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Subject Topic: Time Origin + Units with no Time Strength Post ReplyPost New Topic
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Galaktische
IRC
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Joined: 27 June 2007
Posts: 354
Posted: 24 March 2009 at 11:12am | IP Logged Quote Galaktische

What happens if a unit without a dual strength should find itself in the time origin?

The E 8/2 Tranoan Time Bomb reads:
-Played to a unit in the time origin.
-When in the fleet, activate against a unit, sending that unit to the time origin, discarding this card.
-When discarded from the fleet, this card must be moved to a unit in the time origin or it is placed in the discard pile.

It sounds like this equipment would allow me to send an opponent ship to the time origin? Is this possible? If so what happens to the unit that is transported there? If it can operate there what is it capable of?

J--
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Blacklassie
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Joined: 19 December 2003
Location: United States
Posts: 99
Posted: 25 March 2009 at 1:02pm | IP Logged Quote Blacklassie

Hello all

You can send a regular unit or card to the Time Origon. Cards on a ship sent to the Time Origon stay on the card for the trip. If the ship you time bomb has a Pirate Captain that engages his ship or maybe  a Perpetual Motion card on it, it could engage and funtion in the Time Origon without restrictions. Otherwise the ship that you Time Bomb will have to have terrain in the Time Origon to engage and funtion. I guess a Thane or other Nobles that produce points will also work.

Dan

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Galaktische
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Joined: 27 June 2007
Posts: 354
Posted: 25 March 2009 at 2:09pm | IP Logged Quote Galaktische

Blacklassie wrote:

Otherwise the ship that you Time Bomb will have to
have terrain in the Time Origon to engage and funtion.



If I understand you correctly all units which require
engagement can only be engaged while in the time origin
if they have an accompanying card/rule that is in the
time origin and provides points sufficient to engage
them.

Does this apply to the command points required by Time
Knights?

J--
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Blacklassie
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Joined: 19 December 2003
Location: United States
Posts: 99
Posted: 26 March 2009 at 10:40am | IP Logged Quote Blacklassie

Hello all

In our group, command points make command slots which determine how many ships can be in play and how many ships can still be played. The command slots are used up by units in the regular fleet and in the Time Origon. Time Knight cannot use a command slot until all ships have used a command slot but it can use the command slot while in the Time Origons.

That is how we do it

Dan

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