Combat Notes (T2K 4e)
FOOT MOVEMENT
In a single (fast) action, you can run two hexes without
rolling dice. To move further, you need to make a MOBILITY
roll, modified by the terrain of the hex you’re in. For each
you roll, you can move an additional hex. If you fail
the roll, you move no further.
STANCE: In order to run, you must be standing up. Going
from a prone position to standing up is a fast action.
Dropping to the ground is a free action, but it can only
be done on your own turn. Use your character token to
indicate your stance – one side shows you standing, the
other prone.
CRAWLING: If you are prone, you can’t run. Instead, you must crawl.
Crawling works exactly like running, but you move one hex per (fast)
action instead of two, and the MOBILITY roll can only increase the
movement by one hex, no matter how many you roll. Terrain and
carrying a backpack affect crawling just like running.
BACKPACK: Carrying a backpack gives you a –2 modifier to all MOBILITY rolls.
It might be a good idea to drop your backpack before going into combat.
ELEVATION: Moving into a hex of higher terrain counts as moving two
hexes instead of one. You cannot move half a hex, so any unused movement
is forfeited. This means you must roll MOBILITY to crawl up a hill.
SWAMPS AND SHALLOWS: Running into a hex of swamp or shallows
counts as crawling. Actual crawling is not possible. Vehicle movement is
impossible, except for amphibious vehicles (these move as into a field hex).
CLOSE COMBAT: If you have an active and aware enemy in the same hex, you
can’t simply move away from them. Instead, you must retreat.
VEHICLE MOVEMENT
The combat speed rating of your vehicle indicates how many 10-meter hexes
you can safely drive with a single (fast) action in combat, on-road and offroad
respectively. Only pavement hexes count as on-road. You can drive in
any direction you want, ending the movement facing any direction you like.
If you make a DRIVING roll directly after having moved the safe distance,
you can move a further number of hexes equal to the combat speed
plus one for each rolled beyond the first. The roll is modified by the
terrain of the hex you’re in after having moved the safe driving distance.
If such a DRIVING roll fails, you get stuck after having moved the safe
distance. Place a STUCK marker on your vehicle token on the battle map.
GETTING UNSTUCK: When stuck, you need to make another DRIVING roll (slow
action) to get loose, modified by the type of terrain the vehicle is currently
in. If this roll also fails, the vehicle becomes bogged down – now, you need
to get out of the vehicle and make a STAMINA roll (taking one stretch) to
get the vehicle moving again. Others can help you, and if you use another
vehicle (at least as large as the bogged down vehicle), you get a +2 modifier.
Note: the LAV uparmoured LAV Coyote, unarmoured Humvee and technical all have a road/offroad combat speed of 5/3.
FACING
On the battle map, you must indicate the direction in which your vehicle
is facing at the end of movement, and rotate the token accordingly. At
the end of movement, the token must always face one side of the hex.
As a driver, you can choose to rotate your vehicle in any direction any
number of times during your movement action (it’s not an action in
itself). You cannot change your facing at any other time.