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Movement

In the Movement Phase, players alternate moving their Squadrons, Heroes, and Capital Ships. While no craft is required to move its full movement rate, only Capital Ships and Heroes may choose to come to a dead stop - and only then if they moved at Attack Speed in the prior round.

Movement Rates

Each craft in the game has two Movement Rates - Attack Speed, and Full Throttle. These rates dictate how many hexes the craft may travel in a Movement Phase. It should be noted that, if a pilot is flying his craft at Full Throttle, he may not fire at any ships in the Combat Phase... he's simply moving too fast to target anyone. With this in mind, it should also be pointed out that all ships in a Squadron must move at the same rate. And no matter what distances were traveled, if one ship in a Squadron moves at Full Throttle, all ships in the Squadron are considered to have moved at Full Throttle. These movement rates are arrived at using the following equations:

Attack Speed: craft's Space/2 + piloting skill
Full Throttle: craft's Space + piloting skill

Example: A Rebel X-wing (Space: 8) flown by a pilot with 4D+1 (or 4, for the purposes of this game) in starfighter piloting has an Attack Speed of 8, and a Full Throttle of 12

Attack Speed

This is the basic movement rate of the game, and is a craft and its pilot's optimum combat speed. This is why the piloting skill is figured into this number - higher skilled pilots are more comfortable moving their craft at higher speeds, and can still target other ships while doing so.

Full Throttle

When a pilot flies Full Throttle, he's more concerned with reaching his target or evacuating a combat zone than in engaging enemies. Ships flying at Full Throttle may not fire in the Combat Phase.

Maneuvers

There's much more to dogfighting than pure speed, of course. A fighter's maneuverability, coupled with the skill of its pilot, is what really rounds out a Squadron's 'personality'. A few more calculations will help us figure this out...

# of Turns

This value is, quite simply, the number of hexsides a ship may turn during its move. This number is taken directly from the starship's 'Maneuverability' die code (rounding down the pips, of course) - a craft with a maneuverability of 3 has a # of Turns of 3.

Turn Distance

This value determines how many hexes must be crossed, in a straight line, before a ship may make one of its hexside turns. The formula for finding a craft's turn distance is this:

10 - (starfighter piloting + maneuverability) = Turn Distance

Example: That X-wing from above, whose pilot had a starfighter piloting skill of 4, has a maneuverability of 3. Its # of Turns is 3, and its Turn Distance, then, is 3 (four plus three equals seven, subtracted from ten is three). The craft may turn three hexsides in its move, but it must move three hexes before each of those turns. Red Leader, shown in the example here, is flying at Full Throttle (12 hexes). The final segment of his move covers enough hexes to get him another turn, but they've already been used in getting to this position. 

If a craft has turns left over at the end of its move, but cannot meet the Turn Distance requirement, they are lost and cannot be 'saved' for the next Movement Phase.

Exemplary Pilots and Craft

Sometimes, a pilot may be so skilled, or his craft so maneuverable, that he can ignore the Turn Distance restrictions altogether. When calculating Turn Distance, if the number reached is 0, the craft may turn two hexsides at once. If the total is -1 or less, the craft is now able to make 180 degree bootlegger turns.

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