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Proposed Canon

TBFGK 115.jpg

Move is a unit statistic. For each point of Move, the unit may cross an additional hex boundary per turn. A unit's move normally restores to full at the start of the side's turn. For more details on how units move, see Movement.

A mounted unit expends its mount's move rather than its own when passing through hexes. This aspect of the mechanics is how Parson's mount relay works: a unit mounts up, then expends the mount's move to get to the next mount in the relay, which is then ridden to the next, and so on.

A unit assigned to the garrison of a city is called a garrison unit. These units have a move value of 0, but can freely move about the city without expending Move while both on-turn and off-turn.

Move is considered a Turnamancy limitation.Erf-b3-p287Same-site.PNG

Known Moves & Comparisons


Siege engines and other slow units would take "five or more" turns to reach Gobwin KnobErf-b1-p021aSame-site.PNG as of Gobwin Knob's Turn 3. If the distance to Gobwin Knob from the Coalition's starting point was in the realm of 25 hexes, that would put their movement in the 4-6 range, which seems about right when compared to Jack Snipe's move.

According to the RCC's map, the column stretched at least 18 hexes, possibly more. That would mean, for a speed 6 engine, 3 whole turns to catch up to the front of the column. This helps explain why, after Parson destroyed 40% of the siege, mostly from the front, that Ansom indicated waiting a day would increase the usable siege by ~ 60% - if, say, 5% of the original number were available during the first day of the siege, and another 30% were within range of Gobwin Knob for the next turn, that would explain the numbers and leave an additional 25% siege another day's travel behind.

Ground units seem to be <10, mounts 10-20ish, and fliers 20+.

Stanley's red, we can assume, is the most powerful dwagon. So either some dwagons are fast but not powerful, or plating slows dwagons.