THE TRANSFER SEQUENCE IN DETAIL
Below, each step of the Transfer Sequence is described in detail:
1) ACTIVATE TWO SYSTEMS
After announcing a Transfer Action, the active player takes one Command Counter from his Command Pool and activates a system by placing the Command Counter upon it. Then the active player takes a Command Counter from his reinforcements and activates another system adjacent to the one just activated. Both activated systems must contain at least one unit controlled by the active player and must contain absolutely no enemy units (including Ground Forces and PDS).
REMINDER: When "activating a system" the active player places a Command Counter physically on the system itself (with his race insignia facing up). It is never possible for a player to activate a system that is already activated (i.e., already contains one of his Command Counters).
The active player may now move friendly ships between the two activated systems. As during a Tactical Action, Fighters, PDS, and Ground Force units must be transported by Carrier/War Sun.
3) PDS FIRE
After the active player has finished moving, enemy PDS in range may fire at the active player's fleets in the activated systems. PDS units that are in range of both activated systems may fire at only one of the systems, not both.
4) PLANETARY LANDINGS
During this step, any Ground Force and PDS units onboard Carriers in the activated systems may land on friendly planets in their system. Note that during a Transfer Action you may only land forces on friendly systems, not neutral planets or planets containing an enemy Control Marker.
The active player may now produce units at his Space Docks in one of the activated systems (but not both).
|ti rules page 12.jpg||380.34 KB|
|ti rules page 14.jpg||371.09 KB|