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

Movement

LRR §58

Rules Reference

A player can move their ships by resolving a tactical action during the action phase. Additionally, some abilities can move a unit outside of the tactical action.

58.2Tactical Action Movement

  • 58.3A ship’s move value is presented along with its other attributes on faction sheets and unit upgrade technology cards. This value indicates the distance from its current system that a ship can move.

    To resolve movement, players perform the following steps:

  • 58.4Step 1 – Move Ships: A player can move any number of their eligible ships into the active system, obeying the following rules:

    • aThe ship must end its movement in the active system.

    • bThe ship cannot move through a system that contains ships that are controlled by another player.

    • cThe ship cannot move if it started its movement in another system that contains one of its faction’s command tokens.

    • dThe ship can move through systems that contain its own faction’s command tokens.

    • eThe ship can move out of the active system and back into it if its move value is high enough.

    • fThe ship must move along a path of adjacent systems, and the number of systems the ship enters cannot exceed its move value.

  • 58.5When a ship with a capacity value moves or is moved, it may transport ground forces and fighters.

  • 58.6The active player declares which of their ships are moving before any ships move. Those ships arrive in the active system simultaneously.

  • 58.7Step 2 – Space Cannon Offense: After the Move Ships step, players can use the Space Cannon abilities of their units in the active system.

58.8Ability Movement

  • 58.9If an ability moves a unit outside of the Movement step of a tactical action, players follow the rules specified by that ability; neither a unit’s move value nor the rules specified above apply.

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  • When an effect moves a unit to an adjacent system, modifying that unit’s move value will have no effect.

  • An ability may move a player’s ship out of a system containing one of the player’s faction’s command tokens. However, the transport rules prevent a player’s units from being transported from systems containing one of that player’s command tokens, other than the active system. An ability that moves a player’s ship must also explicitly allow it to transport units from non-active systems containing that player’s faction’s command token for it to be able to do so.

    • During a retreat, units may be transported from the active system.
  • A ship that can both move and be transported (i.e. Fighter II) cannot do both by “meeting” a ship with capacity partway through a tactical action movement, as all movement is simultaneous.

  • Ships only move “into” the destination system. A ship may move “through” other systems.

  • Fighters alone will block other player’s ships from moving through that system, whether they are accompanied by a Space Dock or they are Fighters II.