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05/11/2023, 14:57 Armada Rules | Mantic Companion

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Movement
Movement

a. Movement Speeds

b. Measuring
a.
 i. Avoid Collisions While Moving Movement Speeds P16

c. Turning

d. Disengage Ships in Armada move at a rate of knots that is measured in inches. In addition,
ships can adjust their speed, by slowing down or speeding up. During a Turn, a
ship will move its full Movement value a number of times (Move Steps)
depending on its currently assigned Speed. Be careful! A ship must always move
its full Movement value in inches in each Move Step, so make sure you have
chosen the right Speed. Ships cannot normally move or turn through other
ships or terrain (see Collisions on page 21).

A ship can utilise four different Speeds:

Marker Speed

Anchored: The ship will make no Move Steps but may still make a
single turn (and still then Shoot).

Steady Speed: The ship will make one Move Step.

Battle Speed: The ship will make two separate Move Steps. This is
By continuing to use
the maximum Speed that Crippled ships can go (see page 29).
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When a ship is Activated, but before any movement, declare which Speed is
being set for the ship this Turn. A ship can maintain the Speed it has, or it can
increase or decrease its Speed by one level (e.g. from Battle Speed to Full
Speed, but not from Full Speed to Anchored). Note that when going from Steady

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Speed to Anchored, the ship will make one Move Step before stopping. No ship
can come to an instant stop unless specified otherwise. Place the appropriate
Speed marker on the ship’s card, or next to the ship, to show its current Speed
to all players.

b. Measuring P16

When a ship moves, measure the distance from the front of the base and move
the model straight ahead to its new position, by the exact number of inches
equal to its Movement value. This same process is used for each Move Step
permitted for the Speed the ship is using.

ByFor example,toause
continuing ship with a Movement value of 6, set to Battle Speed, will perform
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i. Avoid Collisions While Moving P16
If it is not the last Move Step in a ship’s activation, ensure its forward
movement in the next Move Step will not result in a potential collision
(with terrain or another ship). If this would result in a potential collision,
alter the ship’s turn to avoid this as much as legally permitted. Sometimes

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however, due to forward momentum, lack of turn angle, poor planning or


just bad luck, collisions will be unavoidable (see page 20).

c. Turning P17

At the end of a Move Step, once a ship has moved its Movement value in inches,
it may make a single turn, in order to change its heading, depending on its
Speed and Turn Angle. A ship’s Turn Angle (Red or Yellow) is indicated on its
Ship Card. A ship that is already Anchored when it is Activated, may turn up to
its Turn Angle. To turn a ship, pivot it on the corner of the base at the rear of the
ship, up to the maximum angle allowed, using the appropriately coloured part
of the Ship Turning Template. A ship doesn’t have to turn the full amount.

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Turning with the Yellow angle (turns a ship up to 30 degrees).

d. Disengage P17

A ship that starts its Activation Grappled will not be able to move unless it can
first Disengage (see page 34).

Next Chapter: Collisions (?chapter=4)

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