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
They may also be Slowed, which will reduce their Move by 3".
As part of the Move, they may do the following:
- A unit may Climb, Jump, or Jump Down
- When Moving up any terrain that is up to 1" high (stairs, boxes etc.) they may be freely moved up with no penalty
- Walls or Fences up to 1" high may also be Moved over, but will count as Difficult Terrain
- 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. 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.
Slowed
If a unit is Slowed, its Move is reduced by 3". There are a number of circumstances where a unit may be Slowed.
- When holding a Treasure
- On the First Turn (if you are the First Player)
- When rolling a 1-10 on an Out-of-Sight Roll
- When they recover from Dazed
Except for when a unit is holding a Treasure, units are no longer Slowed after the end of their turn.
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 a Mishap Roll. For every extra full inch above 2” that the unit falls from, add +2 to the Mishap 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" (or within its 'jump across' distance if that is greater than 3") of where it is Jumping Down from. This allows units to Jump over other units or terrain, assuming the unit jumping down did so from at least 2" above them.
Now an Agility Check must be made to see whether the unit safely landed. 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 Move 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 Moving or Engaging. It also stacks with being Slowed. So a unit that has a base Move of 9" could move 7" through Difficult Terrain during their turn, or 4" through Difficult Terrain if also Slowed.
Walls and Fences
Walls and Fences up to 1" high may be moved over, but count as Difficult Terrain when doing so. Walls and Fences above 1" may not be moved over at all without a Climb Check.
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.