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===<span style="color:#01bbe3;">Command Traits</span>=== A general of an army with a '''WANDERERS''' allegiance and has chosen to take the '''WANDERERS''' allegiance abilities can choose one of the following Command Traits: *'''1: Stalker of the Hidden Paths:''' If a friendly '''WANDERER''' unit that is wholly within 12" of the general leaves the battlefield using the ''Realm Wanderers'' ability, then it can return wholly within 6" of <u>any</u> table edge. **If you are uncertain about which trait to take, then take this one, all the other traits make your general better, this one makes your '''army''' better. If you bunch your army together at deployment, you can easily take a first turn redeployment right behind your enemy's line and screw his weaker/ranged units over from the get go. Even throughout the course of the game your army should be hugging the board edges in order to quickly escape, having your hero nearby then allows you move them pretty much anywhere you want. *'''2: Myst Walker:''' Enemy units can only attack the general ''(ranged and melee)'' if he is the closest target. *'''3: Masterful Hunter:''' Add 1 to the general's hit rolls for attacks he makes with a missile weapon. If he does not have one then they receive a hunting hawk just like the Nomad Prince gets. *'''4: Eagle-Eyed:''' Add 10" to the range of any missile weapon the general has. If they do not have one then they receive a hunting hawk just like the Nomad Prince gets. *'''5: Lord of Blades:''' Your general may re-roll hit rolls of 1 for melee attacks. *'''6: Singer of Spells:''' If the general is a Wizard, they add 1 to their casting and unbinding rolls. If they are not a wizard, they gain the '''WIZARD''' keyword and can attempt to unbind one spell in each enemy hero phase ''(but cannot cast their own spells)''
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