by Strana » Fri Oct 02, 2009 1:47 pm
the General 20cp
skill 1d12
movement 5"
armor 2d6
heroic feat: once per turn as appropriate for a general figure
special abilties
red shirting:
Any time a General takes damage from an external source he may try to inspire a nearby unit within 1d6" to RedShirt. This does not take an Action; the General can inspire any number of RedShirts in a single turn, but only one for each specific incoming source of Damage. If successful, the RedShirting unit will leap in to take the damage instead, knocking the Hero out of harm's way if necessary The inspired RedShirt must be on the Hero's team, it must be capable of leaping. Additionaly if the general's army killed more men per turn than the enemy, vehicles can also redshirt for the general up to 2d6" away.
Inspiring the troops:
once per turn a general can inspire the troops, he may +1 to thier skill rolls for this turn. however this can only be used if his team killed more enemy troops than he lost last turn or if he got shot at last turn explosive area affects count.
crankiness:
a general is only suseptable to crankiness from another general and not another hero. any hero will not gain crankiness from a general, a hero of Lawful intentions can be redshirted for the general. note hero's are still suseptable to crankyness from eachother
additionally the general can choose an expertise: Ground, Air, Vtol, Space, magic, medieval, naval. if he is using a machine outside of his chosen expertise he suffers a -4 to his skill rolls.
DARN
Heavy Destroyer Class Carrier Hybrid HODGEPODGE
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# patchwork: a theory or argument made up of miscellaneous or incongruous ideas