Champions stand above their fellow-warriors as the oak towers above the other trees of the forest. Champions are tried and tested warriors, the best of their band. None can best them in single combat. Often when two armies meet, their champions will go forth to single combat, and the outcome of the fight is seen as a powerful omen as to how the battle will go, for champions are the very best of their army. Due to their prestige and the honor in which they are held, they are rallying points for their comrades, and often lead troops into the fray. Their very presence is inspiring to their allies and strikes dread into their foes. With them near, even lesser warriors can become inspired to new heights; but when a champion falls, so does the morale of the warriors about him. A champion can make or break a battle. Much relies on him and great is his responsibility.
Champions in Valhalla
Figures with Champion Synergy/Attacks
- Knights of Weston: Human Champion Bonding: Before taking a turn with the Knights of Weston, you may first take a turn with any Human Champion you control.
- MacDirk Warriors: Human Champion Bonding: Before taking a turn with the MacDirk Warriors, you may first take a turn with any Human Champion you control. Highland Fury: At the start of the game, choose a Human Champion you control. While that champion is in play, MacDirk Warriors roll one additional attack die for each wound marker on the chosen hero. There can be only one Human Champion for all the MacDirk Warriors you control. MacDirk Warriors cannot attack their chosen Human Champion.
- Heavy Gruts: Orc Champion Bonding: Before taking a turn with Heavy Gruts, you may first take a turn with any Orc Champion you control.
- Blade Gruts: Orc Champion Bonding: Before taking a turn with Blade Gruts, you may first take a turn with any Orc Champion you control.