Character Movement

Character Movement

Every character and creature has a Move score: the number of meters per round the character moves while walking. (Most humans have Move 10.)

Moving is an action, just like firing a blaster or dodging. A character can move once per round.

Movement Skills by Type

•	Walking/Running: running skill (or Dexterity if not improved)
•	Swimming: swimming skill (or Strength)
•	Climbing: climbing/jumping skill (or Strength)

For unusual movement (swimming, climbing, etc.), Move is normally one-third normal Move (adjust as needed).

Movement Difficulty

Movement uses standard difficulty levels and numbers: • Very Easy: 1–5 • Easy: 6–10 • Moderate: 11–15 • Difficult: 16–20 • Very Difficult: 21–30 • Heroic: 31+

Procedure 1. GM describes terrain and sets difficulty + number. 2. Player chooses speed and rolls the appropriate skill/attribute. 3. Success: move normally. Failure: see Movement Failures.


Move Speeds

A character can only move once per round, but chooses one of four speeds:

1) Cautious Movement

A slow walk: Move ÷ 2 (Move 10 → 5 meters). • In Very Easy, Easy, Moderate terrain: free action (no roll, no multi-action penalty). • In Difficult, Very Difficult, Heroic terrain: roll running, but reduce terrain difficulty one level.

Example: Rhen (DEX 3D, Move 10) crosses an Easy stream bed cautiously. She moves 5 meters with no roll and can shoot at full dice. Later she crosses a raging river (Very Difficult), cautiously reduces it to Difficult (DN 17), rolls 17, and moves 5 meters.


2) Cruising Movement

Normal walking: Move (Move 10 → 10 meters). • Counts as an action. • Automatic in Very Easy, Easy, Moderate terrain. • Requires a roll in Difficult, Very Difficult, Heroic terrain.

Example: Rhen walks across Moderate terrain while firing: walking is an action, firing is a second action, so she takes −1D and rolls 3D to hit. Later she walks up a steep hill (Difficult, DN 16), rolls 16, and moves 10 meters.


3) High Speed

Running: Move × 2 (Move 10 → 20 meters). • Must roll running for Very Easy, Easy, Moderate terrain. • For Difficult, Very Difficult, Heroic terrain: increase difficulty one level • Difficult → Very Difficult • Very Difficult → Heroic • Heroic → Heroic +10

Example: Rhen runs across an open field (Easy, DN 8), rolls 10, moves 20 meters. Later she runs across rocky cratered ground (Difficult → Very Difficult, DN 24), rolls 16, fails, and checks Movement Failures.


4) All-Out

Sprinting: Move × 4 (Move 10 → 40 meters). • The character may do nothing else this round (no dodge/parry). • Increase terrain difficulty: • Very Easy/Easy/Moderate: +1 difficulty level • Difficult/Very Difficult/Heroic: +2 difficulty levels

Example: Rhen sprints across an Easy field (becomes Moderate, DN 11) and rolls 12 to reach the bunker. Later she tries all-out through dense forest (Difficult → Heroic, DN 34).


Partial Moves

After choosing a speed, a character may move anywhere from half to full distance for that speed.

Example: Move 10 at all-out allows 20–40 meters.


Acceleration and Deceleration

A character may change speed by up to two levels per round.

Example: Cautious → next round can be Stop, Cruise, or High Speed (not All-Out). All-Out → next round can be All-Out, High Speed, or Cruise (not Cautious or Stop).


Encumbrance (Optional)

Star Wars games usually ignore encumbrance, but if players try to haul excessive gear, use this guideline.

A character can carry one medium-sized object per pip of Strength. (1D = 3 pips.)

Example: Strength 3D+2 = (3×3) + 2 = 11 medium items.

Medium-sized items include: fatigues, boots, partial armor/helmet, primary weapon (rifle), ~3 grenades, 3 days rations, small tools/powerpacks, a secondary weapon (pistol/knife), backpack, automap/transponder, explosives, portable computer, comset, scanner, E-Web parts, medical backpack, etc.

GM has final say on what's reasonable. Overloaded characters may trigger long-distance movement and stamina rules.


Long-Distance Movement

All-Out (sprinting) • Make a stamina roll every minute. • First roll: Very Easy; increase one level each additional roll. • If failed: must rest twice as long as sprint duration.

High Speed (running) • Make a stamina roll every 10 minutes. • First roll: Very Easy; increase one level each additional roll. • If failed: must rest twice as long as run duration.

Long Marches (Cruising) • Very Easy stamina every 3 hours (assuming short breaks). Increase one level each roll. • If forced march with no breaks: check every 2 hours. • 1 hour of sleep per stamina check restores vigor. • Arduous terrain may increase difficulty (GM discretion).

Terrain movement checks

Also roll terrain movement checks every 3 hours (or 2 hours if forced march), to reflect hazards.


Terrain Difficulties

Pick the terrain difficulty and then set a difficulty number. • Very Easy (1–5): Flat, clear ground; clear walkways; calm water. • Easy (6–10): Uneven ground with minor obstacles; moderate currents or occasional obstacles in water. • Moderate (11–15): Rough ground with many obstacles; confined swim space (like a small tunnel). • Difficult (16–20): Dense crowd, thick forest, very rough ground, dark tunnels, falling boulders; rough storm or predators. • Very Difficult (21–30): Minefield, narrow crawl-way with hazards, starship breaking apart, clinging to a moving vehicle; dangerous storm with large waves. • Heroic (31+): Virtually impassable (avalanche, collapsing corridor, tidal wave/hurricane).


Maneuvers

The base movement difficulty assumes straight-line travel with simple turns. Add a modifier for stunts while moving: • +1–5: Minor coordination • +6–10: Moderate coordination • +11–15: High concentration; very difficult while moving fast • +16+: Extremely difficult while moving fast

If an action crosses into another skill (run then jump a ditch), roll movement, then roll the other skill separately.


Movement Failures

If the movement roll fails, find the margin of failure:

Failure Margin

MarginResult
1–3Slight slip: Complete movement, but −1D to all actions for rest of round.
4–6Slip: Move half distance. −3D to all actions for rest of round, and −1D next round.
7–10Fall: Fall halfway; ends kneeling. No actions for rest of round; −2D next round.
11–15Minor tumble: Fall after one-quarter move; no actions this round or next. Take collision damage −3D (often 1D if all-out; none if slower).
16–20Tumble: Full collision damage.
21+Major tumble: Collision damage +2D.

Collisions

Collision damage depends on speed:

SpeedDamage
Cautious1D
Cruising2D
High Speed3D
All-Out4D

Roll damage against Strength as normal damage resistance.

Example: Rhen runs at high speed and fails by 18 → Tumble. She takes 3D collision damage.


Source: REUP:`07

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