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RVLS<br />

Movement Rules<br />

Ground vehicles are not created equally. Each<br />

differing movement system offers advantages, and<br />

disadvantages. Grav vehicles, wheeled, tracked--they<br />

all perform differently. Each movement type has their<br />

own terrain costs (noted on the Terrain Table) as well<br />

as some special construction rules:<br />

Wheeled vehicles: Wheeled Vehicles range from 4<br />

to 8 wheels, and combat vehicles are always made<br />

for off road combat. Add +2 Movement Points to<br />

wheeled vehicles (above their resulting base). They<br />

are, however, the most limited in the terrain they can<br />

travel. If a wheeled vehicle spends a full turn travelling<br />

along a prepared road, they gain 150% (gravel road)<br />

to 200% (paved road) their regular movement.<br />

Tracked vehicles: Tracked vehicles usually have<br />

2 tracks, but sometimes 4, and are optimised for<br />

off road combat. They only gain a bonus of 150%<br />

movement when on a well prepared road--this,<br />

however, seriously increases the wear on the tracks.<br />

Hover vehicles: The step just before Grav movement,<br />

hover vehicles behave essentially like grav vehicles,<br />

though they have far less power behind them. Hover<br />

vehicles must install lifting engines, which cost<br />

1/2 the weight of a grav drive. They gain 200%<br />

movement on ANY road (so long as they spend their<br />

full turn travelling on it)<br />

Grav vehicles: Lastly we have Grav vehicles, which<br />

we all know well. Like hover vehicles, they gain<br />

200% on any road. Level changes are handled a bit<br />

differently as well. A Grav tank may occupy whatever<br />

level it wishes, riding high above the terrain by<br />

simply paying the cost of a level change as listed on<br />

the terrain table. To change to LAF, two thrust points<br />

must be spent, as well as a hex of forward movement,<br />

putting the tank quite high up (and allowing high<br />

velocities).<br />

Travelling through terrain for all movement types<br />

has also changed. Listed on the terrain table is the<br />

extra cost of negotiating the terrain. For conventional<br />

vehicles, the listed cost is in MPs. An NA means the<br />

terrain is not traversable by that movement system. Of<br />

course, the base cost to enter a hex, is one MP/VP.<br />

Grav vehicles, by the nature of their movement<br />

mechanics, opperate differently. A Grav vehicle’s VPs<br />

are it’s ‘maneuver envelope’, which allows it to travel<br />

over distance. When it must negotiate terrain, either<br />

woods, or rough ground, it weaves a bit left and right,<br />

slowing down here and there, and expending thrust<br />

to pop up, twist left, and the like. Thus, the value<br />

listed on the terrain table is the extra VPs expended<br />

to traverse the terrain, but these VPs are burned off.<br />

Subtract these VPs from the final velocity of the tank<br />

at the end of the turn (effectively, ‘slowing’ down<br />

the tank). Of course, thrust can be used to keep the<br />

velocity the same.<br />

Alternately, since thrust and VPs are quite<br />

interchangeable in many ways, instead of the value<br />

on the table burning VPs, it is instead the thrust cost<br />

needed to traverse the terrain. There is no velocity<br />

adjustment. Semantics, perhaps, but to some it may<br />

makes more sense, and be easier to administer.<br />

There are no changes to the maximum velocity rules.<br />

Terrain Table<br />

The new, expanded, terrain table is found on the<br />

following page.<br />

XXII

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