Spelljammer
Combat
Rule Category:Combat
Rule Name:Running, Shooting, Chasing and Fleeing
Movement is measured by a character Tactical Movement Rate, or TMR

TMR is based on race and DEX and represents the number of 5 foot squares that a character can move in a single round. Thus, someone with a TMR of 9 can move 45 feet in a round.



Movement and Defense

A character can move at full TMR and still gain the full benefit of their defense (DEF). Characters can move faster than full TMR but suffer penalties as indicated below.

Movement
Speed
NL Damage
Defense
Dodge
1/2 TMR
None
Full + 20 vs Ranged
Walk
TMR
None
Full
Run
2x TMR
None
DEX, Defense Skill, Magic allowed. Cannot use shield.
Sprint
3x TMR
1d6/rnd
DEX, Magic allowed. Cannot use shield or Defense skill.
Fast Sprint
4x TMR
2d6/rnd
Magic only
Stealthy
1/2 TMR
None
Full and can make Move Silently and Hide in Shadows rolls to avoid detection.

If the character is encumbered (c.f., Strength under Characteristics), their TMR is reduced by 25%. If double encumbered, TMR is reduced by 50%.



Restricted Movement

The GM may occasionally announce restricted movement where characters are limited to a fraction of their normal TMR. This is particularly common in thick woods and jungles but might also apply in other circumstances.
  • Heavy Vegetation - TMR is three quarters normal and no Sprint or Fast Sprint allowed.
  • Dense Vegetation - TMR is half normal and no Sprint for Fast Sprint allowed.
  • Very Dense Vegetation - TMR is one quarter normal and no Run, Sprint or Fast Sprint is allowed.
  • Extremely Dense Vegetation - TMR is one tenth normal and no Run, Sprint or Fast Sprint is allowed.



Chasing and Fleeing

It is not uncommon for someone to want to flee while someone else wants to chase them. This most commonly occurs in combat situations. When someone flees combat, the opponent is allowed one free melee attack on that person (assuming 1 to 1 or better odds against the fleeing target). If they have no other attackers, the opponent can also choose to chase after the fleeing opponent (if they have other opponents, then they can still choose to give chase but their other opponents are allowed free attacks and can also give chase).

To determine the results of the chase, compare the TMR of the target being chased (hereafter referred to as the "runner") and the TMR of the person giving chase (hereafter referred to as the "pursuer"). Although a chase situation can occur at any speed (walk, run, sprint or fast sprint) it is usually assumed to be at a Run unless the runner or pursuer state that they are altering speed. If either one increases speed, the other automatically has the option to increase speed. Refer to the table above for the effects of each speed as these apply in chase situations as well.

Pursuer TMR - Runner TMR
Max melee attacks/Round *
Attack Modifier
Notes
< 0
0
0
The runner is faster than the pursuer. The pursuer cannot attack.
0
1
-50
The pursuer is barely able to keep up with the runner.
1-5
1
-25
6-10
1
-20
11-15
1
-15
16-20
1
-10
21-25
1
-10
26-30
2
-10
31-35
2
-10
36-40
2
-10
41-45
2
-10
46-50
2
-5
51-55
2
-5
56-60
3
-5
61-65
3
-5
66-70
3
-5
71-75
3
-5
76-80
3
-5
81-85
3
-5
> 85
3
0
* If Chaser is moving at 3x TMR, they get a maximum of 1 attack per round. If Chaser is moving at 4x TMR, they get a maximum of 1 attack per round if they make a 2x DEX roll. If they roll worse than a 4x DEX roll, not only do they not get an attack, they fall down and must spend half a round getting back to their feet.

Max melee attacks per round refers to the maximum number of melee attacks that the pursuer can make but it cannot exceed the normal number of attacks that the pursuer is allowed. For example, if the pursuer normally only gets one attack per round then even if their TMR is 30 higher than the runner, they still only get one attack per round.

In addition to the relatively straightforward mathematics of pursuit, there are also Pursuit Actions. Pursuit Actions invariably slow down the person performing the action with the hope that it slows the opponent even more. For example, the runner knocks over a piece of furniture in an effort to slow the pursuer. Anytime a Pursuit Action is attempted, the person making the attempt must make a DEX roll. Additionally, the GM must determine a based time required to perform the action.

For example, the runner wants to knock over a chair in the hallway to try to trip up the pursuer. The GM rules that base time is 1 to 2 seconds. Then base time becomes 1d2. Base time + 33% could either be 1d3 or 1d2+1 at the GM's discretion. Base time + 66% could either be 1d4, 1d3+1 or 1d2+2. Base time + 100% could be 1d6, 1d4+1, 1d3+2 or 1d2+3. In general, the GM should use increased dice over straight adds.
  • 5x DEX roll or worse - Pursuit Action fails. Attempt takes base time + 100%. Make another DEX roll and if it is also 5X or worse, fall down and lose another 5 seconds regaining feet.
  • 4x DEX roll - Pursuit Action partially succeeds in base time + 66%
  • 3x DEX roll - Pursuit Action nearly succeeds in base time + 33%
  • 2x DEX roll - Pursuit Action succeeds in base time.
  • 1x DEX roll - Pursuit Action succeeds and takes only 1 second
  • 1/2x DEX roll - Pursuit Action succeeds spectacularly with no loss of time

Of course the GM will need to adjudicate the results of the action.

Some common pursuit actions for the Runner include closing doors, knocking things over behind them, leaping over an obstacle and pushing through crowds.

Common pursuit actions for the Pursuer include opening a closed door, leaping over obstacles and pushing through crowds.

Skills may sometimes come into play, particularly Acrobatics. In such cases, the character is free to use the skill instead of the DEX roll.



Moving and Shooting

The modifiers to hit a moving target are included in the combat rules. The following rules deal with using a ranged weapon while moving.

Normal combat rules allow someone to move up to half of their TMR and still make half of their attacks. When using a ranged weapon while moving, use these rules instead.

Movement
Speed
Number of Attacks
Strike Chance Modifier *
Drop Threat
Walk
TMR
Half, round up
-15
4x DEX
Run
2x TMR
Half, round down
-30
3x DEX
Sprint
3x TMR
1
-50
2x DEX
Fast Sprint
4x TMR
1
-70
1x DEX
* This is modified by Master skill if appropriate.
* Centaur bowmen using short bows reduce this penalty by half.


Weapon Modifiers
  • Crossbows - Crossbows can be fired while moving but can't be manually reloaded.
  • Drop Threat - Unless the weapon reloads automatically, or automatically appears in the hand, the weapon or arrow must be drawn to be fired or thrown after the first attack. For example, a bowman who fires 2 shots on the run might have the arrow nocked and ready for the first shot but must draw a new arrow to fire the second shot. In such cases, there is a chance that the weapon or arrow might be dropped. The GM will use the threat roll for the attack and compare it to the attacker's DEX, cross-referenced with speed (see table above) to see if they drop the arrow and lose that attack. A 96 or higher means the weapon (instead of the arrow) is dropped in the case of a failed roll.
  • Long Bow - Long bows, including composite long bows, are too large to be able to be fired while moving. Large creatures (e.g., centaurs) can use them but suffer an additional -20 modifier. Master Bowman skill can reduce this penalty.
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