Direction and Turning Radius

Basic Set: Campaigns · p.394

Open source p.394

At high speeds, it’s hard to change
direction quickly. You must continue
to move in a generally forward direc-
tion. A major change of direction (up
to 60°) is only possible after you’ve
moved straight ahead for a distance
equal
to
at
least
(current
velocity/Basic Move) yards, rounded
down. This number is your turning
radius. For instance, if your current
velocity is 13 and you have Basic Move
5, you must move at least 13/5 = 2.6
yards, which rounds to 2 yards,
between each change of facing.
Until you have moved a distance
equal to your turning radius, you must
continue to move forward. If you are
using the Tactical Combat rules, you
can move into any of your three front
hexes, but without changing facing. If
you have legs or similar, you can roll
against DX or Jumping to cross obsta-
cles; otherwise, you collide with any-
thing you can’t maneuver around or
which doesn’t dodge out of the way.
Note: These rules are cinematic but
easy to use. A more realistic turning
radius would be (velocity squared)/10
yards; those who enjoy complexity are
welcome to use this.
If your Basic Move is 0, do not use
the rules above. You cannot turn at all
under your own power! You can only
drift. To execute a turn, you must be
pushed, towed, etc.