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Combat Movement

Robert Morris edited this page Aug 6, 2026 · 16 revisions

Combat Movement

Movement tracking is automated for combatants in Combat Tracker. Movement can be done with a dedicated movement or while completing another action.

If you make a mistake you can undo movement by selecting your token and pressing CTRL-Z. Each CTRL-Z will undo 1 waypoint of movement back to the start of the phase.

Dedicated Movement (Moving by AP)

AP spent on movement can be compeleted without any Pace Penalty. Allocating AP on dedicated movement unlocks higher movement rates.

Acting While Moving (Moving without AP)

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.

move_phase

When You Move Matters!

  • 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).

Charging

Charging attack size modifier is determined by the total distance travelled not the current pace of movement.

The movement tracking system will automatically update the manoeuvre roll windows with any movement penalty accrued over the round and if a jog pace or faster has been used in any phase during the round, a Charging size-adjustment check box will be pre-filled in the roll window. The size bonus will depend on the Charge size pace, so jog/run is +1 size and sprint is +2 size. Movement types can be mixed within the same round.

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).

charge_1 charge_size_mod

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.

pace_penalty

Credits

Significant content on this page was contributed by flpster.

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