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==Warlord Traits== Named Characters MUST use their designated Chapter-Specific trait, thus increasing the appeal of taking an unnamed character. Warlord Traits are numbered in case you're stupid enough to roll for them to assign them to your Warlord, instead of picking the one(s) you want to play. For no apparent reason, you have a set of warlord traits for tenth (vanguard) company leadership that only applies to tenth company members. <tabs> <tab name="Space Marine"> #'''Fear Made Manifest (Aura):''' Enemy units within 6" suffer -1Ld and -1 to Combat Attrition Tests. #*Can be combined with other Ld debuffs to make a leadership bomb, but even on its own losing people on a 2- Combat Attrition roll already means losing 1/3rd of the unit, or half of it when understrength. #'''The Imperium's Sword:''' What Smash Captains are made of. Warlord gains +1S and +1A when he charges or Heroically Intervenes, and re-rolls failed charge rolls. #'''Iron Resolve:''' What [[Smashfucker]]s are made of. Warlord gains +1W and a 6+++ FNP. Not dying is nice, and it's better the fewer wounds your character has. Significantly less useful while near an Apothecary. #'''Champion of Humanity:''' Warlord gains +1A if an enemy {{W40Kkeyword|Character}} is within 1", and gains +1 to hit and wound rolls against {{W40Kkeyword|Character}}s within 1". #*Remember, you don't have to attack the {{W40Kkeyword|Character}} to gain +1A, you just need to be within 1". #''' Storm of Fire (Aura):''' Ranged wound rolls of unmodified 6 made by a {{W40Kkeyword|<Chapter> Core}} unit within 6" gains an additional point of AP. This does not stack with Combat Doctrines. #*The lower the weapon's AP and S, and the better the target's Sv and T, the more you'll notice this. At its most extreme, a bolter shooting a Land Raider simply becomes AP-1, doubling its output. At the other extreme, if you shoot a MEQ or GEQ with a meltagun, once you hit the save step, the shot has a 1/5 chance of being -5 instead of -4, which won't improve your output at all. #*Since light weapons with high rates of fire are often cheaper than stronger, single-shot ones, this Warlord Trait can allow a detachment to pull its weight even at low point limits. #''' Rites of War (Aura): '''Friendly {{W40kKeyword|<CHAPTER> Core}} and {{W40kKeyword|<CHAPTER> Character}} units within 6" gain Objective Secured. Notable: Dreadnoughts have Core, so you can give objective to a small army of angry stompy grandpa's in robot's now. </tab> <tab name="Vanguard"> Available only to {{W40kKeyword|Phobos characters}}, aka the tacticool Captain, Lieutenants (i.e. the phobos one and the reiver one), and Librarian found in the Shadowspear box. Chaplains can suck it because yelling catechisms isn't stealthy and Techmarines (*and Aporhecaries*) haven't yet learned whatever trick the Helix Adepts are using to fix broken things quietly, so they can suck it, too. There also aren't any Phobos Champions or Ancients. #'''Shoot and Fade:''' After one {{W40kKeyword|<chapter> phobos}} unit within 6" of the warlord shoots, they can move or advance but can't charge. #*Imperial stealthy Jump-Shoot-Jump baby! Break LoS and avoid retaliation. That way your Infiltrator/Incursor squads can keep up with your Eliminators, the first dashing in and out of LoS while the later shoot without visual contact with complete impunity. #'''Lord of Deceit:''' After both sides deploy, you can remove and redeploy up to 3 {{W40kKeyword|<Chapter> Phobos}} units present on the battlefield or put them into reserve for no CP. #*Results depend on the mental games you can play on your enemy - it's not going to be a surprise to your opponent, but being able to make corrections after your enemy's cemented his choice instead of being part of the simultaneous deployment process can be an amazing benefit, and one that Eldar pay 2CP for. #*Bear in mind, this trait now goes off after ''deployment'', which means you haven't yet rolled off for first turn. #'''Master of the Vanguard (Aura):''' Friendly {{W40kKeyword|<chapter> phobos}} units within 6" of the Warlord gain +1" to their move, advance, fall back, and charge distances. Useful to Reivers or charging out of Deep Strike, pairs well with the Chapter Tactic Hungry for Battle as well as several characters. #'''Stealth Adept:''' Can't be targeted by ranged attacks unless he is the closest target. Protects from snipers or if you find yourself with just one of two guys from your accompanying squad left. Often gets more mileage on your Phobos Librarian trying to get off their close range power. #'''Target Priority:''' Select a friendly {{W40kKeyword|<chapter> phobos}} unit within 6" in the Command phase. Until the start of your next Command phase, that unit gets +1 to hit. And he doesn't have to give up his shooting, either. Now all those pointy finger models have found their worth! #*Less helpful for Eliminators now that they have BS2+, but could be used to negate cover penalties. Doesn't affect Infiltrators' automatic wounds, as they only happen on an ''unmodified'' 6. #'''Marksman Honours:''' +1D to ''all'' of the Warlord's guns, but not grenades or relics. Completely wasted on a Librarian or Lieutenant, but bumps the Phobos Captain's Instigator Bolt Carbine to an eye-watering D4. </tab> <tab name="Chapter Command"> *'''Chapter Ancient: Steadfast Example (Aura):''' While a friendly {{W40Kkeyword|<CHAPTER> CORE}} unit is within 6" of this WARLORD, that unit has the Objective Secured ability. If a model in such a unit already has this ability, that model counts as one additional model when determining control of an objective marker. **This is Rites of War from the Space Marine list, only better. *'''Chapter Champion: Martial Exemplar (Aura):''' While a friendly {{W40Kkeyword|<CHAPTER> CORE}} or {{W40Kkeyword|<CHAPTER> CHARACTER}} unit is within 6" of this WARLORD, you can re-roll charge rolls made for that unit. **This is worse than The Imperium's Sword from the Space Marines list in terms of how it buffs the champion, since you don't get the bonus S or A, but better in terms of buffing your army, ironically meaning that this trait is better for relying on your champion ''less'' and the rest of your army ''more''. *'''Chapter Master: Master of the Codex:''' At the start of your Command phase, if this unit is on the battlefield, roll one D6: on a 4+, you gain 1 command point. *'''Chief Apothecary: Selfless Healer:''' Each time this unit uses its Combat Restoratives ability, the model being healed regains up to 3 lost wounds instead of D3. Each time this unit is selected to return a destroyed model to a unit by using the Combat Revival Stratagem, that Stratagem costs 0 Command points. *'''Chief Librarian: Psychic Mastery:''' +1 to Psychic tests. *'''Master of Santity: Wise Orator:''' +1 to litany rolls, -1CP to the cost of the the Commanding Oratory strat on your warlord (that's the one that lets you recite one litany without needing to roll during any of your phases, letting you deep strike the Chaplain without him being entirely useless). *'''Master of the Forge: Warden of the Ancients (Aura):''' While a friendly {{W40Kkeyword|<CHAPTER> DREADNOUGHT}} is within 6" of this unit, add 1 to its Strength and Attacks. </tab> </tabs>
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