Heroscape

2. Move the figures on the Army Card

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Now you may move any or all of the figures represented by your chosen Army Card, if you want to. Follow these rules for moving each figure:

• Check the Move Value: You can move a figure in any direction a number of spaces up to the Move Value on its Army Card, changing direction at will. For example, with a Move Value of 5 a figure can move 0, 1, 2, 3, 4, or 5 spaces. (Uneven terrain and water may limit movement.) Example 4 shows basic movement.

• Order of movement for Squads: You can move a Squad’s figures in any order you choose, one at a time.

• Passing and landing on other figures: You can move through a space with a friendly figure on it (your own or a teammate’s), unless that figure is engaged. You can’t move through a space with an opponent’s figure on it, or end your move on a space with any other figure.

EXAMPLE 4: Basic Movement

Loviatäk the Kyrie Warrior has a Move Value of 5. You move her the full five spaces toward the opposing figures.

Note: Loviatäk the Kyrie Warrior may move through Raelin the Kyrie Warrior because she is a friendly figure.

• Moving up: When you move to a higher level, you must count the side of each higher level as one space, as well as the space you land on. Example 5 shows how to do this. If your figure can’t move enough spaces to reach the top of a ledge, then it can’t move there.

Note: Glyphs and water tiles do not add height to any spaces on which they are placed.

EXAMPLE 5: Moving Up

Count the side of each level as you move Dorim the Bulkhead Brawler to the top of the first ledge.

Note: Dorim the Bulkhead Brawler cannot move to the top ledge, because it would take 6 spaces of movement, and his Move Value is only 5.

Note: Some figures have Special Powers that allow them to Fly. Flying is a type of movement that allows figures to pass over the battlefield without needing to spend extra movement to move up, or suffer damage from falls.

Height limit: A figure cannot move up a number of levels equal to or higher than its Height all at once. See Example 6.

EXAMPLE 6: Height Limit for Moving Up

Dorim the Bulkhead Brawler cannot move up to the space marked with X because it would take five moves to reach the top, and Dorim the Bulkhead Brawler’s Height is 4.

• Moving down: When you move to a lower level, you don’t need to count sides on the way down. However, there may be a penalty for moving to a much lower level (see Falling). Example 7 shows a figure moving down.

EXAMPLE 7: Moving Down

To move Admiral EJ-1M down from this ledge, you don’t need to count the sides of the levels.

Falling: When a figure moves down to a much lower level, it may be wounded. This is called “falling”. Falling does not stop a figure’s movement, but it may wound or destroy it. Here are the rules for falling:

If a figure moves down a number of levels that is equal to or greater than its Height, you must roll one combat die immediately to see if it was wounded. If you roll a skull, the figure takes a wound.

• If the drop is 10 or more levels greater than the figure’s Height, it is considered a major fall and you must then roll two additional dice (for a total of three dice). For each skull you roll, add one Wound Marker to the figure’s Army Card.

• If the drop is 20 levels more than the figure’s Height, it is considered an extreme fall, and you must roll the 20-sided die. If you roll 19 or 20, the figure survives without taking any falling damage. If you roll 1-18, the figure is destroyed. Example 8 shows a figure falling.

Falling rules do not apply if a figure falls onto a water space. A figure can fall onto a water space from any level without being wounded.

Figures that can Fly never fall.

EXAMPLE 8: Falling

When you move Dorim the Bulkhead Brawler down from this five-level cliff, you must roll one attack die for the fall, because the cliff is equal to or higher than his Height of 4. You don’t roll a skull, so Dorim the Bulkhead Brawler is safe.

• Moving onto water: When you move onto a water space from any other space (even from another water space), you must end your move immediately, even if your figure has some movement spaces left. See Example 9.

Note: Water only stops double-space figures if they move their entire base onto water.

EXAMPLE 9: Moving onto Water

When you move one of the Knaves of the Silver Scimitar onto a water space, she must stop there.

• Moving from water to land: Water tiles do not add a level to the space they are placed on. For water spaces that are lower than the adjacent land spaces, the “moving up” rule applies. When moving from water to land, count the side of each land space as you move up. See Example 10.

EXAMPLE 10: Moving out of Water

When moving this Knave of the Silver Scimitar from the starting water space up onto the adjacent land space, you count two spaces because the water is one level lower than the land space. The Knave of the Silver Scimitar then moves three additional spaces for a total move of 5.

• Moving a double-space figure: Some figures, like Xenithrax the Vineweaver and Raelin the Kyrie Warrior, take up two spaces. When moving a double-space figure, decide which side to lead with. (You can choose either side, even if the figure looks like it is moving backwards!) Then move the figure so that the other end enters the same spaces that the leading end just left. Always end a double-space figure’s move on two spaces of the same level. A double-space figure does not have to stop when it moves over one water space between two land spaces, but it does have to stop when it moves onto two adjacent water spaces. Example 11 shows how to move a double-space figure.

EXAMPLE 11: Moving a Double-Space Figure

(Note: Raelin the Kyrie Warrior can Fly, so normally she would not count extra spaces when moving up. But the battle can move in mysterious ways, and sometimes she might lose her ability to Fly temporarily, such as when someone activates the Glyph of Rannveig! Let’s look at how to move a double-space figure like Raelin the Kyrie Warrior if they cannot Fly…)

From her starting spaces (top picture), Raelin the Kyrie Warrior moves five spaces front side first, with her other side trailing along the same spaces as her front (middle picture). Raelin the Kyrie Warrior ends her move on the grass tile, on two same-level spaces (bottom picture). After her fifth move, Raelin the Kyrie Warrior cannot move onto the ledge on either side of her even though she has a Move Value of 6, because it would leave her other side dangling perilously off the cliff! She instead completes her move by continuing along same-level spaces.

• Flipping a double-space figure: Any time during a double-space figure’s move, you may flip it. You might choose to flip to fit your figure on the available spaces better. See Example 12. To flip a double-space figure, turn the figure around while keeping it on the same two spaces. The flip is free; it does not count as part of your move. The double-space figure does not take any leaving engagement attacks when it is flipped, since it is staying on the same two spaces.

EXAMPLE 12: Flipping a Double-Space Figure

Raelin the Kyrie Warrior flips to face the other direction.

Obstacles: Barriers such as walls and trees are known as “obstacles”. A figure cannot move onto or through an obstacle’s space. If a specific obstacle has additional rules, those rules will be defined in the Scenario section that accompanies the obstacle.

Overhangs: An overhang exists when one or more tiles are above another tile with space in between. Figures that are small enough to do so may move under overhangs. Example 13 shows an overhang.

EXAMPLE 13: Moving Under an Overhang

On this battlefield, notice that the Knave of the Silver Scimitar on the left can move under this overhang, but the Frostclaw Paladin, on the right, cannot.

Figures can also move up onto low overhangs, as long as their Height and Move Value are enough to do so. To determine the levels of an overhang, count the nearby support tiles. See Example 14.

EXAMPLE 14: Moving Up onto a Low Overhang

Knight Irene counts the nearby support tiles as she moves onto this overhang.

• Keep the base on the space: When you end a figure’s move, make sure its base lies flat and is on that space only (or spaces, in the case of double-space figures). No part of its base may overlap on another space or area between spaces.

• Tight quarters: A battlefield may have narrow passageways, walls, or overhangs that limit the movement of some figures. A figure cannot move through or onto a space that it cannot fit onto completely. Example 15 shows a figure in tight quarters.

EXAMPLE 15: Xenithrax Moves into Tight Quarters

Xenithrax the Vineweaver can't move into this chasm because she is too big; her wings and tails prevent her from standing completely flat.

EXAMPLE 16: Some Figures Block Spaces

No figure can occupy this space because Xenithrax the Vineweaver’s tail is in the way.