MOVE

 
 
 
 

As a single action, a character may move up to 1/2 of his or her MA.  The standard MA for a powersuit is 8 (we'll discuss jump jets and gravitics in a minute).  Note that a character may never move more than his or her MA total for a turn.  If a character has only a single action for a turn, he or she may move their full MA as a single action.

Normally it costs 1 point of a character's MA in order to move one hex (just for reference, one hex is 50 meters in Powersuit or Mech combat, or 2 meters in personal combat).  Some terrain types cost more points than others, however.

Jump Jets - you were wondering why they were on your suit, weren't you?  Jump Jets give you extra movement points, and these extra movement points work a bit like flight - it costs you 1 pt of Jump Jet movement to move through any sort of terrain that isn't too high for you to jump over.  For example, with normal movement it would take you two points of MA to climb from level 0 to an adjacent level 1 hex (1 pt of MA to move into the hex, and one point of MA to go up a level).  With Jump Jets a single point of MA is sufficient, as per the rules on flying.  However, Jump Jets do not let you climb or or drop levels on their own - they merely allow you to change one level when moving into a new hex.  So while you could leap from a level 1 hex to an adjacent level 2 hex, you could not leap from a level one hex to an adjacent level 3 hex.  Likewise, were you to find yourself on a level 5 hex and attempt to move into an adjacent level 1 hex, the Jump Jets would only compensate for one level of altitiude change, and you would wind up falling the equivalent of three hexes.
You cannot combine the altitude changing effects of jump jets in order to get to the top of higher obstacles.  For example, it is impossible, even with Jump Jets, to move from a Level 1 hex to a Level 3 hex.  All they allow you to do is alter your altitude by one hex per hex moved.
 
 

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