Movement, Initiative and Firing in Battle

More Battle Details

More Guts

Movement

Movement ranges from 1 to 8 squares on the battle board. Movement is always between ½ and 2 ½ squares per round.

The distance a ship can move per round is computed in ¼ squares, using the following formula:

The Formula for Movement

Movement =        (Ideal_Speed_of_Engine - 4) / 4
       - weight / 70 / 4 / Number_of_Engines
       + ¼ x Number_of_Maneuvering_Jets
       + ½ x Num_Overthrusters

When you calculate the formula for movement and other formulas, remember that all multiplies and divides happen before any addition or subtraction.

Movement in Squares per Round


Round

Movement

1

2

3

4

5

6

7

8

½

1

0

1

0

1

0

1

0

¾

1

1

0

1

1

1

0

1

1

1

1

1

1

1

1

1

1

1 ¼

2

1

1

1

2

1

1

1

1 ½

2

1

2

1

2

1

2

1

1 ¾

2

2

1

2

2

2

1

2

2

2

2

2

2

2

2

2

2

2 ¼

3

2

2

2

3

2

2

2

2 ½

3

2

3

2

3

2

3

2

Order of Movement

Movement happens in three phases:

Phase 1: All tokens that can move 3 squares this round get to move 1 square.

Phase 2: All tokens that can move 2 or more squares this round get to move 1 square.

Phase 3: All tokens that can move this round get to move 1 square.

In each part tokens move in order from heaviest to lightest, with a margin of +/- 15%.

Each token attempts to find the best square to move into according to the tactic they've been assigned. For example, you have selected Maximize Net Damage and have a ship with a combination of range 1 and 2 weapons. Your enemy has a ship with a combination of range 1 and 2 weapons also, but their range 1 weapons are much better than yours. You will stay at range 2 because that is where you will do the highest net damage.

Overthrusters, Maneuvering Jets and Movement

Multiple Overthrusters and Maneuvering Jets are additive. One Overthruster gives the token a speed bonus of ½ square of movement per round, with each extra Overthruster adding ½ square.

A Maneuvering Jet gives the token an extra 1/4 square of movement per round of battle, with each extra Jet adding ¼  square.

Maximum movement is 2 ½ squares per round, regardless of how many Overthrusters and Maneuvering Jets the design may have.

Firing

Weapons fire in order from highest to lowest initiative. Weapons fire on a weapon slot-by-weapon slot basis, the shortest range weapons of a given initiative firing first. If the target token is destroyed, damage will stream over to other tokens in range.

Initiative

Initiative determines the firing order in battle. All ships have an innate hull initiative value, ranging from 0 to 18. Each battle computer increases initiative by 1, 2 or 3 points. Firing initiative is the sum of the hull initiative, battle computers, and the weapon's initiative.

Highest initiative fires first. If a ship has a base initiative of 11 and beam weapons with an initiative of 5 for a total initiative of 16, and a second ship has a base initiative of 14 and a torpedo weapon with an initiative of 3 for a total initiative of 17, the second ship fires first. If the torpedo ship also had a second weapon with an initiative of 1 then the torpedo would fire first, the other ship's beams would fire, followed by the torpedo ship's second weapon.