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Movement

A unit can move in any direction up to the number of inches in its Movement statistic. The type of movement depends on the vehicle or troop type: infantry can't suddenly fly; aircraft are unable to swim underwater, and so on.

Impaired movement

Some conditions cost twice as much to move through. These conditions include:

  • Traveling through deep snow or mud.
  • Swimming through water.
  • Climbing up or down surfaces (for troops on foot).
  • Moving up steep inclines.
  • Vehicles designed for roads moving off-road.
  • Troops crawling or dragging themselves to stay behind cover.

Certain types of terrain are completely impossible to move through for some unit types. Infantry may be able to move through thick jungle at half speed, for example, but tanks may not be able to move through it at all.

Certain types of units may be able to ignore the movement penalty associated with certain terrain types. For example:

  • Tracked vehicles ignore penalties for moving through mud or off-road conditions.
  • Troops with skis or snowshoes ignore penalties for moving through deep snow.
ExampleImpaired movement example

Alice decides she wants to move her infantryman through a mud pit. The infantryman has a Movement of 8". The mud pit is 2" away from where the infantryman starts.

Impaired movement example

Moving him to the edge of the mud pit costs 2" of Movement, but when he begins to slog through the mud, his speed is cut in half. He's already used up 2" of his 8" Movement, so he can only move 6" / 2 = 3" through the mud for the rest of his turn.

Troops can carry each other - one troop unit can carry one other troop unit (even dead ones) at half speed. Neither unit can use its equipment, weapons, or take any other Action.

Vehicle units can carry or tow other units, whether troops or vehicles, with no additional restrictions. Use common sense - a small warehouse forklift can probably not push a tank, but one tank could perhaps push another disabled tank out of an ambush area.

Sprinting

Troop units, but not vehicles, can sacrifice their Action for a turn to move twice, subject to all the same rules as normal movement.