range, movement, and engagement

Distances in Aim Ten are relative. This means that you move towards or away from other units, rather than on a grid or using a ruler.

Range Categories

A memory will have a range. This goes from “none” all the way up to something that affects the entire game.

The description of the ranges below is setting-dependent – it may vary. A common set of range categories is listed below.

NoneNo range. If a memory has no range, either range is not relevant, or it modifies another memory (which may have range).
0 – “Contact”You can touch the target. (<1m)
1 – “Close Melee”You can poke the target with a stick. (1m-1.5m)
2 – “Reach Melee”You can poke the target with a broom. (1.5m – 3m)
3 – “Short Range”Up to 1 cricket pitch. (3m – 20m)
4 – “Long Range”From about 20 metres away to the edge of a single combat map. This can be up to about 180 metres, but is usually closer to about 60 metres.
“Area”Applies anywhere in the general area. This might be a town, village, or large estate.
“Region”Applies anywhere in a game region – e.g., a city, province, or small country.
“Global”Applies anywhere in a game world.
“Universal”Applies anywhere in the game.

At the beginning of a combat encounter, the DM will tell you how far you are from each opponent, normally with the use of a graphical representation, such as a token.

Different ranges can be represented as follows:

  • Overlapping = Range 0
  • Touching = Range 1
  • Not touching, but close by = Range 2
  • Nearby, but not close = Range 3
  • Anywhere else on the map = Range 4

📖 If a unit is marginally between Range 3 and Range 4, it should normally be assumed to be at Range 3.

Moving in Combat

When your character moves, they move by range categories. If a

Intercepting a Moving Unit

Most moves do not occur right away; as they are slow, they occur at the beginning of your next turn.

Accordingly, a unit may intercept another unit if it changes its turn order. Some Powers and Instincts enable you to do this. This may or may not cancel the target movement, depending on whether this engages them.

Avoiding a Moving Unit

It is possible that a move cancels out another move. For example, a creature may use a move subsequently to, but in the same round as, a slow move. You can’t normally avoid a unit with a Fast move.


If you are within Range (0), (1), or (2) of a foe, you are engaged with that foe.

If you are engaged with a unit, you may only move relative to that unit.

As an exception, a unit can allow a friendly or neutral unit to “pass through” without triggering engagement.