Army-wide Rules

**ASTRA MILITARUM ARMY-WIDE RULES:**

Onwards Through The Stars: All INFANTRY units in ASTRA MILITARUM armies gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal. VEHICLE units count as 5 models and TITANIC units count as 15.

BAPTISM BY FIRE (REGIMENTAL DOCTRINE):

*The opening stages of fighting for the Cadian 76th in Klendatthu was brutal. Orks marauded freely through their territory and heretics regularly skirmished with loyalists through the day and night. In the end, the Regiment was butchered, and combined with the first actions in orbit of Klendatthu's worlds, it ensured that only the strongest willed and most reverently trusting in the God-Emperor would remain. As such, every remaining man and woman in the Cadian 76th is effectively a veteran in their own right.*

In the command phase, every unit with the EMPEROR'S SHROUD keyword selects one of the following buffs to be active for that unit until the next friendly command phase:

1. Add one to the leadership value of this unit.
2. This unit may fire at no penalty in the same turn it falls back in.
3. Add 1 to armor saving throws if this unit is in cover.

Regimental Orders: Same as Astra Militarum Codex. Many Astra Militarum regiments maintain specialised training regimes, tactics and even entire battlefield languages to direct their troops. The table below contains additional orders for use with the Voice of Command ability which may be used by OFFICERs with the appropriate regiment keyword. For example, CATACHAN officers may issue the Catachan ‘Burn them out!’ order in addition to any of the standard orders. Per balance dataslate, an OFFICER may issue the same order to two units within 6" of each other.

Voice of Command: This unit may issue one order per turn to the soldiers under their command at the start of their shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.

Unique Order: By The Emperor, We Will Have It!:

*Endless endurance training and steadfast stubbornness of the regiment's Officers has led to the Cadian 76th becoming defiant of those who would wish to steal the regiment's way back into Imperial space. They will proudly die if it means their brothers and sisters in arms have a chance at escape.*

When this order is issued, this unit may fire twice this turn. In addition to this bonus, until your next shooting phase, this unit counts as 3 models when determining who controls an objective.

**ADEPTUS ASTARTES ARMY-WIDE RULES:**

Warp-Warded Angels: All INFANTRY units in NIGHT SENTINELS armies gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal. VEHICLE units count as 5 models and TITANIC units count as 15.

Ex Tenebris Lux: All NIGHT SENTINELS units gain the following abilities described below: And They Shall Know No Fear, Shock Assault, Null Aura, Skirmish Doctrines.

And They Shall Know No Fear: Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers.

Shock Assault: Each time this unit fights, if it made a charge move, was charged, or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit.

Null-Aura: If a unit with this ability is within 12 inches of an enemy PSYKER or DAEMON unit, subtract two from their leadership and psychic tests until this unit is completely slain.

Skirmish Doctrines: If every model in this unit is a NIGHT SENTINEL, this unit gains a bonus based on which doctrine is currently active for the army. See doctrines below.

***In your command phase, you must choose a Doctrine to be active for units that can benefit from it. Select one of the Doctrines below. It remains active until your next command phase, where you must set a new doctrine. It can be the last doctrine you chose or a new one.***

**Skirmish Doctrines: Opening Surge**

*As the battle begins, the Night Sentinels surge forward. The Emperor's Angels descend upon the foe from all angles, their gene-augmented swiftness hurling them forward towards the foe and any objectives that must be seized. All goes according to plan as the nullmarines approach...*

When this doctrine is active, at the end of the movement phase, a unit made up entirely of NIGHT SENTINEL models may make a free 3 inch move. However, this move must be towards the nearest enemy unit or objective. It cannot end the unit within engagement range of an enemy unit. Units that make this 3 inch move, and are targeted in the shooting phase, must be targeted at a -1 to hit.

**Skirmish Doctrines: Clashing Blades**

*The lines clash. Chain Glaives collide with alien armors, and blades clash. In these duels, there can be only one that remains. Now that their units are stuck in, the Night Sentinel officers monitoring the battle reallocate troops and order them forward accordingly.*

When this doctrine is active, in the charge phase, if a unit made entirely of NIGHT SENTINEL models charges, you may roll 3d6 and discard the lowest result. After getting your result, if you would have failed the charge, then add 2 to the charge's result.

**Skirmish Doctrines: Into the Shadows**

*A phase in the battle has ended, or perhaps a battleplan has gone horribly wrong. Units are ordered to disperse and regroup in order to assault the enemy once more. And so, squads disappear into the shadows, surprising friend and foe alike as they seemingly disappear entirely, like dust in the wind.*

When this doctrine is active, a unit made entirely of NIGHT SENTINEL models may choose to be removed from the board entirely instead of choosing to move in the movement phase. They are not counted as casualties. Instead, redeploy them somewhere on the board that is at least 9 inches away from the nearest enemy unit at the end of the movement phase. Following this, the unit may make a 3 inch move in any direction.