n00b: Trouble moving in the direction the character is facing

This is my first game with Unity so I apologize for the potentially dumb question. I'm trying to make a top down shooter that moves the character with WASD and aims and shoots with the mouse (think Geometry Wars, the camera is stationary). I found a script for the aiming that works fine, the problem I'm having is with the moving. My character barely moves when it's going in the direction that it is facing. It moves perfectly when it's not moving forward in any way. I thought it may have something to do with the aiming script but even when I take that away it still does it. I figured it would be a simple fix but I've had trouble finding a solution. Here's my code:

 var speed = 3.0;
var bulletPrefab:Transform;

function Update ()
    {
        var controller : CharacterController = GetComponent(CharacterController);
        var Movement = Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
        Movement *= speed;

        controller.SimpleMove(Movement);

        if(Input.GetButtonDown("Fire1"))
        {
            var bullet = Instantiate(bulletPrefab, 
                                            GameObject.Find("spawnPoint").transform.position, 
                                            Quaternion.identity);

            bullet.rigidbody.AddForce(transform.forward * 2000);
        }
    }
@script RequireComponent(CharacterController)

Please let me know what you think.

The script is correct. To test your script, try adding the script to a cube in a world with a plane beneath it. When you play and input, the cube will move correctly, indicating that the script is correct.

Increase your speed if you want to move faster. (In the inspector as well. The values you set in your script are default values which are generally ignored on each script instance once the script is instantiated).

You are using a CharacterController, which will react to forces and collisions and act according to gravity. Are you colliding with something or is your project's physics' gravity setup incorrectly or are there other forces acting upon your CharacterController?