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Age of Sigmar/Tactics/Warscrolls Compendium/Tomb Kings
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===Command Traits=== #'''Ruler of the Night:''' Friendly '''DEATH''' units are affected by the Deathless Minions battle trait if they are within 12" of this general rather than only 6". Interesting point - note that Deathless Minions benefits <i>models</i> within 6", but a Ruler of the Night general benefits <i>units</i> within 12". This is a significant difference. #'''Predator of the Shadows:''' Add 1 to hit and wound rolls for your general if they are in cover. #'''Death Incarnate:''' In your hero phase, you can pick one enemy unit within 3" of the general. Roll 2d6 and if you get equal to or higher than their Bravery, they suffer d3 mortal wounds. #'''Master of the Black Arts:''' The general becomes a '''WIZARD''' and knows Arcane Bolt and Mystic Shield. They'll also be able to use realm spells if they are being used, and endless spells if you paid for them. If you give this trait to someone who is already a '''WIZARD''', they get +1 to cast and unbind. #'''Red Fury:''' After the general has finished doing their attacks in the combat phase, roll a dice. On a 5+ the general immediately gets to pile in again and fight a second time. Only happens once per turn, though. Also, note that command traits don't affect your mount unless stated otherwise, so you can give this to a mounted Tomb King but it'll only be the King himself fighting twice, not his sphinx or the skelly steeds on his chariot. #'''Supernatural Horror:''' In the battleshock phase, if your general is within 12" of an enemy unit and that unit fails a battleshock test, twice as many models flee.
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