Difference between revisions of "Battleplate Modifiers & Index"

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{| class="wikitable"
 
{| class="wikitable"
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Class
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! style="text-align: center; font-weight:bold; font-size:20px; background-color:#c0c0c0;" | Class
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Defining Equipment
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! style="text-align: center; font-weight:bold; font-size:20px; background-color:#c0c0c0;" | Defining Equipment
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Base Armor
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! style="text-align: center; font-weight:bold; font-size:20px; background-color:#c0c0c0;" | Base Armor
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Base Skill
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! style="text-align: center; font-weight:bold; font-size:20px; background-color:#c0c0c0;" | Base Skill
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Base Move
+
! style="text-align: center; font-weight:bold; font-size:20px; background-color:#c0c0c0;" | Base Move
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Abilities
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! style="text-align: center; font-weight:bold; font-size:20px; background-color:#c0c0c0;" | Abilities
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | BW2019 Equivalent
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! style="text-align: center; font-weight:bold; font-size:20px; background-color:#c0c0c0;" | BW2019 Equivalent
! rowspan="27" style="text-align: center; font-weight:bold; background-color:#c0c0c0; color:#c0c0c0;" |  
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! rowspan="27" style="text-align: center; font-weight:bold; font-size:20px; background-color:#c0c0c0; color:#c0c0c0;" |  
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Unit Trait
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! style="text-align: center; font-weight:bold; font-size:20px; background-color:#c0c0c0;" | Unit Trait
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Improvement
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! style="text-align: center; font-weight:bold; font-size:20px; background-color:#c0c0c0;" | Improvement
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Tradeoff
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! style="text-align: center; font-weight:bold; font-size:20px; background-color:#c0c0c0;" | Tradeoff
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Cost
+
! style="text-align: center; font-weight:bold; font-size:20px; background-color:#c0c0c0;" | Cost
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Available to
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! style="text-align: center; font-weight:bold; font-size:20px; background-color:#c0c0c0;" | Available to
 
|-
 
|-
 
| colspan="7" style="text-align: center; font-weight:bold; color:#fe0000;" | Infantry Classes
 
| colspan="7" style="text-align: center; font-weight:bold; color:#fe0000;" | Infantry Classes
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| style="text-align: center;" | 4
 
| style="text-align: center;" | 4
 
| style="text-align: center;" | D6
 
| style="text-align: center;" | D6
| style="text-align: center;" | 6"
+
| style="text-align: center;" | 7"
 
| style="text-align: center;" |  
 
| style="text-align: center;" |  
 
| style="text-align: center;" | Minifig
 
| style="text-align: center;" | Minifig
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| style="text-align: center;" | CP
 
| style="text-align: center;" | CP
 
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|-
| style="text-align: center;" |
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| colspan="7" style="text-align: center; font-size:small;" | Armor reflects the damage threshold of a unit. Anything over the value is a kill, anything under is shrugged off,
| style="text-align: center;" |
+
anything meeting exactly the value results in something bad from the events page
| style="text-align: center;" |
 
| style="text-align: center;" |  
 
| style="text-align: center;" |
 
| style="text-align: center;" |
 
| style="text-align: center;" |
 
 
| 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
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| style="text-align: center;" | Any Automatic Weapon
 
| style="text-align: center;" | Any Automatic Weapon
 
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|-
| style="text-align: center;" |
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| 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.
| style="text-align: center;" |
+
Weapons will have a maximum range in addition to optimal.
| style="text-align: center;" |  
+
A skill roll is always +1 for anything over optimal but under max.
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+
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.
| style="text-align: center;" |
+
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;" | Weapon modifiers and Unit traits apply to ALL Units of the same type within a faction.
 
| style="text-align: center;" | Weapon modifiers and Unit traits apply to ALL Units of the same type within a faction.
 
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| style="text-align: center;" |  
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| colspan="7" style="text-align: center; font-size:small;" | 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
| style="text-align: center;" |
+
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
| style="text-align: center;" |
+
if they score the lowest possible roll, the unit will become disrupted and miss that turn  entirely.
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Revision as of 23:05, 23 September 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 3 14" 1D6+1 Soldier, Scout, Demolition, Officer,Scout,Commando
Shield Shields & Sidearm or Subgun 5 D6 5" Shieldwall Phalanx Marksman Rifle 3 18" 1D6+1 Marksman, Commando
Sniper Sniper Rifle 4 D8 6" Sniping Sniper Machinegun 3 +1A 14" 1D6+1 Gunner, Commando
Scout Optics, Subgun or Assault Rifle 3 D8 7" Pathfinding & Tracking Scout Blastgun 3 6" 1D6+2 Assaulter, Skirmisher, Officer, Commando
Support Classes
Crew Crew Kit, Sidearm 3 D6 6" Pilot & Gunner Sniper Rifle 3, or 4 for up to 25" 20" 1D6+2 Sniper, Commando
Medik Medkit, Sidearm 4 D8 6" Ker-Triage! Medik Sidearm 2 6" 1D6 Leaders, Support Units
Mechanik Repair Tools, Sidearm 4 D8 6" Mechankial Aptitude Mechanik Energy Weapon 4 16 1D6+4 Heavy, Commando, Commander
Engineer Building Tools, Sidearm 4 D8 6" Rationalism Explosive Launcher 3, or 4 for up to 18" 12" 1D10 Demolition
Teknichian Tools, Lunch 4 D6 6" Assistance Tek Thrown Explosive 3, or 4 for up to 10" 8" 1D10 Demolition
Special Classes Weapon Modifier Improvement Tradeoff Cost Available to
Commando Various 5 D8 7" Heavy Add 1 Damage +1 Use +2CP All but Sidearms & Explosives
Psionik Brain Power 4 D8 6" Light Subtract 1 from use roll -1 Damage +2CP Assault Rifle, Machinegun, Blastgun, Melee
Leader Classes
Officer Various 5 D8 6" Automatic Automatic Fire (1 Use per target) -2" Range +2CP Assault Rifle, Blastgun, Explosive Launcher (4CP), Energy Weapon (4CP), Sidearm
Commander Various 6 D10 6" High Explosive Add 1D10 +3 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 -4" move +3 CP 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. 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.

Weapon modifiers and Unit traits apply to ALL Units of the same type within a faction. Each improvement must be metwith either a tradeoff, or a flat CP Cost increase, Some options may Only give one option, not both For balancing reasons, some traits and weapon modifiers will be restricted to certain classes or weapons
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.