Battleplate Modifiers & Index

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Revision as of 06:29, 27 October 2019 by Kastrenzo (talk | contribs)
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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, Stubgun 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 Stubgun 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 Battle 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 Stubgun 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, Stubgun 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 or Stubgun 3 D6 6" Pilot & Gunner Sniper Rifle

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"


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.