Rules of play



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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. 



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