Category: Tactical Action
Previous: Activation | Next: Space Combat
A player can move their ships by resolving a tactical action during the action phase. Additionally, some abilities can move a unit outside of the tactical action.
Step 1: Move Ships[]
A player can move any number of their eligible ships into the active system, obeying the following rules:
- The ship must end its movement in the active system.
- The ship cannot move through a system that contains ships controlled by another player.
- The ship cannot move if it started its movement in another system that contains one of its faction’s command tokens.
- The ship can move through systems that contain its own faction’s command tokens.
- The ship can move out of the active system and back into it if its move value is high enough.
- The ship must move along a path of adjacent systems, and the number of systems the ship enters cannot exceed its move value.
When a ship with a capacity value moves or is moved, it may transport ground forces and fighters.
Step 2: Space Cannon Offense[]
- After the “Move Ships” step, players can use the “Space Cannon” abilities of their units in the active system.
Ability Movement[]
If an ability moves a unit outside of the “Movement” step of a tactical action, players follow the rules specified by that ability; neither a unit’s move value nor the rules specified above apply.
Transport[]
When a ship moves, it may transport any combination of fighters and ground forces, but the number of units it transports cannot exceed that ship’s capacity value. The ship can pick up and transport fighters and ground forces when it moves.
During a tactical action, it can pick up and transport units from the system it started its movement in, each system it moves through, and the active system where its movement ends. Fighters and ground forces cannot be picked up from a system that contains one of their faction’s command tokens, other than in the active system. These transported units remain with the ship until it is finished moving, and cannot be "dropped off" at planets in the systems it moves through.
Transported units remain in the space area of a system. A player can land ground forces on a planet in a system during the “Invasion” step of a tactical action.
Move Value Modifiers[]
Action Cards[]
| Name | Number in Deck | Text |
|---|---|---|
| Flank Speed | 4 | Apply +1 to the move value of each of your ships during this tactical action. |
Agendas[]
| Name | Text |
|---|---|
| Shared Research | FOR : Each player's units can move through nebulae. |
| AGAINST : Each player places a command token from their reinforcements in their home system, if able. |
Anomalies[]
| Name | Text |
|---|---|
| Nebula | A ship cannot move through, but may move into a nebula.
A ship that begins the “Movement” step of a tactical action in a nebula treats its move value as “1” for the duration of that step. |
| Gravity Rift | A ship that will move out of or through a gravity rift at any time during its movement, applies +1 to its move value (This can allow a ship to reach the active system from farther away than it normally could). |
Breakthroughs[]
| Faction | Name | Ability |
|---|---|---|
| The Barony of Letnev | Gravleash Maneuvers | Before you roll dice during space combat, apply +X to the results of 1 of your ship's rolls, where X is the number of ship types you have in the combat.
During movement, your non-fighter ships' move values are equal to the highest move value amongst moving ships in the system they started in. |
| The Crimson Rebellion | Resonance Generator | During your tactical actions, apply +1 to the move value of each of your ships that start in your home system or in a system that contains an active breach.
ACTION: Exhaust this card to flip any breach or place an active breach in a non-home system that contains your units. |
| The Vuil'Raith Cabal | Al'Raith Ix Ianovar | This breakthrough causes The Fracture to enter play without a roll, if it is not already in play. After this card enters play, move up to 2 ingress tokens into systems that contain gravity rifts.
Apply +1 to the Move value of each of your ships that start their movement in The Fracture. |
| The Winnu | Apply +1 to the results of each of your unit's combat rolls for each "Support for the Throne" in your opponent's play area.
After you activate a system that contains a legendary planet, apply +1 to the move value of 1 of your ships during this tactical action. |
Technology[]
| Name | Colour | Ability |
|---|---|---|
| Gravity Drive | After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action |
Faction Technology[]
| Faction | Colour | Name | Ability |
|---|---|---|---|
| The Empyrean | Aetherstream | After you or one of your neighbors activates a system that is adjacent to an anomaly, you may apply +1 to the move value of all of that player's ships during this tactical action |
Agents[]
| Faction | Name | Ability |
|---|---|---|
| The Clan of Saar | Captain Mendosa | After a player activates a system: You may exhaust this card to increase the move value of 1 of that player's ships to match the move value of the ship on the game board that has the highest move value |
Legendary Planet Abilities[]
| Planet | Name | Ability |
|---|---|---|
| Tempesta | Ionian Fuel Refinery | You may exhaust this card after you activate a system to apply +1 to the move value of 1 of your ships during this tactical action. |
Relics[]
| Name | Ability |
|---|---|
| Circlet of the Void | Your units do not roll for gravity rifts, and you ignore the movement effects of other anomalies.
ACTION: Exhaust this card to explore a frontier token in a system that does not contain any other players' ships. |
Faction Abilities[]
| Faction | Name | Ability |
|---|---|---|
| The Ghosts of Creuss | Slipstream | During your tactical actions, apply +1 to the move value of each of your ships that starts its movement in your home system or in a system that contains either an alpha or beta wormhole. |
| The Empyrean | Voidborn | Nebulae do not affect your ships' movement. |
Faction-Specific Promissory Notes[]
| Faction | Name | Ability |
|---|---|---|
| The Vuil'Raith Cabal | Crucible | After you activate a system:
Your ships do not roll for gravity rifts during this movement; apply an additional +1 to the move values of your ships that would move out of or through a gravity rift instead Then, return this card to the Vuil'raith player |
Gallery[]
FAQ[]
Q: Can fighters block ship movement?
A: Yes, fighters can block ship movement (this was added as a correction in the Living Rules Reference version 1.1).
| Action Phase | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ![]() | |||||||||||||
| ||||||||||||||
| Pass | ||||||||||||||

