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
Call of duty stats
Moderators: warman45, Rev. Sylvanus
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Call of duty stats
Last edited by aangmasterlego333 on Mon Jun 06, 2011 3:31 pm, edited 2 times in total.
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wire
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.
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Re: wire
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?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.
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stubby wrote:Man, I've really got to finish that thing.
For Your Reading Pleasure: Rev's Battle Reports
Reference Sheets: Animals and Mounts / Medieval Weapons
Factions: Dragon Guard / Hiimboredagain Raiders
Reference Sheets: Animals and Mounts / Medieval Weapons
Factions: Dragon Guard / Hiimboredagain Raiders