Running: Difference between revisions

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This page covers the rules for 'running', a apart of the [[Movement rules|movement rules]]. The rules for close combat are [[Close combat|here]], those for ranged combat [[Ranged combat|here]]. An overview of the combat rules is [[Combat rules|here]].<br><br>
This page covers the rules for 'running', a part of the [[Movement rules|movement rules]]. The rules for close combat are [[Close combat|here]], those for ranged combat [[Ranged combat|here]]. An overview of the combat rules is [[Combat rules|here]].<br><br>


A normal, human character can, as described [[Common movement|elsewhere]], move for 3 cm per [[Action points|action point]] in combat. If you use the optional running rule, it can move for 4.5 cm per action point, but, since they will have lost their breath, that will have negative consequences for subsequent rounds.<br><br>
A normal, human character can, as described [[Common movement|elsewhere]], move for 3 cm per [[Action points|action point]] in combat. If you use the optional running rule, it can move for 4.5 cm per action point, but, since they will have lost their breath, that will have negative consequences for subsequent rounds.<br><br>

Revision as of 14:06, 25 July 2024

This page covers the rules for 'running', a part of the movement rules. The rules for close combat are here, those for ranged combat here. An overview of the combat rules is here.

A normal, human character can, as described elsewhere, move for 3 cm per action point in combat. If you use the optional running rule, it can move for 4.5 cm per action point, but, since they will have lost their breath, that will have negative consequences for subsequent rounds.

After running, the player must test on body control. If the test succeeds, the character is only out of breath for the following turn, namely with a handicap of 10 on every roll.
If he does not succeed, he's impaired for action points spent running : 2 rounds (rounded up). -20 on every roll during that period of rounds.
If they succeed the tests luckily (that is, withing the points they have on luck), it's not impaired at all and receives no handicap whatsoever from running.
If he fails the test critically, the handicap is doubled: 40 points for as many rounds as the character spent AP running.