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==Allegiance bonuses== If you have '''DEATH''' allegiance you have some additional bonus (from the Core Book 2018) ===Battle trait=== '''Deathless Minions:''' an extra save at 6+ for every wound or mortal wound inflicted on '''DEATH''' units within 6" of your general or one of your '''HEROES'''. ===Command traits=== 1) '''(Ruler of the Night)''' friendly Death units are affected by deathless minions if they are within 12 inches of the general rather than 6. 2) '''(Predator of the Shadows)''' Add 1 to the hit and wound rolls for your general if they are in cover. Frankly, this is one of the worse command traits and if you are trying to run a melee lord you are better off taking Red Fury or Supernatural Horror. 3) '''(Death incarnate)''' Pick a unit within 3" of your general in your hero phase and roll 2d6 if the roll is more than the targets bravery it takes 1d3 mortal wounds. This can act as a free arcane bolt against enemies like Skaven who have naturally low bravery and can shred spellcasters just out of reach of your general if combined with an arcane bolt. 4) '''(Master of the Black Arts)''' Turn your general in a wizard who knows arcane bolt and mystic shield, or add +1 to casting and unbinding roll if he's already a wizard. This can be useful if you are running a themed army like Death Rattle or Nighthaunt otherwise its waste of a command trait when you can take a vampire lord and an extra command trait instead 5) '''(Red fury)''' After your General attacks in the combat phase, roll a D6. If the result is 5 or more, they can immediately pile in and attack again. This is an alright command Trait but it will only activate a third of the time meaning you shouldn't be banking on it and only works once in each combat phase. 6) '''(Supernatural Horror)''' Double fleeing enemy models for units within 12" of your general. This can be terrifying to things like goblins and Skaven and can destroy a center line if used efficiently, but can be an utter waste against things like Beast-Claw Raiders who rarely lose anything in battle shock. ===Artefacts of death=== # '''Cursed Book:''' Any model targeting you within 3" of the bearer of this artifact must subtract 1 from all hit rolls, as long as they lack the DEATH keyword. This is a good "leader" item, as with all the buffs to survivability your dudes have, another layer doesn't hurt. # '''Cloak of Mists and Shadows:''' This looks familiar... at the start of combat move a model 12", more than 3" from enemies. This can be really useful to GTFO of a combat that is going badly for your hero or after springing a trap. Take note that the effect is ONLY when you should pile in, so unless you're in combat, it's useless. Also, it's only 12", so have an escape route beforehand. # '''Blade of Dark Summons:''' Once per battle summon a summonable unit. Hoo boy. A sure-fire summon spell is always welcome, especially in this faction because it doesn't require the bearer to be a wizard. You have almost all the DEATH range to choose, so use it when your chosen unit is going to do the most damage. Make sure to have enough points left beforehand or plan accordingly. # '''Black Amulet:''' Once per game, you deal mortal wounds equal to the battle round to an enemy unit within 12" This is VERY situational, if not outright bad. You can only do 5 mortal wounds at most at 12", and that in the last turn. While it's true that this can kill a common hero or a damaged monster in one strike if by then your victory depends on that strike you should rethink things. # '''Tomb Blade:''' Each wound roll of 6 deals a mortal wound. This could be interesting to make your general more durable while dishing mortal wounds. Acceptable if you want a strong melee lord (combines well with red fury). # '''Ring of Immortality:''' He may not have returned, but his ring has. Resurrects at 12" with d3 wounds when it's killed. This can be a blessing, especially if you have the ability the heal the bearer.
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