Difference between revisions of "Movement action"

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(Add double movement. Reword movement actions.)
(Add to Counters Category.)
 
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A [[movement action]] is a [[fast action]] that can only be used on a [[movement stack]]. All [[character]]s can make movement actions. The movement action is made of 2 [[implied ability|implied abilities]] that read:
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A [[movement action]] is a special action that can be declared as any time a [[slow action]] can be. It reads:
  
* ''0: Move this character to [[target]] [[area]]. The character is considered to have entered, been on, and left each area that must be traversed to get to the target area. This ability has [[range]] equal to this character's speed. The ability may only be played once per turn and may only be played if this character is [[Drained|undrained]].''
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''Each [[drain|undrained]] [[character]] you control that has a number of [[movement counter]]s less than its [[speed]] may move to a target [[area]] within [[range]] 1 of that character. Add a movement counter to each character that moves this way.''
* ''D: Move this character to [[target]] [[area]]. The character is considered to have entered, been on, and left each area that must be traversed to get to the target area. This ability has [[range]] equal to this character's speed.''
 
  
=== See Also ===
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''Each undrained character that has a number of [[movement counter]]s equal to its [[speed]] may move to a target [[area]] within [[range]] 1 of that character. Drain each character that moves this way.''
 
 
* [[Combat]]
 
* [[Movement stack]]
 
  
 
[[Category:Glossary]]
 
[[Category:Glossary]]
{{Needs work|There needs to be a clean way of handling triggered abilities based on entering or leaving area for characters with speed > 1}}
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[[Category:Counters]]

Latest revision as of 10:17, 4 April 2008

A movement action is a special action that can be declared as any time a slow action can be. It reads:

Each undrained character you control that has a number of movement counters less than its speed may move to a target area within range 1 of that character. Add a movement counter to each character that moves this way.

Each undrained character that has a number of movement counters equal to its speed may move to a target area within range 1 of that character. Drain each character that moves this way.