Movement Points or MP are an aspect of Tactical Combat.[1] Note that unless something severely impairs your ability to move, you can always Step with a Step--backwards, forwards, sideways, upstairs, onto a stool, etcetera![2]
Note that creatures / characters with Terrain Adaptation are not penalized for bad footing nor slowed when moving across their chosen terrain.
Direction of Travel[]
| Type | Cost/Hex |
|---|---|
| Forward | 1 |
| Sidestep/Backwards | 2 |
Posture[]
| Type | Cost/Hex |
|---|---|
| Crouching | +0.5 |
| Kneeling | +2 |
| Crawling | +2 |
| Lying Down | All/1[Note 1] |
| Sitting | --[Note 2] |
Facing Changes[]
- Change facing before or during a move: +1 movement point per hex-side of change.
- Change facing at end of move: Free!
- You may face any direction if you used no more than half your movement points; otherwise, you may opt to change facing by one hex-side.
Obstructions[]
- Minor obstruction in hex (e.g., an ally, or a body on the ground): +1 movement point per obstruction.
- Severe obstruction in hex (several bodies, a barricade, etc.): You must either bypass the hex or jump over. (see Jumping, p. 352).
- Enemy in hex: You must evade!
Bad Footing[]
- Treacherous ground: +1 movement point per hex (or more, at the GM’s option).
- Stairs (up or down): +1 movement point per hex.
- Shallow water (no more than 1/6 your height): +1 movement point per hex.
- Deeper water: All movement points to move 1 hex.
This should really replace the Step entirely.
Held at Bay[]
Martial Arts creates two situations where two movement points can be spent:[3]
- "use two movement points to sidestep" if losing the quick contest of ST
- "spend two movement points to back off" if an impaling weapon is inside you (caused wound)
See Also[]
- Action Points
- Facing
- Fatigue Points
- Increasing mobility while using The Last Gasp
- Spinning (Acrobatic Movement)
Notes[]
References[]
- ↑ Basic Set: Campaigns, p.386
- ↑ Basic Set: Campaigns, p.386
- ↑ Martial Arts, p.106