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Team Buddies [Version 0.1]
Old 30 Jun 2007, 22:11   #1 (permalink)
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Default Team Buddies [Version 0.1]

[size=16pt]Team Buddies[/size]

Okay, so this is rougher than a Scoucer's drunken mam, but bear with us and we'll have it half presentable in... oh... eight months, give or take.
-Jops, Team Buddies design team.

You Will Need:
Some 10 sided dice (D10).
Some 6 sided dice (D6).
Something to measure with (in Inches).
Markers / models / Lego men to represent your units.
A table or floor to play on.
Junk for terrain.
A friend.
Beer and munchies (you don’t have to share).

So what’s this then?
Team Buddies is a game about shooting stuff, chopping stuff up with swords, piloting awesome fighting vehicles and generally kickin’ the tar out of the other Buddies. Simple, really.

Is there a story behind this?
You want a story? Okay… well, here’s a story…

Once upon a time, all the Buddies lived together in peace. There was music, dancing, bicycle rides and old people feeding pigeons. In short, everything you’d ever want a happy, smiling, friendly place to have.

Yeah, it was boring as hell.

Then, all of a sudden, some giant cube thing shows up in the sky and starts dropping these boxes. Well, some of us broke open a few, and we found some sweet hardware inside! I’ll tell ya’, there’s no better way to start the day than finding God dropped an Uzi on your doorstep. A couple of us got together with these boxes, and tried stacking them together in different ways. It turns out that if you combine boxes, you can make bigger and better stuff.

So we built the biggest *?%£@^* tank you’ve ever seen.

Problem is, the other guys had been building to. They showed up, blew up our base, nicked our tank and legged it. Naturally, we were a bit annoyed at this, so me and the boys gathered up some friends, built a new base, and set about building loads of guns!

It all pretty much kicked off from there. There are loads of Teams, loads of Buddies, and tons of firepower to go around! All I know is that when all this is over, there’ll only be one Team left, and it’s mine!

Sweet! So how do we start blowin’ people up?
Well, first I think you should learn about the rules. After all, if you didn’t want to play using rules you might as well just lean over the table and brick-sock your mate in the face!

All Buddies have a Stat-Table. This shows how awesome they are (or not) at everything.

[table][tr][td] [/td][td]Mv[/td][td]Ft[/td][td]Sh[/td][td]Br[/td][td]Hd[/td][td]Life[/td][td]Att[/td][td]Cm[/td][td]Cg[/td][/tr]

Movement (Mv): How fast your Buddy can move. A Buddy can move up to this number shown in Inches (ie: a Buddy with Move 5 moves up to 5” a turn).
Fighting (Ft): Your Buddy’s skill at punching, kicking, stabbing, etc. The higher this number, the more chance your Buddy has of hitting in hand to hand.
Shooting (Sh): Your Buddy’s skill at shooting guns. The higher the number, the more chance your shot will hit its target.
Brawn (Br): How strong your Buddy is. The higher your Brawn, the more damage you do in hand to hand.
Hardness (Hd): How Hard your Buddy is. The Harder you are, the less likely you are to lose Life.
Life (Life): Your life. If this drops to zero, your Buddy goes pop and leaves smoking shoes behind. Game over, Buddy!
Attacks (Att): Your Buddy can make one hand to hand attack for each Attack in your profile.
Command (Cm): Command is your Buddy’s skill at yelling orders, or just plain yelling. The higher your Command, the more likely other Buddies will listen to you when you want to do fancy orders.
Courage (Cg): Courage, bravery, not-wetting-yourself, whatever you want to call it. Put simply, more Courage = less running away like a sissy girl.

Okay, so do we have an “Order of Play” or something?
Sure do!

Your basic turn is split into phases:

Sorting Phase – Where you issue Commands, knock heads, get cowards to stop crying in the corner and generally sort everything out.
Movement Phase – Where all your guys move.
Fighting Phase – Where you make all hand to hand combat.
Shooting Phase – Where you shoot.
Bottling Phase – Where you find out if anyone scarpers!

The Sorting Phase:

What needs to be sorted gets sorted here.

The first thing you should always do is attempt to rally fleeing units. Simply take a Courage check for the unit. If they pass, they magically grow a pair and keep on fighting. If not, the little wuss keeps on running.

Aside from that, you can also issue Commands to other Buddies. You can only issue one Command per turn, so pick your Command with care! To activate them, just pick which Buddy is giving the orders, and make a Command test for him. If you succeed, it works. Easy, isn’t it?

Get it together! With various cries of “You big girl!” and “What a *%$@£&* sissy!”, your Buddy manages to (hopefully) get the Team in order!
If successful, this Command lets all fleeing Buddies on your side attempt to rally again.
Stop Bleedin’ on me! Using the latest medical techniques of rounding up some beer and nachos, your Buddy organises an ad-hoc medical operation
One of your Buddies regains D6 Life. If a Medic issued this Command, he regains D10 Life. You cannot take a Buddy beyond his maximum Life.
Let’s clout someone! Brandishing whatever weapons come to hand, the Buddies get ready to do some serious head-smacking!
One of your Buddies may roll an extra D10 when Running, and apply the highest roll. If this Buddy gets into hand to hand, he gets +1 to his Priority roll.
Fill ‘im full o’holes! Using the ancient military secret of pointing a bloody big gun at someone, your Buddies attempt to send as much ammo into the enemy as possible, business end first!
Your opponent must re-roll the first successful Cover Save he makes this turn.


Buddies can move a number of inches equal to their Move. For the most part, that’s all you need to know.

However, there are some special types of Movement your Buddies can use, and they are listed below:

Running: Your Buddies can move a fair bit faster than your Move value suggests. When an extra burst of speed is required, your Buddy may make a Run action. Your Buddy moves and extra D10”, but cannot shoot if they do.

A Buddy who runs into hand to hand range is assumed to have made a Charge Move.

Blown away: Believe it or not, explosions hurt! Not only that, but they also tend to throw you around a bit.
A Buddy hit by an explosive weapon is thrown D3” away from the point of impact by the blast. If the Buddy suffers a direct hit, then he is not subject to this rule; he’s either blown upwards, or just plain blown up! Vehicles and buildings are too heavy to be blown around.
Buddies thrown into the air like this can move over all terrain. If they land in impassable terrain, move them back towards the explosion until they land somewhere acceptable (we’ll pretend they hit the wall or something).

Rocket Jump: A Buddy may choose to deliberately initiate a Rocket Jump in his movement phase by firing at the floor. This is obviously a really stupid thing to do, but we’ve all had great ideas like this after a few pints.

Resolve a hit with the weapon on the firing buddy. If he lives, he is propelled D3” for each inch of Blast the weapon has (ie: a Blast (2) weapon launches him 2D3 inches). If the weapon has a .5”, then add +1” to your roll.

Fighting begins whenever two opposing Buddies end the Movement Phase within 2” of each other.

To resolve combat, you must first make a Priority Roll. Each player rolls a D10 for each Buddy and adds the following modifier. The side that rolls the highest gets to attack first.
  • +1 If the Buddy made a charge move.
  • +1 If the Buddy is in cover.
  • +1 If the Buddy has a higher Ft than his opponent.
  • +1 For each Attack in the Buddy’s Profile.
  • +/- Any modifiers given by weapons.

Once order is determined, the attacks are made. Roll a D10 and consult the table for what is needed to hit.
[table][tr][td]Ft value[/td][td]1[/td][td]2[/td][td]3[/td][td]4[/td][td]5[/td][td]6[/td][td]7[/td][td]8[/td][td]9[/td][/tr]
[tr][td]Roll needed[/td][td]10[/td][td]9+[/td][td]8+[/td][td]7+[/td][td]6+[/td][td]5+[/td][td]4+[/td][td]3+[/td][td]2+[/td][/tr][/table]

For each hit, consult your Brawn and use the table below to find what roll is needed for your Damage Roll to succeed. The attacker’s Brawn is down the side, and opponent’s Hardness is along the top.
[table][tr][td] [/td][td]1[/td][td]2[/td][td]3[/td][td]4[/td][td]5[/td][td]6[/td][td]7[/td][td]8[/td][td]9[/td][/tr]

Unarmed Buddies cause D3 Life worth of Injury. Some Buddies may cause extra damage because of their weapons, etc. This’ll be listed in their rules.

Once all attacks have been made, both sides add up how much damage they’ve caused. The side with the most damage inflicted wins, and all enemy Buddies must take a Courage test or leg it!

If anyone remains, fight a new round of combat as above, and keep fighting until one side attains complete victory, either by making all the enemy retreat, or by killing all enemy Buddies!
Farewell, Kangaroo Joe, you shall not be forgotten.

Originally Posted by Tom Norman
"Wargamer is never wrong, Frodo Baggins; he knows precisely the rules he means to."
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Old 30 Jun 2007, 22:12   #2 (permalink)
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Default Re: Team Buddies [Version 0.1]


Shooting is easy; if you’re in range, fire!

All your guns have a bunch of stats that are shown below:

[tr][td]Pocket Rocket[/td][td]16”[/td][td]3[/td][td]D3[/td][td]1[/td][td]Blast (1)[/td][/tr][/table]

Range: This is how far you can shoot with your gun.
Power: This is how strong your gun is. The bigger the number, the better!
Shots: How many times you can fire your gun a turn.
Damage: How much Life your target loses if you hit them.
Special: Anything else we need to tell you. Have a look at “special weapons” below.

Anyway, first thing’s first; you need to hit the guy! Just roll a D10, and look up your Shooting value on this table.
[table][tr][td]Sh value[/td][td]1[/td][td]2[/td][td]3[/td][td]4[/td][td]5[/td][td]6[/td][td]7[/td][td]8[/td][td]9[/td][/tr]
[tr][td]Roll needed[/td][td]10[/td][td]9+[/td][td]8+[/td][td]7+[/td][td]6+[/td][td]5+[/td][td]4+[/td][td]3+[/td][td]2+[/td][/tr][/table]

For each hit you score, consult your weapon’s Power value and use the table below to find what roll is needed for your Damage Roll to succeed. The weapon’s Power is down the side, and opponent’s Hardness is along the top
[table][tr][td] [/td][td]1[/td][td]2[/td][td]3[/td][td]4[/td][td]5[/td][td]6[/td][td]7[/td][td]8[/td][td]9[/td][/tr]

Wow, this looks just like the tables we used for melee damage… fancy that!

Special Weapon Abilities:
Some weapons can do some fancy stuff, like explode or set you on fire. If your gun’s got a fancy ability, it’ll be listed here:

Thrown Weapons: Thrown Weapons have a range of 2D6". Roll each time you fire. Note that if you roll a result less than your Brawn value, you can use that instead (ie: a Buddy with a Brawn of 5 always throws at least 5").
You don't need to roll to hit with a Thrown weapon, you just need to be in range!

Blast (X): Blast means the weapon uses explosives to blow the enemy up! The radius of the explosion (ie: the distance from the centre to the edge, for those who skived math) is shown in the bracket.
What makes Blast weapons cool is that you don’t need to aim at an actual Buddy! So long as you hit, your target point can be anywhere in range. This lets you hit lots of enemy Buddies with a single shot, assuming they’re all clumped together.

Fire: Fire weapons are fun because the poor sod gets set ablaze! If a Buddy takes damage from a Fire weapon, then they lose 1 Life per turn until another Buddy puts out the fire.
To put out a fire, you need to make a Fight roll against your friendly Buddy during the Sorting Phase (you need to be within 2” to do this). If you hit, you beat the fires out. If you miss, then you’re probably roasting marshmallows or something.
The damage caused by Fire is applied after all attempts to put out the flames are made. The burning Buddy himself may put out the fire as above, but if he tries to do this he can’t do anything else for the whole turn, as he’s busy rolling on the floor.

Freeze: Make your foes chill out with these fancy weapons!
Any Buddy hit by a Freeze weapon must roll a Brawn test (use the Hit table, but apply Brawn instead of a combat skill). If he fails, he can’t move, shoot, give or receive orders in his next turn! Bonza!
Obviously, a Frozen Buddy can’t run away, no matter how scared he is, so he doesn’t take Courage tests.

Cover is the technical term for anything that gets in the way of bullets and stuff. Naturally, you’ll be wanting to hug it like it was your mother!

To keep things simple, we’ve split Cover into two types: Half and Total.

Half Cover is where you’re only getting a bit of protection, or you’re hiding behind something that’s a bit naff. Stuff like long grass, wooden fences, a bench or a Frenchman.

Total Cover is for the really top stuff! To get Total Cover you need to be stood in a Building, hiding behind a concrete wall, sat inside a Tank or just be totally invisible!

If you’re in Cover and you get shot, you can make a Cover Save. Roll a D10 before the other guy makes his Injury Roll (he has to wait for you, it’s not a race!). If you roll an 8+ in Half Cover, or a 6+ in Total Cover, the shot completely missed you! You should take this opportunity to insult the other guy’s aim.

The Bumper Book of Big Guns:
There are loads of guns out there for you to blow stuff up with, but most of them are built by people in third world countries like Iraq, Afghanistan or Japan. As such, we’re only going to list the quality gear.

For those who can’t twig on their own, the name of the group tells you how much they cost (so everything under “1 Block Guns” costs 1 block).

1 Block Guns:
[tr][td]Uzi[/td][td]16"[/td][td]4[/td][td]D2[/td][td]3[/td][td] [/td][/tr]
[tr][td]Shotgun[/td][td]16"[/td][td]5[/td][td]D4[/td][td]1[/td][td] [/td][/tr]
[tr][td]Flame Ring[/td][td]16"[/td][td]4[/td][td]1[/td][td]4[/td][td]Fire[/td][/tr]
[tr][td]Pocket Rocket[/td][td]16"[/td][td]3[/td][td]D3[/td][td]1[/td][td]Blast (1)[/td][/tr]
[tr][td]Ice Beamer[/td][td]16"[/td][td]5[/td][td]1[/td][td]2[/td][td]Freeze[/td][/tr][/table]

2 Block Guns:
[tr][td]Grenades[/td][td]Thrown[/td][td]5[/td][td]D6[/td][td]1[/td][td]Blast (1.5)[/td][/tr]
[tr][td]Time Bombs[/td][td]Thrown[/td][td]6[/td][td]D4[/td][td]1[/td][td]Blast (1.5)[/td][/tr]
[tr][td]Petrol Bomb[/td][td]Thrown[/td][td]3[/td][td]D3[/td][td]1[/td][td]Blast (2), Fire[/td][/tr]
[tr][td]Machine Gun[/td][td]20"[/td][td]4[/td][td]D3[/td][td]2[/td][td] [/td][/tr]
[tr][td]Blunderbuss[/td][td]8"[/td][td]6[/td][td]D6[/td][td]1[/td][td]Blast (1)[/td][/tr][/table]

4 Block Guns:
[tr][td]Rocket Launcher[/td][td]30"[/td][td]6[/td][td]D6[/td][td]1[/td][td]Blast (1.5)[/td][/tr]
[tr][td]Gatling Gun[/td][td]30"[/td][td]5[/td][td]D3[/td][td]3[/td][td] [/td][/tr]
[tr][td]Quad Rocket[/td][td]24"[/td][td]4[/td][td]D3[/td][td]4[/td][td]Blast (1)[/td][/tr]
[tr][td]Ice Blaster[/td][td]24"[/td][td]5[/td][td]D6[/td][td]1[/td][td]Blast (1), Freeze[/td][/tr][/table]

Bottling Out and Biting the Dust

Bottling Out:
All Buddies are pretty darn tough, but there are times when even the toughest Buddy decides he’s been shot too much!

When a Buddy drops below half his starting Life, take a Courage test for him in the Bottling Phase. If passed, he fights on regardless. If failed, the Buddy turns tail and legs it!

Fleeing Buddies must make a Run move away from the enemy. They keep running around the board like headless chickens until someone tells them to get it together. Fleeing Buddies can’t move towards an enemy unless there’s nowhere else to go (this is to stop some sneaky git “running away” into the enemy, then rallying their Buddy ready to fight!).

If after the Sorting Phase you have no Buddies that haven’t died or Bottled Out, you lose!

Well, considering all the bloody huge guns we’re packing, dying is bound to happen innit!

A Buddy who drops to 0 Life cops it. The poor sod leaves his smoking boots behind, and goes to that big pub fight in the sky. Any gear he had is lost, and you’re never going to get that Fiver you lent him back either. Obviously, if all your Buddies die, you lose!

Where the Hell are you going!?
Now, unlike most games there are no rules for Buddies leggin’ it off the table. Face it, no Buddy is that wimpy (not even the French). However, there is a chance that you might get blown off the board, or thrown off the board, or the Guv’ll tell you to sod off or whatever.

If, somehow, your Buddy has left the board in a way he wasn’t supposed to, then you’ve lost him. Tough luck, mate! This doesn’t apply to Heroes; they just stop at the edge of the Board.

If the mission requires you to leave the board, then you can move off freely by whatever edge or edges are listed. If you’re blown off or something daft like that, you still count as leaving! These units never come back (they’ve gone the pub to celebrate).

Buddies who’ve lost their bottle can’t leave the table even if they’re supposed to; they’re too busy running around waving their arms in the air like a twit!
Farewell, Kangaroo Joe, you shall not be forgotten.

Originally Posted by Tom Norman
"Wargamer is never wrong, Frodo Baggins; he knows precisely the rules he means to."
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Old 30 Jun 2007, 22:13   #3 (permalink)
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Default Re: Team Buddies [Version 0.1]

The Brits

Team “Best damn team in the whole damn world” Brit:
You can only have one Hero. You can only use Heroes if both players agree (I’d be scared to fight The Guv too!).
The Guv.

Hard Cases:
Any number of these Buddies may be included. You must have at least one Commando.
1+ Commando Buddies.
British Buddies

Up to ¼ of your Buddies may be chosen from the Backup list.
Medic Buddies.
Sniper Buddies.
Driver Buddies.

The Guv:
The Guv is the best of the best. This is partly because he loves his country, partly because he only drinks beer, but mostly because he runs the Blazin' Buddy, the meanest, 'Ardest Pub in the world!

The Guv is a no-nonsence kind of guy. His pub's got seventeen dart boards, twelve snooker tables and there's no women or foreigners allowed. The Guv is master of all he surveys, and since Wozza left a globe on his counter, the Guv is master of the world!

The Guv runs a battle like he runs his Pub; he shoots every foreigner on sight. We all love the Guv, and we'd follow him to hell and back. Hell being Manchester, which is where our Footy team is playing next week.

[table][tr][td] [/td][td]Mv[/td][td]Ft[/td][td]Sh[/td][td]Br[/td][td]Hd[/td][td]Life[/td][td]Att[/td][td]Cm[/td][td]Cg[/td][/tr]
[tr][td]The Guv[/td][td]5[/td][td]8[/td][td]6[/td][td]6[/td][td]6[/td][td]40[/td][td]3[/td][td]10[/td][td]10[/td][/tr][/table]
Block Cost: 12.
The Guv's Special Rules:
'Arder than 'Ard: Guv is 'Arder than 'Ard. He always passes Courage Checks and Brawn Checks.
Betsy: Betsy's a Double-Barrelled Shotgun. In other words, it's just two Shotguns stuck together!
Unlike normal Shotguns, Betsy has a 24" range. Because the Guv said so.
Left Hook of Guv: The Guv's Left Hook is the meanest Left Hook in the world! He gets +2 to Priority Rolls when punching people, and causes D6 Life worth of damage. Also, if he's punching a Frenchmen, the Guv gets +2 Brawn (Bloody French!).
Guv talks, you listen! When the Guv says "Jump", you say "how high?" When the Guv says "Run", you say "how fast?". When the Guv says "Last orders, gents!" the bar's always packed. What Guv says goes.
The Guv always passes his Command roll.
Third turn's the drinkin' turn, Squire: The Guv likes his pint, and he always likes it on Turn 3. No exceptions. Even God himself dare not interrupt the Guv's Pint.
On Turn 3, the Guv has a pint. He can't do anything else, but regains D6 Life. Nobody may shoot at the Guv, fire an explosive that would hurt the Guv, punch the Guv, flatten the Guv or do anything else that might in some way interrupt the Guv's Pint.
Oh, and a note to the bloke playing against the Guv; if the player does not read this rule aloud whilst holding a drink of some kind, you have our permission to steal his crisps.
We luv the Guv! While the Guv is no wuss, he’s invariably got a mob of people wantin’ to be with him. These might be his best mates, some drinking cronies or some poor git asking for his teeth back. Regardless, he’s never on his own.
The Guv must always be in a squad of 3 where possible.

Commando Buddy:
[table][tr][td] [/td][td]Mv[/td][td]Ft[/td][td]Sh[/td][td]Br[/td][td]Hd[/td][td]Life[/td][td]Att[/td][td]Cm[/td][td]Cg[/td][/tr]
Block Cost: 4.
Gubbins: Fists, SAS boots and a bloody mean attitude!
Special Buddy Skills:
Not a Wuss: Commandos don’t need to be formed into squads.
Knock-out Punch: Commandos are seriously tough nuts, and know how to kick you in your so you stay down! Anyone hit in hand to hand by a Commando has to take a Brawn test or be knocked out (use the rules for Frozen Buddies).

British Buddy:
[table][tr][td] [/td][td]Mv[/td][td]Ft[/td][td]Sh[/td][td]Br[/td][td]Hd[/td][td]Life[/td][td]Att[/td][td]Cm[/td][td]Cg[/td][/tr]
Block Cost: 2.
Gubbins: Nowt.

Medic Buddy:
[table][tr][td] [/td][td]Mv[/td][td]Ft[/td][td]Sh[/td][td]Br[/td][td]Hd[/td][td]Life[/td][td]Att[/td][td]Cm[/td][td]Cg[/td][/tr]
Block Cost: 3.
Gubbins: Some plasters.
Special Buddy Skills:
Healing: Medic Buddies get +2 to Command Checks to issue a “Stop Bleedin’ on me!” Command.

Driver Buddy:
[table][tr][td] [/td][td]Mv[/td][td]Ft[/td][td]Sh[/td][td]Br[/td][td]Hd[/td][td]Life[/td][td]Att[/td][td]Cm[/td][td]Cg[/td][/tr]
Block Cost: 3.
Gubbins: Some snazzy driving gloves.
Special Buddy Skills:
This drivin’ thing’s a larf innit! Driver Buddies don’t need to make a Command Check to drive a vehicle.

The Americans

Team “Where the *%@£ are you aiming!?” America:
You can only have one Hero. You can only use Heroes if both players agree.
{we ain’t got no Heroes yet… come back later!}

Hard Cases:
Any number of these Buddies may be included.
American Buddies

Up to ½ of your Buddies may be chosen from the Backup list.
Yanky Doc.
Super Buddies.

American Buddy: [table][tr][td] [/td][td]Mv[/td][td]Ft[/td][td]Sh[/td][td]Br[/td][td]Hd[/td][td]Life[/td][td]Att[/td][td]Cm[/td][td]Cg[/td][/tr]
[tr][td]USA Buddy[/td][td]5[/td][td]2[/td][td]2[/td][td]4[/td][td]4[/td][td]10[/td][td]1[/td][td]3[/td][td]6[/td][/tr][/table]
Block Cost: 2.
Gubbins: American Buddies come with a Pocket-Rocket.

Super Buddy:
Is it a bird? Is it a plane? No, it’s some tit in a cape! [table][tr][td] [/td][td]Mv[/td][td]Ft[/td][td]Sh[/td][td]Br[/td][td]Hd[/td][td]Life[/td][td]Att[/td][td]Cm[/td][td]Cg[/td][/tr]
Block Cost: 6.
Gubbins: Big showy cape and brightly painted underpants.
Special Buddy Skills:
Not a Wuss: Supers don’t need to be formed into squads.
Laser-eye surgery: Super Buddies shoot lasers out of their eyes! The Laser-Eyes use the rules for the Shotgun.
Bulgin’ biceps! Super Buddies cause D6 wounds in combat. Because of their super-strength, Super-Buddies will break any weapons you give them (bloody super-strength!), so you can’t buy extra gear for them.
I can fly! Whee! Supers can fly. They double their movement, and can fly over obstacles. They can’t fly into hand to hand, but they can be attacked as normal (some git grabs onto their cape or summin’).

Yanky Doc: [table][tr][td] [/td][td]Mv[/td][td]Ft[/td][td]Sh[/td][td]Br[/td][td]Hd[/td][td]Life[/td][td]Att[/td][td]Cm[/td][td]Cg[/td][/tr]
[tr][td]Yanky Doc[/td][td]5[/td][td]2[/td][td]2[/td][td]4[/td][td]4[/td][td]10[/td][td]1[/td][td]3[/td][td]6[/td][/tr][/table]
Block Cost: 2.
Gubbins: Some plasters.
Special Buddy Skills:
Healing: Medic Buddies get +2 to Command Checks to issue a “Stop Bleedin’ on me!” Command.
Farewell, Kangaroo Joe, you shall not be forgotten.

Originally Posted by Tom Norman
"Wargamer is never wrong, Frodo Baggins; he knows precisely the rules he means to."
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Old 04 Jul 2007, 19:37   #4 (permalink)
Join Date: Apr 2006
Posts: 551
Default Re: Team Buddies [Version 0.1]

oh man! Ive played this game for the Playstation! fun game! guessin thats what these are based off of? keep it goin!
"Recite the Litany of Stealth to decrease your chances of being heard."
-Imperial Infantryman's Uplifting Primer

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Old 04 Aug 2007, 12:47   #5 (permalink)
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Default Re: Team Buddies [Version 0.1]

I've had a good laugh! Can't wait for more nations.
Originally Posted by Kiznti
Originally Posted by Tak'Ukos
Oh God, not that deamnohunters! :P
Who else would fight Choas with Palasma weapons?

Originally Posted by Fish Ead
My Shas'O, I picture as an old grizzled war vet. However, he has a bit of a gung-ho streak. Think Sun Tzu meets Yeosemite Sam
Solarius Scorch is offline   Reply With Quote


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