Magical Move

This site uses cookies. By continuing to browse this site, you are agreeing to our Cookie Policy.

  • 13.K.a Magical Move
    Some spells or abilities enable a unit to perform a Magical Move. The move is performed as if in step 3 of the
    Movement Phase Sequence (Moving Units), which means that it follows the same rules and restrictions as if this was
    a new Moving Units sub-phase (e.g. Fleeing units, Shaken units, units with Random Movement , or units Engaged in
    Combat cannot move). Actions that a unit could normally do in the Moving Units sub-phase can be made (such as
    Wheeling, Reforming, joining units, leaving units, and so on).

    A Magical Move always has a limited movement range (e.g. “the target may perform a 12″ Magical Move”): the
    target’s Advance Rate and March Rate are always equal to this value for the duration of the move. A unit can only
    perform a single Magical Move per Magic Phase.
    13.K.a Magical Move
    Some spells or abilities enable a unit to perform a Magical Move. The move is performed as if in step 3 of the
    Movement Phase Sequence (Moving Units), which means that it follows the same rules and restrictions as if this was
    a new Moving Units sub-phase (e.g. Fleeing units, Shaken units, units with Random Movement , or units Engaged in
    Combat cannot move). Actions that a unit could normally do in the Moving Units sub-phase can be made (such as
    Wheeling, Reforming, joining units, leaving units, and so on).

    A Magical Move always has a limited movement range (e.g. “the target may perform a 12″ Magical Move”): the
    target’s Advance Rate and March Rate are always equal to this value for the duration of the move. A unit can only
    perform a single Magical Move per Magic Phase.

    4,069 times viewed