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Rules › C–D
In this chapter (159)
  • Digging
  • Catching
  • Damage From Thrown Objects
  • Combat Turn
  • Change Posture
  • Do Nothing
  • Concentrate
  • Crouching
  • Deceptive Attack
  • Dodging
  • Damage and Injury
  • Dodge and Drop
  • Damage Resistance and Penetration
  • Damage Roll
  • Corrosion
  • Critical Hits
  • Critical Hits and Misses
  • Critical Success on Defense Rolls
  • Critical Misses
  • Change Posture
  • Direction of Travel
  • Defending Against Attacks from the Side
  • Defending in Tactical Combat
  • Close Combat
  • Defending Against Attacks from the Back
  • Defense in Close Combat
  • Direction and Turning Radius
  • Decelerating
  • Cavalry Weapons
  • Deciding Where to Attack
  • Defending Your Weapon
  • Combat At Different Levels
  • Choke Hold
  • Cloaks
  • Dirty Tricks
  • Cover
  • Crossbows
  • Cone Attacks
  • Dissipation
  • Demolition
  • View all 159 in Rules →

C–D

  • Digging
  • Catching
  • Damage From Thrown Objects
  • Combat Turn
  • Change Posture
  • Do Nothing
  • Concentrate
  • Crouching
  • Deceptive Attack
  • Dodging
  • Damage and Injury
  • Dodge and Drop
  • Damage Resistance and Penetration
  • Damage Roll
  • Corrosion
  • Critical Hits
  • Critical Hits and Misses
  • Critical Success on Defense Rolls
  • Critical Misses
  • Change Posture
  • Direction of Travel
  • Defending Against Attacks from the Side
  • Defending in Tactical Combat
  • Close Combat
  • Defending Against Attacks from the Back
  • Defense in Close Combat
  • Direction and Turning Radius
  • Decelerating
  • Cavalry Weapons
  • Deciding Where to Attack
  • Defending Your Weapon
  • Combat At Different Levels
  • Choke Hold
  • Cloaks
  • Dirty Tricks
  • Cover
  • Crossbows
  • Cone Attacks
  • Dissipation
  • Demolition
  • View all 159 in Rules →

Direction of Travel

Basic Set: Campaigns · p.387

Open source p.387 ↗

Forward: 1 movement point per hex.
Sidestep or backward: 2 movement points per hex.

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