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===<span style="color:#01bbe3;">Command Traits</span>=== A general of an army that has chosen to take '''BONESPLITTERZ''' allegiance abilities can choose one of the following Command Traits: #'''Squirmy Warpaint''': The General's warpaint lets him avoid Mortal Wounds of a 4+, rather than a 6. Useful in scenarios where you're looking to keep him alive, but there are better Traits that do more to support the whole army. #'''Prophet of da Waaagh!''': While the General is alive, you can re-roll the first failed Battleshock test by a '''BONESPLITTERZ''' unit each turn. Since most of da boyz have a so-so Bravery of 5-6, this can be a handy one to pick up, and will practically pay for itself against units such as Spite-Revenants. #'''Great Hunter''': If your General kills a Monster in the combat phase, they can immediately Pile In and attack again. Situationally useful, but can be handy for encouraging an opponent to send his Monsters forward without support. #'''Killa Instincts''': Any Wound roll of a 6 or more made by your General has its Rend value increased to -3. While this sounds great, the only Hero really built for combat (the Savage Big Boss) can already be given a weapon with -2 Rend. Worth considering against Stormcast, Slaves to Darkness and the like, but ultimately too unreliable to be your first choice. #'''Waaagh-Monger''': All friendly '''BONESPLITTERZ''' units add 1 to Charge rolls when within 10" of the General. Even with 2 wounds a pop and Warpaint your orruks still want to be stuck in as quickly as possible, and so this Trait always has a useful place. Becomes particularly hilarious/terrifying when combined with the Icebone Warclan. #'''Monster Killa''': Your General can choose the dice result when rolling on the Monster Hunters table. Handy against some armies such as Beastclaw and Sylvaneth, but there are better all-comers options.
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