Falling
Characters take Damage when they Fall three or more spaces and cannot recover before hitting the ground. In standard circumstances, characters Fall 10 spaces per round, but mechs can’t Fall in zero-g or low-g environments, and Falling speeds may differ depending on the location.
Unless specified otherwise, characters start to Fall at the end of the current turn, and Fall at the end of each of their turns thereafter. They take 3 AP (armor piercing) for every three spaces Fallen, to a maximum of 9 AP. Falling is a type of Involuntary Movement.