Move
Move the fighter up to their Move characteristic in inches, in one or more straight-line increments, while rounding each increment up to the nearest inch.
A Move action can include climbing, jumping, or flying, as long as the total distance does not exceed the fighter’s Move characteristic.
- A fighter cannot move through terrain pieces (unless they are insignificant) or the bases of enemy fighters.
- A fighter within 1” of an enemy fighter cannot start a Move action and must make the Retreat action instead.
- A fighter that moves within 1” of an enemy fighter must stop there, unless that enemy is already within 1” of another friendly fighter.
Climbing
A fighter touching an obstacle with its base may climb it, and they can climb both vertically and horizontally when doing so - as long as they stay within ½" of the obstacle.
The fighter is considered to be climbing until their base is placed on the battlefield floor or a platform, or until they jump. A fighter can end a Move action while climbing, but if they are still climbing at the end of their activation, they fall.
Jumping
A fighter can jump from an obstacle or platform. Count the horizontal distance moved as normal. The distance moved vertically is never counted, however far the fighter drops.
If a fighter jumps further than half their Move characteristic (rounding up), they must take a jump test: roll a dice.
- On a 1: the fighter falls.
- On a 2-6: the fighter can jump up to their full Move characteristic.
A fighter automatically falls if they drop more than 2" vertically or end a Move action while jumping.
Falling
When a fighter falls, the opposing player selects a reasonable position beneath them where they land (don't be a dick!). Allocate D3 damage points to the fighter for every full 2" they fell.
Flying
Some rules allow a fighter to fly during a Move action. Count only the horizontal distance moved, not the distance moved vertically. A flying fighter can pass over terrain pieces and other fighters, but cannot end a Move action while flying.