Call of duty stats

Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations

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Call of duty stats

Postby aangmasterlego333 » Tue Mar 08, 2011 9:05 pm

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
Last edited by aangmasterlego333 on Mon Jun 06, 2011 3:31 pm, edited 2 times in total.
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Postby RunsWithLegos » Tue Mar 08, 2011 9:39 pm

Cool, do you have figs to mach the stats?
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Postby Arkbrik » Wed Mar 09, 2011 2:47 am

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.
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Postby Ben-Jammin » Wed Mar 09, 2011 6:39 am

Excellent stats. I might use some of these in the future.
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wire

Postby aangmasterlego333 » Wed Mar 09, 2011 7:27 am

The point of laying wire is to block things such as the opening to your base, trench etc. If you had alot of them they could all make a big wall,and i meant move points not turns.
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Postby aangmasterlego333 » Wed Mar 09, 2011 7:37 am

RunsWithLegos wrote:Cool, do you have figs to mach the stats?


I have some of them- sniper, spetznaz, close assault, and heavy assault
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Re: wire

Postby Arkbrik » Wed Mar 09, 2011 4:12 pm

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'>alot</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?
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Postby stubby » Thu Mar 10, 2011 12:08 am

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.
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Postby Rev. Sylvanus » Thu Mar 10, 2011 1:30 am

stubby wrote:Man, I've really got to finish that thing.


:godwin:
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