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===<span style="color:#01bbe3;">Command Traits</span>=== There are actually two tables to pick Command Traits from for you: one for Arcanites, one for Daemons. The first two traits for each are identical though. <tabs> <tab name="Tzeentch Arcanites"> {{AOSKeyword|Arcanite}} heroes only #'''Arch-sorcerer''': Allows your Hero to know two more spells from the Lore of Fate. Take it only if your Magister is your leader as he is the only one able to abuse this (with good rolling of course... or just as planned?). Otherwise, a nice one for a Gaunt Summoner or a Curseling. #'''Nexus of Fate''': Roll a die at the start of your Hero phase, you can (but don't have to) replace one of your Destiny Dice with that roll. #'''Cult Demagogue''': The first casting roll that the wizard makes auto succeed if the roll is a double(Unless it is a miscast). Cannot be unbound and you get 2 fate pts instead of 1. #'''Arcane Sacrifice''': In the Hero phase you can deal 1 Mortal wounds on a nearby friendly unit. If you do so then your hero gets +9 to their spell range for that phase. Great option for expanding the limited range of many damage spells. #'''Soul Burn''': If the unmodified hit roll for a melee weapon made by this general is a 6 it causes one mortal wound in additon to any other damage. #'''Illusionist''': Subtract 1 from hit rolls for attacks that target this general. </tab> <tab name="Tzeentch Daemons"> {{AOSKeyword|Daemon}} heroes only. #'''Arch-sorcerer''': Allows your hero to know two more spells from the Change Lore. On a Lord of Change, this could be pretty fun, but on Heralds it's a waste of space. #'''Nexus of Fate''': If you general is on the field you can roll a die in the hero phase and replace one of your destiny dice with the rolls result. #'''Daemonic Spark''': Once per battle, your General can use this to gain 3 fate points. #'''Incorporeal Form''': its a +5 save vs spells and endless spells to ignore all spells </tab> </tabs>
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