Movement Rules
These rules are meant to be supplemental and optional rules to the regular Movement rules. These are for advanced play, particularly with respect to ship games where movement can be deadly boring otherwise.
Contents
- 1 VARIABLES
- 2 CIRCUMSTANCES
- 2.1 line of sight effects: distance or duck penalty
- 2.2 physical fit effects: distance or duck penalty
- 2.3 physical accuracy: agility check
- 2.4 small obstacle effects: distance penalty or agility check
- 2.5 large obstacle effects: line of sight + small obstacle + cover
- 2.6 Maneuverability Examples
- 2.7 Agility Examples
- 3 OCCUPATION: MOVER
VARIABLES
distance - bonuses/penalties, multipliers/dividers
stealth - sneak, hide
agility / maneuverability
combat - duck, attack, flank
Movement bonuses can be applied to:
- add base movement distance
- reduce distance dividers
- reduce stealth penalties
- reduce combat penalties
CIRCUMSTANCES
Circumstances are described by the applicable distance/stealth/combat affects.
line of sight effects: distance or duck penalty
physical fit effects: distance or duck penalty
physical accuracy: agility check
small obstacle effects: distance penalty or agility check
large obstacle effects: line of sight + small obstacle + cover
Maneuverability Examples
Agility Examples
OCCUPATION: MOVER
- stage stamina: 2D
- maximum stages: 5
- bonuses:
- movement +5
- duck +2
- agility or maneuverability +2