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Combat Movement
Combat Movement has 3 modes for linking token movement with the action point economy. The mode used can be decided for each Combat Encounter exactly like the Phases Per Round election.
- Tactical - Enjoy the full Rolemaster experience. Each Movement and AP are paired together for precise and automated pace penalties. In tactical rounds (4 phase rounds) this method feels very natural.
- Fast - Tokens can be dragged beyond pace limit. Drag movement is not tightly coupled to AP allocation. Pace penalties are based off a total distance moved in the round. Each AP dedicated to movement will discount a full x1 BMR off of the distance traveled. This improves speed of play. Expect to do some in the moment rulings or manual adjustments to modifiers. This strategy when used with faster rounds feels very natural. It's basically the method employed when playing in real life together and using fast rounds (on your turn do your full action).
- None - No assumptions. All movement and modifiers are manual judgement calls. The drag information will show a simple round based pace for the actor.
- You can move with dedicated AP or not within same round. In Fast mode you get full x1 BMR discount to traveled distance in the round when determining pace penalty.
- You can move your token on a scene by dragging them and setting waypoints ( press F while dragging ) to mark change in direction during that movement segement.
- If you make a mistake select your token and press CTRL-Z. Each CTRL-Z will undo 1 waypoint of movement back to the start of the phase.
Press ( tab ) while token is in drag mode to cycle through movement modes.
- Default movement mode is just token movement based on selected movement talent.
- Teleport is the 2nd movement mode. Teleport does not change pace or consume movement distance so it will not limit how far a token can be dragged. This is available to users with Trusted Player priveldges and above.
The charging attack size modifier is determined by the total distance traveled not the current pace of movement.
The movement tracking system will automatically update the maneuver roll options with any penalty accrued. If a Jog pace or higher has been achieved, a Charging size-adjustment check box will be pre-filled in the dialog for the action.
The size bonus will depend on the Charge distance traveled:
- Jog or Run distance is +1 size
- Sprint or higher is +2 size.
Example: If a single Movement action was used in the first phase to move at a sprint pace, and then the combatant used a run pace while attacking for the last 3 phases, the faster pace used would be sprint, so the charge bonus would be +2 size (but the attack will have a -25 penalty for using only 3 APs on the attack, as well as the -75 pace penalty from the run pace movement while acting).
In Tactical mode each token drag movement is limited to the distance an actor can move on that AP based on all conditions Prone, Concentration, Encumbrance, etc. Each segment is tightly coupled with each AP spend.
This mode is intended to be full Rules as Written and is best paired with Tactical Rounds (4 phase).
AP spent on movement can be completed without any Pace Penalty. Allocating AP on dedicated movement unlocks higher movement rates.
Moving while completing another action will trigger a pace penalty for movement above Creep. The penalty is the max pace the actor moved that was not done using dedicated movement AP during the span of that action.
- If you are using Fast rounds or have more than 1 AP to spend on your turn. Make sure to move as you allocate each AP. Movement is tied to the current AP action as either Dedicated Movement or Acting While Moving. Example: In faster rounds (4 AP per phase) if you were to allocate 2 AP to dedicated movement (no pace penalty on either of those AP) and then allocate 2 AP to melee and then move (during either of those melee AP) you will trigger a pace penalty because you moved while acting. It's very important to move purposefully on the AP you spent so you don't trigger a pace penalty. In this example you should have moved after placing either of the dedicated movement AP.
- On a new Phase you can move before allocating AP. It will assume you are Acting While Moving but if you place a dedicated movement chip it will consume that pre-AP movement as Dedicated Movement and you will be able to drag the token any remaining distance afforded by dedicated movement (without pace penalty).
In the example below the Pace is Sprint but the current pace penalty is based on Run because of Acting While Moving and the penalty is offset by Footwork.
Fast does not pair AP allocation to token drag movement. This gives up some precision afforded by accounting for each drag motion and AP spend pair but improves the ergonomics of faster round game play.
- Pace Penalty is determined by total distance moved in a round when an action is performed.
- Each dedicated AP spent on movement provides x1 BMR credit off the total distance when computing the Pace Penalty. This is because the system in this mode is not enforcing tactical pairing of movement per AP.
- This mode can be taken advantage of by moving before performing actions that require Concentration for example. A single concentration doubles the cost of AP and therefore cuts your BMR in 1/2. A double concentration limits BMR to 1/4 BMR.
Significant content on this page was contributed by flpster.
Rolemaster Unified system for Foundry VTT. Created by Bob Morris.
All source code included to support play of ICE Rolemaster Unified on Foundry VTT is Copyright © 2023-2025 Robert Morris. All rights reserved.
Iron Crown Enterprises, I.C.E., ICE, Rolemaster, ICE Rolemaster Unified, High Adventure Role Playing, HARP, Spacemaster, Cyberspace, and Bladelands - and all products related thereto - are all trademark and copyright 2002-2025 © properties of Iron Crown Enterprises Ltd, 37 Fulbourn Road, Cambridge, United Kingdom. All rights reserved.