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Core Rules

Movement

Movement lets you reposition your models on the battlefield. How far a unit can move is normally shown by its Move value on its Operational Data card, or OPDAT. Different commands may let a unit move its normal distance, move twice as far, or move under special conditions.

Last updated 9 August 2026

How far can a unit move?

A unit's OPDAT shows its normal Move value. This is the maximum distance each model in that unit can usually move.

Different commands provide different movement distances:

  • Move and Advance: Move up to the unit's normal Move value.
  • Run: Move up to twice the unit's Move value.
  • Assault: The movement part uses twice the unit's Move value.
  • Overrun: Move up to twice the unit's Move value.

Some abilities or special rules may change these distances. When that happens, follow the more specific rule.

Moving your models

Move each model along the route you want it to travel. Measure the entire route, including any turns or movement around obstacles.

While moving:

  • A model cannot pass through or over another model unless a rule specifically allows it.
  • A model cannot finish its movement within 2 inches of an enemy unless a rule specifically allows it.
  • Models belonging to the same unit must remain in coherency.
  • Moving upward, such as climbing, uses part of the model's movement distance.
  • Moving downward does not normally use movement distance.
  • All terrain rules must be followed.

A model does not have to use its full movement distance.

When the full movement is impossible

If a model cannot complete its intended movement, move it as far as legally possible.

If the model has no legal movement available, the movement part of the command or ability fails. Any other parts of that command are handled normally unless their rules say otherwise.

Moving away from enemies

Units are not locked in combat in VoidSiege.

A unit near an enemy may Move or Run away unless another rule prevents it. After moving, the unit is no longer engaged if none of its models are within 1 inch of an enemy model.

Moving a short distance: Shunt

A unit Shunts when it moves less than 2 inches during a command that includes movement.

A unit that Shunts keeps any Cover bonus it would normally lose because it moved.

Movement and Cover

Moving can cause a unit to gain or lose Cover.

A unit using Run cannot enter or pass through Cover unless another rule allows it. Overrun is an exception: it allows Run-distance movement without the normal Cover restriction.

Movement and melee

Moving can bring a unit into engagement or allow it to leave engagement.

Melee is checked after the current command and any response have finished. Opposing models fight only if they are still within 1 inch of each other at that point.

Example

A unit of Convict Drones has a Move value of 5 inches. If the unit receives a Move command, each Drone can move up to 5 inches. If it receives a Run command, each Drone can move up to 10 inches. One Drone must travel around a piece of impassable scenery, so the player measures the complete route around it rather than measuring a straight line between the starting and finishing positions. Every Drone must finish in unit coherency. If the unit moves only 1 inch, it has Shunted and keeps any Cover bonus it would normally lose for moving.

Frequently asked questions

Does a unit have to move its full distance?

No. A model may move any distance up to the maximum allowed.

Can models move through other models?

Not normally. A model can move through or over another model only when a specific rule allows it.

Can a unit move away from an enemy?

Yes. Units are not locked in combat. A unit can Move or Run away unless another rule prevents it.

When is a unit no longer engaged?

After movement, a unit is no longer engaged if none of its models are within 1 inch of an enemy model.

What happens if a unit moves less than 2 inches?

It has Shunted. The unit keeps any Cover bonus it would normally lose because it moved.

Can a unit Run through Cover?

Not normally. A Run cannot enter or pass through Cover unless another rule permits it. Overrun is an exception.

Does Snap Fire happen before movement?

No. Complete the original command first, including its movement. Resolve Snap Fire afterward using the models' new positions.

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