Characters for BF:Evo

A-Team - must have A-Team and their black Chevy "Van of Wonder"

'Da - DaDaTa - DaDa Da!"

Will have the A-Team theme in my head all morning now Grrrr :x

Throw in Magnum PI as well - will need to buy a Matchbox Ferrari 308GTS
 
dsfrankevo said:
Throw in Magnum PI as well - will need to buy a Matchbox Ferrari 308GTS

Nah, I want the "Miami Vice" Testarossa with Crocket and Tubbs.

James "Sonny" Crocket - Bren 10mm pistol - 1d6+4 (He never misses) - Range 20.
Ricardo Tubbs - Sawed Off Shotgun w/vertical fore-grip - 1d6+4 (How could anyone miss with a street-sweeper?) - Range 16
 
How about Robocop and Axel Folley then? They;d probably make great partners too. It's the classic hollywood odd couple routine. One's a hardened street cop with an uncanny nack for getting into trouble and the other's a comedian. (I'll let you guess which is which) :wink: :lol:
 
dsfrankevo said:
A-Team - must have A-Team and their black Chevy "Van of Wonder"

'Da - DaDaTa - DaDa Da!"

Will have the A-Team theme in my head all morning now Grrrr :x

Throw in Magnum PI as well - will need to buy a Matchbox Ferrari 308GTS
But I can't hit anything now as it is. :wink:
 
:lol: That's right! If you use the A-Team neither side can hit the other. Just roll off and the loser, either surrenders if the number is twice your opponents, otherwise run away.
 
:lol: You tried using FIST or land warrior?


OF course another character that's a must have is former gunnery sergeant Gibbs. :wink:
 
The Old Soldier said:
:lol: That's right! If you use the A-Team neither side can hit the other. Just roll off and the loser, either surrenders if the number is twice your opponents, otherwise run away.

However, anyone in an open topped vehicle that takes a move action must roll a save to see if the roll the vehicle upside down and go flying out. No damage done to anyone, but pride and a forced surrender.
 
No wonder the A-team retired from special forces operations... they failed their marksmen competencies! :lol:

Anyone in a technical or an FAV is certain to loose it to one of these actions. :lol:
 
Shadow4ce said:
dsfrankevo said:
Throw in Magnum PI as well - will need to buy a Matchbox Ferrari 308GTS

Nah, I want the "Miami Vice" Testarossa with Crocket and Tubbs.

I'd have preferred the Dayton used in the first 2 seasons - too bad it was a kit car knock off :?
 
Ok, maybe a less cinematical hero: Kildar and his Keldara team (from the Paladin of The Shadows series by John Ringo) for the USMC?
 
Chuck Norris 225 points.

Size 1
Move 6"
Close Combat 8xD6+1
Target 7+
Kill 10+
Armour 4+ (sheer toughness, not body armor)

Weapons.

M16
range 24
damage 2xD6

Specials.
At the start of the game Norris is equiped with a M16. At any point during the course of the game he may "Loot" a weapon from a fallen soldier, friend or foe, by simply moving across the location in which the soldier was killed. Norris may carry up to 3 infantry weapons regardless of size.

Chuck Norris is immune to suppression.

Chuck Norris may make explosive attacks (resolve with the Fedayeen rules) against targets of any size with a +1 to his attack.

Chuck Norris may attack a vehicle of Size 2 or greater if he is B2B. The attack is made at a single a roll of a d10+2.

Tough. Chuck Norris may ignore 6 failed armor checks. Kill results only "stun" Norris. He loses his next two actions, as if suppressed.

Chuck Norris may move over size 1 terrain at no penalty.

Chuck Norris can cross all terrain designated as impossible at the start of the game at half movement.

Chuck Norris can drive/pilot any vehicle. Even if he is the only crew member.
 
I don't know if this qualifies as "characters" or not but the game needs Canadian troops. As one of four nations currently willing to mess it up with the Taliban in RC South Afghanistan we should get recognized with some cool models. Besides some would say we're all characters!
 
Paladin said:
Chuck Norris 225 points.

Size 1
Move 6"
Close Combat 8xD6+1
Target 7+
Kill 10+
Armour 4+ (sheer toughness, not body armor)

Weapons.

M16
range 24
damage 2xD6

Specials.
At the start of the game Norris is equiped with a M16. At any point during the course of the game he may "Loot" a weapon from a fallen soldier, friend or foe, by simply moving across the location in which the soldier was killed. Norris may carry up to 3 infantry weapons regardless of size.

Chuck Norris is immune to suppression.

Chuck Norris may make explosive attacks (resolve with the Fedayeen rules) against targets of any size with a +1 to his attack.

Chuck Norris may attack a vehicle of Size 2 or greater if he is B2B. The attack is made at a single a roll of a d10+2.

Tough. Chuck Norris may ignore 6 failed armor checks. Kill results only "stun" Norris. He loses his next two actions, as if suppressed.

Chuck Norris may move over size 1 terrain at no penalty.

Chuck Norris can cross all terrain designated as impossible at the start of the game at half movement.

Chuck Norris can drive/pilot any vehicle. Even if he is the only crew member.

I like, but giving Chuck a target of 7+ and Tough 6+ is maybe a touch over the top.... Swap them round and he would be fine, a Target of 6+ and needs to fail his 1st 7 armour saves before he karks it.

I would also say he is immune to suppression, unless a kill result is scored in which case he is doubly suprressed, and give him the rule

Krak shot - Every shot fired by Chuck counts as 4 for suppression purposes, any 1s are ignored.
 
The A Team. 250 points (Useable by any non USMC force, but they must be no more than 3/4ths points value of their opponent after adding in the A-Team)

Size 1
Move 6"
Target 7+
Save 3+
Kill 10+
Close Combat D6 (special)

Squad
Hannibal, Face, BA, Murdock

Weapons

M16A4 - Range 24 - 2D6 (special)
BA's Jewelry - Range CC +1 inch - 4D6+1 (Special)

Special Rules

Fire Teams - Each character can be split off to form a seperate Fire Team but if so they loose their M16 (apart from Hannibal). Each has his own special ability...

Hannibal - May take over any out of command friendly squad immediatly (within his command distance of 12") This can be used at any time, any squads Hannibal takes command over use the I love it when a Plan comes together rule. edit: if non military unit (such as MEA milita or feds) then they need not be out of command for Hannibal to take command.

Face - When acting on his own (only) may temporarily take command of any opponent team (this has the effect of doubly suppressing the unit for 1 turn, also the unit looses its reaction if it hasn't already reacted) if he is within 6" of the command unit for that team / squad / ground vehicle, this happens before the unit can react if Face moves into command range (and has 1 action left); this uses a ready action, and can only ever be done once per game turn.

Murdock - Will automatically attempt to take over any air unit (friendly or opponents) that comes within 12" of him(unless he is in BA's van at the time), roll a D10 for Murdock and if he scores higher than the units target then Murduck instantly takes control, this can only be done once a game per air unit. Use the Air units normal rules with the exception of weapons fire, for this use the I love it when a Plan comes together rule.

BA - May construct a coat hanger tank (details below) if within a building and spends 4 simultainious ready actions.
If charged by an opponent BA may ALWAYS react (even if he has already reacted to something else) and if he uses his CC attacks these always happen before his opponents. If BA charges a unit in cover then BA's CC attacks always happen before the opponents.
If BA is within 6" of Murdock, or 12" of Hannibal when Murdock takes over any Air unit then BA is imediatly knocked unconcious and removed from the board.

I love it when a Plan comes together - The A-Team may always take 1 action and or 1 shoot action when suppressed, they may always shoot even if suppressed (this includes any unit that Hannibal is in command of).
Whenever the A-Team use any weapon or make any CC attack they are incapable of scoring a Kill result, however any unmodified target score will force the opponent to drop his weapon and fall over, if less than half the models in the squad drop their weapons they are doubly suppressed, if more than half models drop their weapons the squad falls back 6" away from the A-Team (member) shooting at them and D6 models are removed as casualties (although uninjured), the squad is also doubly suppressed. If no models drop their weapons then the squad is automatically suppressed (even if all die rolled score 1).
When firing at tanks and squads that are immune to suppression, the A-Team can still suppress these units, just read Doubly suppressed as suppressed. Such squads that would normaly only be suppressed by the A-Team are not suppressed. A kill result against any vehicle will have the vehicle spectacularly flip into the air and explode as the crew run away (off board) uninjured.

You fools locked us away with a welding kit... If 3 members of the A-Team (including BA) spend 2 simultainious ready actions in a building they may produce a coat hanger tank.

Coat Hanger tank.

Size 3
Move 4" (ignores effects of terrain on movement as built from a tractor)
Close Combat 4D6
Target 7+
Armour 2+
Kill 10+

Weapons

Cabbage Gun - Range 20" - 6D6
Cabbage Cannon - Range 30" - 2D10+4, may only be fired once per turn, this can be as a reaction as long as the gun did not fire in its own previous turn.

Both weapons use the I love it when a Plan comes together rule.

BA's Van
This van may always move 8" per action, it ignores difficult terrain of less than 1", is immune to any weapon fire (hence no target, armour or kill value). The only reaction it can make is to move. As part of a Move action upto 2 members of the A-team may fire from it with range 16" and 2D6-1 using the I love it when a Plan comes together rule.
It can only be driven by BA and may only carry other members of the A-Team. If it is placed on board the A-Team must disembark at the start of the owning players 3rd turn, no one may re-enter the van.

Edit:

Colonel Decker
After Turn 6 you start rolling the D10(+1per turn from 7 onwards) on a score of 10 the A-Team must make a run for it, as Colonel Decker and the Military Police turn up on opponents board edge. More rules to follow after a nights sleep, unless some one else wants to do them 1st for the escape of the A-Team.
 
Add "The A-Team theme must be played on repeat during the battle" special rule :D . Also, the oponent should roll a D10 at the beginning of each turn, on 10 Col. Decker shows up and the A-Team has to retreat from the battlefield...
 
Pietia said:
Add "The A-Team theme must be played on repeat during the battle" special rule :D .

Goes without saying 8)

Also, the oponent should roll a D10 at the beginning of each turn, on 10 Col. Decker shows up and the A-Team has to retreat from the battlefield...

After Turn 6 you start rolling the D10(+1per turn from 7 onwards) on a score of 10 the A-Team must make a run for it.
 
USMC special character BattleField StEVO [get it huhuhuh]

has no stats as all enemy units that come within LOS of StEVO become paralised as StEVO performs stupid and random feats of nonsense to distract the enemy.

and for the EFTF brits, someone make a robin hood character ;)
 
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