Battleplate Modifiers & Index
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 | |
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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 | ||
Marksman | Big Gun | 4 | D6 | 5" | Aiming | Marksman | Small Gun
Mid range small arms used by many troops |
3 | 14"
Max 17" |
1D6+1 | Soldier, Scout, Demolition, Officer,Scout,Commando | |
Shield | Shields & Sidearm or Stubgun | 5 | D6 | 5" | Shieldwall | Phalanx | Big Gun
Small arms more suited for longer range and punching through cover. |
3 | 18"
Max 21" |
1D6+2 | Marksman, Commando | |
Sniper | Sniper Gun | 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, Sidearm 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 | Autogun
A short to mid range automatic weapon suited for enclosed spaces or personal defense |
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
A super long range gun to reach out and touch someone from afar |
3 | 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 | ||||||||||||
Commando | Various | 5 | D8 | 7" | ||||||||
Psionik | Brain Power | 4 | D8 | 6" | ||||||||
Leader Classes | ||||||||||||
Officer | Various | 5 | D8 | 6" | ||||||||
Commander | Various | 6 | D10 | 6" | ||||||||
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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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. extended 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. |
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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. |