Ice Commander

The Commanders home was raided by Chaos. He killed most of them but one ran away. He now hunts the Chaos Warrior with a strong hate for Chaos. 

Race
The Ice- Commander is human.

Equipment
The Commander starts with a broadsword and 1x Ice Spell.
Fire Spells will do x2 damage if cast on him and cannot heal him. 
He may use any weaponry except stolen Chaos weapons.
When fighting a Chaos Warrior he will never run and can roll 5 attack dice. He defends with 2 still. 
He is unaffected by damaging Ice or Water spells.

Stats
Movement 2 red dice
Body 7
Mind 3
Attack 3 dice
Defend 2 dice

Skills
The Commander rolls one dice only. If he reaches 200 kills and researches all skills he will advance to a High Commander for the price of a skill. High Commanders can cast spells. High Commander's also have the Grudgelord skill of the Dwarf.

Commanders can learn one skill between each quest. Skills cost 3000 gold coins to learn. The number beside each skill corresponds to the dice roll. If the Commander already knows that skill he may roll again.

Unless otherwise noted,  the Commander may only use one skill per turn and one skill at a time.



 

1.) Enraged
Your blade cuts a red swathe through your enemies as your charge into combat in the grip of a boiling fury.

Once per turn, just before you make your attack, you declare that your are using this skill. Roll 1 red die to determine the outcome using the following table:
Dice Roll
Outcome
1
You are so enraged that you attack goes wild and you hit nothing. Your attack fails.
2-4
You are very angry, but the anger has little effect on your attack. Roll your attack as normal.
5-6
You are completely enraged. Roll 1 red die. You may make this many attacks, but you roll one less attack die than normal for each attack because you are so out of control.

2.) Hazard Finder
Your keen sight detects a hidden trip wire, saving you from blundering into a deadly trap.

This skill allows you to try to detect all traps on a board. It may only be used once per quest level. Roll 1 red die to determine the outcome of the search:

Die Roll
Outcome
1
You accidentally touch a hidden lever during your search, and a hidden blade swings down on you.
Roll 3 attack dice to determine damages.
2-5
Nothing
6
You are able to detect all traps on the current board.


3.) Grudge Yell
You remember your home and the invaders. Angered by this you let out an all-mighty scream!
This can occur once per quest level.
All chaos in the room lose 1 defend die from shock and all chaos warriors lose 2 attack dice as well.

4.) Mind Reader
In a state of cat-like readiness you lock minds with the creature near you.
Any hero or creature you target if you have more, equal or 1-less mind points.
Roll a red die for the outcome. Once per Quest only. 
Dice Roll
Out Come
1-2
You cannot lock minds well. The opposition gains 1 mind point.
3-4
You lock minds and can see every detail of their knowledge. You steal 1 spell of their choice.
5
You lock minds and can see every detail of their knowledge. You steal 1 spell of your choice.
6
You lock minds and can see every detail of their knowledge. You steal 1 spell or skill of your choice.

5.) Summon Help
Noting the surrounding enemy you summon your friends to you.
Twice per Quest level you may summon all the allied hero's to you side as long as the squares aren't occupied.

6.) Negotiating Skill
In between quests, the Commander may use this skill to negotiate with merchants. He may by any number of a single items from either the Armory or Potion shop for half the normal price.

















Position
Commander
High Commander
Weapon
Broadsword
Ice broadsword
Attack
3
+2
Defend
2
+2
Body 
7
+3
Mind
3
+3
Movement
2 dice
+ 2 dice
Ice Broadsword- when attacking roll a red dice as well as your attack. If you get six  the target is frozen and cannot move, attack or defend unless attacked again with a close combat weapon. It cannot rust or be stolen.


