I’m scared and I can get down

By Steelgolem, in Rules

Just a question that came up during a tournament. Veers was up high I believe range one or two on a building and he failed his courage check and broke and ran, he had to climb up to where he was . My question is what happens to him , in the book it says you move as fast as you can towards the closet table edge but how does it work when there’s a climb involved . We just used the movement two tool and pointed at veers and down and that’s how he moved. Cheers

The relevant passages from page 41:

Quote

After the “Rally” step of a unit’s activation, if that unit is
panicked, it can perform only one action instead of two,
and that action must be a move action toward the nearest
battlefield edge.

[...]

When performing its move action, a panicked unit must
attempt to move off of the battlefield as efficiently as
possible.

[...]

A panicked unit that is compelled to move vertically to
move off the battlefield must clamber when doing so.

So Veers would have to clamber down if he’s in base contact with the edge of the terrain and if going down that way is the most efficient way to leave the board.

Thanks for that

What if he gets forced off with Force Push?

You cannot cause a climb or clamber with Force Push so that cannot be done.

However, if he was on a Height 2 terrain piece, he would technically require two actions to get down and if he is panic'd he would only have one. I'm curious how that would be ruled.

Can't Climb nor Clamber with Force Push. See RRG Page 38:

If a game effect allows or forces a unit to perform a
“speed–x” move, that unit performs a full or partial standard
move with a speed equal to or lower than “x.” Climbing,
clambering, reversing, and pivoting are not standard moves
and thus cannot be performed in place of a speed–x move.

4 hours ago, talker13 said:

However, if he was on a Height 2 terrain piece, he would technically require two actions to get down and if he is panic'd he would only have one. I'm curious how that would be ruled.

He clambers halfway down the wall, ends his activation, and tumbles helplessly to his grisly doom ?

But seriously, good question. RAW, if the terrain is flat and has no part where there are height 1 platforms to make your way down, the mini would run to the part closest toward the edge of the table and...just chill there. I wouldn't be surprised if you asked in e-mail that there'd be a ruling to clamber down fully.

The force push ruling is bull thematically, it triggers clamber in my games. Not that comes up often, and even with a decent amount of vertical terrain it hardly feels like a balance issue.

My hope is it will officially allow pushing off ledges an pulling up ledges in the future, what’s the point in of force powers if you strip the fun out?

5 minutes ago, Digimortal said:

The force push ruling is bull thematically, it triggers clamber in my games. Not that comes up often, and even with a decent amount of vertical terrain it hardly feels like a balance issue.

My hope is it will officially allow pushing off ledges an pulling up ledges in the future, what’s the point in of force powers if you strip the fun out?

I'd be happy with a ruling that said you can only push the leader off an the edge, and only roll one clamber wound die as only one mini moved, keeping the rest in cohesion but at their original level.

It's still a big penalty!

If it was height 2 with a sheer drop to the edge, I would argue that because " When performing its move action, a panicked unit must attempt to move off of the battlefield as efficiently as possible." that would mean they would have to find a way to get to height 1 then to ground. So while it isn't the shortest method to getting off the board, it is the most efficient.