Leader solo movement

Moderators: Vis Bellica, Laffe

Post Reply
giobaratto
Posts: 14
Joined: Sun Sep 03, 2017 7:23 am

Leader solo movement

Post by giobaratto »

Hi all,

I could understand that this one could be a silly question, but we can't find anything in the rules and in the Faqs.

When a leader or a character decide to move by himself, how many dice rolls?

We thought: 1 for every initiative point + the run option. but in the case odf a physic, for example, could they run? They roll two dice as any unit for two action?

Thanks for any comment that can clear us how to handle this situation,

Cheers
Giorgio
Archdukek
Posts: 5741
Joined: Tue Sep 03, 2013 11:49 pm
Location: Linlithgow, West Lothian, UK

Re: Leader solo movement

Post by Archdukek »

Hi Giorgio,
Leaders, like any unit, have 2 actions once activated so can move up to 2D6 normally. They can also run for a further D6 if required so long as they are not wounded. See “Leaders and Movement” section on page 33.
Higher Status Leaders can’t move any quicker than more junior Leaders. :)

John
User avatar
Capt Fortier
Posts: 907
Joined: Tue Nov 28, 2017 9:49 am
Location: Canberra, Australia
Contact:

Re: Leader solo movement

Post by Capt Fortier »

There are a few different parts to your question.

Leaders
Movement for Leaders are covered by the main rules (pp. 32-33, including the Table 6: Movement Rates) and the FAQs:
From Table 6: Movement Rates, p. 32 main rules:
Leader: As per dice roll. Can run with one additional D6

From "Leaders and Movement", p. 33 main rules:
... if they wish to move independently, they do so using one Command Initiative and rolling for their own movement. Leaders moving in terrain which affects movement, do so in the same way as other troops... If a Leader is wounded he may no longer run

From the FAQ:
Q: How do Leaders move on their own? Do they need to Activate themselves?
A: Yes they do need to use a Command Initiative to activate themselves. They then move in the same way as any other troops, on foot or mounted. So, if on foot, they can move with two Actions or run with three.
In other words, a Leader can use one Command Initiative to activate themselves, and then use one or both actions to move, rolling one or two dice respectively, and an additional D6 when running (provided they have not been wounded).

Other Characters
Physics are activated when the force commander's card is drawn without any Command Initiative cost. They move as per a normal soldier - i.e, they have two actions and can use or or two actions to move (rolling one or two dice accordingly). Physics cannot run. (See p. 80 of the main rules.)

Holy Men are also activated on the force commander's card, but "do not move as normal men, but simply appear with the unit at the moment of crisis" and then remains with that group/formation for the rest of the game. (See p. 80 of the main rules.)

Movement of other specialists (Marksman, Silent but Deadly chap, Dipper, Cracksman) is covered at p. 66 of the main rules.
Capt Fortier

“Frapper l'ennemi, c'est bien. Frapper l'imagination, c'est mieux.” - Jean de Lattre de Tassigny
giobaratto
Posts: 14
Joined: Sun Sep 03, 2017 7:23 am

Re: Leader solo movement

Post by giobaratto »

Thank you guys,

just miss the answer int the faq...

It makes sense, that's what we think, but we did not find in the rules a sentence that equiparate the leadears to a normal unit.

I appreciate your help :)
Post Reply