Manual

Movement

Each unit has a move type that fixes its entry cost for every terrain. Costs are deducted from its Move as it goes and it can travel as far as that allowance reaches.

Cost

The same terrain costs different amounts to different move types, and some terrain cannot be entered at all. Terrain whose single-hex cost exceeds a unit's Move is effectively impassable too, which is why a fence at cost 3 shuts out only units with Move 2.

A hex holding a friendly unit can be passed through but not stopped on. A hex holding an enemy can be neither passed through nor stopped on.

Zone of Control

Entering a hex adjacent to an enemy ends the move there. The hex itself can be entered, but nothing beyond it. This applies to every move type, fliers included.

A unit that starts its turn already inside an enemy's zone of control can still move off. Lining up your front rank into a belt stops enemies in their tracks, which is how you catch the ones that run or withdraw.

Moving After an Attack

A unit with Move After Attack can move again on whatever Move it has left. The allowance covers the whole turn, before and after. It can shoot and pull back, but it cannot use the second move to slip out of a zone of control that stopped the first.

Transport

A unit with Capacity can carry allies. Move onto the transport's hex to board, which ends the passenger's turn. The transport is a separate unit and can still move that same turn, so you can load and haul in one go.

A passenger that has not acted yet can unload and then move and attack normally from where it lands. It can only be unloaded onto terrain it is able to enter. Boarding and unloading between the transport and an adjacent hex ignore Move and terrain cost entirely.

If the transport is destroyed its passengers go down with it. What it carries can be wiped out before it ever gets to disembark.