All movement is measured in combat hexes, each of which have a diameter of 5 ft. Hexes are preferred to squares because they present a better 360ยบ defense than do squares. I feel that hexes create a properly congested battle experience, where every direction the combatant faces is precisely alike - as opposed to the eight faces of a square, including the diagonals, or the far less congested four facings if diagonals are not used.

All movement is measured in action points (AP), rather than in feet per round as in traditional D&D. The 'round' is a measure that determines how many action points a combatant has in a given period before surrendering their 'turn' - that is, their option to combat - to the enemy. As D&D is a turn based system, combatants must judge the usefulness of performing certain actions in the time they have before it is time for the enemy to perform conflicting actions.

The purpose of this page is to identify problems specifically related to moving from one hex to another. The links below describe speed of movement, limitations on movement, entering combat, the effects of combat on movement, giving ground and so on. Actual combat is covered on the Attacking page.

Crashes & Collisions
Drawing a Weapon While Moving
Encumbrance
Melee
Normal Pace
Running
Stunning
Swimming in Combat
Triple-Speed
Tumbling

See Combat