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<p><strong>Move X</strong> allows you to move up to X hexes. Each hex entered costs 1 movement, except difficult terrain which costs 2.</p>
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<p><strong>Jump</strong> (as part of a Move ability) ignores all terrain and figures <em>along the path</em>. The final hex still costs 1 movement, still obeys occupancy rules, and still triggers hazardous terrain on landing.</p>
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<divclass="callout"><spanclass="callout-icon">⚠</span><span>You cannot end your movement on an occupied hex — whether ally, enemy, or obstacle — unless it is an empty hex you can legally enter. <em>(p. 24)</em></span></div>
<p><strong>Teleport X</strong> places the figure on any empty hex within range X. No path is taken — walls, obstacles, terrain, and figures between origin and destination are all ignored.</p>
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<p>Teleport is not movement. It is not prevented by Immobilize and does not trigger abilities that react to movement.</p>
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<divclass="callout"><spanclass="callout-icon">⚠</span><span>No terrain effects apply along the way, but hazardous terrain on the <em>destination</em> hex still deals damage on arrival. <em>(p. 24)</em></span></div>
<p><strong>Flying</strong> allows a figure to ignore all terrain costs and effects <em>along the path</em>, including difficult terrain, hazardous terrain, and obstacles. The figure may pass through hexes occupied by other figures.</p>
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<p>The destination hex must still be empty, and hazardous terrain on the landing hex still deals damage.</p>
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<divclass="callout"><spanclass="callout-icon">⚠</span><span>Unlike Jump, Flying applies to the <em>entire</em> move — not just a single ability. It also avoids hazardous terrain damage on every hex passed through, not just the destination. <em>(p. 24)</em></span></div>
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