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Call of duty stats

Posted: Tue Mar 08, 2011 9:05 pm
by aangmasterlego333
Light attack-
Skill-1d6
move-6
armor-5
Barbed wire-Lay down a 4 stud long wire fence that takes 4 movement to cross and 5 to lay.

Heavy assault-
Skill-1d6 -1
move- 4
armor 6
grenades-this trooper has 2 free grenades.

sniper-
Skill-1d6=4
move-4
armor-5
scope-this figure has a doubled range

close assault
Skill- 1d6-1
move-4
armor-4
shotgun guns do double damage in a cone divided equally.

spetsnaz
skill-1d6=2
move-7
armor-4
Roll-+2 to bail, you land in swat not prone

Gas man
Skill1d6
move-5
armor-5
gas canister- range-6,a cloud a gas 4x4 inches forms around the canister. causes 1d6 =2 to anyone who is not a gas man

Black ops team
skill- 1d6=1
move-7
armor-4
Geurrla- able to go into stealth mode. they can not be seen or attacked for three turns, or until he gives himself away

Posted: Tue Mar 08, 2011 9:39 pm
by RunsWithLegos
Cool, do you have figs to mach the stats?

Posted: Wed Mar 09, 2011 2:47 am
by Arkbrik
The barbed wire is a bit weird; if it takes 5 turns to lay then you'll get shot before it's finished. And if it takes 4 turns to cross no one will ever walk into it... especially since it's only 4 studs wide and you can just walk around it.

Posted: Wed Mar 09, 2011 6:39 am
by Ben-Jammin
Excellent stats. I might use some of these in the future.

wire

Posted: Wed Mar 09, 2011 7:27 am
by aangmasterlego333
The point of laying wire is to block things such as the opening to your base, trench etc. If you had <a href='http://tinyurl.com/y42zurt'>alot</a> of them they could all make a big wall,and i meant move points not turns.

Posted: Wed Mar 09, 2011 7:37 am
by aangmasterlego333
RunsWithLegos wrote:Cool, do you have figs to mach the stats?
I have some of them- sniper, spetznaz, close assault, and heavy assault

Re: wire

Posted: Wed Mar 09, 2011 4:12 pm
by Arkbrik
aangmasterlego333 wrote:The point of laying wire is to block things such as the opening to your base, trench etc. If you had <a href='http://tinyurl.com/y42zurt'><a href='http://tinyurl.com/y42zurt'>alot</a></a> of them they could all make a big wall,and I meant move points not turns.
Yeah, that seems more reasonable. Maybe a rule that you can cross it at full speed if you want to, but then you'll take 1d6 damage?

Posted: Thu Mar 10, 2011 12:08 am
by stubby
Yeah, that's in Field Hazards too, you saw some of it in the Goatse Bunker forum battle. Man, I've really got to finish that thing.

Chapter eight I mean, Goatse Bunker is already finished.

Posted: Thu Mar 10, 2011 1:30 am
by Rev. Sylvanus
stubby wrote:Man, I've really got to finish that thing.
:godwin: