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==Warlord Traits== ====Universal==== *'''Adaptive Biology''': From the end of the first phase in which the Warlord suffers a wound until the end of the battle, the Warlord takes 1 less damage from any attack (to a minimum of 1). Old One Eye has this trait, making him incredibly hard to kill *'''Alien Cunning''': Before the battle begins, you can remove your warlord from the battlefield and deploy him again. Deploy your flyrant first, let your opponent counter deploy his force, then redeploy your warlord at the end to fuck with them. Swarmy comes stock with this. ** A Flyrant may be redeployed into reserves with this. *'''Heightened Senses''': Warlord never suffers any penalty to their to hit rolls. Fuck Alaitoc/Stygies/Raven Guard. Use this on a walking Dakkarant when trying to fight flyer-heavy armies to save some points. Red Terror comes stock with this one. *'''Synaptic Lynchpin''': +6" to Synapse. Good but not great considering the increased range of normal Synapse, but if you're fielding lots of swarms with only a few Synapse units (e.g. you run Hydra) this can be a lifesaver. **On the other hand, since the IB is not an army killer thing anymore, and you can even play it out, and lastly, the other warlord traits are better than this, you should consider to not take this one. *'''Mind Eater''': If your warlord kills a character in melee, then they can make an allied unit that is within 3" move (and advance) at the end of the fight phase. This is Deathleaper's trait. Practically made for Broodlords and Genestealers. ** As you are moving as if in your Movement Phase, you can't end up within 1" of an enemy. *'''Instinctive Killer''': At the beginning of the battle, select a unit. Your warlord can re-roll all failed to hit rolls when targeting that unit or any other unit with the same datasheet (target a tactical squad and get the bonus against all tactical squads). Having trouble with spam armies? Not anymore. ====Hive Fleet-Specific==== *'''{{W40Kkeyword|Kronos}}- Soul Hunger''': When an enemy psyker fails a psychic test within 18" of the Warlord, the psyker takes D3 mortal wounds. And what do you know, that just so happens to be the same range that Shadow in the Warp covers. Don't forget to pair it with Kronos's Stratagem if you ''really'' want to ruin a psyker's day. *'''{{W40Kkeyword|Behemoth}}- Monstrous Hunger''': Any to wound roll of 6 in melee causes one additional damage. Same bonus as toxin sacs, but now stacks-fun when combined with {{W40Kkeyword|Behemoth}}'s relic. *'''{{W40Kkeyword|Kraken}}- One Step Ahead''': In each fight phase, you can pick one friendly {{W40Kkeyword|Kraken}} unit within 6" of the warlord. That unit can fight first. If the enemy has charging units or ones with similar abilities, alternate staring with whoever's turn it is. *'''{{W40Kkeyword|Leviathan}}- Perfectly Adapted''': Once per battle round, you can reroll a single to hit, to wound, damage roll, advance roll, charge roll or saving throw roll. Save on that CP *'''{{W40Kkeyword|Gorgon}}- Lethal Miasma''': At the end of the fight phase, roll a dice for each unit within 1". On a 4+, they take a mortal wound. *'''{{W40Kkeyword|Jormungandr}}- Insidious Threat''': Enemies never get the bonus for having cover against the warlord and against friendly units within 3" of him. *'''{{W40Kkeyword|Hydra}}- Endless Regeneration''': Roll one dice at the beginning of each of your turns for each wound your warlord has lost. Regain a wound for each 6+. IWND on steroids- with good rolls, your Warlord can ''completely heal'' itself every turn.
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