Movement Phase: Difference between revisions

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=== SETTING UP UNITS DISEMBARKING FROM A DESTROYED TRANSPORT ===
=== SETTING UP UNITS DISEMBARKING FROM A DESTROYED TRANSPORT ===
When a '''TRANSPORT''' model is destroyed, if you cannot set up every model from a unit that was embarked within it, only models that cannot be set up are destroyed.
When a '''TRANSPORT''' model is destroyed, if you cannot set up every model from a unit that was embarked within it, only models that cannot be set up are destroyed.
== AIRCRAFT ==
Some models have the '''AIRCRAFT''' keyword. In addition to the Flying rules, the following rules further describe how these units move across the battlefield and how other units can move beneath them.
=== MINIMUM MOVE ===
'''AIRCRAFT''' models typically have a Move characteristic consisting of two values. The first is the model’s minimum Move characteristic – in its Movement phase, all parts of the model’s base must end the move at least that far from where they started. The second is its maximum Move characteristic – no part of the model’s base can be moved further than this. If such a model’s Move characteristic is modified, its minimum and maximum Move characteristics are both modified.
If an '''AIRCRAFT''' model cannot make its minimum move, or its minimum move would result in any part of that model (including its base) crossing the edge of the battlefield, then unless you are using the Strategic Reserves rule, that model is removed from the battlefield and counted as destroyed (if the '''AIRCRAFT''' is a '''TRANSPORT''', then any models currently embarked within are likewise counted as destroyed).
* '''Minimum move''': Models must move at least their minimum M".
* If a model cannot make its minimum move, it is destroyed (unless you are using Strategic Reserves).
=== AIRCRAFT ENGAGEMENT RANGE ===
Although '''AIRCRAFT''' models have an Engagement Range like any other model, the following rules and exceptions apply to it – this will account for the fact that typically '''AIRCRAFT''' models are soaring overhead and not skimming along the ground.
Whenever a model makes any kind of move, it can be moved across '''AIRCRAFT''' models (and their bases) as if they were not there, and they can be moved within an enemy '''AIRCRAFT''' model’s Engagement Range, but it cannot end the move on top of another model (or its base), and it cannot end the move within Engagement Range of any enemy '''AIRCRAFT''' models. The only exception are units that can '''FLY''', which can end a charge move within Engagement Range of an enemy '''AIRCRAFT''' model.
If, when an '''AIRCRAFT''' unit is selected to Move in the Movement phase, any enemy units are within Engagement Range of it, that '''AIRCRAFT''' unit can still make a Normal Move or an Advance (i.e. it does not have to Fall Back or Remain Stationary).
If, when a unit is selected to move in the Movement phase, the only enemy models that are within Engagement Range of it are '''AIRCRAFT''', then it can still make a Normal Move or an Advance (i.e. it does not have to Fall Back or Remain Stationary).
* Models can move within an enemy '''AIRCRAFT'''’s Engagement Range.
* Models can move over '''AIRCRAFT''' (and their bases) when they make any kind of move.
* '''AIRCRAFT''' can make a Normal Move or an Advance even when within Engagement Range of enemy models.
* Units can make a Normal Move or an Advance if they are only within Engagement Range of enemy '''AIRCRAFT'''.
== HEROIC INTERVENTIONS, PILE INS, CONSOLIDATIONS AND AIRCRAFT ==
Whenever a unit moves when it performs a Heroic Intervention, piles in or consolidates, it must end that move closer to the closest enemy model. In all cases, '''AIRCRAFT''' models are excluded when determining which model is the closest, unless the unit making that move can '''FLY'''.
* When a model performs a Heroic Intervention, piles in or consolidates, ignore '''AIRCRAFT''' (unless the model moving can '''FLY''').
[[Category:Rules]]
[[Category:Rules]]

Latest revision as of 16:14, 2 August 2024

MOVEMENT PHASE

The ground shakes to the tread of marching feet and the growl of engines as armies advance across the battlefield and vie for advantageous positions.

The Movement phase is split into two steps. First you move your units. Then you can set up Reinforcements that have not yet arrived.

1. MOVE UNITS

2. REINFORCEMENTS

1. MOVE UNITS

Start your Movement phase by selecting one unit from your army to move; that unit can either make a Normal Move, it can Advance, or it can Remain Stationary. If a unit is within Engagement Range of any enemy models when it is selected to move, it cannot make a Normal Move or Advance; it can either Remain Stationary or it can Fall Back. After you have finished moving that unit, you can then select another unit from your army to move in the same manner, and so on, until you have done so with as many of your units as you wish.

When you move a unit, you can move any of its models (you can also choose not to move some of the models in that unit if you wish). Whenever you move a model, you can pivot it and/or change its position on the battlefield along any path, but no part of the model’s base (or hull) can be moved across the bases (or hulls) of other models, nor can any part of that model (including its base) cross the edge of the battlefield. You can also rotate any movable part of the model (such as turrets and sponsons) when it is moved. The distance a model moves is measured using the part of the model’s base (or hull) that moves furthest along its path (including parts that rotate or pivot).

Remember that a unit must finish any type of move in unit coherency. If this is impossible, then that move cannot be made. No unit can be selected to move more than once in each Movement phase. Once you have moved all your units that you wish to, progress to the Reinforcements step of the Movement phase.

  • Select a unit in your army to move.
  • When a unit moves it can either make a Normal Move, Advance or Remain Stationary.
  • Units that are within Engagement Range of any enemy models can only either Fall Back or Remain Stationary.
  • Select another unit in your army to move.
  • Once all your units have moved, progress to the Reinforcements step.

NORMAL MOVE

When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.

ADVANCE

When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.

REMAIN STATIONARY

If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.

FALL BACK

When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC. A unit that Falls Back is subjected to a SWEEPING ADVANCE, detailed in the Fight Phase section below.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
  • Units that Fall Back are subjected to a SWEEPING ADVANCE.

INDEPENDENT CHARACTERS

A unit with the <Character>  keyword can join units as long as they share the same faction keyword. To do so, either move a Character unit within unit coherency of the joined unit and specify that the Character is joined with the unit in question. If a character makes a move action to join a unit, that “joined” unit is considered to have moved and cannot move any further in this phase.

When moving a unit a character has joined, individual move characteristics are still the same for the unit and the character, but the character must remain within unit coherency to still be considered attached to the unit. For all intents and purposes, the character is considered part of the unit and shares Run results, charge results, and any buffs\debuffs with the unit.

To unjoin a unit, simply either declare the unit is unjoined or move the Character out of Unit Coherency. In that regard, the Character is treated with all normal Character rules.

Determining Leadership

The Leadership value of the unit will change to be the highest leadership value in the unit..

Determining Toughness

When determining the toughness of a unit with a character that is joined, the toughness of the unit is determined by the highest number of models with the same toughness characteristic. For example, a character with toughness 5 joins a 5 man unit that is Toughness 4. When shooting at the unit, the Toughness of the unit is Toughness 4. If the unit has equal models with differing toughness characteristics, the characteristic is able to be chosen by the controlling player.

  • Units with the CHARACTER keyword can join other units at will as long as they are within Coherency.
  • CHARACTER units can leave other units at will once declared by the controlling player.
  • CHARACTER units joined with a unit share KEYWORDS with that unit.

2. REINFORCEMENTS

Some units have a rule that allows them to start the battle in a location other than on the battlefield; units that use such rules are called Reinforcements, and they will arrive later in the battle as described by their rule. Any Reinforcement units that have not been set up on the battlefield when the battle ends count as having been destroyed.

If you have any Reinforcement units, then in this step of the Movement phase you can now select them and set them up on the battlefield, one at a time. Once all your Reinforcement units that you wish to set up this turn have been set up, the Movement phase ends and you progress to the Psychic phase. Details of how to set up Reinforcement units are described in the same rules that enabled the unit to be set up in a location other than the battlefield.

Reinforcement units cannot make a Normal Move, Advance, Fall Back or Remain Stationary in the turn they arrive for any reason, but they can otherwise act normally (shoot, charge, fight etc.). Models in units that arrived as Reinforcements count as having moved a distance in inches equal to their Move (M) characteristic in this Movement phase. If models in the unit have a minimum Move characteristic, those models count as having moved a distance in inches equal to their maximum Move characteristic.

  • Reinforcement unit: Unit that starts the battle in a location other than the battlefield.
  • Set up your Reinforcement units, one at a time, as described by the rules that let them start the battle in locations other than the battlefield.
  • Reinforcement units cannot make a Normal Move, an Advance, Fall Back or Remain Stationary this turn.
  • Reinforcement units always count as having moved this turn.
  • Any Reinforcement unit not set up on the battlefield by the end of the battle counts as destroyed.
  • Once all your Reinforcement units have been set up, progress to the Psychic phase.

SETTING UP REINFORCEMENT UNITS

When a Reinforcement unit is set up on the battlefield, unless that unit is arriving from Reserves, whenever a unit arrives from reinforcements, unless a Teleport Homer is used or Mission Rules state otherwise, the scatter dice are used to determine approximate location of where the first model is placed. Then the rest of the models in that unit are then placed in accordance with unit coherency. This also allows you to reinforce directly into combat, however, when deep striking into melee, you do not receive the any bonuses you would normally receive when charging and fight in normal initiative.

Occasionally a Reinforcement unit that is a TRANSPORT model will require any embarked units to disembark when that unit is set up (such as a unit with the Drop Pod Assault ability). A unit that disembarks from a TRANSPORT model that is a Reinforcement unit on the turn that TRANSPORT model is set up on the battlefield for the first time is also considered to be a Reinforcement unit. This only applies on the turn that the TRANSPORT model is set up on the battlefield. If a unit disembarks from that TRANSPORT model in a later turn, it is no longer considered a Reinforcement Unit.

VEHICLE MOVEMENT

Vehicles have to abide by the following rules for movement, similar to the aircraft rules.

  • A vehicle can pivot once during their move on the spot up to 90 degrees before moving in a straight line in that direction..
  • A vehicle can pivot up to 90 degrees to bring it’s weapons to bear on the foe and not be considered to have moved, but is not allowed to move once pivoting.
  • A vehicle can pivot up to 360 degrees but is considered to have moved. The vehicle is not allowed to move once pivoting.

Vehicles with the FLY keyword can pivot up to 90 degrees, move, then pivot an additional 90 degrees after moving. Vehicles additionally with the AELDARI or DRUKHARI keywords can pivot up to 180 degrees, then further pivot 180 degrees after moving.

Vehicle Targeting

Moving has an effect on the ability of a vehicle to be able to target accurately.

  • Remaining stationary, or pivoting up to 90 degrees during the move allows the vehicle to fire normally.
  • Moving up to half of the vehicles speed, or pivoting past 90 degrees during the move allows the vehicle to fire one weapon at it’s normal Ballistic Skill, but every other weapon fires Snap Shots.
  • Moving further than half speed, all weapons on the vehicle fire snap shots unless the weapon is an Assault Weapon, in that case, the weapon can fire normally.
  • Advancing a vehicle, adding an additional D6 to the movement, and only Assault Weapons can fire from the vehicle, but at a -1 penalty to hit.

Walker Vehicles

Walker Vehicles disregard the normal vehicle movement rules, instead, are able to move and turn just like normal infantry.

Vehicle Charging

Vehicles can only charge units that are in front of them specifically within a 180 degree area in the front.

Firing Arcs

Weapon line of sight on vehicles is now determined by the weapon on the model versus the model itself, and it’s line of sight is based off the ability of the weapon to rotate. If the weapon doesn’t rotate or isn’t able to rotate (with best intentions minded) it is fired with a 45 degree angle. See diagram for reference:

ADVANCED RULES

MOVING OVER TERRAIN

When a model makes any kind of move, it can be moved over a terrain feature but not through it (so models can’t move through a wall, but can climb up or over it).

A model can be moved over terrain features that are 1" or less in height as if they were not there – any vertical distance up and/or down that they would have to make to traverse such terrain features is ignored. A model can be moved vertically in order to climb up, down and over any terrain features that are higher than this, counting the vertical distance up and/or down as part of its move. Models cannot finish any kind of move mid-climb – if it is not possible to end the move as a result, that move cannot be made.

  • Models can move freely over terrain features 1" or less in height.
  • Models cannot move through taller terrain features, but can climb up and down them.

FLYING

If a unit’s datasheet has the FLY keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • FLY models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • FLY models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.

TRANSPORTS

Some models have the TRANSPORT keyword. The following rules describe how units can embark on and disembark from such models, and how they are used to move their passengers across the battlefield.

TRANSPORT CAPACITY

All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.

EMBARK

If a unit makes a Normal Move, an Advance or it Falls Back, and every model in that unit ends that move within 3" of a friendly TRANSPORT model they can embark within it. A unit cannot embark within a TRANSPORT model that is within Engagement Range of enemy models, and it cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within the model.

Units cannot normally do anything or be affected in any way while they are embarked. Unless specifically stated, other units’ abilities have no effect on units while they are embarked, and Stratagems cannot be used to affect units while they are embarked. For all rules purposes, units that are embarked within a TRANSPORT model that has made a Normal Move, Advanced, Fallen Back or Remained Stationary also count as having made the same kind of move that turn.

  • Units can embark in a friendly TRANSPORT if every model ends a Normal Move, an Advance or a Fall Back within 3" of it.
  • A unit cannot embark within a TRANSPORT that is within Engagement Range of any enemy models.
  • A unit cannot embark and disembark in the same phase.
  • Units cannot do anything, or be affected in any way, while they are embarked within a TRANSPORT.

OUT OF PHASE RULES AND EMBARKING ON TRANSPORTS

When a unit uses a rule to make a move as if it were the Movement phase, all the normal rules that would apply in the Movement phase apply when making that move. For example, models in that unit cannot finish that move within Engagement Range of any enemy models, and if every model in that unit finishes that move wholly within 3" of a friendly TRANSPORT model, they can embark within that TRANSPORT model following the normal Movement phase rules regarding embarkation.

DISEMBARK

If a unit starts its Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase so long as the model itself has not yet made a Normal Move, an Advance or has Fallen Back that phase.

When a unit disembarks, set it up on the battlefield so that it is within 1" of the TRANSPORT model's ACCESS POINT and not within Engagement Range of any enemy models.

Units that disembark can then act normally (move, shoot, charge, fight, etc.) in the remainder of the turn, but its models count as having moved that turn, even if they are not moved further (i.e. they never count as having Remained Stationary).

  • Units that start their Movement phase embarked in a TRANSPORT can disembark this phase.
  • A unit must disembark before their TRANSPORT moves.
  • Disembarking units must be set up within 1" of their TRANSPORT ACCESS POINT and not within Engagement Range of any enemy models.
  • Units that have disembarked count as having moved this turn.

DESTROYED TRANSPORTS

If a TRANSPORT model is destroyed, and that model has the Explodes ability (or equivalent), roll to see if it explodes and resolve any resulting damage to nearby units before setting up any units embarked within it (if any) on the battlefield. If there are any units embarked within the destroyed TRANSPORT model, these must now immediately disembark before the model itself is removed from the battlefield; these units are not affected by the destroyed model’s Explodes ability (or equivalent) – instead you must roll one D6 for each model you just set up on the battlefield. For each roll of 1, a model that disembarked (your choice) is destroyed. Units cannot declare a charge or perform a Heroic Intervention in the same turn that they disembarked from a destroyed TRANSPORT model.

  • If a TRANSPORT is destroyed, resolve its Explodes ability (if it has one).
  • Any units embarked within must then disembark.
  • Roll one D6 for each model that disembarked; for each 1, one model is destroyed.
  • Units that disembarked cannot charge or perform Heroic Interventions this turn.

SETTING UP UNITS DISEMBARKING FROM A DESTROYED TRANSPORT

When a TRANSPORT model is destroyed, if you cannot set up every model from a unit that was embarked within it, only models that cannot be set up are destroyed.