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===Command Traits=== *'''1. Inspiring:''' '''FREE PEOPLES''' units that are wholly within 12" of your General DO NOT HAVE TO TAKE BATTLESHOCK TESTS. While still good, note that it is not as useful on Freeguild as it would be on other factions due to our banner induced bravery shenanigans. *'''2. Battle-tested Veteran:''' At the start of the hero phase, as long as your general is still on the battlefield roll a dice. On a 5+ you gain 1 additional command point. Glory to Cadia! *ahem* This is a sure way to make your opponent cry as you rack up additional command points for that major push. On average you should get 2 additional command points during a standard game. *'''3. Shrewd Commander:''' Roll in the Triumph table at the start of a battle. This is in addition tomorrow winning a major victory in your last battle. Pretty great in matched play if you fall short some ten points or so. Two rolls on the triumph table? Two sets of re-rolls to wound, to hit or saves? Yes please. *'''4. Indomitable:''' Add 1 to the save rolls of friendly FREE PEOPLES units wholly within 12β of your general so long as they didn't charge. With this trait your expendable, cheap-as-shit Guard models go to a 3+ re-rolling 1s in combat. Throw down a block of guard, use it in a grand company of Handgunners and laugh your heart out, you sick bastard. Though this will mean that you will have to clump your units up a bit (wholly within 12" folks), but fortunately Free Peoples are pretty much designed to work as a giant blob army. Note it also brings your General up to a 2+ (because you took a shield like a good boy, didn't you?). *'''5. Righteous Fury:''' Add 1 to the general's wound rolls if the target has the CHAOS keyword. Very situational *'''6. Grim Resolve:''' This trait adds one additional wound to your general. Not a game changer, but definitely useful on a normal Freeguild General
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