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====Ostlanders==== Like the [[Averland]]ers, [[Ostlander]]s get a unique warband rather than being "Mercenaries with a special rule". Mechanically, an Ostlander warband is defined by two special rules. '''Self-Sufficient''' dictates that Ostlanders cannot hire any Mercenaries other than [[Ogre]]s; Ostlands don't want to share their resources with outsiders, but clans of ogres who broke away from the [[Ogre Kingdoms]] to inhabit the Middle Mountains often find work in Ostland, and so they're accepted as neighbors. This may not seem like such a big issue at first, but it does mean your Ostlander warband is much more heavily slotted into the "hit stuff hard" niche than some, as you can't use Hired Swords or Dramatis Personae to broaden their tactics list or shore up weakspots in their tactical arsenal. So plan accordingly. '''Nouveau Riche''' is the special rule that will probably give players the hardest time starting out; Ostlanders are almost universally poor and so have a real hard time controlling themselves when they get ahold of money. As a result, after a battle, an Ostlander warband '''must''' sell the first 8 pieces of wyrdstone they won from that battle, and then, once they have decided whether or not to hire any new warriors and paid off their campaign debts, 50% of the gold remaining '''must''' be spent on a single item of gear... luckily for you guys, the Annual 2002 reprint of this warband is missing this rule, so arguably you ''don't'' have to play with Nouveau Riche as a factor. Of course, you gotta convince the other guys to let you ignore this rule. Ostlanders have a unique weapon; the Double-Barreled Pistol and the Double-Barreled Rifle. At the cost of requiring a full turn to reload each barrel, firing both barrels at the same target causes 2 hits rather than one. For Heroes, an Ostlander warband has a mandatory Elder and can take 0-2 Blood-Brothers, and 0-1 Priests of Taal. For henchmen, they can take Kin, 0-5 Ruffians, 0-7 Jaegers and 0-1 Ogres. So, off the bat, your warband can take a pretty big boost in muscle ''and'' it can start play with a spellcaster, which are two edges rarely seen in the same warband. The downside is that with no Youngbloods equivalent, your exploration is stunted until and unless you can roll "The Lad's Got Talent!" for some of your Kin. Ostlander heroes have the following unique skills they can develop: * ''Bull Rush:'' When charging, the Ostlander can knock the foe down without hurting them by making an attack with a +1 "to hit" bonus. * ''Foul Odor:'' The Ostlander's clothes are so saturated with stale liquor and sweat that living enemies suffer a -1 to-hit penalty in HTH combat, but fire attacks are +1 strength against this Ostlander and the Ostlander cannot carry open flames (torches, lanterns). * ''Taunt:'' The Ostlander can make a "shooting" attack that, if it hits, forces the enemy to pass an LD test or else spend the next movement phase trying to get to the Ostlander. * ''Animal Friendship:'' Normal animals won't attack this Ostlander, and the warband can take 2 "free" wardogs. * ''Blood Oath:'' Leader Only. Can reroll a single Route test once per game. Priests of Taal function like Priests of Sigmar, but have their own unique spell lists and have much lighter armor.
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