The movement phase is conducted after combat and has its own initiative roll. Determined on 1d10, the order of action is ascending, a two moving before an eight etc. However, the character or monster having the lowest initiative roll is entitled to a heroic move for that turn only.
There are a number of benefits with the heroic move. Firstly, the heroic mover can choose to move first as normal, or hold his or her movement until after every other figure has moved. Secondly, the heroic mover, after their normal move, can have a second full movement provided they can score 3-6 on 1d6. After this second full movement a third can be obtained with another 3-6 on 1d6. Providing the 3-6 is rolled at the beginning of each movement, the figure can choose whether to continue with another round of movement. The heroic move will end when the character wants to engage in combat. Remember – melee, missile and spells are resolved in the combat phase. Failing a skill check during heroic movement will also terminate the heroic move.