| Latest version | 2.1.1 |
|---|---|
| Minimum Core | 14 |
| Compatible Core | 14.360 |
| Last updated | 1 month ago |
| Created | 7 months ago |
| Authors | |
| Languages |
English English (UK) Français |
| Systems |
Rmu |
| Project source | Project URL |
| Report bugs | Bug tracker URL |
| Read-me | Readme URL |
| License | License URL |
Movement Range Finder for RMU is a tactical aid for the Rolemaster Unified (RMU) system that visualises movement for gridless, square, and hex maps. It calculates exactly how far a token can move based on their Base Movement Rate and the map's layout, routeing around walls and obstacles, and moving up and down levels within scenes that have regions defined with the changeElevation behaviour.
It highlights the movement area using colour-graduated cells based on RMU's movement paces (Walk, Run, Sprint, etc.) to help determine pace penalties when moving while acting.
Please install the correct version of the module:
Screenshot showing a GM view of a ground floor, multi-level scene
Screenshot showing a GM view of a first floor, multi-level scene tracing a path back to the token on the ground floor 
Rolemaster Unified does not currently have official rules for grid-based movement. To stay as true to "Rules As Written" as possible, the module calculates the exact distance between grid centres and displays any remaining movement in the outermost grid squares.
Note 1: Movement tax: Because tokens must occasionally zig-zag to follow straight lines on Hex grids, you may notice a rough 15% "hex movement tax" loss of range on those maps. The tax on square grids is lower, and the tax on gridless is lower still (it still uses a micro-grid for part of the calculations when navigating around corners).
Note 2: Token size: The module does not take into account a token's size, leaving it to each table to decide their own rules for squeezing through tight spaces.
Note 3: Flight: The module's pathfinding engine evaluates 2.5D space to navigate stairs and portals, but it strictly calculates movement on the ground. It does not currently calculate 3D flight paths or aerial clearance limits. If a token flies or falls mid-air, movement ranges will lock to the ground elevation of the current level.
It features an "Anchor & Scout" system that allows players to move their token to "peek" around corners without losing track of their original movement starting point.
P).Creep, Walk, Jog, Run, Sprint, Dash). It automatically highlights the boundary of the 1 AP limit with a thicker border, helping players manage their action economy.M (default hotkey) to toggle the overlay on or off.Ctrl + M (default hotkey). This will "anchor" the token's starting position.Ctrl + M again whenever you want to lock in a new anchor point.P to toggle on/off a path tooltip that shows the route used to get to the point under your cursor.Creep through Dash), plus the anchor square and any portal regions using the colour picker.To prevent this module from revealing parts of the map that players should not see, you must ensure your Scene is configured correctly:
If these are disabled, the module may draw the movement grid in unexplored/hidden rooms.
The module uses a range of methods to work out if a path is valid. It is important that you set up your scene walls correctly to prevent "leaks" through gaps. This is particularly important when your scene has levels and those levels might be visible to each other. For example, if the first floor of a building has a gallery area overlooking the groundfloor courtyard, you will need to add walls around that gallery to show it is normally impassible. Of course, players may choose to jump over the balcony, but this shouldn't be treated as the normal path to descend to the ground!
To install this package, open your Foundry Setup screen and navigate to your Module tab and click the Install Module button.
From there, you can either search for the package unique name: rmu-movement-range-finder or copy its manifest URL:
And paste it to the input box at the bottom of your window.

You can install this package directly to your Forge account.