Move Action

You may take up to two Moves with one Move Action. The standard Moves are described below:
* Enter Into Adjacent Zone: A character may move into any Zone adjacent to his or her starting zone for one Move.
* Engage in Melee Combat: A character can use one Move to join a melee. The character closes with either an Engaged or unengaged foe. A character who is Engaged in melee is eligible to make a Touch Range attack against any target currently Engaged in that melee.
* Disengage from Melee Combat: A character can also use one Move to leave a melee and become unengaged.
* Move Adjacent: Similar to Engaging in melee, a character can move adjacent to a non-hostile character or landmark. This also costs one Move.
* Take Cover: In many zones, there are often objects or terrain features that a character can take Cover behind, increasing the Penalty on ranged attacks against the character by 1. At the GM's discretion, this option may not be available in a really empty Zone devoid of terrain or objects, or the Zone might have especially hard cover (imposing 2 penalties on a ranged attack instead of 1).
Many nonstandard modes of movement are also covered under this category, including climbing, swimming and crawling (each of which take two Moves), and entering or exiting a vehicle (which takes a single Move). Various FX grant additional movement abilities, with speed determined by the FX's rank.
Once declared, you may take your Moves before, after, or before and after another action. This could allow you to, for example, Engage with an enemy, Attack, and then disengage.
Category:Rulebook
Category:Action
Category:Combat