Hiking

Basic Set: Campaigns · p.351

Open source p.351

Sustainable cross-country speed on
foot depends on ground Move. Start
with Basic Move and reduce it for
encumbrance (see Encumbrance and
Move, p. 17), injury (see General
Injury, p. 419), and exhaustion (see
Lost Fatigue Points, p. 426), as appli-
cable. The distance in miles you can
march in one day, under ideal condi-
tions, equals 10 ¥ Move.
If you have the Enhanced Move
(Ground) advantage, you may apply
your movement multiple to this dis-
tance. For instance, Enhanced Move 1
(Ground) multiplies Move by two,
doubling daily marching distance. See
Enhanced Move (p. 52).
A successful roll against Hiking
skill (p. 200) increases marching dis-
tance by 20%. Roll daily. A group led
by someone with Leadership skill at
12+ may make a single roll against the
group’s average Hiking skill. (Hiking
defaults to HT-5 for those who have
not studied it.) Success lets the entire
group march 20% farther; failure
means the whole group must forgo the
bonus.
When these rules result in different
speeds for different members of a
party, the party must either move at
the speed of its slowest member or
split up. Note that a party that has
opted to make a single Hiking roll for
the entire group has already chosen
not to split up!