Action Phase Movement
Character may move in the direction of one of their frontal hexes their Base Movement Allowance per action phase. Facing will be adjusted so that the vacated hex is behind them.
Sideways and Backwards
A character can walk sideways or backwards. If the accumulated distance travelled exceeds their CDA they must make a DFT AST to avoid falling.
Can change facing by using one Action Phase. If ENGAGED DFT AST to avoid free attack.
CDA: Walk x 2, Running X 3, Dodge + 1 (1/2 BMA distance), Falling x 3
Achieved by running for a full combat Turn or Charging. Character must move on a number of phases equal to his PCA [Phases Consumed in Action] at is normal BMA [Base Movement Allowance] after which he will be category 2. All movement must be out of frontal hexes.
Achieved by moving at a dodge-run or by reduction from above. Character must move one phase at his normal BMA after which he will be category 1. All movement must be out of a frontal hex.
Achieved by moving at a dodge or run or by reduction from above. Character must move one phase at his normal BMA after which he will be at category 0. All movement must be out of a frontal hex.
Achieved by moving at a walk
FRONTAL HEX: Those hexes with FRONT in them on the display to the right.
Character can roll a SPD AST to reduce category by 1 when slowing.
For the standing version, they must walk before jumping.
Jump Actions do not get the 1 meter combat move.
Category 3: Running for full combat turn
Category 2: Running and Dodging
Category 1: Dodge Walking or Running
Category 0: Walking