A character can ski down or across snowy terrain much faster than walking across the same terrain.
There are three types of skiing:
When skiing downhill, every minute a character must make a dice roll using his/her Skiing/Skating (including skiing downhill specialism) + CO to stay on his/her skis. A character who falls over may well be injured, depending on how fast he/she was travelling.
The difficulty of the dice roll depends on the type of slope being negotiated, as follows:
Type of slope | Difficulty | Modifier to speed |
Gentle slope, clear path | 2 | -2 |
Average slope, clear path | 5 | +0 |
Difficult slope, clear path | 8 | +2 |
Extreme slope, clear path | 12 | +4 |
If path is obstructed (e.g. by boulders), requiring character to turn a lot | +2 | -1 |
If path is heavily obstructed (e.g. through a piece of forest) | +5 | -2 |
The character's speed is determined by the result of a second dice roll using his/her Skiing/Skating (including skiing downhill specialism) + CO. There is a modifier to this dice roll based on the type of slope (see above)
The speed achieved is as follows:
Downhill skiing distance travelled per hour | Dice roll result x 3.6 kilometres |
Downhill skiing distance travelled per minute | Dice roll result x 60 metres |
Downhill skiing distance travelled per combat turn (5 seconds) | Dice roll result x 5 metres |
When a character travels cross-country by skis, the character's speed is determined by the result of a dice roll using his/her Skiing/Skating (including skiing cross-country specialism) + CO.
The speed achieved is as follows:
Cross-country skiing distance travelled per hour | Dice roll result x 300 metres |
Cross-country skiing distance travelled per minute | Dice roll result x 5 metres |
Cross-country skiing distance travelled per combat turn (5 seconds) | Dice roll result x 0.5 metres |
When a character is skiing downhill and comes across a drop or crevasse, he/she can choose to attempt to jump over it. The character must make a dice roll using his/her Skiing/Skating (including ski jumps specialism) + CO to land safely. The dice roll result also determines how far the character jumps, depending on the size of the obstacle. A character who fails a ski jump may well be injured by the fall.
Obstacle type | Difficulty to land safely | Distance travelled jumping |
Small drop (2 metres) | 4 | Dice roll result x 0.6 metres |
Average drop (5 metres) | 7 | Dice roll result x 1 metre |
Large drop (20 metres) | 10 | Dice roll result x 2 metres |
Cliff (50+ metres) | 14 | Dice roll result x 4 metres |