Difference between revisions of "Battleplate Modifiers & Index"
Line 109: | Line 109: | ||
| style="text-align: center;" | Marksman | | style="text-align: center;" | Marksman | ||
| style="text-align: center;" | Assault Rifle | | style="text-align: center;" | Assault Rifle | ||
+ | Mid range small arms used by many troops | ||
| style="text-align: center;" | 3 | | style="text-align: center;" | 3 | ||
| style="text-align: center;" | 14" | | style="text-align: center;" | 14" | ||
+ | Max 17" | ||
| style="text-align: center;" | 1D6+1 | | style="text-align: center;" | 1D6+1 | ||
| style="text-align: center;" | Soldier, Scout, Demolition, Officer,Scout,Commando | | style="text-align: center;" | Soldier, Scout, Demolition, Officer,Scout,Commando | ||
Line 121: | Line 123: | ||
| style="text-align: center;" | Shieldwall | | style="text-align: center;" | Shieldwall | ||
| style="text-align: center;" | Phalanx | | style="text-align: center;" | Phalanx | ||
− | | style="text-align: center;" | | + | | style="text-align: center;" | Battle Rifle |
+ | Small arms more suited for longer range | ||
+ | and punching through cover. | ||
| style="text-align: center;" | 3 | | style="text-align: center;" | 3 | ||
| style="text-align: center;" | 18" | | style="text-align: center;" | 18" | ||
− | | style="text-align: center;" | 1D6+ | + | Max 21" |
+ | | style="text-align: center;" | 1D6+2 | ||
| style="text-align: center;" | Marksman, Commando | | style="text-align: center;" | Marksman, Commando | ||
|- | |- | ||
Line 135: | Line 140: | ||
| style="text-align: center;" | Sniper | | style="text-align: center;" | Sniper | ||
| style="text-align: center;" | Machinegun | | style="text-align: center;" | Machinegun | ||
+ | Automatic support weapon that | ||
+ | carries firepower of multiple units | ||
| style="text-align: center;" | 3 +1A | | style="text-align: center;" | 3 +1A | ||
| style="text-align: center;" | 14" | | style="text-align: center;" | 14" | ||
+ | Max 16" | ||
| style="text-align: center;" | 1D6+1 | | style="text-align: center;" | 1D6+1 | ||
| style="text-align: center;" | Gunner, Commando | | style="text-align: center;" | Gunner, Commando | ||
Line 148: | Line 156: | ||
| style="text-align: center;" | Scout | | style="text-align: center;" | Scout | ||
| style="text-align: center;" | Blastgun | | style="text-align: center;" | Blastgun | ||
+ | Close range scattergun most suited for | ||
+ | enclosed spaces or personal defense | ||
| style="text-align: center;" | 3 | | style="text-align: center;" | 3 | ||
| style="text-align: center;" | 6" | | style="text-align: center;" | 6" | ||
+ | ~ | ||
| style="text-align: center;" | 1D6+2 | | style="text-align: center;" | 1D6+2 | ||
| style="text-align: center;" | Assaulter, Skirmisher, Officer, Commando | | style="text-align: center;" | Assaulter, Skirmisher, Officer, Commando | ||
|- | |- | ||
| colspan="7" style="text-align: center; font-weight:bold; color:#3166ff;" | Support Classes | | colspan="7" style="text-align: center; font-weight:bold; color:#3166ff;" | Support Classes | ||
− | | style="text-align: center;" | | + | | style="text-align: center;" | Stubgun |
− | | style="text-align: center;" | | + | A short range automatic weapon suited for |
− | | style="text-align: center;" | | + | enclosed spaces or personal defense |
− | | style="text-align: center;" | | + | | style="text-align: center;" | 3+1A |
− | | style="text-align: center;" | | + | | style="text-align: center;" | 8" |
+ | ~ | ||
+ | | style="text-align: center;" | 1D6 | ||
+ | | style="text-align: center;" | Assaulter, Skirmisher, Commando, Soldier, Support Units | ||
|- | |- | ||
| style="text-align: center;" | Crew | | style="text-align: center;" | Crew | ||
Line 168: | Line 182: | ||
| style="text-align: center;" | | | style="text-align: center;" | | ||
| style="text-align: center;" | Sniper Rifle | | style="text-align: center;" | Sniper Rifle | ||
+ | A super long range gun to reach out and | ||
+ | touch someone from afar | ||
| style="text-align: center;" | 3, or 4 for up to 25" | | style="text-align: center;" | 3, or 4 for up to 25" | ||
| style="text-align: center;" | 20" | | style="text-align: center;" | 20" | ||
+ | Max 24" | ||
| style="text-align: center;" | 1D6+2 | | style="text-align: center;" | 1D6+2 | ||
| style="text-align: center;" | Sniper, Commando | | style="text-align: center;" | Sniper, Commando | ||
Line 181: | Line 198: | ||
| style="text-align: center;" | Medik | | style="text-align: center;" | Medik | ||
| style="text-align: center;" | Sidearm | | style="text-align: center;" | Sidearm | ||
+ | Small, short range personal gun | ||
+ | better than nothing | ||
| style="text-align: center;" | 2 | | style="text-align: center;" | 2 | ||
| style="text-align: center;" | 6" | | style="text-align: center;" | 6" | ||
+ | Max 7" | ||
| style="text-align: center;" | 1D6 | | style="text-align: center;" | 1D6 | ||
| style="text-align: center;" | Leaders, Support Units | | style="text-align: center;" | Leaders, Support Units | ||
Line 194: | Line 214: | ||
| style="text-align: center;" | Mechanik | | style="text-align: center;" | Mechanik | ||
| style="text-align: center;" | Energy Weapon | | style="text-align: center;" | Energy Weapon | ||
+ | A heavy anti vehicle weapon that | ||
+ | forces it's way through armor | ||
| style="text-align: center;" | 4 | | style="text-align: center;" | 4 | ||
− | | style="text-align: center;" | 16 | + | | style="text-align: center;" | 16" |
+ | Max 19" | ||
| style="text-align: center;" | 1D6+4 | | style="text-align: center;" | 1D6+4 | ||
| style="text-align: center;" | Heavy, Commando, Commander | | style="text-align: center;" | Heavy, Commando, Commander | ||
Line 207: | Line 230: | ||
| style="text-align: center;" | | | style="text-align: center;" | | ||
| style="text-align: center;" | Explosive Launcher | | style="text-align: center;" | Explosive Launcher | ||
− | | style="text-align: center;" | 3 | + | A projectile launching or lobbing device |
+ | | style="text-align: center;" | 3 | ||
| style="text-align: center;" | 12" | | style="text-align: center;" | 12" | ||
− | | style="text-align: center;" | | + | 18" |
+ | | style="text-align: center;" | 2D10 | ||
| style="text-align: center;" | Demolition | | style="text-align: center;" | Demolition | ||
|- | |- | ||
Line 220: | Line 245: | ||
| style="text-align: center;" | Tek | | style="text-align: center;" | Tek | ||
| style="text-align: center;" | Thrown Explosive | | style="text-align: center;" | Thrown Explosive | ||
− | | style="text-align: center;" | 3 | + | Grenades and other thrown explosives |
+ | | style="text-align: center;" | 3 | ||
| style="text-align: center;" | 8" | | style="text-align: center;" | 8" | ||
+ | Max 10" | ||
| style="text-align: center;" | 1D10 | | style="text-align: center;" | 1D10 | ||
| style="text-align: center;" | Demolition | | style="text-align: center;" | Demolition | ||
Line 228: | Line 255: | ||
| style="text-align: center; background-color:#c0c0c0;" | Weapon Modifier | | style="text-align: center; background-color:#c0c0c0;" | Weapon Modifier | ||
| style="text-align: center; background-color:#c0c0c0;" | Improvement | | style="text-align: center; background-color:#c0c0c0;" | Improvement | ||
− | | style="text-align: center; background-color:#c0c0c0;" | | + | | style="text-align: center; background-color:#c0c0c0;" | |
− | | style="text-align: center; background-color:#c0c0c0;" | | + | | style="text-align: center; background-color:#c0c0c0;" | |
| style="text-align: center; background-color:#c0c0c0;" | Available to | | style="text-align: center; background-color:#c0c0c0;" | Available to | ||
|- | |- | ||
Line 241: | Line 268: | ||
| style="text-align: center;" | Heavy | | style="text-align: center;" | Heavy | ||
| style="text-align: center;" | Add 1 Damage | | style="text-align: center;" | Add 1 Damage | ||
− | | style="text-align: center;" | | + | | style="text-align: center;" | |
− | | style="text-align: center;" | | + | | style="text-align: center;" | |
| style="text-align: center;" | All but Sidearms & Explosives | | style="text-align: center;" | All but Sidearms & Explosives | ||
|- | |- | ||
Line 254: | Line 281: | ||
| style="text-align: center;" | Light | | style="text-align: center;" | Light | ||
| style="text-align: center;" | Subtract 1 from use roll | | style="text-align: center;" | Subtract 1 from use roll | ||
− | | style="text-align: center;" | | + | | style="text-align: center;" | |
− | | style="text-align: center;" | | + | | style="text-align: center;" | |
| style="text-align: center;" | Assault Rifle, Machinegun, Blastgun, Melee | | style="text-align: center;" | Assault Rifle, Machinegun, Blastgun, Melee | ||
|- | |- | ||
Line 274: | Line 301: | ||
| style="text-align: center;" | Automatic | | style="text-align: center;" | Automatic | ||
| style="text-align: center;" | Automatic Fire (1 Use per target) | | style="text-align: center;" | Automatic Fire (1 Use per target) | ||
− | | style="text-align: center;" | | + | | style="text-align: center;" | |
− | | style="text-align: center;" | | + | | style="text-align: center;" | |
| style="text-align: center;" | Assault Rifle, Blastgun, Explosive Launcher (4CP), Energy Weapon (4CP), Sidearm | | style="text-align: center;" | Assault Rifle, Blastgun, Explosive Launcher (4CP), Energy Weapon (4CP), Sidearm | ||
|- | |- | ||
Line 288: | Line 315: | ||
| style="text-align: center;" | Add 1D10 | | style="text-align: center;" | Add 1D10 | ||
| style="text-align: center;" | | | style="text-align: center;" | | ||
− | | style="text-align: center;" | | + | | style="text-align: center;" | |
| style="text-align: center;" | CP | | style="text-align: center;" | CP | ||
|- | |- | ||
Line 295: | Line 322: | ||
| style="text-align: center;" | High Capacity | | style="text-align: center;" | High Capacity | ||
| style="text-align: center;" | 1 extra shot or 1 free additional auto target | | style="text-align: center;" | 1 extra shot or 1 free additional auto target | ||
− | | style="text-align: center;" | | + | | style="text-align: center;" | |
− | | style="text-align: center;" | | + | | style="text-align: center;" | |
| style="text-align: center;" | Any Automatic Weapon | | style="text-align: center;" | Any Automatic Weapon | ||
|- | |- | ||
| colspan="7" style="text-align: center; font-size:small;" | Skill reflects whether an action is successful, and in the case of weapons, whether an attack hits. | | colspan="7" style="text-align: center; font-size:small;" | Skill reflects whether an action is successful, and in the case of weapons, whether an attack hits. | ||
Weapons will have a maximum range in addition to optimal. | Weapons will have a maximum range in addition to optimal. | ||
− | A skill roll is always +1 for anything over optimal but under max. | + | A skill roll is always +1 for anything over optimal but under max. Some weapons will have only 1 range value. Max range is never more than 20% of optimal |
Scoring the maximum roll on a die will result in a critical success. Resulting in things like an extra action, an extra attack, a second damage roll, etc. | Scoring the maximum roll on a die will result in a critical success. Resulting in things like an extra action, an extra attack, a second damage roll, etc. | ||
Inversely, scoring the lowest roll on a die is a critical failure, which will result in something bad, appropraite to the action. | Inversely, scoring the lowest roll on a die is a critical failure, which will result in something bad, appropraite to the action. | ||
− | |||
| style="text-align: center;" | | | style="text-align: center;" | | ||
− | | style="text-align: center;" | | + | | style="text-align: center;" | |
− | | style="text-align: center;" | | + | | style="text-align: center;" | |
+ | | style="text-align: center;" | | ||
| style="text-align: center;" | | | style="text-align: center;" | | ||
|- | |- |
Revision as of 05:22, 27 October 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 | Unit Trait | Improvement | Tradeoff | Cost | Available to | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Infantry Classes | Heavy | + 1 Armor | -2" Move | +1CP | Soldier, Demo, Gunner, Warrior, Marksman, Assaulter, Officer | |||||||
Warrior | Melee | 4 | D6 | 6" | Minifig | Light | + 4" Move | -1 Armor | +1CP | Soldier, Warrior, Marksman, Skirmisher | ||
Skirmisher | Melee, Subgun or Blastgun | 3 | D6 | 7" | Harrassment | Skirmisher | Veteran | D8 Skill | ~ | +2CP | All | |
Soldier | Assault Rifle | 4 | D6 | 6" | Minifig | Elite | D10 Skill | ~ | +4CP | All | ||
Assaulter | Blastgun or Subgun | 4 | D6 | 7" | Minifig | Combat Trained | Carry Assault Rifle | 1CP More | ~ | Support Units | ||
Demolition | Explosives, Optional Assault Rifle | 4 | D6 | 5" | Compensating | Heavy | Militia | 2CP Less | D4 Skill | ~ | Infantry, Support Units | |
Gunner | Machinegun or Energy Weapon | 4 | D6 | 5" | Compensating | Heavy | Weapon | Use | Range | Damage | ||
Marksman | Marksman Rifle | 4 | D6 | 5" | Aiming | Marksman | Assault Rifle
Mid range small arms used by many troops |
3 | 14"
Max 17" |
1D6+1 | Soldier, Scout, Demolition, Officer,Scout,Commando | |
Shield | Shields & Sidearm or Subgun | 5 | D6 | 5" | Shieldwall | Phalanx | Battle Rifle
Small arms more suited for longer range and punching through cover. |
3 | 18"
Max 21" |
1D6+2 | Marksman, Commando | |
Sniper | Sniper Rifle | 4 | D8 | 6" | Sniping | Sniper | Machinegun
Automatic support weapon that carries firepower of multiple units |
3 +1A | 14"
Max 16" |
1D6+1 | Gunner, Commando | |
Scout | Optics, Subgun or Assault Rifle | 3 | D8 | 7" | Pathfinding & Tracking | Scout | Blastgun
Close range scattergun most suited for enclosed spaces or personal defense |
3 | 6"
~ |
1D6+2 | Assaulter, Skirmisher, Officer, Commando | |
Support Classes | Stubgun
A short range automatic weapon suited for enclosed spaces or personal defense |
3+1A | 8"
~ |
1D6 | Assaulter, Skirmisher, Commando, Soldier, Support Units | |||||||
Crew | Crew Kit, Sidearm | 3 | D6 | 6" | Pilot & Gunner | Sniper Rifle
A super long range gun to reach out and touch someone from afar |
3, or 4 for up to 25" | 20"
Max 24" |
1D6+2 | Sniper, Commando | ||
Medik | Medkit, Sidearm | 4 | D8 | 6" | Ker-Triage! | Medik | Sidearm
Small, short range personal gun better than nothing |
2 | 6"
Max 7" |
1D6 | Leaders, Support Units | |
Mechanik | Repair Tools, Sidearm | 4 | D8 | 6" | Mechankial Aptitude | Mechanik | Energy Weapon
A heavy anti vehicle weapon that forces it's way through armor |
4 | 16"
Max 19" |
1D6+4 | Heavy, Commando, Commander | |
Engineer | Building Tools, Sidearm | 4 | D8 | 6" | Rationalism | Explosive Launcher
A projectile launching or lobbing device |
3 | 12"
18" |
2D10 | Demolition | ||
Teknichian | Tools, Lunch | 4 | D6 | 6" | Assistance | Tek | Thrown Explosive
Grenades and other thrown explosives |
3 | 8"
Max 10" |
1D10 | Demolition | |
Special Classes | Weapon Modifier | Improvement | Available to | |||||||||
Commando | Various | 5 | D8 | 7" | Heavy | Add 1 Damage | All but Sidearms & Explosives | |||||
Psionik | Brain Power | 4 | D8 | 6" | Light | Subtract 1 from use roll | Assault Rifle, Machinegun, Blastgun, Melee | |||||
Leader Classes | ||||||||||||
Officer | Various | 5 | D8 | 6" | Automatic | Automatic Fire (1 Use per target) | Assault Rifle, Blastgun, Explosive Launcher (4CP), Energy Weapon (4CP), Sidearm | |||||
Commander | Various | 6 | D10 | 6" | High Explosive | Add 1D10 | CP | |||||
Armor reflects the damage threshold of a unit. Anything over the value is a kill, anything under is shrugged off,
anything meeting exactly the value results in something bad from the events page |
High Capacity | 1 extra shot or 1 free additional auto target | Any Automatic Weapon | |||||||||
Skill reflects whether an action is successful, and in the case of weapons, whether an attack hits.
Weapons will have a maximum range in addition to optimal. A skill roll is always +1 for anything over optimal but under max. Some weapons will have only 1 range value. Max range is never more than 20% of optimal Scoring the maximum roll on a die will result in a critical success. Resulting in things like an extra action, an extra attack, a second damage roll, etc. Inversely, scoring the lowest roll on a die is a critical failure, which will result in something bad, appropraite to the action. |
||||||||||||
Move reflects the normal distance a minifig can move. They can double their move by "Sprinting" but they may not use an action that turn. They can go over the double limit by rolling
a skill die prior to moving. they will double their move as well as extra inches indicative to the number they roll. If they score max, they effectively triple their move, OR get an action after double sprinting if they score the lowest possible roll, the unit will become disrupted and miss that turn entirely. |