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.