The round · Rulebook §8.4–8.5
08Phase 1 · Movement
Reinforcements arrive, troops take positions and those stuck in melee try to get out. Actions: Deploy, Move, Disengage and Hold.
At the start of the Phase§8.4
- Resolve every “Start of the Round” ability. If both players have some, the first player goes first; each player orders their own, and each effect fully resolves before the next.
- Check each player’s Available Supply.
What you may activate§8.4.1
- A Unit on the table without an Activation Marker: it Moves, Holds or Disengages.
- A Unit in Reserves without an Activation Marker: it Deploys to enter.
- After the action, place its Activation Marker (Movement side). The first to Pass has initiative in Phase 2; when you Pass, mark your on-table Units that did not activate.
Hold§8.5.1
The Unit does nothing. Place its Activation Marker; it counts as Activated this Phase.
Official FAQ v1.1You cannot “move 0 inches”. A Move or Run must actually change the Unit’s position; if it does not, it counts as a Hold.
Move: how a Unit moves§8.5.2 · 8.5.3
An Unengaged Unit changes position. These same rules are used for Run and any standard movement.
Step 1 · The Leading Model
- Pick the Leading Model and move it up to the Unit’s Speed, measuring the actual path travelled.
- No part of its base may travel more than the Speed.
- It may pass through models of its own Unit.
- It may not pass through enemies or Friendly models of other Units. Exception: Ground models pass through Flying bases as if they were not there, and vice versa.
- It cannot move through Size 2+ terrain, and follows Gap Clearance.
- It only changes elevation through an ACCESS POINT.
- It cannot end overlapping terrain or another base, and its whole base must end on the table.
- It cannot end Within 1" (Engagement Range) of an enemy Ground Unit.
Step 2 · The rest of the Unit
Pick up the other models and set them In Coherency around the Leading Model. They are set, not moved: they may ignore what is in between, but must end in a legal spot (no overlapping, fully on the table and more than 1" from enemies).
Terrain while moving§8.5.3
- Size 0 and 1: cross freely, but you cannot end on their footprint.
- Size 2 and larger: cannot be crossed.
- GRASS (special Size 2): does not block movement but does block sight. If the Leading Model’s path crosses it, or any model of the Unit ends on it, that Grass piece is removed from the game for good.
- A Flying Unit passing over Grass does not destroy it; but if any of its models ends on it, it is removed as normal.
Elevation
- GROUND LEVEL: standing on the mat.
- MID GROUND: on horizontal terrain of Size 1 or 2.
- HIGH GROUND: on horizontal terrain of Size 3 or larger.
- If a base sits across several levels, it counts as the highest.
- Elevation only changes through an ACCESS POINT (ladders, portals, doors). Coherency Links may pass through them too.
- Ramps are Size 1 MID GROUND terrain: you enter and leave only through their two ACCESS POINTS (bottom and top) and may end on the ramp.
Flying movement§8.5.3
- They ignore all normal restrictions: the Leading Model moves point to point, ignoring terrain and models in between.
- They may end in base contact with Ground Units (and vice versa): Flying models are never Engaged, so it affects nobody.
- They must end at least 1" away from enemy Flying Units.
Disengage: leaving melee§8.5.4
An Engaged Unit withdraws from melee, moving with the standard Move rules.
- Any model that cannot end strictly outside the Engagement Range of every enemy is removed as Destroyed. Those that make it out carry on normally.
- If the Leading Model itself cannot get out of Engagement Range, the Disengage fails: the Unit does not move, the Leading Model is removed and the activation ends.
- Penalty: in the following Assault Phase it cannot make a Ranged Attack or Charge, unless when it declared the Disengage its Current Supply was greater than the combined Supply of every enemy it was Engaged with (Tactical Mass).
Example · Tactical Mass
- A Siege Tank (Supply 2) is Engaged with Zerglings (Supply 1): 2 > 1, it disengages and can still shoot in the Assault.
- Marauders (Supply 1) Engaged with Roaches (Supply 1): 1 is not greater than 1, so they cannot shoot or charge in the next Assault.
- A BURROWED Unit counts as Supply 0 for this check.
Deploy: entering from Reserves§8.5.5
- 1Confirm the Unit’s Current Supply fits in your Available Supply.
- 2Place the Leading Model touching your Entry Edge, outside the table (the edge counts as its base) and move it up to its Speed with the standard Move rules.
- 3The Leading Model enters first; set the rest In Coherency.
- 4It cannot finish inside the opponent’s Zone of Influence, nor Out of Coherency. If it cannot fit legally In Coherency, it cannot deploy there.
Official FAQ v1.1FAQ clarifications on deploying: abilities do not work in Reserves, so Stimpack or the Creep speed bonus cannot extend a Deploy move (only abilities that say they work in Reserves, like “Raiders Roll!”, or that deploy the Unit themselves). If HIGH GROUND touches your Entry Edge you may deploy straight onto it. The Omega Worm and a Pylon’s base count as Friendly Entry Edges (but create no Zone of Influence), and deploying through them uses the whole activation. Proxy Barracks or a Warp Prism do not create Entry Edges: they only grant an exception to deploy without one.
Official FAQ v1.1End-of-round deployments from a marker (Ventral Sacs, Ready For Dust-off, Warp Conduit): the Leading Model goes in base contact with the marker and the rest In Coherency, all outside enemy Engagement Range. If that is impossible, the ability is wasted. Opponents may stand on the Faction Indicator to block it.
Units returned to Reserves§8.5.5
- It is not Destroyed: it has left the table. Its Supply is released and Available Supply is recalculated from that moment.
- It keeps its equipment and the damage on its Damage Marker: when redeployed, it arrives with that same damage.
- Effects with a duration (“until the End of the Round”) stay, and still expire on time even while it is off the table.
- In Reserves its abilities do nothing; they resume as soon as it deploys.
- Tokens and markers it left on the table are removed (unless STAY IN PLAY).
- If it had already activated that Phase, it stays activated and cannot act again that Phase.
- A Unit in SIEGE MODE loses that status when returned to Reserves.
TipEarly on, resources are scarce. Deploy a high-value Unit too soon and it soaks up all the fire before you can support it; hold it too long and you waste it. A good plan: cheap Units first to contest markers and scout, then the expensive ones in Rounds 2 and 3.
In plain wordsMove one model (the leader) up to its Speed without crossing walls or enemies, then arrange the rest nearby. To enter the table, the leader steps in from your edge. To leave a fight, get more than 1" away and, unless you outweigh the enemy in Supply, you cannot shoot or charge next Assault.
Next: Phase 2 · Assault.
