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===Lords & Heroes=== ====Special Characters==== *'''Hisme Stoutheart:''' Elector Count of the Moot. Gains +1S and A for each toughness 3 or low in b2b contact, ignore the first hit suffer, and a rerollable word save. Also comes with a book that gives a random buff that you can give to a unit at the start of the game: Re-roll 1's to Hit for missiles or CC, or +1 to combat resolution. *'''Nicholas Warfoot:''' The Halfling Champion. Has all the Bells and whistles to bump an average human lord human into an adequately named character. He gives his unit Stubborn and nearby units +1 to Combat Resolution. His Necklace not only provides a ward with but also makes him invincible for one CC round. Has a Potion that bumps his strength up to a 6 for a turn. *'''Clegg The Indomitable:''' A master-master thief with the ability to Steal items off a Character or Champion until your next turn. If you pick a character with no Items, move to the next person. He also forces his challengers to make I test or lose their weapons. If Nippon Dragon Pearl lest you have a Clash of Galmarizes, Clegg can grab it out of Franze's hand. *'''[[Halfling#Notable Halflings| Gabbo Flugbend]]:''' an embodiment of a late-middle game d&d PC. Rides on a Monsterous Pegasus, Strikes first against beasts and has a net. Could Acts as a single entity flying harasser. *'''Ogglethorpe Bulnhelm:''' a halfling Chelf that can come with a Hot Pot and can improve its strength by +1. in combat, he can either increase is combat ability for a turn and then dice his opponent with his enchanted cleaver, or make a single WS roll to deal d3 wounds the ignore saves. *'''Jolly Bolbottom:''' An Innkeeper with an A Mastercrafted Antique rifle. His gimmick is being a cheap name to encourage an archer unit while having a robust long-range attack. ====Generic Characters==== *'''Elder:''' one of the cheapest Lord options, goblin warlord cheap. They prefer to have magic ranged weapons especially if they exist more than one. Can comfortably afford multiple geared up Hero. *'''GrandEnchanter/Enchanter:''' Weak spellcasters, with the lord option essentially being a wizard level 2 upgrade. They can only Channel on a 5+ but get Dicpele Dice on a +3. They Can take Fire, Beasts, Heavens, Light, Life or Shadow. *'''Sheriff:''' lesser Elder/Goblin warboss. Can standard banner barrier. Like goblins, are spammable with magic bling. *'''Master Chef:'''An army wide supporter. Pick an effect and then Roll a scatter dice, and all Halflings 12+2d6" are affected until the start of the next turn. Keep them in the center to make sure that some of your armies will be affected. **'''Chilipepper:''' Random move 2d6. **'''Rosemary:''' give Stubborn. **'''Coriander:''' Re-roll hits in close combat **'''Cumin:''' +1 toughness *'''Master Thief:''' a Heroic version of a thief, Gaining hidden, being able to steal d3 items a once while being more likely to succeed. ====Mounts==== *'''Pony:''' a horse but worse, especially with it being M 7 instead of 8. *'''Battle Ram:''' a battle pony with average WS, Hill strider, and a Charge bonus. For heroes that want a mount with a little more damage potential.
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