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| content:official:rules:character_movement [2017/07/26 21:52] – curufea | content:official:rules:character_movement [2020/09/23 23:40] (current) – [Moving Outside the Ship] Remove duplicate word lektu | ||
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| ====== Character Movement ====== | ====== Character Movement ====== | ||
| + | | << [[Other Types of Actions]] << ^ [[Table of Contents]] | >> [[Personal Damage]] >> | | ||
| ===== Movement, Personal ===== | ===== Movement, Personal ===== | ||
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| cannot move diagonally. You can choose to move as | cannot move diagonally. You can choose to move as | ||
| your action, allowing you to move twice. (3 times for | your action, allowing you to move twice. (3 times for | ||
| - | Canosians!) | + | [[..races: |
| You may not spend your Move to do anything other | You may not spend your Move to do anything other | ||
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| for purposes of being targeted (including target by | for purposes of being targeted (including target by | ||
| friendlies to heal you) but in both or the worst of | friendlies to heal you) but in both or the worst of | ||
| - | both squares for all other purposes. Thus, a character | + | both squares for all other purposes |
| - | peeking between two modules would suffer two dice | + | so when moving you count your starting square as the |
| - | of collateral damage if either module suffered a 4, | + | worst square). Thus, a character peeking between two |
| - | 5, or 6 damage die but would not suffer collateral | + | modules would suffer two dice of collateral damage if |
| - | damage from both modules. | + | either module suffered a 4, 5, or 6 damage die but would |
| + | not suffer collateral damage from both modules. | ||
| A character that ends a move action (even a pop) in | A character that ends a move action (even a pop) in | ||
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| You may do this once per phase per enemy. So if the | You may do this once per phase per enemy. So if the | ||
| entire enemy crew wants to waltz by you, you can hold | entire enemy crew wants to waltz by you, you can hold | ||
| - | out your vibraknife and give each one a whack as they | + | out your [[..: |
| pass. Note that your attack takes place just prior to | pass. Note that your attack takes place just prior to | ||
| their entering your square so their presence in your | their entering your square so their presence in your | ||
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| fighters and stations can be hacked with a Science | fighters and stations can be hacked with a Science | ||
| Skill check action vs. 11 or broken down as described | Skill check action vs. 11 or broken down as described | ||
| - | on the next page. | + | below. |
| ===== Breaking a door ===== | ===== Breaking a door ===== | ||
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| Weapon damage with a “6” in it breaks a door. A placed | Weapon damage with a “6” in it breaks a door. A placed | ||
| - | explosive (satchel charge, grenade) with a prepare | + | explosive ([[..: |
| action as a coup de grace rolls damage twice on the | action as a coup de grace rolls damage twice on the | ||
| door but everything else is considered around the | door but everything else is considered around the | ||
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| a door is opened or the hull is breached by weapons | a door is opened or the hull is breached by weapons | ||
| fire. Characters that step outside become spacewalkers | fire. Characters that step outside become spacewalkers | ||
| - | (see page 134) and have Life Support issues. Note | + | (see page 134) and have [[content: |
| that it is a free action for all characters who jump out | that it is a free action for all characters who jump out | ||
| the same airlock in the same phase to link up. | the same airlock in the same phase to link up. | ||
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| Avianoids and Whistlers naturally get some of their | Avianoids and Whistlers naturally get some of their | ||
| moves as Jet Moves that are automatically successful. | moves as Jet Moves that are automatically successful. | ||
| - | Anybody else has to use a JetPack (page 93) to convert | + | Anybody else has to use a [[..: |
| one or more of their points of movement to Jet Moves. | one or more of their points of movement to Jet Moves. | ||
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| virtual squares outside the ship. You must have a free | virtual squares outside the ship. You must have a free | ||
| hand to do this and movement along the outside of | hand to do this and movement along the outside of | ||
| - | the ship costs an extra point of movement | + | the ship costs an extra point of movement per |
| square. You cannot climb over or under the ship under | square. You cannot climb over or under the ship under | ||
| - | any circumstances even if you have the MagBoots | + | any circumstances even if you have the [[..: |
| from page 94. | from page 94. | ||
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| other side of the gap. Ending your jump outside a | other side of the gap. Ending your jump outside a | ||
| door requires an additional point of movement or you | door requires an additional point of movement or you | ||
| - | become a spacewalker unless you have MagBoots | + | become a spacewalker unless you have [[..: |
| (page 94). | (page 94). | ||
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| * //Moving a Fighter// | * //Moving a Fighter// | ||
| * //Getting moved by somebody else (carried)// | * //Getting moved by somebody else (carried)// | ||
| - | {{tag>offical | + | |
| + | | << [[Other Types of Actions]] << ^ [[Table of Contents]] | >> [[Personal Damage]] >> | | ||
| + | {{tag>official | ||