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====<span style="color:#00DDF3;">Skink Command Trait</span>==== Fortunately, Skinks got more useful Command Traits than their beefier brothers. It's as if GW wants us to buy more Skinks than Saurus... #'''Master of Star Rituals''': If the general is a Skink Priest, they can use Celestial Rites twice. If not, they learn said ability. This is a good ability for a Cloaked Priest, but it has to be properly re-worded for a Priest with Priestling Trappings. While this means a second chance to make a Ritual in case the first one was screwed, does that mean that the Ritual can stack? <s>Probably not, but still...</s> (No. Dice can never be rerolled more than once. It's in da roolz) Remember, your general has to be a '''SKINK''', <s>so this works with Trogs, Stegies and Basties.</s> your general has to be a HERO too which these monsters are not, although the Engine of the gods is. Have fun. #'''Nimble''': Add +1 to the general's Move characteristic. Add +1 to its save if they are not on a mount. This way you wont be [[that guy]] who has a 2+ saving Bastiladon. As long as GW don't FAQ the Starseer' Palanquin as a mount, this is a useful trait for survival but not as good for buffing your army. #'''Cunning''': If the general is at 3" of an enemy '''HERO''', on a 4 said enemy hero suffers 1 mortal wound. Unless mounted, you don't want Skinks in melee. Even mounted, it is still meh, unless its you Engine of the Gods.
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