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During combat, often where you are is as important as how well you attack or defend. Hand to hand combatants will have to get close to their targets to attack them. Their targets may move to prevent this from happening. For regular combat, if your weapon has limited range, you may need to move to get within range. If you are running away from an attacker, a useful bit of cover may require some movement to get to. Similarly, if your target is running away from you, you’ll have to move to keep up.

All these situations and many more fall into the realm of movement. To determine how far you move on any given turn, you would roll up to 4D6 as per the dice pooling rules. To this total you would add any bonuses you have. Bonuses can be obtained either from the occupation of Geurilla or from Move Boots. Then, you would potentially add one or more of your physical statistics depending on the type of movement involved. The grand total would be how many meters you move.

Additional optional aspects can be found in Advanced Movement.

Base Movement

Dice + Bonuses

For all types of movement, the first thing you would decide is how many dice (up to four) to use. To this total you would add your bonuses from either Guerrilla or from the use of Move Boots.


Base Movement + Speed

For simple running by a being with no other means of locomotion, they would add their speed to their base movement.

Augmented Running

Base Movement + Speed + Maneuverability

If someone has wings and is running, they can use their wings to augment their speed.


When someone has 0 Maneuverability: Base Movement
When someone has greater than 0 Maneuverability: Base Movement + Speed

For most non-aquadic lifeforms, their maneuverability in the water is 0. In this case any movement will only be from the dice they use. However, beings that are designed for swimming have the advantage of being able to add their speed to their movement rolls.

Augmented Swimming

Swimming Movement + Agility

In a situation where someone is in the water and they are able to push off of solid objects (eg: being on the sea floor), then they should add their agility to what their normal swimming movement would be.

Aerodynamic Flying

Maximum: Base Movement + Speed + 10
Minimum: 10 - Speed - Maneuverabilty - Bonuses

Aerodynamic movement is using wings to fly using a combination of thrust and lift. When someone is fully aloft in the air they have the potential to move very quickly. The maximum a flying person can move is their base movement (dice + bonuses) plus their speed plus 10.

However, with flying there is also the question of minimum movement. Not everyone can hover in place so many flying beings will have to move a minimum amount to keep in the air. To determine someone's minimum movement, subtract their speed and maneuverability from 10. The guerrilla movement bonus can also be used to reduce your minimum movement. If the minimum movement is 0 or less, then the being can hover. Your minimum movement is also your minimum turning radius, so beings with a high minimum movement may have trouble flying indoors.

There are a couple of points regarding take offs and landings that should be explained:

  • Take-offs: Speed + Dice = Minimum Movement. If your minimum movement is greater than your speed, you'll need to use dice to make up the difference, otherwise you won't be able to take off. The only execption would be launching yourself into the air from a height greater than your minimum movement.
  • Landings: Speed + Dice = Minimum Movement. If your minimum movement is greater than your speed, then you must use dice to make up the difference to land effectively. If this condition is not met, then an agility check must be performed when landing (1D under agility). If you fail the agility check, then you fall and will need to use a die to get back up.

Simple Flight

Flight Speed * (Base Movement OR 1)

Simple flight refers to a mechanism by which a drive system applies force sufficient to to simply lift and move someone, thus the speed is dependent on the capability of the flight mechanism. Usually simple flight has intermediate scale base movement of 10m instead of the usual 1m personnel movement, but other rates are possible. Even without having dice to spend or bonuses that apply, simple flight gear allows for a person to move the flight speed of the gear. Flight gear can be disabled, so beware of falling.