When a fighter moves as part of an action during their own activation, their movement is voluntary. The controlling player decides where the fighter moves, within the limit of their available movement distance.
When moving voluntarily, a fighter can change their facing freely and can move up to the distance available to them. They do not have to move the full distance, or in straight lines.
Declare First
Players cannot measure the distance for voluntary movement until after they have declared an action allowing their fighters to move.
Move (Simple): The fighter makes a Standard Move, which allows them to move up to their current Movement characteristic in inches. For instance a fighter with M 5'' may move up to 5'' as part of this action.
Double Move (Double): The fighter makes a Double Move, which allows them to move up to double their current Movement characteristic in inches. For instance a fighter with M 5'' may move up to 10'' as part of this action.
Carrying
When a fighter moves they do so with themselves and the gear on their fighter card. If a fighter needs to carry something else upon the battlefield, they must make the Carry or Carry Heavy actions to do this.
Carry (Simple): The fighter makes a Standard Move, taking a small carryable item with them as they go. Once they have finished their move, set up the carried item in base contact with the fighter. The carried item cannot be placed on top of anything else.
Carry Heavy (Double): The fighter moves a number of inches up to their current Strength characteristic, taking a heavy carryable item or a Seriously Injured fighter with them as they go. For instance, a fighter with Strength 4 could move up to 4'' while a fighter with Strength 2 could move up to 2''. Once they have finished their move, set up the carried item in base contact with the fighter. The carried item cannot be placed on top of anything else.
Climbing
When a fighter climbs up or down, if they are using a ladder their movement is unhindered. Otherwise, each 1'' moved costs 2'' of their available distance.
Leaping
Fighters can
leap
up, down, and across gaps. They might fall when doing so.
Crawling
Fighters can move while Prone using the Crawl action.
Crawl (Double): The fighter makes a Half Move, which allows them to move up to half their current Movement characteristic in inches (rounded up). For instance a fighter with M 5'' may move up to 3'' as part of this action.
Ductways
Some battlefields include Ductways, which allow passage from one side of a wall to the other. Fighters can move through Ductways with the Crawl Through action.
Crawl Through (Double): If this fighter is within 1'' of a Ductway and no enemy fighter is within 1'' of the other side of the Ductway, this fighter may move through the Ductway. Set this fighter up Pinned within 1'' of the other side of the Ductway; if this is not possible the action cannot be taken.
A fighter can flee, fall, be knocked back, or get dragged involuntary, with the direction and distance moved dictated by rules.
Fleeing
When a fighter activates while Broken, by default they flee 2D6'' away from the nearest visible enemy, moving to avoid hazards and other enemy fighters as necessary.
Falling
When a fighter
falls,
they may take damage.
Knocked Back or Dragged
When a fighter is knocked back or dragged by an attack with the Knockback or Drag traits, the distance and direction is determined by the origin of the attack.
Blocked
A fighter moving involuntarily may encounter a wall or something that prevents their movement. The fighter stops at that point and might take damage, such as if knocked back into a wall.