There is three types of basic movement: sea, foot, and mounted.

Sea Movement: 5mp
Sea movement is the only way to move on all-water hexes. To do so your army must start its movement on a port hex. You can then move it to any all-water hex and only all-water hexes. To end sea movement, just move on to any land hex and end movement. If there is an enemy unit in the hex you end your sea move in, then use the amphibious assault rule below.

Foot Movement: 4mp

Mounted Movement: 5mp plus 1 road mp (see roads below)
Mounted and foot movement are very similar. You expend movement points (mp) to move in to a hex. How many you spend depends on the terrain that is in it (see list below).

All armies are considered to have foot movement. In order to get mounted movement your army must fit the following:

~ All your men must be mounted in a transport vehicle of some sort(ie. space marines in a Rhino, orks in a truck, Banshees in a Grav-tank).
~ Jumppackers: Tau XV8 battle suit, Swooping Hawks, Stormboys.
~ Scouts: ratlings, rangers, space marine scouts.
~ Fast walker: Sentinels, war walkers.
~ Vehicles: Landspeeder, Leman Russ, Hammerhead Gunship.

Terrain Types

Terrain MP�s to Enter Special Notes
clear 1 
hills 2 
forest 2 
mountains all end movement when entered
cities 1 
all-water 1 can only be used in a sea movement
roads 2/3* *see below

Roads
Ignore hex terrain if moving from one road hex to another. For every two mp used on the road (moving from road hex to road hex), you move 3 road hexes.
Movement
+++ Thought for the day: If a job's worth doing it's worth dying for.+++
BACK
1
2
Left:
Army #1 is on foot. It has 4mp's. It spends two to move in to the forest hex with a road in it. Then spends two more mp's to move threw the next two clear hexes on the road.(purple) Witch gets it an extra hex of movement on the road.(light purple)
Army #2 is mounted. Giving it 5mp's. Spending two mp's to move on to the road. Moving from one road hex to another, spends one mp to move in to the forest. Then sends the last two moving along the road.(orange) Because it only moved three hexes of road, it gets one more mp to move on the road.(light orange) Plus because it's mounted so it get one more bonus mp to spend on road movement.(yellow)
               Engaging & Combat

To engage, move the attacking army on to the target army. The attacking army must have enough mp's to enter the target army�s hex. Your target may try and disengage as their next move. The disengaging army must not have moved yet this turn. The target army then rolls a 1d6. A 5 or 6 on the disengagement roll allows them to move directly away from the attacking army. Add +1 to the die roll if the attacking army is 500pts or under.

If the target army fails to or opts not to disengage, both armies roll to spot (if an army has already spotted the engaged army (from a city or another army), then don't roll to spot again), then consult the
charts below.

Terrain Type: clear, hills, forest, or mountains
Both have spotted each other: roll d6
1:Cleanse  2:Night Fight  3:Patrol  4:Purge*  5:Take and Hold  6:Dawn Raid

Only one side spotted: the spotting army may pick from the following
missions and whether to be attacker or defender.
Cleanse, Night Fight, Sabotage, Ambush, and Breakout.

Neither army spotted: roll d4
1:Recon  2:Escalating Battle*  3:Dawn Raid  4:Night Fight

Terrain Type: cities and sprawl
Both have spotted each other: roll d6 or may use City Fight rules (by mutual consent only)
1:Blitz  2:Strong Point Attack  3:Bunker Assault  4:Take and Hold  5:Dawn Raid  6:Purge*

Only one side spotted: the spotting army may chose to use city fight or one of the following missions plus whether to be attacker or defender.
Break Out, Blitz, Strong Point Attack, Bunker Assault, or Dawn Raid.

Neither army spotted: the defender is the army already in the city hex. Roll d6.
1:Strong Point Attack  2:Break Out  3:Blitz  4:Bunker Assault  5:Take and Hold 6:Play a city fight mission.

*soon to come.
Hosted by www.Geocities.ws

1