Once priority has been established, the turn proceeds to the Move Phase. During this phase, each side moves its models up to their maximum movement allowance as indicated by their profile. Models do not have to move their full distance—they may move less or remain stationary if the player chooses.
TURN ORDER FOR MOVEMENT
The side with priority moves all or some of its models first.
Players can choose for their models to remain stationary
Once the priority player has completed all desired movements, the other player moves all their models.
After both sides have moved, the game proceeds to the Shooting Phase.
Players may move their models in any order they choose.
Use a measuring tape or ruler to determine movement distances.
Models do not have to move in a straight line; they can move in curves or any path as long as they do not exceed their movement allowance.
Defensive move: Any model with a shield may move half its distance to lower its save by 1.
Example: a Legionaire with a shield moves defensively giving it a 4+ save instead of a 5+ save.
Stealth Move: Any model with a cloak may move half its distance to increase the perception of any attacker by 1.
Example: a hunter makes a stealth move causing a black sun pirate to hit it on a 6+ instead of a 5+.
Moving up an incline: Any model that wishes to move up an incline so steep that its model may not rest on incline may ignore any height of 1" rounded down to the inch, otherwise they will treat the incline as difficult terrain. If they cannot reach the top of the incline then this is impassable terrain to them.
Example: an assassin has a movement of 8" and wants to climb one of two buildings, one is 4" high the other is 5" high. As difficult terrain is is half movement he can only climb the 4" building.
Moving across a gap: Model's may ignore a gap of 2" rounded down to the inch, otherwise they will treat the gap as difficult terrain. If they cannot reach the other side of the gap then this is impassable terrain to them.
Example: An Alpha has two routes towards enemies, one is 4" and the other is 2". Since the Alpha only has a movement of 6" it can only take the 2" route.
MOVEMENT RESTRICTIONS
Models cannot move through enemy models (Friendly models will gladly step aside but no models can end their movement with overlapping bases).
Engagement Rule: A model may not move within 1” of an enemy unless it intends to Engage the enemy.
Engaged: Once engaged, neither model may move further during this phase. (To engage in melee combat, a model must move into base contact with an enemy.)
Facing: Models may be rotated freely at any time during the game. Rotating does not count as movement.
Leaving the Battlefield: Models cannot leave the battlefield unless retreating due to special rules or scenario objectives.
Coherency represents the organizational structure of a unit and how closely its models are grouped together during the movement phase. Maintaining coherency allows models within a unit to stay coordinated, benefiting from increased effectiveness in combat, leadership, and other factors.
WHEN COHERENCY APPLIES
Coherency Range: A model is considered to be in coherency with another model or group of models if it is within 1 inch of that model horizontally or 6" vertically. Models that are within this range are assumed to be working together in a coordinated manner and will gain certain benefits (or deficits) during the game.
Unit Benefits/Deficits from Coherency:
Martial Value Enhancement: If a model moves within 1 inch of another model or a group of models in the same unit, they gain the benefits of Coherency. The Integrity value of the models in coherency is added to their Martial value. This represents the unit's improved coordination and effectiveness in combat as a result of staying together.
Other Benefits/Deficits: Depending on core rules or any special rules that apply, maintaining coherency might grant additional benefits or impose certain deficits. For example, some units may gain bonuses to defense, Martial, or special abilities if they remain in coherency, while others may have specific penalties or restrictions if they are out of coherency.
Negative Integrity: Some units don't work well with others, they will suffer from negative Martial abilities while within coherency with others. The whole group will have their Martial Abilities reduced by the greatest negative within the coherent units. (This will be explained further in the fight phase rules).
Maintaining Coherency:
During the Move Phase, players must ensure that their models are within coherency if they wish to benefit from coherency. If a model is moved too far from the unit and no longer remains within 1 inch of any other model in the same unit, it may lose the benefits of coherency for the rest of the turn.
In some cases, special rules or abilities may allow models to maintain coherency even if they are slightly further apart or offer other strategic advantages when forming a cohesive unit.
Special Coherency Rules: Certain factions, abilities, or terrain may modify the coherency rules. For example, a unit with a special leader or a specific terrain feature might have a larger coherency range or different rules regarding how they interact with other models. Always check the relevant rules for any specific abilities that could affect coherency.
Different types of terrain affect movement speed and interactions.
Each terrain piece has specific keywords that determine its effects (see the Terrain Glossary).