Movement
All models in the game can Move when Activated unless otherwise indicated in the rules. Each model can move up to the number of inches indicated in their profile, though they can move less and not at all if you wish. There are a number of general rules that apply to all of the movement that a model takes during its Activation. Certain types of movement, such as Falling or the knockback effect of an Artillery Witch’s Infernal Bomb, are not subject to these rules. Regardless of the type of movement, a model cannot move off the battlefield unless a rule specifically states so.
Movement (including charging) is usually the only action a model can take that does not require you to roll 2D6 to determine whether you are successful or not, unless otherwise noted in the rules.
Charging
Select an enemy model that is within 12” of the charging model to be the target. If the charging model does not have line of sight to its target, it must succeed with a RISKY ACTION before proceeding. Roll a D6 (the charge roll) and add it to the charging model’s Movement characteristic (with a maximum distance of 12”). The charging model must move this distance toward the target by the shortest and most effective route possible by distance. Jumping, Climbing or moving through Dangerous Terrain is always optional during a Charge, even if it is the shortest route, though the new route avoiding such obstacles must still be as short as possible.
If after completing this movement the charging model is within 1” of the target, the charging model is considered to have successfully charged the target and is now in Melee Combat. If the charging model does not reach its target, the Charge is considered to have failed, but it remains where it is after the movement.
Place the charging model in any space within 1” of the target and take a RISKY ACTION. If successful, the charging model gains a +1 DICE bonus to hit and to injure the target, and the charging model ignores the target’s Defended Obstacle bonus (if it has one) for the remainder of its Activation. If the RISKY ACTION fails, the model is Down and is injured as per the rules for Falling.
Climbing
A model can move up or down ladders, ramps, ropes, stairs and other devices meant for climbing as a normal part of any movement it takes. This costs movement as normal. As a RISKY ACTION, a model may also attempt to climb up or down sheer surfaces, such as walls, but it must have enough remaining movement to clear the entire height. If this RISKY ACTION fails, the model remains where it is.
Jumping
As a RISKY ACTION, a model can jump across a gap of up to half their movement characteristic (measured horizontally). This costs movement as normal and can be taken as any kind of movement that the model has. A model cannot attempt to jump a gap that it does not have enough movement to clear. If this RISKY ACTION fails, the model falls as if it fell from a ledge on either side of the gap of the opponent’s choice.
Falling
When a model falls, it is moved from its current position to the first space that it can occupy directly beneath it or the ledge that it fell from. If it fell from a height greater than 2”, it must roll on the Injury Chart. For every 3” fallen, add +1 DICE to this injury roll (for example, a fall of 3” would be rolled with +1 DICE and a fall of 6” with +2 DICE).
A model can fall through its own action, such as when it fails a RISKY ACTION when jumping over gaps or when jumping down a distance greater than 3”. A model in an elevated position may also fall when it is Downed while within 1” of a ledge. When this happens, the model takes an ACTION. If it succeeds, the model remains Downed where it is. If it fails, the model falls from the nearest ledge.
Terrain
There are four types of terrain in Trench Crusade: Open, Difficult, Dangerous and Impassable.
Terrain can be both Difficult and Dangerous.
Movement Types
There exist two movement types currently in Trench Crusade: Infantry and Flying. A model can only have one movement type. If it gains a movement of another type, it must choose which movement it keeps.