The Mohican River Tribe has gotten me thinking.
(EDIT: BUT OTHER STUFF GOT TY THINKING MUCH SOONER:
LINK)
Even though Agent Carr hasn't seen that much play at my table once we started to buy expansion packs, I've always felt that he introduced a great concept to the game.
Ghost Walk and
Disengage (later combined to form Phantom Walk to save space on newer cards) allow him to move about the battlefield and pick his targets at will, which is an important trait for a hero who does not bond.
More importantly, I like his
Sword of Reckoning 4 ability. It's a simple way to use the rules of the game to show that he has two weapons. He can fire off attacks of 2 dice from 6 range with his pistol, or smack an adjacent figure for 6 dice with his sword. Although Mimring's special attack has a similar effect, I think of Agent Carr as being the first melee/ranged hybrid unit.
The way target selection and height advantage function, it is...