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Warhammer 40,000/9th Edition Tactics/Movement 101
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====Common Movement Distances==== To give you a sense of scale, most models in the game are around Move 6, with Move 0 for immobile things (such as buildings). Move 3-5 is usually for "slow" models, such as Artillery or Terminators. 7-9 is largely for "fast" things still using legs, such as Genestealers, while 10-12 is for the very fastest footsloggers (jump packs and cavalry) and is standard for many tracked vehicles (although Movement 11 is extremely rare - above Movement 10, Move values are nearly always even numbers). 14 is common for bikes and 16 for ''fast'' bikes (such as Eldar jetbikes), with both speeds also used for faster vehicles, particularly "slow" models with {{W40Kkeyword|FLY}} that would formerly have been Skimmers, such as Eldar hovertanks; 18 is uncommon but is used for the fastest of the "slow" Fliers, such as a Land Speeder Storm. Once you hit Move 20 you're firmly into Flier range, and models up here usually have minimum and maximum Move values, often paired with an inability to turn during movement, charge, or engage in melee with models that lack {{W40Kkeyword|FLY}}, as well as immunity to being charged or engaged in melee by those same models; those with some ability to Hover can usually opt to set their Move to 20 instead, which also removes their special interactions with charges and close combat. </div> </div> <div style="margin-left: 1em;>
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