A player-hero or enemy Retinue may move up to 2 hexes by spending their Secondary Action (Advancing/Retreting), or up to 4 hexes by spending their Main Action (Moving across the battlefield).
Physical Stance Restrictions
Choosing a stance at the start of a round dictates where a hero must physically stand on the grid:
Forward & Open Stances:Must be placed in a hex directly adjacent to an enemy Retinue.
Defensive Stance:Must be adjacent to an enemy Retinue, and should try to stand adjacent to an ally to form a Shield Wall.
Rearward Stance:Must be at least 2 hexes away from any unengaged enemy, and there must be at least one frontline ally physically blocking the straight path between them and the threat.
Engagement & Zone of Control
When a hero and an enemy Retinue enter adjacent hexes, they become Engaged. While engaged, a character cannot move to a non-adjacent hex without taking the Displace/Knockback action or using a formation task like Cut a Path.
A hero cannot use the Objective Focus main action if an enemy occupies an adjacent hex.
3D Vertical Terrain & High Ground
When using 3D hex terrain (cliffs, scaffolding, hills, ruins), verticality introduces the following modifications:
High Ground Advantage:Any character making a melee or ranged attack against a target at least 1 vertical level below them gains +1d to the attack roll.
Low Ground Disadvantage:A character attacking a target on a higher vertical level suffers a -1d penalty to their attack roll.
Vertical Covering Fire:If a member of The Battery (Rearward) occupies high ground, the TN for their Cover Fire combat task drops by -2 as they command a pristine view of the battlefield.
Falling & Knockback:If an enemy is pushed via Shield Thrust or a player is Knocked Back off a vertical edge, they fall. They suffer 1d of Endurance loss per vertical tier fallen and must spend their next Main Action recovering their footing.