What does Rapid Ingress do?

Rapid Ingress is a 1CP core stratagem that lets one of your units arrive from strategic reserves early - right as your opponent finishes their Movement phase, instead of waiting for your own turn.

The unit still follows the usual reserve-arrival placement limits; what you're buying is the timing.

The rule at a glance

What is an ingress move?

An ingress move is simply how a strategic reserves unit gets onto the table - Rapid Ingress didn't invent it, it just moves it to an unusual moment. Normally you make ingress moves during your own Movement phase, from battle round two onward. The placement limits are the same whenever it happens:

Two things about that list trip people up. First, the enemy-distance number in the current edition is 8", not the 9" longtime players remember - worth re-measuring your habits. Second, units whose models all have the Deep Strike ability play by a better rule: when they make an ingress move they can be set up anywhere on the table that's more than 8" from enemies, including inside your opponent's deployment zone - the edge limit and the early-rounds zone ban don't hold them. That applies to Rapid Ingress arrivals too, which is a big part of why the stratagem is so valued.

There's also a clock attached: strategic reserves that still haven't made an ingress move when battle round three ends are destroyed. Every use of Rapid Ingress is one more chance to beat that clock.

When you'd use it

Four table moments where it earns its CP

Illustrative situations, not rules text - the numbers are the real limits, the drama is ours.

The counter-punch

Your opponent runs a fast melee unit up the flank, ending its move poised to hit your line next turn. At the end of their Movement phase you spend 1CP and set your own close-combat specialists down 8.5" away, tucked behind a ruin. They can shoot at what they can see of it, but their melee threat is now the one being hunted: on your turn your unit is free to move, shoot and charge as normal - no arrival tax, full activation.

The objective flip

It's the bottom of battle round two and your opponent has drifted off their home objective to press the middle. Their Movement phase ends; you ingress a tough, high-OC unit within 6" of the board edge nearest that objective. Objective control gets re-checked at the end of every phase and turn, so if they can't shift you, that objective is yours when their turn ends - and you spent a stratagem, not a turn of marching.

The deep drop

Your teleporting bruisers have Deep Strike on every model, so their ingress move ignores the edge requirement and - even in round two - the enemy deployment zone ban. End of your opponent's Movement phase, they materialise 8.5" from the backfield unit of your choice. Your opponent gets one round of shooting to deal with them; whatever survives starts your turn deep in their territory with a short charge ahead of it.

The delivery run

A squad riding a transport can't ingress on its own - but the transport can, cargo aboard. Bring the transport on at the end of their Movement phase; it weathers a round of fire as the tax. On your turn the transport hasn't moved yet, so as we read the current disembark rules the squad steps out 3" and is then free to make a full move of its own - a two-turn delivery compressed into one of yours.

Common misplays

Advanced questions

Can I use Rapid Ingress in my own turn?

No - its window is the end of your opponent's Movement phase. In your own turn you don't need it: reserves arrive by making ingress moves in your Movement phase as a matter of course.

Can I bring in two units at once, or use it twice in a round?

One unit per use, and the same stratagem can't be used more than once in the same phase - so one unit per opponent Movement phase. Both players can each use it in the other's turn, though.

Is the arrival distance 8" or 9"?

More than 8" horizontally from every enemy unit, in the current edition. The 9" figure is a holdover from earlier editions - a very common source of mis-measured "ingress" placements.

Does Deep Strike change where I can arrive?

Yes, significantly. If every model in the unit has Deep Strike, its ingress move can be made anywhere more than 8" from enemy units - no battlefield-edge requirement, and the opponent's deployment zone is allowed even before round three.

Can my opponent overwatch the unit as it arrives?

As we read it, no. The snap-firing overwatch stratagem is used at the end of the user's opponent's Movement phase - a window that belongs to the player whose turn it isn't. During your opponent's turn, that's you, not them. (They're free to shoot the unit normally in their Shooting phase - that's the real cost.)

Can the unit do anything else during my opponent's turn?

It can't make any other kind of move until the next Charge phase begins, and nothing gives it a shooting window. It's essentially planted until your turn.

Can I Rapid Ingress a unit inside a transport?

Not the passengers by themselves - a unit embarked in a reserved transport isn't eligible to make its own ingress move. Target the transport instead; it arrives carrying them, and they disembark normally afterward.

Can I use it on a battle-shocked unit?

No. You can't target your own battle-shocked units with stratagems, and a unit that goes into reserves battle-shocked stays battle-shocked out there - it needs to recover in a Command phase first.

What about a unit that went into reserves mid-game?

Units that reposition into strategic reserves during the battle are strategic reserves units, so once they're out there they're legal Rapid Ingress targets in a later window. (They're also exempt from the round-three destruction clock, and any lingering effects on them - good or bad - persist off the table.)

Why can't aircraft use it?

They're excluded by name - the current edition gives aircraft their own arrival rhythm (they operate from strategic reserves and return there constantly), so the stratagem doesn't apply to them.

Does the unit count as having moved on my next turn?

The ingress move happened during your opponent's turn. On your own turn the unit acts normally, and if you leave it in place it counts as stationary for rules that reward not moving - as we read it. Check your book on this one; it matters for some heavy-weapon bonuses.

Does it help me score?

Often, yes - objective control is re-tallied whenever a phase or a turn ends, so an arrival that lands on or near an objective counts at the very next check. Flipping an objective during the opponent's own turn is one of the strongest things the stratagem does.

Quick summary

Unrelated to the stratagem except by name: Rapid Ingress is also this site - an unofficial, fan-made deployment, layout and line-of-sight tool for tabletop wargames. If you want to see what an 8" bubble or a 6" edge band actually looks like on a real layout, try the tool.

This is an unofficial, fan-made reference. Not affiliated with or endorsed by Games Workshop. Everything above is a summary in our own words - check your rulebook for the exact wording, which is the only authority at the table.