[Reference] Warlord Traits (All)

(Unit)
Type: upgrade
Category: Configuration
Categories: Configuration
LinkId: 7a0e-3a04-a7ee-57b7
Hidden: false

Constraints:

max(roster): 1

Profiles:

Warlord Trait
Cartogrammatist

When you select this Warlord Trait, select one friendly CULT MECHANICUS CORE unit from your army. That unit gains the following ability:

During deployment, you can set up this unit in orbit instead of setting it up in the battlefield. If you do so, then in the Reinforcement step of one of yor Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from enemy models.

Citation In Savagery

At the start of your Fight phase, select one friendly RYZA CORE unit within 6" of this WARLORD. Until the start of the next Fight phase, each time a model in that unit makes a melee attack, the Armour Penetration characteristic of that attack is improved by 1.

Emotionless Clarity

In your Command phase, select one friendly CULT MECHANICUS CORE unit within 6" of this WARLORD. Until the start of your next Command phase, that unit is eligible to charge in a turn in which it Fell Back.

First-Hand Field Testing

When you select this Warlord Trait, select one weapon this WARLORD is equipped with (excluding Relics). Add 1 to the Strength and Damage characteristic of that weapon.

Luminescent Blessings

In your Command phase, select one LUCIUS CORE unit within 9" of this WARLORD. Until the start of your next Command phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.

Mantra of Discipline

In your opponent's Charge phase, at the start of the Heroic Intervention step, select on friendly GRAIA CORE unit within 9" of this WARLORD. Until the end of the phase:

• If that unit is within 6" horizontally and 5" vertically of any enemy unit, it is eligible to perform Heroic Interventions as if it were a CHARACTER unit.
• Each time a model in that unit makes a Heroic Intervention move, it can move up to 6".

Masterwork Bionics

• This WARLORD has a 4+ invulnerable save
• Each time an attack is allocated to this WARLORD, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).

Necromechanic

Each time this WARLORD uses its Master of the Machines ability, the model being repaired regains up to 3 lost wounds instead of D3.

Panegyric Procession

In your Command phase, you can select one friendly MARS CULT MECHANICUS CORE unit within 6" of this WARLORD. If you do so, then select on Canticle - this can be one that has already been active for your army. Until the start of your next Command phase, both this WARLORD and that unit benefit from that selected Canticle instead of the one that is active for your army.

Supervisory Radiance

At the start of the Fight phase, select one friendly CULT MECHANICUS CORE unit within 9" of this WARLORD. Until the start of the next Fight phase, each time a model in that unit makes a melee attack, you can re-roll the hit roll.

Tribute of Emphatic Veneration

At the end of your Movement phase, select one enemy unit within 12" of this WARLORD. Until the start of your next Command phase, each time a model in that unit makes an attack, subtract 1 from that attack's hit roll.

Veiled Hunter

At the start of the first battle round, you can select up to two friendly STYGIES VIII units wholly within your deployment zone. Remove those units from the battlefield, then set them up anywhere on the battlefield that is wholly within your deployment zone. If the mission uses the Strategic Reserves rule, any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off, the winner chooses who redeploys their units first.

Verse of Vengeance

In your Command phase, select one friendly AGRIPINAA CORE unit within 6" of this WARLORD. Until the start of your next Command phase, each time a model in that unit is destroyed by an attack made by an enemy model, roll one D6; on a 4+, do not remove that destroyed model from play - it can, after the attacking model's unit has finished making its attacks, either shoot with one of its ranged weapons as if it were the Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase. After resolving these attacks, the destroyed model is then removed.

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