<Cybercore>

Overland Travel

When the squad needs to cover real distance on foot or by vehicle, use these tables to determine travel pace and time.

On Foot; Sweep-Based (Exploration)

During Exploration Sweeps, characters move cautiously; searching, scanning, and watching for threats. Use Move Carefully (half Speed) as the baseline for Sweep movement.

SpeedSquares per SweepMetres per Sweep
212m
312m
424m
524m
636m

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.

On Foot; Per Hour / Per Day

For longer overland travel, convert Speed to a walking pace. A standard march day is 8 hours with breaks.

Speedkm/hkm/day (8h march)
2216
3324
4432
5540
6648

March Pace by Origin

OriginSpeedkm/hkm/day
Human4432
Boehec2216
Rodi5540
Android4432
Om5540
Lizards3324
Cyborg3324
Silicoid Slaters2216
Nanocoids2216
Karani5540
Junker4432
Zetas5540

A mixed squad moves at the pace of its slowest member; unless the slow ones ride.

Forced March

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 Modifiers

Terrain affects your effective travel speed. Multiply km/h by the terrain modifier.

TerrainModifierExample km/day (Speed 4)
Road / Trail×132
Open Ground×0.7524
Forest / Jungle×0.516
Swamp / Marsh×0.516
Desert (heat)×0.516
Mountains×0.258

Terrain modifiers stack with conditions. A Slowed character in a swamp is having a very bad day.

Vehicles; Overland

Generic vehicle categories with representative overland speeds. Specific vehicles override these defaults; check the vehicle's stat line.

Categorykm/hkm/day (8h)Notes
Light Ground Vehicle80640Cars, bikes, buggies
Heavy Ground Vehicle40320APCs, trucks, crawlers
Walker / Mech20160Speed varies by mech class
Aircraft (Rotary)2001,600Helicopters, VTOLs, gunships
Aircraft (Fixed-Wing)5004,000Transports, strike craft
Watercraft40320Patrol 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.