FACING IS A THING
Tactical Combat and Movement take into account the direction you’re facing.
Direction of Travel
Forward: 1 movement point per hex.
Sidestep or backward: 2 movement points per hex.
Posture
Crouching: +1/2 movement point per hex.
Kneeling: +2 movement points per hex.
Crawling: +2 movement points per hex.
Lying down: All movement points to move one hex.
Sitting: Cannot move!
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 (see Evading, p. 368).
Bad Footing
Treacherous ground (mud, waxed floors, etc.): +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.
Use these movement point costs when you take a Move, Move and Attack, All-Out Attack, or All-Out Defense (Increased Dodge) maneuver. You can always move at least one hex per turn, no matter how severe the penalties.
Most other maneuvers allow a step. In this case, “cost” does not matter – you can move your full step, regardless of facing, posture, or terrain.
Water
Move is normally Basic Move/5, rounded down. You can increase water Move directly for 5 points per yard/second, or reduce it for -5 points per yard/second. Members of land-dwelling races must have Swimming skill to increase water Move, and cannot buy more than +2 yards/second. If you’re Amphibious, both water and ground Move equal Basic Move, and changes to Basic Move adjust both scores. If you’re Aquatic, water move equals Basic Move and ground Move is 0.
Air
Move is 0 without special advantages.
If you have Flight, air Move equals Basic Speed x 2 (not Basic Move x 2). You can increase air Move directly for 2 points per yard/second, or reduce it for -2 points per yard/second. If you have Walk on Air, your air Move equals your ground Move, because the air is like solid ground beneath your feet.
Other Forms of Tactical Movement Include: