When the Wolf Howls
Movement in Combat
Borrowed from Bruce Mason
Movement – replacement system
Movement in Combat Rounds is rated in Combat Actions. As a Combat Action a character can move at one of three different speeds.
- Walk (“half move”). While walking a character can move up to half of its MOV in metres and can combine it with any action except making or preparing a close combat attack. It can be combined with preparing a parry.
- Hustle (“Full move”). The character can move up to its MOV in metres. This cannot be combined with other actions though the character can react defensively by parrying or evading.
- Run. The character may immediately spend two more Combat Actions to run a distance equal to its MOV multiplied by the number of CAs spent plus 1. The distance moved is reduced by the character’s Armour penalty. E.g.a human with a MOV of 8m and an Armour Penalty of -5 could spend 2 CAs to move 19m (24-5), 3 CAs to move 27m (32-5) and so on. A character can only spend CAs available to it this Combat Round. A running character cannot take any actions including defensive reactions without aborting the run. Furthermore a character is considered to be running until its next Turn.
If a character is hustling or running it is considered to be moving at that speed until its next turn. This is important for the purposes of missile fire and so on.