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==Warlord Traits== *'''Ruthless Tyrant:''' The Warlord gains a special form of ''Fear (1)'' that lets them affect friend and foe alike. If a friendly unit Falls Back while affected by this ''Fear (1)'', you can sacrifice D6 models or a model in a ''Monstrous'' sub-type unit to keep them in place. Grants an additional Reaction in the Assault phase. **Turns your Warlord into an IC-sized Discipline Master, also letting you mitigate the ''Militia'' sub-type and its restrictions against Regrouping while under half strength; since you automatically pass the Morale check by [[Blam|shooting D6 models]], you don't Fall Back in the first place and thus don't need to Regroup. *'''Merchant Princeling:''' All of the Warlord's weapons are now ''Master-crafted'' and must deploy attached to a ''Militia'' sub-type unit. This unit - his ''Lifeguard'' - gains the ''Heavy'' sub-type and can re-roll 1s To Hit, but now your Warlord may never leave them. Make sure that this squad won't ever run away. Grants an additional Reaction in the Assault phase. **Re-rolling 1s means you're incentivized to do two things: get bigger guns and improve the BS of whatever your ''Lifeguard'' is. Good thing you have two Provenances that let you do exactly those. *'''Beloved of the People:''' If the Warlord dies, the entire army gets a big sad-on with a +1 to WS and S as well as ''Feel No Pain (4+)'' until the '''end''' of the owner's '''next''' player turn, potentially giving two turns of awesomeness. Normally grants an additional Reaction in the Shooting phase, but lets you take an additional Reaction in the Assault phase instead after the Warlord dies. **Not as bad as it sounds, as the Force Commander is good for nothing except Compulsory HQ and granting Provenances, so unlike the White Scars trait granting ''Fearless'' to everyone who sees the Warlord die, you're not losing some tricked out melee character. *'''Marcher Lord:''' Gains ''Battle-hardened (1)''; in a '''pure''' Imperialis Militia army, this also makes the entire army immune to ''Fear (X)'' because you're a [[Meme|strong and independent Planetary Governor who don't need no Imperium]]. Keeping your Warlord alive also lets you auto-pass your first Pinning check each turn as well giving an additional Reaction in the Shooting phase. *'''Connoisseur of Alien Curios:''' Once per turn, you can have the Warlord roll a D6 to activate a special randomized result: **'''1:''' ''Instant Death'' self-destruction, coupled with a nuclear blast that automatically hits '''every''' unit, friend or foe, within 12" of the Warlord for D6+1 S8 AP4 hits. **'''2-3''': A single unit, friendly or enemy, within 12" and LoS of the Warlord suffers D6+1 automatic hits at S8 AP4 with the ''Deflagrate'' rule. If there are no units within 12" and LoS of the Warlord, then the Warlord must take the hits. **'''4-5:''' ''Rage (2)'' and ''Furious Charge (2)'' for the Warlord and his squad for the rest of the game turn. **'''6:''' Permanent ''Eternal Warrior'' and ''Feel No Pain (4+)'' with future rolls of 6 boosting Strength and Toughness to a maximum of six. Grants an additional Reaction in the Movement phase. **While your Force Commander can get 3++ and can reliably survive the self-destruct, it ''can'' and ''will'' rout huge chunks of your army, while Astartes, Custodes and Sisters opponents simply get their 3+ save. It's also pretty unreliable as a source of melee buffs, as you only get the unit-wide buff a third of the time. Think very carefully about taking this one. *'''Robber Baron:''' The Warlord's unit gains +1 Strength on a turn where they charged. Instead of Sweeping Advances, you MUST roll a D6 and, on a 4+, the unit scores you D3 VP. Grants an additional Reaction in the Movement phase. **The value of this varies, as it's fundamentally a melee trait in an army that, barring Provenance buffs, wants to be as far from melee as possible and where the two units with AP melee either don't benefit from bonus Strength (Lance Cavalry) or can't normally be joined by ICs (Ogryns).
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