Encyclopedia Bragtanica - Falx Elite
Moderators: Zahru II, Bragallot, RedRover, Natalya
- Zupponn
- if you give us money we will give you product
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Re: Encyclopedia Bragtanica
Love the walker.
- Silverdream
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Re: Encyclopedia Bragtanica
That walker is cool looking. Also, nice use of visors.
This sig is too fucking large: show anyway
- Bragallot
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Re: Encyclopedia Bragtanica
Enemies of the Kingdom
All those enemies of the Kingdom that are native to Westeron and not Kerratians or Falx.
6. Undead
7. Draklon raiders
8. Elves
Undead
Skeleton champion Mo: 6" Sk: 2d6 Ar: 7
* Skeletal
* Resistant to arrows
Skeleton warriors Mo: 5" Sk: 1d6 Ar: 5
* Skeletal
* Resistant to arrows
Skeletons Mo: 5" Sk: 1d6 Ar: 4
* Skeletal
* Resistant to arrows
Bitchy Witches Mo: 6" Sk: 1d6+1 Ar: 5 (2 HP)
- Wands Ra: 10" UR: 4 Da: 1d6+2
(vs. ranged) UR: 2 Pa: 1d6
* Dark magic
Fire Wraiths Mo: 6" Sk: 1d6+1 Ar: 6
- Fire swords UR: 3 Da: 1d6+1 (1d6 fire damage)
- Shields UR: 2 Pa: 1d6+1
- Head gem Ra: 5" UR: 3 Da: 1d6 (Can't be parried)
* Fire magic
Lost Souls Mo: 5" Sk: 1d6 Ar: 3
* Possession: possesses enemy minifig if own skill roll is higher than opposing one.
* Ethereal: can only be destroyed by magic damage
Grave wraiths Mo: 6" Sk: 1d6+1 Ar: 6
- Ice blades UR: 3 Da: 1d6+1 (may freeze enemies)
- Shields UR: 2 Pa: 1d6+1
- Head gem Ra: 5" UR: 3 Da: 1d6 (Can't be parried)
Undead ogre Mo: 6" Sk: 1d6 Ar: 7 (2 HP)
- Mace UR: 4 Da: 2d6+1
Yeti Mo: 6" Sk: 1d6 Ar: 7 (2 HP)
- Claws UR: 2 Da: (2x) 1d6+2
Undead crocodiles Mo: 5" Sk: 1d6 Ar: 6 (2 HP)
- Chomp UR: 3 Da: 1d6+2
Verminites Mo: 6" Sk: 1d6 Ar: 3
- Fangs Ur: 2 Da: 1d6
Scorpions Mo: 4" Sk: 1d6 Ar: 0
- Bite UR: 2 Da: 1d6
Desert golems Mo: 4" Sk: 1d6 Ar: 6
- Claws UR: 2 Da: 1d6+1
Ghouls Mo: 6" Sk: 1d6 Ar: 4
- Claws UR: 2 Da: 1d6+1
Draklon Raiders
Hero Mo: 6" Sk: 2d6 Ar: 8 Heroic Feat
- Spiked Mace UR: 4 Da: 1d6+3
- Shield UR: 2 Pa: 1d6
Officer Mo: 5" Sk: 1d6+1 Ar: 6
- Spear UR: 3 Da: 1d6+2
- Shield UR: 2 Pa: 1d6
Raiders Mo: 5" Sk: 1d6 Ar: 5
- Cleavers UR: 4 Da: 1d6+3
- Axes UR: 3 Da: 1d6+2
- Swords UR: 2 Da: 1d6+1
- Shields UR: 2 Pa: 1d6
Elves
Dark Elves Mo: 6" Sk: 1d6+2 Ar: 6
Elf blades UR: 4 Da: 1d6+3
* Evasion
All those enemies of the Kingdom that are native to Westeron and not Kerratians or Falx.
6. Undead
7. Draklon raiders
8. Elves
Undead
Skeleton champion Mo: 6" Sk: 2d6 Ar: 7
* Skeletal
* Resistant to arrows
Skeleton warriors Mo: 5" Sk: 1d6 Ar: 5
* Skeletal
* Resistant to arrows
Skeletons Mo: 5" Sk: 1d6 Ar: 4
* Skeletal
* Resistant to arrows
Bitchy Witches Mo: 6" Sk: 1d6+1 Ar: 5 (2 HP)
- Wands Ra: 10" UR: 4 Da: 1d6+2
(vs. ranged) UR: 2 Pa: 1d6
* Dark magic
Fire Wraiths Mo: 6" Sk: 1d6+1 Ar: 6
- Fire swords UR: 3 Da: 1d6+1 (1d6 fire damage)
- Shields UR: 2 Pa: 1d6+1
- Head gem Ra: 5" UR: 3 Da: 1d6 (Can't be parried)
* Fire magic
Lost Souls Mo: 5" Sk: 1d6 Ar: 3
* Possession: possesses enemy minifig if own skill roll is higher than opposing one.
* Ethereal: can only be destroyed by magic damage
Grave wraiths Mo: 6" Sk: 1d6+1 Ar: 6
- Ice blades UR: 3 Da: 1d6+1 (may freeze enemies)
- Shields UR: 2 Pa: 1d6+1
- Head gem Ra: 5" UR: 3 Da: 1d6 (Can't be parried)
Undead ogre Mo: 6" Sk: 1d6 Ar: 7 (2 HP)
- Mace UR: 4 Da: 2d6+1
Yeti Mo: 6" Sk: 1d6 Ar: 7 (2 HP)
- Claws UR: 2 Da: (2x) 1d6+2
Undead crocodiles Mo: 5" Sk: 1d6 Ar: 6 (2 HP)
- Chomp UR: 3 Da: 1d6+2
Verminites Mo: 6" Sk: 1d6 Ar: 3
- Fangs Ur: 2 Da: 1d6
Scorpions Mo: 4" Sk: 1d6 Ar: 0
- Bite UR: 2 Da: 1d6
Desert golems Mo: 4" Sk: 1d6 Ar: 6
- Claws UR: 2 Da: 1d6+1
Ghouls Mo: 6" Sk: 1d6 Ar: 4
- Claws UR: 2 Da: 1d6+1
Draklon Raiders
Hero Mo: 6" Sk: 2d6 Ar: 8 Heroic Feat
- Spiked Mace UR: 4 Da: 1d6+3
- Shield UR: 2 Pa: 1d6
Officer Mo: 5" Sk: 1d6+1 Ar: 6
- Spear UR: 3 Da: 1d6+2
- Shield UR: 2 Pa: 1d6
Raiders Mo: 5" Sk: 1d6 Ar: 5
- Cleavers UR: 4 Da: 1d6+3
- Axes UR: 3 Da: 1d6+2
- Swords UR: 2 Da: 1d6+1
- Shields UR: 2 Pa: 1d6
Elves
Dark Elves Mo: 6" Sk: 1d6+2 Ar: 6
Elf blades UR: 4 Da: 1d6+3
* Evasion
Last edited by Bragallot on Tue Jul 22, 2014 4:59 pm, edited 10 times in total.
- Bragallot
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Re: Encyclopedia Bragtanica
The Falx Republic
Fierce invaders from another world.
Scouts Mo: 6" Sk: 1d6+1 Ar: 4
- Sabres UR: 2 Da: 1d6+1
- Crossbows Ra: 10" UR: 4 Da: 1d6+2
* Stealth: may attempt to hide
* Evasion
Death Seekers Mo: 6" Sk: 1d6+1 Ar: 6
- Axes UR: 3 Da: 1d6+2
* Runny came up with these guys, so they get +1" move.
Swordsmen Mo: 5" Sk: 1d6 Ar: 5
- Swords UR: 2 Da: 1d6+1
- Spiked Shields UR: 2 Pa: 1d6 (also count as heavy weapons)
Spearmen Mo: 5" Sk: 1d6 Ar: 5
- Spears UR: 3 Da: 1d6+2
- Spiked Shields (also count as heavy weapons)
Halberdiers Mo: 4" Sk: 1d6 Ar: 5
- Halberds UR: 4 Da: 2d6
Crossbowmen Mo: 5" Sk: 1d6 Ar: 5
- Crossbows Ra: 10" UR: 4 Da: 1d6+2
Javelineers Mo: 6" Sk: 1d6 Ar: 4
- Javelins Ra: 6" UR: 3 Da: 1d6+2
* Skirmishers: may move out of combat without facing a reaction attack or using their action.
Assassins Mo: 7" Sk: 1d6+2 Ar: 3
- Katana's UR: 4 Da: 1d6+3
- Knives UR: 2 Da: 1d6+1
* Dodge
* Stealth: may attempt to hide
Light lancers Mo: 5" Sk: 1d6 Ar: 5
- Spiked Shields UR: 2 Pa: 1d6 (also count as heavy weapons)
* Lancer training: may use lances in regular cc
Horse Mo: 10" Ar: 1d6 2 HP
Heavy lancers Mo: 4" Sk: 1d6 Ar: 7
- Pike UR: 4 Da: 2d6+1
- Shield UR: 2 Pa: 1d6
Horse: Mo: 10" Ar: 1d6 2 HP
Summoners Mo: 6" Sk: 1d6+2 Ar: 5
- Magic missile Ra: 10" UR: 4 Da: 1d6+2
- Magic shield UR: 2 Pa: 1d6
* Arcane magic
Fierce invaders from another world.
Scouts Mo: 6" Sk: 1d6+1 Ar: 4
- Sabres UR: 2 Da: 1d6+1
- Crossbows Ra: 10" UR: 4 Da: 1d6+2
* Stealth: may attempt to hide
* Evasion
Death Seekers Mo: 6" Sk: 1d6+1 Ar: 6
- Axes UR: 3 Da: 1d6+2
* Runny came up with these guys, so they get +1" move.
Swordsmen Mo: 5" Sk: 1d6 Ar: 5
- Swords UR: 2 Da: 1d6+1
- Spiked Shields UR: 2 Pa: 1d6 (also count as heavy weapons)
Spearmen Mo: 5" Sk: 1d6 Ar: 5
- Spears UR: 3 Da: 1d6+2
- Spiked Shields (also count as heavy weapons)
Halberdiers Mo: 4" Sk: 1d6 Ar: 5
- Halberds UR: 4 Da: 2d6
Crossbowmen Mo: 5" Sk: 1d6 Ar: 5
- Crossbows Ra: 10" UR: 4 Da: 1d6+2
Javelineers Mo: 6" Sk: 1d6 Ar: 4
- Javelins Ra: 6" UR: 3 Da: 1d6+2
* Skirmishers: may move out of combat without facing a reaction attack or using their action.
Assassins Mo: 7" Sk: 1d6+2 Ar: 3
- Katana's UR: 4 Da: 1d6+3
- Knives UR: 2 Da: 1d6+1
* Dodge
* Stealth: may attempt to hide
Light lancers Mo: 5" Sk: 1d6 Ar: 5
- Spiked Shields UR: 2 Pa: 1d6 (also count as heavy weapons)
* Lancer training: may use lances in regular cc
Horse Mo: 10" Ar: 1d6 2 HP
Heavy lancers Mo: 4" Sk: 1d6 Ar: 7
- Pike UR: 4 Da: 2d6+1
- Shield UR: 2 Pa: 1d6
Horse: Mo: 10" Ar: 1d6 2 HP
Summoners Mo: 6" Sk: 1d6+2 Ar: 5
- Magic missile Ra: 10" UR: 4 Da: 1d6+2
- Magic shield UR: 2 Pa: 1d6
* Arcane magic
Last edited by Bragallot on Wed Feb 13, 2013 9:44 am, edited 2 times in total.
- Bragallot
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Re: Encyclopedia Bragtanica
Kerrat
6. High magisters
7. Dragon Knights
8. Crimson Knights
9. Eagle Knights
High Magisters
Magisters Mo: 7" Sk: 2d6 Ar: 7
- Wands Ra: 10" UR: 4 Da: 1d6+2
(vs. ranged) UR: 2 Pa: 1d6
* Arcane magic
Dragon Knights
Crossbowmen Mo: 5" Sk: 1d6 Ar: 5
- Crossbows Ra: 10" UR: 4 Da: 1d6+2
Spearmen Mo: 5" Sk: 1d6 Ar: 5
- Spears UR: 3 Da: 1d6+2
- Shields UR: 2 Pa: 1d6
Longswordsmen Mo: 5" Sk: 1d6+1 Ar: 6
- Longswords UR: 4 Da: 1d6+3
- Shields UR: 2 Pa: 1d6
Lancers Mo: 5" Sk: 1d6+1 Ar: 6
- Lances UR: 4 Da: 2d6
- Swords UR: 2 Da: 1d6+1
- Shields UR: 2 Pa: 1d6
War Horse Mo: 10" Ar: 1d6+1 2 HP
Dragon Guard Mo: 5" Sk: 1d6+2 Ar: 7
- Longswords UR: 4 Da: 1d6+3
- Pikes UR: 4 Da: 2d6
- Shields UR: 2 Pa: 1d6
Dragoons Mo: 5" Sk: 1d6+1 Ar: 6
- Pikes UR: 4 Da: 2d6
- Shields UR: 2 Pa: 1d6
Crimson Knights
Specialty: Fright. Units with 1d6 skill suffer -1 skill against Crimson Knights.
Battle mages Mo: 4" Sk: 1d6 Ar: 6
- Swords UR: 2 Da: 1d6+1
- Wands Ra: 10" UR: 4 Da: 1d6+2
(vs. ranged) UR: 2 Pa: 1d6
- May cast minor spells
Iron Grannies Mo: 6" Sk: 1d6+1 Ar: 5
- Handweapons UR: 2 Da: 1d6+1
- Wands Ra: 10" UR: 4 Da: 1d6+2
- Shields UR: 2 Pa: 1d6
- May cast minor spells
Crimson Knights Mo: 4" Sk: 1d6 Ar: 6
- Handweapons UR: 2 Da: 1d6
- Shields UR: 2 Pa: 1d6
War Horse Mo: 10" Ar: 1d6+1 2 HP
Harbingers Mo: 5" Sk: 1d6+1 Ar: 5
- Pikes UR: 4 Da: 2d6
- Shields UR: 2 Pa: 1d6
Heavy swordsmen Mo: 4" Sk: 1d6 Ar: 6
- Swords UR: 2 Da: 1d6+1
- Shields UR: 2 Pa: 1d6
Eagle Knights
Eagle Knights Mo: 5" Sk: 1d6 Ar: 6
- Broadswords UR: 2 Da: 1d6+1
- Lances UR: 4 Da: 2d6
- Shields UR: 2 Pa: 1d6
Horses Mo: 10" Ar: 1d6 2 HP
Elite Knights Mo: 6" Sk: 2d6 Ar: 7
- Katana UR: 4 Da: 1d6+3
- Lances UR: 4 Da: 2d6
- Shields UR: 2 Pa: 1d6
Horses Mo: 10" Ar: 1d6 2 HP
Crossbowmen Mo: 5" Sk: 1d6 Ar: 5
- Crossbows Ra: 10" UR: 4 Da: 1d6+2
Footmen Mo: 5" Sk: 1d6 Ar: 5
- Sword UR: 2 Da: 1d6+1
- Shields UR: 2 Pa: 1d6
Spearmen Mo: 5" Sk: 1d6 Ar: 5
- Spears UR: 3 Da: 1d6+2
- Shields UR: 2 Pa: 1d6
Water mage Mo: 6" Sk: 1d6+1 Ar: 4
- Magic missile Ra: 10" UR: 4 Da: 1d6+2
- Magic shield UR: 2 Pa: 1d6
* Water magic
6. High magisters
7. Dragon Knights
8. Crimson Knights
9. Eagle Knights
High Magisters
Magisters Mo: 7" Sk: 2d6 Ar: 7
- Wands Ra: 10" UR: 4 Da: 1d6+2
(vs. ranged) UR: 2 Pa: 1d6
* Arcane magic
Dragon Knights
Crossbowmen Mo: 5" Sk: 1d6 Ar: 5
- Crossbows Ra: 10" UR: 4 Da: 1d6+2
Spearmen Mo: 5" Sk: 1d6 Ar: 5
- Spears UR: 3 Da: 1d6+2
- Shields UR: 2 Pa: 1d6
Longswordsmen Mo: 5" Sk: 1d6+1 Ar: 6
- Longswords UR: 4 Da: 1d6+3
- Shields UR: 2 Pa: 1d6
Lancers Mo: 5" Sk: 1d6+1 Ar: 6
- Lances UR: 4 Da: 2d6
- Swords UR: 2 Da: 1d6+1
- Shields UR: 2 Pa: 1d6
War Horse Mo: 10" Ar: 1d6+1 2 HP
Dragon Guard Mo: 5" Sk: 1d6+2 Ar: 7
- Longswords UR: 4 Da: 1d6+3
- Pikes UR: 4 Da: 2d6
- Shields UR: 2 Pa: 1d6
Dragoons Mo: 5" Sk: 1d6+1 Ar: 6
- Pikes UR: 4 Da: 2d6
- Shields UR: 2 Pa: 1d6
Crimson Knights
Specialty: Fright. Units with 1d6 skill suffer -1 skill against Crimson Knights.
Battle mages Mo: 4" Sk: 1d6 Ar: 6
- Swords UR: 2 Da: 1d6+1
- Wands Ra: 10" UR: 4 Da: 1d6+2
(vs. ranged) UR: 2 Pa: 1d6
- May cast minor spells
Iron Grannies Mo: 6" Sk: 1d6+1 Ar: 5
- Handweapons UR: 2 Da: 1d6+1
- Wands Ra: 10" UR: 4 Da: 1d6+2
- Shields UR: 2 Pa: 1d6
- May cast minor spells
Crimson Knights Mo: 4" Sk: 1d6 Ar: 6
- Handweapons UR: 2 Da: 1d6
- Shields UR: 2 Pa: 1d6
War Horse Mo: 10" Ar: 1d6+1 2 HP
Harbingers Mo: 5" Sk: 1d6+1 Ar: 5
- Pikes UR: 4 Da: 2d6
- Shields UR: 2 Pa: 1d6
Heavy swordsmen Mo: 4" Sk: 1d6 Ar: 6
- Swords UR: 2 Da: 1d6+1
- Shields UR: 2 Pa: 1d6
Eagle Knights
Eagle Knights Mo: 5" Sk: 1d6 Ar: 6
- Broadswords UR: 2 Da: 1d6+1
- Lances UR: 4 Da: 2d6
- Shields UR: 2 Pa: 1d6
Horses Mo: 10" Ar: 1d6 2 HP
Elite Knights Mo: 6" Sk: 2d6 Ar: 7
- Katana UR: 4 Da: 1d6+3
- Lances UR: 4 Da: 2d6
- Shields UR: 2 Pa: 1d6
Horses Mo: 10" Ar: 1d6 2 HP
Crossbowmen Mo: 5" Sk: 1d6 Ar: 5
- Crossbows Ra: 10" UR: 4 Da: 1d6+2
Footmen Mo: 5" Sk: 1d6 Ar: 5
- Sword UR: 2 Da: 1d6+1
- Shields UR: 2 Pa: 1d6
Spearmen Mo: 5" Sk: 1d6 Ar: 5
- Spears UR: 3 Da: 1d6+2
- Shields UR: 2 Pa: 1d6
Water mage Mo: 6" Sk: 1d6+1 Ar: 4
- Magic missile Ra: 10" UR: 4 Da: 1d6+2
- Magic shield UR: 2 Pa: 1d6
* Water magic
Last edited by Bragallot on Mon Mar 17, 2014 4:21 am, edited 5 times in total.
- Bragallot
- MULTIPLE, SIMULTANEOUS AND DEVASTATING DEFENSIVE DEEP STRIKES!!!
- Posts: 5367
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Re: Encyclopedia Bragtanica
Neutral / other
Woad Elves
Warbands Mo: 5" Sk: 1d6 Ar: 4
- Spears UR: 3 Da: 1d6+2
- Shields UR: 2 Pa: 1d6
* Evasion
Hunters Mo: 6" Sk: 1d6 Ar: 4
- Axes UR: 3 Da: 1d6+2
- Crossbows Ra: 5" UR: 3 Da: 1d6+2
* Evasion
Amazons Mo: 5" Sk: 1d6+1 Ar: 5
- Lances UR: 4 Da: 2d6
- Swords UR: 2 Da: 1d6+1
- Shields UR: 2 Pa: 1d6
* Evasion
Elite warriors Mo: 6" Sk: 1d6+1 Ar: 6
- Katanas UR: 4 Da: 1d6+3
* Evasion
Elite archers Mo: 6" Sk: 1d6+1 Ar: 6
- Elf bows Ra: 12" UR: 4 Da: 1d6+1
* Evasion
Ironic Punishment Division
Gramps
Little red
Little blue
*stats classified*
Woad Elves
Warbands Mo: 5" Sk: 1d6 Ar: 4
- Spears UR: 3 Da: 1d6+2
- Shields UR: 2 Pa: 1d6
* Evasion
Hunters Mo: 6" Sk: 1d6 Ar: 4
- Axes UR: 3 Da: 1d6+2
- Crossbows Ra: 5" UR: 3 Da: 1d6+2
* Evasion
Amazons Mo: 5" Sk: 1d6+1 Ar: 5
- Lances UR: 4 Da: 2d6
- Swords UR: 2 Da: 1d6+1
- Shields UR: 2 Pa: 1d6
* Evasion
Elite warriors Mo: 6" Sk: 1d6+1 Ar: 6
- Katanas UR: 4 Da: 1d6+3
* Evasion
Elite archers Mo: 6" Sk: 1d6+1 Ar: 6
- Elf bows Ra: 12" UR: 4 Da: 1d6+1
* Evasion
Ironic Punishment Division
Gramps
Little red
Little blue
*stats classified*
Last edited by Bragallot on Mon Mar 17, 2014 4:29 am, edited 4 times in total.
- Bragallot
- MULTIPLE, SIMULTANEOUS AND DEVASTATING DEFENSIVE DEEP STRIKES!!!
- Posts: 5367
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Re: Encyclopedia Bragtanica
Neo-Prussian Empire
Himmelsjäger Mo: 7" Sk: 2d6 Ar: 7 Farce wielders
- Beamsabre UR: 3 Da: 1d6+3
- Laser shield UR: 3 Pa: 1d6+1
Psychobots Mo: 6" Sk: 1d6+2 Ar: 8 (2 HP)
- Plasma Cannon Ra: 12" UR: 6 Da: 2d6+3/2"
- Scatter sniper Ra: 12" UR: 5 Da: 1d6+2/2"
- Machine laser Ra: 10" UR: 4 Da: (3x) 1d6+2
Lieutenant Mo: 5" Sk: 1d6+1 Ar: 6
Wolves Mo: 5" Sk: 1d6 Ar: 5
- Zerreiser Ra: 10" UR: 4 Da: 2d6+1
- Sniper Ra: 12" UR: 3 Da: 1d6+3 Can attempt a headshot for +1 UR and +1 Damage
Heavy Mo: 5" Sk: 1d6 Ar: 6
Wolves Mo: 5" Sk: 1d6 Ar: 5
- Panzerfaust Ra: 10" UR: 5 Da: 2d6+2
Jaegers Mo: 5" Sk: 1d6+1 Ar: 5
- Plasma Zerreiser Ra: 10" UR: 4 Da: 2d6+1 May fire a plasma charge for +1 damage and +1 UR
Jetpacks give +5" move when flying.
Lieutenant Mo: 6" Sk: 1d6+1 Ar: 6
- SMG Ra: 7" UR: 3 Da: 1d6+2
- Nova sword UR: 4 Da: 2d6 (may parry anything)
Assault troopers Mo: 6" Sk: 1d6 Ar: 5
- SMG Ra: 7" UR: 3 Da: 1d6+2
- Sabre UR: 2 Da: 1d6+1
Militia Mo: 5" Sk: 1d6 Ar: 5
- SMG Ra: 7" UR: 3 Da: 1d6+2
- Sabre UR: 2 Da: 1d6+1
Healbot Mo: 5" Sk: 1d6 Ar: 5
- Heal UR: 4 Heals target on successful roll.
Officer* Mo: 7" Sk: 1d6+2 Ar: 5
Secret police* Mo: 6" Sk: 1d6+1 Ar: 4
- Nova sword UR: 4 Da: 2d6 (may parry anything)
- SMG Ra: 7" UR: 3 Da: 1d6+2
- Scope Gives +1 to aim, may be used to discover hidden targets
* May fire in cc
Ripperbot Mo: 5" Sk: 1d6 Ar: 5
- Claws UR: 2 Da: 1d6
Skeletal -1 to hit
Abwehrgeschutz Ar: 10 Size 2 (2 SP)
AI 1d6 skill
- Twin Heavy Laser Ra: 12" UR: 3 Da: (2x) 2d6+1
Hound speederbike Mo: 10" Ar: 6 Size 2 (2 SP)
- Light photon cannons Ra: 6" UR: 3 Da: (2x) 1d6+2
Engel combat suit Mo: 8" Ar: 10 Size 2 (2 SP)
- Plasma Zerreiser Ra: 10" UR: 4 Da: 2d6+1 May fire a plasma charge for +1 damage and +1 UR
- Nova claymore UR: 5 Da: 3d6 May parry anything
Schwebewulf hovertank Mo: 10" Ar: 12 Size 4 (4 SP)
- Laser battery Ra: 12" UR: 4 Da: (6x) 2d6
- (12) Mk. 1 Missiles Ra: 12" UR: 4 Da: 1d6+3/2"
Gheistschlag gunship Mo: 12" Ar: 12 Size 8 (6 SP)
- Forward lasers Ra: 6" UR: 3 Da: 2d6
- Minigun Ra: 6" UR: 4 Da: (4x) 1d6+2
- Heavy cannons Ra: 10" UR: 6 Da: (4x) 3d6
- Mk. 2 missiles Ra: 12" UR: 5 Da: 2d6+2/2"
* Shield generator: adds 1d6 armour
Schattenlaufer light mech Mo: 8" Ar: 10 Size 2 (2 SP)
- Machine guns Ra: 10" UR: 3 Da: (2x) 2d6+1
Raven medium mech Mo: 5" Ar: 15 Size 3 (3 SP)
- Minigun Ra: 8" UR: 4 Da: (4x) 1d6+2
- Light lasers Ra: 8" UR: 2 Da: (2x) 1d6+1
- Heavy cannons Ra: 11" UR: 6 Da: (2x) 3d6
(12) Mk. 1 Missiles Ra: 12" UR: 4 Da: 1d6+3/2"
Gekka Knightmare frame ???
Mastercutor Size 3 Mo: 4”
Built to see the Neo-Prussian Empire through the Immortal War, these fearsomely heavily-armed cruisers are equipped to counter just about any threat.
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 1d6 skill
Weapons
(1) Anti-matter laser Ra: 8”, fires straight UR: 4 Da: 2d6 (+2 if it passes shields)
(1) Plasma Howitzer Ra: (skill), 180° UR: 5 Da: 2d6+2/2”
(1) Large turret Ra: 6”, 360° UR: 3 Da: 1d6+2
(2) Main turrets Ra: 6”, 360° UR: 2 Da: 1d6
(2) Mk. 1 missile launchers Ra: N/A, 180° UR: 4
- Mk. 1 missiles Mo: 6” Da: 1d6+3/1” Homing.
(2) Mk. 2 missile launchers 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
(5) Anti-fighter turrets Ra: 2” 180° UR: 2 Da: 1d6
Craft
Mk. 2 Mobhunter fightercraft Mo: 6” Sk: 1d6 Ar: 2 -1 to hit
- Twin lasercannons Ra: 2” UR: 2 Da: 2x1d6
- Torpedoes Ra: 2” UR: 3 Da: 1d6+1
Eagle Mk. 3 Size 2 Mo: 5”
A typical escort ship, the Eagle is most useful laying waste to enemy fighter formations or intercepting missiles while using her own speed to avoid damage.
Basis
Hull Ar: 4 4 SP
Bridge Ar: 4 3 SP
- Level 1 shield generator Adds 1d6 armour (until bridge falls to 1 SP).
AI 1d6 skill
Weapons
(1) Twin photon cannon Ra: 7”, fires straight UR: 3 Da: 2x1d6+2
(2) Main turrets Ra: 6”, 360° UR: 2 Da: 1d6
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.
(1) Anti-fighter tower Ra: 3” 360° UR: 2 Da: 1d6+1
Craft
(1) Mk. 2 Mobhunter fightercraft Mo: 6” Sk: 1d6 Ar: 2 -1 to hit
- Twin lasercannons Ra: 2” UR: 2 Da: 2x1d6
- Torpedoes Ra: 2” UR: 3 Da: 1d6+1
Dominator Mk. 2 Size 2 Mo: 4”
Dominators commonly don't dish out much damage themselves, but they can orchestrate the destruction of a larger ship with the use of their ion cannons, which can leave a ship crippled or unable to fight back when used correctly.
Basis
Hull Ar: 4 4 SP
Bridge Ar: 4 3 SP
- Level 2 shield generator Adds 1d6+1 armour (until bridge falls to 1 SP).
AI 1d6 skill
Weapons
(1) Ion Cannon Ra: 7”, fires straight UR: 3 Disables target enemy system for 1 round on hit.
(1) Twin photon cannon Ra: 7”, fires straight UR: 3 Da: 2x1d6+2
(2) Main turrets Ra: 6”, 360° UR: 2 Da: 1d6
Automated
(1) EMP Anti-fighter turret 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.
(1) Anti-fighter tower Ra: 3” 360° UR: 2 Da: 1d6+1
Craft
Mk. 2 Mobhunter fightercraft Mo: 6” Sk: 1d6 Ar: 2 -1 to hit
- Twin lasercannons Ra: 2” UR: 2 Da: 2x1d6
- Torpedoes Ra: 2” UR: 3 Da: 1d6+1
Disruptor Mk. 1 Size 2 Mo: 5”
An advanced defense-orientated escort ship mostly tasked with protecting other ships.
Basis
Hull Ar: 4 4 SP
Bridge Ar: 4 3 SP
- Level 2 shield generator Adds 1d6+1 armour (until bridge falls to 1 SP).
AI 1d6+1 skill
Weapons
(1) Warp Shield Generator Ra: 4", 360° UR: 4 Creates a 1x2 warp shield at a chosen location within range. The shield can take 1d6 damage.
(2) Main turrets Ra: 6”, 360° UR: 2 Da: 1d6
Automated
(2) Anti-fighter turrets Ra: 2” 360° UR: 2 Da: 1d6
Craft
None
Himmelsjäger Mo: 7" Sk: 2d6 Ar: 7 Farce wielders
- Beamsabre UR: 3 Da: 1d6+3
- Laser shield UR: 3 Pa: 1d6+1
Psychobots Mo: 6" Sk: 1d6+2 Ar: 8 (2 HP)
- Plasma Cannon Ra: 12" UR: 6 Da: 2d6+3/2"
- Scatter sniper Ra: 12" UR: 5 Da: 1d6+2/2"
- Machine laser Ra: 10" UR: 4 Da: (3x) 1d6+2
Lieutenant Mo: 5" Sk: 1d6+1 Ar: 6
Wolves Mo: 5" Sk: 1d6 Ar: 5
- Zerreiser Ra: 10" UR: 4 Da: 2d6+1
- Sniper Ra: 12" UR: 3 Da: 1d6+3 Can attempt a headshot for +1 UR and +1 Damage
Heavy Mo: 5" Sk: 1d6 Ar: 6
Wolves Mo: 5" Sk: 1d6 Ar: 5
- Panzerfaust Ra: 10" UR: 5 Da: 2d6+2
Jaegers Mo: 5" Sk: 1d6+1 Ar: 5
- Plasma Zerreiser Ra: 10" UR: 4 Da: 2d6+1 May fire a plasma charge for +1 damage and +1 UR
Jetpacks give +5" move when flying.
Lieutenant Mo: 6" Sk: 1d6+1 Ar: 6
- SMG Ra: 7" UR: 3 Da: 1d6+2
- Nova sword UR: 4 Da: 2d6 (may parry anything)
Assault troopers Mo: 6" Sk: 1d6 Ar: 5
- SMG Ra: 7" UR: 3 Da: 1d6+2
- Sabre UR: 2 Da: 1d6+1
Militia Mo: 5" Sk: 1d6 Ar: 5
- SMG Ra: 7" UR: 3 Da: 1d6+2
- Sabre UR: 2 Da: 1d6+1
Healbot Mo: 5" Sk: 1d6 Ar: 5
- Heal UR: 4 Heals target on successful roll.
Officer* Mo: 7" Sk: 1d6+2 Ar: 5
Secret police* Mo: 6" Sk: 1d6+1 Ar: 4
- Nova sword UR: 4 Da: 2d6 (may parry anything)
- SMG Ra: 7" UR: 3 Da: 1d6+2
- Scope Gives +1 to aim, may be used to discover hidden targets
* May fire in cc
Ripperbot Mo: 5" Sk: 1d6 Ar: 5
- Claws UR: 2 Da: 1d6
Skeletal -1 to hit
Abwehrgeschutz Ar: 10 Size 2 (2 SP)
AI 1d6 skill
- Twin Heavy Laser Ra: 12" UR: 3 Da: (2x) 2d6+1
Hound speederbike Mo: 10" Ar: 6 Size 2 (2 SP)
- Light photon cannons Ra: 6" UR: 3 Da: (2x) 1d6+2
Engel combat suit Mo: 8" Ar: 10 Size 2 (2 SP)
- Plasma Zerreiser Ra: 10" UR: 4 Da: 2d6+1 May fire a plasma charge for +1 damage and +1 UR
- Nova claymore UR: 5 Da: 3d6 May parry anything
Schwebewulf hovertank Mo: 10" Ar: 12 Size 4 (4 SP)
- Laser battery Ra: 12" UR: 4 Da: (6x) 2d6
- (12) Mk. 1 Missiles Ra: 12" UR: 4 Da: 1d6+3/2"
Gheistschlag gunship Mo: 12" Ar: 12 Size 8 (6 SP)
- Forward lasers Ra: 6" UR: 3 Da: 2d6
- Minigun Ra: 6" UR: 4 Da: (4x) 1d6+2
- Heavy cannons Ra: 10" UR: 6 Da: (4x) 3d6
- Mk. 2 missiles Ra: 12" UR: 5 Da: 2d6+2/2"
* Shield generator: adds 1d6 armour
Schattenlaufer light mech Mo: 8" Ar: 10 Size 2 (2 SP)
- Machine guns Ra: 10" UR: 3 Da: (2x) 2d6+1
Raven medium mech Mo: 5" Ar: 15 Size 3 (3 SP)
- Minigun Ra: 8" UR: 4 Da: (4x) 1d6+2
- Light lasers Ra: 8" UR: 2 Da: (2x) 1d6+1
- Heavy cannons Ra: 11" UR: 6 Da: (2x) 3d6
(12) Mk. 1 Missiles Ra: 12" UR: 4 Da: 1d6+3/2"
Gekka Knightmare frame ???
Mastercutor Size 3 Mo: 4”
Built to see the Neo-Prussian Empire through the Immortal War, these fearsomely heavily-armed cruisers are equipped to counter just about any threat.
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 1d6 skill
Weapons
(1) Anti-matter laser Ra: 8”, fires straight UR: 4 Da: 2d6 (+2 if it passes shields)
(1) Plasma Howitzer Ra: (skill), 180° UR: 5 Da: 2d6+2/2”
(1) Large turret Ra: 6”, 360° UR: 3 Da: 1d6+2
(2) Main turrets Ra: 6”, 360° UR: 2 Da: 1d6
(2) Mk. 1 missile launchers Ra: N/A, 180° UR: 4
- Mk. 1 missiles Mo: 6” Da: 1d6+3/1” Homing.
(2) Mk. 2 missile launchers 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
(5) Anti-fighter turrets Ra: 2” 180° UR: 2 Da: 1d6
Craft
Mk. 2 Mobhunter fightercraft Mo: 6” Sk: 1d6 Ar: 2 -1 to hit
- Twin lasercannons Ra: 2” UR: 2 Da: 2x1d6
- Torpedoes Ra: 2” UR: 3 Da: 1d6+1
Eagle Mk. 3 Size 2 Mo: 5”
A typical escort ship, the Eagle is most useful laying waste to enemy fighter formations or intercepting missiles while using her own speed to avoid damage.
Basis
Hull Ar: 4 4 SP
Bridge Ar: 4 3 SP
- Level 1 shield generator Adds 1d6 armour (until bridge falls to 1 SP).
AI 1d6 skill
Weapons
(1) Twin photon cannon Ra: 7”, fires straight UR: 3 Da: 2x1d6+2
(2) Main turrets Ra: 6”, 360° UR: 2 Da: 1d6
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.
(1) Anti-fighter tower Ra: 3” 360° UR: 2 Da: 1d6+1
Craft
(1) Mk. 2 Mobhunter fightercraft Mo: 6” Sk: 1d6 Ar: 2 -1 to hit
- Twin lasercannons Ra: 2” UR: 2 Da: 2x1d6
- Torpedoes Ra: 2” UR: 3 Da: 1d6+1
Dominator Mk. 2 Size 2 Mo: 4”
Dominators commonly don't dish out much damage themselves, but they can orchestrate the destruction of a larger ship with the use of their ion cannons, which can leave a ship crippled or unable to fight back when used correctly.
Basis
Hull Ar: 4 4 SP
Bridge Ar: 4 3 SP
- Level 2 shield generator Adds 1d6+1 armour (until bridge falls to 1 SP).
AI 1d6 skill
Weapons
(1) Ion Cannon Ra: 7”, fires straight UR: 3 Disables target enemy system for 1 round on hit.
(1) Twin photon cannon Ra: 7”, fires straight UR: 3 Da: 2x1d6+2
(2) Main turrets Ra: 6”, 360° UR: 2 Da: 1d6
Automated
(1) EMP Anti-fighter turret 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.
(1) Anti-fighter tower Ra: 3” 360° UR: 2 Da: 1d6+1
Craft
Mk. 2 Mobhunter fightercraft Mo: 6” Sk: 1d6 Ar: 2 -1 to hit
- Twin lasercannons Ra: 2” UR: 2 Da: 2x1d6
- Torpedoes Ra: 2” UR: 3 Da: 1d6+1
Disruptor Mk. 1 Size 2 Mo: 5”
An advanced defense-orientated escort ship mostly tasked with protecting other ships.
Basis
Hull Ar: 4 4 SP
Bridge Ar: 4 3 SP
- Level 2 shield generator Adds 1d6+1 armour (until bridge falls to 1 SP).
AI 1d6+1 skill
Weapons
(1) Warp Shield Generator Ra: 4", 360° UR: 4 Creates a 1x2 warp shield at a chosen location within range. The shield can take 1d6 damage.
(2) Main turrets Ra: 6”, 360° UR: 2 Da: 1d6
Automated
(2) Anti-fighter turrets Ra: 2” 360° UR: 2 Da: 1d6
Craft
None
Last edited by Bragallot on Fri Apr 19, 2013 10:24 am, edited 20 times in total.
- Bragallot
- MULTIPLE, SIMULTANEOUS AND DEVASTATING DEFENSIVE DEEP STRIKES!!!
- Posts: 5367
- Joined: Sun Aug 02, 2009 2:00 pm
- Location: Medivo
Re: Encyclopedia Bragtanica
Machines / siege equipment / creatures
Mangonel
Nightmare catapult (no operators required)
Sk: 1d6 Mo: 5" Ar: 6 - 3 SP
Catapult: Ra: 12" UR: 4 Da: 2d6
Pain bolts Ra: 5" UR: 3 Da: (2x) 1d6+2
Lances UR: 4 Da: (2x) 2d6
Glider
Large ram
Cannon
Ballista (requires 2 operators)
Mo: 4" Ar: 6 - 2 SP
Ra: 12" UR: 4 Da: 1d6+3
Trogdor
Mo: 6" Sk: 1d6 (relative) Ar: 8 - 3 SP (2 actions, can't use the same attack twice in one turn)
- Chomp: UR: 3 Da: 2d6
- Burninate Ra: 6" UR: 3 Da: 1d6+2/2"
- Pounce: Once every battle Trogdor may jump from one place to another a maximum of 8" from his current position to deal a devastating AOE attack with Ur: 4 Da: 2d6/3" + 1d6 fire damage.
- The trogdor can't stay airborne, but may cross ledges, fly up objects...
Wolf
Catapult
Dragon
Large ballista
Main Battle Tank
Hitokiri Blazer (requires 1 operator)
Mo: 6" Ar: 10 - 3 SP
- Cannon: Ra: 10" UR: 4 Da: 2d6/2"
- Flamethrower: Ra: 6" UR: 4 Da: 1d6+3/2"
- Axes: UR: 3 Da: (2x) 1d6+2
Giant
Mo: 7" Sk: 1d6 (relative) Ar: 8 - 3 SP
- Giant Sword UR: 4 Da: 3d6 (may cleave through multiple targets)
- Giant Shield UR: 3 Pa: 1d6+2 (may parry multiple attacks, may only parry ranged)
Mangonel
Nightmare catapult (no operators required)
Sk: 1d6 Mo: 5" Ar: 6 - 3 SP
Catapult: Ra: 12" UR: 4 Da: 2d6
Pain bolts Ra: 5" UR: 3 Da: (2x) 1d6+2
Lances UR: 4 Da: (2x) 2d6
Glider
Large ram
Cannon
Ballista (requires 2 operators)
Mo: 4" Ar: 6 - 2 SP
Ra: 12" UR: 4 Da: 1d6+3
Trogdor
Mo: 6" Sk: 1d6 (relative) Ar: 8 - 3 SP (2 actions, can't use the same attack twice in one turn)
- Chomp: UR: 3 Da: 2d6
- Burninate Ra: 6" UR: 3 Da: 1d6+2/2"
- Pounce: Once every battle Trogdor may jump from one place to another a maximum of 8" from his current position to deal a devastating AOE attack with Ur: 4 Da: 2d6/3" + 1d6 fire damage.
- The trogdor can't stay airborne, but may cross ledges, fly up objects...
Wolf
Catapult
Dragon
Large ballista
Main Battle Tank
Hitokiri Blazer (requires 1 operator)
Mo: 6" Ar: 10 - 3 SP
- Cannon: Ra: 10" UR: 4 Da: 2d6/2"
- Flamethrower: Ra: 6" UR: 4 Da: 1d6+3/2"
- Axes: UR: 3 Da: (2x) 1d6+2
Giant
Mo: 7" Sk: 1d6 (relative) Ar: 8 - 3 SP
- Giant Sword UR: 4 Da: 3d6 (may cleave through multiple targets)
- Giant Shield UR: 3 Pa: 1d6+2 (may parry multiple attacks, may only parry ranged)
Last edited by Bragallot on Tue Jul 29, 2014 7:22 am, edited 8 times in total.
- Bragallot
- MULTIPLE, SIMULTANEOUS AND DEVASTATING DEFENSIVE DEEP STRIKES!!!
- Posts: 5367
- Joined: Sun Aug 02, 2009 2:00 pm
- Location: Medivo
Re: Encyclopedia Bragtanica
Most pictures / posts are now in place, next I'll make indexes to make it more navigable and add actual stats.
Re: Encyclopedia Bragtanica
Wow, just utter wow! The list keeps going and going! Great work Bragster!
- Zupponn
- if you give us money we will give you product
- Posts: 5603
- Joined: Mon Mar 21, 2011 6:15 pm
- Location: Back in Wisconsin!
Re: Encyclopedia Bragtanica
You should get some of that Wolf Hockey Armor for the Wolves. That would be sweet.
- Bragallot
- MULTIPLE, SIMULTANEOUS AND DEVASTATING DEFENSIVE DEEP STRIKES!!!
- Posts: 5367
- Joined: Sun Aug 02, 2009 2:00 pm
- Location: Medivo
Re: Encyclopedia Bragtanica
Ooh, nice, I hadn't thought of that. I think the clone armour looks pretty good on them too, though. Maybe I should just have both.
Re: Encyclopedia Bragtanica
And the award for most phallic Brikwars creation goes to Bragallot! May it be used for many rear assaults! And those LDD dickships y'all were making awhile back don't count.
An army marches on its stomach, and its favorite food is fudge.
- Bragallot
- MULTIPLE, SIMULTANEOUS AND DEVASTATING DEFENSIVE DEEP STRIKES!!!
- Posts: 5367
- Joined: Sun Aug 02, 2009 2:00 pm
- Location: Medivo
Re: Encyclopedia Bragtanica
Watch from 5:06, it'll all make sense.
PS If you have that many holes in your dick, you might want to see a doctor.
PS If you have that many holes in your dick, you might want to see a doctor.
- Bragallot
- MULTIPLE, SIMULTANEOUS AND DEVASTATING DEFENSIVE DEEP STRIKES!!!
- Posts: 5367
- Joined: Sun Aug 02, 2009 2:00 pm
- Location: Medivo
Re: Encyclopedia Bragtanica
Most stuff has stats now. Especially the vehicles may still get their stats changed around if they turn out to be unbalanced for better or worse, I'd have to field-test them to be sure.
I'm still not sure what to do with these guys though. They're kinda 'eh'.
I'm still not sure what to do with these guys though. They're kinda 'eh'.