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Movement Phase

Units with the Routed status (Tactical Statuses) are forced to flee during this final sub-phase.

A unit placed in Reserves attempts to arrive on the battlefield in each Reserves Sub-phase of its turn.

  1. Reserves Test. Roll 1D6, passed on a 3+. Otherwise, the unit stays in Reserves and tries again the following turn.
  2. Entering play. Once the test is passed, choose a point on the table edge in your deployment zone: the first model is placed there, then each other model in the unit enters in turn, staying in unit coherency. A model that cannot manage this is Removed as a Casualty.
  3. No second move. A unit that has just arrived in this way does not move a second time during the following Move Sub-phase. It can, however, shoot and charge normally later in the turn — unless it chose to rush when entering play.

Each eligible unit may move its models up to a distance equal to its Movement Characteristic. A unit may also choose not to move: it then remains Stationary, which matters for certain rules (a unit that has only pivoted on the spot is also considered Stationary).

A unit cannot make a normal move if: it entered play from Reserves this turn; it has the Pinned or Routed status (it then moves in the Rout Sub-phase); it is Locked in Combat; or one of its models has a Movement Characteristic of 0.

  • Unit coherency. At the end of the move, each model must remain within 2" of at least one other model in its unit, as far as possible. If the unit genuinely cannot manage this, it automatically gains the Suppressed status.
  • Safe distance. A model can never end its move within 1" of an enemy model.
  • Impassable terrain and table edges. A model can never end its move on impassable terrain, on another model, or off the table.
  • Pivoting does not count as moving. A unit that only pivots on the spot, without changing the position of its models, is not considered to have "moved" this turn.

Difficult terrain and dangerous terrain

Difficult terrain

  • If a model's path crosses difficult terrain, its move is reduced by 2" for that move.

Dangerous terrain

  • A model moving through it must pass a test; if it fails, it is Removed as a Casualty.

Rush

Instead of a normal move, a unit may choose to rush: it then moves a distance in inches equal to its Movement + Initiative.

The price to pay: a unit that has rushed can neither shoot in the Shooting Phase nor declare a charge in the Assault Phase that same turn.

You can only choose to rush when moving the unit in the Move Sub-phase (or in the Reserves Sub-phase): not during a Reaction.

Types of move: permitted distance, ability to shoot and charge
Type of move Distance Shoot? Charge?
Normal move Movement Yes Yes
Rush Movement + Initiative No No
Arriving from Reserves Placed in deployment zone Yes Yes

A unit that includes models with the Routed status (see Tactical Statuses) must Fall Back during this final sub-phase, unless it is Locked in Combat.

Falling Back: roll 1D6 and add it to the Initiative to find the Fall Back distance. The unit then moves that distance, in as direct a line as possible towards the nearest point of its deployment zone (or the nearest table edge if it has none), going around obstacles if needed, never moving within 1" of an enemy model.

As soon as a model in the unit reaches the table edge in its deployment zone: Leadership test. If failed, all its models are Removed as Casualties; if passed, the unit stays in play, loses Routed but becomes Suppressed.

RepositionMovement

During the opponent's Movement Phase, if an enemy unit ends its move within 12" of one of your units, that unit may make a move up to the unit's Initiative, towards or away from the enemy, as you choose.

InterceptReserves

During your Reserves Sub-phase, if a unit enters play, a nearby enemy unit may make Snap Shots at the unit that has just entered (vehicles then only fire their defensive weapons).