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==Allegiance Abilities== With the advent of the General's Handbook Part 2, the Brayherds have now become even better with new Battle Traits, Command Traits and Artefacts! In addition to abilities that actually benefit an ambush horde mentality that can actually help your units get to combat quickly. ===Battle Traits=== *'''Ambush:''' Instead of setting up your units normally you can set them up to the sides in ambush. In your first movement phase, you must place them within 6" of the edges of the board and more than 9" away from any enemy models. This counts as their movement phase for the turn. This while not as flexible as some other deepstriking abilities (Stormcasts) it can be an effective way of getting large Brayherd hordes quickly up the board when confronting the enemy and taking objectives. *'''Herdstones:''' One of the more unique aspects to this army and continuing with the new tradition of incorporating terrain into an armies allegiance abilities and this one isn't bad. After selecting your general and setting up your army you may place a Herdstone within 6" of your army with a piece of terrain up to 4" across to represent the stone. It can be set up on any open ground at least 1" away from any other terrain or models. The Herdstone provides two benefits to your army: **1. All friendly '''Brayherd'''units in your army treat the Herdstone as having the Damned, Arcane and Inspiring scenery rules from the Age of Sigmar terrain rules set. **2. All other units treat the Herdstone as having the '''Deadly Scenery''' rule from the terrain ruleset. ***Overall while it may cover a relatively small area of the battlefield it does work well in creating a danger zone you can control for your opponent. In addition, it can create a good buffing area for your troops that you can use to create an effective beachhead with your hoards. ===Command Traits=== *'''1. Unreasing and Deadly:'''Re-roll wound rolls of 1 for your general. *'''2. Crown of Horns:''' Pick an enemy unit within 1" of the general when the general is selected to attack in the combat phase, and roll a dice. On a 5 the unit suffers a mortal wound. On a 6+ it suffers d3 mortal wounds. *'''3. Malevolent Despoiler:''' Do not add 1 to save rolls for enemy units that are in cover and within 12" of your general. *'''4. Massive Beastlord:''' Add 1 to the general's wounds characteristic. *'''5. Scions of the dark gods:''' If your general is a '''Wizard''', add 1 to their casting rolls in the hero phase. If they are not a '''wizard''' than they can cast the mystic shield and arcane bolt in the hero phase as if they were a wizard (but cannot attempt to cast any other spell or unbind spells in the enemy hero phase). *'''6. Bestial Cunning:''' Up to half your units set up in ambush, rounding up, can arrive in the second game turn if you wish. ===Artefacts=== *'''1. Ramhorn Helm:''' You can inflict D3 mortal wounds on a unit within 1" of the model after completing a charge move. *'''2. Brayblast Trumpet:''' Add 1 to hit for any Brayherd unit that used that Ambush battle trait to arrive on the board this turn. *'''3. Herdstone Axe:''' Pick one of the bearer’s melee weapons. Add 1 to that weapon’s Damage characteristic. *'''4. Bleating Gnarlstaff:''' roll a dice if this model is within 1" of a terrain piece at the end of the movement phase. On a 3 or more all enemy units within 1" of the terrain, piece suffers 1 mortal wound. Something to consider if you are playing on a heavy terrain map. *'''5. The Festerpelt:''' You can heal 1 wound for this model in each of your hero phases. *'''6. Rune of the Insatiable Beast:''' Add 2 to this models charge rolls. This model can also re-roll hit rolls of 1. A very good upgrade for a melee centered general or another hero.
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