Remote is an alien with the power to Control.
As a main player, whenever Remote wins an encounter, it takes one ship from the opponent's side as a "remote" and places the ship on its sheet. In a later encounter, the Remote may send any or all of the remotes on its sheet to the warp to force the owners of those ships to ally with the Remote and send as many ships as they can (up to the limit of four), even if they have to abandon colonies to do so.
Text[]
Edition | Power Text | History |
---|---|---|
CA | You have the power to Control. As a main player, after your side wins an encounter, you may use this power to turn one ship in the encounter belonging to one opposing player into a remote. To turn a ship into a remote, remove the ship from the game and place it on this sheet. As a main player, you may use this power to activate one or more of your remotes after allies are invited. Send each activated remote to the warp. Then, players who own the activated remotes are forced to ally with you for this encounter and must each send four ships. A player must send all of his ships if he or she has less than four. A controlled player must abandon home and/or foreign colonies to send the requisite four ships, if necessary. You cannot activate a remote belonging to the opposing main player in an encounter. |
Evolving from a potato-like creature, the Remotes are both lazy and frightened of suffering personal harm. Why do their own fighting, they figure, when they can just use their mind control technology to get others to do it for them? |
Flare[]
Wild: Each of your allies must send one additional ship to the encounter. This may exceed the normal limit of four ships per player. A player is not required to abandon any colony to send the extra ship.
Super: You may take one ship from each opposing player as remotes, not just one opposing player.
Trivia[]
The Remote can be considered to be a combination of Eon's Magnet and Crystal: Eon's Magnet's power forces a player to either ally with the side of Magnet's choice or not ally at all, and Eon's Crystal's power allowed it to specify how many ships other players must send into the encounter if they become allies.