unit:Sleeping Temmin Tortoise

This unit is still in testing. It should not be used in official games


Sleeping Temmin Tortoise
83 Points
Living, Large Unit
HP = 70
Movement = 4"
Dodge Bonus = +0
Armor Type = Heavy

Attacks
Snapping Jaw
Type = Slashing
Range = Melee
Hit Bonus = +3
Damage = 3d6+12


Special Abilities
Hibernal = At the start of the game the Tortoise is "asleep"; it may not move or attack. At the beginning of each of your turns and whenever the Tortoise is hit by an attack, roll a d6. On a 5 or higher, the tortoise wakes up and may be used normally for the rest of the game. If a melee attack caused it to wake up, then the Tortoise may immediately make an attack the melee attacker(It still must roll to hit).

Ancient Shell = Temmin Tortoise shells deflect even the strongest of blows. Damage dealt to Sleeping Temmin Tortoise is reduced by 7, to a minimum of 1.

These enormous turtles dwell on sandy beaches where they can lie under the sand with only their jagged shell exposed. It is not uncommon for a Temmin Tortoise to remain sleeping for days on end. When one does wake, it only stay active for less than a day at a time to feed on vegitable matter and any animals that venture near its mouth. Despite being heavy sleepers and slow movers, it is not very safe to be anywhere near one. A Temmin can snap out with explosive speed using its blade-like beak, easily severing limbs. One bite is usually fatal; if the initial wound doesn't kill the prey, the bite is almost always deep enough to cut major arteries and organs. Once these unfortunate ones bleed out the tortoise will creep over and devour its meal, then return to sleep. Temmins also develop very strong shells as they age, to protect them while resting. Some have so strong shells that even when struck with a sword the Temmin did not wake. (Which is lucky for the soldier who hit it, if the temmin had woke up he surely would have lost his arm.)

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