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Rules / Combat / Combat Phases / Movement Phase

Movement Phase

During the Movement Phase, the Active Side may move all characters not hindered by Restrictions (see below).

After each Hex moved, any number of characters on the Passive Side may spend 1 QA to React, usually in the form of a Short Move or Reaction Fire.

Basic Movement

Movement Points (MP)

Moving 1 Hex unopposed in regular terrain costs 1 MP.

Humans and most humanoids have Finesse + 3 MP each Active Turn, subject to modifiers (e.g. -2 for Wounded/Encumbered).

Movement Restrictions

Dazed characters or those who have taken Complex Actions cannot move.

Characters may under no circumstances exceed their MP for the given Turn. They must finish their Movement before the next character can move, unless specified otherwise.

They must end their Movement as soon as they enter an enemy's Zone of Control, unless Charging. Moving out of a Hex inside each enemy's Zone of Control during the Movement Phase incurs an Attack of Opportunity once per Movement and is aborted if Dazed as a result.

More than one character may never stack in one Hex, unless in Close Quarters (see Melee Combat). Passing through friendlies is possible with their permission, providing the Movement doesn't end in the same Hex. Passing through an Engaged friendly character causes him to either spend a Quick Action or become Dazed.

Difficult Terrain

TBD

Advanced Movement

Evasive Movement

At the cost of 1 additional MP per Hex, moving characters qualify for the Missile Evasion modifier against all ranged attacks coming from the Front.

Dazed, Panicked, or Berserk characters can never use Evasive Movement and lose its benefit instantly.

Moving Sidewards and Backwards

Characters may move towards their Flank and Rear without changing Facing at double cost. If it is Difficult Terrain, and they fail a Finesse - Terrain Base Cost check, they become Dazed.

Charges

Preconditions

A Character who can move during his Active Turn can also Charge.

He must declare the Charge and its target at the beginning of his Movement. He gains Morale additional MP this Turn. The target must be theoretically reachable and at least 3 Hexes away.

Charge Path

He must spend his whole Movement running towards the target through the shortest route possible (by MP) until the target is in optimal Weapon Reach, ignoring Zones of Control.

Evasive Movement is not available.

Each opponent other than the target receives one Attack of Opportunity the first time the charging character leaves a Hex in his Zone of Control.

The Charge is broken whenever the charging character becomes Dazed or Panicked, but not Berserk. However, becoming Dazed due to the target's counterattack does not break the Charge.

You may use a Charge to enter Close Quarters if charging with a weapon with Reach 0 (including unarmed).

Charge Attack

If he reaches his target, he must immediately Attack and end his Movement there. This Attack sustains a +2 damage bonus and is in addition to a possible subsequent Attack in the Melee Phase. It is resolved immediately.

The target may be able to Counterattack before or simultaneously with the Charge Attack, depending on his Reach. If he does so, he also sustains +2 damage.

Each character has only as many counterattacks and Attacks of Opportunity in the Movement phase as he has Melee Actions. (Although this doesn't use up Melee Actions.)

Formations

Formations can Charge simultaneously. If a situation occurs that would normally break them, the break is postponed until after the Charge.

Short Move

Short Moves are available as Reaction during a Passive Movement Phase, as the result of a Maneuver, and in some other special situations.

It works like regular Movement, but with Finesse//2 MP. If that leaves you with 0, you may at least change Facing.