Index -> Playing the Game -> Execution Phase -> Movement Phase
In this phase, the movement orders you issued to your travel groups during the planning phase are carried out.
When a travel group leaves a system, every ship in the group loses its alert crew status (a state referred to on some cards, and explained under Combat Phase), and will not regain it until the end of the turn in which it arrives at its destination.
Remember that the distance your ships travel is limited to the lowest Jump in their travel group. If a travel group does not reach its destination this turn, it will remain in hyperspace, and continue along the jump lane during the next turn's movement phase. (Remember that you cannot issue new movement orders to the group until it reaches its destination.)
Once a travel group has entered hyperspace, any effects that change the Jump of a ship in that group won't alter the group's rate of travel until it reaches its destination. (For example: If a travel group of scouts and one slower cruiser is already in hyperspace, then you play a card that gives that cruiser +1 jump, it will not increase the group's rate of travel until the next time it begins a jump.)
On the turn when a travel group reaches its destination, if all the ships in it are destroyed before the end of the combat phase (either in combat or by some other means), all personae in that group are also destroyed. (On rare occasions, a card play can destroy all ships in a travel group while it is still in hyperspace. In such situations, the remaining personae will be shown continuing to move toward their destination, though they will be destroyed when they arrive.)