Fleet Logistics
During each of your turns of the action phase, you may perform 2 actions instead of 1. ACTION: Exhaust this card and choose 1 of your ships in a system that does not contain your command token; spend resources equal to half that ship's cost (rounded up). Then, move that ship to an adjacent system that contains your ships.This is just a preview.This version is not currently in your build – your build uses the version.
Propulsion
Elect
:
During each of your turns of the action phase, you may perform 2 actions instead of 1.
ACTION: Exhaust this card and choose 1 of your ships in a system that does not contain your command token; spend resources equal to half that ship's cost (rounded up). Then, move that ship to an adjacent system that contains your ships.
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ClarificationsSelect rulings confidence level
- Effects that trigger at the start or end of a player’s turn will not trigger between each of those player’s actions.
- A player may use the ability of Fleet Logistics the same turn they gain it.
- If a player’s turn is ended by a game effect, they cannot use Fleet Logistics to perform an additional action.
- A player cannot use Fleet Logistics to pass on the same turn they performed an action.
- If a player’s second action would be to use a component action to play an action card, and that card is cancelled, they are not required to perform an alternate second action on that turn.
Nothing here at this confidence level – move the slider above to see less certain rulings.
Interactions
- The player who played Puppets on a String cannot use the Fleet Logistics technology to perform an additional action.
- If Sabotage cancels an action card that the active player played as a component action for their second action of the turn, through an effect granting an additional action, the active player may end their turn without performing a second action and without passing.
- If Sabotage cancels an action card that the active player played as a component action for their second action of the turn, through an effect granting an additional action, the active player may end their turn without performing a second action and without passing.
Nothing here at this confidence level – move the slider above to see less certain rulings.
Sources
LRR: Living Rules Referencetirules2: tirules2.comCommunity: TI4 Online Discord, TI4 Homebrew Hub Discord