moif
Bayonet - Modifiers: Movement
Movement Modifiers
These modifiers are generally cumulative.
If troops have no movement rate, they cannot move.
No Armour (etc.) 0 Reduction. Normal clothing and footwear, most combatants are assumed to wear a
helmet, maybe with light / partial padding.
With weapons.
Armour (etc.) Reduced by 2 [1] for each +1 of physical exception. Exceptions include Vehicles (and other particularly small or large figures).
Encumbrance Reduced by 2 [1], or in proportion, for additional Packs, other equipment, unusual or heavy ammunition, other protective clothing,
encumbrance. clumsy footwear, etc. Heavy always has encumbrance.
Good Going 0 Reduction. Different types of figure are affected in different ways by Terrain.
Terrain is either Good, Rough, Difficult or Impassable. Cavalry and (most) Vehicles cannot enter small buildings.
These modifiers are not cumulative with one another. Tracked AFVs ignore barbed wire and some types of vegetation.
Rough Going Infantry reduced by 2 [1].
Cavalry reduced by 6 [3].
Vehicle and AFV movement is variable.
Difficult Going Infantry reduced by 4 [2].
Cavalry reduced by 12 [6].
Vehicle and AFV movement is variable.
Impassable 0 Movement is possible during combat. Or very slow movement may be defined within the scenario.
Uphill All figures reduced by 2 [1]. Cumulative with other terrain types.
Injury All figures reduced by 2 [1] for each level of Severity.
Drugs Figures increased by 2 [1].
Vehicle and AFV movement is not affected.
River (etc.) The first figure of a column crossing a River moves at This overrides other reductions (assuming the figure can move at all).
2 [1].