Climb / Drop - Kill Team Rules

Climbing

An operative must be within 1" horizontally and 3" vertically of terrain that's visible to them to climb it. Each climb costs a minimum of 2" movement (even if actual height is less).

Too High to Climb

An operative can only climb terrain within 3" vertically. If the terrain is higher than 3", the climb is not possible. The operative on the right cannot reach the top. The operative on the left is within 1" horizontally and 3" vertically of the wall, so they can climb.

Ladders

An operative can climb a terrain more than 3" vertically if there's another terrain within its control range, similarly to when climbing a wall. Ladders are most natural for this, but another piece of terrain can also work, such as equipment barricades.

2" Minimum Climb Cost

Each climb costs a minimum of 2" of movement, even if the actual height climbed is less. Here, the operative climbs only 1" of terrain but still spends 2" of movement on the climb. Note this is the vertical cost for the entire action, not for each climb.

Dropping

When moving off terrain, operatives drop down. Ignore 2" of vertical drop per action. A 2" drop costs no movement. A 4" drop costs 2" of movement (4" - 2" ignored).

Dropping (Multiple)

The 2" free drop is per **action**, not per drop. If an operative drops multiple times in one action, only 2" total is ignored across all drops.

Climbing Across Terrain Features

When an operative climbs and drops across more than one terrain feature in a single action, total up the combined vertical distance before rounding. An operative can continue its climb onto the next terrain feature without dropping, as long as that terrain is within 1" horizontally and 3" vertically. Here the operative climbs a total of 2.2" vertically (rounded up to 3") across two terrain features, then drops 1" once. Because the second terrain feature is within 1" before the operative would need to drop from the first, it climbs across without dropping in between.

Combined Climb Distance

Vertical distance is totalled across the whole action and rounded up only once, not once per section of terrain. Here the operative climbs one section of the terrain feature 2" up, then continues its climb another 1.2" vertically. The combined 3.2" is rounded up a single time to 4", so the operative spends 4" of its movement on the climb.

Ending the action in a valid place

Each action must end with the operative in a valid position. In the example below, the operative wants to drop on the other side of the ruins. * It climbs 2" up (the minimum climb, even if the rampart is only 1") * It moves 2" forward to clear the terrain * It drops down. It has a total of 5" to drop, but the first 2" are free, so it costs 3". In total, that would require 7" of move, but the operative has a move stat of 6", so it can't do it. **It can't use Dash** to finish the move mid-air. That would be another action. If there were an enemy operative on the ground, it could use a Charge action to have 8" of move.