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====Warlord Traits==== #'''All Flesh Is Weakness:''' 5+++ FNP. #*This is just better than Iron Resolve in general, if that's what you wanted. #'''The Will of Iron:''' Can deny a psychic power. If they can already deny, they can deny one more. #'''Adept of the Omnissiah:''' Can repair vehicles like a techmarine, but only repair 1 wound. If you can already do this, you repair d3+1 wounds instead. #*Barring an FAQ entry we don't have yet, you have to choose this ''or'' your Master of the Forge ability if you're a Master of the Forge with this Trait, since both replace healing 1d3 with a new rule (i.e. neither one can legally replace the other, only the original), so just don't take this, since it's Master of the Forge but worse (same average result, more variance). #'''Merciless Logic:''' The Warlord's ''unmodified'' 6 (''not'' 6+) to hit with any attack procs an extra attack with the same weapon, which can't proc this again. #* Essentially multiplies his attacks by 7/6; a good choice for that Character Dreadnought you brought along. #'''Student of History:''' When consolidating, the Warlord can move up to 6", and doesn't need to move towards the nearest enemy. Malkaan Feirros has this as his warlord trait, not that he wants to be in melee. #*Great on smash captains if you want more mobility rather than hitting things, lets him run from enemy swings, or engage a bubble-wrapped character. Remember, you can Heroically Intervene in, hit some things, then Consolidate back out with this. Also good on Character Dreadnoughts. #'''Target Protocols:''' In the shooting phase, pick a friendly {{WH40Kkeyword|Iron Hands}} unit within 6" of the Warlord. They can re-roll one hit, one wound, and one damage roll that phase. #*Good for ensuring that forgeworld death titan cannon destroys something while the techmarine babysits it.
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