Movement

Hex Size: 5 feet (1.5 meters). Each movement phase is approximately 5 seconds.

Megahex: 7 hexes (1 center + 6 surrounding). Used for missile range.

Megahex diagram

Movement Modifier: CON modifier + STR modifier + DEX modifier

Speed Distance (hexes) Fatigue Cost Available Actions
Sprint 18 + modifier 6 per turn None
Run 12 + modifier 1 per turn None
Jog 7 + modifier None (combat) / 1 per 10 min Charge Attack, Dodge, Drop
Walk 4 + modifier None Ready Weapon
Walk (slow) Up to 2 hex None Cast Spell, Missile, Disbelieve
Stand Still 0 None Stand Up, Pick Up Weapon

Example: A character with CON 14 (+1), STR 10 (0), DEX 12 (0) has a movement modifier of +1. They walk 5, jog 8, run 13, sprint 19.

Encumbrance

Equipment weights are listed in pounds (lbs). For reference, 1 stone = 14 lbs. Based on weight carried compared to STR:

Load Level Weight Carried Movement Penalty Restrictions
Unencumbered Up to STR lbs 0
Light STR+1 to STR×1.5 −1
Medium STR×1.5+1 to STR×2 −2 Cannot Run or Sprint
Heavy STR×2+1 to STR×2.5 −4 Cannot Jog, Run, or Sprint
Overloaded Over STR×2.5 Walk only, 1 hex max

Dropping a Pack: Free action at start of movement. Picking up takes one full turn.

Facing

Each figure faces one hex side, determining front, side, and rear hexes.

Facing diagram

Engagement

Figure Type Engaged When...
One-hex figure In an armed enemy's front hex
3–6 hex figure In front hexes of 2+ one-hex figures (or 1 multi-hex)
7-hex figure In front hexes of 3+ one-hex figures (or 1 multi-hex)

Figures stop immediately when engaged.