Speed
Every ship has a speed when the game starts. This speed is the number of
hexes the ship will move on the space map during its turn. Players should write
down each of their ships' speeds so they remember them during the turn. Also, a
ship's speed this turn will affect its speed next turn.
Acceleration and Deceleration
Each ship has an Acceleration/Deceleration Factor (ADF). This is a number
that tells the player how many hexes the ship can add to or subtract from its
speed in one turn. Ships accelerate or decelerate just before they move. A ship
cannot accelerate and decelerate on the same turn.
EXAMPLE: A ship that moved five hexes last turn has a speed of 5 at the
beginning of this turn. If its ADF is 2, it can add one or two hexes to its
previous speed. or subtract one or two hexes from its previous speed. This turn,
the ship can move 3. 4, 5, 6 or 7 hexes. The player decides he wants the ship to
move 6 hexes this turn. He moves the ship 6 hexes, then writes down "6" as the
ship's speed so he will remember it next turn.
STOPPING. A ship can stop movi ng (decelerate to a speed of O) only if its
speed during the previous turn was equal to or less than its ADF. A ship that
had a speed of O during the last turn can remain at O, or accelerate to any
speed up to its ADF. A ship does not move at all on the turn it stops.
TOP SPEED. Ships do not have a top speed. They can accelerate to any speed,
but players may find that ships traveling very fast willbe forced to leave the
map.
Turning
Each ship has a Maneuver Rating (MR). This number tells the player how many
times the ship can turn during its move.
The bow (front) of a ship always must point at one of the six sides of the
hex the ship is in. When a ship moves, it must move into the hex it is
facing.
A ship can turn after it enters a hex. A ship turns by rotating so that
itsbow faces the first hexside to its right or left. During its move, a ship can
make a number of turns equal to its MR. A ship can turn only one hexside in any
hex, however. If the number of hexes a ship moves is less than its MR, it still
can turn only once per hex.

EXAMPLE: The frigate in the illustration has a speed of 7 and an MR of 3. The
player controlIing the ship decides she wants it to perform a wide turn. She
moves the ship forward three hexes and turns it one hex side to the left. She
then moves it two more hexes and turns to the left again. So far, the ship has
moved five hexes and turned twice. She moves the ship one hex forward. turns it
left again, and finishes the move by moving the ship one more hex forward. The
ship has now moved seven hexes and turned three times.
If a ship has a speed of zero through the entire turn, it can rotate during
its movement phase so it faces any hexside.
Stacking Counters
Any number of ships can be in one hex at the same time. Ships can shoot at
other ships in the same hex without penalty.
Planets
A hex that contains a planet counter is blocked. No ship can move into or
through that hex. The planet also blocks shots if the shortest path from the
attacker to the target must be traced through the planet's hex.
Orbiting Planets
Any ship that starts its move in a hex next to a planet can orbit that
planet. The player simply announces during his movement phase that the ship is
orbiting the planet.
A ship that is orbiting a planet has a speed of zero. However, the ship
automatically moves one hex around the planet each turn. The direction of the
orbit (clockwise or counterclockwise) is up to the player who controls the ship.
Once it is established, the direction cannot be changed unless the ship leaves
orbit and returns to start a new orbit in the opposite direction. The ship in
the illustration is orbiting clockwise. The numbers show how many turns it will
take the ship to move from its starting hex to the various hexes around the
planet. It will return to its starting hex in six turns.

Because a ship in orbit has a speed of zero. it can rotate to face any
hexside during its movement. The ship can rotate this way even if it leaves
orbit during the turn. If the ship leaves orbit, it still has its full MR to use
during its move.
Moving Off The Map
Ships that ieave the map are considered lost and are taken out of the game.
If a ship travels off the map because it cannot turn before reaching the edge,
then it cannot return to the map on a later turn.