Unit Coherency & Movement
Unit Coherency & Movement
03.01 There are several types of move a unit can make. Each one defines which units are eligible to make it, what its maximum distance or set-up distance is, and any conditions that must be met. Each time you move a unit, you can move one or more of its models, one at a time, by moving it in a straight line and/or rotating it, as many times as you want to. Each time you move a model, unless otherwise stated:
It can be moved through friendly models.
It can be moved through any space its base can fit through.
Its base cannot be moved through enemy models.
Its base cannot cross the edge of the battlefield.
All stated 'While Moving' conditions must be met. MOVING A MODEL IN A STRAIGHT LINE Each time you move a model in a straight line, move it horizontally across the battlefield. Measure from the same point on its base at the start and end of that move, and add that distance to any other distance it has moved since its unit began that move. The distance moved cannot be greater than the maximum distance of that move type. ROTATING A MODEL Each time you rotate a model, turn it any amount around the centre of its base, while keeping it upright. Note that rotating a model does not count towards the distance it has moved. ENDING A MOVE After you have finished setting up all of the models in a unit and/or moving all of the models in a unit that you want to move, check that all of the following apply:
If that unit is on the battlefield, it is in coherency (03.03).
No models in that unit are on another model or partway through a surface of a terrain feature (e.g. a wall or ceiling).
All stated 'After Moving' conditions are met. If one or more of the above conditions are not met, that unit cannot make that move and its models are returned to their positions at the start of that move. Otherwise, after resolving any additional rules stated in the 'After Moving' section of that move type, that move ends. 03 ++ WE WILL NOT SIMPLY ENDURE - WE WILL PREVAIL ++ 12
SEE ALSO
Frame
03.02 Before your units can move and make attacks, they will first need to be set up on the battlefield. This most commonly happens when deploying your army for battle, but can happen for other reasons as well. Whenever a rule instructs you to set up a unit, place its models on the battlefield so that:
That unit is in coherency (see below).
That unit is unengaged (see below).
All other requirements and restrictions are met. If you cannot set up all of the models in a unit, remove that unit from the battlefield and return it to its original position (e.g. in strategic reserves or embarked within a TRANSPORT). COHERENCY 03.03 A unit that contains more than one model must be set up and end any kind of move in coherency. A unit is in coherency while both of the following apply to every model in that unit:
Within 2" horizontally and 5" vertically of at least one other model in that unit.
Within 9" horizontally and 5" vertically of every other model in that unit. REGAINING COHERENCY In the End of Turn step of each player's turn, if one or more units on the battlefield are not in coherency, those units' controlling players must remove models from them, one at a time, until they are in coherency again. Models removed in this way are destroyed, but they do not trigger rules that apply when a model is destroyed. ENGAGEMENT 03.04 A model's engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
While a friendly model is within engagement range of one or more enemy models, those models - and the units they belong to - are engaged with each other.
While a unit contains no engaged models, that unit is unengaged. WHAT IS COHERENCY? Coherency prevents models in the same unit from becoming too separated from each other while on the battlefield, ensuring they are set up and end every kind of move as a single group. 03 MOVING WHAT IS ENGAGEMENT? While opposing models are within each other's engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes' reach. IF YOU CANNOT SET UP A UNIT This section explains how to set up your units on the battlefield. While doing so as the result of a move type, if you have to return a unit's models to their previous positions because it is not possible to set them all up, that unit has not been selected to make that move. This means it can be selected to make a move later, so could either attempt another set up or remain stationary (
03.02). BEFORE MOVING: Select disembark mode: Rapid Disembark: If that TRANSPORT made a normal or ingress move this phase, you must select this mode. Tactical Disembark: Otherwise, If that TRANSPORT remained stationary or has not yet been selected to move this phase, and if you can set up your unit as described below, you must select this mode. Combat Disembark: Otherwise, you must select this mode. Make a hazard roll for each model in your unit. WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT.
Rapid Disembark: If that TRANSPORT made an ingress move this turn, each model must follow the same rules that TRANSPORT had to follow while resolving that move.
Combat Disembark: Each model can be set up engaged with one or more enemy units that TRANSPORT is engaged with. AFTER MOVING:
Rapid Disembark: Until the end of the turn, your unit is not eligible to declare a charge.
Tactical Disembark: Select your unit to make a normal or advance move.
Combat Disembark: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge. EMERGENCY DISEMBARK MOVE
03.02). BEFORE MOVING: Make a hazard roll for each model in your unit (
03.02). WHILE MOVING: Set up your unit wholly within the set-up distance of one or more battlefield edges and more than 8" horizontally from all enemy units.
Before the Third Battle Round: While doing so, no models can be set up within your opponent's deployment zone. AFTER MOVING: Unless otherwise stated, until the start of the next Charge phase, your unit is not eligible to make any other type of move. At the end of the third battle round, unless otherwise stated, all strategic reserves units that have not made one or more ingress moves are destroyed, with the following exceptions:
Units embarked within TRANSPORTS that have made an ingress move during the battle.
Repositioned units (see opposite). SEE ALSO ARRIVING FROM STRATEGIC RESERVES
►Not on the Battlefield
►Persisting Rules Effects
►Setting Up Large Models 69
21 SURGE MOVES