Ok Thank you, the verification I was after was the one given in the book where you activate a system two hex's away and half the fleet move 1 and the other half move 2 the ones move one square leaving them short does this mean that you could activate a system four squares away leaving none of the units moved on the activated system. Or have a massively miss read the rules?
Just had a look at the rulebook, page 13 lists different examples of movement. I think you're referring to the dreadnought and carrier, each with Movement 1 and 2 respectively. It may not be apparent from reading Point 1, but the dreadnought, being unable to reach the activated system, cannot move at all. The cruiser can, having the Movement 2 range.
The only restrictions in movement shown in the example are:
- Moving through a system with enemy ship(s) present*
- Moving FROM an already activated system (Moving THROUGH an activated system is legal)
- Lacking the necessary Movement Range*
- Moving through a Supernova**
*Can be modified with technologies
** Does not necessarily apply to the Embers of Muuat race
As to the supernova, page 18 details specific rules regarding the special (red-bordered) systems.
Remember the golden rule with movement, and activating a system in general: ships and units will always be going INTO that system, ie via new production, or through movement. You never activate a system to move ships out of it.
Hope this helps!