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This article is only a summary. A cleaner, more detailed article will be posted later.


Rules for Moving

A unit with Movement of 1
A unit with Movement of 2
A unit with Movement of 2 only moving one zone away

Moving in Ex illis is the simplest thing to do: you take your unit and place it in a zone within its movement limit... Right?

Yes, but there is a lot of things to know to become a real srategist! The whole point about Ex illis is to be able to play easily, but still have a huge depth of gameplay.

What you have to know:

  • Every unit can move one zone away, fast units can move a distance of 2 zones;

  • Each zone can contain up to 3 units from each side, but a forest zone limits this number to 2;

  • Moving straight up to your unit's Movement always take 1000 AcP;

  • Moving less than your unit's Movement always take 1000 AcP as well (even diagonally);

  • Moving diagonally at your unit's maximum Movement take more than 1000 AcP, based on the true distance from centre to centre of each zone:

Movement Time to Perform
2 zones, including one diagonal 1118 AcP
2 zones, including two diagonals 1414 AcP

Movement Types


Infantry units are the most common type of units in the game. They have a Movement of 1.

Units: Vileins, Billmen, Arbalestiers, Longbowmen, Soffrances, Marrenne, Dismounted Baneret/Baron, Mangonel, Serjants & Mendicum.


Cavalry units have a Movement of 2 and usually have a powerful charge if they can manage to perform it at units in the open.

Units: Franc Chevalers, Hobelars & Knight Baneret/Baron.


When flying, this unit has a Movement of 2. Taking off and landing is a swift action -75% which simply change the units state. While flying, this unit can fly over tiles where it could not normally go. A flying miniature cannot be targeted by melee attacks from grounded units, but enemy miniatures can still retaliate.

A flying unit adds 1 FtP (modified by its Fatigue Rate) for each turn it remains flying. If the Wait action is performed while flying, it does not allow the unit to restore Fatigue. The unit is forced to land if it reaches 12 FtP.

Units: Decurion, & Evocati


These units' Movement vary, but is, most of the time, set to a Movement of 1. The most important thing about teleporters is the fact that they ignore all factors which impairs Movement (including advantaging defending positions). Every time they move, teleporters are only delayed by 1000 AcP and accumulate Veil instead of Fatigue, proportionally to the distance travelled. Teleporting units always ignore charge reactions.

Units: Ympes, Nephilim, Lucifer

Moving and Terrain Features

A forest is a terrain feature which is slow to enter.
A fence is a terrain feature which is slow to exit.

Some terrain features take longer to cross than others. These are said to be slow to enter or slow to exit.

Whenever a unit performs a move to enter a zone with a terrain feature which is slow to enter, it is penalised by 250 AcP.

Whenever a unit performs a move to get out of a zone with a terrain feature which is slow to exit, it is penalised by 250 AcP.

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