Skip to main content

XIX. Broken Contract - Move Actions

Stat card mock up by Sam Alcarez.

Its been a while since I discussed the mechanics of the game. The last time I discussed mechanics in depth was actually back in February in the post: VI. Broken Contract - Actions and Interruptions. I want to take a moment to go into a little more detail on Actions, and specifically how movement works in the game. This is an excerpt from the rulebook:

Move Actions are how your Characters move in the game; whether to give chase, duck and run, or just walk down a street or into the next room. Like any good action-adventure movie, walking around is not enough, so Rushing, Jumping, and Crawling are all types of Move Actions. Each Move Action can only be used once per turn. Move Actions aside from Go Prone/Stand Up are discussed in terms of Inches. 


Each Character in the game gets 3 Actions per Turn and as referenced in the above, each Move Action can only be used once per Turn. Its worth noting you have access to the following list of Move Actions:

  • Dive Roll - D3" (1AP)
  • Go Prone (1AP)
  • Hustle/Disengage - D3" (1AP)
  • Jump - D3" normally/D6" if immediately following a Rush of more than 3" (1AP)
  • Rush - D6" (1AP)
  • Stand Up (1AP)
  • Walk/Crawl - As Move Stat in Inches (1AP)
What this means is that a Character can use all 3 of their Actions towards Move Actions, but may not repeat any of them. Thus, you could Walk, Hustle, and Rush in a single Turn, but you couldn't Rush 3 times.This all is meant to represent Movement in a very cinematic way.

When you watch an action movie you see our heroes and villains walk normally, do the cautious jog, and finally do the flat out sprint. These are represented by Walk, Hustle, and Rush. If you can envision with me, Jason Statham or Scarlet Johansson Walking at a normal pace to an area of cover. They see the coast is clear, so they Hustle cautiously out into the open. A guard appears and either yells or opens fire, and they Rush! forward and sprint away.

Now allowing a Character to just Walk steadily forward 9" (3" per Action) would be way too predictable and boring. Everyone would choose that option, and in the heat of an altercation people are not that deliberate, predictable, or sure footed. Additionally, they are likely going to want to perform other Actions in the same turn like Attacking, Shooting, or Searching - but those are a whole other discussion.

Some of the Actions mentioned above are extremely straight forward: Stand Up, Go Prone, and Crawl are exactly what they sound like. Crawl is grouped with Walk because they behave the same and you can't Walk and Crawl in the same Turn.

Where Move Actions get dynamic and sometimes risky are when you push the limits of what you can do. For example, a Dive Roll is performed at no direct risk to the Character and moves you the same distance as a Hustle, but you end in the Prone position, potentially putting you at greater risk if an enemy is close by, or giving you greater protection if there is an ore cart to hide behind, for example. 

The greatest risks lie in any Move Action that involves a D6 roll because not only are the distances highly unpredictable, a natural 1 rolled on the D6 causes you to Stumble. Thus, Rush and a Jump immediately after a Rush can net you the furthest possible Move Action distances, they also give you the highest risks of something going wrong. These Move Actions are for the bold, the desperate, and those in possession of a re-roll!

To close this out, lets finally go into greater detail on the Stumble. Throughout the rules, rolling a natural 1 on a D6 can have unfortunate results. Using your Move Actions there are only 2 types of moves that hold that risk - the Rush and the Jump immediately following the Rush. In either case, if you roll a 1 for distance you Stumble, which behaves as a sort of involuntary Move Action. You roll a D3 and move that many inches forward. You then have to make an Agility Stat Check to stay upright. If you successfully make the Agility Check, you still loose all of your remaining Actions as you struggle to balance yourself. If you fail the Agility Check you immediately Go Prone. In both cases you probably suffer no damage (unless you fall down a mine shaft or something on accident ;) but your Character is most likely not doing what you want them to do, putting your Character at risk. But, of course, if you were to Walk, Rush, and Jump for your series of Actions you could potentially move an amazing 15" across the board, but you are also giving your Character 2 chances to Stumble and fall on their face. Decisions! Decisions!

Play testing has shown that how people approach these options is highly variable based on their own personalities. I've seen players cautiously stick to Walk and Hustle as they move around the board, and I've seen the risk takers run circles around them through good rolls. I've also seen games where a player wants their Character to be Jet Li, and instead behave like one of the 3 Stooges. This is an area where I drew heavily from games like Blood Bowl and Gorkamorka in the "spirit of the rules" because this unreliability when you push your Character creates a highly entertaining cinematic feel.

If anyone has any questions or comments, feel free to share them below. Are any other fans of games like Blood Bowl and Gorkamorka our there following Broken Contract?

Thanks for reading!
-Nick

Oh, and if its been a long time since you read the What is Broken Contract? page, or you never have, it got a thorough update last week to better reflect what Broken Contract - Deep Underground is when it is launched on Kickstarter September 1.

Comments

Popular posts from this blog

Building a Punk Venue for WitS Pt. 1

Chris from Slow Death Games/Wild in the Streets isn't going to be able to make it to AdeptiCon this year so the Breaker Press Games booth is going to be running Wild in the Streets demos in addition to our yearly introduction to Broken Contract. This means that I'm going to need suitable scenery to use for demo purposes, as well as for photos used in Tooth Chipper Fanzine. With that in mind, I looked around the internet in search of buildings that fit my vision of the hip neighborhoods I've frequented around the country as my old bands toured. Everywhere I looked, the modern buildings I was most drawn to were all from the TT Combat City Scenics line.

I looked at their entire range, and even though their old theatre, comic book store, and music shop all seemed like automatic selections, I needed to get the most bang and flexibility for my buck, so I ordered their Take Away set online, which is meant to be a stripmall with 3 restaurants in it. Eagerly, I waited for it to ar…

Three New Releases for April 2018

At AdeptiCon we debuted three new releases and they are available on the Breaker Press webstore now!
Broken Contract The Day-to-Day Starter Box This Starter Box is a revised and reimagined version of last year's starter box. The box we brought out to the world through Kickstarter last year contained a lot of stuff, but in retrospect may have been a touch overwhelming to new players. The focus then was on creating a sandbox for players who wanted to create their own characters and crews, but it was too much stuff to make a smooth introduction.
The Day-to-Day Starter Box seeks to resolve that by adding our Introductory Episode Book, The Day-to-Day and keeping the cards and models strictly to those on the sample crew rosters included in the book. The three scenarios are meant to guide the players through progressively more involved Acts, composing a mini-campaign called an Episode. 

The Day-to-Day Starter Box is the perfect introduction to the miniature game, Broken Contract. Contained…

Vision of Fire: Broken Contract Battle Report

(The following is a narrative battle report documenting a new Act called, Visual Recognition. In this Act, Black Squadron Security team up with two Recognition Drones who have the objective of capturing images of breaking miners to confirm their identities. The role of the drones is to not engage the enemy. They are there to provide visual documentation for the files of the transgressors. It was a really fun mission to play and then put into words. The Black Squadron were played by Hal, and the Knife Syndicate were played by myself. Enjoy! -Nick)

"Work Site CI08 reporting. That new guard jacked up the count. He's not sure how many slipped away while we were dealing with those other worthless breakers, but we're short several bodies."

"Understood. Don't sound the alarm just yet. We're sending over a Recognition Team, and a squad is moving from holding to section CG04 to intercept. They'll be rounded up. Hold your crew until their daily target is met. …