Movement
A character may move up to their Movement in meters during each round. This distance may be divided across any of their turns during that round, moving before, after, or between actions unless a rule or circumstance prevents it.
Normal movement does not cost AP.
Movement already used during the round remains spent until the start of the next round.
Sprinting
A character may Sprint to move beyond their normal Movement.
Sprinting is a Minor Action that costs 1 AP. Make an Athletics test. For each positive Hit, gain +2 meters of Movement for the current round.
A character may Sprint multiple times during the same round. Each time they Sprint, they suffer a cumulative −5 penalty to all other tests for the remainder of the round.
Difficult Terrain
Mud, rubble, deep snow, dense vegetation, steep slopes, loose debris, shallow water, and similar obstacles count as Difficult Terrain.
Each meter moved through Difficult Terrain costs 2 meters of Movement.
The GM may require an appropriate test when terrain is especially unstable or dangerous, or rule that it cannot be crossed without suitable equipment or abilities.
Delaying and Holding Actions
During your turn, you may Delay by voluntarily lowering your position in the Initiative order.
Choose a combatant who has not yet acted during the current pass, or choose to act at the end of the current pass. Your turn occurs at that later point.
Once you Delay, your new position becomes your Initiative position for the rest of the combat. You cannot Delay into a later pass.
If you choose not to act when your delayed turn arrives, use the normal rule for taking no action and lose 1 AP.
You may also Hold an Action by declaring a specific action and a specific trigger, such as firing when an enemy enters a doorway.
When you Hold an Action, immediately spend the AP required for that action.
If the trigger occurs before your next turn, resolve the held action immediately. If the trigger does not occur before your next turn, the held action is lost and the AP remains spent.
A held action must be specific enough for the GM to determine when it triggers. If the declared action or trigger is too broad or unclear, the GM may require it to be narrowed before the action is held.