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====Warlord Traits==== #'''Born of Sorcery:''' [[Awesome|Warlord harnesses Warp Charges on 3+.]] Personally, the best trait, this means you can one-die a lot of easy powers like the bolt or the nova power. #'''Incorporeal Form:''' All enemy units suffer -1 to their BS and WS when attacking the Warlord; although inferior to the next trait, it definitely does help against shooty armies like Tau or Guard. #'''Warp Tether:''' [[Awesome|Warlord and all Daemons of Tzeentch in 9" get +1 to their Invulnerable]], one of the most powerful traits in the game, since daemons have many ways to buff invulnerable saves, useful on mono Tzeentch armies. #'''Lorekeeper of Tzeentch:''' [[Awesome|Warlord gets +1ML.]] If not a Psyker, become ML1 and must roll on the Change discipline, this is more cheesy than useful--UNLESS you have the Infernal Tetrad as your warlord(s), netting you 3 more warp charges and spells (Since GW FAQ'ed the Tetrad so that the Daemon Prince of Khorne can't get Mastery Level 1 from this result). Wreak havoc with three psyker level FOUR daemon princes! #'''Tyrant of the Warp:''' [[Awesome|Ignore your first Perils in a Psychic phase.]] If you generate 21 warp charge points per turn, you're prone to perils, and if you really want to get a Warp Charge 3 Flickering Fire without dying then just rock this trait, and it sounds pretty badass. BUT WHAT DOES IT DO THO? #'''Daemonspark:''' Warlord and all Tzeentch Daemons in 9" gain Soulblaze on their close combat attacks... by far the worst trait, but a wise opponent might think twice before charging into a battle of attrition with 20 Soulblazing Pink Horrors. But still you better reroll this one.
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