Difference between revisions of "Battleplate Modifiers & Index"

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(Air Battles)
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Classes have been removed. Traits have been removed.  Units will be classified as having one of 3 different skill levels,  and a pretty standardized armor rating. The only other thing that will matter is the weapon or equipment they carry
 
Classes have been removed. Traits have been removed.  Units will be classified as having one of 3 different skill levels,  and a pretty standardized armor rating. The only other thing that will matter is the weapon or equipment they carry
 +
 +
 +
=Rules Modifications=
 +
Glossary
 +
 +
'''Phase'''
 +
Alternative word for Turn, used to indicate which “round” of turns it is, opposed to each player taking a “turn”
 +
Defensive Action
 +
Alternative word for Overwatch, to avoid annoying word filters on forum.
 +
 +
'''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
 +
 +
==Weapons Changes==
 
{| class="wikitable"  
 
{| class="wikitable"  
 
|-
 
|-
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| 3+1A
 
| 3+1A
 
| 8-12"
 
| 8-12"
| 1D6+1
+
| 1D6
 
| +1 Damage if target 6" or closer
 
| +1 Damage if target 6" or closer
 
|-
 
|-
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|-
 
|-
 
| Long Gun
 
| Long Gun
| 3
+
| 4
 
| 20-24"
 
| 20-24"
 
| 1d6+2
 
| 1d6+2
Line 81: Line 97:
 
| 8-10"
 
| 8-10"
 
| 1d10-3d10
 
| 1d10-3d10
| Mk1 = 1d10, Mk2 = 2d10 etc
+
| Mk1 = 1d10, Mk2 = 2d10, Mk3 = 3d10
 
|-
 
|-
 
| Launched Explosive
 
| Launched Explosive
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| 12-18"
 
| 12-18"
 
| 1d10-3d10
 
| 1d10-3d10
| Mk1 = 1d10, Mk2 = 2d10 etc
+
| Mk1 = 1d10, Mk2 = 2d10  
 
|-
 
|-
 
| Heavy Launched Explosive
 
| Heavy Launched Explosive
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| 12-18"
 
| 12-18"
 
| 2d10-4d10
 
| 2d10-4d10
| Mk1 = 1d10, Mk2 = 2d10 etc
+
| Mk3 = 3d10, Mk4 = 4d10
 
|}
 
|}
  
=Rules Modifications=
+
*Weapon Descriptors
Glossary
+
**1H Melee - Swords, Knives, Clubs, Hatchets and other personal close combat weapons
 +
**2H Melee - Dedicated close combat weapons,  Claymores, Greatswords, Battleaxes, Spears, and other heavy bludgeoning and butchering devices
 +
**Pistol - Compact guns that can be carried in pockets. Generally used as a minimum means of self defense but common among very low tier units
 +
**Small Gun - Carbines, Light Rifles and other basic service weapons.  They are generally the mainstay of most shooting units.
 +
**Big Gun - High power versions of the Small Guns, Some armies use them as a force multiplier while others issue them en masse. They require a higher skill roll but do more minimum damage
 +
**Light Automatic - SMGs and Automatic rifles. Slightly less powerful versions of Small guns that can fire multiple times in a single turn with a successful skill roll. Best used in close range for maximum effect
 +
**Squad Automatic - Light Machine Guns, Automatic versions of the small gun that do not suffer a damage penalty but also gain no close quarters bonus. their large size will make the user a priority target.
 +
**Blast Gun - Shotguns, short range splatter cannons. They are only useful at short range but have a much higher chance to kill. Enemies will rarely walk away from a shotgun blast
 +
**Long Gun - Sniper Rifles and Marksman Rifles, they are an evolution of the Big Gun. With even longer range.  While rare, some armies may issue these to frontline troops.
 +
**Heavy Weapon - Single fire, non explosive heavy caliber weapons.  Things like energy guns, gauss rifles, anti-tank guns. etc.  Very high damage
 +
**Heavy Automatic - Automatic fire, non explosive heavy weapons.  Heavy machineguns and autocannons. They are essentially automatic big guns.
 +
**Thrown Explosive - Grenades, Molotovs, Homemade bombs.  Any small explosive that must be thrown or placed.
 +
**Launched Explosive - Grenade launchers, rocket launchers, small guided missiles. Mortars,  any explosive device that is fired from a launcher. Generally more powerful than thrown explosives
 +
**Heavy Explosive Launcher - Tank Killer missiles, BFGs, Davy Crocketts. Any Explosive Launcher that has a yield of Mk3 or higher
  
'''Phase'''
 
Alternative word for Turn, used to indicate which “round” of turns it is, opposed to each player taking a “turn”
 
Defensive Action
 
Alternative word for Overwatch, to avoid annoying word filters on forum.
 
 
'''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
 
  
  

Revision as of 02:51, 24 August 2020

This is a stat sheet of a variant of brikwars units and weapons used in campaigns and battles from the Monolith Battleplates by Kastrenzo


Classes have been removed. Traits have been removed. Units will be classified as having one of 3 different skill levels, and a pretty standardized armor rating. The only other thing that will matter is the weapon or equipment they carry


Rules Modifications

Glossary

Phase Alternative word for Turn, used to indicate which “round” of turns it is, opposed to each player taking a “turn” Defensive Action Alternative word for Overwatch, to avoid annoying word filters on forum.

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

Weapons Changes

Weapon Minimum Use Rate Optimal & Max Range Damage Output Notes
1H Melee 3 CC 1d6+1 must touch, can be thrown
2H Melee 3 CC 1d6+2 must touch, can be thrown
Pistol 2 6-7" 1D6
Small Gun 3 14-17" 1D6+1
Big Gun 4 18-21" 1D6+2
Light Automatic 3+1A 8-12" 1D6 +1 Damage if target 6" or closer
Squad Automatic 3+1A 14-16" 1d6+1
Blastgun 3 6" 1d6+2 Optimal range is max range
Long Gun 4 20-24" 1d6+2 Can be combined with aim skill
Heavy Weapon 4 16-19" 1d6+4
Automatic Heavy 4+1A 15-17" 1d6+2
Thrown Explosive 3 8-10" 1d10-3d10 Mk1 = 1d10, Mk2 = 2d10, Mk3 = 3d10
Launched Explosive 3 12-18" 1d10-3d10 Mk1 = 1d10, Mk2 = 2d10
Heavy Launched Explosive 4 12-18" 2d10-4d10 Mk3 = 3d10, Mk4 = 4d10
  • Weapon Descriptors
    • 1H Melee - Swords, Knives, Clubs, Hatchets and other personal close combat weapons
    • 2H Melee - Dedicated close combat weapons, Claymores, Greatswords, Battleaxes, Spears, and other heavy bludgeoning and butchering devices
    • Pistol - Compact guns that can be carried in pockets. Generally used as a minimum means of self defense but common among very low tier units
    • Small Gun - Carbines, Light Rifles and other basic service weapons. They are generally the mainstay of most shooting units.
    • Big Gun - High power versions of the Small Guns, Some armies use them as a force multiplier while others issue them en masse. They require a higher skill roll but do more minimum damage
    • Light Automatic - SMGs and Automatic rifles. Slightly less powerful versions of Small guns that can fire multiple times in a single turn with a successful skill roll. Best used in close range for maximum effect
    • Squad Automatic - Light Machine Guns, Automatic versions of the small gun that do not suffer a damage penalty but also gain no close quarters bonus. their large size will make the user a priority target.
    • Blast Gun - Shotguns, short range splatter cannons. They are only useful at short range but have a much higher chance to kill. Enemies will rarely walk away from a shotgun blast
    • Long Gun - Sniper Rifles and Marksman Rifles, they are an evolution of the Big Gun. With even longer range. While rare, some armies may issue these to frontline troops.
    • Heavy Weapon - Single fire, non explosive heavy caliber weapons. Things like energy guns, gauss rifles, anti-tank guns. etc. Very high damage
    • Heavy Automatic - Automatic fire, non explosive heavy weapons. Heavy machineguns and autocannons. They are essentially automatic big guns.
    • Thrown Explosive - Grenades, Molotovs, Homemade bombs. Any small explosive that must be thrown or placed.
    • Launched Explosive - Grenade launchers, rocket launchers, small guided missiles. Mortars, any explosive device that is fired from a launcher. Generally more powerful than thrown explosives
    • Heavy Explosive Launcher - Tank Killer missiles, BFGs, Davy Crocketts. Any Explosive Launcher that has a yield of Mk3 or higher


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. I use the term “Defensive” simply because the forum often wordfilters the word Overwatch, because of a member that used to use it as their name. And it’s annoying Defensive actions are invoked, not activated. Meaning At the start of a Phase. All units on the field will have 1 action. *Unless they lost an action due to disruption in the previous turn A unit can go into defensive mode even if it’s during an opponent’s turn. Defensive mode can only be triggered by a unit trying to attack another, or moving in it’s direct field of view Any time a player decides to interrupt another player’s turn with a defensive action. There will be a die-roll to determine initiative Whoever wins, gets to act first. Crits do not apply to this roll. It's a simple coin flip roll If a unit goes defensive, but does not use it’s defensive action before it’s that player’s turn, the action is refunded If a defensive unit does use its defensive action before it’s turn. Provided it’s still alive by the time it’s the player’s turn. It can still move, but it can perform no actions or attacks. My modified version of 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


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

Because it’s difficult to keep track of special effects on units especially as the bodies start piling up.

  • Special colored pieces will be put next to, on top of or under units to signify a status
    • Any minifig that gets wounded will have a few solid red studs placed around it. It And if he is not tended to by a medic by the end of the next turn, he dies. Wounded units are disrupted and out of action until rescued, bled out or killed off
    • Any unit that disrupted will have a small yellow piece placed near it