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Warhammer 40,000/9th Edition Tactics/Chaos Daemons
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====<span style="color:#471F5F;">Warlord Traits</span>==== {{W40kKeyword|HERALD}} units can only choose from the first 3 warlord traits. #'''Warp Mists:''' You can save up to 2 Warp Storm Points to exploit in future turns. If daemons had a stratagem to take extra warlord traits this might have been nice on a support herald to give a little more flexibility with the Warpstorm. Unfortunately, GW decided fuck them in particular, so this competes with the various killy traits. #'''Fatal Caress:''' Each time you make a to wound roll of 5+, the target can't take invulnerable saves against the attack. Situational, against foes in light armour that rely on their invulnerable save (looking at you [[Harlequin|clowns]]) this can put in work, but in the age of Armour of Contempt there's no guarantee it will make a difference. #'''The Murderdance:''' +d3 attacks if your warlord charges. The Masque gets this. #'''Quicksilver Duelist:''' Can reroll to hit anything in melee and can reroll to wound when in melee against a {{W40kKeyword|Character}}. Shalaxi has this. #'''Savage Hedonist:''' +1 Strength per turn, to a max of 3. Well, this can help make your heralds hit like monsters and your princes and keepers overwhelm other monsters...if you can keep them alive for long enough #'''Aura of Bewitchment:''' Enemies within 6" cannot perform objective actions. Syll’Esske has this.
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