Paladin

*"SECOND COMING? I **AM** THE SECOND COMING!"*

a paladin doing some desert stretching

**Paladins** are a unit in the **Lizimorr** faction.

## Overview

With powerful supportive magical abilities and the power to spread the effects of crusade, Paladins are staple units in any Lizimorr army. Whether it be through shielding them for important engagements or topping them off after a deadly attack, Paladins are the ones with the means to keep an army intact. Play them wisely, however; in combat, they are only as effective as your average knight.

## Abilities

### Code of Chivalry

This unit cannot retreat. If an enemy unit adjacent to this unit retreats, this unit becomes enraged for a turn. All actions performed by enraged units are free.

### Crusader

If your leader has the "Declare Crusade" ability and is alive then for every unit alive in your army with this ability an additional enemy unit will be marked for crusade.

## Gear

### Weapon

SWORD

GREATSWORD

Ability: Whenever an attack with this weapon hits an enemy unit, there is a 50% chance for a wide sweep. Wide sweeps cause another bonus attack to an enemy unit in melee range of both the attacking unit and the initial target unit.

HALBERD

Ability: For every attack with this weapon there is a 25% chance to completely ignore enemy defenses and deal full damage (not counting other abilities that negate damage).

GREATHAMMER

Ability: For every hit this weapon makes there is a 75% chance to stun the target. Stunned units have one less action per stun afflicted.

UZI

NOTE: the Paladin will always have an uzi equipped regardless of any other weapon choices.

## Magic

Purifying Light

Heals self and nearby allies.

Magic Barrier

The caster and nearby allies are enveloped in magical forcefields. Each affected model gains one shielded status. Damage is halved for each shielded status. This status lasts until your next turn ends.

## Strategy

The Paladin is a very powerful unit due to their supportive capabilities, and often the difficulty in using them is figuring out how to use their magic properly. Because using a spell is a major action, casting Magic Barrier or Purifying Light will take up the Paladin's entire turn, and they can't move before using it. Thus, the trick with the Paladin is to play around it. Keep your units near before a major push in order to hit all of them with Magic Barrier. Place the Paladin in a position where units like Knight Gravens can retreat back to it in order to regain health.

Speaking of Magic Barrier, **USE THIS SPELL!** It is EXTREMELY GOOD. Half damage is really, really, really, really effective, especially since it also applies to true damage. What's more, use this spell offensively! Hitting your units with it before they rush in will make them extremely difficult to deal with and can let them close the distance much more effectively. It's definitely the strongest thing that the Paladin has in their arsenal, so make sure you put it to good use.

Lastly, don't use the uzi. It sucks. It's really bad. You'll be tempted, and you'll be disappointed. Just don't if you can avoid it.

## Lore

We ain't got much, but here it is:

*"Paladins are invaluable advisors for knight captains in the field. Their zeal and devotion to Great Sky drives them forward into battle, and they often serve as secondary leaders."*

They're zealots, man. That's the whole vibe.