Core Rules
09. Movement Phase
WTC 5 rulings on this section
If, when making a Fall Back move, all the models in a unit have failed their Desperate Escape roll and been destroyed, the unit has not ended a Fall Back move and therefore things that would trigger from it (i.e. Opportunity Seized, or the reactive move from the Space Marine Lieutenant with Combi Weapon's Evade and Survive ability) may not be used.
When you need to see if a model has moved over another model, you only need to check that the part of the model that you would ordinarily measure from has moved over part of the opponents model that would also be the point that you measure from. For example, a unit of Wraiths moves over a Rhino. The base of the Wraith model needs to go over any part of the Rhino's Frame to trigger its Wraith Form rule.
When placing models and using wobbly model syndrome, the controlling player is free to place their model how they wish as long as there are no abstractions regarding the laws of physics when they are placed (like placing a shadowsword or Mortarion on its side), and as long as it is balanced in such a way that a bump to the table doesn’t risk to dislodge/cause the model to fall from its position. For models that wish to occupy upper floors of ruins their base needs to fit entirely on the upper level, as well as be able to physically fit there. If the model doesn’t have a base or has a rule that specifies that it measures to the hull, the downward projection of the hull must be entirely within the confines of the upper level.
In all instances where a wobbly model would come into play the motto is: be reasonable, talk to your opponent, and try not to game the system. The referees will be harsh and hand out yellow cards for unsportsmanlike conduct to anyone trying to abuse this rule for a gameplay advantage. Players are encouraged to immediately seek referee assistance if they feel their opponent is pushing the limits in regards to Wobbly Model Syndrome.
When moving a model you are allowed to finish your move under parts of another model as long as your model physically fits and is flat on the table. For models that would measure from their frame you are considered in base contact as soon as you are under the model, or your unit is within 5" vertically and 0" horizontally of the model. This would prohibit pile in and consolidate moves if you are considered in base contact, however if after charging for instance and are not currently considered in base contact, you may pile in etc.
When a unit is using the Take to the Skies rule it must declare the use of that rule prior to rolling any dice that would change its Maximum Distance such as Advance Rolls, or Charge rolls.
09.00Movement Phase#
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.
The Movement phase is resolved by following these steps:
1. START OF MOVEMENT PHASE
2. MOVE UNITS
3. END OF MOVEMENT PHASE
09.01Start Of Movement Phase#
Rules that are triggered at the start of the Movement phase are resolved now.
09.02Move Units Step#
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 (09.04)
▫ Normal move (09.05)
▫ Advance move (09.06)
▫ Fall-back move (09.07)
▫ Disembark move (18.04)
▫ Ingress move (20.04)
09.02.01 - 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 (09.04). Any units the active player does not select a move type for during this step will remain stationary.
09.02.02 - Selecting Modes#
Some rules instruct you to select a mode, such as fall-back moves (09.07). Modes are mutually exclusive, and you must assess each one in the order presented. When making a move, if your unit does not meet the conditions of any of the modes, it cannot make that move.
Sometimes a mode will be mandatory if applicable (e.g. consolidation modes, 12.08), but in the case of fall-back moves, ordered retreat is not mandatory, so you could select desperate escape instead.
Many move types state conditions you must meet while/after moving. Those that are labelled with a mode name only apply if you selected that mode; those not labelled with a mode name always apply.
09.03End Of Movement Phase#
Rules that are triggered at the end of the Movement phase are resolved now.
09.04Remain Stationary#
- 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.
09.05Normal Move#
- 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.
09.05.01More Than One Normal Move in a Phase.#
A unit cannot make more than one Normal Move in a phase.
09.06Advance Move#
- 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.
09.07Fall-Back Move#
- 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 (06.03).
- While moving
- Desperate Escape: Each model that is moved can be moved through enemy models.
- After moving
- Your unit must be unengaged.
- Until the end of the turn, unless otherwise stated, your unit is not eligible to shoot, declare a charge or start an action.
- Desperate Escape: If your unit is not battle-shocked, you must make a battle-shock roll for your unit (01.07).
09.07.01Desperate Escape Test#
Some rules may reference the term 'Desperate Escape test'. In all instances this means the hazard rolls made for the desperate escape mode of a fall-back move.
Abilities that subtract from a unit's Desperate Escape test instead subtract from those hazard rolls.
Example: A battle-shocked unit makes a fall-back move away from a unit of Bloodletters that have the Bane of Cowards ability. As a result of Bane of Cowards, because the unit making the fall-back move is battle-shocked, the hazard rolls they make as part of their desperate escape will be at -1.
09.07.01Desperate Escape#
If a stratagem or ability forces a unit to make a Desperate Escape test, that unit:
- Must make one hazard roll for each model in that unit.
- Must make a battle-shock roll.