Remind 1 hex / square equals 1 Meter

Facing Matter both for Attack and movement

Ahead Means The Hex / Square directly in-front of the Animal Plus its adjacent
Behind Means The Hex / Square directly Behind of the Animal Plus its adjacent

          __ 
       __/  \__        ┌
    __/  \__/  \__     │ C^: Character and his Facing Arrow
   /  \__/DA\__/  \    │ DA: Directly Ahead / Ahead
   \__/A \__/A \__/    │ A : Ahead
   /  \__/C^\__/  \    │ BA: Directly Behind / Behind 
   \__/B \__/B \__/    │ B : Behind
   /  \__/DB\__/  \    └
   \__/  \__/  \__/
      \__/  \__/
         \__/

You can only move toward the hex Directly Ahead

During Combat, During the Move Action, you can Move or Rotate by spending Movement Point which will be replenished by \(\text{SPD Rating + }2\) at the start of your turn.

You may:

  • Move Spend 1 MP to move toward the hex directly ahead of you (Normal Terrain)
    • You may move through the hex of a large or non-hostile animal token but not stop into one if it isn't large enough.
  • Backing go directly back one hex then conclude your turn
  • Rotate Spend 1 MP to rotate 1 hex-side at the start or end
  • 🍺 Additional Homebre rules
    • 🍺 You may rotate one hexside without paying MP (Ignore the other Rotate rules)
    • 🍺 Pivot only once Spend 1 MP while Moving to rotate 1 hex-side
    • 🍺 Run After moving at least 2 times without Pivoting or Attacking, you may Move two times as if you spent two MPs without actually spending them, then conclude your turn.
      • 🍺 Attack While Running: you can attack while running only with tactics that only attack toward the hex directly ahead of you (ex: [Bite]): Apply this as your AS/DS Score: +2 AS, -2 DS.

🎵 Note: The more the terrain is rough the more MP need to be used to enter the hex. You may always move at least 1 hex ahead per turn regardless of your MPs or Terrain
Terrain Effects on Movement

Outside of Combat, On large maps or Pursuit, the Movement Allowance represent the Movement Rate of an animal, not the speed.

Rabbit: These Movement Apply to Normal Exploration and for Pursuit

  • Movement Allowance: the maximum distance in Meters a character can move from his initial position in one turn; Movement Allowance can vary Depending at what speed you decide to move
    • Normal Speed: is defined by \(2+\text{ SPD Base Bonus}\)
    • Stealth Speed: is half normal speed
    • Running Speed: 2 additional Meters to your normal speed (running speed can't be mantained for long as in pursuit you can't run twice in a row)

note: rabbit's gait is called "half-bound", where the two front feet step forward then the two hind feet hop

Last Edit: 2025-03-31
This page was made with nvim by Nijkstral.
This page is not an official Bunnies & Burrrows website or guide