MovementMovement PointsMovement points (MP) are used to transport various assets around the Inner Sphere.
One MP can move one FP one hex. The maximum number of hexes that can be moved in a turn depend on the unit type.
Unit TypesFor movement purposes there are several types of units in the game: static, transported, mobile, and WarShip.
Static Units are rare units that cannot move at all (military space stations, for example).
Transported Units do not have permanent JumpShip. These units are unable to conduct interstellar travel on their own, and need to use the factions’ transportation assets.
Mobile Units include their own JumpShips. This allows them to make interstellar journeys unaided; WarShips fall into this category and also provide some additional benefits.
Some Mobile Units are equipped with Lithium-Fusion batteries and are capable of crossing more hexes than regular mobile units; they also produce more movement points and have the option of special fast movement at the cost of movement points. These units' movement class is listed as "LFB Mobile" on the record sheet.
Calculating Permanent Pool of Movement Points Permanent PoolThe Permanent MP Pool represents the stored capacity of a factions economy to cover a major event. This pool is refilled once every 12 turns. The next scheduled reset of the permanent pool is
Turn 44.
Permanent MP Pool is equal to one MP for each transported FP in a faction's military.
Cyclical PoolThe Cyclical Pool of Movement Points is a collection of movement points that is refilled every cycle; any unused movement points are lost at the end of any turn.
The Cyclical MP Pool is calculated as follows:
- All factions gain 5 MP for each recharge station they control.
- Inner Sphere Technology factions gain 1 MP for every 10 FP of transported forces in their military.
- Clan Technology factions gain 1.5 MP for every 10 FP of transported forces in their military.
- All factions gain 1 MP for every 1 FP of mobile units in their military not equipped with Lithium Fusion Batteries.
- All factions gain 4 MP for every 1 FP of mobile units in their military that are equipped with Lithium Fusion Batteries.
- WarShips provide MP as if they were mobile units, plus the following bonus MP:
- 2 bonus MP for each WarShip docking collar.
- 15 bonus MP for each Special Warship (Nightlord, Potemkin, Thera, Conqueror, and Kyushu classes).
Purchasing Additional Movement PointsMovement points can be bought or sold between players; in these trades it is up to the players to negotiate the payment for such transactions.
Movement points can also be purchased from NPC corporations and merchants at a rate of 1 RP per 1 MP.
Using Movement PointsStatic units cannot be moved, regardless of the available movement points.
To move a Transported Unit from one hex to another, movement points from one of the two pools must be expended. The maximum range of transported units is five hexes per turn.
Mobile Units and WarShip may move without spending MP.
- Units without Lithium Fusion Batteries may move five hexes per turn
- Units with Lithium Fusion Batteries may move up to six hexes per turn for mobile units and seven hexes per turn for WarShips. These units additionally have the option to use fast movement (see below).
Fast movement: Mobile and WarShip units equipped with Lithium Fusion Batteries can move up to ten hexes per turn, but any movement past their normal range limit requires the use of movement points. The normal rate of 1 MP per 1 FP per 1 hex applies.
Command CircuitA command circuit is a collection of JumpShips arranged at 30 light-year intervals to facilitate rapid movement. This method is very expensive and can only be used by transported units.
Each command circuit has a per-turn cost of 1 RP and 1 MP for every two hexes (round up) in the circuit.
The following restrictions apply:
- Each Command Circuit cannot contain more than 18 hexes
- Each hex can only contain one Command Circuit
- No two Command Circuits can be adjacent to one another
- Command Circuits can be co-owned by two or more factions, but two different Command Circuits cannot be combined.
Movement on a command circuit is free, but each command circuit can move a
total of 10 FP (Inner Sphere technology factions) or 15 FP (Clan technology factions) per turn.
Command Circuit movement cannot be combined with any other special movement types (unplanned reinforcement, ready reserve, pirate transit, etc.)
Pirate TransitFor all order types except Invasion, pirate transit can be specified. If successful, hostile air defenses may not engage the "pirate" force; however, there is the possibility of a catastrophic misjump - roll on the Pirate Transit chart.
Pirate Insertion Chart02 Misjump - Entire Force Disappears
03 Misjump - Half of Force Disappears
04 Failed Pirate Insertion
05 Failed Pirate Insertion
06 Failed Pirate Insertion
07 Failed Pirate Insertion
08 Successful
09 Successful
10 Successful
11 Successful
12 Successful
Infrastructure MovementHex Improvements (MF, SY, IC, etc) can be moved but require extensive preparations.
One turn before the move is to be executed, the facility must be taken offline for packing. The following turn it is removed from the map and becomes a transported unit with FP equal to its RP construction cost. These transport units may not initiate combat but they may be attacked. Note that issuing Blockade Running and/or Break Interdiction orders in response to enemy blockade or offensive interdiction is not considered to be "initiating combat" for the purposes of this rule if the infrastructure transport is attempting to flee the hex.
Infrastructure transports cannot contest a hex; if an infrastructure transport enters an uncontested foreign hex (or is present in one when its allegiance changes), the hex owner may seize control of the infrastructure transport without the need for combat.
Infrastructure transport units move per the normal rules for transported units.
Once a transport unit arrives at its destination, it must spend one full turn unpacking, at which point the Hex Improvement will come back online at the new location.