Movement

At the start of each turn, each player rolls a 2DRed to determine his Initiative. The player with the higher result has Initiative throughout the turn. Re-roll all ties. The player that lost Initiative moves his Type 2 ship first; then the player that won Initiative moves his Type 2 ship. Next, the player that lost Initiative moves his Type 1 ship, followed by the player that won Initiative moving his Type 1 ship. Leviathans ships change position and location on the mapsheets by spending Movement Points (MPs). The Ship Cards note the Starting MP of a given ship (in the bottom left-hand corner), with each Engine Slot providing the number of MPs as indicated (the MP values from all Engine Slots add up to the Starting MP). As Engine Slots are destroyed, MPs are lost and the Starting MP value is no longer accurate. To determine the MPs available at the start of a turn after an Engine Slot has been destroyed, players can either subtract the value of the destroyed Engine Slot(s) from the Starting MP, or can simply add up the MPs on the remaining Engine Slots.

A ship need not expend all its MPs in a turn. In fact, a ship need not expend any MPs in a turn; if no MPs are spent (or if it has no MPs remaining because of damage), the ship remains in its hexes with its same facing.

Half-hexes: If a ship ends its movement with any part of it occupying one of the half-hexes along the edge of the playing area, that ship is considered destroyed when determining who won the game (see Ending the Game, p. 23). Players should remove that ship from play at the end of its movement.