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Combat Movement

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Stacking

A normal sized character requires an area of 1m2 to be able to effectively dodge and make melee attacks (Large characters e.g. Trolls/Giants require 2m2). Characters may however choose to stack in a single area. Each stacking character takes 0.5m2 so effectively 4 characters can stack in one characters area (or put another way two san stand side by side).


While characters are stacking it is harder for them to dodge and harder to make melee attacks. Each character receives a -2 modifier to all defensive actions and to all melee attacks.


To enter into a stack with another character requires the other characters consent. This consent requires a free action. Characters can’t move into a stack with a non consenting character e.g. an enemy.


Firing Through

If a character wished to conduct a range attack against an enemy and there LOS is block by another character they need to fire through. In a regular situation firing through the space of a character of the same size gives a -6 modifier.


If the character is smaller e.g. a human firing over a stumpy, or a troll over a human then the modifier is -4. If the opposite is true, e.g. a stumpy firing over a human then the modifier is -8. Firing through against very large targets e.g. a tank or dragon has no modifier due to the height of the target. Also firing through modifiers should be reduced appropriately if the character has additional height advantage such as standing on a table.


There is no modifier for firing through over a prone character. If the character who is being fired through chooses to forgo all movement and defensive actions the modifier is reduced by 2, but that character may not make any defensive actions until the next initiative pass.


If while firing through a character gets a glitch or critical glitch on their attack role they strike the character who is being fired through. Apply only base damage for the weapon.


Movement

Sometimes how fast you move is critical in combat. All characters have a base movement rate (10 for humans) which is for one combat turn. To determine how fast a character can move in a combat turn apply the following.


At the start of each pass a character can select their movement type by using a free action. There are four rates of movement.


  • Sneak/Slow – This rate is equal to half the characters normal walking rate and is the maximum speed a character can move at if they are infiltrating or are on overwatch (see later)
  • Walk
  • Run
  • Sprint – Complex action. Characters who sprint may make an athletics – running test to increase their base movement by 1m per hit. They may take no other actions in this pass.


Characters can move a total of their base movement rate in meters/4 in each initiative pass (even on passes in which they have no actions).


In each initiative pass a character can move a maximum of their agility/10 metres each combat phase (up to their maximum movement for the pass).


As a free action characters can duck into cover. Characters who duck into cover are then considered to be hidden for the rest on the pass. When a character moves out of cover if another character is on overwatch they must make a snap attack test to act first. (See below)


Overwatch and Delaying

Overwatch is when characters delay their action for a particular purpose – e.g. fire a gun. Characters must select what action they will take in which situation and in which area when they start over watch. Characters can only overwatch in a maximum arc of 120 degrees. E.g. Shoot my assault rifle at anyone who comes out of that door.


If two characters who are on overwatch meet each over they must make an snap attack test to see who snaps of their attack first. This is handled like a surprise test. Both characters roll initiative and the winner goes first.


While in overwatch characters can move only at the slow rate. Characters can go round corners or open doors while in overwatch mode but take a -6 modifier to the snap attack test. This does not apply if the door is blown in or breached.


Characters can take a general delayed action. They can at anytime choose to take their delayed action but that action always occurs last in that combat phase.