Climb and Clamber

Sometimes units maneuver onto or through tall pieces of obstacle terrain. This is accomplished by performing a climb. Miniatures on notched bases may not climb. To perform a climb, a unit performs a move as normal, except that it must use the speed-1 tool. A miniature may move a vertical distance up to height 1 when making a climb and may place the movement tool overlapping obstacle terrain that is up to height 1 taller than the height of the moving unit’s silhouette and any terrain the unit may be on.

-VERSION 2.5.2 Effective 6.15.2023-

Below description is old version.

Climbing and clambering are types of movement that allow a unit to move vertically onto or over a piece of elevated terrain. While clambering, a unit might suffer damage.

* If a trooper unit leader is in base contact with a piece of vertical terrain, it may **Climb**.

» To climb, if there is a flat surface to place the unit leader on at the end of this movement and the unit can maintain cohesion, a unit can spend two actions to safely move vertically up or down a distance up to height 1. At the end of this move, the unit leader is placed on the flat surface at the top or bottom of the vertical structure, as close to the edge as possible.
* If a trooper unit leader is in base contact with a piece of vertical terrain, it may **Clamber**.

» To clamber, if there is a flat surface to place the unit leader on at the end of this movement and the unit can maintain cohesion, a unit can spend one action to move vertically up or down a distance up to height 1, or two actions to move up or down up to height 2. At the end of this move, the unit leader is placed on the flat surface at the top or bottom of the vertical structure, as close to the edge as possible.
» After a unit clambers, roll one white defense die for each mini in the unit if the unit moved up to height 1, or two white defense dice if the unit moved up to height 2. For each block () result, the unit suffers one wound.
- This roll is made after moving the unit leader but before placing the other minis in cohesion.
- These wounds must be assigned to non-unit leader miniatures first.
» A unit that has the expert climber keyword does not have to roll these dice and cannot suffer damage because of clambering.
» Ladders, steps, or carved footholds aid vertical movement significantly. When a unit clambers to move up or down such an apparatus, it does not roll dice or suffer wounds. These features should be clearly defined during setup.
* If a trooper unit leader is in base contact with a piece of vertical terrain **without** a flat surface on top to place the unit leader onto, such as a fence or a thin wall, it may clamber up and over that terrain, ending its movement on the other side, provided that the terrain is height 1 or lower.

» To clamber over a vertical piece of terrain without a flat surface on top, a unit can spend two actions to move over the terrain. At the end of this move, the unit leader is placed on a flat surface at the bottom of the other side of the vertical structure, as close to the structure as possible.
» After a unit clambers in this way, roll two white defense dice for each mini in the unit. For each block () result, the unit suffers one wound.
* After the unit leader climbs or clambers, each other mini is placed in cohesion with that leader as normal.

» Minis in the same unit can be placed on different vertical levels, but each mini must be within height 1 of its unit leader.
* When measuring cohesion between two minis that are placed on different vertical levels, a player should measure from the unit leader to each mini using the speed-1 movement template, measuring from a view above the battlefield as if the two minis are on the same vertical level.

» When separated by vertical distances, the position of a mini from the position of their unit leader must also be within the distance of a legal climb move. If a unit leader is on top of elevated terrain, any minis in that unit that are below their unit leader must be in base contact with that terrain such that moving between the position of the leader and the position of any mini in the unit is a legal climb move.
- For the distance between a mini’s position and its unit leader’s position to be a legal climb move, it must be height 1 or lower.
» After climbing or clambering, the unit leader will by default be on the edge of the terrain closest to the point with which it was in base contact before climbing or clambering. Minis not placed on the same edge of the terrain as the leader must be placed in base contact with the terrain and as close as possible to this point.
» When placing a mini in cohesion, it cannot be placed higher than the level to which the unit leader climbed or clambered, or lower than the level to which the unit leader climbed or clambered if the unit leader moved downwards.
» When placing a mini in cohesion, it cannot be placed onto a **different** level of terrain than its unit leader, unless that mini’s unit leader has just climbed or clambered. Minis can always be placed onto the same level as their unit leader when being placed in cohesion.
* • A unit does not have to climb or clamber to move over or onto terrain that has a height that is equal to or less than the height of its unit leader’s mini.

*For example, a Stormtrooper unit can move over a barricade by performing a standard move. However, the unit will reduce its maximum speed by one because the barricade is difficult terrain for trooper units.*
* A unit does not have to climb or clamber to move up a gradual slope such as a hill. As a general rule, if a miniature can be placed on a slope without falling over, units can move up that slope by performing a standard move. Players should clearly define terrain during setup.

* When a unit climbs or clambers, the bases of the minis in the unit can partially overhang ledges, as long as each mini is stable and is not precariously placed. If there is not room to place a unit leader’s base on the surface that the unit is climbing or clambering onto, or if any mini’s base cannot be placed legally and maintain cohesion, that unit cannot perform that climb or clamber action.

* Vehicles cannot climb or clamber with one exception. A vehicle that has the **Climbing Vehicle** keyword is treated as a trooper for the purposes of vertical movement.

* When a mini with a notched base climbs or clambers, its base must be oriented in the exact same direction as it was before it climbed or clambered.

* If a game effect triggers by a unit moving, that game effect can be triggered by climbing or clambering.

**Related Topics: Base Contact, Cohesion, Dice, Height, Movement, Troopers, Unit Leader, Vehicles, Wounds, See "Additional Terrain Rules" on page 8, See "Vertical Movement" on page 10.**