Battleplate Modifiers & Index
|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, Light Automatic 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 Light Automatic||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||Heavy Automatic 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"
|1D6+1||Soldier, Scout, Demolition, Officer,Scout,Commando|
|Shield||Shields & Sidearm or Stubgun||5||D6||5"||Shieldwall||Phalanx||Big Gun||3||18"
|Sniper||Sniper Gun||4||D8||6"||Sniping||Sniper||Heavy Automatic||3 +1A||14"
|Scout||Optics, Sidearm or Small Gun||3||D8||7"||Pathfinding & Tracking||Scout||Blastgun||3||6"
|1D6+2||Assaulter, Skirmisher, Officer, Commando|
|Support Classes||Light Automatic||3+1A||8"
|1D6 +1 Bonus if less than 6"||Assaulter, Skirmisher, Commando|
|Crew||Crew Kit, Sidearm||3||D6||6"||Pilot & Gunner||Sniper Gun||3||20"
|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||12"
|Teknichian||Tools, Lunch||4||D6||6"||Assistance||Tek||Thrown Explosive||3||8"
|Special Classes||Armor reflects the damage threshold of a unit. Anything over the value is a kill, anything under is shrugged off,|
|Leader Classes||Skill reflects whether an action is successful, and in the case of weapons, whether an attack hits.|
|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.|
|Small Gun||Assault Rifles, Carbines, Blasters and other small sized, mid ranged guns|
|Big Guns||Battle Rifles, Marksman Rifles, Precision blasters and other mid to long range guns
that pack a heavier punch
|Heavy Automatic||An Automatic weapon that carries the firepower of multiple troops|
|Blastgun||Shotguns, Scatterguns and other small sized, short range boomsticks|
|Light Automatic||Automatic Rifles, SMGs and other small automatic weapons
Ideal for shooting at multiple targets in a turn Gains a bonus to damage if used 6" Or closer
|Sniper Gun||Sniper Rifles, And other very long range, highly accurate weapons
Ideal for killing specific targets at long range but not useful for much else
|Sidearm||Handguns, Compact carbines and other small personal defense weapons.
Typically carried only by non frontline units
|Energy weapon||Non-Explosive anti materiel weapons like Gauss rifles, plasma cannons, etc
Deals D10 damage as if it were an explosive, but no splash damage
|Thrown Explosive||Homemade bombs, Grenades, Charges and other devices biffed or deployed by
demolition experts to destroy or damage structures
|Launched explosive||RPGs, Missile Launchers, Artillery , grenade launchers etc
Generally does not include emplaced weapons or vehicle weapons
Phase Alternative word for Turn, used to indicate which “round” of turns it is, opposed to each player taking a “turn” Defensive Action Alternative word for Overwatch, to avoid annoying word filters on forum.
Firefight / Battle An incident where through Defensive Actions, Units attacked each other during the span of a single player’s turn. Usually in the context of units shooting back at them. Pips Colored pieces used to indicate a special status of a unit, like wounded or disrupted
Defensive Actions & Interrupts
“Going into Overwatch” is a phrase used by the community and is clearly a reference to the XCOM series. In XCOM a unit in overwatch uses it’s action for the turn, to keep an eye on an area and automatically fire at anything that moves through it’s line of sight. A similar gimmick is applied in BW. I use the term “Defensive” simply because the forum often wordfilters the word Overwatch, because of a member that used to use it as their name. And it’s annoying Defensive actions are invoked, not activated. Meaning At the start of a Phase. All units on the field will have 1 action. *Unless they lost an action due to disruption in the previous turn A unit can go into defensive mode even if it’s during an opponent’s turn. Defensive mode can only be triggered by a unit trying to attack another, or moving in it’s direct field of view Any time a player decides to interrupt another player’s turn with a defensive action. There will be a die-roll to determine initiative Whoever wins, gets to act first. Crits do not apply to this roll. It's a simple coin flip roll If a unit goes defensive, but does not use it’s defensive action before it’s that player’s turn, the action is refunded If a defensive unit does use its defensive action before it’s turn. Provided it’s still alive by the time it’s the player’s turn. It can still move, but it can perform no actions or attacks. My modified version of Overwatch is implemented to give a sense of intensity to fights. And also to prevent teams from taking turns wiping out the other person's stuff in slow pace. To give it a somewhat authentic battle feeling
Players can specify which units go defensive. But I may also put some units into defensive if they are threatened, and the player didn’t give any specific orders for that unit
Critfails & Danger Dice
Anytime a unit rolls a 1 on a die for a skill roll, it’s a critical failure. In judging exactly what will happen, a D4 is rolled The D4 Is called a “Danger Die” and generally, depending on the situation, each roll will result in as follows 4 is a get out of jail free card. No negative action happens, other than that the unit wasted its turn on a critfail 3 is a clumbsy accident that Results in a disruption on the nearest friendly unit. Causing it to forfeit its action for the turn, or if it was already used, next turn’s 2 is an act of incompetence that results in the disruption of the unit that critfailed. They miss their next turn. 1 is an act of supreme stupidity, resulting in a FREE and immediate attack from the nearest enemy. *Explosives are not allowed*. The attack must still roll a skill die, but is not susceptible to critfails itself. If there is no valid enemy, then the unit rolls against itself just like it was a normal attack against a foe. The unit can die from this mess up!
Crit Rolls & Gamble Dice
Anytime a unit rolls the highest possible face on a die for a skill roll, it’s a critical success. A critical success by default will add a +1 to the upcoming damage roll. But a player may elect to “gamble” for some alternative, enticing outcomes. A special Golden D6 is rolled to determine what happens in a crit roll gamble. 6 allows the player to pick whichever outcome they want 5 DOUBLES the damage roll. This is treated as a headshot with ranged weapons* 4 Allows the attacker to roll a second attack against another target. Crits can stack 3 Allows the attacker to move, or perform a non hostile action after their attack 2 Allows the attacker an extra point to their damage roll, as if nothing happened 1 Results in forfeiting the crit. And the attack roll will be given no positive modifier or special ability.
Cover & Range
A Minifig is divided into 3 parts. Head, Torso and Legs. Generally ranged attacks require a skill roll of 3 or higher to successfully hit a target. That is fully visible, meaning all three parts are unobscured and wholly out of cover. The following exceptions apply For every body part that is obscured, the skill roll requirement goes up by 1. To a maximum of 5 Cover can be penetrated by a high damage roll, but its better to try to pick off units rather than smash through cover unless the weapon is strong enough. Cover is measured as 1D6 per stud, Small arms have trouble breaking cover but combined actions or explosives can make short work of it Ranged weapons can target units outside of their optimal range up to 20% of the original "Optimal range" but the skill roll will require 1 higher than usual. The figure is rounded down, so if 20% added onto 14 is 16.8, it is rounded down to 16 inches Range is something that is not always checked, 99% of the time It’s eyeballed.
Pips & Status effects
Because it’s difficult to keep track of special effects on units especially as the bodies start piling up. Special colored pieces will be put next to, on top of or under units to signify a status Any minifig that gets wounded will have a few solid red studs placed around it. It And if he is not tended to by a medic by the end of the next turn, he dies. Wounded units are disrupted and out of action until rescued, bled out or killed off Any unit that disrupted will have a small yellow piece placed near it
Air support may be a thing, but until a robust system is designed. Any air strikes, air superiority, dogfighting, etc will be determined by random dice rolls, air combat may not always be depicted because of the extreme heights needed for the units on the table
Melee Duels Because I have no idea how to balance or even play mass melee vs melee, I made a dumb minigame Anytime two heroes of opposing factions are on the field, they are magnetically drawn to each other and implored to kill the other. If they want to finish someone off once and for all, they’ll have to do it in a Melee Duel. Heroes have Armor ratings of 5. And a hitpoint system with a default of 3HP. Meaning they have 3 “lives”. However in a Melee fight with another Hero, their Armor rating is reduced to 4. Taking 4 damage always counts as a wound, but heroes only lose ½ a HP for wounds. Heroes cannot be disrupted by other heroes in duels. Actions are treated just like normal attacks. A skill roll is thrown. And a subsequent damage roll is thrown. If the skill roll fails, the attack is parried. If it critfails, The enemy gets a free counter attack in additon to their regular attack if they havent used it already. Interrupting a duel is considered cheating and dishonorable by minifig standards. And the enemy will recieve +1 to all skill and damage rolls to ALL units for the next turn. Withdrawing or retreating is also considered dishonorable and yeilds a -1 skill roll malus to ALL the coward’s units for the next turn If a duel ends in a kill. Typically because of story reasons, the kill wont be fully depicted until after the battle. If a hero is killed in a duel, all of the participants are given Plot armor, and cannot further participate in the battle. Often times the killing of a hero may signify the end of a game anyway