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