The discussion over in the Portal Gun forum gave me the itch to do some real, honest-to-goodness stats for the various classes in Team Fortress 2. Now while I couldn't fit every little nuance of the classes into a turn-based game concept, I think I did reasonable justice to the classes I've statted out so far (6 of the 9, currently working on Demoman but thought I'd go ahead and get some input on what I've got so far). Feel free to critique, as I'm still fairly new to all this.
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Team Fortress 2 classes...
...BRIKWARS STYLE
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Heavy Weapons Guy
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Skill: 1d6
Move: 4"
Armor: 3d6
Specialty:
Minigun -- The Heavy's weapon of choice is his minigun. "She weighs a hundred-fifty kilograms and fires two-hundred-dollar custom-tooled cartridges at ten thousand rounds per minute. It costs four hundred thousand dollars to fire this weapon... for twelve seconds."
The Heavy isn't very accurate with his gun... then again, with as much lead as he's spewing down-range, he doesn't NEED to be accurate. The gun is capable of targeting any minifig within a 6" range and in the Heavy's line of sight. It does 2d6 damage on a successful hit, and if it deals lethal damage, the Heavy can target another minifig within range and fire again.
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Medik
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Skill: 1d10
Move: 5"
Armor: 2d6
Specialties:
Medik Gun -- It's basically a fire hose of healy goodness. Whenever a friendly unit within a range of 6" is attacked, the Medic may use his action to heal that minifig, adding 1d6 to the defender's armor. If the defender survives the attack, the Medik earns one Point of Healy Goodness.
Ubercharge -- If the Medik is in a squad formation with only one other minifig, he may spend a Point of Healy Goodness to Ubercharge himself and his squadmate. Until the beginning of that player's next turn, both minifigs are immune to any and all damage.
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Scout
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Skill: 1d10
Move: 8"
Armor: 1d6
Specialties:
Land Grab -- The Scout is fast. Like, Looney Tunes Road Runner fast. If territory control is a primary goal for the current campaign, the Scout counts as 2 minifigs when occupying a control point.
Steel Bat -- If the Scout comes within melee range of an opposing minifig in the middle of his movement, he may whack that opponent with his bat and keep running. On a Critical Hit, the target instantly dies; on any other successful hit, the target is knocked down and disrupted.
Double Jump -- When travelling any vertical distance, the Scout may extend his Move range by 4".
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Pyro
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Skill: 1d6
Move: 5"
Armor: 2d6
Specialty:
Flamethrower -- Some like it hot. The Pyro likes it blackened and extra crispy. His flamethrower has a range of 4" and deals 1d10 damage. Also, anyone not instantly killed is set ablaze, and takes 1d6 damage every turn (including all opponent's turns) until he dies or jumps into some water.
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Sniper
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Skill: 1d10
Move: 5"
Armor: 2d6
Specialty:
Sniper Rifle -- A master of steady aim, the Sniper deals more damage the longer he waits for the right moment to shoot. For each turn the Sniper stays completely still, he gains 1d6 damage. On a critical hit, the Sniper needs only to roll his skill once more; if that roll succeeds, he has dealt a headshot and the victim dies instantly. The Sniper has no maximum range; if you can prove that he has line of sight to his target, he can shoot it, and the target gets no bonus to cover when defending against the Sniper's shots.
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Engineer
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Skill: 2d6
Move: 5"
Armor: 2d6
Specialty:
The Engineer is a master of contraptions, and can build any of the items assed below (only one of each may be on the field per Engineer at any one time) on a successful Building check. The contraption will become fully active on the Engineer's next turn, and each has an Armor of 1d10.
Turret Gun -- This mounted machine gun (Build rating of 6) has three forms, and can be upgraded on subsequent turns with a successful skill check (Build Rating of 7). The basic gun deals 1d6 damage to any target that comes within its range of 6" and firing arc (similar to field of view; 45 degrees each way from center). Each upgrade increases the damage dealt by 1d6 and the range by 1".
Dispenser -- This little vending machine (Build Rating of 8) can give you a quick boost when you need it most. A minifig who spends his action to use a dispenser receives a Dispenser Token. He may then use the Dispenser Token at any time to boost his damage or armor by 1d6. An Engineer within 2" of a Dispenser gains +1 to his Building checks.
Teleporter Entrance/Exit -- Each Engineer can only build one of each (Build Rating of 8), but you need both in place and working for either one to be of any use. Any unit that ends its turn atop a Teleporter Entrance will begin its next turn atop the corresponding Exit. An army with multiple Engineers needs to keep track of which Entrance goes to which Exit.