- Location
- ...Nice try.
@OliWhail @eaglejarl: Below, I've compiled everything I could find on Tactical Movement. I'd like to move it to the wiki, but I'd like QM approval, since I might have missed something or something might have changed or you might want to add something. If everything's good to go, I'd appreciate a short message so I know that.
"Rushing enemies, keeping your distance from rushing enemies, ability to maneuver a battlefield, speed of travel.
Rolled against Enemy TacMove, or Enemy Combat Roll if fleeing." (Character Sheet)
Dexterity * 3, Wits * 5 (Player Document)
Roll TacMov to dodge attacks from medium to long range if they require bodily evacuating the area. (5)
TacMov includes moving around obstacles, moving in three dimensions, and positioning in combat (13).
Ninja with low TacMov can move quickly in a straight line over easy terrain. Higher TacMov improves harder movement. (13)
Stretchers are slower and easier-tracked than piggyback. (318)
Weight imposes -3 dice per 20kg. (1528)
In combat, TacMov doesn't gain dice from multiple combatants; it's rolled individually. (1538, 1538)
Rolling TacMov to dodge means you can't attack that round, but you can if you roll to maintain engagement distance. (1863)
Vacuum step xor substitution (provided there's a valid target) can be added to TacMov. (1863)
Skywalkers grant +20 dice for TacMov when used to disengage (dodging or running away) and +5 to closing distances when engaging, when skywalkers are applicable. This bonus cannot exceed your level. (1908, 1909)
+5 offensive bonus granted by skywalkers applies to syrup trap. (1915)
TacMov can be levelled by travelling, but the travel distance needs to be sufficient (as determined by QM fiat) for levelling to take place. (2006)
EDIT: Request for details. Ruling 2006 stated that 8–10 days was enough to train 8–12 levels in TacMov, but 5–6 days wasn't; if we had wanted to train fewer levels of TacMov, would that amount of time been acceptable? More generally, are you willing to give an explicit relation between time traveled and how much training can take place?
"Rushing enemies, keeping your distance from rushing enemies, ability to maneuver a battlefield, speed of travel.
Rolled against Enemy TacMove, or Enemy Combat Roll if fleeing." (Character Sheet)
Dexterity * 3, Wits * 5 (Player Document)
Roll TacMov to dodge attacks from medium to long range if they require bodily evacuating the area. (5)
TacMov includes moving around obstacles, moving in three dimensions, and positioning in combat (13).
Ninja with low TacMov can move quickly in a straight line over easy terrain. Higher TacMov improves harder movement. (13)
Stretchers are slower and easier-tracked than piggyback. (318)
Weight imposes -3 dice per 20kg. (1528)
In combat, TacMov doesn't gain dice from multiple combatants; it's rolled individually. (1538, 1538)
Rolling TacMov to dodge means you can't attack that round, but you can if you roll to maintain engagement distance. (1863)
Vacuum step xor substitution (provided there's a valid target) can be added to TacMov. (1863)
Skywalkers grant +20 dice for TacMov when used to disengage (dodging or running away) and +5 to closing distances when engaging, when skywalkers are applicable. This bonus cannot exceed your level. (1908, 1909)
+5 offensive bonus granted by skywalkers applies to syrup trap. (1915)
TacMov can be levelled by travelling, but the travel distance needs to be sufficient (as determined by QM fiat) for levelling to take place. (2006)
EDIT: Request for details. Ruling 2006 stated that 8–10 days was enough to train 8–12 levels in TacMov, but 5–6 days wasn't; if we had wanted to train fewer levels of TacMov, would that amount of time been acceptable? More generally, are you willing to give an explicit relation between time traveled and how much training can take place?
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