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==Faction Traits== *'''Contempt''': All Chaos Dwarf race units (so excluding Hobgoblins and K'Daai, but including Bull Centaurs) will only suffer morale penalties from watching friendly units rout if they also have the Contempt rule. This means that if your Greenskin or Monster units run away, they aren't going to give a shit, allowing your Dorfs to stay in the fight a bit longer than other units in the same situation. *'''Malign Authority''': The ability of your Greenskin sla- oh, I'm sorry- LABOURER units. They gain extra leadership when a unit with the Contempt rule is nearby, allowing them to stick around for just long enough to drop another volley onto their faces while they hold the enemy in place. **'''Expendable''':The other ability all your "Laborers" have, this means when they run only other Laborers will care, Hobgoblins won't care and Chaos Dwarfs have contempt so they don't care if Either Hob Goblins and Laborers run. So yes CA managed to accurately put the three castes of chaos dwarf society into the game in a fusion of Crunch and Fluff. *'''Backstabbers''': Common to all hobgoblin units, increases both melee and missile damage if above half health. *'''Fire Resistance''': All Chaos Dwarf race units have some degree of fire resistance, in the 15%-25% range, varying by unit. *'''Hellbound''': Common to all war machines and artillery besides the Hellcannon, this passive grants Magical Attacks, 20% Physical Resistance, and perfect Vigour for as long as HP is >25%. Oddly enough, can be removed in multiplayer for some extra funds. *'''Hell-Forged''': Common to the same units as Hellbound, simply allows them to be healed by the Daemonsmith's Reforge ability, which is given even more importance by the buffs gained from keeping Hellbound enabled. Also works on K'daai.
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