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 Post subject: How does movement work?
PostPosted: Thu Sep 27, 2012 12:05 pm 
Cub

Joined: Thu Sep 20, 2012 1:12 pm
Posts: 7
After reading the rulebook, I'm not sure exactly have movement work.

Does any movement count as a Combat Action? I know the book states that you can use a combat action to move your full speed, but does that mean not moving your full speed not take up a Combat Action?

I thought I read somewhere that your movement is what you can move (total) per combat ROUND. If that's the case, is each turn an opportunity to i) move (optional) and ii) make a Combat Action?


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 Post subject: Re: How does movement work?
PostPosted: Thu Sep 27, 2012 2:12 pm 
Banded Mongoose

Joined: Fri Apr 01, 2011 9:19 am
Posts: 208
P125 "Each Combat Round begins with the participant (Adventurer, adversary or monster) with the
highest initiative acting first, spending one of his Combat Actions."
P126 "In a Combat Round, an Adventurer may move up to his standard Movement allowance. This
movement is divided across all of the Adventurer’s Combat Actions. Each Combat Action may
include all, some or none of the Adventurer’s remaining Movement in addition to an attack or
other action." see also the example here.
P127 List of things to do in a Combat Round.

In a Combat Round a participant chooses one activity from the list on page 127. They can choose Move if unengaged and move their full distance. If they are unengaged and wish to move to engage then they can use Change Distance to get into range or just move any proportion of their move less than a full move and attack as per p126. A GM could allow someone to move a proportion of their move to enable them to move into position to fire a missile weapon as an Attack CA for example.

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 Post subject: Re: How does movement work?
PostPosted: Sat Sep 29, 2012 7:33 am 
Stoat

Joined: Wed Jul 05, 2006 7:35 pm
Posts: 95
Location: Bristol, UK
The important thing to remember in Combat is that on a character's turn they must spend a combat action, or choose delay, which commits it to be spent or lost. So while movement can be and is subsumed into other actions as the above poster has explained, with the limits as discussed, if the character wants to do nothing but movement during his turn, he must spend a combat action to do that.

So it is really, "all of the above" with the provisos mentioned. Include movement in other combat actions or choose the move combat action if nothing else applies. Always limiting the total movement for the entire round as defined.

I got this from an extended discussion on movement on the RQ6 and rpg.net boards.

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