Movement is determined by the Attributes Dexterity and Brawn, as well as by the Ability Athletics.

Combat Movement

All Characters get a chance to move each round on their Initiative.

Characters may take their Movement before or after their Action, but never before and after. This means you cannot run out of cover, attack someone, and run back behind cover. Characters that have already spent their Action (usually as a Reaction) may still move on their turn. Characters that are stunned cannot move.

Free Movement

During their Movement, each Character may move 5 + (5 x Dexterity - Penalty) feet without incurring a dice penalty. Minimum 5 feet.


A Character may extend their Combat Movement by up to 5 feet per point of Brawn they possess. Doing so incurs a -1 dice penalty for their Action that round. If they have already taken their Action and did not save dice to sprint, they can only use their Free Movement.

All-out Sprints

If a Character commits their entire Action to sprinting, roll Brawn + Athletics. They travel 5 x (Outcome + Dexterity rating + Brawn rating) feet.


Movement over difficult terrain is rarely free and may often require a roll. GMs may levy penalties to Movement based on the terrain at their discretion.


Jenny the Blade, a knife-fighter from the rough streets of Belfast, wants to charge the armed guards surrounding the vehicle she's trying to rob and slash at their throats. She is 35 feet away, and has 4 Dexterity and 3 Brawn. She is able to move 25 feet for free thanks to her 4 points in Dexterity, and can move up to 15 more feet due to her 3 points in Brawn, so she can cover the full distance, but because she went 10 feet over her base movement speed, she loses 2 dice on her attack roll.

Other Kinds of Movement

Jumping and Climbing

A Character can jump 1 vertical foot or 4 horizontal feet per point of Brawn. These numbers are assuming a running jump; for jumping from a standstill, they are cut in half.

In Combat or when the stakes are high, jumping requires a Brawn or Dexterity + Athletics roll in order to successfully make the full distance.

If a Character attempts a jump which is longer than they could ordinarily make, the Difficulty of the roll is increased by 1 for every extra foot they need to clear.


Climbing always requires a Dexterity + Athletics roll. Contractors may move 5 + (2 x Outcome) feet. The Difficulty is set by the GM, based on the surface they are scaling, with a ladder being difficulty 5, and a challenging cliff face at difficulty 9.


Characters must roll Dexterity + Athletics to swim in Combat. They move (Outcome x 5) feet Any amount of encumbrance at all - for example, if you are wearing a backpack - cuts this speed in half. A character at full encumbrance who finds themselves stuck in the water is unable to swim, and begins to sink down and begin to Drown.