Command
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1. Command
Both players gain 1CP.
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2. Battle-shock
Each of your units that is battle-shocked or at (or below) half-strength makes a battle-shock roll:
- Roll 2D6: pass if 2D6 ≥ Ld.
- If it fails, the unit (and each model in it) is battle-shocked.
- A battle-shocked unit that passes is no longer battle-shocked.
While battle-shocked: OC of its models is “–”, it cannot be targeted by stratagems and it cannot start actions.
Movement
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1. Move units
Each unit is selected once and makes one move (it can also Remain Stationary).
- Move: up to M. Must end unengaged.
- Advance: roll a D6 and move up to M + D6. Must end unengaged. Until the end of the turn it cannot charge or start an action, and it can only shoot with [ASSAULT] weapons.
- Fall Back (only if engaged): up to M. Must end unengaged. Until the end of the turn it cannot shoot, charge or start an action. Choose a mode:
- Ordered Retreat (if not battle-shocked): models cannot move through enemy models.
- Desperate Escape (mandatory if battle-shocked): make a hazard roll for each model (D6: on 1–2, 1 mortal wound, or 3 if all its models are MONSTER/VEHICLE). Models can move through enemy models. If the unit is not battle-shocked, it then makes a battle-shock roll.
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2. Reinforcements
Units in Strategic Reserves arrive with an Ingress move, from the 2nd battle round (unless stated otherwise).
- Set up wholly within 6" of a battlefield edge and more than 8" horizontally from all enemy units. Measure horizontal distance.
- Before the 3rd battle round, no model can be set up in the opponent’s deployment zone.
- Afterwards, until the next Charge phase, the unit cannot make any other type of move.
Shooting
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1. Select unit
Select a friendly unit that has not shot this phase, then a shooting type:
- Normal: unengaged and did not Advance.
- Assault: unengaged and Advanced; only [ASSAULT] weapons.
- Close-quarters: engaged, did not Advance; has [CLOSE-QUARTERS] weapons or is a MONSTER/VEHICLE.
- Indirect: unengaged, did not Advance; has [INDIRECT FIRE] weapons.
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2. Select weapons & targets
Each model selects the ranged weapon(s) it fires. For each weapon, select one enemy unit that is visible, within range and unengaged.
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3. Make attacks
- Hit Roll: hit if D6 ≥ BS. Unmodified 6 always succeeds (critical hit), 1 always fails.
- Wound Roll: roll D6, see Wound Roll table. Unmodified 6 always succeeds (critical wound), 1 always fails.
- Save Roll: Opponent groups their models and rolls a D6 for each wound (wounded models first, CHARACTER groups last).
- Inflict Damage: Opponent selects the model for each save, lowest results first. Save if D6 − |AP| ≥ Sv (or D6 ≥ InSv); an unmodified 1 always fails. On a failed save the model loses wounds equal to the weapon’s D.
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4. Repeat
Repeat for the next weapon and target until all attacks are resolved, then select the next unit.
Charge
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1. Select unit
Declare a charge with a unit that is on the battlefield, within 12" of an enemy unit, unengaged, and did not Advance or Fall Back this turn.
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2. Make charge roll
Roll 2D6: the result is the maximum distance of the charge move.
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3. Select target(s)
Select one or more enemy units within 12" of your unit and within the maximum distance: they are the charge targets. If the unit cannot end its move engaged with all of them, the charge fails and the unit does not move.
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4. Make charge move
- Each model must end its move closer to a charge target. A model that can end within 1" of a charge target, or engaged with one, must do so.
- The unit must end engaged with all charge targets and with no other enemy unit.
- Until the end of the turn each model has Fights First.
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5. Repeat
Repeat with the next unit that will charge.
Fight
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1. Pile in
All eligible units pile in before any fighting: the active player first, then the opponent. Eligible if engaged, or made a charge move this turn (or is selected for an Overrun fight).
- Move each model up to 3". Models in base contact with an enemy cannot move.
- Targets: every enemy unit it is engaged with, or otherwise enemy units within 5".
- Each model moved must end closer to the closest target and engaged with it if possible. The unit must end engaged, and models that started engaged must still be.
- Fight step · see “Fight order” below
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2. Select unit
Eligible if it is engaged (or was at the start of the step) or made a charge move. Choose a fight type:
- Normal fight: the unit is engaged.
- Overrun fight: the unit is unengaged, or became engaged during the phase. It makes one extra pile-in move first.
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3. Select weapon
Each model selects one melee weapon.
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4. Select targets
Enemy units engaged with the model, up to as many targets as the weapon’s A.
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5. Make attacks
- Hit Roll: hit if D6 ≥ WS. Unmodified 6 always succeeds (critical hit), 1 always fails.
- Wound Roll: roll D6, see Wound Roll table. Unmodified 6 always succeeds (critical wound), 1 always fails.
- Save Roll: Opponent groups their models and rolls a D6 for each wound.
- Inflict Damage: Opponent selects the model for each save. Save if D6 − |AP| ≥ Sv (or D6 ≥ InSv); an unmodified 1 always fails. On a failed save the model loses wounds equal to the weapon’s D.
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6. Repeat
Repeat steps 2–5 until every eligible unit has fought.
- After all fights
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7. Consolidate
Every unit that was eligible to fight can consolidate: the active player first, then the opponent. Move up to 3" using the mode that applies:
- Ongoing (engaged): models in base contact cannot move; each model moved ends closer to the closest selected enemy, engaged if possible; models that started engaged must still be.
- Engaging (enemy within 3"): the unit must end engaged with all selected enemy units. Enemy units engaged that have not fought yet become eligible and fight.
- Objective (objective within 3"): the unit must end unengaged and within range of the objective.