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=CHOOSING YOUR ARMY= ==Battlefield Role== ====Flyer==== Flyers are very fast high altitude vehicles and monsters that hurl through the skies, dueling each other and providing fire support for troops on the ground. Due to their speed and operations at high altitude, specialized equipment is needed to combat them. ===Core Detachments=== ====Combined Arms Detachment==== =====Optional===== *1 HQ choice *4 Troops Choices *3 Elite Choices *3 Fast Attack Choices *3 Heavy Support Choices *<code>2 Flyer Choices</code> *1 Fortification *1 Lord of War ====Allied Detachment==== =====Optional===== *1 Troops Choice *1 Elite Choice *1 Fast Attack Choice *1 Heavy Support Choice *<code>1 Flyer Choice</code> ==THE WARLORD== ===Warlord Traits=== To determine which trait your Warlord has, you need choose which table to roll on at the start of the game. <code>roll once on every available Warlord Traits table and choose among one of the rolls.</code> Sometimes, other publications present alternative Warlord Traits tables that you can roll on instead. ===Strategic=== Strategic Traits are skills that affect your entire army, representing tricks or gambits your Warlord sets in motion long before the battle begins. #Conqueror of Cities: Your units have the Move Through Cover special rule if moving through Ruins, and the Stealth (Ruins) special rule. #Night Attacker: If you choose to use the Night Fighting rules in your game, <code>then if one player decides to start the battle at daybreak and the other approaching night, the player with this Warlord Trait gets preference (roll off if both players have this Warlord Trait) and can choose whether night has started or cleared at the start of the turn (roll off if both players have this Warlord Trait),</code> and all models in your army have the Night Vision special rule. #Master of Ambush: Your Warlord and three non-vehicle units of your choice have the Infiltrate special rule. #Strategic Genius: You add +1 to any Seize the Initiative roll. In addition, whilst your Warlord is alive, you can re-roll any Reserve Rolls (failed or successful). #Divide to Conquer: Whilst your Warlord is alive, your opponent has a -1 modifier to their Reserve Rolls. #Princeps of Deceit: At the start of your opponent’s first turn, pick 3 units in the enemy army. Each of these units must take a Pinning test. ==Allies== <code>Matrix has been changed. See the Waffle Edition Google Doc to find the link to the new matrix</code> ===<code>Differing Opinions</code>=== <code>The allies matrix might appear contradictory at first. You’ll notice some discrepancies in the cells but those are intentional. A factions row (side to side) indicates how said faction views the faction in the column. If one faction is Desperate Allies with a faction but the other faction isn’t then only the faction that is in a desperate alliance suffers from the One Eye Open rule while the other one functions normally. For example the orks consider every other faction to be Allies of Convenience while the Tau and Space Marines consider them to be Desperate allies and because of that are subject to the One Eye Open rule while their Ork allies do not suffer from One Eye Open. Both factions must be Battle Brothers for Independent Characters to be able to join each other's units, to use modifiers and re-rolls that apply to Reserve rolls, and to embark on each other's transport vehicles.</code>
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