Difference between revisions of "General Movement Rules"

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== Move: Ladders and Stairs ==
 
== Move: Ladders and Stairs ==
 
{{greybox-start}}
 
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https://assets.infinitythegame.net/wiki/eng-ladders.jpg
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<span class="ext-img-512-border">https://assets.corvusbelli.net/wiki/eng-ladders.jpg</span>
https://assets.infinitythegame.net/wiki/eng-stairs.jpg
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 +
<span class="ext-img-512-border">https://assets.corvusbelli.net/wiki/eng-stairs.jpg</span>
  
 
Those pieces of scenery representing stairs and ladders allow Troopers to treat those vertical or diagonal surfaces as a horizontal surface. Therefore, the Trooper can use any ''Skill'' or ''[[ARO]]'' with the ''[[Movement Label]]'' without needing to declare ''[[Jump]]'' or ''[[Climb]]'', and without applying restrictions for ''[[Jump]]'' or ''[[Climb]]''. Movement distances are measured along the surface the Trooper moves along, as seen in the diagram.
 
Those pieces of scenery representing stairs and ladders allow Troopers to treat those vertical or diagonal surfaces as a horizontal surface. Therefore, the Trooper can use any ''Skill'' or ''[[ARO]]'' with the ''[[Movement Label]]'' without needing to declare ''[[Jump]]'' or ''[[Climb]]'', and without applying restrictions for ''[[Jump]]'' or ''[[Climb]]''. Movement distances are measured along the surface the Trooper moves along, as seen in the diagram.
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Example of Movement over an obstacle lower than the height of the ''[[Silhouette]]''.  
 
Example of Movement over an obstacle lower than the height of the ''[[Silhouette]]''.  
  
https://assets.infinitythegame.net/wiki/eng-vault-pass.jpg
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<span class="ext-img-512-border">https://assets.corvusbelli.net/wiki/eng-vault-pass.jpg</span>
  
 
The Trooper may bypass the obstacle without declaring ''[[Jump]]'' or ''[[Climb]]'', since the obstacle’s height is equal to or lower than the height of the Trooper’s ''[[Silhouette]]'' Template, on both sides.
 
The Trooper may bypass the obstacle without declaring ''[[Jump]]'' or ''[[Climb]]'', since the obstacle’s height is equal to or lower than the height of the Trooper’s ''[[Silhouette]]'' Template, on both sides.
  
https://assets.infinitythegame.net/wiki/eng-vault-fail.jpg
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<span class="ext-img-512-border">https://assets.corvusbelli.net/wiki/eng-vault-fail.jpg</span>
  
 
Conversely, in the second picture, the Trooper may not pass over the obstacle without declaring ''[[Jump]]'' or ''[[Climb]]'', since the obstacle is higher than the height of the Trooper’s ''[[Silhouette]]'' Template on one side.
 
Conversely, in the second picture, the Trooper may not pass over the obstacle without declaring ''[[Jump]]'' or ''[[Climb]]'', since the obstacle is higher than the height of the Trooper’s ''[[Silhouette]]'' Template on one side.

Revision as of 18:42, 27 April 2020


  • When moving Troopers around the battlefield, players must measure the complete route (including, for example, any detour to avoid obstacles) and must always use the same part of the base for their measurements.
  • MOV values indicate the maximum distance the unit can move, but there is no minimum. Troopers do not have to exhaust their movement when they declare Move.
  • A Trooper can move over any scenery item whose height is equal to or lower than the height of the Trooper’s Silhouette Template, with no need to declare Climb or Jump.
This vertical movement is not taken into account when measuring how far the Trooper moves, but the Trooper counts as moving up and over the obstacle for the purposes of LoF.
  • A Trooper can move through allied Models, Markers, and Tokens, whose Silhouette Template height is equal to or lower than the height of the Trooper’s Silhouette Template. The Trooper cannot end their movement within the allied Model, Marker, or Token.
  • Troopers have a LoF arc of 360º while they are moving.
  • After Moving one of your models, you can leave it facing any direction.
  • A Trooper's Movement ends automatically whenever he enters Silhouette contact with an enemy, even if the specified movement route is cut short as a result.
  • By performing any Skill or ARO with the Movement Label, a Trooper may enter or leave Prone State at the start of his Movement at no cost. Remember that Troopers have reduced mobility while Prone.
  • Independently of the type of movement performed (Move, Jump, Climb, etc.), the movement cannot, in any way, cause the Trooper to fall. If the Trooper cannot reach a new location with their Move, Jump, Climb… they do not perform the movement and perform an Idle instead.
  • Once declared, Troopers always reach the end of their Movement, even if they enter a Null or Immobilized state due to successful enemy Attacks along the way.


Move: Ladders and Stairs

NOTE

eng-ladders.jpg

eng-stairs.jpg

Those pieces of scenery representing stairs and ladders allow Troopers to treat those vertical or diagonal surfaces as a horizontal surface. Therefore, the Trooper can use any Skill or ARO with the Movement Label without needing to declare Jump or Climb, and without applying restrictions for Jump or Climb. Movement distances are measured along the surface the Trooper moves along, as seen in the diagram.


Move and Obstacles

NOTE

Example of Movement over an obstacle lower than the height of the Silhouette.

eng-vault-pass.jpg

The Trooper may bypass the obstacle without declaring Jump or Climb, since the obstacle’s height is equal to or lower than the height of the Trooper’s Silhouette Template, on both sides.

eng-vault-fail.jpg

Conversely, in the second picture, the Trooper may not pass over the obstacle without declaring Jump or Climb, since the obstacle is higher than the height of the Trooper’s Silhouette Template on one side.


IMPORTANT

Once declared, Troopers always reach the end of their Movement, even if they enter a Null or Immobilized state due to successful enemy Attacks along the way.