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==Warlord Traits== Luckily, they did forget to restrict us to Tyranid-only Warlord Traits a la the psychic power tables, so you can still roll on the BRB table for your trait. Seriously Just Use the Big Rule Book Warlord Tables because the Tyranid specific ones are extremely Situational (IE FULL OF SUCK) #'''Nature's Bane''' β At the beginning of each movement phase select one jungle (forest, trees, swamp, you get the idea) within 12" of the warlord; it becomes dangerous terrain. Unbelievably situational at best because good luck finding a Forest on a City or Desert Table. Better hope for a different one. #'''Heightened Senses''' β The warlord and Nids within 12" have Night Vision. Really only comes into play turn one to shoot into the enemy's deployment zone but what in the Tyranid Codex Can shoot across No Man's land? You're bringing three rupture Cannon Tyranofexes perhaps. #'''Synaptic Lynchpin''' β The warlord has an 18" synapse range. The Swarmlord gets this by default, which honestly is kind of stupid since Mind Eater would be far more useful for it, and if a non synapse creature rolls the lynchpin trait it turns them into a synapse creature with an extra 6" range to their default Synapse Range. #'''Mind Eater''' β 2 VP for independents slain by the warlord in a challenge. Deathleaper gets this by default, which is a waste since it's too fragile to stand up to most ICs. Another WHY? Your Flyrants should be flying not challenging. #'''Digestive Denial''' β After deployment, pick one piece of terrain on opponent's side that was NOT paid for, the cover save worsens by one (ie 4+ becomes a 5+, etc.) This can be beneficial if you are doing quite a bit of anti light infantry/vehicle shooting with the Exocrine and is also good generally, but in most cases armour will be the issue, not cover. Meanwhile everyone else has at least several weapons/methods they can use to ignore cover however they want. #'''Adaptive Biology''' β The Warlord gains Feel No Pain (5+) on the next movement phase after it suffers a wound for the rest of the game, even if you regenerate it. Old One Eye gets this by default, finally something that makes sense. This is the one you want. But if you have a godly tank of a melee warlord just go for Four.
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