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 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 Back to Space Marine title page