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===Quirks of Character=== An additional way to spend your army and HQ's magic allowance giving them additional traits to make your characters and unite stand out. Like lizardman sacred blessings, we have the price for characters, and each unit pays thier own price for a quirk. Each Quirk can only be taken once by a single character and a single unit. *'''Grizzled Warrior:''' 35pts. Forces all wound rolls against the hero to be re-rolled. Kickass. You can put this on a Griffon. *'''Charismatic Leader:''' 25pts. General only. This expands their Inspiring Presence by +6", which is really remarkable. *'''Rich & Greedy:''' 20pts. General only. All models using a Paymaster's ''Hold Your Ground'' re-roll one dice for Break or panic tests, giving a taste of the Empire's grit. *'''Eagle Eye:''' 20pts character only. Gains Sniper. On a Mercenary Captain, Elf or Assassin. They can be pivotal in taking out bunkered characters. *'''Blood Feud:''' 15pts gains Hatred. Part two on a melee build. *'''Defiant:''' 15pts his unit gains Stubborn. Golden on a hero to turn any unit into a tarpit. *'''Ranger:''' 15pts. Character Model on Foot and Skirmishers only. Gains Scout (can be deployed anywhere after all other units are deployed). depending on how they are kitted, they could be a [[Distraction Carnifex]] or an early turn nuke, especially if a wizard (although you are feeding your opponent easy Victory points). *'''Cunning:''' 10pts. Character only. May reroll one failed hit roll each CC phase. Cheaper Blood Feud but works every round *'''Berserker:''' 10pts. Gains Frenzy (+1 attack, Immunity (Psychology), but must pass Ld or charge). Fearsome on a blinged melee character. *'''Crushing Blow:''' 10pts gains Strength Bonus (1). More good things for melee builds. *'''Poisoner:''' 10pts gains Poison attacks. You could gain strength with a magic weapon, or buy a different attribute and get a cheap and strong flat +1 to wound. *'''Veteran:''' 10pts gains +1WS. On Most WS5 captains, They have a better time dueling other heroes. If they were WS6, They are now Hitting common Humans on 2+ and can combo well for infantry grinding loadouts (more attacks, better woundings, AP). *'''Ambusher:''' 5pts Gain Ambushers in case you didn't bring Leo. *'''Fearless:''' 5pts. Gain Immunity (Psychology). Run not from monsters, and your men's failed to keep face. *'''Vanguard:''' 5pts gains Vanguard. Like scout, they can't charge if you go first but gives you an early start on getting close to combat or shooting for a non-skirmish unit.
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