RUN: Soul's Escape, Mirza Ajanovic |
b.
Movement Rules
i. How
far the models in a unit can move is determined by their selected action (See
Above).
ii. Standard
Unit Coherency is 2” between models.
iii. No
part of a model’s base may be placed further than their unit’s Awareness (Aw),
in inches, from the edge of the unit leader’s base.
iv. To
initiate Close Combat, simply move any model from a unit within 6” of an enemy
unit. That’s it.
v. Terrain
Effects
1.
Types of Terrain Movement
a.
Difficult Terrain
i. Infantry
moving through Difficult Terrain may not move At The Double.
b.
Quick Going Terrain
i. Troops
in Quick Going may move faster than normal thanks to hard packed earth or going
down hill.
ii. Troops
in Quick Going may add 3” to their base movement.
c.
Slow Going Terrain
i. Unless
they are quite agile, troops in Slow Going will have trouble keeping up their
pace.
ii. When
Advancing Infantry may only move at ½ of their normal movement, rounded down.
iii. When
moving At The Double, Infantry may only move at at their normal movement
instead of 2x their normal movement.
d.
Very Slow Going Terrain
i. When
Advancing, troops in Very Slow Going Terrain will move at 1 x Base Ev.
ii. When
moving ATD, troops in Very Slow Going will move at 2 x Base Ev.
e.
Dangerous Terrain
i. Represents
Deep Water, Lava Pools, etc.
ii. Models
which end their move within Dangerous Terrain are destroyed (Cross or die,
basically).
vi. Terrain
Types And Effects
1.
Hills
a.
Slow Going when moving from the table onto the hill.
b.
Quick Going when moving from the hill onto the table.
2.
Woods
a.
Difficult
b.
Slow Going
c.
If a hill is wooded, the woods rules (if a wooded section is
crossed) take precedence over the hill rules.
3.
Ruins
a.
Difficult
b.
Slow Going
c.
If a model is attempting to move from a higher level to a
lower level, treat as quick going. This is determined per-model, and NOT
per-unit.
d.
Movement between floors is measured from the bottom of the
model’s base, resting on the current floor, to the top surface of the floor
being moved to. If the model’s movement is insufficient to reach the floor
above or below, the model may not move to that floor.
e.
Leftover movement from changing levels in a ruin may be used
to move horizontally on either the old or new level.
4.
Buildings
a.
Difficult
b.
Slow Going when moving inside buildings, or when entering
through a door or window.
c.
Very Slow Going when crossing exterior walls with no door or
window for access (They’re making their own holes).
5.
Linear Obstacles
a.
Slow Going for Linear Obstacles that are shorter than the
height of a standing member of the unit.
b.
Very Slow Going for Linear Obstacles that are taller than a
standing member of the unit, but are less than the model’s height + the unit’s
Evasion.
c.
Linear Obstacles that are taller than the height of a standing
member of the unit, plus the unit’s Evasion, may not be crossed.
6.
Roads/Pavement
a.
Quick Going if the model both starts and ends it’s move on the
same stretch of connected Road/Pavement.
7.
Bogs/Shallow Water
a.
Slow Going
8.
Deep Water/Lava/Chasms
a.
Very Slow Going
b.
Dangerous Terrain
Thoughts?
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