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

Fleet Logistics

During each of your turns of the action phase, you may perform 2 actions instead of 1. ACTION: Exhaust this card and choose 1 of your ships in a system that does not contain your command token; spend resources equal to half that ship's cost (rounded up). Then, move that ship to an adjacent system that contains your ships.
Technology – Propulsion

Propulsion

During each of your turns of the action phase, you may perform 2 actions instead of 1.

ACTION: Exhaust this card and choose 1 of your ships in a system that does not contain your command token; spend resources equal to half that ship's cost (rounded up). Then, move that ship to an adjacent system that contains your ships.

Prerequisites: PropulsionPropulsion

Source: Black Spectrum

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  • Effects that trigger at the start or end of a player’s turn will not trigger between each of those player’s actions.
  • A player may use the ability of Fleet Logistics the same turn they gain it.
  • If a player’s turn is ended by a game effect, they cannot use Fleet Logistics to perform an additional action.
  • A player cannot use Fleet Logistics to pass on the same turn they performed an action.
  • If a player’s second action would be to use a component action to play an action card, and that card is cancelled, they are not required to perform an alternate second action on that turn.

Interactions

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Puppets on a String

  • The player who played Puppets on a String cannot use the Fleet Logistics technology to perform an additional action.

Sabotage

  • If Sabotage cancels an action card that the active player played as a component action for their second action of the turn, through an effect granting an additional action, the active player may end their turn without performing a second action and without passing.

Sabotage

  • If Sabotage cancels an action card that the active player played as a component action for their second action of the turn, through an effect granting an additional action, the active player may end their turn without performing a second action and without passing.