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Generals

Posted: Wed Sep 30, 2009 9:33 pm
by Ogel96
first of all, id like to say that if this thread has been done before, i don't care. i looked and couldnt find it so...

i sometimes use a general, whos pretty much a hero on steroids. I only have one in any of my armies at a time. I let them cross cliche or havejust one with bonuses to feats, and i put their skill and armor to 3d6. i only bring a general to a massive battle, or else i put him as just a hero.
I just don't feel that Hero is awesome enough for a grand battle where my sigfig leads almost all my figs into battle...
first, do any of you ever do this and second is this cheap? (Btw, my friends and i throw cp to the wind...)

Posted: Wed Sep 30, 2009 9:59 pm
by Jaeman
Isn't this covered by champion in the more advanced (2001) rules?

If you want a more powerful fig, go for it. you could also try giving your hero some sort of specialized armor or something, and then give your other figs the stats of officers. the idea is to crate something fun, but not too unbalancing. in this case, I suggest making sure that if you do use a champion, you make sure the other player gets one too.

Posted: Wed Sep 30, 2009 11:54 pm
by Strana
actually if you give your hero early style 2005 armor this will raise his armor to 3d6. so rather i would see increased redshirt range and he can even cause vehicles to red shirt for him or something of that nature

Posted: Thu Oct 01, 2009 7:33 am
by Ogel96
Never really read the 2001 rules. Too long for me.

Posted: Thu Oct 01, 2009 9:04 am
by Jaeman
Ogel96 wrote:Too long for me.
So don't read the whole thing. The important parts are the mini-figs and the weapons sections, the vehicle rules of 2005 are superior in most regards, but the 2001 weapons section is a must read, the more ways to kill a mini-fig the better!

Posted: Thu Oct 01, 2009 11:39 am
by muffinman42
i normally just top up my sig-figs stats.
if you want one leader just stick them in a mech, a really big one with guns on its feet and that sorta stuff.
to me mechs weapon limit is "untill it can't stand up" which is cureable with larger feet or more legs.

Posted: Thu Oct 01, 2009 1:05 pm
by Fulizer
General is a bad title, generals appear to be total wimps who hang at the back rather than actually fighting.

Posted: Thu Oct 01, 2009 7:48 pm
by Ogel96
Fine, then commander maybe?

Posted: Thu Oct 01, 2009 9:27 pm
by Greenkey15
Use a Morcian Armor ability, up his skill, and give him a specialized feat like from the Rainbow Knights cards. I do this with all my heroes, because they are too awesome to die. They can kill more stuff if they stay alive! They can work well with other heroes, too, as a part of Morcian Armor is that the hero has no negative penalties when using in conjunction with other heroes.

Posted: Fri Oct 02, 2009 4:51 am
by stubby
Greenkey15 wrote:They can work well with other heroes, too, as a part of Morcian Armor is that the hero has no negative penalties when using in conjunction with other heroes.
Something I should have learned after the starship civilizations in 1995, is that if you give a unit an ability that's balanced out by the story or by some other disability, players will always take it out of context in order to unbalance everything. I need to delete those Mocians before they cause any more trouble for me.

Posted: Fri Oct 02, 2009 5:25 am
by pesgores
Generals or other high-ranked military personnel should grant bonuses to units nearby or something.

Posted: Fri Oct 02, 2009 1:47 pm
by Strana
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.

Posted: Sat Oct 03, 2009 11:24 am
by pesgores
Aproved. Gotta use those rules for my battles.

Posted: Sat Oct 10, 2009 5:02 pm
by dcl32
It's like a lot of my ideas, unneeded, no offense.

Posted: Sat Oct 10, 2009 5:40 pm
by Strana
it like anything in brikwars if you want to use it do so if not, meh