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 | + | ! 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 | + | ! 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 | + | ! 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 | + | ! 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 | + | ! 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 | + | ! 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;" | | + | ! 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 | + | ! 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 | + | ! 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 | + | ! 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 | + | ! 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;" | | + | | 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 | ||
|- | |- | ||
− | | | + | | 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, |
− | + | anything meeting exactly the value results in something bad from the events page | |
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− | |||
− | |||
− | |||
− | |||
| 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 | ||
|- | |- | ||
− | | | + | | 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. | |
− | + | 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. | |
− | |||
− | |||
| 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. | ||
| style="text-align: center;" | | | style="text-align: center;" | | ||
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| style="text-align: center;" | | | style="text-align: center;" | | ||
|- | |- | ||
− | | | + | | 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 |
− | + | 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. | |
− | |||
− | |||
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| style="text-align: center;" | | | style="text-align: center;" | | ||
| style="text-align: center;" | | | style="text-align: center;" | |
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. |