Encyclopedia Bragtanica - Falx Elite

Show off your armies and weaponry and stuff.

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Bragallot
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Encyclopedia Bragtanica - Falx Elite

Post by Bragallot » Mon Feb 04, 2013 1:16 pm

[totalripoff]So, I thought it would be good to put all of my units' stats in one big thread for future reference and stuff.[/totalripoff]

Index

The Kingdom (you are here)
Kerrat
Enemies of the Kingdom
Falx Republic
Neutral / other
Machines / Creatures

Neo-Prussian Empire
Inquistadores
Cameo factions


The Kingdom (hint: use ctrl+f + faction name / unit name to navigate quickly)

6. Bloodguard
7. Magus Guild
8. Golden Lions
9. Andelmere Guard
10. Northern Guard
11. Black Knights
12. Urban Guard
13. Imperial Remnants
14. Hitokiri
15. Water Demons
16. Bull Tribes
17. Dwellers
18. Scallywags
19. Starcloaks

Bloodguard

Image

Bloodguards Mo: 7" Sk: 2d6 Ar: 7
- Longswords UR: 4 Da: 1d6+3
- Shields UR: 2 Pa: 1d6
* Blood magic

Image

Bloodknights Mo: 5" Sk: 1d6 Ar: 6
- Spears UR: 3 Da: 1d6+2
- Shields UR: 2 Pa: 1d6

Magus Guild

Image

Apprentices have some spell-casting ability, but are mostly relied on to pepper the enemy with magic missiles.

Mo: 6" Sk: 1d6 Ar: 3

- Staves Ra: 10" UR: 4 Da: 1d6+2
(in melee) UR: 3 Da: 1d6+1
(against ranged) UR: 2 Pa: 1d6+1

Spell-casters: arcane magic

Image

Elders have more experience and skill than the apprentices, but they are extremely frail.

Mo: 4" Sk: 1d6+2 Ar: 2

- Staves Ra: 10" UR: 4 Da: 1d6+2
(in melee) UR: 3 Da: 1d6+1
(against ranged) UR: 2 Pa: 1d6+1

Spell-casters: arcane magic

Image

White mages are mages who have achieved the highest knowledge of the Magus Guild accessible to commoners.

Mo: 7" Sk: 2d6 Ar: 7

- Staves Ra: 10" UR: 4 Da: 1d6+2
(in melee) UR: 3 Da: 1d6+1
(against ranged) UR: 2 Pa: 1d6+1

Spell-casters: arcane magic

Golden Lions

The Golden Lions control a large part of the North-Western Kingdom and are the closest feudal faction to the capital city.

Strength: Discipline. May move in and out of squads freely.

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Swordsmen Mo: 5" Sk: 1d6 Ar: 5

- Broadswords UR: 2 Da: 1d6+1
- Shields UR: 2 Pa: 1d6

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Crossbowmen Mo: 5" Sk: 1d6 Ar: 5

- Broadswords UR: 2 Da: 1d6+1
- Shields UR: 2 Pa: 1d6

Andelmere guard

The defenders of the coastal city of Andelmere, who double as marines for the King's fleet.

Strength: Full move even with large weapons.

Image

Halberdiers Mo: 5" Sk: 1d6 Ar: 5

- Halberds UR: 4 Da: 2d6

Northern guard

Fierce men who defend the sparsely populated and wild North.

Strength: Hardy (+1 armour).

Image

Northerners Mo: 5" Sk: 1d6 Ar: 6

- Swords UR: 2 Da: 1d6+1
- Flails UR: 2 Da: 1d6+1

Black Knights

The experienced Black Knights are infamous for their reign of terror against the now extinct barbarian hordes that used to live beyond the Kingdom's borders. They live in a secluded part of the central Kingdom.

Strength: No fear. Immune to any negative psychological effects.

Image

The Heavy Infantry are picked at a young age (some say abducted) from Northern villages to breed strong men with a lust for killing. They like nothing more than a headlong charge into enemy ranks.

Mo: 5" Sk: 1d6 Ar: 6

- Axes UR: 3 Da: 1d6+2

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Spearmen Mo: 5" Sk: 1d6 Ar: 5

- Spears UR: 3 Da: 1d6+2
- Shields UR: 2 Pa: 1d6

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Axemen Mo: 5" Sk: 1d6 Ar: 5

- Axes UR: 3 Da: 1d6+2
- Shields UR: 2 Pa: 1d6

Image

Archers Mo: 5" Sk: 1d6 Ar: 5

- Longbows Ra: 12" UR: 4 Da: 1d6+1

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Knights Mo: 5" Sk: 1d6+1 Ar: 5

- Lance UR: 4 Da: 2d6
- Broadswords UR: 2 Da: 1d6+1
- Shields UR: 2 Da: 1d6+1

Urban Guard

This citizen militia is present in many of the Kingdom's major cities and roads, acting as a police force.

Image

Spearmen Mo: 5" Sk: 1d6 Ar: 5

- Spears UR: 3 Da: 1d6+2
- Shields UR: 2 Da: 1d6

Image

Crossbowmen Mo: 5" Sk: 1d6 Ar: 5
- Crossbows Ra: 10" UR: 4 Da: 1d6+2

Image

Swordsmen Mo: 5" Sk: 1d6 Ar: 5
- Sword UR: 2 Da: 1d6+1
- Shields UR: 2 Pa: 1d6

Imperial remnants

Remnants of the Imperial army, still loyal to the King.

Image

Bodyguards are female knights hand-picked by Knight-Marshal Cales to watch his back in combat.

Mo: 7" Sk: 2d6 Ar: 7

- Longswords UR: 4 Da: 1d6+3
- Lances UR: 4 Da: 2d6

Armoured horses Mo: 9" Ar: 1d6+1 2 HP

Hitokiri

The fierce warriors from the South-Western part of the Kingdom.

Image

Hitokiri Mo: 5" Sk: 1d6+2 Ar: 6

- Katana UR: 4 Da: 1d6+3

Image

Naginata Hitokiri

Mo: 5" Sk: 1d6+2 Ar: 6

- Naginata UR: 5 Da: 2d6+1

Image

Yumi Hitokiri

Mo: 5" Sk: 1d6+2 Ar: 6

- Daikyū Ra: 12" UR: 4 Da: 1d6+1

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Nodachi Hitokiri, capable of devastating charges

Mo: 5" Sk: 1d6+2 Ar: 6

- Nodachi UR: 4 Da: 2d6 (may be used to charge)

Image

Firethrower Hitokiri Mo: 5" Sk: 1d6+2 Ar: 6

- Katana UR: 4 Da: 1d6+3
- Flamethower Ra: 5" UR: 4 Da: 1d6+3/2"

Image

Elite Hitokiri Mo: 6" Sk: 2d6 Ar: 7

Horses Mo: 10" Ar: 1d6 2 HP

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Yari Ashigaru Mo: 6" Sk: 1d6 Ar: 4

- Spears UR: 3 Da: 1d6+2
- Shields UR: 2 Pa: 1d6

Image

Sword Ashigaru Mo: 6" Sk: 1d6 Ar: 4

- Katana UR: 4 Da: 1d6+3

Image

Flintlock Ashigaru Mo: 5" Sk: 1d6 Ar: 3

- Flintlocks Ra: 10" UR: 4 Da: 1d6+2

Image

Javelineers Mo: 6" Sk: 1d6 Ar: 4

- Javelins Ra: 6" UR: 3 Da: 1d6+2

Skirmishers: may move in and out of combat without facing a reaction attack.

Image

Firebombers Mo: 5" Sk: 1d6 Ar: 4

- Firebombs Ra: 5" UR: 4 Da: 1d6+2/2"
- Knives UR: 2 Da: 1d6

Image

Healer Mo: 5" Sk: 1d6 Ar: 4

- Katana UR: 4 Da: 1d6

Healer: heals wounded or incapacitated minifig on a 4 or more.

Image

Yumi Ashigaru Mo: 6" Sk: 1d6 Ar: 3

- Hankyu Ra: 10" UR: 3 Da: 1d6+1

Horses Mo: 10" Ar: 1d6 2 HP

Water Demons

Specialties: Tough (+1 armour), ability to move from one spot of water to another without cost, horns (may be used in cc for UR 2 and 1d6 damage or to charge)

Image

Technoviking Mo: 6" Sk: 1d6+1 Ar: 7
- Sword UR: 2 Da: 1d6+1
- Banner UR: 4 Da: 2d6

Swordsmen Mo: 5" Sk: 1d6 Ar: 6
- Sword UR: 2 Da: 1d6+1
- Shields UR: 2 Pa: 1d6

Image

Heavy swordsmen Mo: 4" Sk: 1d6 Ar: 7
- Broadswords UR: 2 Da: 1d6+2
- Shields UR: 2 Pa: 1d6

Image

Halberdiers Mo: 4" Sk: 1d6 Ar: 6
- Halberds UR: 4 Da: 2d6
- Shields UR: 2 Pa: 1d6

Image

Crossbowmen Mo: 5" Sk: 1d6 Ar: 6
- Crossbows Ra: 10" UR: 4 Da: 1d6+2
- Bucklers UR: 2 Pa: 1d6

Image

Royal Guard Mo: 5" Sk: 1d6+1 Ar: 6
- Halberds UR: 4 Da: 2d6
- Shields UR: 2 Pa: 1d6

Image

Hydromancer Mo: 5" Sk: 1d6+2 Ar: 7
- Staff Ra: 10" UR: 4 Da: 1d6+2
(in melee) UR: 3 Da: 1d6+1
(against ranged) UR: 2 Pa: 1d6+1

Bull Tribes

Specialties: Strong, allows Bulls to carry 1 more size point of weapons.

Image

Crossbowmen Mo: 5" Sk: 1d6 Ar: 5
- Crossbows Ra: 10" UR: 4 Da: 1d6+2
- Shields UR: 2 Pa: 1d6

Image

Phalanx Mo: 5" Sk: 1d6 Ar: 5
- Halberds UR: 4 Da: 2d6
- Shields UR: 2 Pa: 1d6
* Phalanx formation: gives free attacks prior to combat against enemies charging the front of the phalanx and +1 to parry rolls at the cost of -2" move.

Image

Elite warriors Mo: 6" Sk: 1d6+1 Ar: 6
- Firehammers UR: 4 Da: 1d6+1 (and 1d6 fire damage)
- Shields UR: 2 Pa: 1d6

Image

Heavies Mo: 4" Sk: 1d6 Ar: 8
- Black halberds UR: 4 Da: 2d6+1
- Magic shields UR: 3 Pa: 1d6+1 May block magic

Image

Icons Mo: 6" Sk: 1d6+1 Ar: 6 (2 HP)
- Axes UR: 3 Da: 1d6+2
* Ritual magic

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Minotaur Mo: 7" Sk: 2d6 Ar: 7 (2 HP)
- Axe UR: 3 Da: 1d6+2
* Brutal strength

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Crazed Shaman (aka Mumbles the Mad) Mo: 5" Sk: 1d6 Ar: 5
- Handaxes UR: 2 Da: 1d6+1
* Heroic feat (Insane prophet / priest)

Dwellers

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Wolfpack rangers Mo: 6" Sk: 1d6 Ar: 4
- Crossbow Ra: 10" UR: 4 Da: 1d6+2
- Swords UR: 2 Da: 1d6+1
* Stealth: may attempt to hide
* Evasion


Image

Elite Rangers Mo: 7" Sk: 1d6+1 Ar: 4
- Longbow Ra: 12" UR: 4 Da: 1d6+1
- Knives UR: 2 Da: 1d6+1
* Stealth: may attempt to hide
* Evasion


Image

Mudi Mo: 5" Sk: 1d6+2 Ar: 6 (2 HP)
- Flamethower Ra: 5" UR: 4 Da: 1d6+3/2"
- Pistol Ra: 6" UR: 3 Da: 1d6+2
- Blunderbuss Ra: 10" UR: 4 Da: 1d6+2
- Pickaxe UR: 3 Da: 1d6+2
- Hammer UR: 2 Da: 1d6+1
- Toolbag: may produce random items, depending on how successful the roll is items may vary in usefulness
- Mechanic: may repair / construct stuff

Giant Mo: 5" Sk: 1d6 Ar: 7 (2 HP)
- Giant mace UR: 3 Da: 2d6

Light Rangers / Peasant crossbowmen Mo: 6" Sk: 1d6 Ar: 4
- Crossbows Ra: 10" UR: 4 Da: 1d6+2
- Knives UR: 2 Da: 1d6+1
* Stealth: may attempt to hide
* Evasion


Image

Furbeasts Mo: 5" Sk: 1d6 Ar: 6
- Warclubs UR: 4 Da: 2d6+1

Image

Furbeasts Mo: 5" Sk: 1d6 Ar: 6
- Warclubs UR: 4 Da: 2d6+1

Scallywags

Image

Scallywags Mo: 6" Sk: 1d6 Ar: 4
- Sabres UR: 2 Da: 1d6+1
- Pistols Ra: 5" UR: 4 Da: 1d6+2
* Evasion

Starcloaks

Image

Starcloaks Mo: 6" Sk: 1d6+2 Ar: 7
- Katanas UR: 4 Da: 1d6+3
- Muskets Ra: 10" UR: 4 Da: 1d6+2
Last edited by Bragallot on Sat Aug 30, 2014 9:19 am, edited 24 times in total.
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Kommander Ken wrote:
Mon Dec 28, 2020 9:04 pm
Wtf is this thread?

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Zahru II
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Re: Encyclopedia Bragtanica

Post by Zahru II » Mon Feb 04, 2013 1:34 pm

This makes me happy
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My stuff: Medivo / Armylists / Battles / SPACE

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Re: Encyclopedia Bragtanica

Post by Pwnerade » Mon Feb 04, 2013 6:18 pm

The Hitkori remind me of playing Shogun: Total War.
An army marches on its stomach, and its favorite food is fudge.

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Bragallot
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Re: Encyclopedia Bragtanica

Post by Bragallot » Mon Feb 04, 2013 6:29 pm

Yeah... all that's missing are some ninjas :)
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Wtf is this thread?

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Re: Encyclopedia Bragtanica

Post by Zupponn » Tue Feb 05, 2013 1:56 am

Bragallot wrote:Yeah... all that's missing are some ninjas :)
Is this foreshadowing?
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Re: Encyclopedia Bragtanica

Post by Bragallot » Tue Feb 05, 2013 3:12 am

Maybe, I may need some other stuff first to finish existing factions. Including Brickarms stuff. I'd probably have to find them cheap in a Bricklink store during my next purchase or something. At one point though, there have to be ninjas 8)
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Kommander Ken wrote:
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Wtf is this thread?

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Bragallot
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Re: Encyclopedia Bragtanica

Post by Bragallot » Wed Feb 06, 2013 8:50 pm

INQUISTADORES

Everything you need to know about the brutal, glorious forces of the Inquistadorial monarchy.

Index (hint: use ctlr+f + unit name to navigate quickly)

1. Infantry
- Heavy infantry
- Elite infantry
- Pilots
- Officers

2. Commandos
- Commander
- Assassin
- Psionic
- Demolitions expert
- Riot trooper
- Berserker
- Flamer
- Melee specialist
- Elite pilot

3. Vehicles
- Hyena mech
- Jackal mech
- El Tigre tank
- Anubis speeders
- Dragonheads
- Jaguar-class dragonheads

1. Infantry

Image

Heavy troopers Mo: 4" Sk: 1d6 Ar: 6
- Miniguns Ra: 10" UR: 5 Da: 2d6/2"
- Machine guns Ra: 10" UR: 3 Da: 1d6+2
- Shotguns Ra: 6" UR: 3 Da: 1d6+3
- Chainswords UR: 3 Da: 1d6+3

Image

Elite troopers Mo: 5" Sk: 1d6+1 Ar: 7
- Miniguns Ra: 10" UR: 5 Da: 2d6/2"

Image

Pilots Mo: 4" Sk: 1d6 Ar: 5
- Chainsaws UR: 3 Da: 1d6+3
- Binoculars Allows friendly troops within 10" radius to reaction fire on targets inside the pilot's LoS, even if they are out of the reacting allies' LoS. (Allies however still need to be in range.) No use cost. Gives +1 to skill when trying to detect enemies.

Image

Officers (Stats and abilities vary by rank)
- Stun blasters Ra: 6" UR: 3 Da: 1d6+1 May be set to stun to deal 1d6 MOM. If an enemy is knocked over, it is stunned for an entire round.
- Vibrosabres UR: 2 Da: 1d6+1
- Comlink Allows the commander to transfer his action to any friendly unit on the map. Target of the transferred action should be within the commander's LoS.

2. Commandos

Image

Commander Mo: 5" Sk: 1d6+2 Ar: 7
- Nova claymore UR: 5 Da: 3d6 May parry anything.
- Binoculars Allows friendly troops within 10" radius to reaction fire on targets inside the pilot's LoS, even if they are out of the reacting allies' LoS. (Allies however still need to be in range.) No use cost. Gives +1 to skill when trying to detect enemies.
- Comlink Allows the commander to transfer his action to any friendly unit on the map. Target of the transferred action should be within the commander's LoS.

* Heroic feat

Image

Assassin Mo: 6" Sk: 1d6+2 Ar: 5
- Laser sniper Ra: 15" UR: 5 Da: 2d6+1
- Powerblade UR: 4 Da: 1d6+3

*Headshot: adds 1 damage to the sniper rifle at the cost of +1 UR.
*Stealth: allows the assassin to Hide. When hidden, cannot be attacked. No use cost. Enemies have to use their action to detect him. Skill is rolled vs. skill. On a tie, the sniper is revealed. Enemies within 5" automatically spot the sniper (unless he's in cover).


Image

Psionic Mo: 5" Sk: 1d6+2 Ar: 6
- Psi attack Ra: Anywhere UR: 4 Da: 1d6+1
- Psi shield UR: 2 Pa: 1d6 May parry anything

* Psionic powers: allows the trooper to attempt any kind of psionic action.

Image

Demolitions expert Mo: 5" Sk: 1d6+2 Ar: 6
- Plasmazooka Ra: 12" UR: 6 Da: 2d6+2/2"

*Demolitions expert: may set explosives, booby traps etc.

Image

Riot trooper Mo: 4" Sk: 1d6+2 Ar: 7
- Shotguns Ra: 6" UR: 3 Da: 1d6+3
- Riot shield UR: 2 Pa: 1d6

* Riot training: gains +1 skill to parry rolls.

Image

Berserker Mo: 6" Sk: 1d6+2 Ar: 8
- OTC staff UR: 5 Da: 3d6 (strikes twice)
- War banner UR: 4 Da: 2d6

Image

Flamer Mo: 5" Sk: 1d6+2 Ar: 6
- Flamethrower Ra: 5" UR: 4 Da: 2d6/2"

*Special suit: immune to fire damage.

Image

Melee specialist Mo: 5" Sk: 1d6+2 Ar: 7
- Power blades UR: 4 Da: 1d6+3

*Dual-wielder

Image

Elite pilot Mo: 5" Sk: 2d6 Ar: 5

3. Vehicles

Image

Hyena mech Mo: 5" Ar: 10 Size 3 (3 SP)

- Burst rockets (8) Ra: 10" UR: 4 Da: 1d6+3/2"
- Twin Laser Ra: 12" UR: 4 Da: (2x) 2d6+1

Image

Jackal mech Mo: 7" Ar: 15 Size 4 (4 SP)

- Autolaser Ra: 12" UR: 3 Da: (2x) 1d6+3
- Autocannon Ra: 12" UR: 4 Da: (2x)2d6+1
- Heavy cannon Ra: 10" UR: 4 Da: 2d6+2
- Flamethrower Ra: 5" UR: 4 Da: 2d6+1/2"
- Claws UR: 2 Da: (6x) 1d6+1

Image

El Tigre tank Mo: 6" Ar: 10 Size 4 (4 SP)
- Heavy cannon Ra: 10" UR: 4 Da: 2d6+2
- Plasma rockets Ra: 10" UR: 4 Da: (2x) 1d6+3/2"

Image

Anubis speeders Mo: 10" Ar: 6 Size 2 (2 SP)
- Light lasers Ra: 6" UR: 3 Da: (2x) 1d6+2

Image

Dragonhead Size 3 Mo: 3”

Basis
Hull Ar: 5 6 SP
Bridge Ar: 5 4 SP
- Level 2 shield generator Adds 1d6+1 armour (until bridge falls to 1 SP.)
AI 1d6 skill

Weapons
(1) Twin Heavy Laser Cannon Ra: 8”, fires straight UR: 4 Da: 2x2d6
(3) Main turrets Ra: 6”, 360° UR: 2 Da: 1d6
(1) Double Mk. 1 missile launcher Ra: N/A, 270° UR: 4
(2) Mk. 1 missile launchers Ra: N/A, 180° UR: 4
- Mk. 1 missiles Mo: 6” Da: 1d6+3/1” Homing.

Automated
(2) EMP Anti-fighter turrets Ra: 2” 360° UR: 2 Da: 1d6
- EMP wave Ra: 2” UR: 4 Disables fighters within 2” radius for a round. Requires pilot’s action.
(2) Autolaser batteries Ra: 6” UR: 3 Da: 1d6+2

Craft
4th gen Executioner bombercraft Mo: 5” Sk: 1d6 Ar: 3
- Bombs Ra: 2” UR: 3 Da: 1d6+1
4th gen Executioner fightercraft Mo: 6” Sk: 1d6 Ar: 3
- Lasercannon Ra: 2” UR: 2 Da: 1d6

Image

Jaguar-class Dragonhead Size 3 Mo: 4”

Basis
Hull Ar: 6 6 SP
Bridge Ar: 5 4 SP
- Level 2 shield generator Adds 1d6+1 armour (until bridge falls to 1 SP.)
AI The ship's AI has 1d6+1 skill

Weapons
(1) Twin Gilded Heavy Laser Cannons Ra: 8”, fires straight UR: 4 Da: 2x2d6+1
(3) Main turrets Ra: 6”, 360° UR: 2 Da: 1d6
(1) Double Mk. 1 missile launcher Ra: N/A, 270° UR: 4
(2) Mk. 1 missile launchers Ra: N/A, 180° UR: 4
- Mk. 1 missiles Mo: 6” Da: 1d6+3/1” Homing.

Automated
(2) EMP Anti-fighter turrets Ra: 2” 360° UR: 2 Da: 1d6
- EMP wave Ra: 2” UR: 4 Disables fighters within 2” radius for a round. Requires pilot’s action.
(2) Autolaser batteries Ra: 6” UR: 3 Da: 1d6+2

Craft
4th gen Executioner bombercraft Mo: 5” Sk: 1d6 Ar: 3
- Bombs Ra: 2” UR: 3 Da: 1d6+1
4th gen Executioner fightercraft Mo: 6” Sk: 1d6 Ar: 3
- Lasercannon Ra: 2” UR: 2 Da: 1d6
Last edited by Bragallot on Wed Feb 06, 2013 10:00 pm, edited 2 times in total.
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Kommander Ken wrote:
Mon Dec 28, 2020 9:04 pm
Wtf is this thread?

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Re: Encyclopedia Bragtanica

Post by Zupponn » Wed Feb 06, 2013 8:58 pm

While I absolutely love the Inquistidores, I cannot find a way to like those miniguns. The shotguns on the other hand are pure love.
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Re: Encyclopedia Bragtanica

Post by Bragallot » Wed Feb 06, 2013 9:24 pm

Hmm, they're probably the best I can do with the parts I currently have. I like the general bulkiness and the contrast with the troops' armour. I also like big guns :twss: At any rate I'm glad you like the troops. They're no longer Falx hybrids, either (except for the commanders).
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Wtf is this thread?

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Re: Encyclopedia Bragtanica

Post by Zupponn » Wed Feb 06, 2013 9:28 pm

Probably if you bulked them up a bit more they would look better.
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Re: Encyclopedia Bragtanica

Post by Bragallot » Wed Feb 06, 2013 9:34 pm

I wish I had more of those light grey cilinder parts. The one with parts at the front and the back look a lot better than those with only one of those things on them.
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Mon Dec 28, 2020 9:04 pm
Wtf is this thread?

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Re: Encyclopedia Bragtanica

Post by Zupponn » Wed Feb 06, 2013 9:38 pm

Oh, the barrels are fine. I have no problems with those. It's the fact that they're just a skinny little handle attached to a barrel that bugs me.
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Re: Encyclopedia Bragtanica

Post by Scratch » Wed Feb 06, 2013 9:46 pm

I am glad to see that my Riot Trooper is still in one piece, It's good to see the stats, now I have something to base my own stats on.
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Re: Encyclopedia Bragtanica

Post by Quantumsurfer » Thu Feb 07, 2013 9:12 am

Inquistadores own. There's so much I like about them.

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Re: Encyclopedia Bragtanica

Post by Bragallot » Thu Feb 07, 2013 6:24 pm

Cameo factions

Multiple small divisions of the Brikverse's warriors that have found themselves into my battles through the powers of ossum.

6. Brittanian League
7. Assyrian Star Empire
8. Immortal Empire
9. Space Nahtzees
10. Bavarians
11. Rednecks
12. Space Pirates
13. Manly Men

Brittanian League

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Aeronaught troopers Mo: 6" (12" with jetpack) Sk: 1d6 Ar: 5
- Electrified sabre UR: 2 Da: 1d6+1
- Pistol Ra: 6” UR: 3 Da: 1d6+2

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All-rounders Mo: 6" Sk: 2d6 Ar: 7
- Cricket bats UR: 4 Da: 2d6
- Anti-blaster shield UR: 2 Pa: 1d6

*Cybernetic leg-implants: may sprint for free.
*Cybernetic reflexes: +1 when parrying.

Heavies Mo: 5" Ar: 6 Sk: 1d6
- Heavy Laser Ra: 10" UR: 4 Da: 2d6

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Pilot Mo: 5" Sk: 1d6 Ar: 5

Gatling walker Mo: 6" Ar: 10 Size 2 (2 SP)
- Gatling gun Ra: 10" UR: 4 Da: (6x) 1d6+3

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Brittanian Mothership Size 3 Mo: 3”

Basis
Hull Ar: 6 5 SP
Bridge Ar: 5 3 SP
- Level 1 shield generator Adds 1d6 armour (until bridge falls to 1 SP.)
AI 1d6 skill

Weapons
(1) Main gun Ra: 8”, fires straight UR: 4 Da: 2d6
(1) Cannon battery Ra: 7”, fires straight UR: 4 Da: 4x1d6+1
(1) Twin bridge guns Ra: 7”, fires straight UR: 4 Da: 2x1d6+2
(1) Double Mk. 1 missile launcher Ra: N/A, 270° UR: 4
(2) Mk. 1 missile launchers Ra: N/A, 180° UR: 4
- Mk. 1 missiles Mo: 6” Da: 1d6+3/1” Homing.
(1) Mk. 2 missile launcher Ra: N/A, 180° UR: 4 Launches Mk. 2 missiles. Takes 1 round to reload.
- Mk. 2 missiles Mo: 6” Da: 2d6/2” Homing.

Automated
(2) Anti-fighter turrets Ra: 2” 180° UR: 2 Da: 1d6

Craft
Brittanian strike fighters Mo: 5” Sk: 1d6 Ar: 3
- Laser cannon Ra: 1” UR: 3 Da: 1d6

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Brittanian Ironclad Size 2 Mo: 4”

Basis
Hull Ar: 5 4 SP
Bridge Ar: 5 3 SP
- Level 1 shield generator Adds 1d6 armour (until bridge falls to 1 SP).
AI 1d6 skill

Weapons
(1) Twin laser cannon Ra: 7”, fires straight UR: 3 Da: 2x1d6+1
(1) Main turret Ra: 6”, 360° UR: 2 Da: 1d6
(1) Double Mk. 1 missile launcher Ra: N/A 360° UR: 4
- Mk. 1 missiles Mo: 6" Da: 1d6+3/1" Takes 1 round to reload.

Automated
(1) Anti-fighter turret Ra: 2” 360° UR: 2 Da: 1d6

Assyrian Star Empire

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Assyrian soldiers

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Venus Size 3 Mo: 5”

Basis
Hull Ar: 5 5 SP
Bridge Ar: 5 3 SP
- Level 3 shield generator Adds 1d6+2 armour (until bridge falls to 1 SP).
AI 1d6+1 skill

Weapons
(1) Hyper phase cannon Ra: 8”, fires straight UR: 4 Da: 2d6+3
(2) Light super lasers Ra: 6”, 180° UR: 4 Da: 2d6+1
(1) Main turret Ra: 6”, 360° UR: 2 Da: 1d6
(4) Torpedo launchers Ra: N/A, 180° UR: 4
- Torpedoes Mo: 6” Da: 1d6+3/1” Take a turn to reload.

Automated
(3) EMP Anti-fighter turrets Ra: 2” 360° UR: 2 Da: 1d6
- EMP wave Ra: 2” UR: 4 Disables fighters within 2” radius for a round. Requires pilot’s action.

Craft
(4) Torpedo frigates Mo: 4” Sk: 1d6 Ar: 4 (+1d6) 2 SP
- Rail cannon Ra: 5” UR: 2 Da: 1d6+1
- Torpedoes Ra: 6” UR: 4 Da: 1d6+3/1” Take a turn to reload.

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Torpedo frigates Mo: 4” Sk: 1d6 Ar: 4 (+1d6) 2 SP
- Rail cannon Ra: 5” UR: 2 Da: 1d6+1
- Torpedoes Ra: 6” UR: 4 Da: 1d6+3/1” Take a turn to reload.

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Orbital Command Size 3 Mo: 1”

Basis
Body Ar: 5 5 SP
- Warp Shield Generator: Creates a banner impenetrable to damage around the command centre when attacked. It could also use this to protect allied ships from ground cannons, but in close proximity, against ships, it's only able to defend itself. Ra: 1d6" UR: 4 Effect: creates impenetrable 1x4 barrier in midair that lasts one round. Cannot be cast as reaction.
Repair bay: May restore 1 SP in 2 turns of time to a docked ship. Takes engineer's action.

Weapons
(1) Hyper phase turret Ra: 8”, fires straight UR: 4 Da: 2d6+1

Craft
(8) Assyrian strike fighters Mo: 6” Sk: 1d6+1 Ar: 2
- Lasercannons Ra: 2” UR: 2 Da: 1d6

Immortal Empire

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Cobra speederbike Mo: 12" Ar: 6 Size 2 (2 SP)
- Light laser Ra: 6" UR: 3 Da: 1d6+2

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Immortal Terrorcharger Size 3 Mo: 5”

Basis
Hull Ar: 5 5 SP
Bridge Ar: 5 3 SP
- Level 2 shield generator Adds 1d6+1 armour (until bridge falls to 1 SP.)
AI The ship’s AI has 1d6+1 skill.

Weapons
(1) Main plasma cannon Ra: 8”, fires straight UR: 4 Da: 2d6+2
(1) Wormhole projector Ra: 7”, fires straight UR: 4 On hit, target disappears and appears again in a point up to 4” away from it’s original position chosen by the controller.
(2) Main turrets Ra: 6”, 360° UR: 2 Da: 1d6
(2) Mk. 2 missile launchers Ra: N/A, 360° UR: 4
- Mk. 2 missiles Mo: 6” Da: 2d6/2” Homing.

Automated
(4) Anti-fighter turrets Ra: 2” UR: 2 Da: 1d6

Craft
Immortal bombers Mo: 5” Sk: 1d6+1 Ar: 2
- Bombs Ra: 2” UR: 3 Da: 1d6+1
Immortal fighters Mo: 6” Sk: 1d6+1 Ar: 2
- Lasercannon Ra: 2” UR: 2 Da: 1d6

Space Nahtzees

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Space Nahtzee Mo: 6" Sk: 1d6+1 Ar: 6
- Heavy pistol Ra: 10" UR: 4 Da: 1d6+2
- Chainsaw UR: 3 Da: 1d6+3

Bavarians

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Bavarian Commandos Mo: 6" Sk: 1d6+1 Ar: 6
- Blasters Ra: 7" UR: 3 Da: 1d6+2

Rednecks

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Rednecks Mo: 5" Sk: 1d6 Ar: 5
- Heavy rifles Ra: 10" UR: 3 Da: 1d6+1
* They took our jobs! - If the Rednecks are convinced the enemy is somehow related to their unemployment, they will gain +1 skill and damage against that unit.

12. Space Pirates

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Valeera Mo: 8" Sk: 2d6+1 Ar: 8 3 HP Heroic feat (Monster Slayer)
- Seeker Bow Ra: 12" UR: 5 Da: 2d6 May fire over or past objects
- Powerblade UR: 4 Da: 2d6
- Armblade UR: 4 Da: 1d6+3

Space Thug Mo: 6" Sk: 1d6 Ar: 7
- Bayonet UR: 3 Da: 1d6+2
- Heavy rifle Ra: 10" UR: 3 Da: 1d6+1

Adventurous Mark Antony Mo: 6" Sk: 1d6+1 Ar: 6
- Roeispaan of Death UR: 4 Da: 2d6
- Heavy rifle Ra: 10" UR: 3 Da: 1d6+1

Pedodoctor Mo: 6" Sk: 1d6+1 Ar: 5
Heal UR: 4 Heals target on successful roll.

Space Pirates Mo: 5" Sk: 1d6 Ar: 6
- Chainsaw UR: 3 Da: 1d6+3
- Heavy weapons UR: 3 Da: 1d6+2
- Heavy rifles Ra: 10" UR: 3 Da: 1d6+1
- Pistols Ra: 6" UR: 3 Da: 1d6+1

13. The Manly Men

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Hombre Fuerte Mo: 7" Sk: 2d6 Ar: 7
- Assault Rifle Ra: 10" UR: 4 Da: 1d6+3
- OTC UR: 5 Da: 3d6

Tough Ombrie Mo: 6" Sk: 1d6+1 Ar: 6
- Assault Rifles Ra: 10" UR: 4 Da: 1d6+3
- Chainswords UR: 3 Da: 1d6+3

Manly Trooper Mo: 5" Sk: 1d6 Ar: 5
- Blasters Ra: 7" UR: 3 Da: 1d6+2
- Chainsaws UR: 3 Da: 1d6+3
Last edited by Bragallot on Fri Apr 05, 2013 8:02 am, edited 19 times in total.
Fantasy battles - Scifi battles
Kommander Ken wrote:
Mon Dec 28, 2020 9:04 pm
Wtf is this thread?

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