| Basic Rules | Actions | Magic | Terrain | Playing the Game | Equipment | Special Rules |
| Movement | Combat | Guard | ||||
| Move | Diving | Charging | Disengaging | Jumping | Row | Wobbly Models |
Diving - 2AP
To dive, a character must be in water. Make a Basic Dexterity Roll and consult the table below.
| Success | Receive 1 Under Water Counter. | |||||
| Fail | No Effect. | |||||
| Critical | Receive 2 Under Water Counter. | |||||
| Fumble | Lose 1 Life Point. | |||||
For each Under Water Counter a character has, it gains +2 PROTECTION. A character must remove all Under Water Counters when it makes another action.
If a character starts an activation with any number of Under Water Counters, you may remove the counters and immediately Move the character up to 4", as long as it stays in the water.
If it has the water Creature special rule, it may Move up to 8" instead.
| FAQ Clarification: When a water Creature starts an activation with any number of Under Water Counters, you may remove the counters and immediately Move the character up to 8” for each Under Water Counter, as long as it stays in water. That means it can Move up to 16” if it gets a Critical on its Dive action! |
| FAQ Clarification: The movement from Dive will cause and Attack Of Opportunity if it is used to disengage from or charge an enemy. |