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==Warlord Traits== ===Universal Traits=== ===Pilot Aces=== Did you like the Tank Ace from the Psychic Awakening book ? Then you can now have similar abilities for your planes ! Your Drop Troops can skip taking a warlord trait and/or use a stratagem to apply an Ace Pilot trait to an eligible aircraft. Regular aircrafts and super heavy aircrafts are separated in two different ability list. As the Tank Ace, Brood Brothers detachment cannot include an Ace Pilot. These traits also cannot be given to a named character. '''Aircraft Ace abilities''' can be taken on any unit with that is not a super heavy aircraft. *'''Tank Buster:''' Re-roll wound rolls of 1 when targeting enemy VEHICLE or MONSTER during the shooting phase (no bonus against enemy AIRCRAFT, only ground stuff) **Do you like A-10 Warthog ? Now you can go brrrr with your Avenger and blast away those tanks with more efficiency. *'''G-Force Junkie:''' You can pivot 180Β° before moving your aircraft instead of the usual 90Β°. ** Simple, but it might save you if you screwed your positioning. Being forced out of the table for a full turn might cost you a lot. *'''Insane Luck:''' Your aircraft get 6+ Invulnerable Save. ** Aircrafts are harder to kill than regular vehicle, having a little more tankiness might save you against dedicated AA weapons and other lucky shots. *'''Dog-fighter:''' Your aircraft add +1 to hit against enemy AIRCRAFT. ** Helpful when you specialized your plane for ground target hunting and your enemy bring its own air force. Don't forget you cannot cumulate modifiers anymore so if you spec your planes with AA missiles this trait won't really help you. *'''Master Mechanic:''' Reduce ranged weapon damage against your aircraft by 1 (to a minimum of 1). ** For when that hydra really want you dead. Will make your plane harder to damage and might keep you longer in the better damage bracket. *'''Well-stocked racks:''' Re-roll the (one or any) dice when determining the type characteristic of a ranged weapon your aircraft is equipped with. ** Perfect choice when you want the most out of your anti infantry missiles and rockets. '''Super Heavy Ace abilities''' *'''Bombardier:''' Add 1 to the dice roll to see if an enemy unit is damaged by bombs. ** Bombs are one of only source of mortal wounds for the Drop Troops. More reliable damage is always good *'''Full Payload:''' Always deal maximum damage on D3/D6 damage ranged weapons. ** Mostly only useful on the Marauder destroyer for its missiles and lascannons. *'''Shatterer of Will:''' -2 leadership for one enemy units that was damaged by your aircraft in the shooting phase until the end of the turn. ** when you really want the enemy to run away. *'''High Altitude Deployment:''' Your aircraft can only be hit on 6+ until it start moving. ** If you don't have the first turn and don't want your expensive plane to be useless or destroyed before you actually use it. *'''Steadfast Leviathan:''' The user can benefit from a Regimental Doctrine even if they're in a Super-heavy Auxiliary Detachment. ** Marauders are very expensive and being able to field your nice model without investing your points (and selling one organ or two to actually get that many models) is a very good thing.
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