Tactical Movement
Basic Set: Campaigns · p.395
Open source p.395If you are using the tactical move-
ment rules with high-speed move-
ment, your movement points equal
your velocity at the start of your turn.
You cannot sidestep or step back.
Turning radius limits facing changes:
a 60° turn is a one hex-side facing
change.
Minor obstructions and bad foot-
ing cost movement points as usual
(see Movement Point Costs, p. 387),
and also decelerate you at the end of
your turn by an amount equal to the
extra movement points paid. For
example, if your high-speed velocity is
14 and you run through six yards of
mud (+1 movement point per hex),
you’ll automatically decelerate to a
velocity of 8 at the end of the turn. Add
this to any voluntary deceleration. If
the total exceeds your Basic Move, roll
as described for Pushing the Envelope,
above. If it exceeds Basic Move ¥ 2,
you lose control automatically.