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3: Bitter Blood: When fighting in a challenge, the Warlord gains the Hatred special rule. That weapon counts as being Twin-Linked for this player turn.
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2: Shattering Bombardment: While the Warlord is alive, select a single weapon in a unit within 6" of them in the Shooting phase that has the Ordnance special rule. 1: Uncanny Survivor: The Warlord gains the Eternal Warrior special rule. ]->Solar Auxilia Regiments Warlord Traits (CIAL pg 12) Each of there units must take a Pinning Test. 6: Princeps of Deceit: At the start of your opponent's first turn, pick three units in the enemy army. 5: Divide to Conquer: Whilst your Warlord is alive, your opponent has a -1 modifier to their Reserve rolls. In addition, whilst your Warlord is alive, you can re-roll any Reserve rolls (failed or successful). 4: Strategic Genius: You add +1 to any Seize the Initiative roll. 3: Master of Ambush: Your Warlord and three non-vehicle units of your choice have the Infiltrate special rule. 2: Night Attacker: If you choose to use the Night Fighting rules in your game, there is no need to roll - it is night on the first turn, and all models in your army have the Night Vision special rule. 1: Conqueror of Cities: Your units have the Move Through Cover special rule if moving through Ruins, and the Stealth (Ruins) special rule. 6: Immovable Object: your Warlord has the Fearless and It Will Not Die special rules. 5: Tenacity: Your Warlord has the Feel No Pain special rule. 4: Legendary Fighter: Your Warlord gains 1 victory point for each enemy character slain by your Warlord in a challange. 3: Master of Manouvre: Your Warlord has the Outflank special rule. 2: Master of Offence: Your Warlord has the Furious Charge special rule. 1: Master of Defense: Your Warlord has the Counter-attack special rule.
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6: Coordinated Assault: In the Assault phase, your Warlord and all friendly units within 12" of the Warlord re-roll To Hit rolls of 1. 5: Target Priority: In the Shooting phase, your Warlord and all friendly units within 12" of the Warlord re-roll To Hit rolls of 1. 4: Master of the Vanguard: Your Warlord, and all friendly units within 12", add 1" to the distance that they can move when they Run or Charge. 3: The Dust of a Thousand Worlds: Your Warlord, and all friendly units within 12", have the Move Through Cover special rule. 2: Intimidating Presence: Enemy units within 12" of the Warlord must use their lowest leadership value, not the highest. 1: Inspiring Presence: Friendly units within 12" of the Warlord can use the Warlord's Leadership rather than their own. (special rules in Italic where needed to add them) ]->General Warlord Traits from the AoD Rulebook (pg 136) I will list them all here to save you time should you choose to do it
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I know there may be reasons not to do this, but I really think it would help a lot of people
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