Strategic Movement Rules |
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This scale was chosen so that we could use the fatigue rules on the sidebar pB134: roll vs. HT every 100yds, failure = -1 fatigue. This is not affected by encumbrance.
So we start expanding that rule. If you are walking it would take 100secs to go 100yds, so a 100sec turn. We want a graduated HT roll based on how fast you want to move. Since it is a flat HT-0 roll at full move, then for every yd/sec slower that you go, you get a +1 to your HT roll. Thus if your current move is 6 and you are walking (move 1) then you make your HT roll at +5. So a character with a high move has an easier time of walking at 1hx/turn.
an example - Joe has DX:12, HT:11, 1xp in Running and he is wearing Leather armor = Light encumbrance; his current move is 5. He enters a combat arena 2 miles across and the prize point is near the center, about 1700 yds or 17 strategic hexes (hx) away. He starts walking. It will take him 17 turns and he will make 1 HT roll every turn at +4: 15. Pretty good odds. After the first turn, he sees his opponent running toward the prizepoint and so must decide how fast he wants to cover the remaining 16 hxs...
On a critical failure you may take actual injury: sprained ankle, cut knee, stubbed toe, etc. Roll vs DX (modified below), failure = 1 pt damage, armor does not protect. Modifiers:
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SlopeHills have a steepness rating: 0, 1, 2, 3. More than that is a cliff which requires a climbing roll handled seperately. uphill - make as many extra HT rolls as the steepness rating. So if Joe runs up a 100 yd 3x hill, he will probably take more than one fatigue. downhill - subtract the hill steepness from your DX roll on critical failures. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||