Problem: Article: First, move every one of your models. Most infantry models can move 6 inches, but check the codex entry for vehicles and monsters. Measure the distance with your tape measure from the center of the model, and place the center of the model at the far edge of the tape measure.  Models in the same unit stick together. A model can't move farther than 2 inches horizontally from the nearest model in the same unit. If you start your turn with them farther apart than this, they must move back together (or as close as they can). Most terrain slows down most unit types. Check the Rulebook for more info. If you have any Psykers in your army, roll a die. Add the result to the total Mastery Level of all Psyker units you have. This is the number of your Warp Charge dice for this turn. Spend these on psychic powers as described in the Rulebook. Now each of your units with ranged weapons can make an attack against any enemy the unit can "see" within its weapon's range. All models in that unit fire at the same time. Roll a die and use the unit's Ballistic Skill (BS) to see whether it was a hit. The Follow the Wound Chart and instructions in the Rulebook to check for injured or killed enemies.  Only one model in the unit needs to "see" the enemy. If you're not sure, put your eye down to the board and look. Banners, wings, weapons, and other "poky bits" don't count; you need to be able to see the core of the model. There are many shooting rules not covered here. It's worth reading this Rulebook section in detail. You can now charge the enemy and attack with each of your units. This has drawbacks, since units in close combat cannot move or shoot in future turns.  Pick an enemy within maximum charging distance (usually 12 inches). That enemy gets to make an Overwatch attack, described in the Rulebook. Roll two dice. Move the unit up to the total result, in inches. If the base of one of your models is touching the base of an enemy, the whole units are in close combat. The final portion of your turn only applies to units in close combat. Make attacks using the Fight rules. Reading this Rulebook section carefully is recommended. Here are the most important points to remember:  Models attack in order of highest Initiative to lowest. This includes enemy models. Each model's Attack (A) value tells you how many attacks it can make. Use the To Hit and To Wound charts to find the results of attacks. After all models have attacked, the side with more Wounds makes a Morale Check by rolling two dice. If the result is higher than the units' Leadership, the unit must Fall Back. Roll two dice again and move that many inches, straight back to the unit's starting table edge. These units get one chance each turn to Regroup, as described in the rules. If they fail, they keep moving back the same way. When they reach the table edge, they become casualties and leave the game. You've completed one turn. The enemy player now repeats these steps. Continue playing until you reach the end point you agreed on. This is usually a number of turns (try 5 for your first game), a time limit, or when a certain mission objective is complete.
Summary: Move all your units. Use psychic powers. Shoot the enemy. Charge the enemy. Fight the enemy. Send the losers running. Pass the turn.

INPUT ARTICLE: Article: You can use Skype to call a person in a different country. The call will go through as long as they have internet service. You can call a regular phone number if you add money to your Skype account. If the other person has a cell phone with service or wifi, you can FaceTime (for Apple products) or video chat them from another service, depending on what type of phone they have. You can download Skype for free on your computer or as a mobile app. You will just need to create an account to begin using it. Skype is only a free service if you’re calling another Skype account. To call a phone number, go to your account and select “Buy Credit.” Select an amount, add your payment information, and then press “Pay Now.” You will be able to make calls until the credit runs out. Chats, such as FaceTime, are always free, though both parties must own Apple products to use it. If you’re calling another Skype or FaceTime account, you will need for them to be a part of your contact list first. Search the person’s name and ask to be their friend if it is Skype. If they accept, you can voice or video chat them. For FaceTime, you will just need their phone number. Search for your friend’s name in your contact list. To make a call, press the red button that looks like it has a telephone on it. If the person accepts, you can begin talking. Each party will need working internet for the call to go through and work properly. If the person doesn’t answer on Skype, you can leave a voicemail that will be delivered to them the next time they open the application.

SUMMARY: Ask the person if they have Skype or other chat. Add credit to Skype if necessary. Request to be the person’s contact. Call for a video or voice chat.

In one sentence, describe what the following article is about: An angular shift error occurs when the sights are not properly aligned. You can usually determine if you are making a consistent angular error based on the placement of your bullet in the target.  If the bullet hits below the center of the target, the top of the front sight may have shifted below the tops of the back sight posts. If the bullet hits above the center of the target, the top of the front sight may have shifted above the tops of the back sight posts. If the bullet hits right of center, the front sight might be closer to the right side of the back sight. If the bullet hits left of center, the front sight might be closer to the left side of the back sight. Parallel shift errors occur when your sights are properly aligned, but your hand moves as you fire. Holding the pistol still results in the most accurate shot, but typically, parallel shift errors do not disrupt your aim as much as angular shift errors do. Parallel shift errors almost always result from your wrist either breaking up or breaking down, so the placement of your shot will usually be either just above center or just below it, respectively. Shift errors are not the only problems you might encounter. The placement of your bullet in the target could also indicate a handful of other problems.  If the bullet hits out of center and closer to your dominant side, you could be squeezing your thumb or using too much trigger finger. Similarly, if it falls to the other side of the center, you might be using too little trigger finger. If it falls to the lower right for right-handed shooters, or vice versa for left-handed shooters, you could be tightening your grip while pulling the trigger. If it falls to the lower left, you could be tightening your fingers or jerking the trigger. If the bullet lands to the upper right for right-handed shooters, or vice versa for left-handed shooters, you might be anticipating recoil in your shot. If it goes to the upper left, you might be anticipating recoil or lacking follow through.
Summary:
Identify angular shift errors. Pick out a parallel shift error. Spot grip and handling errors.