Combat & Actions22 of 37

C4.6Vertical Movement

Action Cost Notes
Climb 2" per 1" vertical Requires climbable surface
Jump gap 1" per 1" horizontal Max 2"
Jump down Free Fall damage if > 3"

Climbing: A climb must be completed within one move or the model stays at the bottom.

Falling: No damage for the first 3". Beyond that, take 1d6 for every 3" fallen, rounding up (4 to 6" deals 1d6, 7 to 9" deals 2d6, 10 to 12" deals 3d6).

Knockback: Only weapons with a Knockback value push. On a hit, move the target directly away from the attacker that many inches. Fall damage applies if pushed off an edge. Stops at obstacles.

AP N: Ignore N points of armor reduction.

Example · Fall

A Mace hit (Knockback 1") shoves a Gunner over the edge of a gantry 8" above the floor. The first 3" are free, and 8" falls in the 7 to 9" band: he rolls 2d6, gets 3 and 5, and takes 8 damage on top of the Mace's own damage.