Here's a demonstration of how inertia-based movement works. It's one of the core mechanics of the game, so it needs to be relatively straightforward.
First, you have your unit's model and a trajectory marker which shows where it will end its next move.
When you move a unit, you first place a second trajectory marker in line with the model and the first maker.
This second marker is jsut as far from the first one as the first is from the model. This is how the unit will continue to move if you don't manuever.
Next, you remove the first trajectory marker and place the model in its place. This has been done here.
To clarify, the Red unit here will end up at the location of the red marker at the end of his next move if he doesn't maneuver.
Once the model (I use a proxy in these pics) has been moved, you can then maneuver to adjust your trajectory for the next move.
You do this simply by moving the trajectory marker of that unit.
Here, it's been moved slightly less than 8", mostly back, so the unit decelerates and can hide behind the station.
Two Spike markers have been placed next to the model, as this maneuver is more than 4" (a Lancer's MAN-A stat). 8" is its MAN-E stat, the maximum the trajectory could have been adjusted.
If you wanted to accelerate instead, you could just move the trajectory marker further in the current direction of travel.
This way, the inertia-based movement is kept relatively simple.
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