Movement Phase
Movement Phase
09.06
Charge Move
09.07
Ingress Move
09.05
Pile-in Move
09.04). 14
COHERENCY ENGAGEMENT ++ A WEAPON CANNOT SUBSTITUTE FOR ZEAL ++ Every model in this unit is within 2" of at least one other model in its unit, and every model is within 9" of every other model in its unit. This unit is therefore in coherency. These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other. 2" 2" 2" 1" 1" 1" 1" 1" ½" 9" 2" 1 ½" ½" 15
MODELS WITHOUT RANGED/MELEE WEAPONS A model that does not have any ranged weapons cannot make ranged attacks, and a model that does not have any melee weapons cannot make melee attacks. SELECTING TARGETS When shooting or fighting, you can select different targets for each weapon. If you cannot select a target for a weapon, or if you choose not to select a target for a ranged weapon, the model with that weapon will not make attacks with it. SIDEARMS Some models are equipped with [] weapons in addition to other firearms. Such models can be an exception to the rules in this section, as you may not be able to select all of their weapons to make attacks with. MAKING ATTACKS 1. SELECT WEAPONS
09.01 Rules that are triggered at the start of the Movement phase are resolved now. 2. MOVE UNITS 09.02 The active player moves their units one at a time, using the sequence below, until all of their units have been selected to move and those moves have ended. 1. Select Unit: Select one friendly unit that has not been selected to move this phase. You can select a unit on the battlefield, in strategic reserves, or embarked within a TRANSPORT. That unit is selected to move. 2. Select Move Type: Select one move type that unit is eligible to make, and resolve it with that unit. This can be one listed below, or one presented elsewhere:
▫Remain stationary (see opposite)
▫Normal move (see opposite)
▫Advance move (see opposite)
▫Fall-back move (see opposite)
▫Disembark move (
09.03 Rules that are triggered at the end of the Movement phase are resolved now. The Movement phase is resolved by following these steps: 1. START OF MOVEMENT PHASE 2. MOVE UNITS 3. END OF MOVEMENT PHASE 09 ++ FORWARD BROTHERS, WITH LOYALTY TO VICTORY AND GLORY! ++ SELECTING UNITS TO MOVE When the Move Units step ends, the active player must have selected all of their units to make a move with, including those in strategic reserves. This means that before the phase ends, every unit in their army will have been selected to make a move, even if it is to remain stationary. Move types are marked with this icon. In the Movement phase, you will be able to move each of your units across the battlefield. Reinforcements can also arrive in this phase to bolster your forces. 32
REMAIN STATIONARY 09.04 MAXIMUM DISTANCE: '-' ELIGIBLE IF: Any unit. EFFECT: No models are moved (either in straight lines or rotated). Units that remain stationary do not trigger any rules that are triggered when a unit starts or ends a move. NORMAL MOVE 09.05 MAXIMUM DISTANCE: Your unit's M characteristic. ELIGIBLE IF: Your unit is on the battlefield and unengaged. EFFECT: Your unit moves as described in Moving (03). AFTER MOVING: Your unit must be unengaged. ADVANCE MOVE 09.06 MAXIMUM DISTANCE: Advance roll + your unit's M characteristic. ELIGIBLE IF: Your unit is on the battlefield and unengaged. EFFECT: Your unit moves as described in Moving (03). BEFORE MOVING: Make an advance roll by rolling one D6. AFTER MOVING:
Your unit must be unengaged.
Until the end of the turn, unless otherwise stated, your unit is not eligible to declare a charge or start an action. FALL-BACK MOVE 09.07 MAXIMUM DISTANCE: Your unit's M characteristic. ELIGIBLE IF: Your unit is engaged. EFFECT: Your unit moves as described in Moving (03). BEFORE MOVING: Select fall-back mode: Ordered Retreat: If your unit is not battle-shocked, you can select this mode. Desperate Escape: Otherwise, you must select this mode. Make a hazard roll for each model in your unit (