Push your body beyond standard combat pace to cover more ground quickly—at the cost of mounting fatigue if sustained.
Roll d100 + Sprinting skill vs. DR 100
On success, your Combat Movement is increased by: → +0.5 meters→ +0.5 meters per 20 Success Rate
On failure, you move at your normal combat movement.
If sprinting for more than 1 round, you must make a fatigue threshold roll each additional round with +10 DR per round sustained
Massive Push to Outrun Pursuit: Roll 140 → SR = 40 → +1.5 meters this round per Action Point spend → Attempting again next round will require a +10 to fatigue threshold roll. Attempting again 3rd round will be at +20 to fatigue threshold roll.
Sprinting is the explosive application of raw speed and bodily effort in combat conditions. It allows you to exceed your normal movement range for a short time, which can mean the difference between escaping a kill zone, reaching an ally, or charging a target before they’re ready.
However, sprinting pushes your body into overdrive. While the first burst is safe, sustaining it quickly leads to exhaustion unless the user is well-trained or exceptionally conditioned. Tactical use of this skill often involves single-round bursts to reposition, flank, or retreat—reserving sustained effort for desperate situations.
Sliding Attack: Sprint into melee range, then strike from an unexpected angle
No direct counters.