High-Speed Movement
It’s possible to go so fast that you can’t easily stop or change course.
Such “high-speed movement” occurs whenever your present velocity exceeds your Basic Move. These rules apply equally to living beings and to fast-moving vehicles.
You may decide to accelerate to high speed at the end of any turn during which you’ve moved your full Basic Move – modified for encumbrance, if any – in one direction, more or less (no more than one 60° turn). You must have taken either a Move or a Move and Attack maneuver that turn, and you must be standing up.
Once you switch to high-speed movement, you move as described under Sprinting (p. 354). You may start the next turn with a velocity up to 20% greater than your Move (at minimum, +1 Move). If you have the Enhanced Move advantage, or are a vehicle with a top speed greater than your Move, you may start your next turn with a velocity up to 100% greater than Basic Move. In all cases, use the high-speed movement rules below.
Velocity
Keep track of your velocity (in yards per second). You can increase it or decrease it at the end of each turn; see Accelerating, below. You must move as fast as your velocity – that is, if your velocity is 17, you must move 17 yards that turn unless something (e.g., bad footing) slows you down. Maneuvers During High-Speed Movement If you’re moving at high speed under your own power, you should take either a Move or a Move and Attack maneuver. This applies to a mount, but not to riders or vehicle crew. If you don’t (or if no one is controlling a vehicle), see Losing Control, p. 395.
Direction and Turning Radius
At high speeds, it’s hard to change direction quickly. You must continue to move in a generally forward direction. A major change of direction (up to 60°) is only possible after you’ve moved straight ahead for a distance equal to at least (current velocity/Basic Move) yards, rounded down. This number is your turning radius.
For instance, if your current velocity is 13 and you have Basic Move 5, you must move at least 13/5 = 2.6 yards, which rounds to 2 yards, between each change of facing.
Until you have moved a distance equal to your turning radius, you must continue to move forward. If you are using the Tactical Combat rules, you can move into any of your three front hexes, but without changing facing. If you have legs or similar, you can roll against DX or Jumping to cross obstacles; otherwise, you collide with anything you can’t maneuver around or which doesn’t dodge out of the way.
Note: These rules are cinematic but easy to use. A more realistic turning radius would be (velocity squared)/10 yards; those who enjoy complexity are welcome to use this.
If your Basic Move is 0, do not use the rules above. You cannot turn at all under your own power! You can only drift. To execute a turn, you must be pushed, towed, etc.
Attacking and Defending
You can fight normally during high-speed movement, subject to the limits of your combat maneuver. You can dodge, but you cannot retreat or dive for cover. The GM should always apply speed modifiers when you’re under attack – or attacking!
Accelerating
If your velocity is less than your top speed at the end of your turn, you can increase it by an amount up to your Basic Move, to a maximum of your rated top speed. Top speed is 20% over your Move if you are sprinting and don’t have the Enhanced Move advantage.
Decelerating
Instead of accelerating, you can decelerate, reducing your velocity by an amount up to your Basic Move (or more, with some risk – see below). If your deceleration reduces your velocity to Basic Move or less at the end of your turn, you are no longer at high speed, and may use the ordinary movement rules next turn.
Pushing the Envelope
You can try to decelerate by up to Basic Move x 2.
You can also attempt to change direction before you’ve moved the requisite distance.
Either requires a DX+3 roll – or a vehicle operation skill roll, modified by the vehicle’s Handling statistic, if you are driving a vehicle.
Hasty deceleration requires a roll at -1 per two full yards/second beyond Basic Move by which you cut your speed. For instance, if your Basic Move is 5 and you decelerate by 9 yards/second, you must roll at -2. An earlier turn (or a tighter turn; e.g., 120° instead 60°) calls for a roll at -1 per full increment of Basic Move by which your velocity exceeds your Basic Move. For instance, if you’re moving at 23 yards/second and have Basic Move 3, you must roll at -6. If you fail, you lose traction and fall or spin out of control – see Losing Control, below.
Tactical Movement
If you are using the tactical movement rules with high-speed movement, your movement points equal your velocity at the start of your turn.
You cannot sidestep or step back.
Turning radius limits facing changes: a 60° turn is a one hex-side facing change.
Minor obstructions and bad footing cost movement points as usual, and also decelerate you at the end of your turn by an amount equal to the extra movement points paid.
For example, if your high-speed velocity is 14 and you run through six yards of mud (+1 movement point per hex), you’ll automatically decelerate to a velocity of 8 at the end of the turn. Add this to any voluntary deceleration. If the total exceeds your Basic Move, roll as described for Pushing the Envelope, above. If it exceeds Basic Move x 2, you lose control automatically.
Losing Control
If you are running on the ground and lose control, you trip. You fall over, skid for 1/4 your remaining movement straight ahead (unless you hit something), and then stop. If you land on the ground and skid to a stop without hitting anything, you suffer damage for a fall at your current velocity; see Falling. If you hit something, you suffer (and inflict) collision damage instead; see Damage from Collisions. You also lose control if you are knocked out, or take any combat maneuver but Move or Move and Attack, while moving at high speed.
For instance, if you were stunned and forced to Do Nothing, you would trip as described above.
Exception: If you are moving on three or more wheels, you’re more stable. The GM may rule that you merely decelerate your maximum safe deceleration each turn instead of tripping, unless your loss of control was the result was a critical failure or injury (stunned, etc.).
High-Speed Flying and Swimming
Only use Basic Move if you are moving on the ground. Use basic air Move when flying, and basic water Move when swimming (see Move in Other Environments). If you lose control in the air or water, you don’t trip; instead, you must move your current velocity straight ahead and then decelerate by your maximum safe deceleration. You can do nothing else this effectively ends your turn!