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===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.
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