These modifiers are generally cumulative.
If troops have no movement rate, they cannot move.
No Armour (etc.)
|
0 Reduction.
|
Normal
clothing and footwear, most combatants are assumed to wear a helmet, maybe
with light / partial padding. With weapons.
|
Armour (etc.)
|
Reduced
by 2 [1] for each +1 of physical exception.
|
Exceptions
include Vehicles (and other particularly small or large figures).
|
Encumbrance
|
Reduced
by 2 [1], or in proportion, for
additional encumbrance.
|
Packs,
other equipment, unusual or heavy ammunition, other protective clothing,
clumsy footwear, etc. Heavy always has encumbrance.
|
Good going
|
0 Reduction.
Terrain
is either Good, Rough, Difficult or Impassable.
These
modifiers are not cumulative with one another.
|
|
Rough going
|
Infantry
reduced by 2 [1].
Cavalry
reduced by 6 [3].
Vehicle
and AFV movement is variable.
|
|
Difficult going
|
Infantry
reduced by 4 [2].
Cavalry
reduced by 12 [6].
Vehicle
and AFV movement is variable.
|
|
Impassable
|
0 Movement is
possible during combat.
|
Or
very slow movement may be defined within the scenario.
|
Uphill
|
All
figures reduced by 2 [1].
|
Cumulative
with other terrain types.
|
Injury
|
All
figures reduced by 2 [1] for each
level of Severity.
|
|
Drugs
|
Figures increased by 2 [1].
Vehicle and AFV movement
is not affected.
|
|
River
(etc)
|
The first figure of a
column crossing a River moves at 2
[1].
|
This overrides other
reductions (assuming the figure can move at all).
|
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|
||
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