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.
-
Going up or downhill - costs one extra point of MA per level of
elevation change. This is in addition to the cost of the terrain
in the hex.
-
Rough terrain - costs two points of MA per hex.
-
Mud, snow, water, etc. costs 3 points of MA per hex.
-
Crawling - characters may sometimes want to crawl in order to take
advantage of low cover. Crawling costs 4x normal movement.
-
Getting up when you have been knocked down uses all your movement
for a single action
-
Flying (with gravitics) costs 1 point of MA per level you climb
or drop, or one point of MA per hex of horizontal movement. A single
point of MA IS sufficient to both move one hex vertically and one hex horizontally
[this is a change from the rules in Mekton]. These costs are doubled
in bad weather, and tripled in terrible weather.
-
Leaping - you may leap a number of hexes up to 1/4 of your MA (normally
2 hexes) at a cost of X2. Normally this is only efficient when dealing
with terrain that has a very high cost to enter. A single leap may
traverse no more than a single height level.
-
Change facing - characters can change facing as much as they want,
and characters in powersuits can too, but Mecha require one pt of MA to
change facing by up to 180 degrees.
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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