Warlord Traits

NIGHT SENTINEL WARLORD TRAITS

Unmatched Witch-Hunter: If an enemy PSYKER unit casts, and has line of sight on this unit, then each time a Psychic Test is taken for that unit, it suffers Perils of the Warp on any dice roll that includes a double, instead of only a double 1 or double 6.

No Rest For The Wicked: If a unit has this warlord trait, add 1 to any attack characteristics the warlord has, and they may re-roll failed hit and wound rolls of 1 when using a melee weapon. When this unit must make a charge roll, roll 1d6 instead and then add 6 to your charge roll's result.

Warp-Tamer: If this unit fails to deny a psychic power, it may instantly attempt to deny again at no cost. This does not stop it from using any more of its psychic denying abilities this turn as if it never used them. Additionally, this unit may deny psychic powers from up to 36 inches away. (For example, if you fail a deny, you can attempt to try again free of charge once, and it doesn't consume any additional denies you may have.)

Nightmarish Apparition: Any Null-Aura abilities this unit has add 6 inches to their range. Additionally, they no longer only effect PSYKERS and DAEMONS, all other enemy unit types are affected as well.

Arch-Angel of Death: This unit adds 1 to any invulnerable saves it has, or gains a 4+ invulnerable save if it has no invulnerable save. This unit may be deployed in a Scatterstrike pattern Teleportarium instead of on the battlefield. Deploy this unit normally as if they had a Deep Strike styled rule, however instead of placing them at least 9 inches away from enemy units, roll a D6 and add 3 to the result. You may use that result instead of 9 inches when determining how many inches it must be away from enemy units.

Emperor's Judgement: When this unit charges, you cannot declare Overwatch against it. Additionally, re-roll failed charge rolls this unit makes. An enemy that is locked in engagement range with this unit is not considered eligible to fire any ranged weapons in melee combat.

CADIAN 76TH WARLORD TRAITS

Tactical Genius: Each time the enemy uses a stratagem, increase the CP cost of the stratagem by 2. Any CP used is wasted if the cost of the stratagem is too much for the opponent to spend. Additionally, roll a D6 every time the enemy uses a stratagem or cannot use a stratagem due to this warlord trait: On a 4+, you gain 1 Command Point.

Firing Coordination Training: If an ASTRA MILITARUM INFANTRY unit fires this turn, and is within range to be given an order with Voice of Command or is within 6 inches of this unit, it may fire again along with up to two other units within range of it.

Bellowing Voice: If a warlord has this trait, add 3 inches to any aura abilities this unit has, such as Voice of Command or another ability that affects friendly units around it.

Faithful Servant of the Throne: Your warlord can attempt to deny one psychic power in each enemy Psychic phase as if they were a PSYKER, as long as the enemy casting PSYKER is within line of sight of the warlord.

Efficient General: Select one friendly EMPEROR'S SHROUD unit within line of sight of this warlord in the command phase. That unit can choose all of the options the BAPTISM BY FIRE Regimental Doctrine offers instead of just one.

Master of the Reserves: At the beginning of the command phase, this warlord can choose to call for off-table reinforcements. Select a unit in the CADIAN 76TH/NIGHT SENTINELS army list and roll a 4d6, adding 6 to the result. You may then call that unit in from your table edge, placing it within 3 inches of the table edge. That unit can then make a move of up to half of its movement score unless it is an AIRCRAFT, and is considered on the board from then on.