Difference between revisions of "Battleplate Modifiers & Index"

From BrikWars
Jump to navigation Jump to search
(Weapons Changes)
(Weapons Changes)
(No difference)

Latest revision as of 09:17, 8 March 2021

This is a stat sheet of a variant of brikwars units and weapons used in campaigns and battles from the Mir realm by Kastrenzo, if it doesn't make sense, it's because it's not supposed to. It's basically just a personal cheat sheet.

Rules Modifications


Turn A sequence of each player moving their units around the field and performing actions. Players do their moves in a set sequence but this may sometimes be randomized. Battles may have a turn limit. Units may save their actions to use while other players are making moves, this is known as a defensive action

Defensive Action Alternative word for Overwatch, to avoid annoying word filters on forum. This usually pertains to a unit using it's action when it is not actually it's player's time to play. Whether it's action is used early, or saved until later. Saved actions do not stack if unused

Firefight / Battle An incident where through Defensive Actions, Units attacked each other during the span of a single player’s turn. Usually in the context of units shooting back at them.

Pips Colored pieces used to indicate a special status of a unit, like wounded or disrupted. see bottom of page for explanation on pip colors

Weapons Changes

Since there are multiple factions to deal with, All weapons have been broken down into a finite number of types. Whether its a laser gun or a lead spitter is unimportant. All minifig weapons will fall under one of these categories

Minifig Weapon Example Minimum Use Rate Optimal & Max Range Damage Output Notes
1H Melee 3 CC 1d6+1 Small personal melee weapons used for last ditch defense, or attacks.
(Must touch target, can be thrown)
2H Melee 3 CC 1d6+2 Heavy two handed melee weapons used for to charge, slash and smash must touch.
(Must touch target, can be thrown)
Pistol Ie (8).jpg 2 6-7" 1D6 A small short range handgun for personal defense.
Carbine Ie (13).jpg 3 14-17" 1D6+1 A basic medium range weapon for most soldiers. Puts out decent damage, and is easy to use and hit targets with
Heavy Rifle Ie (16).jpg 4 18-21" 1D6+2 A larger trooper's weapon that hits harder, reaches longer, and takes more skill to aim with
SMG Ie (9).jpg 3+1A 8-12" 1D6 A short range rapid fire gun made specifically for storming trenches and buildings.
(Does +1 Damage if target 6" or closer)
Light Machinegun Ie (7).jpg 3+1A 14-16" 1d6+1 A medium range automatic gun for suppressing enemies, or shooting at multiple targets at once.
Shotgun Ie (12).jpg 3 6" 1d6+2 A short range gun that fires a single, devastating blast.
(Max Range Only, No effective range bonus)
Sniper Rifle Ie (21).jpg 4 20-24" 1d6+2 A heavy rifle tuned for extreme range shooting,
(Can be combined with aim skill)
Heavy Weapon Ie (27).jpg 4 16-19" 1d6+4 A long range weapon that deals very high, non-explosive damage
Heavy Machinegun Ie (49).jpg 4+1A 15-17" 1d6+2 A beefier, more awkward and much more powerful version of the LMG.
Thrown Explosive Ie (54).jpg 3 8-10" 1d10-3d10 Explosive devices that are either thrown or manually placed.
(Can come in Mk1, Mk2 or Mk3 variety)
Launched Explosive Ie (10).jpg 3 12-18" 1d10-2d10 A device that launches explosive projectiles of either the Mk1 or Mk2 variety
(Must be reloaded)
Heavy Launched Explosive Ie (63).jpg 4 12-18" 3d10-4d10 An even more powerful explosive launcher of either the Mk3 or Mk4 Variety.
(Must be reloaded)

Special Modifiers can be used to create advanced versions of weapons giving them different beneficial effects. They have no statistical drawbacks on their own, but they double the cost of the unit using them. So they can only be used in extremely limited numbers.

Special Modifier Effect Notes
High Power +1 DMG A straightforward mod that overcharges a smaller weapon, giving it more damage without any apparent drawbacks
Smart -1 Skill Req The weapon fires smart guided projectiles that require very little aiming. Making attacks against enemies in cover easier
Stealth Blocks Counters Silences the weapon, preventing enemies from tracing the source of the attack when used unless target is in direct view


Vehicle Weapons

Vehicle Weapon Minimum Use Rate Optimal & Max Range Damage Output Notes
Light Machinegun 3+1A 14-16" 1d6+1
Heavy Machinegun 4+1A 15-17" 1d6+2
Mk1 Gun 3 16-18" 1d10
Mk2 Gun 3 18-20" 2d10
Mk3 Gun 4 18-20" 3d10
Mk4 Gun 5 20-24" 4d10
AP Gun 4 18-20" 4d6
Light Missile 3 20" 2d10
Heavy Missile 4 20" 3d10

Vehicle Classes

Vehicle Size Range Crew Internal Passenger Propulsion
Utility 1 16 1 0 Wheel, Hover
Cargo 2 16 1 0 Wheel, Hover, Tread
ACAR 2 14 2 4 Wheel, Hover
APC 3 14 2 8 Wheel, Hover, Tread
HAPC 4 12 2 6 Hover, Tread
LARM 2 14 2 0 Wheel, Hover, Tread
MARM 3 14 3 0 Hover, Tread
HARM 4 12 4 0 Tread
SHARM 5 12 4 0 Tread
LMECH 2 14 1 0 Leg
HMECH 4 12 1 0 Leg
Drone 1 16 ~ ~ Wheel, Hover, Tread

Defensive Actions & Interrupts

“Going into Overwatch” is a phrase used by the community and is clearly a reference to the XCOM series. In XCOM a unit in overwatch uses it’s action for the turn, to keep an eye on an area and automatically fire at anything that moves through it’s line of sight. A similar gimmick is applied in BW. At the beginning of a round of turns, unless previously disrupted or otherwise busy All units on the field will have a free action to use either whenever it's their turn, or if the enemy has done something within that unit's range, whether it be attacking them, moving in their line of sight. etc

if a player wishes to invoke an interrupting act, the skill dies of both units will be rolled to determine who gets the first crack at the can. Allowing things like ambushes, hasty retreats and firefights, this modified Overwatch is implemented to give a sense of intensity to fights. And also to prevent teams from taking turns wiping out the other person's stuff in slow pace. To give it a somewhat authentic battle feeling

Players can specify which units go defensive. But I may also put some units into defensive if they are threatened, and the player didn’t give any specific orders for that unit. after a player's turn, any units that did not use their action will have a light blue pip next to them as a reminder that this unit can still act on other's turns. Any unit that used it's action before it's own turn will get a similar pip with yellow on it, essentially being the same as a disruption but not really. This is because that unit used it's action already and can't do anything for the rest of the turn.

Critfails & Danger Dice

Anytime a unit rolls a 1 on a die for a skill roll, it’s a critical failure. In judging exactly what will happen, a D4 is rolled

  • The D4 Is called a “Danger Die” and generally, depending on the situation, each roll will result in as follows
    • 4 is a get out of jail free card. No negative action happens, other than that the unit wasted its turn on a critfail
    • 3 is a clumbsy accident that Results in a disruption on the nearest friendly unit. Causing it to forfeit its action for the turn, or if it was already used, next turn’s
    • 2 is an act of incompetence that results in the disruption of the unit that critfailed. They miss their next turn.
    • 1 is an act of supreme stupidity, resulting in a FREE and immediate attack from the nearest enemy. *Explosives are not allowed*. The attack must still roll a skill die, but is not susceptible to critfails itself. If there is no valid enemy, then the unit rolls against itself just like it was a normal attack against a foe. The unit can die from this mess up!

Crit Rolls & Gamble Dice

Anytime a unit rolls the highest possible face on a die for a skill roll, it’s a critical success. A critical success by default will add a +1 to the upcoming damage roll. But a player may elect to “gamble” for some alternative, enticing outcomes.

  • A special Golden D6 is rolled to determine what happens in a crit roll gamble.
    • 6 allows the player to pick whichever outcome they want
    • 5 DOUBLES the damage roll. This is treated as a headshot with ranged weapons*
    • 4 Allows the attacker to roll a second attack against another target. Crits can stack
    • 3 Allows the attacker to move, or perform a non hostile action after their attack
    • 2 Allows the attacker an extra point to their damage roll, as if nothing happened
    • 1 Results in forfeiting the crit. And the attack roll will be given no positive modifier or special ability.

Cover & Range

A Minifig is divided into 3 parts. Head, Torso and Legs. Generally ranged attacks require a skill roll of 3 or higher to successfully hit a target. That is fully visible, meaning all three parts are unobscured and wholly out of cover. The following exceptions apply For every body part that is obscured, the skill roll requirement goes up by 1. To a maximum of 5 Cover can be penetrated by a high damage roll, but its better to try to pick off units rather than smash through cover unless the weapon is strong enough. Cover is measured as 1D6 per stud, Small arms have trouble breaking cover but combined actions or explosives can make short work of it Ranged weapons can target units outside of their optimal range up to roughly 20% of the original "Optimal range" but the skill roll will require 1 higher than usual, this is called a "max range". Some units will gain a perk of being able to use max range without a skill check Range is something that is not always checked, 99% of the time It’s eyeballed.

Pips & Status effects

Pip Color Meaning
Trans-Red Minifig is dead. Cannot be revived. Dead minifigs always drop their weapons
Red Minifig is critically injured, Permantely disrupted unless revived by medik
Yellow Minifig is either disrupted, or used it's action prior to its turn, can take no action until next turn
Blue Minifig did not use its action on it's own turn, can still be used to interrupt the enemy
Black Weapon must reload before firing. Generally only for single operator explosive launchers