Movement
Movement in the Jovian Wars game on the battlefield takes place in two
dimensions though players should respect that space is a three dimensional
space and there is ample room for models to pass by each other. In other
words, space is big. Unless the captain or pilot of a ship intends to crash
into another ship, they won't.
Capital Ship Movement
Capital Ships Move by advancing directly forward.
- Minimum Move Distance: Speed rating minus the current Thrusters
rating, unless the ships uses the Station Keep action.
- Maximum Move Distance: Speed rating plus the ship's current Thrusters
rating.
- During normal movement, Capital Ships cannot end their movement touching
the base of another model, either friendly or enemy.
Example: A Venusian Shan-Yu has a Speed of 2 and currently has a Thrusters
rating of 3, so it may move a minimum of -1" backward and a maximum of 5" during
its activation. If the Shan-Yu takes damage and has its Thrusters rating reduced
to 1, it must now move at least 1" with a maximum move of 3".
Capital Ships may break up their forward movement with Turns to change the
direction of their movement.
- A turn may be taken at any point during a Capital Ship's movement, unless
the ship has the Sluggish(/traits#sluggish) trait.
- Each turn enables the ship to change its direction by up to 45 degrees.
- Minimum Number of Turns: A capital ship is not obligated to turn.
- Maximum Number of Turns: A capital ship may only turn a number of times equal
to its Turns rating or its current Thrusters rating, whichever is lower.
- If a Capital Ship has a Thrusters rating of 0, it may not turn unless it
first passes a Skill Test with a result of [D+].
Example: A Venusian Shan-Yu has a Turns rating of 2 and a Thrusters rating of
- Undamaged, it may make up to two turns of 45 degrees each at any time during
its movement. Once it is reduced to a Thrusters rating of 1, it may only make a
single turn, even though its Turns rating is 2. Once at Thrusters 0, it may not
turn without a skill test.
Squadron Movement
- Exo-Armor and Fighters may Move a distance up to to their Speed rating
when they activate.
- They may trace any path whose length does not exceed their speed, and they
do not have any facing, i.e. they can make infinite turns during movement.
- During normal movement, Exo-Armor and Fighters may not end their movement
touching the base of another model, either friendly or enemy.
Overlapping
In some cases, mandatory movement will result in a model ending its movement in
base contact or even with its base occupying the same space as that of another
model's. The results of Overlapping depends on the types of models involved.
Players may not intentionally cause overlapping except through Actions.
Capital Ship Overlapping
- The ship with the smaller base size is repositioned.
- If the ships are the same base size, the move ship is repositioned.
- Place the repositioned ship so that the back of its base is touching the
other ship and it remains in the same orientation.
- If an active ship would be repositioned because of overlapping it must stop,
and use all remaining Fire Control and make all Actions before completing
the overlapping movement.
Squadron Overlapping
- If a Squadron model would be overlapped by a Capital Ship, move the
squadrons the minimum distance required to break base to base contact with
the Capital Ship.
- Squadrons may not be placed or end a movement in base to base with an enemy
model unless they are initiating a Dogfight, [Boarding], or Land action.
- Squadrons may move through and past other Squadrons.
Leaving Play
If at any time a model would:
with any portion of its base of the game table or outside the play area, it is
immediately considered to be in the Withdrawn state and is removed from play.