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Overview
The Forced Movement system automates push, pull, and slide effects from Draw Steel abilities, applying collision detection, fall damage, and stability checks automatically so you never have to calculate them by hand.
Click the Forced Movement button in the scene controls sidebar (the arrows icon in the Combat Toolbox group). The panel stays open as a floating window while you work.
Visual coming soon: gif showing the toolbar button and panel opening
The panel has two sides and a control row at the bottom:
Left side: Source The token that is doing the pushing, pulling, or sliding. This updates automatically when you control a token on the canvas. If no token is controlled, the panel shows "No Source."
Right side: Targets All currently targeted tokens. Target as many tokens as you like before hitting Execute; each one will be moved in sequence. The panel shows token portraits in a grid as you add targets.
Bottom controls:
| Control | Purpose |
|---|---|
| Movement type | Push, Pull, or Slide |
| Distance | How many squares to move (horizontal) |
| Vertical Distance | Optional height component (see Vertical Movement) |
| Fall Reduction | Bonus squares subtracted from fall damage (stacks with the target's Agility) |
| Collision Damage | Who takes damage on impact: All Take Damage (default), Moved Takes No Damage, Obstacles Take No Damage, or No Collision Damage |
| No Fall Damage | Target takes zero fall damage this move |
| Ignore Stability | Bypass the target's Stability defense |
| Fast Auto-Path | Skip the direction-picker for Push/Pull and go straight-line automatically |
| Execute button | Run the movement; label shows the full move (e.g., "Execute Push 3") |
- Control your source token on the canvas.
- Target the token(s) you want to move.
- Set the movement type and distance in the panel.
- Click Execute.
- If moving multiple targets, you may be prompted to pick a direction for each one.
- A chat message appears with an Undo Movement button to reverse the move if needed.
- Push, Pull, and Slide: how each movement type works
- Vertical Movement & Falls: elevation and fall damage
- Collision Rules: what blocks movement and what it costs
- Undo System: reversing a move after the fact
- Wall Builder: creating destructible walls for tokens to collide with
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