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==Warlord Traits== Named {{W40Kkeyword|Characters}} must take the Craftworld Trait associated with their {{W40Kkeyword|Craftworld}}. For example, if Eldrad is your Warlord, he must take Fate Reader. [[Fail|Phoenix Lords also cannot take a Warlord trait, so there is no longer a reason for having one of the Craftworld Eldar's legendary heroes and personifications of an aspect of Khaine, heroes that entire Craftworlds rally around in times of need, lead your army]]. Nope. Only [[Autarch|dorks with wing]]s and [[Farseer|people]] [[Spiritseer|with]] [[Warlock|mind bullets]] get to lead the army now. #'''Ambush of Blades:''' In the command phase, select a {{W40Kkeyword|<Craftworld> Core}} or {{W40Kkeyword|<Craftworld> Character}} unit within 9" of your Warlord. Until your next Command phase, improve the AP of melee attacks they make by 1. #*This is best applied to AP0 weapons, since AP0->AP1 is a better improvement than on something that already has penetration, and obviously useless on anything that doesn't roll to hit. Storm Guardians, Seer Councils, and Striking Scorpions are probably your best recipients for this. This is probably more of a one-shot ability, because you don't want your Warlord to sit in a close combat for turn after turn. You will need to plan beforehand on how to pull the trick off: Combine this with a unit with many attacks, the Enhance psychic power for higher triggering chances, an Autarch for rerolls and the Supreme Disdain stratagem for even more attacks. In most cases, one single Wave Serpent won't be enough, therefore consider deepstriking parts of the units or putting them on Jetbikes. In short: An unusual and difficult to use warlord trait. #*Works really well with the current Ynnari rules. Harlequins are strong, but you know what's better? Harlequins with bonus AP. Combos really well with the buffs Ynnari provides, and all the insane strats that Harlequins give you. #'''Walker of Many Paths:''' Once each turn, you may re-roll a hit, wound or damage roll for an attack made by your Warlord. Non-Phoenix Lord characters are usually not great at fighting or shooting, so you can usually pass on this. May be decent paired with an Autarch with Fusion Gun. The Visarch curiously takes this. #'''Falcon's Swiftness:''' Add 2 to your Warlord's Movement. They can ignore Difficult Terrain and any Battle Focus moves they make are a flat 6" instead of d6". Not bad, but you're usually better off paying for wings/bikes for your characters than spending a precious CP. #'''Fate's Messenger:''' Once per turn, you may turn the damage characteristic against a weapon's attack you failed a save for your Warlord to 0. To specify, if you failed two saves against the same weapon, you can only nullify one of those failed saves. All your characters are fragile anyways, saving 1 wound roll usually won't be a big deal. Make sure you use your built-in character protection to limit the amount of damage they're taking. Savvy opponents can also bait this out with low damage attacks before sending in the Thunder Hammers or Railguns. #'''Mark of the Incomparable Hunter:''' For each ranged attack made by your Warlord adds 1 Strength and deals an additional mortal wound on unmodified wound rolls of a 6. Combo this with an Autarch with missile launcher to get some nice strength breakpoints. #*Alternatively, slap it on a jetbike Farseer with Kurnous' bow, there's no restriction on this warlord trait with relics. #*The loss of the Sniper ability is unfortunate, but frankly this is a better deal. S5 Twin Shuripults that deal an extra MW on 6's can be particularly vicious infantry killers for something normally taken as more of a bonus to the jetbike HQ itself. Illic Nightspear takes this. #'''Seer of the Shifting Vector:''' So long as your Warlord is on the field, roll a d6 for every Command Point spent (by you or your opponents). Every unmodified 6 nets you a Command Point. There is no limit to the number of CP you can recycle/steal, should your luck hold, other than the normal restriction of 1 per turn. This costs 1 CP to give to a character and will almost always generate 1 or more CP per game, so the only reason not to take this is in a 2000 point game is if you spend a lot of CP pregame. Works best on a safe, backfield character that is likely to survive until late in the game.
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