Movement
- Basic Move: up to Speed squares.
- Sprint: move up to 2× Speed in a straight line; no Action this turn.
- Cautious Move: half Speed; gain +1 DEF until your next turn.
- Difficult Terrain: costs 2 per square.
- Elevation: moving up = half Speed; moving down = +2 free squares (max once/turn).
- Climb/Swim: half Speed (check on hazards).
- Leap/Dive:
Agility DC 12–18based on distance and cover.
Exhaustion
Two consecutive Sprints impose Exhausted 1 (-1 to checks, Speed -1). Rest 10 minutes to clear 1 level.
Era Hooks
- Modern/Apocalypse: vehicles (Speeds 12–24+; low cover).
- Signalfall/Space: zero‑g vectors; rotate as free action with Gyro Harness; uncontrolled drift 1d4 squares/round.