Difference between revisions of "Battleplate Modifiers & Index"

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| style="text-align: center; font-weight:bold;" | 5"
 
| style="text-align: center; font-weight:bold;" | 5"
 
| style="text-align: center; font-weight:bold; font-style:italic;" | Shieldwall
 
| style="text-align: center; font-weight:bold; font-style:italic;" | Shieldwall
| style="text-align: center; font-weight:bold;" | Shieldbearer
+
| style="text-align: center; font-weight:bold;" | Phalanx
 
| style="text-align: center; font-weight:bold; background-color:#c0c0c0;" |  
 
| style="text-align: center; font-weight:bold; background-color:#c0c0c0;" |  
 
| style="text-align: center; font-weight:bold;" | Assault Rifle
 
| style="text-align: center; font-weight:bold;" | Assault Rifle

Revision as of 18:38, 14 August 2019

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

Class Defining Equipment Base Armor Base Skill Base Move Abilities BW2019 Equivalent Improvement Tradeoff Cost Available to
Infantry Unit Traits
Warrior Melee 3 D6 6" Minifig Heavy Add 1 Armor -2" Move 1CP More Rifleman, Demo, Gunner, Warrior, Marksman, Pointman, Officer
Skirmisher Melee, Subgun or Blastgun 3 D6 7" Harrassment Skirmisher Light + 4" Move -1 Armor 1CP More Rifleman, Warrior, Marksman, Skirmisher
Rifleman Assault Rifle 3 D6 6" Minifig Veteran D8 Skill ~ 2CP More All
Pointman Blastgun or Subgun 3 D6 6" Minifig Elite D10 Skill ~ 4CP More All
Demolition Explosives, Optional Assault Rifle 3 D6 5" Compensating Heavy Combat Trained Carry Assault Rifle 1CP More Support Units
Gunner Machinegun or Energy Weapon 3 D6 5" Compensating Heavy Militia 2CP Less D4 Skill Infantry, Support Units
Marksman Marksman Rifle 3 D6 5" Aiming Marksman Weapon Use Range Damage
Shieldbearer Shields & Sidearm or Subgun 4 D6 5" Shieldwall Phalanx Assault Rifle 4 12" 1D6+1 Rifleman, Scout, Demolition, Officer,Scout,Commando Support Units
Sniper Sniper Rifle 3 D8 6" Sniping Sniper Marksman Rifle 4 16" 1D6+1 Marksman, Commando
Scout Optics, Subgun or Assault Rifle 3 D8 7" Pathfinding & Tracking Scout Machinegun 4 +1A 10" 1D6+1 Gunner, Commando
Blastgun 4 6" 1D6+2 Pointman, Skirmisher, Officer, Commando
Support Subgun 3+1A 8" 1D6 Pointman, Skirmisher, Shieldbearer, Scout, Commando
Crew Crew Kit, Sidearm 3 D6 6" Pilot & Gunner Sniper Rifle 4, or 5 for up to 22" 16" 1D6+2 Sniper, Commando
Medik Medkit, Sidearm 3 D8 6" Ker-Triage! Medik Sidearm 3 6" 1D6 Leaders, Support Units
Field Engineer Tools, Sidearm 3 D8 6" Mechankial Aptitude Mechanik Energy Weapon 5 16 1D6+4
Engineer Building Tools, Sidearm 3 D8 6" Rationalism Explosive Launcher 4 12" 1D10 Demolition
Teknichian Tools, Lunch 3 D6 6" Assistance Tek Thrown Explosive 4 8" 1D10 Demolition
Special Weapon Modifiers Improvement Tradeoff Cost Available to
Commando Various 4 D8 7" Heavy Add 1 Damage Add 1 to use roll 2CP More All but Sidearms & Explosives
Psionik Brain Power 4 D8 6" Light Subtract 1 from use roll Subtract 1 damage 2CP More Assault Rifle, Machinegun, Blastgun, Melee
Scoped Add 4" to Range Add 1 to use roll 1CP More Assault Rifle, Marksman Rifle, Energy, Machinegun,
Leaders Automatic Automatic Fire (1 Use per target) Subtract 2" Range 2CP More Assault Rifle, Blastgun, Explosive Launcher (4CP), Energy Weapon (4CP), Sidearm
Officer Various 4 D8 6" High Explosive Add 1D10 Explosives
Commander Various 5 D10 6" High Capacity 1 extra shot or 1 free additional auto target Subtract 4" from move 3CP More Any Automatic Weapon