Twilight's Fall – a separate game. Twilight Imperium's expansions, mods and rules topics are not part of it.

Ghost Squad

After a player commits units to land on a planet you control: Place 1 infantry on that planet. Then, move any number of ground forces from any planet you control in the active system to any other planet you control in the active system.
Action card

After a player commits units to land on a planet you control:

Place 1 infantry on that planet. Then, move any number of ground forces from any planet you control in the active system to any other planet you control in the active system.

1in the deck
–chance to draw
Nocomponent action

Source: Black Spectrum

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  • Ghost Squad is played after the active player has assigned which planet each of their ground forces are being committed to. They cannot modify this after Ghost Squad has been played.
  • Ghost Squad may be played whenever ground forces are committed.
    • Ghost Squad cannot be played in response to abilities that place ground forces on a planet without committing them.
  • A player may move zero ground forces with Ghost Squad.

Interactions

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Colonial Redistribution

  • Ghost Squad cannot be played in response to Colonial Redistribution agenda.

Colonial Redistribution

  • Ghost Squad cannot be played in response to Colonial Redistribution agenda.

Dannel of the Tenth - Quantum Dissemination

  • Ghost Squad may be played when the Yin player committs infantry from Quantum Dissemination hero ability.

Hel-Titan I / Hel-Titan II

  • The Ul player cannot use Ghost Squad to move a Hel-Titan.