First, the movement system (and turn structure with it) departs from the traditional 'everyone takes a turn in order' structure used in the vast majority of games. Instead a proportional movement system is used, where a little bit of the total movement (termed an "impulse", 32 of which comprise each game turn) for all players is resolved simultaneously, so that each can see what is happening and respond to it. This avoids the usual problems with moving long distances without any fire or reactions happening, and keeps in mind that everything is moving at the same time. This system produces two important and well-known effects for movement: on impulse #1 of the game turn no units move (starships are restricted to speed 31 or less) and on impulse #32 (the last) all units move. The former instance means that speed-32 seeking weapons one hex from their targets hit automatically without possibility of interception, targets at the range limit of overloaded torpedoes (8 hexes) cannot escape before taking fire, and no ships have opportunity to turn fresh shields toward attackers before they can fire weapons. The latter instance means that even the slowest units in play make a move on the turn's final impulse.