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== Warlord Traits == #'''Follow me, Ladz!''': Your Warlord gains the Waaagh! and Breaking 'eads ability. If he already has these then increase their range by 3". In addition, gain 1 additional CP. #*A Deffkilla Wartrike allows Infantry, Bikers and Vehicles to advance and charge. Pretty much anything in your army unless you bring Squiggoths (yeah nah). Furthermore, he becomes able to headbutt Killa Kanz into bravery. A regular Warboss has an easier time using Waaagh! when it's a 9" aura, and the +1CP can translate into an additional Shiny Gubbin. #'''Bigkilla Boss''': Add 1 to the wound rolls for your Warlord's attacks if they are targeting a vehicle or monster. #*A proper Warboss is going to be using a Power Klaw, so 'Might is Right' would be better for him, even if it does affect his dakka as well. But Deffkilla Wartrikes and Big Meks can make something out of it, as they're "only" S5 and their dakka is actually relevant. But only against vehicles or monsters. #** <span style='color:green;font-size:110%'> DIS ZOGGIN' 'UMIE DON'T FINK RIGHT. YOU UZE DIS 'ERE WAAGGGHHLORD TRAIT ON YOU SHINY SHOKKA-ATTAK GUN SO EVEN IF DA MEKGIT HOLDIN' IT FORGITS TA LOAD IT DEN YOU CAN STILL BLAST SUM CARS WIFF EAZE!</span>. #''''Ard as Nails''': Add 1 to your warlord's Toughness characteristic. #*Bikes and Deffkilla Wartrikes will get tank-like T7. It will grant extra protectection to your these Warlords from S6, S7 and S12 attacks. #'''Brutal but Kunnin'''': You can re-roll failed hit rolls for your Warlord in the Fight Phase. In addition, increase the Damage Characteristic of your Warlord's melee weapons if in the same turn he finished a charge move, was charged, or performed a heroic intervention. #*This one applies to relics, meaning you can turn the Killa Klaw from deadly to outright terrifying, re-rolling both failed hit and wound rolls and hitting for 4 damage apiece. Also buffs your attack squig. Swallow Primaris Marines whole with your angry ball on legs! #*{{W40kKeyword|Blood Axes}} Warbosses get an extra mile out of it, as they can charge after falling back. #* Stack with Fists of Gork power for maximum carnage! #'''Kunnin' but Brutal''': At the start of the first battle round, before the first turn begins, you can remove your Warlord and up to 1d3 friendly units from the battlefield and set them up again as described in the deployment section of the mission you are playing. If you pick a transport, the units embarked on it are also redeployed. #'''Might is Right''': Grants your Ork Boss +1 Strength and Attack. Since [https://whc-cdn.games-workshop.com/wp-content/uploads/2017/11/warhammer_40000_designers_commentary_en-1.pdf 8E applies +1S BEFORE the x2 Strength from a Power Klaw or Killsaw], that means you get a S14 Warboss, who can ''wound tanks on a 2+''. #*Great for a Wartrike or Big Mek, elevating them to proppa Warboss Strength.
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