Sacrifice the ship's Movement for this turn to gain +2 bonus dice on all Attack Tests made until the beginning of its next Turn. The ship's Defence is reduced to 1 for the same duration, and a vessel cannot use the Ramming Speed Action on the same turn it uses the Full Stop option. If a vessel used the Boost Engines option on the previous turn it must make a DN 3 Pilot Test in order to use Full Stop; failure on this Test results in the ship instead moving as if it had undertaken the Slow Ahead option.
Whilst a vessel is at a Full Stop, it can turn 180° in any direction (provided it still has functional engines); this does not negate the other effects of being at a Full Stop.
Use a Movement Action to move up to half the ship's Speed value. All Attacks made this Turn gain +1 bonus dice, but the ship's Defence is reduced by 1. While moving at Slow Ahead, a vessel can turn up to 90° in one direction, or up to 45° in opposite directions (such as manoeuvring through a channel or between obstacles).
Use a Movement Action to move the vehicle up to its Speed value. Whilst at Cruising Speed, a vessel can turn up to 45° in one direction.
Use a Simple Action to double the ship's Speed for this turn. Doing this imposes a +1 DN to any Attacks/Tests made by the vessel but also grants +1 Defence for the duration. Whilst moving at Full Speed, a ship can make a turn of up to 45° in one direction if it passes a DN 3 Pilot Test; if it fails, it continues moving in a straight line.
As a Full-Round Action, this ship can move up to 3 x Speed in a straight line, gaining +2 Defence until the beginning of its next Turn. However, the high-speed manoeuvre means it suffer a +2 DN penalty on any Tests you make for the duration, and it cannot turn or take Evasive Manoeuvres until the beginning of its next Turn.
Voidships with the High Powered Engines ship system can activate Boost Engines as either a Combat or Simple Action, and can instead move up to 4 x Speed; if moving beyond 3 x Speed, the DN penalty is increased by 1.
Making a successful Warp Jump requires you to first choose a destination, and then roll the required dice pool for your drive type (see below); the number rolled is the number of Turns which the calculations for a safe Warp Jump will take. For each of these Turns, you must expend your Combat Action to maintain the Jump (you may Multi-Action, using the normal DN penalty rule for any Tests made during your Turn), and must be moving at no more than Slow Ahead.
The Warp-Drives used by the Imperium take 1d3 + 1 Turns to successfully calculate a Warp Jump. When you reach the final Turn of the Jump Sequence, roll 1d6; on a 1, your vessel's Gellar Field temporarily fails, and you are attacked by Warp entities during the transit, suffering 3d3 Mortal Wounds. In addition, all characters travelling onboard must make a Corruption Test with DN equal to 3 or half the number of Mortal Wounds inflicted on the ship (whichever is higher); on a failed Test, the character suffers 1d3 Memorable Injuries, as well as gaining Warp Madness until the end of their next Mission.
Ork Warp ENgines are crude but effective, and take 1d6 + 1 Turns to spin up. Each time it is used, roll 1d6; on a 1, daemons attempt to attack the ship, giving the boyz somefin to krump. This ship gains +1 Wrath during its next engagement but suffers 1d3 + 3 Wounds
T'au Ether Drives take 2d3 + 2 Turns to successfully calculate a Warp Jump. Because T'au vessels make a series of short "dives" or "skips" through the Immaterium, coupled with their diminished presence in the Warp, they are not at risk of attracting Warp entities.