On 2, Immobilised does specify that the character cannot “otherwise reposition” themselves, so that includes the “free” range band. No move at all; and at the end of the turn, they can shake it off.
On 1, I think the free range band move is unaffected; but the +2 TN applies to any action with the Movement tag. Maneuver is just one of them.
While I like the standard difficulty of 2 for brawl and melee attack (it is easier to remember at the table), I can see the other side of this as well.
Say you are trying to hit (with a brawl or melee attack) a target in two different scenarios. In scenario 1 you are trying to whack a droid with Agility 1 and in scenario 2 you are trying to hit a different class of droid with an Agility of 5. Both droid are the same size, no armor, no talents and the situation of hitting them is the same (no boost or setback die). As errata'd, the hit roll difficulty is the same for each droid. Shouldn't the Agility 5 droid be harder to hit then the Agility 1 droid?
What was FFG's reasoning behind a standard difficulty?
I understand why Agility doesn't increase defense like Brawn increases soak, it would be a major stat dump. But, it feels like there should be something to account for Agility differences. Like maybe, if the target's agility is higher than the attacker's add a setback die or something.