EDIT: Battle has been posted here:
http://www.brikwars.com/forums/viewtopi ... =boba+fett
Okay, so this is my preparation thread for a three-way BrikWar between a 40k Space Marine, Master Chief, and Boba Fett. I'd appreciate feedback on my stats and weapons here. Once the actual battle is done, I'll post results under Field Reports.
What I'm looking for right now are recommendations for weapon specs, especially weapons I haven't included yet, and advice on how to build some of these things.
Without further ado, here are the stats thus far:
Warhammer 40k Space Marine
Skill: 1d10 (+1d8)
Move: 7"
Armor: 2d6 (+3d10)
Specialties:
Heroic Ego (+1 CP), with the cliche of "Complete Monster." May attempt heroic feats such as crushing minifigs in one hand, punching through walls to grab someone on the other side etc, and has a complete immunity to pain and fear.
Genetic Enhancements (+10 CP), this unit's genetic enhancements negate the usual move penalty associated with wearing armor, and give the unit six hit points instead of the usual one. In addition, the minifig is granted a +1d8 bonus to skill, and can carry two-handed weapons in one hand.
Power Armor (+12 CP), grants +3d10 armor while worn. Characters attempting to use Power Armor without the Genetic Enhancements ability recieve a -5 penalty to move.
Weaponry:
Ranged:
>Bolter
>>Size: (M)
>>Cost: 10 CP
>>Use: 6
>>Range: 12"
>>Damage: 2d10+2
>>Notes: This weapon may be armor-piercing at ranges of 10" or less, utilizing powerful Kraken rounds. Due to the massive size of each round, ammunition is limited to 15 standard rounds and 15 Kraken rounds, because really, this is basically a handheld cannon, not a gun 0_o
>Mini-Bolter
>>Size: (S)
>>Cost: 6 CP
>>Use: 3
>>Range: 9"
>>Damage: 1d20-1
>>Notes: Ammunition is limited to 8 standard rounds.
>Meltagun
>>Size (M)
>>Cost: 6 CP
>>Use: 4
>>Range: 12"
>>Damage: 1d10
>>Notes: Deals +1d6 damage against units with 1d10 armor or more.
Melee:
>Power Sword
>>Size: (L)
>>Cost: 5 CP
>>Use: 5
>>Range: CC
>>Damage: 2d6+1
>>Notes: Two-handed and -1 to move (unless minifig has the Genetic Enhancements ability).
>Power Fist
>>Size: (L)
>>Cost: 8 CP
>>Use: 6
>>Range: CC
>>Damage: 3d6+2
>>Notes: Deals double damage to targets larger than the user.
Grenades:
>Frag Grenades (3)
>>Size: (S)
>>Cost: 4 CP each
>>Use: 3
>>Range: 1d6+2 (thrown)
>>Damage: 1d10 exp
>>Notes: +1d6 damage to infantry units.
>Krak Grenades (3)
>>Size: (S)
>>Cost: 4 CP each
>>Use: 3
>>Range: 1d6+2 (thrown)
>>Damage: 1d10 exp
>>Notes: +1d6 damage to armored units.
Boba Fett
Skill: 2d10
Move: 8" (-1")
Armor: 2d6 (+2d10+2d6)
Specialties:
Heroic Ego (+1 CP), with the cliche of "Elite Mercenary." May attempt heroic feats such as tying a minifig up with a wrist cable, healing his own wounds, and repairing his own equipment.
Mandalorian Beskar Armor (+14 CP), grants +2d10 and +2d6 armor while worn, and is immune to grinding, except grinding from superheated substances such as Plasma. -1 move penalty.
Jet Pack (+3 CP), is capable of flight.
Mandalorian (+1 CP), due to ridiculous strength of will, this unit has two hit points instead of 1.
Piloting (+1 CP)
Weaponry:
Ranged:
>Blaster Pistol
>>Size: (S)
>>Cost: 4 CP
>>Use: 3 CP
>>Range: 9"
>>Damage: 1d6
>Blaster Rifle
>>Size: (M)
>>Cost: 5 CP
>>Use: 3
>>Range: 12"
>>Damage: 1d6+1
>Portable Ion Cannon
>>Size: (M)
>>Cost: 4 CP
>>Use: 4
>>Range: 14"
>>Damage: n/a
>>Notes: Disables all electrical systems within 1 inch of the point of impact.
>Jetpack-Mounted Missile Launcher (1 use)
>>Size: (S)
>>Cost: 8 CP
>>Use: 3
>>Range: 10"
>>Damage: 2d6 exp
>>Notes: As the launcher is mounted in a jetpack, this weapon does not need to be carried by hand, however, it still requires an action to fire.
>Wrist-Mounted Flamethower
>>Size: (s)
>>Cost: 8 CP
>>Use: 5
>>Range: 5"
>>Damage: 1d10 fire
>>Notes: As this weapon is located in a gauntlet, it does not need to be carried by hand, however, it still requires an action to fire.
>Wrist-Mounted Smart-Cord Launcher
>>Size: (S)
>>Cost: 4 CP
>>Use: 4
>>Range: 12"
>>Damage: n/a
Notes: As this weapon is located in a gauntlet, it does not need to be carried by hand, however, it still requires an action to fire. This weapon fires a grappling piton that may be used to grapple a building or other object within 12", or, using the cord's "smart" function, may be used, with a heroic feat, to tie up one character within 6" (the line is still considered to be attached to Fett's wrist unless he uses an action to detach it).
>Grenade Launcher
>>Size: (M)
>>Cost: 4 CP
>>Use: 3
>>Range: 9"
>>Damage: n\a
>>Notes: This weapon fires preexisting grenades from the user's arsenal. It may be clipped onto a rifle as an attachment or may be an entirely separate piece of weaponry, according to the player's preference.
Melee:
>Beskar-Gam
>>Size: (M)
>>Cost: 6 CP
>>Use: 4
>>Range: CC
>>Damage: 1d6+3
>>Notes: This weapon is unbreakable.
>Mandalorian Crush-Gaunts (2)
>>Size: n/a
>>Cost: 4 CP each
>>Use: 5
>>Range: CC
>>Damage: 1d6 when punching, 2d10 when gripping, crushing, etc.
>>Notes: As this weapon is a gauntlet, it does not need to be carried by hand, however, it still requires an action to use. May be used to attack or parry.
Grenades:
>Ion Grenades (3)
>>Size: (S)
>>Cost: 3 CP each
>>Use: 3
>>Range: 1d6+2 (thrown)
>>Damage: n/a exp
>>Notes: This weapon disables all electrical systems within the explosion radius.
>Concussion Grenades (3)
>>Size: (S)
>>Cost: 5 CP each
>>Use: 3
>>Range: 1d6+2 (thrown)
>>Damage: 1d10 conc exp
>>Notes: Because of the nature of a concussive explosion, if one of these grenades explodes in direct contact with a minifig wearing armor, the minifig takes damage as if it weren't wearing armor.
>Thermal Detonators (3)
>>Size: (S)
>>Cost: 3 CP each
>>Use: 3
>>Range: 1d6+2 (thrown)
>>Damage: 1d10 exp
>Flash-Bangs (3)
>>Size: (S)
>>Cost: 3 CP each
>>Use: 3
>>Range: 1d6+2 (thrown)
>>Damage: n/a
>>Notes: Blinds all minifigs facing the explosion for 1 round. Deafens all unprotected minifigs within 3" for 1 round.
Master Chief
Skill: 1d10 (+2d6)
Move: 9"
Armor: 2d6 (+2d10)(+1d8)
Specialties:
Heroic Ego (+1 CP), with the cliche of "Supersoldier." May attempt heroic feats such as firing from mid-leap with perfect accuracy, shooting massive and awesome-looking guns with only one hand, or body slamming through brick walls.
Genetic Enhancements (+6 CP), this unit's genetic enhancements negate the usual move penalty associated with wearing armor, and give the unit +2d6 skill and 2 hit points instead of 1.
Specialized Armor (+11 CP), grants +2d10 armor while worn, and while active projects a shield that grants another +1d8 armor.
Leadership (+1 CP)
Piloting (+1 CP)
Self-Healing (+2 CP), this unit may heal itself by 1 wound level by holding still and not being attacked for 1 full round.
Weaponry:
Ranged:
>MG6 Personal Defense Weapon
>>Size: (S)
>>Cost: 6 CP
>>Use: 3
>>Range: 9"
>>Damage: 1d10
>>Notes: Opponents receive -3 to armor rolls against this weapon.
>MA5C Individual Combat System
>>Size: (M)
>>Cost: 8 CP
>>Use: 3
>>Range: 12"
>>Damage: 1d6+2
>>Notes: Opponents receive -2 to armor rolls against this weapon. Auto-fire (three shots per attack).
>NA4 Flamethrower
>>Size: (M)
>>Cost: 10 CP
>>Use: 4
>>Range: 6"
>>Damage: 2d6 fire
>>Notes: This weapon requires an ammunition backpack and fuel hose in addition to the main stock in order to fire.
>M7 Submachine Gun
>>Size: (S)
>>Cost: 5 CP
>>Use: 4
>>Range: 6"
>>Damage: 1d6+1
>>Notes: Autofire (three shots per attack)
Melee:
>Plasma Sword
>>Size: (M)
>>Cost: 4 CP
>>Use: 5
>>Range: CC
>>Damage: 1d6+3
>>Notes: Does +1 damage when grinding.
Grenades:
>Frag Grenades (3)
>>Size: (S)
>>Cost: 4 CP each
>>Use: 3
>>Range: 1d6+2 (thrown)
>>Damage: 1d10 exp
>>Notes: +1d6 damage to infantry units.
>Krak (Firebomb) Grenades (3)
>>Size: (S)
>>Cost: 4 CP each
>>Use: 3
>>Range: 1d6+2 (thrown)
>>Damage: 1d10 exp
>>Notes: +1d6 damage to armored units.
>Plasma Grenades (3)
>>Size: (S)
>>Cost: 4 CP each
>>Use: 3
>>Range: 1d6+2 (thrown)
>>Damage: 1d10 exp
>>Notes: If this grenade connects directly to the target, it sticks to that target and cannot be removed. This grenade will not explode until 1. two rounds have passed since it was thrown, or 2. it is detonated manually with some device, or targeted in an attack.