AT THE START OF, DURING AND AFTER DEPLOYMENT These terms are commonly used in many rules. We wanted to clarify when each of these happens in the mission sequences that appear in mission packs such as Open Hostility, Eternal War etc.So now we know that Combat Squads happens BEFORE declaring reserves, which changes quite a bit. You can't put a single unit into reserves using a stratagem such as White Scars Outflank, and then split it into two units afterward. On the other hand, you can decide to split up a unit that has a deepstrike ability and then only use that ability for one of the two new units, giving you a bit more flexibility.
- At the Start of Deployment: A rule that happens ‘at the start of deployment’, is resolved at the start of the ‘Declare Transports and Reserves’ step of the sequence. Combat Squads (see Codex: Space Marines) is an example of just such a rule.
- During Deployment: A rule that happens ‘during deployment’ can happen any time between the start of the ‘Declare Transports and Reserves’ step and the end of the ‘Deploy Armies’ step. The rule itself will provide further details as to exactly when it is used, but typically if the rule lets you set a unit up in a location that is not on the battlefield, it happens during the ‘Declare Transports and Reserves’ step, otherwise it happens during the ‘Deploy Armies’ step. Teleport Strike and Concealed Positions (see Codex: Space Marines) are examples of just such rules that are resolved at different times; a rule such as Teleport Strike allows a unit to set up in a location that is not on the battlefield, and so is resolved in the ‘Declare Transports and Reserves’ step; a rule like Concealed Positions triggers ‘when you set this unit up’, which happens in the ‘Deploy Armies’ step.
- After Deployment: These rules, which also include wordings such as ‘after both sides have deployed’, ‘after both sides have finished deploying’ etc. happen in the ‘Resolve Pre-Battle Abilities’ step. The Lord of Deceit Warlord Trait (see Codex: Space Marines) is an example of just such a rule. After all of these rules have been resolved, the players move onto the ‘Begin the Battle’ step, and the first battle round begins (triggering any rules that are used ‘when the first battle round begins’).
Each time a model with this tactic makes an attack, unless that model’s unit has moved this turn (excluding Pile-in and consolidation moves), add 1 to that attack’s hit roll.And then the Steady Advance stratagem from Codex Space Marines:
Use this Stratagem in your Movement phase, when an ADEPTUS ASTARTES INFANTRY unit from your army makes a Normal Move. Until the end of the turn, that unit is considered to have Remained Stationary.So how does the new Remain Stationary FAQ address this?
Rules That Count As Remaining Stationary Some rules allow a unit to count as having Remained Stationary, or count as if it had not moved, even if that unit has moved during its Movement phase. The following rules apply to these type of rules:The rare rule establishes pretty clearler that "having Remained Stationary" is equivalent to "count as if had not moved", meaning that I feel these terms are finally interchangeable without too much debate. This really helps with some older rules. As Grim Resolve is a rule triggered if the unit hadn't moved this turn, counting as Remaining Stationary is now pretty clearly the same thing, so it triggers. This does mean that the unit would have +1 to hit with attacks in a turn it charged, as it counts as remaining stationary for the entire turn. You still ccan't use Steady Advance to gain either Advance and Charge or Fall Back and Charge, however, as the stratagem can only be used on a unit that has made a Normal Move.
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5. Such rules mean that any other rules (abilities, Stratagems etc.) that are used or triggered when a unit Remains Stationary (e.g. Grinding Advance) can be used/are triggered.
Score 2 victory points each time an enemy unit is destroyed by an attack made by a RAVENWING model from your army that moved 12" or more during the Movement phase of that turn, or made a charge move that turn.Previously there was no rule on the 12" requirement that clarified if the 12" needed to be total distance moved or displacement. So many argued that a model could move 6" forward and 6" back and be a valid unit to score VP for this objective. Not any more.
Moved x" or more: Some rules require a unit to move x" or more, or are triggered when a unit moves x" or more, where x is a specific value listed in the rule itself. In both such cases, it is the displacement between the start and end of the move that is being referred to, and not the total distance moved. For example, in the former case, such a rule requires all parts of every model in the unit to end their move at least x" away from where they started. In the latter case, such a rule is triggered when all parts of every model in the unit have ended a move at least x" away from where they started.It's now specifically the displacement. Though this does make the objective significantly harder to score. It's very possible when moving around terrain with units like bikes to move more than 12" but end less than 12" displacement from where they started.
OPTIMISED GAITPreviously this ability would not have ignored Difficult ground because the original wording of that rule didn't modify the move characteristic, advance rolls or charge rolls. The new rule does modify them though.
This unit can ignore any or all modifiers to its Move characteristic, with the exception of that incurred due to the Deprecation effect of the Bulwark Imperative (pg 85). This unit can ignore any or all modifiers to its Advance rolls and charge rolls.
Difficult GroundSo Optimised Gait can now ignore the effects of Difficult Ground, something that also gives a nice helping hand to Death Guard over in Chaos land.
If a unit makes a Normal Move, Advances or Falls Back, and any of its models wish to move over any part of this terrain feature, subtract 2" from the Move characteristic of every model in that unit (to a minimum of 0), even if every part of this terrain feature is 1" or less in height. If a unit declares a charge, and any of its models wish to move over any part of this terrain feature as part of its subsequent charge move, subtract 2 from that unit’s charge roll, even if every part of this terrain feature is 1" or less in height. These modifiers do not apply if every model in the moving unit can Fly. These modifiers do not apply if every model in the moving unit is Titanic and this terrain feature is less than 3" in height. The height of a terrain feature is measured from the highest point on that terrain feature.’
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