The Combat Speed (CS) recorded on the character sheet is the maximum speed at which the character can move while maintaining full combat capabilities.
The actual Maximum Running Speed is six times the CS.
At speeds higher than the CS, shields and weapons cannot be used effectively and combat abilities are penalized as de- tailed in section 6.1.
Maneuvering At Combat Speed In a combat situation it is desirable to maintain strict control of balance.
Upper body freedom is lost when the character moves at a fast pace.
For this reason a character usually moves at or below his Combat Speed (CS) to keep full combat capabilities.
When maneuvering at combat speed the character may move up to CS hexes per phase.
Movement is normally in the direction of Facing;
however, it is possible to move backward or obliquely by back peddling or side stepping.
Changing Facing or direction of motion counts as a hex moved.
Example:
A character with a CS = 3 can:
1) move 3 hexes in a straight line 2) move 1 hex forward, change facing 1 hex side, move 1 hex forward 3) move 1 hex forward, change direction of motion to the rear, and move 1 hex backward Note that the process of changing direction counts as a hex of motion, but starting to move from a stationary position or stopping is free.
Movement occurs at the beginning of the phase.
All characters move simultane- ously.
This motion should be carried out in half phase increments so that the combat- ants can react to each other's moves.
Movement At Faster Than Combat Speed Moving faster than Combat Speed may be desirable in many situations.
If no leg or hip disability forces movement on the knees, speeds up to six times the Combat Speed forward and two times the Combat Speed moving backward or obliquely may be attained.
Movement on the knees is limited to the Combat Speed.
To start this fast movement one phase must be spent moving at Combat Speed.
Thereafter, move- ment may be at speeds up to the above limits.
While moving at N times the Combat Speed, changing facing or direction counts as N hexes of movement.
If the character has been moving faster than his Combat Speed and wishes to slow to a stop.
he must spend one phase moving at his Combat Speed before stopping.
Example:
In the example from Chapter 3 Derek and Val were fleeing the bandits' quarters when they were spotted and an alarm sounded.
Derek whistles for a pair of horses he had hidden .behind an adj acent building and the guard.
not wishing to confront Derek alone, yells for help.
Five phases later the horses arrive and the guard takes action on his own to stop them.
This is phase one of movement.
In the 1 st half of the phase the guard moves his CS of3/2 = 2 hexes (round up in the first half of movement) toward Derek.
Derek, watching the guard as Val mounts, reacts to his move.
In the second half of the phase the guard continues folWard 1 hex and Derek responds by stepping folWard his CS of 2/2 = 1 hex (round down in the second half of movement).
This leaves 15 hexes separating the two.
In phase 2 the guard, after a phase moving at his Combat Speed, breaks into a run at three times his CS, 9 hexes per phase.
He moves 9/2 = 5 hexes in the first half of the phase while Derek steps folWard another hex.
The guard runs up another 4 hexes to complete his movement for the phase while Derek inches up one more hex.
This leaves the two separated by 4 hexes.
It is now phase 3.
Seeing the guard slowing to his Combat Speed of 3 to avoid an overrun, Derek steps back one hex to leave two hexes between them, taking advan- tage of the 2+ range of his hand and a half sword against the guard's range 1 short sword.
They are now in combat range and their fight will be continued in Chapter 6.
05.03-combat_movement.txt