Turn Sequence
Order Phase
1. Orders for normal units are placed and revealed after initiative is
known.
2. Randomized orders are placed.
Command units¹ have their orders placed when they move. This
applies only to basic units like infantry and ordinary tanks.
Eldar Warlock moves command placement for all units within 10 cm
of it to last phase (after 2). This does not apply to dreadnoughts or
wraithguards, which are supplied with commands in first phase if warlock
is close enough.
Mega-heavy tanks and greater daemons work as before, ie. they do
not need commands and always move charge move.
See also rules for transportation
Movement Phase
1. First mover moves all his units except:¹
- All units pinned in melee by opponent which is not pinned in
melee
- X units, which are not in melee and already in
battlefield. X is equal to one unit + 1 additional unit per full
2000 points of unbroken forces in player's force.
2. Other player moves all his units.
3. First mover moves rest of his force.
Units may move to melee with advance¹ or charge orders, but orders
affect defensive fire. See also rules
for flyers and unit seperating.
Combat Phase
First Fire
Firing is started by player which won the initiative. Orders may be
changed to advance orders, but then possibility for indirect fire is
lost. First firer always has option not to shoot and pass firing turn to
other player (it sometimes matters).
Melee Combat
Phase is started by bombing (flame lord). All separate melee combats
are simultaneous. In all separate combats, only one side may have more
than one unit. Player with more units in combat chooses order of melee.
Advance Fire
First firer in this phase is first mover¹, so not always player
which won initiative. First firer again has option to pass firing turn
to other player.
See also general rules for firing, especially
defensive fire, fire arcs, shooting into melee, titan combat and super-heavy and mega tanks.
End Phase
1. End phase weapon effects
2. Titan repair
3. Possible additional damage (for titan damage)
4. Regeneration
5. Morale
6. Objectives and victory points
See general rules for break points and objectives.
¹ This is complete change to normal Space Marine rules
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