Move Phase
Any unit may Move a number of inches according to their movement characteristic within the Movement phase, unless they:
- Attempted to Engage this turn
- Are Stunned
- Are Dazed
- Are Engaged with an enemy unit that is not Stunned or Dazed
As part of the Move, they may do the following:
- If possible, a unit may instead Run to move further
- A unit may also Climb, Jump, or Jump Down as part of their Move or Run
- When Moving through any terrain that is up to 1" high may be freely moved over with no penalty
- If a unit is only Engaged with Stunned and Dazed enemy units, they may voluntarily leave the Melee and Move away
Moving Through Other Units
Your unit is able to Move or Engage through allies, assuming those allies they are not:
- Engaged
- Stunned
- Dazed
They may not end their Move in the same position as another ally, even if that unit is still able to Move.
You may not Move or Engage through enemies, regardless of their state.
Running
Units that can Move may instead Run, unless that unit is carrying a Treasure token. When Running, a unit may move 1.5x their normal Move (eg. if a unit has 6" Move they may run 9"). A unit that Runs follows all of the same rules as for a regular Move.
If a unit Runs, it may not Shoot in the same turn. If it can Cast spells, it will do so with a penalty.
Climbing
To climb up or down a vertical surface as part of your movement make an Agility Check. If you succeed the unit can move vertically up or down the surface as part of their Move. The vertical movement counts towards the distance the unit can Move in their turn. If the Check is failed then put the unit next to the vertical surface where they started their climbed and end their Move.
- When climbing up or down, a failure does not result in a Fall
- A unit cannot attempt to climb if it cannot reach the position it is climbing to in this turn
- A unit must end its movement in a place where it can be placed, it cannot be halfway up a wall
Some leeway should be given if the unit needs to move horizontally as part of the climb up or down, such as to go around a window or to get to the target ledge. 1" of horizontal movement is allowed, but more is also okay if it's in the spirit of the climb movement and everyone agrees.
Falling
When falling, place the unit at the spot it has fallen to. If this spot would place it on top of another unit, instead place it so that it is next to (but not Engaged) with the unit. Determine a random direction if the place it would drop to is ambiguous.
Make an Injury Roll. For every extra full inch above 2” that the unit falls from, add +2 to the Injury Roll.
Units that fall do not actually lose a Wound (which is only relevant for multi-wound units). If they would be Incapacitated when they have more than 1 Wound remaining, they are instead Stunned and lose a Wound.
Jumping Down
Instead of Climbing a unit may Jump Down from a higher point for no vertical movement cost. To Jump Down, place the unit on the ground within 3" of where it is Jumping Down from. This allows units to Jump over other units or terrain, assuming they are not higher than the unit that is Jumping Down.
Now an Agility Check must be made to see whether the unit safely landed. If the distance being jumped is 4" or more vertically, the unit makes the Agility Check with Disadvantage. On a success, it lands and may continue Moving as normal. If it fails if Falls, stopping where it landed. Resolve Falling as normal.
Jumping Across
No Jump Across check needs to be made to jump distances 1" or less. For gaps larger than 1", such as between two buildings, a Check must be made.
To Jump Across, first declare where the unit is Jumping Across from and to without measuring. Now measure the distance. If the distance between the start and end position is longer than 3", or the end position is more than 1" above the start position, the unit automatically fails the Jump Across and Falls to the ground below from where it attempted to Jump Across.
If the unit does not automatically fail, it instead makes an Agility Check. If the unit passes, it Jumps successfully and may continue moving if it has any movement left. If the unit fails, it Falls to the ground below from where it attempted to Jump Across.
Ladders
Ladders are treated like normal terrain for most units, you may Run and Engage up or down ladders without making a Climb Check. Any vertical movement gained from using a ladder counts towards the unit's total movement.
- Animals may not freely use ladders (but may make a Climb Check to climb them)
- A unit may not end its movement halfway up a ladder
Difficult Terrain
If a unit moves through difficult terrain at any point during their turn, their total speed is reduced by 2". The amount of difficult terrain moved through does not matter. This is applied after all other modifiers, such as Running or Engaging. So a unit that has a base Move of 6" could normally move 4" through difficult terrain during their turn, or 7" Running (9" normally, minus 2" penalty).
Impassable Terrain
Some terrain may be considered impassable. If this is the case, these things cannot be moved through or over and as such cannot be climbed. A common example of this are trees, but there may be others. These should be defined at the start of the game (or even the start of the campaign if players know the terrain they will be using). A good rule of thumb is whether a unit can sit on top of it without damaging the terrain. If they can't, it is impassable. If they can, it is probably passable.
If the question comes up during the game, both players should try and make a fair judgement and move on, then decide after the game if they still disagree.
Water
Some scenarios may include water. Water can be moved through, but it is dangerous to do so. The following rules apply when a unit is in or moving through water:
- Water counts as Difficult Terrain
- The unit receives Cover for being in water
- If a unit is Dazed or Stunned while in water, they are instead immediately Incapacitated
Shallow and Deep Water
Shallow and deep water have slightly different rules. Shallow water is water where units can comfortably touch the bottom (streams and sewers are examples), while deep water is anything deeper (such as docks and large rivers). Whether each body of water is shallow or deep should be decided on before the game.
The following specific rules apply while in shallow water:
- Units can make Ranged Attacks and Cast Spells
The following specific rules apply while in deep water:
- Units cannot make Ranged Attacks or Cast Spells
- Units that enter deep water with Light or Heavy Armour are immediately Incapacitated