Non-running movement is unchanged:
- The character can move up to the Pace stat in inches without taking an action.
- They can intersperse movement with taking their actions freely - for example, moving to take a shot before returning to cover.
- Movement over Difficult Ground is at half-rate.
- Moving while Prone (ie. crawling) is also at half-rate.
Running becomes an action that increases the character’s movement distance by their Pace stat. It can be done multiple times via Multi-Actions as usual, and stacks with further increases to Pace.
Same as with non-running movement, other actions can be freely interspersed. For example, a character can use one action to Run and one to shoot; move 1/3rd of their overall distance; shoot; then move the remaining 2/3rds.
If one or two Running actions are combined with a melee attack that ends the characters turn, they can take a special +2 Charging In bonus to their damage roll. They cannot use this bonus if they continue moving after the attack; this represents the character fully committing to using their momentum to help land a decisive blow.
A character can run over Difficult Ground at their full Pace, but they must pass an Athletics check at -2 plus any Multi-Action Penalty that applies. Failure results in the character losing their footing; they fall prone and are Shaken.
Fleet Foot loses the effect it has on the Running Die, but its +2 to Pace apples to each Running action.
Free Runner allows normal movement on Difficult Ground at full Pace without having to use a Running action. It also provides a +2 bonus to any Athletics checks required for running on Difficult Ground.