TEXT: The Plastic Army Guys
  Officer - Wild Card
  Pace
  6"
  Parry
  6
  Toughness
  9
  Cost
  7
  Agility
  d6
  Smarts
  d6
  Spirit
  d8
  Strength
  d6
  Vigor
  d6
  Fighting
  d6
  Guts
  d8
  Notice
  d6
  Shooting
  d10
  Throwing
  d6
  Weapon
  Range
  Damage
  RoF
  Notes
  Pistol
  5/10/50
  2d6
  1
  None
  Grenades
  5/10/20
  3d8
  1
  Use Small Template
  Knife
  –
  d6+2
  Kevlar Armor +4 (already added to Toughness)
  Binoculars (adds +2 to Notice at distances greater than 18")
  Any soldier within 8" of Officer automatically pass Guts check.
  Infantry Guy
  Pace
  6"
  Parry
  5
  Toughness
  9
  Cost
  1
  Agility
  d6
  Smarts
  d6
  Spirit
  d6
  Strength
  d6
  Vigor
  d6
  Fighting
  d6
  Guts
  d6
  Notice
  d6
  Shooting
  d8
  Throwing
  d8
  Weapon
  Range
  Damage
  RoF
  Notes
  Pistol
  5/10/50
  2d6
  1
  None
  Grenades
  5/10/20
  3d8
  1
  Use Small Template
  Assault Rifle
  10/20/100
  2d8
  3
  Can be placed on Autofire.
  Knife
  –
  d6+2
  Kevlar Armor +4 (already added to Toughness)
  Rock and Roll: +1 to Autofire Target Numbers.
  Radio Guy
  Pace
  6"
  Parry
  4
  Toughness
  5
  Cost
  5
  Agility
  d6
  Smarts
  d6
  Spirit
  d6
  Strength
  d4
  Vigor
  d6
  Fighting
  d4
  Guts
  d4
  Notice
  d8
  Shooting
  d6
  Throwing
  d4
  Weapon
  Range
  Damage
  RoF
  Notes
  Pistol
  5/10/50
  2d6
  1
  None
  Grenades
  5/10/20
  3d8
  1
  Use Small Template
  Knife
  –
  d4+2
  Radio Equipment (extends Officer’s Leadership to 12")
  Reduces Scatter range by half.
  Engineering Guy
  Pace
  6"
  Parry
  4
  Toughness
  5
  Cost
  3
  Agility
  d6
  Smarts
  d6
  Spirit
  d4
  Strength
  d6
  Vigor
  d6
  Fighting
  d4
  Guts
  d6
  Notice
  d8
  Shooting
  d6
  Throwing
  d6
  Weapon
  Range
  Damage
  RoF
  Notes
  Pistol
  5/10/50
  2d6
  1
  None
  Grenades
  5/10/20
  3d8
  1
  Use Small Template
  Knife
  –
  d6+2
  Build Walls/Fortifications (1-4" section per turn)
  Destroy Walls/Fortifications (roll 3d8, compare to wall’s TN)
  Bazooka Guy
  Pace
  4"
  Parry
  6
  Toughness
  9
  Cost
  4
  Agility
  d6
  Smarts
  d6
  Spirit
  d6
  Strength
  d8
  Vigor
  d6
  Fighting
  d6
  Guts
  d6
  Notice
  d8
  Shooting
  d8
  Throwing
  d4
  Weapon
  Range
  Damage
  RoF
  Notes
  Pistol
  5/10/50
  2d6
  1
  None
  Grenades
  5/10/20
  3d8
  1
  Use Small Template
  Bazooka
  10/40/150
  3d10
  1/2
  Use Small Template
  Knife
  –
  d8+2
  Kevlar Armor +4 (already added to Toughness)
  Flamer Guy
  Pace
  6"
  Parry
  4
  Toughness
  5
  Cost
  4
  Agility
  d6
  Smarts
  d6
  Spirit
  d6
  Strength
  d6
  Vigor
  d6
  Fighting
  d4
  Guts
  d6
  Notice
  d6
  Shooting
  d6
  Throwing
  d4
  Weapon
  Range
  Damage
  RoF
  Notes
  Pistol
  5/10/50
  2d6
  1
  None
  Grenades
  5/10/20
  3d8
  1
  Use Small Template
  Flamer Thrower
  Template
  d8
  #
  Roll a d6, roll that many d8s for damage
  Knife
  –
  d6+2
  
  Machine Gun Guy
  Pace
  4"
  Parry
  4
  Toughness
  9
  Cost
  4
  Agility
  d6
  Smarts
  d4
  Spirit
  d4
  Strength
  d8
  Vigor
  d6
  Fighting
  d4
  Guts
  d6
  Notice
  d6
  Shooting
  d8
  Throwing
  d6
  Weapon
  Range
  Damage
  RoF
  Notes
  Pistol
  5/10/50
  2d6
  1
  None
  Grenades
  5/10/20
  3d8
  1
  Use Small Template
  Heavy Machine Gun
  12/24/240
  2d8
  4
  Uses Autofire
  Knife
  –
  d8+2
  Kevlar Armor +4 (already added to Toughness)
  Rock and Roll: +1 to Autofire Target Numbers
  Mortar Guy
  Pace
  4"
  Parry
  4
  Toughness
  5
  Cost
  3
  Agility
  d6
  Smarts
  d4
  Spirit
  d4
  Strength
  d6
  Vigor
  d6
  Fighting
  d4
  Guts
  d6
  Notice
  d6
  Shooting
  d6
  Throwing
  d4
  Weapon
  Range
  Damage
  RoF
  Notes
  Pistol
  5/10/50
  2d6
  1
  None
  Grenades
  5/10/20
  3d8
  1
  Use Small Template
  Knife
  –
  d6+2
  Mortar Gun
  10/30/60
  3d8
  1/2
  Use Small Template, Indirect Fire
  Vehicles
  Tank
  Pace
  6"
  Passengers
  5
  Toughness
  18
  Cost
  10
  Agility
  d4
  Smarts
  --
  Spirit
  --
  Strength
  d10
  Vigor
  d12
  Fighting
  --
  Guts
  --
  Notice
  d4
  Shooting
  d8
  Throwing
  --
  Weapon
  Range
  Damage
  RoF
  Notes
  Cannon Gun
  10/40/150
  4d10
  1/ 2
  Uses Large Template, Indirect Fire
  Machine Gun
  12/24/240
  2d8
  3
  Uses Autofire
  Tank can turn 45o per movement. Cannon turret can fire in the front, right and left arcs.. The Machine Guns are front firing arc.
  Jeep
  Pace
  9"
  Passengers
  5
  Toughness
  9
  Cost
  8
  Agility
  d8
  Smarts
  --
  Spirit
  --
  Strength
  d8
  Vigor
  d10
  Fighting
  --
  Guts
  --
  Notice
  d4
  Shooting
  d8
  Throwing
  --
  Weapon
  Range
  Damage
  RoF
  Notes
  Machine Gun
  12/24/240
  2d8
  3
  Uses Autofire
  Jeep can turn 90o per movement. Machine Gun can fire in the front, right and left arcs.
  Howitzer
  Pace
  4"
  Crew
  2
  Toughness
  6
  Cost
  6
  Agility
  d8
  Smarts
  --
  Spirit
  --
  Strength
  --
  Vigor
  d8
  Fighting
  --
  Guts
  --
  Notice
  d4
  Shooting
  d8
  Throwing
  --
  Weapon
  Range
  Damage
  RoF
  Notes
  Mortar Gun
  10/50/100
  3d8
  1/2
  Use Large Template, Indirect Fire
  Can be attached to Jeep. Howitzer can be turn 45o a turn. Requires a crew of two to operate. Can only double pace.
  Autofire: This figure can make as many Ranged Attacks per round as his Rate of Fire allows. You can split these among all
  possible targets if desired, but attacks must be made at once. You do suffer a +2 penality to your Shooting Score.
  Indirect Firing: Without measuring pick a point of impact. Measure, and roll your Shooting. Roll a d10 to determine direction
  of Scatter (1-8 is scatter, 9-10 is Hit). Roll 2d8 for distance Scattered. Each success on the Shooting roll, reduces Scatter by 2".
  Vehicles can travel at their pace with no penalty. If they double their pace, they are at +2 to all TN. If they triple their pace,
  they are at +4 TN. Weapons cannot be fired when moving faster than normal Pace. 
  
SOURCE: textdata/thevault/Modern Ops/Modern Ops Army Men.pdf