1. START
Administrative effects that begin or end at the start of the turn.
The DM (or players) resolves any ongoing spells, auras, curses, or environmental effects.
If instructed by an effect’s rule, the active player performs a check (usually a d20 + relevant modifier). Pass a check = perform 1 Status (Command, Rally, etc.).
2. MOVEMENT
A. Entering the Battlefield from Reserves
Units held in reserve (summoned allies, reinforcements, or teleported forces) enter from the edge of their deployment zone.
B. Deep Strike / Ambush
From the 2nd turn onward, a unit may perform a Deep Strike: Place a model anywhere more than 9 inches from enemy units (or as specified by the spell/ability).
C. Outflank
Enter the battlefield from any edge that is not in the opposing player’s deployment zone or within 7 inches of an enemy model.
D. Movement Characteristics
A unit may Rush, add initiative to movement, or Charge!
Can’t Move: If Entangled, Rooted, pinned, or in melee.
Stationary: Units that have not moved or are prohibited. E. Embarked Units Units inside a transport (wagon, beast of burden, magical palanquin, or ship) move with the transport.
3. SHOOTING
Units that have not charged or are not locked in melee may shoot.
Select Target
Check Line of Sight / Range
Declare Weapon
Resolve Fire Group
Make Hit Tests
Wound Tests
Assign Wounds
Saving Throws
Next Fire Group
Remove Casualties
3.2 – MORALE
All units must perform a Morale check (usually Wisdom or Charisma saving throw) if they suffered certain effects this turn.
MORALE TABLE (example)
Suffered a Wound from a Suppressive Attack → Cool / Suppressed
Suffered a Hit from a Panic Attack → Stunned
Suffered a Wound from a Failing (X) Attack → Cool / Pinned
Suffered 25% Casualties → Leadership / Routed
The Tactical Statuses apply at the end of the sub-phase.