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Warhammer 40,000/9th Edition Tactics/Movement 101
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===Distance=== A model can move up to its movement, in inches. No part of its base (or hull) can move father than this, and it cannot be moved through models or terrain without special rules allowing it to do so. If it has a minimum movement, it must move at least its minimum and no more than its maximum. If a model cannot move its minimum or is forced outside of the table edge by its minimum move, it is destroyed. At no point during movement may a model move from not being within 1" of an enemy model to within 1" of an enemy model. *There is no rule saying so, but the RAI appears to be that a model must begin and end its move on table, not on another model. *There is also no rule saying a model must spend its move touching the table, so the RAI here is less clear, as the distinction essentially amounts to asking whether or not a model can "jump" - for example, can a Space Marine with Movement 6 standing on a castle parapet with another parapet 4 inches away, but no bridge in between, jump across? RAW says yes, and there is no FAQ entry on it. (On page 69 within the Know No Fear starter set booklet, an example is listed where a Plague Marine uses part of its move characteristic to move a vertical distance, for what that's worth.) *There is ''also'' no rule stating a model, in general, must stay within the bounds of the table. The RAI here, based on the minimum movement rules, ''appears to be'' that a model may not leave bounds without being destroyed. <div style="margin-left: 1em;> ===={{W40Kkeyword|FLY}}==== A model with the {{W40Kkeyword|FLY}} keyword ''can'' move through models and terrain in the Movement phase and ignores the vertical component of any move, in the Charge phase this is restricted to models and does not apply to terrain and does not let you ignore vertical distance moved. </div> <div style="margin-left: 1em;> ====Additional Distance: Advancing==== A ''unit'' may decide to Advance, which means the entire unit is advancing. Roll 1d6 and add the result to the maximum move of the unit. No model in the unit may shoot or charge this turn if you do so, even if it does not move, unless its ranged weapon is an Assault weapon (and even then it takes a -1 to hit). <div style="margin-left: 1em;> ====Common Movement Distances==== To give you a sense of scale, most models in the game are around Move 6, with Move 0 for immobile things (such as buildings). Move 3-5 is usually for "slow" models, such as Artillery or Terminators. 7-9 is largely for "fast" things still using legs, such as Genestealers, while 10-12 is for the very fastest footsloggers (jump packs and cavalry) and is standard for many tracked vehicles (although Movement 11 is extremely rare - above Movement 10, Move values are nearly always even numbers). 14 is common for bikes and 16 for ''fast'' bikes (such as Eldar jetbikes), with both speeds also used for faster vehicles, particularly "slow" models with {{W40Kkeyword|FLY}} that would formerly have been Skimmers, such as Eldar hovertanks; 18 is uncommon but is used for the fastest of the "slow" Fliers, such as a Land Speeder Storm. Once you hit Move 20 you're firmly into Flier range, and models up here usually have minimum and maximum Move values, often paired with an inability to turn during movement, charge, or engage in melee with models that lack {{W40Kkeyword|FLY}}, as well as immunity to being charged or engaged in melee by those same models; those with some ability to Hover can usually opt to set their Move to 20 instead, which also removes their special interactions with charges and close combat. </div> </div> <div style="margin-left: 1em;>
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