From LOS Warmachine University
Time Walker
- 1) At any time during its unit's activation, this model can spend 2 focus to add to play Haley Past and/or Haley Future to this unit if that model is not already in play. Place that model completely within 2" of Haley Prime. The placed model enters play with a number of focus points equal to its FOCUS and cannot activate this turn.
- 2) After this model replenishes its focus during your Control Phase, it can spend 2 focus each to keep Haley Past and/or Haley Future in play. If it does not, that model is removed from the table.
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Rules Clarification : Time Walker (Edit)
- Because they don't activate the turn they arrive, they can't benefit from end-of-activation triggers (such as Reposition from Prime's Tactical Supremacy spell). (Staff Ruling)
- The Echoes that are created are added, not returned. This means you can put them back into play even if they're RFP'd or currently under the control of your opponent.
- In a Haley3 vs Haley3 match, both players can yawn. I mean, both can have Echoes in play at the same time.
- You have to choose whether to keep the Echoes around before paying for upkeeps and/or allocating focus.
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Pages in category "Time Walker"
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