When the squad needs to cover real distance on foot or by vehicle, use these tables to determine travel pace and time.
During Exploration Sweeps, characters move cautiously; searching, scanning, and watching for threats. Use Move Carefully (half Speed) as the baseline for Sweep movement.
| Speed | Squares per Sweep | Metres per Sweep |
|---|---|---|
| 2 | 1 | 2m |
| 3 | 1 | 2m |
| 4 | 2 | 4m |
| 5 | 2 | 4m |
| 6 | 3 | 6m |
Move Carefully halves your Speed (round down, minimum 1 square). If the squad is not being cautious, they know the area is clear or they're in a hurry, they can move at full Speed per Sweep, but they lose the benefits of searching and sneaking.
For longer overland travel, convert Speed to a walking pace. A standard march day is 8 hours with breaks.
| Speed | km/h | km/day (8h march) |
|---|---|---|
| 2 | 2 | 16 |
| 3 | 3 | 24 |
| 4 | 4 | 32 |
| 5 | 5 | 40 |
| 6 | 6 | 48 |
| Origin | Speed | km/h | km/day |
|---|---|---|---|
| Human | 4 | 4 | 32 |
| Boehec | 2 | 2 | 16 |
| Rodi | 5 | 5 | 40 |
| Android | 4 | 4 | 32 |
| Om | 5 | 5 | 40 |
| Lizards | 3 | 3 | 24 |
| Cyborg | 3 | 3 | 24 |
| Silicoid Slaters | 2 | 2 | 16 |
| Nanocoids | 2 | 2 | 16 |
| Karani | 5 | 5 | 40 |
| Junker | 4 | 4 | 32 |
| Zetas | 5 | 5 | 40 |
A mixed squad moves at the pace of its slowest member; unless the slow ones ride.
After 8 hours of travel, each additional hour of marching inflicts one level of the Exhausted condition. Exhausted characters are Staggered, Slowed, and Distracted; pushing beyond endurance has real consequences.
Androids and Cyborgs are not immune to forced march penalties; mechanical joints overheat and servos degrade under sustained load.
Terrain affects your effective travel speed. Multiply km/h by the terrain modifier.
| Terrain | Modifier | Example km/day (Speed 4) |
|---|---|---|
| Road / Trail | ×1 | 32 |
| Open Ground | ×0.75 | 24 |
| Forest / Jungle | ×0.5 | 16 |
| Swamp / Marsh | ×0.5 | 16 |
| Desert (heat) | ×0.5 | 16 |
| Mountains | ×0.25 | 8 |
Terrain modifiers stack with conditions. A Slowed character in a swamp is having a very bad day.
Generic vehicle categories with representative overland speeds. Specific vehicles override these defaults; check the vehicle's stat line.
| Category | km/h | km/day (8h) | Notes |
|---|---|---|---|
| Light Ground Vehicle | 80 | 640 | Cars, bikes, buggies |
| Heavy Ground Vehicle | 40 | 320 | APCs, trucks, crawlers |
| Walker / Mech | 20 | 160 | Speed varies by mech class |
| Aircraft (Rotary) | 200 | 1,600 | Helicopters, VTOLs, gunships |
| Aircraft (Fixed-Wing) | 500 | 4,000 | Transports, strike craft |
| Watercraft | 40 | 320 | Patrol boats, barges, amphibious rigs |
Vehicle km/day assumes 8 hours of operation. Most vehicles can operate longer than foot troops, but fuel, E-Cell depletion, and crew fatigue become factors on extended drives. The GM determines when resupply or rest is required.
Terrain modifiers apply to ground vehicles and walkers. Aircraft ignore ground terrain but may face weather, turbulence, or no-fly zones at the GM's discretion.