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).
- 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.
- 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.
- 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.