Regiment

REGIMENT is a free, print-and-play tabletop wargame focusing on vast combined-arms battles using epic-scale miniatures. Build your army, command your forces, and recreate epic conflicts across the galaxy.

Movement defines the procedural change of physical coordinates for a Unit within the Play Area. The Unit Base functions as the absolute mechanical authority for all spatial measurements and interactions. Movement is calculated and resolved individually for every Base within a Unit. A Unit's maximum traversal distance is defined by the Move Stat found on the Unit Profile. This numerical value indicates the distance in inches each Unit Base is authorized to travel during a single Move Action or as part of a more complex resolution. The Move Stat serves as the foundational variable for the resolution of Move Actions, Dash Actions, and Charge Actions. When a Unit is Nominated to resolve a Move Action, the player must resolve the traversal for every individual Base according to the following sequence:

1. Pivoting and Orientation: A Unit Base is authorized to resolve any quantity of Pivots at any point during its traversal. A Pivot is defined as a rotation around the center point of the Unit Base and does not consume any portion of the authorized Move Stat. Pivots may be performed at the commencement of movement, at any interval during the Path traversal, or upon final placement to establish a specific Firing Arc for future resolution.

2. Path Traversal: The player must trace a Path for each individual Unit Base across the Play Area. This Path must remain clear of prohibited elements including other Unit Bases, or terrain that specifically blocks movement. Measurement must be precise; the distance traveled is determined by measuring from the same point on the Unit Base at both the commencement and conclusion of the traversal. If a player initiates measurement from a specific corner of a Base, the final position of that exact corner must be used to verify the distance does not exceed the Move Stat. The player must ensure the arc of any Pivot performed during traversal does not cause any portion of the Base to exceed the authorized distance or enter restricted footprints.

3. Final Placement: A Move Action is finalized when the Unit Base is placed flat upon the surface of the Play Area. A Base is prohibited from concluding its movement overlapping any portion of another Unit Base or the footprint of movement blocking terrain.

  • A Unit Base is permitted to traverse through the physical space occupied by Friendly Unit Bases. However, the Base cannot conclude its traversal in a state of overlap; there must be sufficient open space within the Play Area for the Base to be placed entirely clear of Friendly forces.
  • A Unit Base is strictly prohibited from traversing through or over the physical footprint of any Enemy Unit Base.
  • Ground-bound forces must navigate around environmental obstructions. Units possessing the Aerial Unit Type are exempt from ground-level movement restrictions and may traverse or conclude movement within the footprint of normally movement blocking terrain, but still may never overlap another Unit's Base.

Unit Cohesion: Units comprised of multiple Bases must maintain Unit Coherency. Upon the finalization of any movement for all Bases in a Unit, every individual Base must be positioned within 1 inch of at least one other Base belonging to the same Unit. If the final placement of a Base results in isolation beyond this 1-inch requirement, the movement is categorized as an illegal move and must be adjusted. If a Unit is forced out of Unit Coherency via casualties or forced movement, it must immediately gain a Shaken token (if it does not already have one) and make the shortest possible move to re-acquire cohesion.

Advanced Movement: The Dash Action: A Dash Action defines a Complex Action that authorizes a Unit to traverse a distance up to twice its printed Move Stat. The resolution of this movement consists of two discrete movement sequences performed in immediate succession rather than a single continuous traversal. The Unit must resolve one movement up to its Move Stat value and conclude its Path traversal before initiating the second movement sequence.

  • Upon the declaration of a Dash Action, the Unit receives a Dash Token.
  • While a Unit possesses a Dash Token, all Enemy Units resolving a Ranged Attack against that Unit receive a Target Modifier bonus that improves their To-Hit target by -1.

Movement Modifiers: The nature of the Play Area impacts traversal efficiency via the application of modifiers. Any Unit Base that enters or traverses the footprint of Difficult Terrain must subtract 2 inches from its Move Stat for the duration of the current Action. This reduction is applied as soon as any portion of the Unit Base overlaps the terrain boundary. Units possessing the Hover or Walker Subclass, or those possessing the Unhindered Keyword, are mechanically immune to this penalty and maintain their standardized Move Stat across all environments.

Related Topics: Move Action, Dash, Pivot, Terrain