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===<span style="color:#00DDF3;">Command Traits</span>=== There are nine traits for a '''SERAPHON''' General of an army with a '''SERAPHON''' allegiance that has chosen to take the '''SERAPHON''' allegiance abilities. You can choose one of three depending on which keyword your general has: '''SLANN''', '''SAURUS''' or '''SKINK'''. (If you roll for picking one; use a 1D3 instead of the regular 1D6). ====<span style="color:#00DDF3;">Slann Command Trait</span>==== All of them are pretty interesting and, while not exactly situational, all of them work better under certain circumstances. because of Celestial Conjuration, these are the first Command Trait you will consider. #'''Arcane Might''': Re-roll one casting and unbinding or dispelling roll each hero phase. A modest trait, and the most "generic" of the three. #'''Vast Intellect''': The general can use the ''Curse of Fates'' and ''Summon Starlight'' spells from the Skink Starseer and Skink Starpriest warscrolls. This is quite great, honestly, given how unreliable the regular ''Light of the Heavens'' is. Casting both of them will let you summon a Mystic Shield or Arcane Bolt and all four of them are arguably way, way better than LotH. Yet, you might want to save some Celestial Points, so pick if you want to. #'''Great Rememberer''': as long as the general is still alive, you can use the Lords of Space and Time battle trait twice in each of your hero phases rather than only once. Teleport, as previously mentioned, is awesome. Doing it twice is just twice as awesome. In doubt, pick this one. There is no way this will disappoint you. ====<span style="color:#00DDF3;">Saurus Command Trait</span>==== Sadly, Saurus generals didn't get that much love from GW this time around. They were slightly improved by the 2018 GHB though. #'''Disciplined Fury''': Re-roll hit rolls of 1 for attacks made with the general's melee weapons. #'''Thickly Scaled Hide''': Re-roll saves of 1 for the general. #'''Mighty War Leader''': If your general is on the battlefield at the start of your hero phase, roll a d6. On a roll of 5+ you receive an extra command point. Quite possibly the one you'll want if you play a Saurus General, which will happen very rarely. ====<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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