You can move a number of squares equal to your move value either before or after your action. You cannot move diagonally. You can choose to move as your action, allowing you to move twice. (3 times for Canosians!)
You may not spend your Move to do anything other than Move. You can always move 1 square with each move action regardless of whatever penalties there are.
If you are moved by a friendly character, you forfeit your move action for the phase. If more than one other character moves you, you lose your standard action as well.
OOC penalties apply only once per phase to your movement so if there is 3 OOC and you have a move of 5 you get to go 2 squares and take an action or if you choose move as your action, you’ll go a total of 7 squares (5+5-3=7).
You may not end your move in a square that is occupied by a conscious character. You may end your move in an occupied square if your action includes moving or “Popping” out of that square into an empty square.
Enemy occupied squares are considered slagged for your movement and actions.
Friendly occupied squares can be moved through at no penalty but if you pop into them as part of an action, your action will be at a penalty of 1 for the pop and 1 more for the friendly occupied square.
Movement into a slagged square costs 2 movement points. Squares with enemies, barrels (and all squares in a slagged module) are considered slagged for movement. You may never jet through slagged squares regardless of what Special Abilities, Alien Abilities or equipment you have.
You may peek with the last square of your movement. This puts you effectively in both squares.
Unless they have line of sight to both your squares, any attempt to target you with personal attacks is at +3 difficulty and you are considered “around the corner” for explosions. You may draw line of sight from either square for targeting purposes. You may not operate battlestations from a peek.
A peeking character is in the best of both squares for purposes of being targeted (including target by friendlies to heal you) but in both or the worst of both squares for all other purposes (including movement, so when moving you count your starting square as the worst square). Thus, a character peeking between two modules would suffer two dice of collateral damage if either module suffered a 4, 5, or 6 damage die but would not suffer collateral damage from both modules.
A character that ends a move action (even a pop) in the square of a peeker, forces the peeking character into the other square to end their peeking state.
When somebody enters the square you are in, or takes an action in your square such as picking up an object or healing a foe you are standing over, you may take a free melee attack on them. This represents using their momentum and whatever harmful melee object you have in hand to make things painful for the intruder. You may do this once per phase per enemy. So if the entire enemy crew wants to waltz by you, you can hold out your vibraknife and give each one a whack as they pass. Note that your attack takes place just prior to their entering your square so their presence in your square does not make it count as slagged.
There are no doors in the interior of ships.
The external doors can be opened as a free action on any ship as you move past them going out (even on a jet move). If you are next to a door at the end of your turn, you can declare that you are holding the door open for others. External doors on enemy ships, fighters and stations can be hacked with a Science Skill check action vs. 11 or broken down as described below.
Weapon damage with a “6” in it breaks a door. A placed explosive (satchel charge, grenade) with a prepare action as a coup de grace rolls damage twice on the door but everything else is considered around the corner. When a door is broken or hacked, any character may pass through it as though they had access.
Ships have a static air envelope that keeps the vacuum of space from sucking all the air out when a door is opened or the hull is breached by weapons fire. Characters that step outside become spacewalkers (see page 134) and have Life Support issues. Note that it is a free action for all characters who jump out the same airlock in the same phase to link up.
Note that a broken door can be repaired but a hacked door remains hacked for the remainder of the campaign turn.
Avianoids and Whistlers naturally get some of their moves as Jet Moves that are automatically successful. Anybody else has to use a JetPack (page 93) to convert one or more of their points of movement to Jet Moves.
Each Jet move allows you to move up to ten squares in a straight line. If your straight line is on a diagonal, count each square your line passes through. You may not jet through a slagged square even if you have a special ability that allows you to move easily through slagged squares.
Characters can move around on the outside of the ship by clinging to the hull and moving along in the virtual squares outside the ship. You must have a free hand to do this and movement along the outside of the ship costs an extra point of movement per square. You cannot climb over or under the ship under any circumstances even if you have the MagBoots from page 94.
While you are outside the ship, you are a spacewalker and subject to all effects of spacewalking but you also suffer the effects of being in the module you are clinging to for purposes of collateral damage and ship explosion. MagBoots cost you a point of movement when activated but allow you to move outside at a cost of one point per square.
Any number of characters that exit the same airlock on the same phase may be considered “linked up” for purposes of being tractored or picked up in a rescue pod. Those characters are all adjacent to one another until they declare otherwise.
(Athletics vs 11, +3 difficulty per additional square)
At the start of a move action, you may attempt to run by making an Athletics skill check against a difficulty of 11. If successful, you may move an extra square during that move. You may add 3 to the difficulty for each additional square you want to add to your move. Failure on this check reduces your move by the amount of failure.
You may use Jet Moves outside your ship only around the ship you are on or a ship that is docked with. You must begin and end your move in contact with the ship. You may not move between undocked ships. Space is big.
A character can jet across these gaps as normal but must end the Jet Move on the external door unless there is somebody holding open the door on the other side of the gap. Ending your jump outside a door requires an additional point of movement or you become a spacewalker unless you have MagBoots (page 94).