List of movement

From Eldfall Chronicles
Revision as of 14:13, 9 June 2026 by Reevol (talk | contribs) (Новая страница: «== List of Movement == === Normal Movement === ==== IDLE ==== The model does not move and remains stationary. The player may rotate the miniature and change its Line of Sight. ==== WALK ==== This is the most common type of Movement. The model may move up to its Speed value. === Special Movement === ''Note: If a model declares a Special Movement, it may only declare “Nothing” during its Action Step!'' ==== CLIMB ==== When a model declares Climb, its Sp...»)
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List of Movement

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Normal Movement

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The model does not move and remains stationary. The player may rotate the miniature and change its Line of Sight.

This is the most common type of Movement. The model may move up to its Speed value.

Special Movement

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Note: If a model declares a Special Movement, it may only declare “Nothing” during its Action Step!

CLIMB

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When a model declares Climb, its Speed becomes halved (rounded up). Climb allows a model to move over an obstacle - a vertical surface, or scenery - that is higher than its Hitbox. A model cannot perform any other Action while on a vertical surface; if a model would perform any Action other than Nothing while on the vertical surface, the model falls and has to apply any possible Fall Damage (see page 29). A model may end its movement on a vertical surface.

In order to reach a higher or lower ground, to reach the surface across the gap, to reach ground behind an obstacle higher than the model’s Hitbox etc. a model may perform a Jump. The model can move through the air horizontally, vertically, diagonally or in a parabolic line. The distance a model can jump over is equal to half of its Speed value. Jumping distance is measured horizontally, vertically, diagonally or parabolically between the model’s starting point and the desired destination of the jump. If the distance between the starting point and jump destination is larger than the model’s halved Speed value, but the top of the model’s Hitbox would come in contact and reach the same (or higher) level as the surface it wants to jump onto, the model is placed on the edge of the surface (the model pulls itself up). If the distance between the starting point and jump destination is larger than the model’s halved Speed value (and the model’s Hitbox does not come in contact with the surface it wants to jump onto), the model falls vertically at the end of its halved Speed value, to the lower surface. If a model falls, its player must measure the distance of the fall and if necessary, apply Fall Damage.

The model may move a distance of up to its doubled Speed value. Unless specified otherwise,