Core Rules
Movement
Core Rule Movement repositions models on the battlefield according to their permitted movement distance and the normal movement restrictions. Movement distances are defined by the moving unit's Operational Data, or OPDAT, unless the resolving…
Core Rule
Movement repositions models on the battlefield according to their permitted movement distance and the normal movement restrictions.
Movement distances are defined by the moving unit's Operational Data, or OPDAT, unless the resolving command or rule explicitly states otherwise.
Command Movement Allowances
Unless a command or rule explicitly states otherwise:
- Move-distance movement uses the unit's OPDAT Move value.
- Advance uses Move-distance movement.
- Run-distance movement is double the unit's OPDAT Move value.
- Run uses Run-distance movement.
- Assault uses Run-distance movement for its movement portion.
- Overrun uses Run-distance movement.
If another rule says a unit uses a specific command's movement distance, use the movement allowance that command grants to that unit from its OPDAT and any explicit modifiers.
General Movement Rules
- Movement does not require a target.
- A model cannot move through or over another model unless a rule explicitly states otherwise.
- A model cannot end movement within 2 inches of an enemy model unless a rule explicitly allows it.
- Models in a unit must remain within normal unit coherency during and after movement unless a rule explicitly allows splitting.
- Measure the full path travelled.
- Vertical movement counts toward total movement where relevant.
- Descending does not cost movement unless another rule explicitly states otherwise.
Distance and Pathing
- A model may move up to the distance allowed by the effect currently resolving.
- Movement distance is measured along the route actually travelled.
- If a model climbs or moves upward, include the relevant vertical distance.
- If a model moves downward, resolve that movement according to the normal descending rule.
Legality
A movement is legal only if:
- the model follows all applicable terrain rules
- the model does not pass through prohibited spaces
- the model does not end in an illegal position
- the unit remains in legal coherency unless another rule explicitly states otherwise
Partial Movement
If full movement is not possible, resolve as much legal movement as possible.
If no legal movement can be made, the movement portion of the effect fails.
Disengaging from Enemy Models
VoidSiege has no locked in combat state.
If a unit is within 1 inch of an enemy model, it may still Move or Run away normally unless another rule explicitly states otherwise.
If, after movement resolves, the unit is more than 1 inch away from all enemy models, it is no longer engaged.
Shunt
If a unit moves less than 2 inches during a command that includes movement, it has Shunted.
A unit that has Shunted retains Cover bonuses it would normally lose for moving.
Cover Interaction
- Movement may cause a unit to gain, lose, or retain Cover.
- Run cannot enter or move through Cover unless another rule explicitly states otherwise.
- Overrun is the command exception that allows Run-distance movement while ignoring the normal Cover penalty.
Engagement Interaction
Movement may cause a unit to enter engagement or leave engagement.
Melee is not resolved because a unit was previously within 1 inch. It is resolved only if opposing units still have models within 1 inch after the relevant command or response is fully resolved.
Command Interaction
Commands may call the movement engine with different permitted distances or special conditions, but command declaration, timing, and restrictions are not defined here.
Notes
- This file defines how movement works, not which commands grant movement.
- Unit separation is handled by
core/general/combining_splitting_units.mdunless a more specific rule states otherwise. - There is no special disengage penalty unless a more specific rule states otherwise.
- Casualty removal may also break engagement if it leaves no opposing models within 1 inch.
