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Turn sequence

The missions in the rulebook are played over 4 rounds, in which each player takes a turn, one after the other.

Effects Sub-phase — resolve everything that triggers "at the start of the turn": special rules, powers, lasting effects.

  • Reserves Sub-phase — units kept off the table (Reserves, Deep Strike…) attempt to arrive in play.
  • Move Sub-phase — you move your units: a normal move, or "Rush" to go faster (at the cost of shooting and charging).
  • Rout Sub-phase — Routed units Fall Back towards your deployment zone (see statuses).

Movement Phase in detail →

  • Attack Sub-phase — units shoot, one at a time, following the resolution sequence detailed below.
  • Morale Sub-phase — units that have suffered heavily test their morale; if they fail, hello Tactical Statuses.

Shooting Phase in detail →

  • Charge Sub-phase — units declare their charges and hurl themselves into contact (the opponent may react: Overwatch, Evade…).
  • Challenge Sub-phase — champions call each other out to a duel (see the Challenge page).
  • Fight Sub-phase — everyone strikes, in descending order of Initiative.
  • Resolution Sub-phase — count up each side's points: the loser tests its morale and risks being routed.

Assault Phase in detail →

  • Effects Sub-phase — resolve "end of turn" effects.
  • Statuses Sub-phase — some Tactical Statuses expire or change.
  • Victory Sub-phase — check the objectives and score Victory Points.