Regular Marine Unit Movement: Marine units move during the Marine Action Phase, and the maximum number of Movement Points (MP) they can use in a phase is listed in the top right of their counter (green number inside an arrow). Units may normally move from one hex to an adjacent hex, expending 1 MP per hex entered. However, Forest and Rough terrain hexes cost 2 MP each. Also, moving from a Road hex into a directly connected Road hex (i.e., moving along the road) counts only as ½ MP for each such hex. Note that Building and Bridge hexes are considered to be Road hexes as well. Units may never enter a Lava Flow hex unless moving along a Road through that hex. A unit with a “Stunned” marker reduces its printed MP by one (-1 MP), and a unit with a “Paralyzed” marker may not move at all.
If a unit does not have enough remaining MP to enter the next hex, it may not do so. Marine units may never be stacked together in the same hex at the end of their movement (passing through a hex with another Marine unit is permitted). A Marine unit may never voluntarily enter a hex with an alien unit.
a) A unit choosing a Full Move action allows the unit to use all its MP to move (but it may not do anything else);
b) A unit choosing a Shoot and Scoot action allows the unit to use only half of its MP (rounded down and after any other adjustments to its MP), but does allow it to also conduct Combat (but at lower effectiveness). The unit may conduct all its movement first and then perform Combat or vice versa.
c) A unit choosing a Full Fire action does not allow any movement at all, but the unit can conduct normal Combat.
Marine Jump Packs: Marine Scout and Special Ops units may, as a normal move action, instead conduct a “Jump Pack” move (designated on the unit counter with a “JP” notation under the MP). The player selects the desired destination hex (any hex on the map that it is not otherwise prohibited, and regardless of its distance from the jumping unit) and rolls one. Deduct one (-1) from the die roll if the jump is being done with a Shoot and Scoot action, and deduct one (-1) if the unit has a “Stunned” marker. Apply the die roll as follows:
1 = Malfunction! The unit lands in a random hex and is marked “Stunned”. If it lands on another Marine unit or a Dormant alien unit, move it to an eligible adjacent hex. If it lands on an Active alien unit, the jumping Marine unit is eliminated from the game.
2 – 3 = Scattered! The unit lands next to its destination hex. The unit is placed in an eligible adjacent hex.
4– 6 = Safe Landing! Place the unit in its destination hex.
Kay’otz Unit Movement: Kay’otz units can move during the Kay’otz Activation Phase if instructed to do so by the Kay’otz Activation Card that is in effect. Alien units can move through an unlimited number of hexes but may not stack with another Kay’otz unit at the end of their movement (they may pass through another alien unit). They also can never end their move stacked with a Marine unit (unless a Card action forces them to attack the Marine unit after landing on it), though they may pass through a Marine unit with no effect. An alien unit on its Dormant side may not move. A Dormant unit that would normally be activated by a card is instead simply flipped back over to its “Active” side (only) and does nothing else for that turn.
No unit of either side may leave the map unless allowed to by scenario instructions or forced off by a card’s action. If forced off, it is eliminated.

