Transit Diodes
You may exhaust this card at the start of your turn; remove up to 4 of your ground forces from the game board and place them on 1 or more planets you control. You may exhaust this card before you roll dice during a round of ground combat; remove all of your ground forces in that combat and place them on 1 planet you control that contains a structure.This is just a preview.This version is not currently in your build – your build uses the version.
Cybernetic
Elect
:
You may exhaust this card at the start of your turn; remove up to 4 of your ground forces from the game board and place them on 1 or more planets you control.
You may exhaust this card before you roll dice during a round of ground combat; remove all of your ground forces in that combat and place them on 1 planet you control that contains a structure.
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ClarificationsSelect rulings confidence level
- When resolving the ability of Transit Diodes, that player may remove ground forces from a system containing their command token.
- When resolving the first ability of Transit Diodes, the ground forces may be removed from a planet or from a space area.
- When resolving the first ability of Transit Diodes, the ground forces may be removed from different systems.
- When resolving the first ability of Transit Diodes, the ground forces may be placed on different planets.
- If a mech is damaged when it is removed, it will remain damaged when it is placed.
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Sources
LRR: Living Rules Referencetirules2: tirules2.comCommunity: TI4 Online Discord, TI4 Homebrew Hub Discord