Source: Warhammer Fantasy: 5th Edition

General's Victory Bonus
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When a player wins a game roll a D6 and consult the chart below. The chart gives a bonus which applies the next time the army fights. This bonus applies for the next battle against any player from your gaming group.

D6

Result

1

Beloved Commander
Next time the army fights all units within 12" of the general may add a further +1 to their combat result. This special ability lasts until a combat within 12" of the general is lost, after which the troops' confidence is shaken and the bonus ceases to apply.

2

Leadership Bonus
Next time the army fights you can re-roll any one failed Leadership-based test. This does not allow the unit to re-roll a failed re-roll from another source such as the army's Battle Standard, ie you can re-roll the failed test but not a failed re-roll.

3

Nutter/Mad Dog General
Next time the army fights, the general can add +1 to his own 'to hit' rolls in hand-to-hand combat. This applies until the general takes a wound or is forced to flee, after which the bonus is lost.

4

Inspiring Standard
Next time the army fights the Army Standard will permit Leadership re-rolls for Break tests over a larger area than normal. Add D6" to the normal 12" effect range. Roll this dice at the start of the game to find out what your range bonus is for the duration of the battle.

5

Famous General
Your commander's skills are an inspiration to all. Once during the battle, one unit within 12" of the general will automatically pass a Leadership-based test it is required to take. The player must use this ability before rolling the test, no actual dice are rolled and the player is not allowed to use the ability retrospectively once he has failed a test.

6

Victorious Troops
The army is fired by its victories and inspired to greater success. Once in the battle you may add +1 to any combat result. However, you must commit your bonus before fighting the combat, not afterwards. You cannot use the bonus to boost a combat result once you have fought.

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