Dawn of the Dead - Soldiers
+17
lanz18
hmmm
TitanDeath
Rookie
Kellehendros
shawntjj
koalabear
SenteiKasei
Seasoner
Eulogy
Mishotaki
delanov
Sath
Proxy
nubcake
s3rius
Gimli.SoG
21 posters
Page 1 of 4 • 1, 2, 3, 4
Dawn of the Dead - Soldiers
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: PVTClass: 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.
| ||||||||||
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: PVTClass: 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.
| ||||||||||
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: PVTClass: 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.
| ||||||||||
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: PFCClass: 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.
| ||||||||||
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: SPCClass: Support | The Engineer is in charge of the team's ammunition suppliment and of the maintaining of mechanical and electronical equipment.
| ||||||||||
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: CPLClass: 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.
| ||||||||||
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: SGClass: 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.
| ||||||||||
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: SSGClass: 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.
| ||||||||||
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: SGMClass: 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.
| ||||||||||
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: 2LTClass: 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.
| ||||||||||
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: 1LTClass: Support | The Technician employs high-tech intelligent combat drones that come with various tools of modern warfare.
| ||||||||||
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: CPTClass: 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.
| ||||||||||
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% |
Re: Dawn of the Dead - Soldiers
Tue 08 Dec 2009, 17:30
I sorta got lazy with the critical hit, I don't think it is the same for each class... also I think some other inconsistencies in the post may be the result from such a long post because in the coding it is imputed correctly... like color and movement speed in a few classes... weird
- s3riusLTG
- Posts : 1916
Réputation : 57
Regist Date : 2006-02-11
Re: Dawn of the Dead - Soldiers
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.
There are only two different crits - one for Sniper (and maybe Marksman, I don't recall) and one for all the others.
Re: Dawn of the Dead - Soldiers
Tue 08 Dec 2009, 19:14
I got the sniper crit just because that is when it occured to me that they may be different. All the stats for the each class was gathered with an old SFC code of mine, with the exception to assaultman and sniper which was gathered with the closest exp rank I could find to 2LT and CPT.
This means if things like HP and Mana are different when you play compared to what you see on this thread it is because your rank gives you an increase.
This means if things like HP and Mana are different when you play compared to what you see on this thread it is because your rank gives you an increase.
Re: Dawn of the Dead - Soldiers
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
;(
?hugeaxe Gimli.SoG
nubcake splits Gimli.SoG's head with a freakin Huge Danish Axe.
lol
Re: Dawn of the Dead - Soldiers
Thu 10 Dec 2009, 06:15
lol, its Danish Pole Axe, and only I am allowed to use that command nub. I added some more lol, including some zombie ones ^.^
- ProxyLTC
- Posts : 720
Réputation : 12
Regist Date : 2009-06-02
Re: Dawn of the Dead - Soldiers
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
Re: Dawn of the Dead - Soldiers
Thu 10 Dec 2009, 14:49
The only problem with that is im pretty sure my deans wouldn't let me keep one in my room... lol
Re: Dawn of the Dead - Soldiers
Fri 11 Dec 2009, 00:59
O;
You added some more commands? Do I have access to use them? If so, gimme!!!!
You added some more commands? Do I have access to use them? If so, gimme!!!!
Re: Dawn of the Dead - Soldiers
Fri 11 Dec 2009, 03:24
you will have to find out for yourself.
P.S.
try ?cmdlist
P.S.
try ?cmdlist
Re: Dawn of the Dead - Soldiers
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
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
Re: Dawn of the Dead - Soldiers
Fri 11 Dec 2009, 23:34
hey! thats my brain matter.
Now I just have to wait until the Vangaurd Operative is available to me and so I can add it to this thread ^.^
Now I just have to wait until the Vangaurd Operative is available to me and so I can add it to this thread ^.^
- ProxyLTC
- Posts : 720
Réputation : 12
Regist Date : 2009-06-02
Re: Dawn of the Dead - Soldiers
Sat 12 Dec 2009, 05:47
Like you were really using that brain matter anyway?
Re: Dawn of the Dead - Soldiers
Sat 12 Dec 2009, 06:19
just like my gps, whether i use it or not its still MINE
Re: Dawn of the Dead - Soldiers
Tue 15 Dec 2009, 17:07
*puts nubcake out of his misery with a 12 gauge shotgun*
- delanovMSG
- Posts : 93
Réputation : 6
Regist Date : 2009-06-08
Re: Dawn of the Dead - Soldiers
Wed 16 Dec 2009, 18:34
doc delanov:
-C L E A R !!!
-C L E A R !!!
Re: Dawn of the Dead - Soldiers
Thu 17 Dec 2009, 14:10
nubcake has been revived!
People across the world rejoice.
People across the world rejoice.
Re: Dawn of the Dead - Soldiers
Sun 20 Dec 2009, 16:48
Vangaurd Operative is coming closer! I can sense it already =P
Page 1 of 4 • 1, 2, 3, 4
Permissions in this forum:
You cannot reply to topics in this forum