psychological effects.
The Heavy Infantry are picked at a young age (some say abducted) from Northern villages to breed strong men with a lust for killing. They like nothing more than a headlong charge into enemy ranks.
Mo: 5" Sk: 1d6 Ar: 6
- Axes UR: 3 Da: 1d6+2
Spearmen Mo: 5" Sk: 1d6 Ar: 5
- Spears UR: 3 Da: 1d6+2
- Shields UR: 2 Pa: 1d6
Axemen Mo: 5" Sk: 1d6 Ar: 5
- Axes UR: 3 Da: 1d6+2
- Shields UR: 2 Pa: 1d6
Archers Mo: 5" Sk: 1d6 Ar: 5
- Longbows Ra: 12" UR: 4 Da: 1d6+1
Knights Mo: 5" Sk: 1d6+1 Ar: 5
- Lance UR: 4 Da: 2d6
- Broadswords UR: 2 Da: 1d6+1
- Shields UR: 2 Da: 1d6+1
Urban Guard
This citizen militia is present in many of the Kingdom's major cities and roads, acting as a police force.
Spearmen Mo: 5" Sk: 1d6 Ar: 5
- Spears UR: 3 Da: 1d6+2
- Shields UR: 2 Da: 1d6
Crossbowmen Mo: 5" Sk: 1d6 Ar: 5
- Crossbows Ra: 10" UR: 4 Da: 1d6+2
Swordsmen Mo: 5" Sk: 1d6 Ar: 5
- Sword UR: 2 Da: 1d6+1
- Shields UR: 2 Pa: 1d6
Imperial remnants
Remnants of the Imperial army, still loyal to the King.
Bodyguards are female knights hand-picked by Knight-Marshal Cales to watch his back in combat.
Mo: 7" Sk: 2d6 Ar: 7
- Longswords UR: 4 Da: 1d6+3
- Lances UR: 4 Da: 2d6
Armoured horses Mo: 9" Ar: 1d6+1 2 HP
Hitokiri
The fierce warriors from the South-Western part of the Kingdom.
Hitokiri Mo: 5" Sk: 1d6+2 Ar: 6
- Katana UR: 4 Da: 1d6+3
Naginata Hitokiri
Mo: 5" Sk: 1d6+2 Ar: 6
- Naginata UR: 5 Da: 2d6+1
Yumi Hitokiri
Mo: 5" Sk: 1d6+2 Ar: 6
- Daikyū Ra: 12" UR: 4 Da: 1d6+1
Nodachi Hitokiri, capable of devastating charges
Mo: 5" Sk: 1d6+2 Ar: 6
- Nodachi UR: 4 Da: 2d6 (may be used to charge)
Firethrower Hitokiri Mo: 5" Sk: 1d6+2 Ar: 6
- Katana UR: 4 Da: 1d6+3
- Flamethower Ra: 5" UR: 4 Da: 1d6+3/2"
Elite Hitokiri Mo: 6" Sk: 2d6 Ar: 7
Horses Mo: 10" Ar: 1d6 2 HP
Yari Ashigaru Mo: 6" Sk: 1d6 Ar: 4
- Spears UR: 3 Da: 1d6+2
- Shields UR: 2 Pa: 1d6
Sword Ashigaru Mo: 6" Sk: 1d6 Ar: 4
- Katana UR: 4 Da: 1d6+3
Flintlock Ashigaru Mo: 5" Sk: 1d6 Ar: 3
- Flintlocks Ra: 10" UR: 4 Da: 1d6+2
Javelineers Mo: 6" Sk: 1d6 Ar: 4
- Javelins Ra: 6" UR: 3 Da: 1d6+2
Skirmishers: may move in and out of combat without facing a reaction attack.
Firebombers Mo: 5" Sk: 1d6 Ar: 4
- Firebombs Ra: 5" UR: 4 Da: 1d6+2/2"
- Knives UR: 2 Da: 1d6
Healer Mo: 5" Sk: 1d6 Ar: 4
- Katana UR: 4 Da: 1d6
Healer: heals wounded or incapacitated minifig on a 4 or more.
Yumi Ashigaru Mo: 6" Sk: 1d6 Ar: 3
- Hankyu Ra: 10" UR: 3 Da: 1d6+1
Horses Mo: 10" Ar: 1d6 2 HP
Water Demons
Specialties: Tough (+1 armour), ability to move from one spot of water to another without cost, horns (may be used in cc for UR 2 and 1d6 damage or to charge)
Technoviking Mo: 6" Sk: 1d6+1 Ar: 7
- Sword UR: 2 Da: 1d6+1
- Banner UR: 4 Da: 2d6
Swordsmen Mo: 5" Sk: 1d6 Ar: 6
- Sword UR: 2 Da: 1d6+1
- Shields UR: 2 Pa: 1d6
Heavy swordsmen Mo: 4" Sk: 1d6 Ar: 7
- Broadswords UR: 2 Da: 1d6+2
- Shields UR: 2 Pa: 1d6
Halberdiers Mo: 4" Sk: 1d6 Ar: 6
- Halberds UR: 4 Da: 2d6
- Shields UR: 2 Pa: 1d6
Crossbowmen Mo: 5" Sk: 1d6 Ar: 6
- Crossbows Ra: 10" UR: 4 Da: 1d6+2
- Bucklers UR: 2 Pa: 1d6
Royal Guard Mo: 5" Sk: 1d6+1 Ar: 6
- Halberds UR: 4 Da: 2d6
- Shields UR: 2 Pa: 1d6
Hydromancer Mo: 5" Sk: 1d6+2 Ar: 7
- Staff Ra: 10" UR: 4 Da: 1d6+2
(in melee) UR: 3 Da: 1d6+1
(against ranged) UR: 2 Pa: 1d6+1
Bull Tribes
Specialties: Strong, allows Bulls to carry 1 more size point of weapons.
Crossbowmen Mo: 5" Sk: 1d6 Ar: 5
- Crossbows Ra: 10" UR: 4 Da: 1d6+2
- Shields UR: 2 Pa: 1d6
Phalanx Mo: 5" Sk: 1d6 Ar: 5
- Halberds UR: 4 Da: 2d6
- Shields UR: 2 Pa: 1d6
* Phalanx formation: gives free attacks prior to combat against enemies charging the front of the phalanx and +1 to parry rolls at the cost of -2" move.
Elite warriors Mo: 6" Sk: 1d6+1 Ar: 6
- Firehammers UR: 4 Da: 1d6+1 (and 1d6 fire damage)
- Shields UR: 2 Pa: 1d6
Heavies Mo: 4" Sk: 1d6 Ar: 8
- Black halberds UR: 4 Da: 2d6+1
- Magic shields UR: 3 Pa: 1d6+1 May block magic
Icons Mo: 6" Sk: 1d6+1 Ar: 6 (2 HP)
- Axes UR: 3 Da: 1d6+2
* Ritual magic
Minotaur Mo: 7" Sk: 2d6 Ar: 7 (2 HP)
- Axe UR: 3 Da: 1d6+2
* Brutal strength
Crazed Shaman (aka Mumbles the Mad) Mo: 5" Sk: 1d6 Ar: 5
- Handaxes UR: 2 Da: 1d6+1
* Heroic feat (Insane prophet / priest)
Dwellers
Wolfpack rangers Mo: 6" Sk: 1d6 Ar: 4
- Crossbow Ra: 10" UR: 4 Da: 1d6+2
- Swords UR: 2 Da: 1d6+1
* Stealth: may attempt to hide
* Evasion
Elite Rangers Mo: 7" Sk: 1d6+1 Ar: 4
- Longbow Ra: 12" UR: 4 Da: 1d6+1
- Knives UR: 2 Da: 1d6+1
* Stealth: may attempt to hide
* Evasion
Mudi Mo: 5" Sk: 1d6+2 Ar: 6 (2 HP)
- Flamethower Ra: 5" UR: 4 Da: 1d6+3/2"
- Pistol Ra: 6" UR: 3 Da: 1d6+2
- Blunderbuss Ra: 10" UR: 4 Da: 1d6+2
- Pickaxe UR: 3 Da: 1d6+2
- Hammer UR: 2 Da: 1d6+1
- Toolbag: may produce random items, depending on how successful the roll is items may vary in usefulness
- Mechanic: may repair / construct stuff
Giant Mo: 5" Sk: 1d6 Ar: 7 (2 HP)
- Giant mace UR: 3 Da: 2d6
Light Rangers / Peasant crossbowmen Mo: 6" Sk: 1d6 Ar: 4
- Crossbows Ra: 10" UR: 4 Da: 1d6+2
- Knives UR: 2 Da: 1d6+1
* Stealth: may attempt to hide
* Evasion
Furbeasts Mo: 5" Sk: 1d6 Ar: 6
- Warclubs UR: 4 Da: 2d6+1
Furbeasts Mo: 5" Sk: 1d6 Ar: 6
- Warclubs UR: 4 Da: 2d6+1
Scallywags
Scallywags Mo: 6" Sk: 1d6 Ar: 4
- Sabres UR: 2 Da: 1d6+1
- Pistols Ra: 5" UR: 4 Da: 1d6+2
* Evasion
Starcloaks
Starcloaks Mo: 6" Sk: 1d6+2 Ar: 7
- Katanas UR: 4 Da: 1d6+3
- Muskets Ra: 10" UR: 4 Da: 1d6+2
Index
The Kingdom (you are here)
Kerrat
Enemies of the Kingdom
Falx Republic
Neutral / other
Machines / Creatures
Neo-Prussian Empire
Inquistadores
Cameo factions
The Kingdom (hint: use ctrl+f + faction name / unit name to navigate quickly)
6. Bloodguard
7. Magus Guild
8. Golden Lions
9. Andelmere Guard
10. Northern Guard
11. Black Knights
12. Urban Guard
13. Imperial Remnants
14. Hitokiri
15. Water Demons
16. Bull Tribes
17. Dwellers
18. Scallywags
19. Starcloaks
Bloodguard
Bloodguards Mo: 7" Sk: 2d6 Ar: 7
- Longswords UR: 4 Da: 1d6+3
- Shields UR: 2 Pa: 1d6
* Blood magic
Bloodknights Mo: 5" Sk: 1d6 Ar: 6
- Spears UR: 3 Da: 1d6+2
- Shields UR: 2 Pa: 1d6
Magus Guild
Apprentices have some spell-casting ability, but are mostly relied on to pepper the enemy with magic missiles.
Mo: 6" Sk: 1d6 Ar: 3
- Staves Ra: 10" UR: 4 Da: 1d6+2
(in melee) UR: 3 Da: 1d6+1
(against ranged) UR: 2 Pa: 1d6+1
Spell-casters: arcane magic
Elders have more experience and skill than the apprentices, but they are extremely frail.
Mo: 4" Sk: 1d6+2 Ar: 2
- Staves Ra: 10" UR: 4 Da: 1d6+2
(in melee) UR: 3 Da: 1d6+1
(against ranged) UR: 2 Pa: 1d6+1
Spell-casters: arcane magic
White mages are mages who have achieved the highest knowledge of the Magus Guild accessible to commoners.
Mo: 7" Sk: 2d6 Ar: 7
- Staves Ra: 10" UR: 4 Da: 1d6+2
(in melee) UR: 3 Da: 1d6+1
(against ranged) UR: 2 Pa: 1d6+1
Spell-casters: arcane magic
Golden Lions
The Golden Lions control a large part of the North-Western Kingdom and are the closest feudal faction to the capital city.
Strength: Discipline. May move in and out of squads freely.
Swordsmen Mo: 5" Sk: 1d6 Ar: 5
- Broadswords UR: 2 Da: 1d6+1
- Shields UR: 2 Pa: 1d6
Crossbowmen Mo: 5" Sk: 1d6 Ar: 5
- Broadswords UR: 2 Da: 1d6+1
- Shields UR: 2 Pa: 1d6
Andelmere guard
The defenders of the coastal city of Andelmere, who double as marines for the King's fleet.
Strength: Full move even with large weapons.
Halberdiers Mo: 5" Sk: 1d6 Ar: 5
- Halberds UR: 4 Da: 2d6
Northern guard
Fierce men who defend the sparsely populated and wild North.
Strength: Hardy (+1 armour).
Northerners Mo: 5" Sk: 1d6 Ar: 6
- Swords UR: 2 Da: 1d6+1
- Flails UR: 2 Da: 1d6+1
Black Knights
The experienced Black Knights are infamous for their reign of terror against the now extinct barbarian hordes that used to live beyond the Kingdom's borders. They live in a secluded part of the central Kingdom.
Strength: No fear. Immune to any negative psychological effects.
The Heavy Infantry are picked at a young age (some say abducted) from Northern villages to breed strong men with a lust for killing. They like nothing more than a headlong charge into enemy ranks.
Mo: 5" Sk: 1d6 Ar: 6
- Axes UR: 3 Da: 1d6+2
Spearmen Mo: 5" Sk: 1d6 Ar: 5
- Spears UR: 3 Da: 1d6+2
- Shields UR: 2 Pa: 1d6
Axemen Mo: 5" Sk: 1d6 Ar: 5
- Axes UR: 3 Da: 1d6+2
- Shields UR: 2 Pa: 1d6
Archers Mo: 5" Sk: 1d6 Ar: 5
- Longbows Ra: 12" UR: 4 Da: 1d6+1
Knights Mo: 5" Sk: 1d6+1 Ar: 5
- Lance UR: 4 Da: 2d6
- Broadswords UR: 2 Da: 1d6+1
- Shields UR: 2 Da: 1d6+1
Urban Guard
This citizen militia is present in many of the Kingdom's major cities and roads, acting as a police force.
Spearmen Mo: 5" Sk: 1d6 Ar: 5
- Spears UR: 3 Da: 1d6+2
- Shields UR: 2 Da: 1d6
Crossbowmen Mo: 5" Sk: 1d6 Ar: 5
- Crossbows Ra: 10" UR: 4 Da: 1d6+2
Swordsmen Mo: 5" Sk: 1d6 Ar: 5
- Sword UR: 2 Da: 1d6+1
- Shields UR: 2 Pa: 1d6
Imperial remnants
Remnants of the Imperial army, still loyal to the King.
Bodyguards are female knights hand-picked by Knight-Marshal Cales to watch his back in combat.
Mo: 7" Sk: 2d6 Ar: 7
- Longswords UR: 4 Da: 1d6+3
- Lances UR: 4 Da: 2d6
Armoured horses Mo: 9" Ar: 1d6+1 2 HP
Hitokiri
The fierce warriors from the South-Western part of the Kingdom.
Hitokiri Mo: 5" Sk: 1d6+2 Ar: 6
- Katana UR: 4 Da: 1d6+3
Naginata Hitokiri
Mo: 5" Sk: 1d6+2 Ar: 6
- Naginata UR: 5 Da: 2d6+1
Yumi Hitokiri
Mo: 5" Sk: 1d6+2 Ar: 6
- Daikyū Ra: 12" UR: 4 Da: 1d6+1
Nodachi Hitokiri, capable of devastating charges
Mo: 5" Sk: 1d6+2 Ar: 6
- Nodachi UR: 4 Da: 2d6 (may be used to charge)
Firethrower Hitokiri Mo: 5" Sk: 1d6+2 Ar: 6
- Katana UR: 4 Da: 1d6+3
- Flamethower Ra: 5" UR: 4 Da: 1d6+3/2"
Elite Hitokiri Mo: 6" Sk: 2d6 Ar: 7
Horses Mo: 10" Ar: 1d6 2 HP
Yari Ashigaru Mo: 6" Sk: 1d6 Ar: 4
- Spears UR: 3 Da: 1d6+2
- Shields UR: 2 Pa: 1d6
Sword Ashigaru Mo: 6" Sk: 1d6 Ar: 4
- Katana UR: 4 Da: 1d6+3
Flintlock Ashigaru Mo: 5" Sk: 1d6 Ar: 3
- Flintlocks Ra: 10" UR: 4 Da: 1d6+2
Javelineers Mo: 6" Sk: 1d6 Ar: 4
- Javelins Ra: 6" UR: 3 Da: 1d6+2
Skirmishers: may move in and out of combat without facing a reaction attack.
Firebombers Mo: 5" Sk: 1d6 Ar: 4
- Firebombs Ra: 5" UR: 4 Da: 1d6+2/2"
- Knives UR: 2 Da: 1d6
Healer Mo: 5" Sk: 1d6 Ar: 4
- Katana UR: 4 Da: 1d6
Healer: heals wounded or incapacitated minifig on a 4 or more.
Yumi Ashigaru Mo: 6" Sk: 1d6 Ar: 3
- Hankyu Ra: 10" UR: 3 Da: 1d6+1
Horses Mo: 10" Ar: 1d6 2 HP
Water Demons
Specialties: Tough (+1 armour), ability to move from one spot of water to another without cost, horns (may be used in cc for UR 2 and 1d6 damage or to charge)
Technoviking Mo: 6" Sk: 1d6+1 Ar: 7
- Sword UR: 2 Da: 1d6+1
- Banner UR: 4 Da: 2d6
Swordsmen Mo: 5" Sk: 1d6 Ar: 6
- Sword UR: 2 Da: 1d6+1
- Shields UR: 2 Pa: 1d6
Heavy swordsmen Mo: 4" Sk: 1d6 Ar: 7
- Broadswords UR: 2 Da: 1d6+2
- Shields UR: 2 Pa: 1d6
Halberdiers Mo: 4" Sk: 1d6 Ar: 6
- Halberds UR: 4 Da: 2d6
- Shields UR: 2 Pa: 1d6
Crossbowmen Mo: 5" Sk: 1d6 Ar: 6
- Crossbows Ra: 10" UR: 4 Da: 1d6+2
- Bucklers UR: 2 Pa: 1d6
Royal Guard Mo: 5" Sk: 1d6+1 Ar: 6
- Halberds UR: 4 Da: 2d6
- Shields UR: 2 Pa: 1d6
Hydromancer Mo: 5" Sk: 1d6+2 Ar: 7
- Staff Ra: 10" UR: 4 Da: 1d6+2
(in melee) UR: 3 Da: 1d6+1
(against ranged) UR: 2 Pa: 1d6+1
Bull Tribes
Specialties: Strong, allows Bulls to carry 1 more size point of weapons.
Crossbowmen Mo: 5" Sk: 1d6 Ar: 5
- Crossbows Ra: 10" UR: 4 Da: 1d6+2
- Shields UR: 2 Pa: 1d6
Phalanx Mo: 5" Sk: 1d6 Ar: 5
- Halberds UR: 4 Da: 2d6
- Shields UR: 2 Pa: 1d6
* Phalanx formation: gives free attacks prior to combat against enemies charging the front of the phalanx and +1 to parry rolls at the cost of -2" move.
Elite warriors Mo: 6" Sk: 1d6+1 Ar: 6
- Firehammers UR: 4 Da: 1d6+1 (and 1d6 fire damage)
- Shields UR: 2 Pa: 1d6
Heavies Mo: 4" Sk: 1d6 Ar: 8
- Black halberds UR: 4 Da: 2d6+1
- Magic shields UR: 3 Pa: 1d6+1 May block magic
Icons Mo: 6" Sk: 1d6+1 Ar: 6 (2 HP)
- Axes UR: 3 Da: 1d6+2
* Ritual magic
Minotaur Mo: 7" Sk: 2d6 Ar: 7 (2 HP)
- Axe UR: 3 Da: 1d6+2
* Brutal strength
Crazed Shaman (aka Mumbles the Mad) Mo: 5" Sk: 1d6 Ar: 5
- Handaxes UR: 2 Da: 1d6+1
* Heroic feat (Insane prophet / priest)
Dwellers
Wolfpack rangers Mo: 6" Sk: 1d6 Ar: 4
- Crossbow Ra: 10" UR: 4 Da: 1d6+2
- Swords UR: 2 Da: 1d6+1
* Stealth: may attempt to hide
* Evasion
Elite Rangers Mo: 7" Sk: 1d6+1 Ar: 4
- Longbow Ra: 12" UR: 4 Da: 1d6+1
- Knives UR: 2 Da: 1d6+1
* Stealth: may attempt to hide
* Evasion
Mudi Mo: 5" Sk: 1d6+2 Ar: 6 (2 HP)
- Flamethower Ra: 5" UR: 4 Da: 1d6+3/2"
- Pistol Ra: 6" UR: 3 Da: 1d6+2
- Blunderbuss Ra: 10" UR: 4 Da: 1d6+2
- Pickaxe UR: 3 Da: 1d6+2
- Hammer UR: 2 Da: 1d6+1
- Toolbag: may produce random items, depending on how successful the roll is items may vary in usefulness
- Mechanic: may repair / construct stuff
Giant Mo: 5" Sk: 1d6 Ar: 7 (2 HP)
- Giant mace UR: 3 Da: 2d6
Light Rangers / Peasant crossbowmen Mo: 6" Sk: 1d6 Ar: 4
- Crossbows Ra: 10" UR: 4 Da: 1d6+2
- Knives UR: 2 Da: 1d6+1
* Stealth: may attempt to hide
* Evasion
Furbeasts Mo: 5" Sk: 1d6 Ar: 6
- Warclubs UR: 4 Da: 2d6+1
Furbeasts Mo: 5" Sk: 1d6 Ar: 6
- Warclubs UR: 4 Da: 2d6+1
Scallywags
Scallywags Mo: 6" Sk: 1d6 Ar: 4
- Sabres UR: 2 Da: 1d6+1
- Pistols Ra: 5" UR: 4 Da: 1d6+2
* Evasion
Starcloaks
Starcloaks Mo: 6" Sk: 1d6+2 Ar: 7
- Katanas UR: 4 Da: 1d6+3
- Muskets Ra: 10" UR: 4 Da: 1d6+2
Last edited by Bragallot on Sat Aug 30, 2014 9:19 am, edited 24 times in total.
Re: Encyclopedia Bragtanica
The Hitkori remind me of playing Shogun: Total War.
An army marches on its stomach, and its favorite food is fudge.
- Bragallot
- MULTIPLE, SIMULTANEOUS AND DEVASTATING DEFENSIVE DEEP STRIKES!!!
- Posts: 5367
- Joined: Sun Aug 02, 2009 2:00 pm
- Location: Medivo
Re: Encyclopedia Bragtanica
Yeah... all that's missing are some ninjas
- Zupponn
- if you give us money we will give you product
- Posts: 5603
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Re: Encyclopedia Bragtanica
Is this foreshadowing?Bragallot wrote:Yeah... all that's missing are some ninjas
- Bragallot
- MULTIPLE, SIMULTANEOUS AND DEVASTATING DEFENSIVE DEEP STRIKES!!!
- Posts: 5367
- Joined: Sun Aug 02, 2009 2:00 pm
- Location: Medivo
Re: Encyclopedia Bragtanica
Maybe, I may need some other stuff first to finish existing factions. Including Brickarms stuff. I'd probably have to find them cheap in a Bricklink store during my next purchase or something. At one point though, there have to be ninjas
- Bragallot
- MULTIPLE, SIMULTANEOUS AND DEVASTATING DEFENSIVE DEEP STRIKES!!!
- Posts: 5367
- Joined: Sun Aug 02, 2009 2:00 pm
- Location: Medivo
Re: Encyclopedia Bragtanica
INQUISTADORES
Everything you need to know about the brutal, glorious forces of the Inquistadorial monarchy.
Index (hint: use ctlr+f + unit name to navigate quickly)
1. Infantry
- Heavy infantry
- Elite infantry
- Pilots
- Officers
2. Commandos
- Commander
- Assassin
- Psionic
- Demolitions expert
- Riot trooper
- Berserker
- Flamer
- Melee specialist
- Elite pilot
3. Vehicles
- Hyena mech
- Jackal mech
- El Tigre tank
- Anubis speeders
- Dragonheads
- Jaguar-class dragonheads
1. Infantry
Heavy troopers Mo: 4" Sk: 1d6 Ar: 6
- Miniguns Ra: 10" UR: 5 Da: 2d6/2"
- Machine guns Ra: 10" UR: 3 Da: 1d6+2
- Shotguns Ra: 6" UR: 3 Da: 1d6+3
- Chainswords UR: 3 Da: 1d6+3
Elite troopers Mo: 5" Sk: 1d6+1 Ar: 7
- Miniguns Ra: 10" UR: 5 Da: 2d6/2"
Pilots Mo: 4" Sk: 1d6 Ar: 5
- Chainsaws UR: 3 Da: 1d6+3
- Binoculars Allows friendly troops within 10" radius to reaction fire on targets inside the pilot's LoS, even if they are out of the reacting allies' LoS. (Allies however still need to be in range.) No use cost. Gives +1 to skill when trying to detect enemies.
Officers (Stats and abilities vary by rank)
- Stun blasters Ra: 6" UR: 3 Da: 1d6+1 May be set to stun to deal 1d6 MOM. If an enemy is knocked over, it is stunned for an entire round.
- Vibrosabres UR: 2 Da: 1d6+1
- Comlink Allows the commander to transfer his action to any friendly unit on the map. Target of the transferred action should be within the commander's LoS.
2. Commandos
Commander Mo: 5" Sk: 1d6+2 Ar: 7
- Nova claymore UR: 5 Da: 3d6 May parry anything.
- Binoculars Allows friendly troops within 10" radius to reaction fire on targets inside the pilot's LoS, even if they are out of the reacting allies' LoS. (Allies however still need to be in range.) No use cost. Gives +1 to skill when trying to detect enemies.
- Comlink Allows the commander to transfer his action to any friendly unit on the map. Target of the transferred action should be within the commander's LoS.
* Heroic feat
Assassin Mo: 6" Sk: 1d6+2 Ar: 5
- Laser sniper Ra: 15" UR: 5 Da: 2d6+1
- Powerblade UR: 4 Da: 1d6+3
*Headshot: adds 1 damage to the sniper rifle at the cost of +1 UR.
*Stealth: allows the assassin to Hide. When hidden, cannot be attacked. No use cost. Enemies have to use their action to detect him. Skill is rolled vs. skill. On a tie, the sniper is revealed. Enemies within 5" automatically spot the sniper (unless he's in cover).
Psionic Mo: 5" Sk: 1d6+2 Ar: 6
- Psi attack Ra: Anywhere UR: 4 Da: 1d6+1
- Psi shield UR: 2 Pa: 1d6 May parry anything
* Psionic powers: allows the trooper to attempt any kind of psionic action.
Demolitions expert Mo: 5" Sk: 1d6+2 Ar: 6
- Plasmazooka Ra: 12" UR: 6 Da: 2d6+2/2"
*Demolitions expert: may set explosives, booby traps etc.
Riot trooper Mo: 4" Sk: 1d6+2 Ar: 7
- Shotguns Ra: 6" UR: 3 Da: 1d6+3
- Riot shield UR: 2 Pa: 1d6
* Riot training: gains +1 skill to parry rolls.
Berserker Mo: 6" Sk: 1d6+2 Ar: 8
- OTC staff UR: 5 Da: 3d6 (strikes twice)
- War banner UR: 4 Da: 2d6
Flamer Mo: 5" Sk: 1d6+2 Ar: 6
- Flamethrower Ra: 5" UR: 4 Da: 2d6/2"
*Special suit: immune to fire damage.
Melee specialist Mo: 5" Sk: 1d6+2 Ar: 7
- Power blades UR: 4 Da: 1d6+3
*Dual-wielder
Elite pilot Mo: 5" Sk: 2d6 Ar: 5
3. Vehicles
Hyena mech Mo: 5" Ar: 10 Size 3 (3 SP)
- Burst rockets (8) Ra: 10" UR: 4 Da: 1d6+3/2"
- Twin Laser Ra: 12" UR: 4 Da: (2x) 2d6+1
Jackal mech Mo: 7" Ar: 15 Size 4 (4 SP)
- Autolaser Ra: 12" UR: 3 Da: (2x) 1d6+3
- Autocannon Ra: 12" UR: 4 Da: (2x)2d6+1
- Heavy cannon Ra: 10" UR: 4 Da: 2d6+2
- Flamethrower Ra: 5" UR: 4 Da: 2d6+1/2"
- Claws UR: 2 Da: (6x) 1d6+1
El Tigre tank Mo: 6" Ar: 10 Size 4 (4 SP)
- Heavy cannon Ra: 10" UR: 4 Da: 2d6+2
- Plasma rockets Ra: 10" UR: 4 Da: (2x) 1d6+3/2"
Anubis speeders Mo: 10" Ar: 6 Size 2 (2 SP)
- Light lasers Ra: 6" UR: 3 Da: (2x) 1d6+2
Dragonhead Size 3 Mo: 3”
Basis
Hull Ar: 5 6 SP
Bridge Ar: 5 4 SP
- Level 2 shield generator Adds 1d6+1 armour (until bridge falls to 1 SP.)
AI 1d6 skill
Weapons
(1) Twin Heavy Laser Cannon Ra: 8”, fires straight UR: 4 Da: 2x2d6
(3) Main turrets Ra: 6”, 360° UR: 2 Da: 1d6
(1) Double Mk. 1 missile launcher Ra: N/A, 270° UR: 4
(2) Mk. 1 missile launchers Ra: N/A, 180° UR: 4
- Mk. 1 missiles Mo: 6” Da: 1d6+3/1” Homing.
Automated
(2) EMP Anti-fighter turrets Ra: 2” 360° UR: 2 Da: 1d6
- EMP wave Ra: 2” UR: 4 Disables fighters within 2” radius for a round. Requires pilot’s action.
(2) Autolaser batteries Ra: 6” UR: 3 Da: 1d6+2
Craft
4th gen Executioner bombercraft Mo: 5” Sk: 1d6 Ar: 3
- Bombs Ra: 2” UR: 3 Da: 1d6+1
4th gen Executioner fightercraft Mo: 6” Sk: 1d6 Ar: 3
- Lasercannon Ra: 2” UR: 2 Da: 1d6
Jaguar-class Dragonhead Size 3 Mo: 4”
Basis
Hull Ar: 6 6 SP
Bridge Ar: 5 4 SP
- Level 2 shield generator Adds 1d6+1 armour (until bridge falls to 1 SP.)
AI The ship's AI has 1d6+1 skill
Weapons
(1) Twin Gilded Heavy Laser Cannons Ra: 8”, fires straight UR: 4 Da: 2x2d6+1
(3) Main turrets Ra: 6”, 360° UR: 2 Da: 1d6
(1) Double Mk. 1 missile launcher Ra: N/A, 270° UR: 4
(2) Mk. 1 missile launchers Ra: N/A, 180° UR: 4
- Mk. 1 missiles Mo: 6” Da: 1d6+3/1” Homing.
Automated
(2) EMP Anti-fighter turrets Ra: 2” 360° UR: 2 Da: 1d6
- EMP wave Ra: 2” UR: 4 Disables fighters within 2” radius for a round. Requires pilot’s action.
(2) Autolaser batteries Ra: 6” UR: 3 Da: 1d6+2
Craft
4th gen Executioner bombercraft Mo: 5” Sk: 1d6 Ar: 3
- Bombs Ra: 2” UR: 3 Da: 1d6+1
4th gen Executioner fightercraft Mo: 6” Sk: 1d6 Ar: 3
- Lasercannon Ra: 2” UR: 2 Da: 1d6
Everything you need to know about the brutal, glorious forces of the Inquistadorial monarchy.
Index (hint: use ctlr+f + unit name to navigate quickly)
1. Infantry
- Heavy infantry
- Elite infantry
- Pilots
- Officers
2. Commandos
- Commander
- Assassin
- Psionic
- Demolitions expert
- Riot trooper
- Berserker
- Flamer
- Melee specialist
- Elite pilot
3. Vehicles
- Hyena mech
- Jackal mech
- El Tigre tank
- Anubis speeders
- Dragonheads
- Jaguar-class dragonheads
1. Infantry
Heavy troopers Mo: 4" Sk: 1d6 Ar: 6
- Miniguns Ra: 10" UR: 5 Da: 2d6/2"
- Machine guns Ra: 10" UR: 3 Da: 1d6+2
- Shotguns Ra: 6" UR: 3 Da: 1d6+3
- Chainswords UR: 3 Da: 1d6+3
Elite troopers Mo: 5" Sk: 1d6+1 Ar: 7
- Miniguns Ra: 10" UR: 5 Da: 2d6/2"
Pilots Mo: 4" Sk: 1d6 Ar: 5
- Chainsaws UR: 3 Da: 1d6+3
- Binoculars Allows friendly troops within 10" radius to reaction fire on targets inside the pilot's LoS, even if they are out of the reacting allies' LoS. (Allies however still need to be in range.) No use cost. Gives +1 to skill when trying to detect enemies.
Officers (Stats and abilities vary by rank)
- Stun blasters Ra: 6" UR: 3 Da: 1d6+1 May be set to stun to deal 1d6 MOM. If an enemy is knocked over, it is stunned for an entire round.
- Vibrosabres UR: 2 Da: 1d6+1
- Comlink Allows the commander to transfer his action to any friendly unit on the map. Target of the transferred action should be within the commander's LoS.
2. Commandos
Commander Mo: 5" Sk: 1d6+2 Ar: 7
- Nova claymore UR: 5 Da: 3d6 May parry anything.
- Binoculars Allows friendly troops within 10" radius to reaction fire on targets inside the pilot's LoS, even if they are out of the reacting allies' LoS. (Allies however still need to be in range.) No use cost. Gives +1 to skill when trying to detect enemies.
- Comlink Allows the commander to transfer his action to any friendly unit on the map. Target of the transferred action should be within the commander's LoS.
* Heroic feat
Assassin Mo: 6" Sk: 1d6+2 Ar: 5
- Laser sniper Ra: 15" UR: 5 Da: 2d6+1
- Powerblade UR: 4 Da: 1d6+3
*Headshot: adds 1 damage to the sniper rifle at the cost of +1 UR.
*Stealth: allows the assassin to Hide. When hidden, cannot be attacked. No use cost. Enemies have to use their action to detect him. Skill is rolled vs. skill. On a tie, the sniper is revealed. Enemies within 5" automatically spot the sniper (unless he's in cover).
Psionic Mo: 5" Sk: 1d6+2 Ar: 6
- Psi attack Ra: Anywhere UR: 4 Da: 1d6+1
- Psi shield UR: 2 Pa: 1d6 May parry anything
* Psionic powers: allows the trooper to attempt any kind of psionic action.
Demolitions expert Mo: 5" Sk: 1d6+2 Ar: 6
- Plasmazooka Ra: 12" UR: 6 Da: 2d6+2/2"
*Demolitions expert: may set explosives, booby traps etc.
Riot trooper Mo: 4" Sk: 1d6+2 Ar: 7
- Shotguns Ra: 6" UR: 3 Da: 1d6+3
- Riot shield UR: 2 Pa: 1d6
* Riot training: gains +1 skill to parry rolls.
Berserker Mo: 6" Sk: 1d6+2 Ar: 8
- OTC staff UR: 5 Da: 3d6 (strikes twice)
- War banner UR: 4 Da: 2d6
Flamer Mo: 5" Sk: 1d6+2 Ar: 6
- Flamethrower Ra: 5" UR: 4 Da: 2d6/2"
*Special suit: immune to fire damage.
Melee specialist Mo: 5" Sk: 1d6+2 Ar: 7
- Power blades UR: 4 Da: 1d6+3
*Dual-wielder
Elite pilot Mo: 5" Sk: 2d6 Ar: 5
3. Vehicles
Hyena mech Mo: 5" Ar: 10 Size 3 (3 SP)
- Burst rockets (8) Ra: 10" UR: 4 Da: 1d6+3/2"
- Twin Laser Ra: 12" UR: 4 Da: (2x) 2d6+1
Jackal mech Mo: 7" Ar: 15 Size 4 (4 SP)
- Autolaser Ra: 12" UR: 3 Da: (2x) 1d6+3
- Autocannon Ra: 12" UR: 4 Da: (2x)2d6+1
- Heavy cannon Ra: 10" UR: 4 Da: 2d6+2
- Flamethrower Ra: 5" UR: 4 Da: 2d6+1/2"
- Claws UR: 2 Da: (6x) 1d6+1
El Tigre tank Mo: 6" Ar: 10 Size 4 (4 SP)
- Heavy cannon Ra: 10" UR: 4 Da: 2d6+2
- Plasma rockets Ra: 10" UR: 4 Da: (2x) 1d6+3/2"
Anubis speeders Mo: 10" Ar: 6 Size 2 (2 SP)
- Light lasers Ra: 6" UR: 3 Da: (2x) 1d6+2
Dragonhead Size 3 Mo: 3”
Basis
Hull Ar: 5 6 SP
Bridge Ar: 5 4 SP
- Level 2 shield generator Adds 1d6+1 armour (until bridge falls to 1 SP.)
AI 1d6 skill
Weapons
(1) Twin Heavy Laser Cannon Ra: 8”, fires straight UR: 4 Da: 2x2d6
(3) Main turrets Ra: 6”, 360° UR: 2 Da: 1d6
(1) Double Mk. 1 missile launcher Ra: N/A, 270° UR: 4
(2) Mk. 1 missile launchers Ra: N/A, 180° UR: 4
- Mk. 1 missiles Mo: 6” Da: 1d6+3/1” Homing.
Automated
(2) EMP Anti-fighter turrets Ra: 2” 360° UR: 2 Da: 1d6
- EMP wave Ra: 2” UR: 4 Disables fighters within 2” radius for a round. Requires pilot’s action.
(2) Autolaser batteries Ra: 6” UR: 3 Da: 1d6+2
Craft
4th gen Executioner bombercraft Mo: 5” Sk: 1d6 Ar: 3
- Bombs Ra: 2” UR: 3 Da: 1d6+1
4th gen Executioner fightercraft Mo: 6” Sk: 1d6 Ar: 3
- Lasercannon Ra: 2” UR: 2 Da: 1d6
Jaguar-class Dragonhead Size 3 Mo: 4”
Basis
Hull Ar: 6 6 SP
Bridge Ar: 5 4 SP
- Level 2 shield generator Adds 1d6+1 armour (until bridge falls to 1 SP.)
AI The ship's AI has 1d6+1 skill
Weapons
(1) Twin Gilded Heavy Laser Cannons Ra: 8”, fires straight UR: 4 Da: 2x2d6+1
(3) Main turrets Ra: 6”, 360° UR: 2 Da: 1d6
(1) Double Mk. 1 missile launcher Ra: N/A, 270° UR: 4
(2) Mk. 1 missile launchers Ra: N/A, 180° UR: 4
- Mk. 1 missiles Mo: 6” Da: 1d6+3/1” Homing.
Automated
(2) EMP Anti-fighter turrets Ra: 2” 360° UR: 2 Da: 1d6
- EMP wave Ra: 2” UR: 4 Disables fighters within 2” radius for a round. Requires pilot’s action.
(2) Autolaser batteries Ra: 6” UR: 3 Da: 1d6+2
Craft
4th gen Executioner bombercraft Mo: 5” Sk: 1d6 Ar: 3
- Bombs Ra: 2” UR: 3 Da: 1d6+1
4th gen Executioner fightercraft Mo: 6” Sk: 1d6 Ar: 3
- Lasercannon Ra: 2” UR: 2 Da: 1d6
Last edited by Bragallot on Wed Feb 06, 2013 10:00 pm, edited 2 times in total.
- Zupponn
- if you give us money we will give you product
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Re: Encyclopedia Bragtanica
While I absolutely love the Inquistidores, I cannot find a way to like those miniguns. The shotguns on the other hand are pure love.
- Bragallot
- MULTIPLE, SIMULTANEOUS AND DEVASTATING DEFENSIVE DEEP STRIKES!!!
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Re: Encyclopedia Bragtanica
Hmm, they're probably the best I can do with the parts I currently have. I like the general bulkiness and the contrast with the troops' armour. I also like big guns At any rate I'm glad you like the troops. They're no longer Falx hybrids, either (except for the commanders).
- Zupponn
- if you give us money we will give you product
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- Location: Back in Wisconsin!
Re: Encyclopedia Bragtanica
Probably if you bulked them up a bit more they would look better.
- Bragallot
- MULTIPLE, SIMULTANEOUS AND DEVASTATING DEFENSIVE DEEP STRIKES!!!
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Re: Encyclopedia Bragtanica
I wish I had more of those light grey cilinder parts. The one with parts at the front and the back look a lot better than those with only one of those things on them.
- Zupponn
- if you give us money we will give you product
- Posts: 5603
- Joined: Mon Mar 21, 2011 6:15 pm
- Location: Back in Wisconsin!
Re: Encyclopedia Bragtanica
Oh, the barrels are fine. I have no problems with those. It's the fact that they're just a skinny little handle attached to a barrel that bugs me.
Re: Encyclopedia Bragtanica
I am glad to see that my Riot Trooper is still in one piece, It's good to see the stats, now I have something to base my own stats on.
The only unflawed system is Lego System.
Zupponn wrote:All you have to do is flatten his head.Colette wrote:You're free to make your own map from scratch, however.
Silverdream wrote:TL;DR Be like Scratch.
Captain-Camper wrote:tl;dr I'm just going to assume don't be like voin and be more like scratch.
- Quantumsurfer
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Re: Encyclopedia Bragtanica
Inquistadores own. There's so much I like about them.
- Bragallot
- MULTIPLE, SIMULTANEOUS AND DEVASTATING DEFENSIVE DEEP STRIKES!!!
- Posts: 5367
- Joined: Sun Aug 02, 2009 2:00 pm
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Re: Encyclopedia Bragtanica
Cameo factions
Multiple small divisions of the Brikverse's warriors that have found themselves into my battles through the powers of ossum.
6. Brittanian League
7. Assyrian Star Empire
8. Immortal Empire
9. Space Nahtzees
10. Bavarians
11. Rednecks
12. Space Pirates
13. Manly Men
Brittanian League
Aeronaught troopers Mo: 6" (12" with jetpack) Sk: 1d6 Ar: 5
- Electrified sabre UR: 2 Da: 1d6+1
- Pistol Ra: 6” UR: 3 Da: 1d6+2
All-rounders Mo: 6" Sk: 2d6 Ar: 7
- Cricket bats UR: 4 Da: 2d6
- Anti-blaster shield UR: 2 Pa: 1d6
*Cybernetic leg-implants: may sprint for free.
*Cybernetic reflexes: +1 when parrying.
Heavies Mo: 5" Ar: 6 Sk: 1d6
- Heavy Laser Ra: 10" UR: 4 Da: 2d6
Pilot Mo: 5" Sk: 1d6 Ar: 5
Gatling walker Mo: 6" Ar: 10 Size 2 (2 SP)
- Gatling gun Ra: 10" UR: 4 Da: (6x) 1d6+3
Brittanian Mothership Size 3 Mo: 3”
Basis
Hull Ar: 6 5 SP
Bridge Ar: 5 3 SP
- Level 1 shield generator Adds 1d6 armour (until bridge falls to 1 SP.)
AI 1d6 skill
Weapons
(1) Main gun Ra: 8”, fires straight UR: 4 Da: 2d6
(1) Cannon battery Ra: 7”, fires straight UR: 4 Da: 4x1d6+1
(1) Twin bridge guns Ra: 7”, fires straight UR: 4 Da: 2x1d6+2
(1) Double Mk. 1 missile launcher Ra: N/A, 270° UR: 4
(2) Mk. 1 missile launchers Ra: N/A, 180° UR: 4
- Mk. 1 missiles Mo: 6” Da: 1d6+3/1” Homing.
(1) Mk. 2 missile launcher Ra: N/A, 180° UR: 4 Launches Mk. 2 missiles. Takes 1 round to reload.
- Mk. 2 missiles Mo: 6” Da: 2d6/2” Homing.
Automated
(2) Anti-fighter turrets Ra: 2” 180° UR: 2 Da: 1d6
Craft
Brittanian strike fighters Mo: 5” Sk: 1d6 Ar: 3
- Laser cannon Ra: 1” UR: 3 Da: 1d6
Brittanian Ironclad Size 2 Mo: 4”
Basis
Hull Ar: 5 4 SP
Bridge Ar: 5 3 SP
- Level 1 shield generator Adds 1d6 armour (until bridge falls to 1 SP).
AI 1d6 skill
Weapons
(1) Twin laser cannon Ra: 7”, fires straight UR: 3 Da: 2x1d6+1
(1) Main turret Ra: 6”, 360° UR: 2 Da: 1d6
(1) Double Mk. 1 missile launcher Ra: N/A 360° UR: 4
- Mk. 1 missiles Mo: 6" Da: 1d6+3/1" Takes 1 round to reload.
Automated
(1) Anti-fighter turret Ra: 2” 360° UR: 2 Da: 1d6
Assyrian Star Empire
Assyrian soldiers
Venus Size 3 Mo: 5”
Basis
Hull Ar: 5 5 SP
Bridge Ar: 5 3 SP
- Level 3 shield generator Adds 1d6+2 armour (until bridge falls to 1 SP).
AI 1d6+1 skill
Weapons
(1) Hyper phase cannon Ra: 8”, fires straight UR: 4 Da: 2d6+3
(2) Light super lasers Ra: 6”, 180° UR: 4 Da: 2d6+1
(1) Main turret Ra: 6”, 360° UR: 2 Da: 1d6
(4) Torpedo launchers Ra: N/A, 180° UR: 4
- Torpedoes Mo: 6” Da: 1d6+3/1” Take a turn to reload.
Automated
(3) EMP Anti-fighter turrets Ra: 2” 360° UR: 2 Da: 1d6
- EMP wave Ra: 2” UR: 4 Disables fighters within 2” radius for a round. Requires pilot’s action.
Craft
(4) Torpedo frigates Mo: 4” Sk: 1d6 Ar: 4 (+1d6) 2 SP
- Rail cannon Ra: 5” UR: 2 Da: 1d6+1
- Torpedoes Ra: 6” UR: 4 Da: 1d6+3/1” Take a turn to reload.
Torpedo frigates Mo: 4” Sk: 1d6 Ar: 4 (+1d6) 2 SP
- Rail cannon Ra: 5” UR: 2 Da: 1d6+1
- Torpedoes Ra: 6” UR: 4 Da: 1d6+3/1” Take a turn to reload.
Orbital Command Size 3 Mo: 1”
Basis
Body Ar: 5 5 SP
- Warp Shield Generator: Creates a banner impenetrable to damage around the command centre when attacked. It could also use this to protect allied ships from ground cannons, but in close proximity, against ships, it's only able to defend itself. Ra: 1d6" UR: 4 Effect: creates impenetrable 1x4 barrier in midair that lasts one round. Cannot be cast as reaction.
Repair bay: May restore 1 SP in 2 turns of time to a docked ship. Takes engineer's action.
Weapons
(1) Hyper phase turret Ra: 8”, fires straight UR: 4 Da: 2d6+1
Craft
(8) Assyrian strike fighters Mo: 6” Sk: 1d6+1 Ar: 2
- Lasercannons Ra: 2” UR: 2 Da: 1d6
Immortal Empire
Cobra speederbike Mo: 12" Ar: 6 Size 2 (2 SP)
- Light laser Ra: 6" UR: 3 Da: 1d6+2
Immortal Terrorcharger Size 3 Mo: 5”
Basis
Hull Ar: 5 5 SP
Bridge Ar: 5 3 SP
- Level 2 shield generator Adds 1d6+1 armour (until bridge falls to 1 SP.)
AI The ship’s AI has 1d6+1 skill.
Weapons
(1) Main plasma cannon Ra: 8”, fires straight UR: 4 Da: 2d6+2
(1) Wormhole projector Ra: 7”, fires straight UR: 4 On hit, target disappears and appears again in a point up to 4” away from it’s original position chosen by the controller.
(2) Main turrets Ra: 6”, 360° UR: 2 Da: 1d6
(2) Mk. 2 missile launchers Ra: N/A, 360° UR: 4
- Mk. 2 missiles Mo: 6” Da: 2d6/2” Homing.
Automated
(4) Anti-fighter turrets Ra: 2” UR: 2 Da: 1d6
Craft
Immortal bombers Mo: 5” Sk: 1d6+1 Ar: 2
- Bombs Ra: 2” UR: 3 Da: 1d6+1
Immortal fighters Mo: 6” Sk: 1d6+1 Ar: 2
- Lasercannon Ra: 2” UR: 2 Da: 1d6
Space Nahtzees
Space Nahtzee Mo: 6" Sk: 1d6+1 Ar: 6
- Heavy pistol Ra: 10" UR: 4 Da: 1d6+2
- Chainsaw UR: 3 Da: 1d6+3
Bavarians
Bavarian Commandos Mo: 6" Sk: 1d6+1 Ar: 6
- Blasters Ra: 7" UR: 3 Da: 1d6+2
Rednecks
Rednecks Mo: 5" Sk: 1d6 Ar: 5
- Heavy rifles Ra: 10" UR: 3 Da: 1d6+1
* They took our jobs! - If the Rednecks are convinced the enemy is somehow related to their unemployment, they will gain +1 skill and damage against that unit.
12. Space Pirates
Valeera Mo: 8" Sk: 2d6+1 Ar: 8 3 HP Heroic feat (Monster Slayer)
- Seeker Bow Ra: 12" UR: 5 Da: 2d6 May fire over or past objects
- Powerblade UR: 4 Da: 2d6
- Armblade UR: 4 Da: 1d6+3
Space Thug Mo: 6" Sk: 1d6 Ar: 7
- Bayonet UR: 3 Da: 1d6+2
- Heavy rifle Ra: 10" UR: 3 Da: 1d6+1
Adventurous Mark Antony Mo: 6" Sk: 1d6+1 Ar: 6
- Roeispaan of Death UR: 4 Da: 2d6
- Heavy rifle Ra: 10" UR: 3 Da: 1d6+1
Pedodoctor Mo: 6" Sk: 1d6+1 Ar: 5
Heal UR: 4 Heals target on successful roll.
Space Pirates Mo: 5" Sk: 1d6 Ar: 6
- Chainsaw UR: 3 Da: 1d6+3
- Heavy weapons UR: 3 Da: 1d6+2
- Heavy rifles Ra: 10" UR: 3 Da: 1d6+1
- Pistols Ra: 6" UR: 3 Da: 1d6+1
13. The Manly Men
Hombre Fuerte Mo: 7" Sk: 2d6 Ar: 7
- Assault Rifle Ra: 10" UR: 4 Da: 1d6+3
- OTC UR: 5 Da: 3d6
Tough Ombrie Mo: 6" Sk: 1d6+1 Ar: 6
- Assault Rifles Ra: 10" UR: 4 Da: 1d6+3
- Chainswords UR: 3 Da: 1d6+3
Manly Trooper Mo: 5" Sk: 1d6 Ar: 5
- Blasters Ra: 7" UR: 3 Da: 1d6+2
- Chainsaws UR: 3 Da: 1d6+3
Multiple small divisions of the Brikverse's warriors that have found themselves into my battles through the powers of ossum.
6. Brittanian League
7. Assyrian Star Empire
8. Immortal Empire
9. Space Nahtzees
10. Bavarians
11. Rednecks
12. Space Pirates
13. Manly Men
Brittanian League
Aeronaught troopers Mo: 6" (12" with jetpack) Sk: 1d6 Ar: 5
- Electrified sabre UR: 2 Da: 1d6+1
- Pistol Ra: 6” UR: 3 Da: 1d6+2
All-rounders Mo: 6" Sk: 2d6 Ar: 7
- Cricket bats UR: 4 Da: 2d6
- Anti-blaster shield UR: 2 Pa: 1d6
*Cybernetic leg-implants: may sprint for free.
*Cybernetic reflexes: +1 when parrying.
Heavies Mo: 5" Ar: 6 Sk: 1d6
- Heavy Laser Ra: 10" UR: 4 Da: 2d6
Pilot Mo: 5" Sk: 1d6 Ar: 5
Gatling walker Mo: 6" Ar: 10 Size 2 (2 SP)
- Gatling gun Ra: 10" UR: 4 Da: (6x) 1d6+3
Brittanian Mothership Size 3 Mo: 3”
Basis
Hull Ar: 6 5 SP
Bridge Ar: 5 3 SP
- Level 1 shield generator Adds 1d6 armour (until bridge falls to 1 SP.)
AI 1d6 skill
Weapons
(1) Main gun Ra: 8”, fires straight UR: 4 Da: 2d6
(1) Cannon battery Ra: 7”, fires straight UR: 4 Da: 4x1d6+1
(1) Twin bridge guns Ra: 7”, fires straight UR: 4 Da: 2x1d6+2
(1) Double Mk. 1 missile launcher Ra: N/A, 270° UR: 4
(2) Mk. 1 missile launchers Ra: N/A, 180° UR: 4
- Mk. 1 missiles Mo: 6” Da: 1d6+3/1” Homing.
(1) Mk. 2 missile launcher Ra: N/A, 180° UR: 4 Launches Mk. 2 missiles. Takes 1 round to reload.
- Mk. 2 missiles Mo: 6” Da: 2d6/2” Homing.
Automated
(2) Anti-fighter turrets Ra: 2” 180° UR: 2 Da: 1d6
Craft
Brittanian strike fighters Mo: 5” Sk: 1d6 Ar: 3
- Laser cannon Ra: 1” UR: 3 Da: 1d6
Brittanian Ironclad Size 2 Mo: 4”
Basis
Hull Ar: 5 4 SP
Bridge Ar: 5 3 SP
- Level 1 shield generator Adds 1d6 armour (until bridge falls to 1 SP).
AI 1d6 skill
Weapons
(1) Twin laser cannon Ra: 7”, fires straight UR: 3 Da: 2x1d6+1
(1) Main turret Ra: 6”, 360° UR: 2 Da: 1d6
(1) Double Mk. 1 missile launcher Ra: N/A 360° UR: 4
- Mk. 1 missiles Mo: 6" Da: 1d6+3/1" Takes 1 round to reload.
Automated
(1) Anti-fighter turret Ra: 2” 360° UR: 2 Da: 1d6
Assyrian Star Empire
Assyrian soldiers
Venus Size 3 Mo: 5”
Basis
Hull Ar: 5 5 SP
Bridge Ar: 5 3 SP
- Level 3 shield generator Adds 1d6+2 armour (until bridge falls to 1 SP).
AI 1d6+1 skill
Weapons
(1) Hyper phase cannon Ra: 8”, fires straight UR: 4 Da: 2d6+3
(2) Light super lasers Ra: 6”, 180° UR: 4 Da: 2d6+1
(1) Main turret Ra: 6”, 360° UR: 2 Da: 1d6
(4) Torpedo launchers Ra: N/A, 180° UR: 4
- Torpedoes Mo: 6” Da: 1d6+3/1” Take a turn to reload.
Automated
(3) EMP Anti-fighter turrets Ra: 2” 360° UR: 2 Da: 1d6
- EMP wave Ra: 2” UR: 4 Disables fighters within 2” radius for a round. Requires pilot’s action.
Craft
(4) Torpedo frigates Mo: 4” Sk: 1d6 Ar: 4 (+1d6) 2 SP
- Rail cannon Ra: 5” UR: 2 Da: 1d6+1
- Torpedoes Ra: 6” UR: 4 Da: 1d6+3/1” Take a turn to reload.
Torpedo frigates Mo: 4” Sk: 1d6 Ar: 4 (+1d6) 2 SP
- Rail cannon Ra: 5” UR: 2 Da: 1d6+1
- Torpedoes Ra: 6” UR: 4 Da: 1d6+3/1” Take a turn to reload.
Orbital Command Size 3 Mo: 1”
Basis
Body Ar: 5 5 SP
- Warp Shield Generator: Creates a banner impenetrable to damage around the command centre when attacked. It could also use this to protect allied ships from ground cannons, but in close proximity, against ships, it's only able to defend itself. Ra: 1d6" UR: 4 Effect: creates impenetrable 1x4 barrier in midair that lasts one round. Cannot be cast as reaction.
Repair bay: May restore 1 SP in 2 turns of time to a docked ship. Takes engineer's action.
Weapons
(1) Hyper phase turret Ra: 8”, fires straight UR: 4 Da: 2d6+1
Craft
(8) Assyrian strike fighters Mo: 6” Sk: 1d6+1 Ar: 2
- Lasercannons Ra: 2” UR: 2 Da: 1d6
Immortal Empire
Cobra speederbike Mo: 12" Ar: 6 Size 2 (2 SP)
- Light laser Ra: 6" UR: 3 Da: 1d6+2
Immortal Terrorcharger Size 3 Mo: 5”
Basis
Hull Ar: 5 5 SP
Bridge Ar: 5 3 SP
- Level 2 shield generator Adds 1d6+1 armour (until bridge falls to 1 SP.)
AI The ship’s AI has 1d6+1 skill.
Weapons
(1) Main plasma cannon Ra: 8”, fires straight UR: 4 Da: 2d6+2
(1) Wormhole projector Ra: 7”, fires straight UR: 4 On hit, target disappears and appears again in a point up to 4” away from it’s original position chosen by the controller.
(2) Main turrets Ra: 6”, 360° UR: 2 Da: 1d6
(2) Mk. 2 missile launchers Ra: N/A, 360° UR: 4
- Mk. 2 missiles Mo: 6” Da: 2d6/2” Homing.
Automated
(4) Anti-fighter turrets Ra: 2” UR: 2 Da: 1d6
Craft
Immortal bombers Mo: 5” Sk: 1d6+1 Ar: 2
- Bombs Ra: 2” UR: 3 Da: 1d6+1
Immortal fighters Mo: 6” Sk: 1d6+1 Ar: 2
- Lasercannon Ra: 2” UR: 2 Da: 1d6
Space Nahtzees
Space Nahtzee Mo: 6" Sk: 1d6+1 Ar: 6
- Heavy pistol Ra: 10" UR: 4 Da: 1d6+2
- Chainsaw UR: 3 Da: 1d6+3
Bavarians
Bavarian Commandos Mo: 6" Sk: 1d6+1 Ar: 6
- Blasters Ra: 7" UR: 3 Da: 1d6+2
Rednecks
Rednecks Mo: 5" Sk: 1d6 Ar: 5
- Heavy rifles Ra: 10" UR: 3 Da: 1d6+1
* They took our jobs! - If the Rednecks are convinced the enemy is somehow related to their unemployment, they will gain +1 skill and damage against that unit.
12. Space Pirates
Valeera Mo: 8" Sk: 2d6+1 Ar: 8 3 HP Heroic feat (Monster Slayer)
- Seeker Bow Ra: 12" UR: 5 Da: 2d6 May fire over or past objects
- Powerblade UR: 4 Da: 2d6
- Armblade UR: 4 Da: 1d6+3
Space Thug Mo: 6" Sk: 1d6 Ar: 7
- Bayonet UR: 3 Da: 1d6+2
- Heavy rifle Ra: 10" UR: 3 Da: 1d6+1
Adventurous Mark Antony Mo: 6" Sk: 1d6+1 Ar: 6
- Roeispaan of Death UR: 4 Da: 2d6
- Heavy rifle Ra: 10" UR: 3 Da: 1d6+1
Pedodoctor Mo: 6" Sk: 1d6+1 Ar: 5
Heal UR: 4 Heals target on successful roll.
Space Pirates Mo: 5" Sk: 1d6 Ar: 6
- Chainsaw UR: 3 Da: 1d6+3
- Heavy weapons UR: 3 Da: 1d6+2
- Heavy rifles Ra: 10" UR: 3 Da: 1d6+1
- Pistols Ra: 6" UR: 3 Da: 1d6+1
13. The Manly Men
Hombre Fuerte Mo: 7" Sk: 2d6 Ar: 7
- Assault Rifle Ra: 10" UR: 4 Da: 1d6+3
- OTC UR: 5 Da: 3d6
Tough Ombrie Mo: 6" Sk: 1d6+1 Ar: 6
- Assault Rifles Ra: 10" UR: 4 Da: 1d6+3
- Chainswords UR: 3 Da: 1d6+3
Manly Trooper Mo: 5" Sk: 1d6 Ar: 5
- Blasters Ra: 7" UR: 3 Da: 1d6+2
- Chainsaws UR: 3 Da: 1d6+3
Last edited by Bragallot on Fri Apr 05, 2013 8:02 am, edited 19 times in total.