Call of duty stats
Moderators: warman45, Rev. Sylvanus
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aangmasterlego333
- Champion

- Posts: 10
- Joined: Fri Oct 15, 2010 7:00 am
Call of duty stats
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
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
Last edited by aangmasterlego333 on Mon Jun 06, 2011 3:31 pm, edited 2 times in total.
- RunsWithLegos
- Official Duck

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- Location: Boston, MA, USA
- Ben-Jammin
- Mega Blok
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aangmasterlego333
- Champion

- Posts: 10
- Joined: Fri Oct 15, 2010 7:00 am
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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aangmasterlego333
- Champion

- Posts: 10
- Joined: Fri Oct 15, 2010 7:00 am
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.
- Rev. Sylvanus
- Galidor

- Posts: 1025
- Joined: Thu Feb 04, 2010 10:14 pm
- Location: Appalachia
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
