The 2nd part of any unit command, Movement, is a crucial part of any player's turn. It allows units to get where they need to be, whether that location is a point of attack or simply the location of a resource. Immediately following the rearrangement of a unit's inventory (if there is such a rearrangement), a player moves with a unit before performing the final action of a unit turn.
Normal sized units (which occupy a single space) cannot be placed on another space that contains a normal sized unit. Furthermore, a unit can only stand on a space that has enough room for it to stand, which means that spaces covered by large units will become inaccessible. Whenever possible, units should be placed on the center 2x2 plate of a space. When this is not possible, units may be placed anywhere on the space. When moving on the space system, a unit is able to travel over the number of neighboring spaces listed under the unit's Movement. For instance, a unit with a Movement of 6 is able to travel over 6 neighboring spaces in a single unit turn.
Because the board is not perfectly flat and there are various factors in traveling across it, flat and even movement is not always possible. Keep in mind the following considerations when moving along elevations:
A unit cannot travel through any location where it could not physically stop. Units may not pass through other units, even if both units are owned by the same player. Additionally, even if a unit may fit in a location, it may not move through or stop over any point that is 2 pegs or less wide. When moving between spaces obstructed by something taller than 2 pegs, the move will consume 2 movement, and units cannot move between spaces obstructed by anything taller than the unit's height.
When moving up levels, players are to use a movement marker to examine the total vertical distance. If the vertical distance between two surfaces is 2 pegs or greater, then the move counts as 2 spaces for units on the space system. Note that this applies to surfaces in a unit's path, not the spaces themselves. Spaces may have a greater elevation difference than 2 pegs, but if they are connected by stairs or a ladder, then the space will only cost 1 movement point to move into.
A unit cannot travel up between two surfaces if the vertical distance between them is greater than the unit's height.
When moving down elevations, there is no movement penalty. However, if a unit moves down a distance greater than its entire height, then the unit receives 2 wounds for every full height that it travels downward. This applies when building steps, vehicles, and mounts are destroyed/killed with units on top of them.
Units on the space system can use 2 of their movement to perform a leap. When a unit leaps, it may travel up to 5 pegs in a straight line between 2 spaces. A unit may skip a maximum of 1 space while travelling with a leap. When a unit leaps, it can ignore lower elevation or terrain penalties that lie between it and its destination. A unit cannot leap between obstructions higher than 4 pegs, and units cannot leap through other units.
Any space with a single stud at its center is considered a transit pad. Transit pads link either to other transit pads or nearby ladders/ropes as if they were adjacent, allowing units to both attack and move between them without performing a leap. Units attacking each other through the link of a transit pad do not require a clear line of sight to attack.
Many units in COR possess the ability to fly. Units with flight do not suffer any wounds from fall damage. Furthermore, any unit that can fly may take off or land instead of either moving or attacking on its turn. While flying, units' positions are designated by flight tokens which are placed at the center of the unit's location at takeoff. Flying units can only attack other flying units just as grounded units may only attack other grounded units. Unlike grounded units, however, flying units must simply have tokens within attack range of each other to engage in combat (no line of sight is required as flight tokens do not necessarily have a front or back). Flying units ignore all land terrain penalties as they are no longer on land. If a flying unit is destroyed or killed with other units on top of it, the units on top are returned to the land board if they cannot fly on their own, and they receive wounds as if they had fallen 200 pegs (this yields 40 wounds to any standard infantry unit). Units also receive such wounds if they willingly walk off a flying unit, in which case survivors land on the nearest available space to the flying unit. Units with flight may walk off of other flying units and remain in the air if they so choose.
Various war machines, ships, and beasts are capable of holding other units. If the unit has the ability to store another unit on it, units may move onto these like all other terrain, taking into account elevation differences and such. While being carried by another unit, the unit always moves with its carrier.
At the end of the movement phase, a unit may be posed in any manner that their body allows. Infantry can sit, dragons can crouch, beasts can rear up on their hind legs, etc. This movement cannot be done to move a unit's body part farther than their original movement would have allowed.