Movement Phase E41K

The movement phase has 1 sub phase per side in the battle. This normally means 2 sub phases, but in some cases there could be three or more sub phases. The player that won initiative for movement decides who is the first moving player and who is the second moving player.

Each sub phase has the following parts:


Non-moving player fires prep fire, from any detachment that has artillery units that was placed on "Special" orders during the orders placement phase. He does not have to fire all detachments, that were placed on orders at this time, but if a detachment fires, all artillery units in that detachment, and only artillery units may fire at this time. Heavy Weapons, A/T and Death Ray units may later fire Op Fire

After prep fire is complete, the moving player begins moving detachments or doing flyer missions that were declared during the orders phase (see flyer rules).


Moving a Detachment:

Moving player selects a detachment, makes a leadership check if it has any blast markers on it, then moves it according to it current orders. Moving units may be subject to Op Fire and Snap Fire from enemy detachments. These are covered below.


Turns:

Non War engine units may make as many turns while moving as they wish. War engine units on may make 1 turn for "free" of up to 45 degrees at any point in their movement, and may make more turns at a cost of 5cm per turn, with a maximum of 45 degrees per turn. War Engines on move orders may only take their 'free' turn, they may not take additional moves by paying 5 cm. War Engines following a road may follow the road at no cost in movement, however turning at a cross road does count as a turn.


Terrain effects on movement:

Terrain effects differing classes of units in differing ways. There are reflected in the table following

Terrain Infantry Walkers Vehicle War Engines Skimmers Flyers
Fortifications -5 cm -5 cm Impassible Impassible No Landing No Landing
Buildings -5 cm -5 cm Impassible Impassible No Landing No Landing
Ruins -5 cm -5 cm Dangerous Dangerous Dangerous Landing No Landing
Woods No Effect No Effect Dangerous Dangerous Dangerous Landing No Landing
Jungles Dangerous No Effect Dangerous Dangerous Dangerous Landing No Landing
Swamp Dangerous Dangerous Dangerous Dangerous Dangerous Landing Dangerous Landing
River Dangerous Impassible Impassible Dangerous No Landing No Landing
Open Water Impassible Impassible Impassible Impassible No Landing No Landing
Paved Roads +5 cm +5 cm +5 cm +5 cm No Effect No Effect
Dirt Roads +5 cm +5 cm +5 cm No Effect No Effect No Effect
Open Ground No effect No effect No effect No effect No Effect No Effect
Chemical Wastes Dangerous Dangerous Dangerous No Effect Dangerous Landing Dangerous Landing
Sludge Impassible Impassible Impassible Impassible No Landing No Landing
Settlement -5 cm -5 cm Dangerous Dangerous Dangerous Landing No Landing
Ash Wastes No March No March No March No Effect No Effect No Effect
Ash Dunes Dangerous Dangerous Dangerous Dangerous Dangerous Landing Dangerous Landing
Plantation No Effect No Effect No Effect Dangerous Dangerous Landing No Landing
Herd Dangerous No Effect No Effect No Effect No Effect No Effect
Cliff Dangerous Impassible Impassible Impassible No Landing No Landing
Oil Pit Dangerous Dangerous Dangerous Impassible Dangerous Landing Dangerous Landing
Quick Sand Dangerous Dangerous Impassible Dangerous No Landing No Landing
Steep Hill -5 cm -5 cm -5 cm No effect No Effect No effect
Thin Ice No Effect Dangerous Dangerous Dangerous Dangerous Landing Dangerous Landing
Thick Ice +5 cm +5 cm +5 cm Dangerous No Effect No Effect
Ice Crevasse -5 cm -5 cm Dangerous No Effect Dangerous Landing Dangerous Landing
Scrap Piles No Effect No Effect Dangerous Dangerous Dangerous Landing Dangerous Landing
Blast Furnace Impassible Impassible Impassible Impassible No Landing No Landing
5cm from Blast Furnace Dangerous Dangerous Dangerous No effect Dangerous Landing Dangerous Landing
Smelting Works No Effect No Effect Dangerous Impassible Dangerous Landing Dangerous Landing`
Power Station Dangerous Dangerous Impassible Impassible No Landing No Landing
Molten Metal River Bridge Dangerous to Cross Dangerous to Cross Dangerous to Cross No Effect No Landing No Landing
Molten Metal River Impassible Impassible Impassible Impassible Dangerous To Cross No Landing
Landing Field +5cm +5 cm +5 cm +5 cm No Effect No Effect
Ash Cloud No Effect No Effect No Effect No Effect Dangerous Dangerous
Volcano Dangerous Dangerous No Effect No Effect Dangerous Dangerous
Erupting Volcano Dangerous Dangerous Dangerous Dangerous Dangerous Dangerous
Magma River Impassible Impassible Impassible Impassible Dangerous to Cross Dangerous to Cross
Chaos Plain Dangerous Dangerous Dangerous Dangerous Dangerous Dangerous
Chaos River Impassible Impassible Impassible Dangerous No Landing No Landing
Grave Yard No Effect No Effect Dangerous Dangerous Dangerous Landing No Landing

Terrain effect Notes
No Effect: This terrain type has no effect on movement of this unit
-5 cm. It cost 5 cm movement for a unit to enter this terrain type
Impassible: This terrain type may not be entered by this unit type
No Landing. This terrain type may be moved over (at no effect), but the unit may not start or stop it's movement from this terrain type.
Dangerous Must take a dangerous terrain test to move over this terrain type
Dangerous Landing Must take a dangerous terrain test to start or stop movement on this terrain type.
No March Units may not use March movement in this terrain type
Dangerous to Cross Crossing or flying over this terrain requires a danger terrain check

 

Movement Class Notes:

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  • Dangerous Terrain Check:

    Roll 1D6. On a roll of 1 the unit is halted for the phase. Roll again. On a roll of 1 on the second die, the unit takes a hit. War Engines can not take critical hits from Dangerous Terrain Checks. Units with Save Ability do not get a save for Dangerous Terrain Checks. The hit is not effected by any type of protection field.


    Op Fire:

    During movement, if a detachment moves with in normal range of an enemy detachment that is on special orders, the enemy detachment may fire some of it's units at the moving detachment. This is called Op Fire, and only Heavy weapons special ability troops or units that are armed with either Anti/Tank weapons or Death Ray super heavy weapons may fire. The Heavy weapons units fire as per normal [i.e. total fire power of units with in range and with Line of Sight of one or more units of the moving detachment (at any time during the move), find number of dice to roll on the fire power chart, roll to hit, assign hits]. Anti Tank units fire by stating if you are firing at infantry or vehicles, then rolling to hit (4+ or better) assigning hits from front to back of the target detachment, with front being defined as "towards the firing detachment". Death Ray units target a single unit and roll to hit (2+). Blast markers are placed on the target detachment as normal. The target detachment does not have to halt movement because of Op Fire. The firing detachment is NOT, at this time, on over watch orders and does NOT get to re roll misses. At least one unit in the moving detachment must, in fact, move to trigger Op Fire. Non-moving units may be fired on once the detachment triggers Op Fire. A Detachment may be the target of more than one detachment firing Op Fire, but a given detachment may only fire "Op Fire" once per turn, and only at one detachment. It may not "split fire" while firing Op Fire. It does not have to fire "Op Fire" at the first detachment that moves with in range, but may wait to fire at another detachment. The decision to fire Op Fire must be made before the moving player moves on to his next detachment. Once the next detachment begins to move, or a flyer mission begins, you may not op fire at a previously moved detachment.


    Snap Fire:

    Any time any unit moves with in 10cm of any hostile unit it may be snapped fired at.

    To Snap fire: Roll 1 dice. If greater than the armor value of the target, the target takes one hit. A given unit may be snapped fired at more than once, and a given unit can snap fire more than once, but a given unit can snap fire at another unit only once per turn. Snap fire at non War Engine, Non Flyer units halts the moving unit at the point of fire. War Engines units are only halted by other War Engines or by fire from units with Death Ray SHW snap firing at them (Note that the special rules for firing A/T and Death Ray units are not used in Snap fire, regardless of target type) Flyers (to include Flight Pack infantry and "Slow Flyers", but not Jump Pack infantry or skimmers) are not halted by snap fire. Only Flak or MANPADS units may snap fire at "Fast flyers". All other flyer types (Flight Pack Infantry, "Slow Flyers") may be snapped fired at by any unit type.

     


    Transport Rules:

    Units with the "Transport" special ability may carry units inside them. The number of units that can be carried depends on both the transport rating of the caring unit and what types of units it is attempting to transport.

     

    The following units cost 4 transport slots, and, as such are not normally transported:

     

    Vehicles and War Engines can be transported at a cost of 4 transport slots per damage starting point

    Any unit with Transport or Tunneller special power is rated to the number of Basic infantry stands it can carry.

    Several types of infantry stands are bigger than your run of the mill grunt but are still mounted 5 per stand, which means that fewer units can be carried per transport vehicle. The following infantry types use 2 (two) transport slots.

    Several types of infantry are smaller than your run of the mill grunt but are mounted 5 per stand The following infantry types use 1/2 of a transport slot (i.e. a transport with a rating of 2 can carry 4 of these units)

    Any non-flyer vehicle with Transport (not Tunneller) may tow 1 "Towed Artillery" piece. The artillery piece does not use one of the transport slots, so a Rhino towing a "Support Weapon" my carry 2 units of Space Marines. Flyers and Tunnellers carry all units internally so each artillery piece uses 1 transport slot.

    Towed Artillery:

    Note: Pulsa Rocket, Squigg Katapults and Traktor Kannon are Self Propelled and as such may not be towed or carried as a transport load.
    Shokk Attack Gunz count as infantry, and must be carried either by the "Tank Rider" rules or the normal transport rules, depending on the type of transport.
    Ork Big Gunz may be towed by Buggies (to include War Tracks).

    Units that are classed as infantry but are not mounted 5 per stand each use 1 transport slot per stand. (i.e. 2 Lictors fit in an Assault Spawn.)

    The following non-infantry types may be transported using 2 slots per unit transported

    Transported units may not fire or engage in close combat (see however, open topped vehicles). Transported units take a hit if their transporting unit takes a hit. The transported unit is allowed a save of 4+ to avoid this hit, regardless of type, and a unit that has the save ability is allowed to take that save as well to avoid the hit (i.e. a Space Marine Captain is allowed 2 saves at 4+ to avoid the hit, and must fail both of them to be killed). If the transported units are not within 1 cm of the transporting unit, the transporting unit loses a similar % of it's movement as the transported unit must move to mount the transport. Likewise a transported unit looses a % of it's movement based on the movement of the transporting unit. (i.e. if a Space Marine unit moves 3 cm to board a Rhino, the Rhino looses 30% of it's movement that phase. If it moved 15 cm (50% of it's movement) the marines could move 2 cm (20%) after getting off the Rhino if they disembarked that phase). If there are units that move differing amounts to embark, the movement penalty is equal to the one that move the farthest. Optionally you may simply charge 5 cm for embarking and 5 cm for disembarking for all units involved. If this is used, the transporting unit is charged 5 cm regardless of the number of units embarking or debarking. You may not have units embarking and debarking at the same time, from the same transport unit.

     


    Tank Riders.

    Some armies (Ork, Imperial Guard) tend to not have as many transport units as they have infantry. In these armies they use tank riding instead. Any vehicle or War Engine may carry up to it's number of original Damage points in infantry stands unless it has one of the following abilities, Close Support, Skimmer, Open Top or Walker. (Short version. No tank riding on things with flame throwers, with legs or flying things). The transporting detachment may not be on March orders. The infantry being transported this way must start the phase within 1 cm of the transporting tank. It may move up to 2 cm from the tank after the tank has moved that phase. If not part of the same detachment as the transporting units, the infantry must be placed on either "No Orders" or "Assault". Only units that have a transport slot rating of 1 or less may be tank riders. Tank riders take a hit with out a chance at a save if their transporting vehicle is hit. Tank riders that have the save ability are allowed a save to avoid this hit.