Move Ships

During this phase any ships that you have instructed to move will jump to their destination sector if their operational rating permits such travel.  A ship's engine rating determines the maximum number of sectors (hexes) that a ship can move in one turn.  Ships jump straight to the destination sector without traversing the intervening sectors, so no scan information is generated for those intervening sectors.  There is no stacking limit to sectors; any number of ships from any number of empires can occupy a given sector.

Note that a ship damaged in combat may not have sufficient operational engines to move to the specified destination, in which case the damaged ship will not move at all, so be careful when planning to move a ship under attack.  A ship cannot move and fire in the same turn. 

As with combat, ship movement is broken out ino two types, automatic and manual.
 
Abandoned Empires:  Abandoned ships which are present at foreign worlds (and which are not ordered to self-destruct or fire) will move along the shortest routes (including wormnets) toward the nearest friendly or allied world (choosing the world with the highest friendly-DP-to-foreign-guns ratio in case of a tie).  Abandoned ships between worlds will hold their positions for the first turn of abandonment, but will move on subsequent turns toward the nearest friendly world.  An abandoned ship with a scan rating of three or more will be deemed a scout/scanner, and will always hold its position between worlds.