Using Blackstone Fortress Tiles (ASC)

Movement
Models can move one hex per movement point. Two normal models or one unmanoeuverable model can fit in one hex. However, this means that for many combat encounters, fast models like genestealers and tyranid warriors can traverse the whole map in one charge.

Scaled Movement
To preserve the scale of ASC, you can instead move models between the centre of a hex and an edge (the line dividing two hexes) with one movement point. In the following rules, a "space" is considered to be a hex centre or hex edge. A model can take cover by moving to a vertex (the point where edges meet).

Facing
Facing on Blackstone hexes is similar to facing on ASC squares. A model in the centre of a hex must always be facing one of edges of the hex. This orientation is preserved if the model is on an edge or vertex.

A model's front facing is its front three hex edges (at 10 o'clock, 12 o'clock, 2 o'clock). Its rear facing is the single hex edge behind (at 6 o'clock). The remaining edges are its side facings (at 4 o'clock, 8 o'clock).

If a rule says the model can turn 90-degrees, it instead turns one hex facing.

Area Effect Weapons
Using the scaled method of movement, if the target is in a hex centre, models in an adjacent hex edges are also attacked. Similarly, if the target is on a hex edge, models in adjacent hex centres or edges are attacked.