TEXT: TIME & TRAVEL MOVEMENT 
   
  TIME 
   
      When playing, real time is condensed or expanded to fit the needs 
  of the moment.  To condense the time during the course of travelling 
  or any long period of relative inactivity for the PCs, the Game Turn 
  (GT) is used.  It represents 10 minutes of real time.  When the 
  situation requires fast movement or actions, a Combat Round (CR) is 
  used to measure time.  It represent 5 seconds of real time.    
   
  TRAVEL MOVEMENT 
   
      The amount of distance covered is dependent on the moving 
  object's speed and length of time it travels.  The rate of travel 
  varies depending on the terrain being covered.  In the case of 
  vehicular travel, tracked vehicles must cruise at a slower rate than 
  wheeled vehicles, to prevent excessive wear on the tracks. 
      The following tables are used in determining the distance a PC 
  can travel in a given situation.  The first tables refer to foot 
  travel.  These tables are broken into the following categories; 
   
  Normal: This is a walk with only normal alertness and care in 
  travelling. 
  Double Time: A quick march, almost a jog but not quite. 
  Searching: Taking time to look carefully through the surrounding 
  area. 
  Movement Under Cover: Taking advantage of all possible cover while 
  moving and trying not to be seen. 
  Running: A dead run. 
   
      The other sets of tables refer to vehicular travel.  There is 
  no maximum rated listed as these are determined by the specific 
  vehicle type.  The listings run much the same as for foot travel with 
  the following different movements rates; 
   
  Blackout: Driving at night using vision devices and having all 
  visible light turned off. 
  Cover and Movement: This is moving from one covered position to 
  another keeping a close watch on all activity in an area. 
   
     The tables list two numbers for most categories.  These refer to 
  movement by Day/ Night. 
  
  FOOT MOVEMENT RATES IN METERS PER GAME TURN 
   
                           Cross     Swamps or 
               Roads      Country    Mountains   Water 
  Normal       800/534    400/267    200/134     270 
  Double Time  1600/1068  800/534    400/267     405 
  Searching    400/267    200/134    100/67      n/a 
  Movement 
  Under Cover  200/134    100/67     50/34       n/a 
  Running      2400/1602  1600/1068  n/a         n/a 
   
  VEHICULAR MOVEMENT RATES IN METERS PER GAME TURN 
   
  Wheeled 
                                      Cross     Swamps or 
               Roads      Trails     Country    Mountains  Water 
  Normal       4000/4000  3000/3000  1200/800   600/400    500 
  Blackout     1600       1200       800        400        n/a 
  Searching    2000/2000  1500/750   1000/1000  500/500    n/a 
  Cover and 
  Movement     1000/1000  750/750    500/500    250/250    n/a 
   
  Tracked 
   
  Normal       2400/2400  1800/1800  1600/800   800/400    500 
  Blackout     1600       1200       800        400        n/a 
  Searching    1600/1600  1200/1200  800/800    400/400    n/a 
  Cover and 
  Movement     1000/1000  750/750    500/500    250/250    n/a 
   
  FOOT MOVEMENT RATES IN METERS PER COMBAT ROUND 
   
  ACTION       TERRAIN                DISTANCE COVERED 
   
  Run          Open, Road             20 meters 
                
               Light Woods            15 meters 
                
               Sand                   10 meters 
   
  Slow Run 
  (Trot, Jog)  Open, Road, 
               Light Woods, Sand 
               Tall Grass, Crops 
               Ploughed Field         10 meters 
                
               Snow (to 25 cm), 
  
               Rubble, Confined Area  5 meters 
   
  ACTION       TERRAIN                DISTANCE COVERED 
  Walk         Open, Road, 
               Light Woods, Sand 
               Tall Grass, Crops 
               Ploughed Field         5 meters 
                
               Dense Woods, Mud 
               Rubble, Snow (to 25cm), 
               Confined Area, 
               Water (upto 50cm)      3 meters 
   
  Slow Walk    Open, Road, 
  (Cautious)   Light Woods, Sand 
               Tall Grass, Crops 
               Ploughed Field         4 meters 
   
               Dense Woods, Mud 
               Rubble, Snow (to 25cm), 
               Confined Area, 
               Water (upto 50cm), 
               Thick Underbrush       3 meters 
   
               Snow (upto 50cm)       2 meters 
   
  Crawl        Open, Road, 
               Light Woods            4 meters 
   
               Sand, Tall Grass 
               Crops, Ploughed Fields 
               Dense Woods, Mud, 
               Rubble, Confined Area  3 meters 
   
               Snow (upto 25 cm), 
               Thick Underbrush       2 meters 
                
  Slow Crawl   Open, Road, 
  (Creeping)   Light Woods            2 meters 
   
               Sand, Tall Grass, 
               Crops, Ploughed Field, 
               Dense Woods, Mud, 
               Rubble, Confined Area 
               Snow (upto 25cm), 
               Thick Underbrush       1 meter 
   
  
      PCs may move up to the distance stated or move a shorter distance 
  if so desired. 
      Certain conditions may slow a PC who is Walking or in a Slow Run.  
  The distances given above are modified by the following conditions. 
   
  CONDITION                                 DISTANCE MULTIPLIER 
  Light smoke or Fog, Moonlit Darkness, 
  Heavy Rain, Snow                                 .75 
   
  Heavy smoke or Fog, Moonless Darkness, 
  Downpour, Blizzard                               .5 
   
      In each case, distance is rounded up to the nearest meter, even 
  if this results in no reduction in distance at all. 
      These modifiers are not cumulative. 
   
  ADDITIONAL TYPES OF COMBAT ROUND MOVEMENT 
   
  ACTION       TERRAIN                DISTANCE COVERED 
   
  Evasion      Open, Road, 
               Light Woods, 
               Tall Grass, Crops, 
               Ploughed Field         4 meters 
   
  Diving       Any terrain            2 meters 
   
  Running Dive Open to Any Terrain    3 meters 
   
  Run up Stairs                       15 steps 
   
  Walk up Stairs                      6 steps 
   
  Climb Ladder                        3 meters up 
                                      4 meters down 
   
  Climb Rope                          2 meters up 
                                      4 meters down 
   
  Rappel       Wall, Cliff            Skill x 10 meters down 
   
  Paddle       Raft, Kayak, Canoe     5 meters 
   
  Wade         Water from 50 cm to 
               1 m deep               1 meter 
   
  Swim         Water over 1 meter     Skill x 1.5 meters 
  
   
  Swim 
  Underwater   Water over 1.5 meters  Skill x 1 meter 
   
  Swim 
  Underwater   SCUBA or Skin Diving   Skill x 2 meters 
   
      Swimming underwater using SCUBA or Skin Diving Skill assumes the 
  use of swim fins.  PCs can with Skin Diving Skill dive to a depth 
  of Skill x 15 m. 
   
  NOTES ON BURDENS 
   
      Evasion, Running, Walking up Stairs, Climbing Ladders and wading 
  may be performed while burdened or with a light wound.  If so, the 
  distance for each is halved. 
      Rappelling while burdened is only possible if the entire burden 
  is secured in a backpack or slung.  Rappelling is not possible while 
  wounded. 
      Swimming is possible while lightly wounded or burdened, but the 
  PC will cross only halve the distance.  Heavily burdened PCs can not 
  swim. 
      The additional actions not listed above, can not be performed 
  while burdened or wounded. 
   
  
SOURCE: textdata/thevault/The Morrow Project/Unofficial/The Supply Bunker/3e Additions/Modified Time and Travel Movement Rates.pdf