During combat, creatures can employ multiple mechanics that allow them to move around the battlefield. The most common of those mechanics is the Advance or Disengage move action (detailed under Move Actions below), but abilities granted by your class, equipment, ancestry, title, or other options might allow you other ways to move.

Your hero starts with a speed granted by their ancestry—usually 5. This represents the maximum number of squares you can move when you take the move action or when another effect allows you to move. Your speed can be increased by your kit and other game options.

All squares adjacent to your character cost 1 movement to move into. No, there’s no Pythagorean theorem on the grid. It’s a game, don’t overthink it.

Your hero can move freely through an ally’s space. You can move through an enemy’s space, but that space is difficult terrain (see below). You can’t stop moving in any other creature’s space, including to make a strike or use a main action or maneuver while in that space and then continuing your move, unless that creature’s size is two or more sizes greater or smaller than your own.

At the Director’s discretion, you can be forced into the same space as another creature whose size is within 1 of yours, such as by falling down a narrow shaft with such a creature already at the bottom. When you are squeezed into the same space as another creature whose size is within 1 of yours, your ability rolls and tests take a bane.

Can’t Exceed Speed

A single move or other effect can never allow a creature to move more squares than their speed, unless the effect states otherwise. For example, a creature with speed 5 might have that speed reduced to 2 by the slowed condition (see Conditions in Chapter 5: Classes). If an ally then targets them with an effect that allows them to move up to 3 squares, the creature can move only 2 squares because that’s their current speed.

Can’t Cut Corners

A creature can’t move diagonally when doing so would involve passing through the corner of a wall or some other object that completely fills the corner between the creature’s space and the space they are moving to. This rule applies only to moving past objects, not moving past other creatures.

Cut Corners

The tactician moves 3 squares to exit the building without cutting corners. The war dog eviscerite can’t move around the side of the building in just 2 squares of movement, since they’d have to cut a corner to do so.

Сдвинуться (Shifting)

Shifting is a careful form of movement that allows a creature to move safely past dangerous foes. Certain abilities, features, and other rules allow you to shift a specific number of squares, sometimes up to your speed. Whenever you shift, creatures can’t make opportunity attacks against you triggered by that movement (see Opportunity Attacks later in this chapter).

You can’t shift into or while within difficult terrain or damaging terrain (see below). If a rule allows you to shift, you can choose to instead move up to the number of squares you would have shifted (for example, to get out of difficult terrain). However, you can’t combine moving and shifting within that movement.

Movement Types

Creatures in the game can use eight types of movement: walk, burrow, climb, swim, jump, crawl, fly, and teleport.

Хождение (Walk)

Walking is the most common movement type, whether it refers to ambulating on legs, rolling, slithering, or some other default method of movement. Unless specified otherwise, all creatures can move over solid horizontal ground without any problem.

Рытьё (Burrow)

A creature who has “burrow” in their speed entry, or who gains the temporary ability to burrow, can move through dirt horizontally, and either has the means to breathe while doing so or doesn’t require air to live. Such creatures can’t move through more solid ground, such as stone, unless their stat block or the effect that lets them burrow says otherwise. Similarly, a burrowing creature doesn’t leave a tunnel unless the rules say so.

Dig Maneuver

It takes extra effort to dig vertically through the ground as opposed to tunneling horizontally, requiring a creature to use a special maneuver. To use the Dig maneuver, a creature must have “burrow” in their speed entry, they must have a speed that is equal to or greater than their size, and they must be touching terrain that can be burrowed through.

When a creature uses the Dig maneuver, they can move vertically up to a number of squares equal to their size. If a burrowing creature has a creature who is not unconscious grabbed, they can’t willingly move deeper into the ground. It’s too difficult to dig with a flailing enemy in your claws.

Targeting Burrowing Creatures

If you are on the ground, you have line of effect to a burrowing creature if that creature occupies 1 or more squares of terrain that can be burrowed through and that touch the ground, and if you have line of effect to any of those squares. The burrowing creature gains the benefit of cover from you.

If you are completely beneath the ground while burrowing, you don’t have line of effect to any creature on the surface unless a rule states otherwise.

If you are completely beneath the ground while burrowing and are adjacent to another creature who is burrowing, you have line of effect to that creature, though you both have cover from each other.

You can’t gain the benefit of high ground (see below) against creatures who are completely beneath the ground while burrowing.

Non-Burrowing Creatures

If you are on the ground and adjacent to a creature who is beneath the ground while burrowing, you can use a maneuver to pull that creature up 1 square out of the ground, provided the creature is willing.

If a creature who can’t burrow wants to dig into the ground, they can use the following ability provided their speed is 2 or more.

Разгребать землю (Claw Dirt)
-Maneuver
📏 Self🎯 Self

Power Roll + Might:

  • ≤11: You can move 1 square into, out of, or through ground you are touching that can be burrowed through, and you are slowed and weakened (EoT).
  • 12-16: You can use your main action this turn to move 1 square into, out of, or through ground you are touching that can be burrowed through, and you are slowed (EoT).
  • 17+: You can move 1 square into, out of, or through ground you are touching that can be burrowed through.
Burrowing Forced Movement

While a creature who is completely beneath the ground while burrowing is force moved by movement that isn’t vertical, they aren’t moved, and they take 1 damage for each square they would have been force moved. If the forced movement is vertical, the creature is moved through the dirt as if it were air.

Лазание или Плавание (Climb or Swim)

A creature who has “climb” in their speed entry, or who gains the temporary ability to automatically climb, can climb across vertical and horizontal surfaces at full speed. Likewise, a creature who has “swim” in their speed entry, or who gains the temporary ability to automatically swim, can swim in liquid at full speed.

Creatures without those types of movement can still climb or swim when a rule allows them to move, but each square of climbing or swimming costs 2 squares of movement. If a surface is difficult to climb (for instance, a sheer cliff or ice-covered wall) or a liquid is hard to swim through (a raging river or whirlpool), the Director can call for a Might test. On a failure, a creature can’t climb or swim but wastes no movement in the attempt. The Director can also impose other consequences to failure, such as being caught in the spinning current of a whirlpool.

Climbing Other Creatures

You can attempt to climb a creature whose size is greater than yours. If the creature is willing, you can climb them without any trouble. If the creature is unwilling, you make the following test:

Power Roll + Might or Agility:

  • ≤11: You fail to climb the creature, and they can make a free strike against you.
  • 12-16: You fail to climb the creature.
  • 17+: You climb the creature.

While you climb or ride a creature, you gain an edge on melee abilities used against them. The creature can use a maneuver to attempt to knock you off, forcing you to make the following test:

Power Roll + Might or Agility:

  • ≤11: You fall off the creature into an unoccupied adjacent space of your choice, taking falling damage and landing prone as usual (see Falling below).
  • 12-16: You slide down the creature into an unoccupied adjacent space of your choice and don’t land prone.
  • 17+: You continue to hold on to the creature.

If you are knocked prone while climbing or riding a creature, you fall and land prone in an adjacent space of your choice, taking damage as usual from the fall.

Прыжок (Jump)

Whenever an effect allows you to move (including using the Advance move action), you can automatically long jump a number of squares up to your Might or Agility score (your choice; minimum 1 square) as part of that movement. The height of your jump is automatically 1 square as part of that movement.

If you want to jump even longer or higher than your baseline jump allows, make a Might or Agility test:

Power Roll + Might or Agility:

  • ≤11: You don’t jump any farther than your baseline jump allows.
  • 12-16: You jump 1 square longer and higher than your baseline jump allows.
  • 17+: You jump 2 squares longer and higher than your baseline jump allows.

You can’t jump farther or higher than the distance of the effect that allows you to move. You can’t jump out of difficult terrain or damaging terrain (see below).

Ползанье (Crawl)

If you are prone (see Conditions in Chapter 5: Classes), you can remain prone and crawl on the ground. Doing so costs you 1 additional square of movement for every square you crawl. If you intentionally want to crawl, you can fall prone as a free maneuver. While voluntarily prone, you can choose to stand as a free maneuver.

Полёт (Fly)

A creature who has “fly” in their speed entry, or who gains the temporary ability to fly, can move through the air vertically or horizontally at full speed and remain in midair. If a flying creature is knocked prone or has their speed reduced to 0, they fall (see Falling below).

Парение (Hover)

A creature who has “hover” in their speed entry (most commonly alongside “fly” or “teleport”), or who gains the temporary ability to hover, can remain motionless in midair. They don’t fall even if they are knocked prone or their speed is reduced to 0.

Телепорт (Teleport)

When a creature teleports, they move from one space to another space instantaneously. The following rules apply to teleporting:

  • Teleporting doesn’t provoke opportunity attacks or other effects that are triggered by a creature moving.
  • When a creature teleports, they bypass any obstacles between the space they leave and their destination space.
  • A creature teleporting themself must have line of effect to their destination space. A creature teleporting another creature must have line of effect from the space the teleported creature leaves and to their destination space.
  • A teleporting creature’s destination space can’t be occupied by another creature or object.
  • The effect that lets a creature teleport indicates how far they can teleport. That distance can be greater than the creature’s speed.
  • If a creature can teleport as part of their usual movement, they can use the Advance move action to teleport a number of squares up to their usual speed, unmodified by conditions or effects.
  • If a creature teleports while prone, they can be standing when they reach their destination space provided they are able to stand. If a prone creature is teleported by another creature, it is up to that creature whether the teleported creature remains prone or stands if they are able.
  • If you teleport while affected by the grabbed or restrained conditions, those conditions end for you.
  • When a creature teleports, they must leave the space where they start and enter a new space. A creature can’t teleport to and from the same space.

Падение (Falling)

When a creature falls 2 or more squares and lands on the ground, they take 2 damage for each square they fall (to a maximum of 50 damage) and land prone. A creature who falls can reduce the effective height of the fall by a number of squares equal to their Agility score (to a minimum of 0). Falling into liquid that is 1 square or more deep reduces the effective height of a fall by 4 squares (to a minimum of 0).

Falling is not forced movement, but being force moved downward is considered falling. Movement from falling doesn’t provoke opportunity attacks (see Opportunity Attacks below).

Падение на другое существо (Falling Onto Another Creature)

A creature who falls and lands on another creature causes that creature to take the same damage from the fall. The falling creature then lands prone in the nearest unoccupied space of their choice. If the falling creature’s size is greater than the Might score of the creature they land on, that creature is knocked prone.

Падение с большой высоты (Falling Far)

When a creature first falls from a great height, they fall 100 squares in the first round. At the end of each subsequent round that they remain falling, they fall another 100 squares.

Труднопроходимая местность (Difficult Terrain)

Areas of thick underbrush, rubble, spiderwebs, or other obstacles to movement create difficult terrain. It costs 1 additional square of movement to enter a square of difficult terrain.

Вредоносная местность (Damaging Terrain)

Areas of acid, fire, sharp rocks, lava, or any other terrain that causes damage to creatures within it is damaging terrain. The damage dealt by damaging terrain is noted in the terrain’s description or in the description of the effect that creates the terrain.

Возвышенность (High Ground)

Whenever a creature uses an ability to target a creature or object while standing on the ground and occupying a space that is fully above the target’s space, they gain an edge on the power roll against that target. To be fully above a target, the bottom of a creature’s space must be higher than or bordering on the top of the target’s space.

A creature can gain this benefit while climbing only if they have “climb” in their speed entry or can automatically climb at full speed while moving.