2. Movement Phase

In the movement phase, units will run across the battlefield in a mass scramble for cover and engagement. How far models can move and any limitations on it are based on how they move on the table below. Models cannot move through friendlies, enemies, through terrain, or anything else like that.

Movement MethodExampleRules
Legs/WingsSoldiers, robot, birdsModel can move up to double their Initiative value in any direction and turn freely. Infantry can instead get up from/drop prone.
Treads/WheelsCars, Tanks, ATVsModel can move forward and/or backwards up to quadruple their Initiative value. During, before, or after the move they can turn up to 90 degrees.
JetsAircrafts, Jet BikesModel must move forward to quadruple their Initiative value. During, before, or after this move they can turn up to 45 degrees.
Anti-GravGrav Tank, Hover BikesModel can move up to double their Initiative value in any direction and turn up to 90 degrees before, during, or after the move.

Unit Coherency

All models in a unit must end their movements within unit coherency range of at least one other model in their same unit. Unit coherency range is determined by model base size on the table below. For every 10 models in the unit each model must end their moves within an additional model in their unit.

Base SizeUnit Coherency Range
no base12 yards
28/25mm2 yards
32mm3 yards
40mm4 yards
50mm5 yards
60mm6 yards
80mm8 yards
100mm10 yards
120mm12 yards
etcetc

Broken Coherency

If a unit somehow cannot finish their move in unit coherency, then they’re unit falls apart. Complete a move with the unit and then remove all models in that unit that aren’t in coherency.

Charging and Engagement

If a model in a unit ends its movement within a yard of an enemy model, then both models are considered engaged. Engaged models cannot move or shoot for the rest of the battle round, and will fight each other in the following combat phase. Models that cause engagement through performing a move are considered to have charged their enemies.

If you charge an enemy that you did not start your line of sight to, have that model make an Initiative check. If failed, the controller of the model you charged may move the charger up to a yard in any direction. This can break engagement.

Difficult Terrain

Some terrain is difficult to traverse. This can be rubble, dense forests, etc. Moving across difficult terrain costs double the normal amount. Dead bodies are considered difficult terrain that you can’t end your movement on.

Towering Steps

If a model, both combatants and terrain, is less than or equal to a quarter of a moving model’s height, then they can move through/over it unabated. This does not allow models to end their move on top of other models.

Stomping

You can end your movement on top of other models if you’re able to perform towering steps over them. All models underneath them must pass a Initiative check as they move the minimum distance out from under neath them, maintaining unit coherency. All models that fail this check take a hit from the stomper with strength equal to the stomper’s Strength.

Morale

A unit’s perception range is their Initiative in yards. If a unit with a Grit value (typically infantry and things infantry operates) starts their movement perception range of the corpses of one or more allies, they must make a morale check. Things like vehicles, aircraft, walkers, etc, do not cause morale checks. To make a morale check, roll 2D6; trying to roll equal to or under the unit’s Grit. Add +1 to the result of this check for every two rounds completed. Add +1 to the result of this check for every two wounds among the corpses. If the result is passed, then the unit can move as normal. If the result is greater than the unit’s Grit, they must move towards the nearest piece of cover if not in cover. If they’re already in cover, they remain still.

Broken

If the total of a morale check is greater than the unit’s Grit and Sagacity combined then the unit breaks. Broken units must spend their movement moving towards the nearest table edge in their deployment zone, trying to move off it. Models that partially or wholly move off the table edge in such this way flee the battlefield. Units that make this fleeing move must make another morale check in the following phase regardless of the number of corpses around them.

Feel Free to place a marker of some kind to help remind you that they’ll need to retest.

Insane Bravery

If a unit testing their morale roll double 1s they automatically pass the test regardless of what the result would be. Additionally, this unit becomes inspired and can reroll all shooting attacks and duel dice in the shooting phase and combat phase of this battle round.

Feel Free to also place a marker for this as well if you want.