7
© 2015 GMT Games, LLC
7. MOVEMENT AND TURNING
The invention of the Near Faster Than Light (NFTL) drive was the
first revolution in space travel. Before that, mankind was dependent
upon conventional rockets. The cost to get even one pound of weight
out of Earth’s atmosphere and into space was exorbitant. Travel
between planets within Earth’s solar system was painfully slow. The
NFTL drive changed all of that and effectively eliminated conven-
tional rockets. The drive creates a pocket of subspace in front of a
ship which draws a ship forward. While a ship using an NFTL drive
never leaves normal space, the change in subspace around (and
especially in front of) a ship allows it to easily overcome gravity,
accelerate in space, and travel at Speeds much more quickly than
conventional rocketry would allow. It also does it at a fraction of the
cost and without the need for ridiculous amounts of fuel. All ships
in this game are using NFTL drives when moving around the board.
The unique properties of NFTL drives have a number of interesting
impacts in this game. First, the distortions and subspace pockets
are such that it is difficult for ships with NFTL drives to be close to
each other. Second, it is very dangerous for NFTL drives to change
their output dramatically – whether in Speed or direction. The
parameters of the subspace field must be adjusted incrementally or
the ship will break apart.
7.1 Moving
When a ship can move according the Impulse chart, it MUST move.
If a player has multiple ships that can all move in the same Impulse,
he may move them in any order. A ship that can move can do one
of the following:
• Go straight. Move the ship one hex forward, along her current
facing. If a ship has a Turn Radius marker on the board, it is
removed if the ship moves into the same hex as that counter.
• Turn (7.2)
• Side Slip (7.3)
7.2 Turning
(7.2.1) Procedure: Turn the ship one hexside either left or right and
move one space forward, in that order.
(7.2.2) Turn Radius: A ship may only turn if it does not have a
Turn Radius marker on the board. After completing the turn and
subsequent move either:
1) place a Turn Radius marker a number of hexes away from the ship
equal to her current Turn Radius. This counter indicates when the
ship can turn again. The Turn Radius markers are much smaller
than the hexes and it is helpful to place the counter along the hex
side closest to the ship that it belongs to; OR
2) place the Turn Radius marker directly on the ship. In this case,
the number on the counter corresponds to the remaining hexes a
ship must move before it may turn again. The counter is flipped
or replaced with a smaller value Turn Radius marker as the ship
moves through her turn.
DESIGNER NOTE: During large battles, it may be more convenient
to place the counter directly on the ship performing the turn to
prevent board clutter.
A ship with a Turn Radius of 0 would not need to use a Turn Radius
marker and could turn every time it moves.
7.3 Side Slip
(7.3.1) Procedure: The ship shifts one space 60 degrees forward
(left or right) without changing facing. This is independent of the
Turn Radius and can be done even if the ship has a Turn Radius
marker on the board.
(7.3.2) Side Slip Markers: A Side Slip can only be done
if that ship previously spent AP to place a Side Slip
marker on the ship. Whether the player uses the sideslip
or not, the Side Slip counter is removed when the ship
moves. When a ship performs a Side Slip, if the ship still has a Turn
Radius marker on the board, the marker will need to be moved to
be in the same hex row as the ship. When moved, it should be ad-
justed so that it is one hex closer to the ship, since the ship moved
one hex forward.
EXAMPLE: Here the Terran cruiser used AP to place a marker on
the ship. During this cruiser’s next Move, she MAY chose to shift
one hex to the side, keeping the same facing. Since the cruiser had
a turn radius marker 2 hexes ahead of her, it also gets shifted in the
same direction and it moves 1 hex closer.
7.4 Collisions
Because of the instability of the subspace pockets caused by the
NFTL drives, ships of the same race suffer damage if they occupy
the same hex together (Exception: Fighters in the same squadron,
Bases, and Missiles). Because each race’s NFTL drives are tuned
slightly differently, this does not apply to ships of different races.
Rule: If a ship moves into the same hex as another ship of its race
both ships take 3 Damage on the shield facing the other ship. The
ship’s owner chooses which ship resolves damage first. Ships of
EXAMPLE: A Terran CA with a Speed of 3 has a Turn Radius of
2. After the ship completes its turn, a turn radius marker is placed
2 hexes away.