Rearmament Agreement
For: Each player places 1 mech on a planet they control in their home system. The proponent: Places a mech on any planet they control and adds 1 command token to their fleet pool. Against: Each player replaces each of their mechs with an infantry from their reinforcements. The dissenter: Places 1 command token in their strategy pool for every 2 planets they control that do not contain ground forces.This is just a preview.This version is not currently in your build – your build uses the version.
Directive
Elect
:
For: Each player places 1 mech on a planet they control in their home system.
The proponent: Places a mech on any planet they control and adds 1 command token to their fleet pool.
Against: Each player replaces each of their mechs with an infantry from their reinforcements.
The dissenter: Places 1 command token in their strategy pool for every 2 planets they control that do not contain ground forces.
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ClarificationsSelect rulings confidence level
- A player that controls no planets in their home system will not place a mech if the “For” outcome of Rearmament Agreement is resolved.
- If a player wishes to place a mech, but there are none in their reinforcements, they may remove a mech from any system that does not contain one of their command tokens and place that instead. The mech will be placed undamaged.
- A player that has no mechs on the game board is unaffected by the “Against” effect of Rearmament Agreement.
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