BBS Movement

=Preview=
*Maps are divided into hexagonal Zones which are 200 yards wide
*Going from one Zone to another is accomplished by taking a Maneuver Action
*There are five types of Maneuvers: Walk, Jog, Dash, Run, and Sprint
*Walk, Jog, Dash, and Run allow a character to travel a set amount of Zones depending on Speed
*Sprint let a character make a Speed Test to attempt to travel further or gain other benefits
*Coasting comes about as a result of Run and Sprint, leading to an additional 1 Move the following Turn
= Zones=
The battlefield is divided up into a hex grid, with each hexagon referred to as a Zone. The Zone that a character is located within is referred to as his “current Zone.” A Zone that is located immediately next to his current Zone is referred to as an "adjacent Zone."
Each Zone has a width (i.e. the minimal diameter from the center of one side to the opposite) of 200 yards. Another way to describe this is to say that moving from the center of one Zone to the center of an adjacent Zone covers 200 yards. Multiple characters can fit within a single Zone without issue.
=== Half Zones ===
Two Move distances of ½ across two successive Turns can combine together to travel 1 full Zone. Keep track of partial movement by moving the character's token toward the edge of the Zone being moved into. The destination cannot be changed between Turns, and deciding to move into a different Zone than the original destination requires starting the movement over.
=Maneuvers=
There are five Maneuvers which allow a character to go from one Zone to another: Walk, Jog, Dash, Run, and Sprint. 
Maneuver 	Walk 	Jog 	Run 	Dash 	Sprint
Nautical Term 	(One-Third Speed) 	(Two-Thirds Speed) 	(Standard Speed) 	(Full Speed) 	(Flanking Speed)
Zones Traveled	1 	2 	3 	1 	3-5
Expenditure 	1 Focus 	2 Focus 	3 Focus 	2 Focus 	3 Focus1 Fuel
Special 	Mobile Actions only	Mobile Actions onlyMoving (1)	Mobile Actions only*Moving (2)Coasting	Moving (2)Charge	Speed TestCoasting
==Mobile Actions only==
===Walk and Jog===
Movement during a Walk or Jog Maneuver is spread out across the entire Turn, and as such the remaining Focus can only be used on Actions that can be done while moving.
Anything that requires being stationary cannot be done on the same Turn as Walk or Jog. This includes Attacks made with the Lingering Drawback.
=== Run===
If a character gains an additional Focus on a Turn, the same rules for using that extra Focus apply when taking a Run Maneuver as do Walk and Jog.
== Moving ==
wip
== Charge ==
wip
== Coasting ==
wip
==Speed Test==
If a character wishes to move further than the guaranteed movement of one of the other Maneuvers, she can spend all 3 Focus and 1 Fuel on a Sprint Maneuver. This represents burning extra fuel to race with the utmost speed to cover more distance and grants an Speed Skill Test to determine the results.
===Mobility (Speed) Test ===
Spend 3 Focus and expend 1 Fuel. As with all Standard Tests, the initial Difficulty for the Speed Test for a Sprint Maneuver is 4.
*Victory: Travel 4 Zones and gain Moving (2). Modified by spending Victory Points:
**✠ (1 VP): Avoid expending any Fuel
** ✠✠ (2 VPs): Travel 1 additional Zone
**✠✠ (2 VPs): Gain Evasive on top of Moving
**✠✠✠ (3 VPs): Gain 1 free Focus after finishing the Dash Maneuver
*Success: Travel 4 Zones and gain Moving (2)
*Dilemma: 
**Travel 4 Zones
**Travel 3 Zones and gain Moving (2)
*Failure: Travel 4 Zones but suffer Vulnerable
*Disaster: Travel 1d3 Zone(s) and make a Tripping Test to attempt to avoid injury
=Tripping Test=
Any time a character rolls a Disaster on an Speed Test, that character must make a Tripping Test to avoid a fall and potential injury.
===Stability Test===
As with all Standard Tests, the initial Difficulty for the Stability Test when making a Tripping Test is 4. Dashing through Treacherous Terrain adds a Moderate Plight (+2 Difficulty) to this Test.
Mobility (Stability) Test results: 
*Victory: Successfully avoid tripping 
**✠✠ (2 VPs, repeatable): Gain a Minor Boon (-1 Difficulty) on the immediate next Athletics Test
**✠ (1 VP, repeatable): Gain a Minor Boon (-1 Difficulty) on the immediate next Tripping Test
*Success: Successfully avoid tripping
*Dilemma: Choose one:
*#Successfully avoid tripping but expend 1 Fuel doing so
*#Suffer a Tripping Injury of Lethality 3 
*##
*##
*Failure: Suffer a Tripping Injury of Lethality 4
*Disaster: Suffer a Tripping Injury of Lethality 5