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===Orders=== This is the signature feature of Guard armies; At the start of your Shooting Phase, your Commanders can issue Orders to non-vehicle Guard units within 12"; choose an Order, and make a Leadership Check to determine whether the Order is successfully issued. If successful, that unit immediately performs a specific action, usually with a secondary buff. (do note that you can't Order a unit multiple times in the same turn of course...) Orders make Guard one of a small number of armies capable of "double-buffing" their army; that unit of Conscripts may look unassuming, but when they throw down a wall of Prescience-boosted Lasgun shots via '''First Rank Fire, Second Rank Fire''' your opponent will not be laughing! There are two special rules for rolling doubles of certain kinds on the ''ordered'' unit's leadership test: *'''Inspired Tactics:''' Roll 2D6 like you would for any Orders test. On a double one, all Orders for the rest of the turn automatically pass. *'''Incompetent Command:''' Roll 2D6. On a double six, you cannot issue orders for the rest of your turn. It is not pretty when a blob squad fails to issue remaining orders when Genestealers/Boyz/melee deathstar units are bearing down on you. Note that some Orders can only be issued by Senior Oficers. The orders are as follows: *'''Bring it Down! (Senior Officer)''' - The ordered must shoot at an enemy Monstrous Creature/Vehicle, gaining Tank Hunters/Monster Hunters in the process. *'''Fire on my Target! (Senior Officer)''' - The ordered unit must fire at an enemy unit, with their weapons gaining Ignore's Cover. Flush out enemy units from Ruins, or wipe out enemy Bikers without them getting a Jink Save; Irony is beating Ravenwing Black Knights at the Plasma game. This ability is at a premium. *'''Get Back in the Fight! (Senior Officers Only)''' - Lets you basically get a squad that's falling back or gone to ground to instantly regroup. If the unit was falling back, it does not make a 3" move like it normally would. *'''First Rank, FIRE! Second Rank, FIRE!''' - Your most frequently issued order, Rank Fire basically gives your Guardsmen an additional shot if they are using Lasguns or Hot-Shot Lasguns. There are few things that match the expression of the opponent's face when you get to roll 40+ dice at the same time (150 tops or 28 with Hotshots) which means that regardless of BS and Strength 3, the enemy is in the sea of possible pain. Use with combined squads or conscript blobs for max hilarity, and don't forget to ask your opponent if you can borrow his dice. Make sure you use this on the biggest squad with highest LD that is within range (Rapid OR Max, doesn't matter) of an important target, and don't ever use this on Veterans unless everyone else is useless. Wasteful order are [[Heresy]]. *'''Move! Move! Move!''' - The targeted squad must Run, and chooses the highest result of three dice when doing so. For example, you want to run with a big blob and contest an objective? Your odds of making it within 3" are now better. *'''Smite at Will!''' - The Targeted Squad makes a shooting attack with the Split Fire special rule. Useful if you forgot to make a separate Heavy Weapon Squad with a specialized weapon set. *'''Forwards, for the Emperor!''' - The Targeted Squad makes a shooting attack and must immediately Run after making it. This ability is surprisingly versatile, as it allows you do perform Bounding Overwatch, *'''Suppressive Fire!''' - The Targeted Squad makes a shooting attack with the Pinning special rule. This order is generally unreliable, but sometimes every little bit helps. *'''Take Aim!''' - The Targeted Squad makes a shooting attack with the Precision Shots special rule. With 7th edition, it has been clarified to need a 6 to land a precision shot. Useful for piling up large amounts of wounds on a sergeant or model with a special weapon you don't want near your stuff, or pick out Chariot drivers in case someone was playing Daemons and thought that seeker cavalcade was a good idea.
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