§8. Movement mechanic
This section outlines all the fundamental rules related to how units move on the battlefield, while the specific of Move action is detailed in Move Action Procedure (MOV).
8.1. Moving Through Units
A unit may not move through a hex occupied by another unit (friendly or enemy).
Exception I: Some units have special 📜Traits like Skirmisher or Trample that allow them to ignore this rule while they move. However, a unit may never end its move in a hex occupied by another unit.
Exception II: Some units have a special 📜Trait like Skirmisher which allows other friendly units to move through them, ignoring this rule. However, a unit may never end its move in a hex occupied by another unit.
8.2. Movement while ⛓️Engaged
A unit that starts its activation ⛓️Engaged with an enemy unit cannot perform a normal Move Action. Instead, it may pivot, move not more than 1⬢ regardless of his available Movement Point, and cannot perform a Melee Attack Action for the rest of its activation.
8.3. Entering an Enemy's ⌓Engagement Zone
During a Move Action, if a unit enters an empty hex within an enemy unit's ⌓Engagement Zone, its Move Action ends immediately. The unit must stop in that hex, regardless of any Movement Points it has remaining, but can still make its final pivot. By stopping in this hex, the unit is now considered ⛓️Engaged. Certain 📜Traits (such as Harass), allow a unit to ignore this rule and move through an enemy's ⌓Engagement Zone.
EXCEPTION: A unit can always perform a Move of at least 1 hex, regardless of any penalties from terrain, State effects (like 🔵Slow or being ⛓️Engaged), (Example: A unit with M:2 is in Difficult Terrain (cost 2) and has the 🔵Slow token (-1 Move, leaving it with 1). It can still enter an adjacent clear hex, as it is guaranteed a minimum move of 1 hex.)
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