-
Notifications
You must be signed in to change notification settings - Fork 0
Collision Rules
When a forced movement path hits an obstacle, the engine either stops the token, deals collision damage, or both, depending on what the obstacle is and how your settings are configured.
Visual coming soon: gif showing a token being stopped by a wall vs. colliding through a creature
Walls (hard stop) Walls block forced movement completely. The token stops at the last open square before the wall. Wall Builder walls can be breakable; see Wall Builder for how materials work.
Other tokens (collision damage) When a moving token's path crosses another token's square, the moving token stops and both tokens may take collision damage. The damage amount depends on the remaining distance of the move at the point of impact. The Collision Damage dropdown in the FM Panel controls who takes damage: you can suppress it for the mover, the obstacle, or both.
Tiles (obstacle tiles) Certain tiles on the canvas are flagged as obstacles. Tokens colliding with obstacle tiles behave similarly to wall collisions.
Elevation overlap At the wrong elevation, tokens that would otherwise be in each other's path do not collide. Collision only triggers when tokens are at overlapping elevations.
By default, a forced movement path can cut diagonally past a wall corner with Collide behavior: the token hits the corner, takes collision damage, and stops. Switch this in settings to Block to make diagonal corners completely impassable.
| Mode | Behavior |
|---|---|
| Collide (default) | Token reaches the corner, collides, and stops there |
| Block | Corner is treated as a wall; token stops before it |
Each token has a Stability value from the Draw Steel system. Before any forced movement runs, the distance is reduced by the target's Stability. A notification in chat shows the original and reduced distance.
- Check Ignore Stability in the FM Panel to bypass this for a specific move.
- Stability is per-token; it does not carry over between multiple targets in the same execution.
When a forced movement path would collide a moving token with an allied token:
- Case 1 (source is the ally): If the initiating token and the colliding ally are on the same side, the move is blocked entirely before running. A warning appears so the GM can decide whether to proceed.
- Case 2 (bystander ally): If an unrelated ally is in the path, a per-collision confirmation dialog appears before impact.
The Friendly Fire Confirmation setting controls whether these dialogs appear (on by default).
Some paths may require placing a token in a blocked space (for example, a large token that cannot fully fit). By default, these moves are blocked. Enable Allow Illegal Movement in settings to permit placing tokens in technically blocked squares when no valid position exists.
| Setting | Default | What It Does |
|---|---|---|
| Corner Cut Mode | Collide | How to handle diagonal corners: Block or Collide |
| Allow Crooked Push/Pull | Off | Let paths bend around obstacles instead of hard-stopping |
| Allow Illegal Movement | Off | Permit landing in blocked squares when no valid square exists |
| Friendly Fire Confirmation | On | Warn before a move hits an allied token |
Getting Started
Forced Movement
- Overview & Panel
- Push, Pull, and Slide
- Vertical Movement & Falls
- Collision Rules
- Undo System
- Wall Builder
Conditions
Death Tracker
Squad Labels
Triggered Actions
Ability Automation
Reference