← Back to results

Official rule text

To resolve movement, players perform the following steps: 55 MECHS 58.4 STEP 1—MOVE SHIPS: A player can move any number Mechs are unique, faction-specific heavy ground forces. of their eligible ships into the active system, obeying the 55.1 Mechs are a type of ground force and can be transported and following rules: participate in ground combat. a   The ship must end its movement in the active system. 55.2 Each player begins with their mech unit card in play on their b   The ship cannot move through a system that contains ships leader sheet and can produce mechs for the cost presented on that are controlled by another player. the card. c   The ship cannot move if it started its movement in another 55.3 Some mechs have “Deploy” abilities which allow a player system that contains one of its faction’s command tokens. to place them on the game board without producing them normally. d   The ship can move through systems that contain its own faction’s command tokens. 55.4 Mech unit cards are not technologies. e   The ship can move out of the active system and back into it RELATED TOPICS: Deploy, Ground Combat, Ground Forces, if its move value is high enough. Producing Units, Units, f   The ship must move along a path of adjacent systems, and

View official source
Source: Twilight Imperium: Fourth Edition - Living Rules Reference: Prophecy of Kings
Expansion: Prophecy of Kings
Version: 2.0