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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