Moves are tentative forays or reconnaissance missions, and may be cancelled by the ordering faction at any stage – zero or more Units may respond to the order. By blocking other Manoeuvres, the Move order may exert some effects at the targeted space even if the ordering faction ends up leaving all Units in their original space; this is considered to represent a small force venturing out as a deterrent but returning to their starting position. Moves are only valid if ordered to and through spaces that are friendly or empty at the time of ordering. They cannot pass through blocked (hostile or contested) spaces.
Distance limits for Moves are 3 for Air Units, and 2 or 1 for Ground Units, depending on location. Rapid Equatorial Movement, which has a distance limit of 2, can be conducted by Civilian or Infantry Units if one of the spaces entered is in Zone D or E. All other Ground movement, including all Mech movement, has a distance limit of 1. Slower movement away from the equator reflects the inhospitable conditions outside the Goldilocks Zone.
Multi-space moves are flexible. For any multi-space Move (Aerial or Equatorial), the ordering faction must announce one geographically possible path prior to attempting the Move. If the proposed path is obstructed, the Move may be shortened during execution, stopping at the last friendly, unblocked space on the chosen path. Once announced, the proposed path cannot be changed to avoid the obstruction, even if the obstruction is discovered at the last moment because of a Location Card being turned face up. Even if the Move stops short, the original (written) target of the Move still provides blocking power to opposing Manoeuvres.