Movement

A warrior’s current speed value and speed type appear on its combat dial. A warrior’s speed value is the maximum number of inches it can move when given a move action. The speed type tells you how the warrior moves. A particular speed type can allow a warrior to ignore certain types of terrain or use a particular proficiency. When you move a warrior, place the Mage Knight flexible ruler on the battlefield. Measure from the center of your warrior’s base to the desired destination, curving the ruler as necessary to show the warrior’s exact movement path. The movement path shown by the flexible ruler cannot cross any warrior bases and cannot pass between two warriors in base contact. There must be room for the moving warrior’s base to rest completely on the battlefield at the end of its movement path.

When all players are satisfied with the movement path, pick up your warrior and place it at its new position on the battlefield. You determine the warrior’s facing. The warrior’s facing is important because it can attack (using close and ranged combat actions) only through its front arc. A warrior is considered to have moved if its center dot changes position on the battlefield at any time during the game, or if it changes its facing at any time other than during a free spin.

## Breaking Away

If you give a move action to a warrior in base contact with one or more opposing warriors, that warrior must attempt to break away. Roll one six-sided die. On a result of 1–3, the warrior fails to break away and cannot move, though you can change its facing. On a result of 4–6, the warrior succeeds in breaking away from all opposing warriors in base contact, and can move.

## Free Spin

If a warrior ends its movement in base contact with one or more opposing warriors, those opposing warriors can immediately change their facing to bring any portion of their front arcs into base contact with the warrior that moved. These free spins do not cost an action.

## Speed types

There are several speed types in the Mage Knight game:

* Boot - a warrior with the boot speed type exists at ground level. Ground level is any point on the battlefield that is not elevated (an elevated terrain feature or a warrior using the soaring proficiency). It interacts with all terrain types per the rules for those types. It has the double-time proficiency, described below.
* Horseshoe - a warrior with the horseshoe speed type exists at ground level, and interacts with all terrain types per the rules for those types. It has the double-time proficiency, described below, except this warrior is not dealt 1 pushing damage for using double-time. This warrior fails to break away only on a die roll result of 1. This warrior cannot change its facing if it fails to break away. If this warrior successfully breaks away, it deals 1 shake off damage to all opposing warriors in base contact with it outside of its front arc at the time it broke away.
* Wave - a warrior with the wave speed type exists at ground level. It interacts with all terrain types per the rules for those types, except that it treats any type of water terrain as clear terrain. It gets +2 to its defense value when it is in any type of water terrain.
* Wing - a warrior with the wing speed type exists at ground level. It interacts with all terrain types per the rules for those types, except that it is unaffected by warrior bases and terrain during movement. It cannot, however, end its movement with its base overlapping another warrior’s base or blocking terrain. It fails to break away only on a die roll result of 1. It has the soaring proficiency, described below.

## Speed proficiencies

There are two speed proficiencies in the Mage Knight game:

* Double-time - only warriors with the boot or horseshoe speed type can use double-time. To use double-time, a warrior cannot be in base contact with an opposing warrior. Give the warrior a move action and double its unmodified speed value. If the warrior has the boot speed type, at the end of the movement, deal pushing damage to the warrior. A warrior cannot use speed special abilities or subfaction abilities when using double-time. Double-time can be used in a movement formation as long as all members have either the boot or horseshoe speed type. When using double-time in a movement formation, each member with the boot speed type is dealt l pushing damage at the end of the movement.
* Soaring - a warrior with the wing speed type can use the soaring proficiency, which allows it to exist at soaring level. Soaring level is the level of the battlefield that is above elevated terrain. A warrior at soaring level does not interact with any terrain type. A warrior with the wing speed type can be deployed at either ground or soaring level. To move a warrior from ground level to soaring level (or vice versa), give the warrior a move action. Reduce its unmodified speed value by half (round up) for the action. Place a warrior on a flight stand to indicate it is at soaring level. A warrior at soaring level cannot end its movement with its flight stand in base contact with an objective token; that is, it cannot control an objective. A warrior at soaring level cannot end its movement with its flight stand overlapping the base of a warrior at ground level, and a warrior at ground level cannot end its movement with any part of its base beneath the flight stand of a warrior at soaring level. Warriors at soaring level cannot be members of formations. No warrior is affected by a soaring warrior’s base for movement and line of fire purposes. A warrior at soaring level can only be in base contact with another warrior at soaring level. A warrior at soaring level gets +1 to its defense value; this is the height advantage modifier. Warriors at ground level can target warriors at soaring level only with ranged combat attacks. Warriors at soaring level can target each other with close or ranged combat attacks. When targeting a warrior at soaring level, no terrain modifiers apply and warrior bases do not block line of fire.

1. ↑ 1.0 1.1 1.2 1.3 1.4 https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Complete-Rules-of-Play-2003.pdf