Here have some experimental rules and overpowered ego-character.
Tried to balance him out a bit with his gear by making him more vulnerable to certain things.
I also kinda tried to make him usable in any time-period, so he could be anything from a Royal Navy Officer, to a Piltogg Commander, to a Space Admiral.
Enjoys plotting new ways to terrify the soldiers under his command as well as the enemy. Is a major dick, and easy to anger.
Cost: Construction Points are for wussies.
Save: 1d10 if using "higher roll wins" rules, 3+ on a 'regular' save.
Skill:1D10 (or 2D6 if no D10 is available)
Its a pretty awesome hat. Signifies his authority. Must be represented as a black policeman's hat or something equally awesome. (Such as a top hat or three-cornered hat with a feather)
Makes him a big ol' target for snipers, adding +1 to any sniper attack against him.
Covered in many medals, breakfast crumbs, and various vital fluids from past battles. Hampers movement through difficult terrain such as water or thick brush. Reduces his movement in such climes to 4 inches.
If shot at by a projectile weapon, if the Commander fails his armor save, you may re-roll ONCE in the entire game. (no re-rolling saves over and over, one chance only.)
Pistol and Saber:
Usually carries standard officer equipment, a pistol of any type, and a one-handed sword of any type. (May be restricted by time period game is in)
Is quite well-rounded on the operation and maintenance of most standard vehicles. If given the right tools, can repair, and sometimes construct vehicles.
Dick Move: The Commander is constantly looking for ways to humiliate his opponents and their minions. Counts as a re-roll when attempting a offensive (both insulting and attacking) stupendous feat.
(Ex.: Can be used to throw an enemy soldier into a pool of sewage, but not to jump over a car trying to run him over)
Inspiring Aura: Can inspire the lowliest of soldiers to acts of bravery. Any soldiers within 4 inches (including vehicle pilots or passengers) automatically re-rolls any failed attacks, and also may re-roll an armor save when being attacked.
Units also gain a +1 bonus in close combat.
(Only counts for living units, no robots.)
Good Motivator: During the movement phase, roll a D6. If a one or two is rolled, select the infantry unit standing furthest behind the Commander (of your own army) within range of his pistol and proceed to administer "motivation to advance" via firearm. If the attack hits, the unit is killed. If the Commander misses, move the unit three inches more forward as a result of his sudden motivation to pick up the pace.
If the Commander repeatedly attempts an action (not an attack), but manages to fail three turns in a row, he will fly into an unholy rage and attack either the object causing said rage, or any unit (friend or foe) that happens to be closer. This may be with either a weapon he is carrying, or any large blunt object within reach (including creatures/soldiers of a lower intelligence level.) Roll 1d6 to see how many turns his rage lasts. If the object of his rage is destroyed, he immediately calms down regardless of remaining rage turns.