Chapter Six: Movement and Chases
Note: In Star Wars, Second Edition, this section was Chapter Five, "Movement," pages 92-98.

Characters and vehicles may only make one move per round; pick one of four speeds.

In Very Easy, Easy, and Moderate terrain, cautious movement is a "free" action": it's not considered an action and the character doesn't have to roll her running or vehicle operation skill.

In Difficult, Very Difficult and Heroic terrain, roll against the terrain difficulty but reduce the difficulty one level (i.e., Very Difficult terrain is Difficult to cross). In these terrain types, cautious movement counts as an action.

 

Characters and vehicles can automatically cross Very Easy, Easy and Moderate terrain. Characters and vehicles must roll to cross Difficult, Very Difficult and Heroic terrain.

Characters must roll to cross Very Easy, Easy and Moderate terrain.

Increase the terrain difficulty by one level in Difficult, Very Difficult and Heroic terrain. (Difficult terrain is Very Difficult to cross.)

For Very Easy, Easy and Moderate terrain, increase the difficulty one level (i.e., Easy terrain has a Moderate difficulty to cross.). For Difficult, Very Difficult or Heroic terrain, increase the difficulty two levels.

Partial Moves. After picking a "move speed" (cautious, cruising, high speed or all-out speed), a character or vehicle can move anywhere between half and the full move speed.

Acceleration and Deceleration. Characters may increase or decrease their movement speed up to two levels per round.

Vehicles may increase or decrease their movement speed up to one level per round.

Long-distance Movement: All-out movement takes its toll after extended periods of time.

Characters or animals going all-out must make stamina rolls every minute. The first difficulty is Very Easy; increase the difficulty one level for each additional roll. If the character fails the roll, she must rest for twice as long as she was moving all-out.

High speed movement requires stamina rolls once every 10 minutes. The first roll is Very Easy and increase one difficulty level for each additional roll.

Vehicles going all-out must make body strength rolls every 10 minutes. The first difficulty is Very Easy; increase the difficulty one level for each additional roll.

If the vehicle fails the roll by 1-10 points, it's suffering strain and must "rest" for twice as long as it was moving all-out. If the vehicle fails the roll by 11 or more points, the vehicle has suffered a mechanical failure and requires a Moderate repair roll and at least one hour of work.

High speed movement requires body strength rolls once every hour. The first roll is Very Easy and increase one difficulty level for each additional roll.

Maneuvers. The movement difficulty includes basic maneuvers: straight-line movement, a couple of turns and other simple movements.

For more complex maneuvers, add difficulty modifiers as needed:

+1-5 Maneuver is fairly easy.

+6-10 Maneuver is somewhat difficult and requires a certain amount of skill.

+11-15 Maneuver is difficult and requires a very talented (or lucky) driver or pilot.

16+ Maneuver appears to be almost impossible. Only the very best drivers can pull of a maneuver of this difficulty.

Character Movement Failures. Movement failures remain as listed in Star Wars, Second Edition, page 95 except as noted below.

7-10. Fall. The character falls halfway through her Move, but manages to catch herself and is now kneeling. She may take no actions for the rest of the round and suffers a -2D penalty to all actions for the next round.

11-15. Minor Tumble. The character falls one-quarter of the way through her Move. She may take no actions for the rest of the round and the next round.

A character moving all-out takes 1D damage; characters moving at slower speeds take no damage.

Collision Damage. Collision damage depends on how fast the character or vehicle was moving.

Move Character Damage
Cautious 1D
Cruise 2D
High Speed 3D
All-out 4D

 

Move Vehicle Damage
Cautious 2D
Cruise 4D
High Speed 6D
All-out 10D

Ramming. Add +10 to the movement difficulty for the ramming vehicle. Ramming counts as a separate action: the pilot suffers an additional -1D penalty.

If the pilot beats the new difficulty number, he rams the target. If the pilot rolls below the original difficulty number, he suffers a "movement failure." If the pilot rolls above the original difficulty number, but below the new difficulty number, he crosses the terrain safely, but the ramming attack fails.

Vehicle Damage

Vehicle damage is modified as follows:

Lightly Damaged. Roll 1D to see which system is damaged.

1-3. Vehicle loses -1D from maneuverability. (If the vehicle's maneuverability has already been reduced to OD, the vehicle suffers -1 Move.)

4. One on-board weapon was hit and destroyed.

5-6. Vehicle suffers-1 Move.

Heavily Damaged. Roll 1D to see which system is damaged.

1-3. Vehicle loses -2D from maneuverability. (If the vehicle's maneuverability is OD, it suffers -2 Move.)

4-6. Vehicle suffers -2 Move.

Severely Damaged.

3. Overloaded generator. The engine or generator begins to overload and will explode in 1D rounds, completely destroying the vehicle.

Lost Moves

Lost Moves add together. For example, a vehicle that suffers a -1 Move result, then a-2 Move result is at "-3 Moves."

-1 Move: The creature or vehicle can no longer move at all-out speed; it's limited to high speed.

-2 Moves: The character or vehicle is limited to its cruising speed.

-3 Moves: The character or vehicle is limited to its cautious speed.

-4 Moves: The vehicle's drive is disabled and it cannot move until repaired.

-5 Moves: The vehicle is destroyed.

Vehicle Speeds

In a vehicle's Move listing, the "kmh" listing represents its all-out speed. A vehicle's "high speed" is half the all-out speed. A vehicle's "cruising speed" is one-quarter its all-out speed. A vehicle's "cautious speed" is one-eighth its all-out speed.