Characters and vehicles may only make one move per round; pick one of four speeds:
Cautious Movement: Characters or vehicles move up to half their Move.
In Very Easy, Easy, and Moderate terrains, cautious movement is a "free action": it's not considered an action and the character doesn't have to roll her running or vehicle operation skill. In Difficult, Very Difficult, and Heroic terrains, roll against the terrain difficulty but reduce the difficulty by one level (i.e. Very Difficult terrain is Difficult to cross). In these terrain types, cautious movement counts as an action.
Cruising Movement: Characters or vehicles move at their Move rate (equivalent to a walk or cruising speed). This counts as an action.
Characters and vehicles can automatically cross Very Easy, Easy, and Moderate terrains. Characters and vehicles must roll to cross Difficult, Very Difficult, and Heroic terrains.
High Speed: Characters or vehicles move at double their Move rate.
Characters must roll to cross Very Easy, Easy, and Moderate terrains. Increase the terrain difficulty by one level in Difficult, Very Difficult, and Heroic terrains. (Difficult terrain is Very Difficult to cross.)
All-Out: Characters or vehicles moving all-out move at four times their Move rate. Characters or vehicles making all-out movement may not do anything else in the round (including dodge or parry)! For Very Easy, Easy, and Moderate terrains, increase the difficulty one level (i.e. Easy terrain has a Moderate difficulty to cross). For Difficult, Very Difficult, or Heroic terrains, increase the difficulty two levels.
Partial Moves: After picking a speed (cautious, cruising, high speed or all-out speed), a character or vehicle can move anywhere between half and the full move speed.
Acceleration and Deceleration: Characters may increase or decrease their movement speed up to two levels per round. Vehicles may increase or decrease their movement speed up to one level per round.
Long-Distance Movement: All-out movement takes its toll after extended periods of time. Characters or animals going all-out must make stamina rolls every minute. The first difficulty is Very Easy; increase the difficulty one level for each additional roll. If the character fails the roll, he must rest for twice as long as he was moving all-out. High speed movement requires stamina rolls once every 10 minutes. The first roll is Very Easy and increases one difficulty level for each additional roll.
Vehicles going all-out must make body strength rolls every 10 minutes. The first difficulty is Very Easy; increase the difficulty one level for each additional roll. If the vehicle fails the roll by 1-10 points, it's suffering strain and must cool down for twice as long as it was moving all-out. If the vehicle fails the roll by 11 or more points, the vehicle has suffered a mechanical failure and requires a Moderate repair roll and at least one hour of work. High speed movement requires body strength rolls once every hour. The first roll is Very Easy and increase one difficulty level for each additional roll.
Maneuvers: The movement difficulty includes basic maneuvers: straight-line movement, a couple of turns and other simple movements. For more complex maneuvers, add the difficulty modifiers as needed: +1-5 Maneuver is fairly easy. +6-10 Maneuver is somewhat difficult and requires a certain amount of skill. +11-15 Maneuver is very difficult and requires a very talented (or lucky) driver or pilot. 16+ Maneuver appears to be almost impossible. Only the very best drivers can pull off a maneuver of this difficulty.
Character Movement Failures. Movement failures remain as listed in Star Wars, Second Edition, page 95 except as noted below. 7-10. Fall. The character falls halfway through her Move, but manages to catch herself and is now kneeling. He may take no actions for the rest of the round and suffers a -2D penalty to all actions for the next round 11-15. Minor Tumble. The character falls one-quarter of the way through her Move. He may take no actions for the rest of the round and the next round. A character moving at all-out takes 1D damage; characters moving at slower speeds take no damage. Collision Damage. Collision damage depends on how fast the character or vehicle was moving. Move Character Damage Move Vehicle Damage Cautious 1D Cautious 2D Cruise 2D Cruise 4D High Speed 3D High Speed 6D All-Out 4D All-Out 10D
Ramming. Add +10 to the movement difficulty for the ramming vehicle. Ramming counts as a separate action: the pilot suffers an additional -1D penalty. If the pilot beats the new difficulty number, he rams the target. If the pilot rolls below the original difficulty number, he suffers a "movement failure." If the pilot rolls above the original difficulty number, but below the new difficulty number, he crosses the terrain safely, but the ramming attack fails.
Vehicle Damage Vehicle Damage is modified as follows: Lightly Damaged. Roll 1D to see which system is damaged. 1-3. Vehicle loses -1D from maneuverability. (If the vehicle's maneuverability has already been reduced to 0D, the vehicle suffers -1 Move.) 4. One on-board weapon was hit and destroyed. 5-6. Vehicle suffers -1 Move. Heavily Damaged. Roll 1D to see which system is damaged. 1-3. Vehicle loses -2D from maneuverability. (If the vehicle's maneuverability is 0D, it suffers -2 Move.) 4-6. Vehicle suffers -2 Move. Severely Damaged. 3. Overloaded generator. The engine or generator begins to overload and will explode in 1D rounds, completely destroying the vehicle. Lost Moves Lost Moves add together. For example, a vehicle that suffers a -1 Move result, then a -2 Move result is at a "-3 Moves." -1 Move: The creature or vehicle can no longer move at all-out speed; it's limited to high speed. -2 Moves: The character or vehicle is limited to its cruising speed. -3 Moves: The character or vehicle is limited to its cautious speed. -4 Moves: The vehicle's drive is disabled and it cannot move until repaired. -5 Moves: The vehicle is destroyed.
Starship Movement Starship movement works just like vehicle movement. A ship can move once per turn. The pilot picks one of four speeds: cautious, cruising, high speed, and all-out speed. The terrain difficulties are modified by speed, just as in vehicle movement. Acceleration and Deceleration. Starships may increase or decrease thier speed one level per round. Maneuvers. Apply the same modifiers as for vehicle movement. Movement Failures. Use the same results as for vehicle movement failures. If a starship gets a "collision" result and there's nothing to run into, the ship goes spinning wildly out of control for the rest of the round and the next round. Starship Weapons Tractor Beams. A captured ship that doesn't resist can automatically be reeled in towards the attacker at five space units each round. If the target ship resists, roll the tractor beam's damage against the target ship's hull code. If the target ship's hull code roll is higher, the ship breaks free. If the tractor beam rolls equal to or higher than the target ship, find the result on the chart below. Tractor beam damage roll >= hull roll by: Space units reeled in: Target ship's damage: 0-3 No change No damage 4-8 1 -1 Move 9-12 2 -2 Moves 13-15 3 -3 Moves 16+ 4 -4 Moves Starship Damage Starship damage is modified as follows: Lightly Damaged. Starships can be lightly damages any number of times. Each time a ship is lightly damaged, roll 1D to see which system is damaged. Ship loses -1D from maneuverability. (If the ship's maneuverability has already been reduced to 0D, it suffers -1 Move.) One on-board weapon emplacement was hit and destroyed. One on-board weapon emplacement was rendered inoperative by a major power surge; it's lightly damaged. Hyperdrive damaged. Double the time to calculate any astrogation courses; if the pilot wants to try to jump to hyperspace in one round, add an extra +10 to the astrogation difficulty. The hyperdrive may be fixed with one hour of work and a Moderate repair roll. The ship loses -1D from its shield code. If the ship has no dice remaining in shields, it suffers the controls ionized result. The ship suffers -1 Move. Heavily Damaged. Heavily damaged ships have taken a much more serious amount of damage. If a heavily damaged ship is lightly damaged or a heavily damaged again, it become severely damaged. Roll 1D to see which system is affected: Ship loses -2D from maneuverability. If its already 0D, it suffers -2 Move. Ship loses a weapons system in one fire arc. All weapons of one type in one fire arc are disabled by a major power surge or system failure. Weapons system destroyed. All weapons of one type in one fire arc are destroyed. Hyperdrive damaged. Increase all astrogation difficulties by +10 until the drive is fixed with a Moderate repair roll and one hour of work. Ship loses -2D from shields. If it has no shields remaining, it suffers "2 controls ionized." Ship suffers -2 Move. Severely Damaged. A severely damaged ship which is lightly damaged, heavily damaged or severely damaged again is destroyed. Roll 1D to determine which system is affected: Dead in space. All drives and maneuvering systems are destroyed. The vehicle is adrift in space. Overloaded generator. The ship's generator is overloading; unless it's shut down, the generator will explode in 1D rounds and destroy the ship. Disabled hyperdrives. The ship's hyperdrives - main and backup - are damaged. The ship cannot enter hyperspace until they are fixed with a Moderate repair roll and one hour of work. Disabled weapons. All weapons systems lose power. Roll 1D: 1-4: Weapons are severely damaged but may be repaired. 5-6: All weapons aboard the ship are destroyed. Structural damage. This ship is so badly damaged that it begins to disintegrate. The crew has 1D rounds to evacuate. Destroyed.