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=====Warlord Traits===== ======{{W40kKeyword|Imperial Fists & Successors}}====== #'''Siege Master:''' Add 1 to wound rolls against Building and Vehicle units. Great on a slam captain or anyone else that’s going to be in melee against Knights or tanks. This is Tor Garadon’s required trait. #*The Imperial Fists can have one of the mightiest Smash Captains of them all: Combine Siege Master with <b>The Imperium's Sword</b> (rerolls charges, +1S +1A). Then give him a relic Thunder Hammer or the cheaper Fist of Terra and now he's wounding Knights on a 2+. #*Fist Warlords aren't restricted to melee. Siege Masters can wound most vehicles on a 4+ with mere bolters. MC Auto Bolt Rifle > MC Stalker Bolt Rifle. #'''Indomitable:''' This warlord can only be wounded on a 4+. Essentially the opposite of the above, rather than being good at killing Knights this trait makes you good at not being killed by Knights (or other Smash Captains). This is Captain Lysander’s required trait. #*Better for T4 characters than for Gravis Captains; Gravis gives up the option of a 3++ for a T5 that would prevent them being wounded by S8 on a 2+, but this trait does away with silly maths. Only S5 Power Axes and Bolt Sniper Rifles would make a difference here. #'''Fleetmaster:''' Once per battle, ''at the end of the Fight phase'' and if this warlord both remained stationary and didn't do any attacks, select a point on the battlefield and roll 1d6 for each unit within '''d'''6". On a 4+ (substracting 1 for characters), deal d3 MW to that unit. So, give up a Warlord's trait and turn to do what an Orbital Comms Impulsor does. #*Then again, it can be combined with an Orbital Comms Impulsor and Orbital Bombardment for 3d3 MW on the enemy's formation / spam 1d3 MW across the board. Rather punishing for [[Space Marines|MSU armies]]. #'''Stubborn Heroism:''' The warlord halves incoming damage (rounding up), but cannot fall back. Combine this with <b>Indomitable</b>, and take the Adamantine Mantle on a Gravis Captain for a character who isn’t going anywhere. #*He won't die to the big stuff, but keep anti-horde measures at hand should you need them - a Terminator / Aggressor retinue can use '''Close-Range Bolter Fire'''. #'''Architect of War:''' When resolving AP-1 attacks against friendly Fists within 6" of this warlord, add an additional 1 to the (armour) save roll if that unit is "recieving the benefit of cover" (meaning IW & other IF nullify this trait). ''While situational, enemy Bolt Rifles start as AP-1, so it can be a common situation indeed.'' #'''Hand of Dorn:''' If your army is battle-forged, gain D3 command points before the battle. Simple, powerful, always worth taking, even if it requires spending a command point for Sentinel of Terra. ======{{W40kKeyword|Crimson Fists}}====== #'''Tenacious Opponent:''' If there are at least 5 enemy models within 6" of your warlord in the fight phase, he gains D3 extra attacks. #*Have him fight before killing models with other units; [[Khorne|Eight]] attacks on a good roll place him among the most damaging captains. Combine it with '''The Imperium's Sword''' or '''Champion of Humanity''' to make him even deadlier. #'''Refuse to Die:''' Unlike Robutte Girlyman you don’t need magical armour given to you by Cawl and some filthy heretical Eldar. Once your warlord loses his last wound, roll a d6, and on a 4+ he comes back with 1d3 wounds remaining as close as possible to your original position and at least 1” away from enemy models. #'''Stoic Defender:''' All {{W40Kkeyword|Crimson Fists}} units gain the Defenders of Humanity (Objective Secured) rule within 6” of your warlord, and any unit that already had that rule (your Troops) count as double their model count (5 tacticals count as 10 when determining models securing an objective), so you can steal objectives even if you're outnumbered by guardsmen. Especially hilarious when it's a sudden deepstriking ObSec captain stealing it away from non-troop enemies.
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