Unit: KING METHHOUSE
Leader: can give 1 Instant Benny per turn to any unit in his line of sight. Can create additional Bennies by Scapegoating units within line of sight; Scapegoats immediately switch to an enemy team.
If the Leader is killed, the King's army becomes Disorganized (Each turn, an enemy player can pick one unit to forget its orders completely) and all Knights' armies become Enemies to each other.
Unit: SIR DOGDU (captured)
Heroic Cliche: Action Strategist (ex.: Rorschach, Sherlock Holmes, Batman)
Rainbow Wisdom: Sir Dogdu is supernaturally clever, with a Skill of 1d12. If Sir Dogdu is free, all units under Dogdu command have their Skill raised to 1d8 as if in a Squad commanded by an Officer.
Unit: DOGDU MILITARY DOG
Skill 1d6, Armor 2, Move 8"
Half Mind: Submissive to Dogdu units; can be sent to attack, and will return for new orders
Bite: Use:2 Damage:1d4
Unit: SIR RAYHO
Heroic Cliche: Speedster (ex.: Achilles, Usain Bolt, Kid Flash)
Rainbow Speed: Sir Rayho is supernaturally fast, and can take one extra Movement or Action every turn. All Rayho units may Sprint for free with no Action cost.
Unit: RAYHO'S MOM
Supernatural Cliche: Wind Witch (ex.: Captain Planet's Linka, Airbenders) 3d8
Rayho's Mom can channel her d8s through her Lightning Staff strikes (treat as Long-Ranged Weapon) or through her Blue Falcon familiar (Flying Vermin). She loses one of the d8s if the Falcon is killed, and one if she loses her Lightning Staff.
Brikguy0410 wrote:I don't get it, if I king was a meth addict, wouldn't his subjects impeach him? Oh, wait that's what we did to Nixon, never mind
Users browsing this forum: Bing [Bot] and 1 guest