Difference between revisions of "Battleplate Modifiers & Index"

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Line 109: Line 109:
 
| style="text-align: center;" | Marksman
 
| style="text-align: center;" | Marksman
 
| style="text-align: center;" | Small Gun
 
| style="text-align: center;" | Small Gun
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"
Line 124: Line 123:
 
| style="text-align: center;" | Phalanx
 
| style="text-align: center;" | Phalanx
 
| style="text-align: center;" | Big Gun
 
| style="text-align: center;" | Big Gun
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"
Line 140: Line 137:
 
| 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"
Line 156: Line 151:
 
| 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"
Line 166: Line 159:
 
| colspan="7" style="text-align: center; color:#3531ff;" | Support Classes
 
| colspan="7" style="text-align: center; color:#3531ff;" | Support Classes
 
| style="text-align: center;" | Autogun
 
| style="text-align: center;" | Autogun
A short to mid range automatic weapon suited for
 
enclosed spaces or personal defense
 
 
| style="text-align: center;" | 3+1A
 
| style="text-align: center;" | 3+1A
 
| style="text-align: center;" | 8"
 
| style="text-align: center;" | 8"
 
Max 12"
 
Max 12"
| style="text-align: center;" | 1D6
+
| style="text-align: center;" | 1D6 +1 Bonus if less than 6"
+1 Bonus
 
if less than 6"
 
 
| style="text-align: center;" | Assaulter, Skirmisher, Commando
 
| style="text-align: center;" | Assaulter, Skirmisher, Commando
 
|-
 
|-
Line 184: Line 173:
 
| style="text-align: center;" |  
 
| style="text-align: center;" |  
 
| style="text-align: center;" | Sniper Gun
 
| style="text-align: center;" | Sniper Gun
A super long range gun to reach out and
 
touch someone from afar
 
 
| style="text-align: center;" | 3
 
| style="text-align: center;" | 3
 
| style="text-align: center;" | 20"
 
| style="text-align: center;" | 20"
Line 200: Line 187:
 
| 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"
Line 216: Line 201:
 
| 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"
Line 232: Line 215:
 
| style="text-align: center;" |  
 
| style="text-align: center;" |  
 
| style="text-align: center;" | Explosive Launcher
 
| style="text-align: center;" | Explosive Launcher
A projectile launching or lobbing device
 
 
| style="text-align: center;" | 3
 
| style="text-align: center;" | 3
 
| style="text-align: center;" | 12"
 
| style="text-align: center;" | 12"
Line 247: Line 229:
 
| style="text-align: center;" | Tek
 
| style="text-align: center;" | Tek
 
| style="text-align: center;" | Thrown Explosive
 
| style="text-align: center;" | Thrown Explosive
Grenades and other thrown explosives
 
 
| style="text-align: center;" | 3
 
| style="text-align: center;" | 3
 
| style="text-align: center;" | 8"
 
| style="text-align: center;" | 8"

Revision as of 07:24, 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, Autogun or Blastgun 3 D6 7" Harrassment Skirmisher Veteran D8 Skill ~ +2CP All
Soldier Small Gun 4 D6 6" Minifig Elite D10 Skill ~ +4CP All
Assaulter Blastgun or Autogun 4 D6 7" Minifig Combat Trained Carry Assault Rifle 1CP More ~ Support Units
Demolition Explosives, Optional Small Gun 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 Available to
Marksman Big Gun 4 D6 5" Aiming Marksman Small Gun 3 14"

Max 17"

1D6+1 Soldier, Scout, Demolition, Officer,Scout,Commando
Shield Shields & Sidearm or Stubgun 5 D6 5" Shieldwall Phalanx Big Gun 3 18"

Max 21"

1D6+2 Marksman, Commando
Sniper Sniper Gun 4 D8 6" Sniping Sniper Machinegun 3 +1A 14"

Max 16"

1D6+1 Gunner, Commando
Scout Optics, Sidearm or Assault Rifle 3 D8 7" Pathfinding & Tracking Scout Blastgun 3 6"

~

1D6+2 Assaulter, Skirmisher, Officer, Commando
Support Classes Autogun 3+1A 8"

Max 12"

1D6 +1 Bonus if less than 6" Assaulter, Skirmisher, Commando
Crew Crew Kit, Sidearm 3 D6 6" Pilot & Gunner Sniper Gun 3 20"

Max 24"

1D6+2 Sniper, Commando
Medik Medkit, Sidearm 4 D8 6" Ker-Triage! Medik Sidearm 2 6"

Max 7"

1D6 Leaders, Support Units
Mechanik Repair Tools, Sidearm 4 D8 6" Mechankial Aptitude Mechanik Energy Weapon 4 16"

Max 19"

1D6+4 Heavy, Commando, Commander
Engineer Building Tools, Sidearm 4 D8 6" Rationalism Explosive Launcher 3 12"

18"

2D10 Demolition
Teknichian Tools, Lunch 4 D6 6" Assistance Tek Thrown Explosive 3 8"

Max 10"

1D10 Demolition
Special Classes Armor reflects the damage threshold of a unit. Anything over the value is a kill, anything under is shrugged off,
Commando Various 5 D8 7"
Psionik Brain Power 4 D8 6"
Leader Classes Skill reflects whether an action is successful, and in the case of weapons, whether an attack hits.
Officer Various 5 D8 6"
Commander Various 6 D10 6"
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.