

| BG-Gimli.SoG |
Posts: 1043 Age: 23  Réputation: 30 Regist Date: 2009-07-29
 | | Mon 07 Dec 2009, 06:16 | |
| This thread shows the details of every character in Dawn of the Dead 6 as of Beta 7. Rifleman: Rifleman Required Rank: PVT Class: Assault | Riflemen are the basic modern soldiers from which all other soldierly functions stem. Though by tradition certain infantry units are based on the rifleman, they employ a variety of other specialized soldiers in conjunction with the rifleman.| HP: 355 | Strength: 7 | | Mana: 215 | Agility: 4 | | Damage: 36-46 | Energy: 5 | | Armor: 1 | MS: 214 | | Range: 1500 | |
| | Special Abilities | Critical Hit
 | Depending on your weapon handling, equipment, your experience and/or various skills or traits, you have a chance to critically injure your target, dealing multiple damage. Chance to hit: 5%/10%/15%/20%/25% Damage: 200%/225%/250%/275%/300% | | Hero Abilities | Rifle Grenade

65 | Launches a 40mm fragmentation grenade at the indicated location. Damage: 400/600/800/1000/1200 Cooldown: 25 seconds | Stim Pack

35 | The built-in chemical delivery systems doses the Rifleman with a powerful mix of synthetic adrenaline, endorphins, and a psychotropic aggression enhancer. The mixture also counteracts various kinds of poisonings and injuries. Does not stack with Stimulants, Anabolic Steroids or Sprint. Attack&movement speed: +10%/+20%/+30%/+40%/+50% Hitpoint regeneration: + 1 hp/sec/+ 1 hp/sec/+ 1 hp/sec/+ 2 hp/sec/+ 2 hp/sec If Infected: 0/+2 hp/sec/Cures infection If bleeding: 0/0/+ 2 hp/sec/+ 3 hp/sec/Cures bleeding Duration: 8 seconds Cooldown: 10 seconds |
Medic: Medic Required Rank: PVT Class: Support | This essential soldier is in charge of the team's health. With his lifesaving abilities he can counteract every kind of disease or injury. Also he has access to substances to supply the team with body enhancing steroids.| HP: 365 | Strength: 5 | | Mana: 270 | Agility: 3 | | Damage: 33-43 | Energy: 7 | | Armor: 2 | MS: 218 | | Range: 1500 | |
| | Special Abilities | Antidote

30/20 | The newest military biology is able to suppress the zombie-virus. The antidote spreads quickly throught the body and terminates the virus cells. Cures infections and diseases. Healing: 5 HP Cooldown: 15 seconds/12 seconds | Transfusion

50/40 | Administers a recuperative blood transfusion to the selected unit, which restores the targets health over time. Cures bleeding. Healing: 190 HP Cooldown: 45 seconds/30 seconds | Nano-Surgery

60/45 | Injects a dosisf of cell-restoring nanites into the target's body, which slowly heal damaged cells and bones. Cures fractures and eye damage. Healing: 50 HP Cooldown: 30 seconds Time to cure: 10 seconds/6 seconds | Medical Display Computer
 | The Medical Display Computer (MeDiCom) monitors the body and brain functions of all team members and aids the medic in finding and healing them. I) The multiboard will display each player's hitpoints in percent. II) The multiboard will display the most dangerous ailment of each player left of the hitpoint display. III) The -tl command will ping units with less than 40% hp in a darker color. | Critical Hit
 | Depending on your weapon handling, equipment, your experience and/or various skills or traits, you have a chance to critically injure your target, dealing multiple damage. Chance to hit: 5%/10%/15%/20%/25% Damage: 200%/225%/250%/275%/300% | | Hero Abilities | Desert Eagle Mark V

10 | The Desert Eagle is a large caliber gas-operated semi-automatic pistol. It is fed with a detachable box magazine. Requires reloading after each 6 shots (reloading consumes 1 clip). Damage: 195 Cooldown: 0.15 seconds | Anabolic Steroids

20 | A mixture of different testosterones is injected into the selected unit, temporary increasing it's attack and movement speed. Does not stack with Stim Pack. Attackspeed: +6%/+9%/+12%/+15%/+18% Movementspeed: +8%/+12%/+16%/+20%/+24% Duration: 60 seconds Cooldown: 15 seconds | Heal

3/4/5/6/7 | Heals the target's wounds through the use of cell restoring nano machines. This method can be used to rapidly heal a single target but should not be the standard healing. Healing rate: 14 HP/s/18 HP/s/22 HP/s/26 HP/s/30 HP/s |
Scout: Scout Required Rank: PVT Class: Recon | Scouts are usually the first group of soldiers sent to an infested area. They gather information about enemy and terrain in order to allow a well coordinated assault. Scouts stand out with their high mobility and the possibility to out maneuver hostile forces.| HP: 300 | Strength: 5 | | Mana: 240 | Agility: 6 | | Damage: 33-43 | Energy: 3 | | Armor: 2 | MS: 226 | | Range: 1500 | |
| | Special Abilities | Radar

45 | Takes a scan of your surrounding area to spot enemy signatures. Usual enemies are shown with red signals, whereas extraordinary strong threats are indicated by purple signals. Range: 6500 Cooldown: 40 seconds | Ammunition Sweep

40 | A portable scanner will be activated which sweeps the nearby area for ammunition. Range: 6000 Cooldown: 30 seconds | Evasion
 | The Scout is experienced in evading enemy attacks in melee. Evasion: 5%/15% | Hollow-point Ammunition
 | The Scout's weapon is loaded with hollow-point ammunition to slow down or disable enemies he encounters. Hollow-point ammunition expands upon entering a target, creating large bullet holes and stunning the target for a very short time. Chance to stun: 15% Bonus damage: 45 | Improved Sprint

10 | Allows the unit to move with increased movementspeed for a short time. Does not stack with Stim Pack. Movespeed bonus: +50% Duration: 15 seconds Cooldown: 40 secodns | Critical Hit
 | Depending on your weapon handling, equipment, your experience and/or various skills or traits, you have a chance to critically injure your target, dealing multiple damage. Chance to hit: 5%/10%/15%/20%/25% Damage: 200%/225%/250%/275%/300% | | Hero Abilities | Orbital Cannon

120 | Directs the fire of an orbital weapons platform onto the targeted location. The set-up of the cannon requires the Scout to stand still for 4 seconds. Handle with care, it harms your teammates! Damage: 6x500 Area of effect: 300 Cooldown: 90 seconds | Flare Gun

40/35/35/30/30 | Flares are typically used as adistress signal as well as other signaling purposes, but can also be used to illuminate an area for a short duration. Duration: 15 seconds Cooldown: 30 seconds/25 seconds/20 seconds/15 seconds/10 seconds | Cloaking

45 | Activates a protable cloaking device which makes the user almost undetectable for most enemies. The user is still able to fire or to use other abilities without revealing himself. Some enemies still can detect you. Duration: 15 seconds Cooldown: 30 seconds | Target Designation

30 | The target becomes designated by the Scout's Laser Target Marker. It will suffer from a slight loss of armor and will be visible for every member of the entry team. Armor Reduction: 4/6 Duration: 90 seconds/120 seconds Cooldown: 30 seconds/20 seconds |
Machine Gunner: Machine Gunner Required Rank: PFC Class: Assault | The Machine Gunner sustains the level of fire power of the team. In combination with sufficient reconaissance he is able to take down any number of opponents.| HP: 370 | Strength: 7 | | Mana: 189 | Agility: 5 | | Damage: 39-49 | Energy: 4 | | Armor: 2 | MS: 195 | | Range: 1700 | |
| | Special Abilities | Critical Hit
 | Depending on your weapon handling, equipment, your experience and/or various skills or traits, you have a chance to critically injure your target, dealing multiple damage. Chance to hit: 5%/10%/15%/20%/25% Damage: 200%/225%/250%/275%/300% | | Hero Abilities | Rapid Fire

25 | The marine turns his weapon into rapid fire mode to gain tempoary attack speed. Lasts for 6 seconds. Attack speed bonus: 25%/50%/75%/100% Cooldown: 30 seconds/25 seconds/20 seconds/15 seconds | Aerial Fragmentation Grenade

50 | Launches a 40mm fragmentation grenade at the targeted location which detonates in mid-air and damages all flying units in it's area of effect. Handle with care, it harms allied air units! Damage: 500 Cooldown: 25 seconds | Fire Support
 | Aids nearby team members to aim more accurate. Damage bonus: 10%/15%/20%/25%/30% |
Engineer: Engineer Required Rank: SPC Class: Support | The Engineer is in charge of the team's ammunition suppliment and of the maintaining of mechanical and electronical equipment.| HP: 365 | Strength: 6 | | Mana: 309 | Agility: 3 | | Damage: 33-43 | Energy: 7 | | Armor: 1 | MS: 213 | | Range: 1500 | |
| | Special Abilities | Create Ammunition

120 | Utilizes the Engineer's energy to create a stack of magazines. The magazine stack appears in the Engineer's inventory. Cooldown: 50 seconds | Refill Weapon

120 | Refills the targeted primary weapon. Only shotguns and burst fire weapons can be refilled. Shotgun: +4 shells Burst Fire Weapon: +6 charges Grenade launcher: 0/+2 grenades Cooldown: 100 seconds | Energy Generator
 | The Engineer's portable energy generator periodicly transmits small amounts of energy to nearby friendly units. The Engineer is also effected by that. Bonus regeneration: 0.15/0.30/0.45/0.60/0.75 | Critical Hit
 | Depending on your weapon handling, equipment, your experience and/or various skills or traits, you have a chance to critically injure your target, dealing multiple damage. Chance to hit: 5%/10%/15%/20%/25% Damage: 200%/225%/250%/275%/300% | | Hero Abilities | Drain Energy

5 | Transfers energy from the targeted friendly hero to the engineer until the engineer's mana is full or the target's mana is drained completely. Cooldown: 20 seconds | Power-Net

25 | Throws a reinforced steel net at the target that causes a it to be bound to the ground so that it cannot move for a short time. Duration: 2 seconds/3.5 seconds/5 seconds/6.5 seconds/8 seconds Cast Range: 700/875/1050/1225/1400 Cooldown: 12 seconds/11 seconds/10 seconds/9 seconds/8 seconds | EMP Grenade

65 | Launches a EMP grenade at the indicated location which disabled enemies for a short time. Damage: 250 Cooldown: 35 seconds | Place Sentry Gun

175 | Constructs a sentry gun with limited ammunition which automatically targets and fires at every target in it's proximity. Cooldown: 280 seconds Duration: 300 seconds |
Advanced Marksman: Advanced Marksman Required Rank: CPL Class: Recon | The Marksman operates as a regular member within a unit where his skills are called upon whenever the need for accurate shooting arises in the normal course of operations. The Marksman can effectively use a fast-firing semi-automatic rifle.| HP: 355 | Strength: 6 | | Mana: 229 | Agility: 5 | | Damage: 67-89/73-106/81-114/89-122/97-130/105-138 | Energy: 5 | | Armor: 2 | MS: 210 | | Range: 1600/1675/1750/1825/1900/1975 |
| | Special Abilities | Throw Road Flare

30 | Tosses a ground flare at the targeted location which burns brightly and illuminates the area. Duration: 60 seconds Cooldown: 45 seconds | Concentration

100 | Allowes nearby team members to strike with extraordinary accuracy for a short time. Gives a chance to critically hit to every nearby team member. Range: 500 Duration: 6 seconds Cooldown: 100 seconds | Critical Hit
 | Depending on your weapon handling, equipment, your experience and/or various skills or traits, you have a chance to critically injure your target, dealing multiple damage. Chance to hit: 5%/10%/15%/20%/25% Damage: 200%/225%/250%/275%/300% | | Hero Abilities | Disabling Shot

40 | Takes aim and fires at one particular target to injure its limbs and to cripple it. Even though zombies will not feel any pain, a destroyed leg will considerably slow it down. Cooldown: 8 seconds | Rifle Scope

14/20/26/32/38 | Uses the rifle scope to reveal the designated area and all invisible units in it for a short time. During this time the chance of scoring a critical hit is increased with each level of scope. Area of effect: 850/900/950/1000/1050 Critical Hit level: +2/+4/+6/+8/+10 Duration: 6 seconds Cooldown: 12 seconds/11 seconds/10 seconds/9 seconds/8 seconds | Activate Tactical Stance
 | When activated, the Marksman's rate of fire is drastically increased, but his movement speed and attack damage is reduced. Attack speed: +75% Movement speed: -80% Damage: -20% |
Firebat: Firebat Required Rank: SG Class: Assualt | Flamethrowers have not been used anymore since the Vietnam Wars, because it turned out to be unsuited for modern combat. Napalm, however, has proven to be highly effective to fully destroy infected matter.| HP: 430 | Strength: 8 | | Mana: 234 | Agility: 3 | | Damage: 37-43 | Energy: 5 | | Armor: 2 | MS: 208 | | Range: 750 | |
| | Special Abilities | Fuel Combustion
 | The Firebat ignites a part of his fuel to convert the heat into energy for his suit. Using this ability will burn 40 fuel. Energy: +125 Cooldown: 45 seconds | Defense Tactics
 | Increases the Firebat's armor. Nearby friendly units benefit from the Firebat's defensive tactics and receive a smaller armor bonus. Armor bonus: 1.5/3/4.5/6/7.5 Firebat's bonus: +1/+2/+3/+4/+5 | Napalm
 | With each attack, the burning napalm sticks to the ground and continues burning for a short time. Every enemy stepping on it will take damage. Damage: 15 HP/s/30 HP/s/45 HP/s/60 HP/s/75 HP/s | | Hero Abilities | Fire Burst

45 | Unleashes a cone of ignited fuel which damages all enemies in front of the Firebat. Damage: 125/250/375/500/625 Range: 300/350/400/450/500 Cooldown: 8 seconds | Protection Matrix

5 | When used the suit's nanobots absorb and repair taken damage through the sacrafice of energy. In addition the nanobots shield the user from infections and any kind of wounds. Damage that instantly kills the Firebat can not be absorbed. Duration: 10 seconds Damage absorbed per energy point: 1.5/2/2.5/3/3.5 Ailment chance reduced to: 60%/50%/40%/30%/20% Cooldown: 15 seconds |
Demolitions: Demolitions Required Rank: SSG Class: Support | While his comrades choose the rifle to engage enemies, the Demolitions prefers all kinds of explosives and heavy ordnance. He can deploy different kinds of explosives and rockets to decimate clusters of enemies or focused on a single threat.| HP: 365 | Strength: 6 | | Mana: 279 | Agility: 3 | | Damage: 49-59 | Energy: 7 | | Armor: 2 | MS: 208 | | Range: 850 | |
| | Special Abilities | Disarm

1 | Disarms an explosive charge or satchel and moves it into your inventory. Cooldown: 2 seconds | Satchel

45 | Places a satchel, which can be detonated manually or through the use of an explosion. Handle with care, it harms your teammates! Damage: 600 Cooldown: 80 seconds | Demolition Charge

120 | Places a demolition charge which is generally used to destroy buildings. It is timed to detonate 5 seconds after being planted. It is adviced to remove yourself quickly from the detonation site after the charge has been armed! Handle with care, it kills your teammates! Cooldown: 120 seconds | Napalm Canister

85 | Attaches a napalm canister to the next rocket which burts open upon impact and ignites the ground in proximity. Damage: 100 HP/s Duration: 30 seconds Cooldown: 90 seconds | Critical Hit
 | Depending on your weapon handling, equipment, your experience and/or various skills or traits, you have a chance to critically injure your target, dealing multiple damage. Chance to hit: 5%/10%/15%/20%/25% Damage: 200%/225%/250%/275%/300% | | Hero Abilities | Anti Tank Missile

60/70/80/90/100 | Launches a rocket propelled anti tank grenade at the targeted location. The rocket is designed to take out heavily armored targets. Handle with care, it harms your teammates! Damage: 1600/2400/3200/4000/4800 Area of effect: 150/165/180/195/210 Set-up time: 3 seconds/2.6 seconds/2.2 seconds/1.8 seconds/1.4 seconds Cooldown: 30 seconds | Anti Infantry Missile

60/65/70/75/80 | Launches a rocket propelled anti infantry grenade at the targeted location. The rocket detonates on impact and scatters it's steel shell over a large area. Handle with care, it harms your teammates! Damage: 600/800/1000/1200/1400 Area of effect: 300/320/340/360/380 Set-up time: 2 seconds/1.6 seconds/1.2 seconds/.8 seconds/.4 seconds Cooldown: 20 seconds | Explosive Charge

50 | Places a explosive charge, which needs to be detonated by a satchel, grenades or similar devices. Handle with care, it harms your teammates! Damage: 1200 Cooldown: 60 seconds |
Vanguard Ops: Vanguard Ops Required Rank: SGM Class: Recon | Vanguard Operatives are used as infiltrators behind enemy lines and mostly in urban environment. Their training with melee and specialized weaponry allow them to maximize their destructive capabilities.| HP: 440 | Strength: 6 | | Mana: 376 | Agility: 4 | | Damage: 43-52 | Energy: 6 | | Armor: 2 | MS: 206 | | Range: 850 | |
| | Special Abilities | Stamina
 | The Vanguard can take injuries second to none. Years of worst-case training gives him the stamina to shake fatal injuries off. Ailment Resistance: +8%/+16%/+24%/+32%/+40% Damage taken: -2/-4/-6/-8/-10 | Critical Hit
 | Depending on your weapon handling, equipment, your experience and/or various skills or traits, you have a chance to critically injure your target, dealing multiple damage. Chance to hit: 5%/10%/15%/20%/25% Damage: 200%/225%/250%/275%/300% | | Hero Abilities | M70 GaussRifle

80/85/90/95/100 | The M70 Gauss Rifle uses an electromagnetic field to propel ammunition at ultra-sonic speed. The impact causes a hydrostatic shock which disables the target for a short time. Handle with care, Gauss shots harm your teammates! Damage: 200/375/550/725/900 Duration: 2 seconds/2.75 seconds/3.5 seconds/4.25 seconds/5 seconds Cooldown: 20 seconds | Monomolecular Blade

40 | The Monomolecular Blade is a revolutionary weapon which allows the wielder to easily cut through flesh, muscles and even body armor with a single swing. Damage: 80/140/200/260/320 Movement loss: 60%/60%/70%/70%/85% Duration: 5 seconds/6 seconds/7 seconds/7 seconds/7 seconds Cooldown: 8 seconds | Flash Grenade

90 | Drops a Flash Grenade in front of your feet which detonates and blinds any enemies in proximity. Attack speed reduction: 75% Duration: 6 seconds Cooldown: 30 seconds |
Assualtman: Assualtman Required Rank: 2LT Class: Assualt | The Assaultman wields a powerful close-range shotgun and inherits excellent close combat abilities. He is equiped with a number of tools indispensible for any dangerous mission.| HP: 435 | Strength: 8 | | Mana: 247 | Agility: 3 | | Damage: 192-250 | Energy: 5 | | Armor: 2 | MS: 208 | | Range: 900 | |
| | Special Abilities | Throw Smoke Grenade

40 | Deploys a smoke grenade at the targeted location which bursts open and slows down all units in it's range. Duration: 40 seconds Cooldown: 45 seconds | Fragmentation Shards
 | Gauge shells filled with small hollow steel balls which scatter on impact and shred deep into nearby enemies. Chance to hit: 10%/12.5%/15%/17.5%/20% Damage: 120/180/240/300/360 Area of effect: 200 | | Hero Abilities | Anti Personnel Shells

60 | Tthe Assaultman sacrafices his area damage in order to be highly effective against single targets. Lasts 8 seconds. Damage: +75% Cooldown: 60 seconds | Rapid Fire

40 | The Assualtman's attack speed increases drastically for 6 seconds to defend himself in dangerous situations. Attack speed bonus: 100%/150%/200%/250%/300% Cooldown: 30 seconds | Assualt Armor
 | This unit's armor is especially desinged to shield the wearer from damage and to defect it back to the attacker. Armor Bonus: +2/+4/+6/+8/+10 Damage Reflection: 50%/75%/100%/+125%/+150% | Power-Net

40 | Throws a reinforced steel net at the target that causes a it to be bound to the ground so that it cannot move for a short time. Duration: 4 seconds Cast Range: 700 Cooldown: 15 seconds |
Field Technician: Field Technician Required Rank: 1LT Class: Support | The Technician employs high-tech intelligent combat drones that come with various tools of modern warfare.| HP: 380 | Strength: 6 | | Mana: 306 | Agility: 3 | | Damage: 34-39 | Energy: 7 | | Armor: 1 | MS: 233 | | Range: 1500 | |
| | Special Abilities | Phosphorus Canister

90 | Attaches a container filled with white phosphorus to the next drone which receives a suicide order. The container releases its content on impact and damages all nearby organics. Damage: 90 HP/s Duration: 25 seconds Cooldown: 90 seconds | Critical Hit
 | Depending on your weapon handling, equipment, your experience and/or various skills or traits, you have a chance to critically injure your target, dealing multiple damage. Chance to hit: 10% Damage: 255% | | Hero Abilities | Detonate Drone

10 | Orders a nearby combat drone to charge at the targeted area and detonate itself, setting off all ammunition and fuel it carries. Handle with care, it harms your teammates! Damage: 1000/1250 Area Of Effect: 225/275 Cooldown: 10 seconds | Laser Targeting

10 | Orders all combat drones in proximity to fire a kineto-magnetic bolt at the target, dealing high damage. Every drone successfully firing its bolt will drain mana from the technician. Drain per hit: 20 Damage per hit: 500 Targeting range: 1000 Cooldown: 30 seconds | Regenerate

10 | Strips one combat drone of all of its energy to quickly restore a portion of the target's health. Healing: 130 HP Cooldown: 15 seconds | Create Combat Drone

50 | Creates a small automated combat drone controled by an AI. It will follow the targeted unit and fire at enemies in range. The maxmimum number of drones u can have at a time is determined by the level of this ability. Duration: 180 seconds Cooldown: 35 seconds |
Sniper: Sniper Required Rank: CPT Class: Recon | The snipers powerful long-distance sniper rifle enables him to deliver tactical strikes precisely accurate even over long distances. His specialisation lies in the elimination of single, strong targets.| HP: 325 | Strength: 6 | | Mana: 251 | Agility: 5 | | Damage: 311-360 | Energy: 5 | | Armor: 1 | MS: 220 | | Range: 2500 | |
| | Special Abilities | Target Designation

30 | The target becomes designated by the Sniper's Laser Target Marker. It will suffer from a slight loss of armor and will be visible for every member of the entry team. Armor Reduction: 4 Duration: 90 seconds Cooldown: 35 seconds | Camoflage

30 | Activates a portable cloaking device which renders the Sniper almost undetectable for most enemies. While camouflaged, the Sniper suffers 20% movementspeed reduction. Some enemies still can detect you. Duration: 15 seconds Cooldown: 30 seconds | High Velocy Ammunition
 | High Velocity easily rips through several unarmored targets in a line, dealing substantial damage. Damage: +15 Penetration Range: +75 | Critical Hit
 | Depending on your weapon handling, equipment, your experience and/or various skills or traits, you have a chance to critically injure your target, dealing multiple damage. Chance to hit: 10%/15%/20%/25%/30% Damage: 180%/200%/220%/240%/260% | | Hero Abilities | Sniper Shot

70 | Takes aim and fires at one particular target to purpose highest possible damage. The bullet will deal a little more than normal damage, but always score a critical hit. Cooldown: 8 seconds | Rifle Scope

14/20/26/32/38 | Uses the rifle scope to reveal the designated area and all invisible units in it for a short time. During this time the chance of scoring a critical hit is increased with each level of scope. Area of effect: 850/900/950/1000/1050 Critical Hit level: +2/+4/+6/+8/+10 Duration: 6 seconds Cooldown: 12 seconds/11 seconds/10 seconds/9 seconds/8 seconds | Learn Claymore

30 | Places a Claymore which explodes when an enemy coming close, dealing600-300 damage in it's proximity. The claymore has 3 seconds activation delay. Handle with care, it harms your teammates! Cooldown: 40 seconds/34 seconds/28 seconds/22 seconds/16 seconds | Activate Sniping
 | When activated, the Sniper gets into position to carefully take aim at his enemies and take them out with deadly precision. Requires manual firing. Grants limited invisibility. Attack speed: +80% Movement speed: -100% Damage: +50% Damage taken: +100% |
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Last edited by Gimli.SoG on Fri 19 Nov 2010, 14:20; edited 20 times in total |
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| BG-Gimli.SoG |
Posts: 1043 Age: 23  Réputation: 30 Regist Date: 2009-07-29
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| LTG-s3rius |
Posts: 1909 Age: 21  Réputation: 55 Regist Date: 2006-02-11
 | | Tue 08 Dec 2009, 17:49 | |
| Very well done.
There are only two different crits - one for Sniper (and maybe Marksman, I don't recall) and one for all the others. .................... Anime is a prime example of why two nukes just weren't enough Way to go, America! |
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| BG-Gimli.SoG |
Posts: 1043 Age: 23  Réputation: 30 Regist Date: 2009-07-29
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| MSG-nubcake |
Posts: 81 Age: 20  Réputation: -3 Regist Date: 2009-10-21
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| BG-Gimli.SoG |
Posts: 1043 Age: 23  Réputation: 30 Regist Date: 2009-07-29
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| MSG-nubcake |
Posts: 81 Age: 20  Réputation: -3 Regist Date: 2009-10-21
 | | Thu 10 Dec 2009, 05:25 | |
| Too bad no one's hosting for me to hit CPT.
;(
?hugeaxe Gimli.SoG
nubcake splits Gimli.SoG's head with a freakin Huge Danish Axe.
lol |
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| BG-Gimli.SoG |
Posts: 1043 Age: 23  Réputation: 30 Regist Date: 2009-07-29
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| LTC-Proxy |
Posts: 746 Age: 22  Réputation: 12 Regist Date: 2009-06-02
 | | Thu 10 Dec 2009, 10:05 | |
|  I do happen to have a Danish Pole Axe in my junk drawer.. perhaps It could be parted with for a hefty price.. Or lodged deep into your skull *shrugz* either way ....................
 the_underhand: I went to a beauty contest the_underhand: bikini 2009 the_underhand: miss bikini the_underhand: and won [Bnet 3:13 pm 10/9/2009] |
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| BG-Gimli.SoG |
Posts: 1043 Age: 23  Réputation: 30 Regist Date: 2009-07-29
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| MSG-nubcake |
Posts: 81 Age: 20  Réputation: -3 Regist Date: 2009-10-21
 | | Fri 11 Dec 2009, 00:59 | |
| O; You added some more commands? Do I have access to use them? If so, gimme!!!!  |
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| BG-Gimli.SoG |
Posts: 1043 Age: 23  Réputation: 30 Regist Date: 2009-07-29
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| MSG-nubcake |
Posts: 81 Age: 20  Réputation: -3 Regist Date: 2009-10-21
 | | Fri 11 Dec 2009, 22:22 | |
| lol
I realized that soon after I posted this. I've just been waiting until you least expect it...
then I'm going to break 'um out.
?eatbrain Gimli.SoG |
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| BG-Gimli.SoG |
Posts: 1043 Age: 23  Réputation: 30 Regist Date: 2009-07-29
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| LTC-Proxy |
Posts: 746 Age: 22  Réputation: 12 Regist Date: 2009-06-02
 | | Sat 12 Dec 2009, 05:47 | |
| Like you were really using that brain matter anyway?  ....................
 the_underhand: I went to a beauty contest the_underhand: bikini 2009 the_underhand: miss bikini the_underhand: and won [Bnet 3:13 pm 10/9/2009] |
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| BG-Gimli.SoG |
Posts: 1043 Age: 23  Réputation: 30 Regist Date: 2009-07-29
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| MG-Sath |
Posts: 1549 Age: 32  Réputation: 61 Regist Date: 2005-07-15
 | | Mon 14 Dec 2009, 15:57 | |
|  nice post ˇ you won a cookie ....................
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| BG-Gimli.SoG |
Posts: 1043 Age: 23  Réputation: 30 Regist Date: 2009-07-29
 | | Mon 14 Dec 2009, 17:52 | |
| ....................




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| MSG-nubcake |
Posts: 81 Age: 20  Réputation: -3 Regist Date: 2009-10-21
 | | Tue 15 Dec 2009, 03:06 | |
| om nom nom *finishes off leftover brain matter*  |
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| BG-Gimli.SoG |
Posts: 1043 Age: 23  Réputation: 30 Regist Date: 2009-07-29
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