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Warhammer 40,000/9th Edition Tactics/Grey Knights
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==GK Warlord Traits== #'''Daemon Slayer:''' If your {{W40kKeyword|WARLORD}} charges this turn, they gain +1A until the "fight's conclusion" (ignore that stupid wording, it only lasts for the entire turn, not until someone dies/falls back due to the first half of its wording). In addition, the {{W40kKeyword|WARLORD}}'s attacks bypass any {{W40kKeyword|DAEMON}}'s invulnerable save, which also includes Daemonic Invunlerability, which would normally be immune to such bullshittery. By George, they've done it - they made this one good! Draigo has this, and he's quite mighty with it. #* The +1A lasts until the end of the fight instead of the usual end-of-the-current-Fight-Phase, so this isn't a bad WT per se. But it is a MUST have against Daemons and even Chaos Marine armies that use Daemon Princes, Possessed, Greater Possessed, Lord Discordants, and Warp talons. #'''Hammer of Righteousness:''' Add +1 to wound rolls for your {{W40kKeyword|WARLORD}} if he charged, got charged, or heroically intervened that turn. #* Best on the low-S-high-AP nemesis swords on mid-T targets, or the hammer against mid/high-T targets. Still worth it on the Dreadknight, since S12 with their fists or hammer wounds T7 models (most {{W40kKeyword|VEHICLES}}, {{W40kKeyword|MONSTERS}}, and Greater Daemons) on a 3+. #'''Unyielding Anvil:''' Any {{W40kKeyword|GREY KNIGHT CORE/CHARACTER}}s within 6" of your {{W40kKeyword|WARLORD}} gain Objective Secured, with your Troops counting as having an additional model. Stern has this. #*You really need to have a plan for this WLT. Terminator HQs can deepstrike to where they need to be, but you will need to cast gate if you need to move onto the next objective. Transports are okay, but being inside a transport means not giving off the aura. If you're planning on needing a ''very'' situational ObSec, you can purchase a one-turn version of this trait as an upgrade. Of course, you can always just have both, letting you make the most of Teleport Assaults. #'''First to the Fray:''' Your {{W40kKeyword|WARLORD}} adds +1 to advance and charge rolls, and any {{W40kKeyword|GREY KNIGHT CORE}} unit that charges an enemy that your {{W40kKeyword|WARLORD}} just charged also gains +1 to charge rolls. Sadly, this is a serious step down from the giant block of cheese last edition had. #'''Nemesis Lord:''' Any UM6's to hit using a nemesis weapon your {{W40kKeyword|WARLORD}} has, automatically wounds. ''Okay'' for a character hunter, but not much else. #*Unlike Guard and Votann, this has no syngery with Tide of Convergence/Words of Power; the autowounds just wound and prevent you from proccing double MWs. #'''Psychic Epitome:''' Pick one {{W40kKeyword|GREY KNIGHT PSYKER}} unit within 6" of your {{W40kKeyword|WARLORD}} during the Psychic Phase. Until the end of the phase, any time a Witchfire Power is successfully cast by that unit, it deals an additional Mortal Wound. #*Bringing a Brother-Captain along for the 2CP Psychic Nexus is optional, but worth it if you're planning a Purifier bomb. #* With Rites of Banishment being poofed, this is the next best thing you can grab, especially for a Librarian with Purifying Flame (4 MW's or d3+4 MW's if cast on an 11+) and Purge Soul (2 MW's or d3+1 MW's depending on a Ld roll-off). Or Vortex of Doom (2d3+1 MW's
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