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		<title><![CDATA[Latest posts for the thread "Custom Warlord Traits: Blood Angels"]]></title>
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				<title>Custom Warlord Traits: Blood Angels</title>
				<description><![CDATA[ This was originally posted on my blog: <a href="http://40kangelsofdeath.blogspot.com/2013/04/custom-warlord-traits-part-1-blood.html" target="_new" rel="nofollow">http://40kangelsofdeath.blogspot.com/2013/04/custom-warlord-traits-part-1-blood.html</a><br />     Below I have an initial draft of a set of Warlord traits that I've written up for the Blood Angels (since they're the main army that I play). Eventually I'd like to make a set for each of the armies that don't have their own to tide them over until their new codex comes out. Let me know what you think. Are there any of these that are just too over/underpowered? Any better ideas to replace one? Any tweaks to make the rule better? Obviously these would only be for friendly games, so if anyone tries these out in a game let me know how it worked, and if you have any ideas for an army that I haven't done yet let me know (and maybe leave a little explanation about why it would fit with that army too). <br /> <br /> <b>Blood Angels Warlord Traits:<br /> </b><br />     1-Nominate up to D3 Infantry units in your army before deployment. Those units gain the Scouts special rule.<br />     2-Models with the Red Thirst special rule may subtract 1 from the dice to determine if they succumb.<br />     3-Your Warlord, and the unit he joins during deployment, may choose to automatically arrive from reserves turn 1.<br />     4-Your Warlord, and his unit, gain the Fleet special rule.<br />     5-Your Warlord, and his unit, gain +1 initiative on the turn they assault.<br />     6-Your Warlord, and his unit, have the Counter-attack special rule while they are within 3" of an objective.<br /> <br /> Also, if anyone thinks of a good name for each of these warlord traits let me know! Thanks for reading.<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 16 May 2013 15:30:10]]> GMT</pubDate>
				<author><![CDATA[ cpyke]]></author>
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				<title>Custom Warlord Traits: Blood Angels</title>
				<description><![CDATA[ I think these are generally pretty good. Scouts gives you a free move before deployment and allows outflanking correct?<br /> <br /> Which default Traits would you give to the <span class="glossaryitem" onmouseover='gp(10);'>BA</span> special characters?<br /> <br /> I would go with this:<br /> <br /> Dante - Auto arrive on turn 1<br /> Mephiston - Fleet<br /> Sanguinor - + 1 <span class="glossaryitem" onmouseover='gp(74);'>Init</span> when assaulting<br /> Tycho - Counter Attack<br /> Asthorath - Increased Red Thirst<br /> <br /> Not sure about <span class="glossaryitem" onmouseover='gp(349);'>DC</span> Tycho or Lemartes (although he isn't an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> is he?).<br /> <br /> As an idea, how about instead of the Scouts rule, the Warlord and his unit can re-roll <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> rolls?<br /> <br /> That would also be a good one for <span class="glossaryitem" onmouseover='gp(349);'>DC</span> Tycho to have.]]></description>
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				<pubDate><![CDATA[Thu, 16 May 2013 15:57:37]]> GMT</pubDate>
				<author><![CDATA[ rohansoldier]]></author>
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				<title>Re:Custom Warlord Traits: Blood Angels</title>
				<description><![CDATA[ I hadn't really thought about default warlord traits. I think that when I use them I will just roll for them with everyone instead of having dedicated traits. But if I were going to give them to specific characters the ones you said sound really good. The only problem though is that Astorath already makes everyone get red thirst on a 3 or less, so this warlord trait is actually worse. Maybe the warlord trait should be that you can subtract 1 from the dice when rolling for red thirst? That way if you use Astorath you don't get a useless warlord trait.]]></description>
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				<pubDate><![CDATA[Thu, 16 May 2013 16:19:16]]> GMT</pubDate>
				<author><![CDATA[ cpyke]]></author>
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				<title>Custom Warlord Traits: Blood Angels</title>
				<description><![CDATA[ Yes I would go with that so Astorath gets something useful.<br /> <br /> I would also consider default traits for <span class="glossaryitem" onmouseover='gp(382);'>sc</span>'s as that is the way <span class="glossaryitem" onmouseover='gp(50);'>GW</span> seems to be going with all the new codexes.]]></description>
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				<pubDate><![CDATA[Thu, 16 May 2013 16:24:34]]> GMT</pubDate>
				<author><![CDATA[ rohansoldier]]></author>
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				<title>Custom Warlord Traits: Blood Angels</title>
				<description><![CDATA[ My thoughts<br /> <br /> 1.) Ok<br /> 2.)Ok<br /> 3.)Needs to state how it works with transports (not at all? dedicated only?  all the time?)<br /> 4.) OK<br /> 5.) ok<br /> 6.)ok]]></description>
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				<pubDate><![CDATA[Thu, 16 May 2013 16:43:10]]> GMT</pubDate>
				<author><![CDATA[ Breng77]]></author>
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				<title>Custom Warlord Traits: Blood Angels</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/527491/5626059.page"><b>Breng77 wrote:</b></a><br/>My thoughts<br /> <br /> 1.) Ok<br /> 2.)Ok<br /> 3.)Needs to state how it works with transports (not at all? dedicated only?  all the time?)<br /> 4.) OK<br /> 5.) ok<br /> 6.)ok</div></blockquote><br /> <br /> I'm not sure about #3. The whole Deep Striking land raider and stormraven may be an issue, and I wouldn't want to say that it just doesn't work with transports. My other idea for that one was that the warlord and his unit could assault on the turn they arrive from reserve (deep strike), but that seemed a bit overpowered considering sanguinary guard or assault terminators. <br /> <br /> Are there any ideas of a different rule to replace it with?]]></description>
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				<pubDate><![CDATA[Thu, 16 May 2013 18:47:23]]> GMT</pubDate>
				<author><![CDATA[ cpyke]]></author>
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				<title>Custom Warlord Traits: Blood Angels</title>
				<description><![CDATA[ You could make the #3 deep strike turn 1.  And give it a re-roll if your warlord cannot deep strike.<br /> <br /> Could give heroic intervention if he and his unit have <span class="glossaryitem" onmouseover='gp(493);'>doa</span>, and re-roll if you cannot use.<br /> <br /> Tau have set a president for these types of re-rolls.]]></description>
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				<pubDate><![CDATA[Fri, 17 May 2013 02:31:07]]> GMT</pubDate>
				<author><![CDATA[ Breng77]]></author>
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				<title>Re:Custom Warlord Traits: Blood Angels</title>
				<description><![CDATA[ I agree with the re-rolls but do you think that heroic intervention would be overpowered? I'm thinking specifically of units like Dante and Sanguinary Guard, or A squad of assault terminators. That was my original idea, but I'm not sure if it is overpowered or not.]]></description>
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				<pubDate><![CDATA[Fri, 17 May 2013 02:43:41]]> GMT</pubDate>
				<author><![CDATA[ cpyke]]></author>
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				<title>Custom Warlord Traits: Blood Angels</title>
				<description><![CDATA[ Well if <span class="glossaryitem" onmouseover='gp(493);'>doa</span> is required then no assault termies, and I have no issue with sanguinary guard getting to assault.]]></description>
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				<pubDate><![CDATA[Sat, 18 May 2013 16:48:38]]> GMT</pubDate>
				<author><![CDATA[ Breng77]]></author>
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				<title>Re:Custom Warlord Traits: Blood Angels</title>
				<description><![CDATA[ @Breng77<br /> <br /> Well that gives me an interesting Idea. Maybe if they have <span class="glossaryitem" onmouseover='gp(493);'>DOA</span>, they would be able to assault on deep strike, but if not they would only scatter <span class="glossaryitem" onmouseover='gp(24);'>D6</span> as if they did have it? That way you don't have the Assault terminators charging on the deep strike, but you could still benefit from it. That might be pretty cool!<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 18 May 2013 19:04:39]]> GMT</pubDate>
				<author><![CDATA[ cpyke]]></author>
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