Movement & Terrain
Measuring Movement
Use either:
- Grid: 1 hex/square = 1 movement.
- Open: 1 inch = 1 movement.
Terrain Types
| Terrain | Move Cost | Cover | Notes |
|---|---|---|---|
| Open | 1 | 0 | No modifiers |
| Rough | 2 | +0 | Rubble, scree, marsh |
| Forest | 2 | +1 | Blocks line of sight beyond 2 squares |
| Hill | 2 | +1 | Advantage to ranged if on crest |
| Urban | 2 | +2 | Streets count as Open |
| River | 3 | 0 | Requires crossing action |
| Fortified | 2 | +2 | Entrenchment or walls |
Air & Sea Zones
- Airborne units ignore terrain penalties and may pass over enemy units.
- Naval units move only on water zones.
- Submersible units cannot be targeted by non‑Naval units unless revealed (Spotter or adjacent).
Facing & Flanks
- Attacking a flank gives +1 hit.
- Attacking a rear gives +2 hits.
- Units ignore facing unless you’re using advanced rules.
Zones of Control (Optional)
Units project 1 square/1 inch around them. Moving out of a Zone costs +1 move.