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====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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