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==Warlord Traits== ===Universal=== *'''1: Dig Deep to Divert:''' ''Enemy tacticians have found themselves outmaneuvered by some Q'Orl warlords, who used their underlings to dig them tunnels in order to redistribute their significant firepower, to their opponent's detriment.'' ::At the start of the first battle round, but before the first turn begins, you can remove your Warlord from the battlefield along with 1 other friendly {{W40kKeyword|<Swarmhood>}} unit (or {{W40kKeyword|Q'Orl}} unit if your Warlord is a Hive Prince) and set them up again following normal deployment rules. *'''2: Genetically Re-Sculpted Chitin:''' ''With the latest developments in molecular sculpting, Q'Orl engineers have modified this warrior's hide to be harder than cherimite.'' ::Reduce any damage inflicted on your Warlord by 1 (to a minimum of 1). If an attack made against this Warlord would have a Damage characteristic of 1, then the attack subtracts 1 from its wound roll. *'''3: High Royalty:''' ''Those who stand close to this fine specimen of the royalty of the hive feel inspired, and almost forced, to push their limits to conquer more ground for their Queen.'' ::{{W40kKeyword|Hive Prince}} unit only. Friendly {{W40kKeyword|Q'Orl}} units within 12" of this unit count as being 2 models instead of 1 while using their '''Objective Secured''' Detachment rule. *'''4: Leading from the Front of the Swarm:''' ''This commander rides the tides of war and launches into the fight firsthand. Even though his courage and ferocity shine, sacrificable cannon fodder is never too far away to shield him when the time comes.'' ::During the fight phase in which your Warlord charged, was charged, or performed a heroic intervention during the previous charge phase then your Warlord's attack characteristic is increased by 2. In addition, hit rolls of 6+ made by your Warlord during the Fight phase count as 2 hits instead of 1. If your Warlord already possesses such an ability/weapon with such an ability then it instead adds 1 to its hit rolls when using that ability/weapon. *'''5: Royal Heritage:''' ''This Prince has been chosen directly by the Queen to lead her conquering armies to glory.'' ::{{W40kKeyword|Hive Prince}} unit only. This Warlord can be equipped with two Relics instead of only one. It may not get a second Warlord trait after getting this Trait. *'''6: Technological Tinkering:''' ''With his higher intelligence, this warrior modified its weapons to grant him additional strength on the battlefield.'' ::During the Shooting phase, your Warlord may re-roll all dice when determining the number of shots they fire with their weapons. ===Swarmhood Specific=== *'''{{W40kKeyword|Afelhuk}} - Maximum Efficiency:''' ''There are those warlords who look upon the vast swarms of soldiers who die at their command, and look at them not as lost numbers in a grinding battle, but instead as a potential boon to further the hive.'' ::Roll a D6 each time a friendly {{W40kKeyword|Afelhuk}} {{W40kKeyword|Infantry}} unit is slain within 6” of this unit; on a 4+ this unit regains 1 previously lost wound. If this unit has no missing wounds then instead add 1 to its saving throws until the end of the current turn (this effect does not stack). *'''{{W40kKeyword|Alakyrr}} - Furious Brutality:''' ''Because of the cracks in the chitin, melee combat is generally avoided by the Q'Orl. It only makes sense to use its own ferociousness to make sure the enmy has no chance to fight back.'' ::Add 1 to the wound rolls for your Warlord in a turn in which it charged. *'''{{W40kKeyword|Gook}} - Hyperactive Mind and Body:''' ''Gook commanders are notorious for their inability to keep still; they are trained from birth to veer on the move. On the battlefield they rocket from skirmish to skirmish, smashing any opposition then flashing onto the next foe. As long as they keep moving, they are unstoppable, and their biology and psychology cannot handle sitting still. When they do stop, something doesn't seem to match up in reality, they become jittery, uncomfortable, and even manic. In extreme cases, they can even become self-destructive, so desperate is their desire to keep moving, to flow with the tides of entropy and motion.'' ::Add 6” to your Warlord's Movement characteristic and add 1 to its saving throws. However, your Warlord must always Advance during your Movement phase, and if there is ever a situation in which they cannot do so, then they automatically suffer D6 mortal wounds. *'''{{W40kKeyword|Loqiit}} - Genetic and Bionic Perfection:''' ''The shields of the queen are to be superior to every other Q'Orl. If their biology alone doesn't meet the expectations, then extensive genetic and technological modifications will grant them the strength they deserve.'' ::Add 1 to this Warlords Strength, Toughness, and Wounds characteristics. *'''{{W40kKeyword|Semmiheu}} - Implanted Ordnance Transponder:''' ''The Q'Orl have long battled against the issue that, despite how excellent their weaponry is, they could never efficiently deal with enemies that hide out of sight or out of range. The Ordnance Transponder solved this issue, by using a commander's own brain and personal computer to triangulate an enemy's precise location. This is then relayed to the targeting optics of all the units under their command, linking all their computers to provide a targeting solution that would be far beyond even the tau to achieve. Armies against this piece of high technology have been routed by the simple terror of being picked off, unit by unit, by a foe they may not even be able to see.'' ::Each Shooting phase, your Warlord may declare that it will not fire any of its weapons, and instead select 1 enemy unit within 24" and within its line of sight. Friendly {{W40kKeyword|Semmiheu}} units within 12" of your Warlord may add 24" to the weapon range if they target that unit. If the enemy unit is already within range of a unit's weapons, then that unit may target it even if it's not in its line of sight.
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