RIVERWALK: Your character and mechs can move across rivers onto forests and mountains.
SEAWORTHY: Your character and mechs can move to and from lakes and retreat onto adjacent lakes (you may still also retreat those units to your home base). This allows for lake hexes to be treated the same as other territories for movement. If a mech transports workers onto a lake (during a Move action or when retreating) or if a character or mech transports resources onto a lake, you may not leave those workers or resources on the lake after moving off of it, nor a worker move off of the lake without the assistance of the mech. Lakes are territories, so if two factions have a lakemovement ability, it’s possible for combat to happen on a lake. You cannot build a structure or deploy a mech on a lake.
ARTILLERY: Before you engage in combat, you may pay 1 power to force the combating opponent to lose 2 power. This loss of power is reflected on the Power Track. You may do this once per combat, not once per unit.
SPEED: Your character and mechs may move one additional territory when moving. If any of those units move into a territory containing an opponent’s character, mech, or worker, their movement ends and they cannot move again this turn. Moving from one tunnel to another still counts as 1 move, so with this ability you could move an additional territory before or after moving through a tunnel. Your mechs can pick up and drop off resources and workers in the middle of a Move action when they have the Speed ability.