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movement in combat


steph

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Re: movement in combat

 

You can generally use one mode (Running, Swimming, Leaping, etc.) of movement in one action. It takes a Half Phase Action to move half your movement and it generally cannot be broken down further than that. Thus you can use the full amount of movement you have in any given movement mode (e.g. Running) in a Phase, but you cannot perform any other Half Phase or Full Phase Actions (you cannot attack unless the movement is a part of a Full Phase Maneuver such as Move By).

 

As a house rule I actually allow multiple modes of movement to be used in one action. My favorite example is a character Running across rooftops and Gliding across the gaps in-between. The restrictions I place on this sort of mixing are:

  1. It takes a Full Phase, and must be movement only. It cannot be used as part of a Full Move maneuver (such as Move By).
  2. The highest Non-Combat Multiplier you can use is the minimum multiplier you have for all modes being used.
  3. One of the movement modes must be the, "Primary," mode. Your total movement cannot exceed the amount of movement you have in this mode (e.g. if you have 10" (x2 NCM) of Running and 6" (x3 NCM) of Gliding in the rooftop example, you cannot move more than a total of 10" in your Phase, or 20" if moving Non-Combat).
  4. The maximum you can use from any of the non-primary modes is equal to half the smallest mode being used (in the rooftop example, no more than 3" of your movement--or 6" if moving Non-Combat--can be from Gliding).

During your movement, your velocity is generally considered the velocity you chose to move in the primary mode (i.e. in the above example your velocity could be 10", or 20" if moving Non-Combat; it isn't limited by your 6" of Gliding). This can be important for calculating Velocity Based DCV, applying damage due to uncontrolled velocity if you fall and smash into something, etc.

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