During this phase, both players move their models about the table, trying to out manoeuvre each other to gain some advantage. Some will move to better firing positions or better cover, some will sneak around trying to outflank enemy groups or cut their foes down from behind. Some remain where they are and (despite the name of the phase) squeeze off early, if inaccurate, fire.
SEQUENCE OF PLAY
During the movement phase, all models may perform ONE of the following actions when it is activated. These actions are detailed below and clicking on an action takes you to it's description.
Certain types of terrain have an effect on the movement of gangsters moving though, up or over them - see "TERRAIN" for details.
At the end of the phase, after all reaction tests have been taken, the charger makes a second full normal move, exactly as before. If this move ends with the two models in base-to-base contact, combat is joined and will be fought out in the combat phase. Bushwhacking is a special type of charge. It is used when the charging model is outside of his target's field of vision. The charging model is sneaking up on his foe, trying to get close enough to cut him down without being seen. This type of attack is absoloutly lethal if done correctly, the unfortunate victim being struck down without ever knowing what hit him! Treat attempts to bushwhack an enemy as a normal charge, with the following exceptions. First, though the enemy may take a reaction test as normal they must pass to be surprised - if they fail, they are totally oblivious and cannot even defend themselves! If this occurs, the model takes an automatic critical hit as soon as the attacker makes base to base contact. If, by some miracle they should survive this, the fight contiues in the following combat phase!
From our lofty perches high above the battlefield, far away from the bullets and the blood it is easy for us to forget what it is like down there for the little guys. What's round that corner? What was that noise? What the F[wet crunch]... To represent this uncertainty, gangsters will sometimes be required to take a Reaction Test to see how well they cope with the unexpected appearance of a foe. Even having to take a test is a distraction and failure indicates hesitating a little TOO long to get your bearings…
When To TestReaction tests are taken during the Reaction sub-phase. A gangster must take a Reaction Test whenever a previously unseen and undetected enemy model appears within 5", either by you walking into them or vice-versa. If the enemy was more than 5" away when it came into view, no test is required - it is assumed that the distance helps your guy keep a clear head. Note that it is entirely possible for both models to require a test.If a model were moving when the test was required, it's movement ends as soon as the enemy comes into sight and if the model had not taken an action that phase it may not now do so - even if it passes the test
Taking The TestTo take a Reaction Test, roll 1D6 for every inch (full or part) between you and the nearest eligible enemy (ie, one you couldn't see at the start of the turn). If any dice scores equal to or less than your Wits rating, you have passed the test and suffer no further effects. If not, you are taken by surprise and can do nothing for the rest of the turn. If engaged in combat you will count as Surprised.Note that if you are in base to base contact with the model that caused the test, you will not have any dice to roll - you automatically fail as you walk straight into your waiting foe! The most likely way this will be caused is by a charger reaching you with their initial movement.
If a charged model passes their Reaction test (or if one was not required), they may choose ONE of the following charge reactions. If they fail the test, they must choose to Hold and are Surprised in the subsequent Combat phase. Stand And FireThe model holds it's ground and fires into the charging foe at point blank range. This will usually be sufficient to send the luckless assailant to an early grave, but people sometimes miss even at point blank range. Even more frightening are the times that your shot slams home, but the guy keeps on coming anyhow. Should either of these things happen, you are in trouble...
The shot is fired as normal, though the short range will usually ensure an easy time of hitting. If the target is not taken down and completes their charge, you will count as Surprised in the Combat phase.
The model becomes Broken and makes a flee move directly away from the charging enemy.
The model remains in place and recieves the charge. Unless surprised, the model may also draw one combat weapon.
The model makes a full normal move TOWARDS the charging enemy and engages in close combat with whatever weapons it had ready.
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