Movement

At the beginning and end of Movement, you should check for Hatred.

Models may move up to the M value in inches. Units move up to the M value of the slowest member. This movement may include Maneouvres, but most Maneouvres do not extend the movement of the unit.

Only certain units may move through each other.

Units must halt if they would pass within 1" of an enemy without having declared they intend to charge that enemy.

Maneouvres

There are three types of Maneouvre: Simple, Complex, Charge, and Withdraw From Combat. You may perform up to three Simple maneouvres (depending on your Leadership), a single Complex maneouvre, or declare a Charge during your Movement phase. In most instances, these comprise your Movement up to your maximum Movement. If you do not possess a Leader, you may Charge and perform one Simple maneouvre.

Simple

Simple maneouvres cannot be made if the following are true:

Units may attempt up to three simple maneouvres in any singular phase. They must pass a Leadership test by rolling 2d6 with a total that does not exceed their Leadership value in order to make each maneouvre after the first, and cannot make a third if they fail to make a second.


Change Basic Formation

If the unit is in a basic formation, then the unit may increase or decrease the amount of units in the front rank by up to two models on either flank. Once the front rank has been altered, the following ranks will attempt to copy, drawing from ranks behind them to make up the difference. Any incomplete ranks will be placed centrally in their rank.


Turn 90 or 180 degrees

Each individual model rotates by 90 or 180 degrees, changing the arrangements of the ranks. As a result, the Leader swaps position with a member of the unit at the centre of the front rank. Standard bearers and musicians may move in a similar manner. Due to this, it may be preferable to alter formation before turning.


Wheel

The unit alters its bearing by rotating forwards about one of its corners. This can be combined with moving forwards, but no one member of the unit may move more in total than the lowest M value in the group.


Complex

You must pass a Leadership test to perform a complex maneouvre.

Moving Backwards

Any unit moving backwards moves at half rate, stacking with terrain penalties.


Backwards Wheel

The unit alters its bearing by rotating backwards about one of its corners at half rate.


Pivot About Centre

The unit wheels as normal, but with the Leader as the pivot point. As this involves moving backwards, the maximum Movement is halved.


Charge

While you must declare charges during the Movement phase, they are resolved during the Combat phase. For this reason, they cannot be declared during the Reserves phase. Note there are restrictions on declaring a Charge: namely, you must be within Line of Sight of the unit. You should also take note of Fear, Frenzy, and Panic.

Withdraw From Combat

The unit withdrawing must turn to face directly away from the opponent and move directly away at twice their movement rate. A leadership test must be made when complete: if failed, the unit is routed, but does not move further that turn.
If a unit's opponents withdraw in such a manner, then they will pursue as if the unit had routed. No free hack is struck as the unit withdraws, but may be struck if the withdrawing unit is caught, in which case the withdrawing unit is automatically routed.

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