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===Strength from Death=== Your units lose ''Ancient Doom'', ''Battle Focus'', and ''Power from Pain'', but gain this (note: they gain it whether or not they lost anything, so you get it on e.g. a Sslyth or Ur-Ghul). The new rule confers no direct special benefit on its own; your units are just as squishy as they were before. However, things get extremely interesting when people start dying. Every time a unit. ''friend '''or''' foe'', '''is completely destroyed''' while within 7" of a non-vehicle unit that has this rule, then one of those units may ''immediately'' "Soulburst", which is a Move action, Shoot action, or Charge move as if it were the relevant phase, though a unit may only "Soulburst" once per turn. This allows you to create some incredible chain reactions where units topple with spectacular effect. It is also not limited to your own turn, so your opponent may feel the sting when he destroys one of your squads, only to be [[Rape|charged by Howling Banshees, or fired at by Dark Reapers]], maybe also get destroyed and trigger another nearby unit to Soulburst, potentially causing an avalanche of destruction to his own army [[What|in his own turn]]. It can allow you to double tap units in the shooting phase. Say Fire Dragons destroy a transport within 7" of them? Not an uncommon occurrence. Well since they've legitimately destroyed a unit within range they may now immediately Soulburst and fire at the unlucky sods who just crawled out of the wreckage. [[Rape|Let's not get started on Wraithguard.]] Note that according to the new FAQ you cannot pick a unit that has one or more models in base contact with an enemy model, that is Falling Back or that has Gone to Ground - just something to remember next time you make your squad Go to Ground to get a better cover save (not that this will happen often with this faction). This of course encourages you to play infantry heavy armies, since vehicles cannot use the rule. It also encourages you to play your units close together to ensure you actually benefit when your own squads go down, where a savvy opponent might try and isolate and destroy your units piecemeal, lest the destruction of one unit spark a shitstorm of retribution on his ass. Be warned against charging into pre-existing melee combats, as although your "Soulburst" charge move might have been out of sequence, the initiative order continues to resolve as before, '''"including for models in the charging unit"''', which if you ask most people means continuing to descend towards zero from whatever position it was before you charged. This means if you charge into combat after your initiative step is over, you will never get to swing, so you may be walking into a power fist with nothing to defend yourself with. This ''particularly'' includes ''Hammer of Wrath'' attacks, as most combat deaths occur at initiative 9 or lower. Note that if you charge in a combat using Soulburst, you cannot issue challenges. [[Link title]]===Warlord Traits=== # '''Lord of Rebirth:''' Warlord has IWND. Meh. A decent way to make an Autarch or Farseer a bit more survivable, but frankly it is the worst WT of the bunch due the presence of the Visarch and Yvraine. # '''Warden of Forgotten Wisdom:''' If your Warlord is a Psyker, [[Awesome|you may select your powers instead of rolling for them]]. So much potential in this. For example, get this on a Farseer dipping into Telepathy for Invisibility, every time. Or he/she can take Invisibility, Fortune and Forewarding to suddenly make any unilt look like a deathstar. Or just take Word of Phoenix and provide additional soulburst every turn. If your warlord isn't a psyker you re-roll this trait. # '''Walker of Many Paths:''' Warlord can choose a USR that lasts until the next movement phase: Furious Charge, Hit & Run, or Move Through Cover. A good pick - it adds flexibility to your force, which is always a good thing. # '''Master of Death:''' Roll a 6 to wound for any of your warlord's attacks and it gains the Instant-Death special rule. # '''Ruthless Commander:''' Warlord and all Ynnari units within 7" have Fearless. # '''Favoured of Ynnead:''' Warlord and their unit can make a Soulburst action within 14" instead of 7". Yvraine starts with this. A good WT all in all since it allows you to make use of Soulburst more often.
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