Movement

Although the Declaration is handled first in each CS, Movement is the most likely to see the greatest use in tactical contests or battle, at least until the participants close and begin to vie with arms against one another directly, then it comes down to attacks and the resolution of attacks BUT, even when trading blows, the judicious use of movement can be thrown in to shift from one foe to the next, or shift or Side-step to a different field of approach to redirect his attention, Advance to make the foe give ground or Back-step to draw the foe after, just to keep things interesting, perhaps to gain the upper hand tactically, to take advantage of features of the battle site.

For the GM’s and players’ convenience, the movement rates are converted to (25mm or “skirmishing”) scale movement on the table provided for the “Pulse Movement” optional rules. This table also converts mph movement to the other two scales designed for use in bringing larger distances down to a more practical size for tactical gaming.

The decimal figures in the conversion tables for Movement shouldn’t pose any great hardship to player or GM. All need merely remember that 1/10th of a centimeter is a millimeter, so 7.3 cm is the same as 7 centimeters + 3 mm.

A character may vary his direction (drifting and/or turning) while moving, change his rate of speed by any degree, start or stop moving in any CS desired when he receives his turn by Initiative. Character movement MAY be continuous from CS to CS once it is commenced IF the player desires, even through CS’s in which the character is completing some action, provided the amount and type of movement is compatible with the action the character is in the midst of completing and does not preclude that movement by its very nature (GM’s discretion).

Movement may also be conducted normally without any other action being declared, during a Pass and Wait break (see “Character Actions”, as follows). Indeed, this may be a desirable tactic to follow in order to bring the character into proximity to the other combatants that provide him with more choices or opportunities to participate more fully in the conflict.

The rate of the character’s speed affects the conditions (esp. damage bonuses) for Charge attack-actions, the portion of his Running Leap distance he can attain, and so on. While the character is free to choose any rate of speed that lies within the range to which he is limited, most players use the 1/4 rates and full speed figures already generated, especially considering they have already been translated into scale movement rates for use on the tactical display. While these are much easier to use, the PC is always free to choose any rate within his character’s abilities.

The rate of speed (1/4, 1/2, 3/4 or full) used in any given CS should be noted in or beneath the box on the GM’s time sheet as he marks it off to show each character has completed his movement for the Pulse. This practice eliminates any debates over which character moved how far on his previous turn.

In addition to being marked on the GM’s time sheet, each participant’s movement is reflected by the movement of each character’s marker or figure on the tactical display, in turn. This is measured under the GM’s view for accuracy to the scale being used.

Regardless of the circumstances and the presence of the GM as referee providing oversight, it is each player’s responsibility to make sure that his own character’s marker or miniature figure is moved on the tactical display to accurately reflect his character’s movements and actions from one CS to the next.

The NPC and beast markers are the responsibility of the GM to monitor and move.

.

Some Special Considerations

In tactical situations, the PC’s may well find them up against their foes in a race for some object. Similarly, the tide of battle may turn upon the successful deployment of some object or other, or the retrieving of some object from its resting place in belt-pouch, wallet, or box, perhaps even while the characters are pelting across the setting towards some goal, the perfect place or only place that object can be employed to the desired effect.

Objects can be snatched up from within a character’s own Zone without need of any CRD check if it is lying out easily accessible, although some fraction of an action might be used in the act, depending on the character’s position relative to the object. They can also be grabbed on the fly, in passing, with a successful CRD check vs. the speed the character is moving (in mph’s) plus the Size of the object.

A Leap or Running Leap can be launched to snatch an object at distance in a hurry, but requires an AGL check vs. the distance (in feet) to actually get to it and get it in hand.

If more than one character can lay their hands on the object in the same CS, a STR/CRD contest is immediately engaged between all for the following CS to determine who ends up with possession of it. Any jumping into the contest in the CS in which the struggle over it is being resolved automatically extends the struggle for an additional CS. No more than eight characters may participate with hands on the object in such a struggle, although in the case of smaller objects fewer may be able to actually get their hands on it (GM’s discretion).

Those who fail their checks for the contest are eliminated from it, those succeeding remaining hands-on for another CS, until there is a clear winner.

If all that have their hands on it fail their checks, the object flies from their hands in a random direction.

If the combined STR att. mod’s of the combatants equal the object’s STP’s a check must be made to determine if the object breaks in the midst of the struggle.

Pulling an object from a pouch or container is no big deal when the character takes the time for it, unless there are other things in the container to get in the way, then a CRD check vs. a Progressive DV per item in the container must be made. It is quite possible the character pulls the wrong thing out. When he is moving, the situation is compounded, his speed in mph’s must be added to the DV for the task.

Any object can be handed off between characters if they are within either close or common melée range of one another without any need for a CRD check, unless one or the other of the two characters is moving at the time.

If either is moving, the speed (in mph) provides the DV for a CRD check by the recipient, the sum of both speeds if both are moving.

In order to catch an object that has been thrown, the thrower must make a successful AGL check to get the object within arm’s reach of the recipient, and the recipient must make a successful CRD check to catch it. The farther the distance thrown, the more difficult to hit the target, in exactly the same manner as Hurling a weapon, using the Range parameters defined previously. The DV for both throwing and catching is the same, based on the distance. When present, wind and precipitation provide powerful modifiers.

Should the thrower miss or the receiver fumble, the object stands in danger of hitting the ground with the velocity with which it was thrown. That certainly places the object in danger of breaking (shattering) depending on the material from which it is made.

Falling objects are not much different but, when an object sits teetering on the edge of a drop, in danger of slipping off and falling to crash to the ground, perhaps to be smashed to bits by the fall, or a comrade’s life hangs similarly in the balance, timing and the movement capabilities of those in the immediate area are critical.

Only those characters within (Leap distance) of the point from which an object is dropped or falls, or within the same distance of the point at which it is to impact the ground/floor has any chance of intercepting the object – but the distance of the fall must be at least 16ft.

If the distance it is to fall is less than this, any who intends to snatch the object as it falls must be immediately adjacent (close melée range) to either the point from which it falls OR the destined point of impact, either common or close melée range works. In either case a CRD check is required vs. the Size/weight of the object plus a Progressive modifier based on the distance fallen, per foot.

IF the optional Pulse Move rules are in use (as follow) and the object in question is going to fall 64ft or farther, a character has two Pulses to get to the point of impact so they can catch it.

If it is to fall 144ft or farther, the characters have three Pulses of movement to get to the point of impact.

If it falls 256ft or farther, the characters have four Pulses of movement to get to the point of impact.

400ft. or more allows the characters five Pulses of movement.

580ft. or more allows six Pulses of movement.

760 ft or more allows seven Pulses.

940 ft or more allows eight Pulses.

1120ft or more allows nine Pulses.

1300ft. or more allows the characters an entire CS of movement to position themselves at the point of impact so they can catch it.

Naturally, the farther the distance an object (or creature or being) falls, the greater its momentum and impact, and the greater its chances of breaking, or shattering irretrievably if fragile, even if caught.

A character can absorb up to [(modified STA) + (STR att. mod.) + (CRD att. mod.)] in POT from a blow sustained due to falling/impact conveyed in trying to catch a falling object, creature or being, PLUS the DR of any armor worn, as it provides the protection it is designed for, normally.

Beyond this, the character takes one or more Wounds, according to his Wound threshold, normally.  

The weight of the object caught must be figured into this, adding (weight ÷ 10) to the 2 points per 3 feet fallen base.

This provides the DV for the CRD check needed to catch it successfully.

Failure indicates it has been dropped.

If the object should be fragile a CRD check (+ the object’s STP’s) must be made successfully vs. the POT inflicted due to falling/impact (+ weight modifier) or it breaks.

If dropped, whether fragile or not, a STP check vs. the falling/impact damage must be made to determine if it breaks. The greater the number by which the roll is failed, the more completely the object breaks.

.

Optional RulePulse Movement

This rule breaks the Declaration and Movement Phases apart, to make integrating the movements of all the combatants more smooth and even. In practice, it facilitates such things as Opportunity Actions as it makes the crossing of paths of movement more true in timing. There is much less chance of anyone, player or GM, being able to fudge movement paths or rates in order to avoid Opportunity Actions.

For the purposes of the Pulse Move, each character’s movement is translated down into only what he can cross in a single Pulse (roughly one second).

Once the Declaration Phase is finished, Movement starts and each player who wishes his character to move does so, Pulse by Pulse, in order of Initiative.

All those who wish to move from point to point, or to adjust their position on the tactical display to compensate for the movement of others, in a start and stop fashion, may do so.

A PC or NPC (beast) combatant can move no more than his 1/2 rate in the first Pulse of his movement, only accelerating to 3/4th’s or Full (sprint) in the second Pulse of continuous movement.

This is conducted in order of Initiative, already established for the CS.

Where the paths of PC’s and their foes cross during this movement phase, an Opportunity Action might take place, if either party is interested in pursuing it.

The nature of the Opportunity Action may or may not negate or require the player to abort the action he may already have declared, depending on what the declared action is (GM’s discretion).

Each time the same Weapon skill is used in a given CS, regardless of whether for attack or defense, the effective AV for it, or Defense DV it provides, is cut in half. Using the same base Weapon skill for an Opportunity Attack as for the declared attack planned on another opponent leaves the character with a an AV half normal, provided he doesn’t have to use it for defense in the interim, before the declared attack is resolved. 

  • IF the character is equipped with a weapon in each hand, he can compensate for this by perhaps using one to execute each attack, or one to attack and one to defend.

When all 10 Pulses of the Movement Phase have been completed, This Phase is over.

 

7-2. Pulse Move Conversions,

MPH to Scale

MPH

Feet

25mm *

10mm **

5mm ***

0.25

0.4

2 mm

1 mm

0.5

0.7

4 mm

2 mm

1 mm

0.75

1

5 mm

2 mm

1 mm

1

2

7 mm

3 mm

2 mm

2

3

1.5 cm

6 mm

3 mm

3

4

2.2 cm

9 mm

4 mm

4

6

3 cm

1.2 cm

6 mm

5

7

3.7 cm

1.5 cm

7 mm

6

9

4.4 cm

1.8 cm

9 mm

7

10

5.1 cm

2.1 cm

1 cm

8

12

5.9 cm

2.3 cm

1.2 cm

9

13

6.6 cm

2.6 cm

1.3 cm

10

15

7.3 cm

2.9 cm

1.5 cm

11

16

8.1 cm

3.2 cm

1.6 cm

12

18

8.8 cm

3.5 cm

1.8 cm

13

19

9.6 cm

3.8 cm

1.9 cm

14

21

10.3 cm

4.1 cm

2.1 cm

15

22

11 cm

4.4 cm

2.2 cm

16

24

11.7 cm

4.7 cm

2.4 cm

17

25

12.5 cm

5 cm

2.5 cm

18

26

13.2 cm

5.3 cm

2.6 cm

19

28

13.9 cm

5.6 cm

2.8 cm

20

29

14.7 cm

5.9 cm

2.9 cm

21

31

15.4 cm

6.2 cm

3.1 cm

22

32

16.1 cm

6.5 cm

3.2 cm

23

34

16.9 cm

6.7

3.4 cm

24

35

17.6 cm

7 cm

3.5 cm

25

37

18.3 cm

7.3 cm

3.7 cm

26

38

19.1 cm

7.6 cm

3.8 cm

27

40

19.8 cm

7.9 cm

4 cm

28

41

20.5 cm

8.2 cm

4.1 cm

29

43

21.3 cm

8.5 cm

4.3 cm

30

44

22 cm

8.8 cm

4.4 cm

31

46

22.7 cm

9.1 cm

4.6 cm

32

47

23.5 cm

9.4 cm

4.7 cm

33

48

24.2 cm

9.7 cm

4.8 cm

34

50

24.9 cm

10 cm

5 cm

35

51

25.7 cm

10.3 cm

5.1 cm

36

53

26.4 cm

10.6 cm

5.3 cm

37

54

27.1 cm

10.9 cm

5.4 cm

38

56

27.9 cm

11.1 cm

5.6 cm

39

57

28.6 cm

11.4 cm

5.7 cm

40

59

29.3 cm

11.7 cm

5.9 cm

41

60

30.1 cm

12 cm

6 cm

42

62

30.8 cm

12.3 cm

6.2 cm

43

63

31.5 cm

12.6 cm

6.3 cm

44

65

32.3 cm

12.9 cm

6.5 cm

45

66

33 cm

13.2 cm

6.6 cm

46

68

33.7 cm

13.5 cm

6.8 cm

47

69

34.5 cm

13.8 cm

6.9 cm

48

70

35.2 cm

14.1 cm

7 cm

49

72

35.9 cm

14.4 cm

7.2 cm

50

73

36.7 cm

14.7 cm

7.3 cm

51

75

37.4 cm

15 cm

7.5 cm

52

76

38.1 cm

15.3 cm

7.6 cm

53

78

38.9 cm

15.5 cm

7.8 cm

54

79

39.6 cm

15.8 cm

7.9 cm

55

81

40.3 cm

16.1 cm

8.1 cm

56

82

41.1 cm

16.4 cm

8.2 cm

57

84

41.8 cm

16.7 cm

8.4 cm

58

85

42.5 cm

17 cm

8.5 cm

59

87

43.3 cm

17.3 cm

8.7 cm

60

88

44 cm

17.6 cm

8.8 cm

61

90

44.7 cm

17.9 cm

9 cm

62

91

45.5 cm

18.2 cm

9.1 cm

63

92

46.2 cm

18.5 cm

9.2 cm

64

94

46.9 cm

18.8 cm

9.4 cm

65

95

47.7 cm

19.1 cm

9.5 cm

66

97

48.4 cm

19.4 cm

9.7 cm

67

98

49.1 cm

19.7 cm

9.8 cm

68

100

49.9 cm

19.9 cm

10 cm

69

101

50.6 cm

20.2 cm

10.1 cm

70

103

51.3 cm

20.5 cm

10.3 cm

71

104

52.1 cm

20.8 cm

10.4 cm

72

106

52.8 cm

21.1 cm

10.6 cm

73

107

53.5 cm

21.4 cm

10.7 cm

74

109

54.3 cm

21.7 cm

10.9 cm

75

110

55 cm

22 cm

11 cm

76

112

55.7 cm

22.3 cm

11.2 cm

77

113

56.5 cm

22.6 cm

11.3 cm

78

114

57.2 cm

22.9 cm

11.4 cm

79

116

57.9 cm

23.2 cm

11.6 cm

80

117

58.7 cm

23.5 cm

11.7 cm

81

119

59.4 cm

23.8 cm

11.9 cm

82

120

60.1 cm

24.1 cm

12 cm

83

122

60.9 cm

24.3 cm

12.2 cm

84

123

61.6 cm

24.6 cm

12.3 cm

85

125

62.3 cm

24.9 cm

12.5 cm

86

126

63.1 cm

25.2 cm

12.6 cm

87

128

63.8 cm

25.5 cm

12.8 cm

88

129

64.5 cm

25.8 cm

12.9 cm

89

131

65.3 cm

26.1 cm

13.1 cm

90

132

66 cm

26.4 cm

13.2 cm

91

134

66.7 cm

26.7 cm

13.4 cm

92

135

67.5 cm

27 cm

13.5 cm

93

136

68.2 cm

27.3 cm

13.6 cm

94

138

68.9 cm

27.6 cm

13.8 cm

95

139

69.7 cm

27.9 cm

13.9 cm

96

141

70.4 cm

28.2 cm

14.1 cm

97

142

71.1 cm

28.5 cm

14.2 cm

98

144

71.9 cm

28.7 cm

14.4 cm

99

145

72.6 cm

29 cm

14.5 cm

100

147

73.3 cm

29.3 cm

14.7 cm

101

148

74.1 cm

29.6 cm

14.8 cm

102

150

74.8 cm

29.9 cm

15 cm

103

151

75.5 cm

30.2 cm

15.1 cm

104

153

76.3 cm

30.5 cm

15.3 cm

105

154

77 cm

30.8 cm

15.4 cm

106

156

77.7 cm

31.1 cm

15.6 cm

107

157

78.5 cm

31.4 cm

15.7 cm

108

158

79.2 cm

31.7 cm

15.8 cm

109

160

79.9 cm

32 cm

16 cm

110

161

80.7 cm

32.3 cm

16.1 cm

111

163

81.4 cm

32.6 cm

16.3 cm

112

164

82.1 cm

32.9 cm

16.4 cm

113

166

82.9 cm

33.1 cm

16.6 cm

114

167

83.6 cm

33.4 cm

16.7 cm

115

169

84.3 cm

33.7 cm

16.9 cm

116

170

85.1 cm

34 cm

17 cm

117

172

85.8 cm

34.3 cm

17.2 cm

118

173

86.5 cm

34.6 cm

17.3 cm

119

175

87.3 cm

34.9 cm

17.5 cm

120

176

88 cm

35.2 cm

17.6 cm

121

178

88.7 cm

35.5 cm

17.8 cm

122

179

89.5 cm

35.8 cm

17.9 cm

123

180

90.2 cm

36.1 cm

18 cm

124

182

90.9 cm

36.4 cm

18.2 cm

125

183

91.7 cm

36.7 cm

18.3 cm

126

185

92.4 cm

37 cm

18.5 cm

127

186

93.1 cm

37.3 cm

18.6 cm

128

188

93.9 cm

37.5 cm

18.8 cm

129

189

94.6 cm

37.8 cm

18.9 cm

130

191

95.3 cm

38.1 cm

19.1 cm

131

192

96.1 cm

38.4 cm

19.2 cm

132

194

96.8 cm

38.7 cm

19.4 cm

133

195

97.5 cm

39 cm

19.5 cm

134

197

98.3 cm

39.3 cm

19.7 cm

135

198

99 cm

39.6 cm

19.8 cm

136

200

99.7 cm

39.9 cm

20 cm

137

201

100.5 cm

40.2 cm

20.1 cm

138

202

101.2 cm

40.5 cm

20.2 cm

139

204

101.9 cm

40.8 cm

20.4 cm

140

205

102.7 cm

41.1 cm

20.5 cm

141

207

103.4 cm

41.4 cm

20.7 cm

142

208

104.1 cm

41.7 cm

20.8 cm

143

210

104.9 cm

41.9 cm

21 cm

144

211

105.6 cm

42.2 cm

21.1 cm

145

213

106.3 cm

42.5 cm

21.3 cm

146

214

107.1 cm

42.8 cm

21.4 cm

147

216

107.8 cm

43.1 cm

21.6 cm

148

217

108.5 cm

43.4 cm

21.7 cm

149

219

109.3 cm

43.7 cm

21.9 cm

* 5mm = 5ft. ** 2mm = 5ft. *** 1mm = 5ft.

.