THE GHOSTS OF CREUSS
DESCRIPTION
Do you know what's scarier than a ghost? A ghost with a spaceship. Yes, these inter-dimensional travelers are the monsters of myth and legend, appearing and disappearing in the blackness of space. Masters of the wormhole, they slip through the galaxy, silent as...uh...ghosts, I guess.
The general tone of the Ghosts remains from TI3, with a few minor adjustments. Quantum Entanglement remains the same (alpha and beta wormholes are considered adjacent to each other, and game effects cannot prevent Ghost access to wormholes.) The Creuss Gate, an extra space tile, adds some distance between the ghost home world and the rest of the galaxy. One minor change is the Slipstream. Rather than give the ghosts Carrier II, their ships can move an extra space that starts in their home system or an alpha or beta wormhole. So they are both fast, sneaky, and hard to catch.
Now a story from TI3. I always wanted to play the Ghosts, and got the opportunity in two consecutive games. In both games, an Agenda item was brought to vote regarding Wormhole research. If passed, this law meant a die would be rolled, and a chance outcome revealed. A roll of 1-3 meant all fleets on a Wormhole would be destroyed. As the Creuss, all my fleets were on Wormholes, so I fought vehemently against the bill. Both time the bill passed, and both time the roll came up that all my fleets were destroyed. Twice in a row. So I can confirm that these ghosts are, in fact, cursed.
The general tone of the Ghosts remains from TI3, with a few minor adjustments. Quantum Entanglement remains the same (alpha and beta wormholes are considered adjacent to each other, and game effects cannot prevent Ghost access to wormholes.) The Creuss Gate, an extra space tile, adds some distance between the ghost home world and the rest of the galaxy. One minor change is the Slipstream. Rather than give the ghosts Carrier II, their ships can move an extra space that starts in their home system or an alpha or beta wormhole. So they are both fast, sneaky, and hard to catch.
Now a story from TI3. I always wanted to play the Ghosts, and got the opportunity in two consecutive games. In both games, an Agenda item was brought to vote regarding Wormhole research. If passed, this law meant a die would be rolled, and a chance outcome revealed. A roll of 1-3 meant all fleets on a Wormhole would be destroyed. As the Creuss, all my fleets were on Wormholes, so I fought vehemently against the bill. Both time the bill passed, and both time the roll came up that all my fleets were destroyed. Twice in a row. So I can confirm that these ghosts are, in fact, cursed.
RACIAL TECHNOLOGY
Dimensional Splicer: At the start of a battle in a wormhole system and in which you have at least 1 ship, you can assign 1 hit to any 1 enemy ship of your choice.
Slave Wormhole Generator: At the start of each Status Phase, you may place (or move) your extra "A" or "B" wormhole token into any empty or friendly non-Home system. (The Ghosts come with cardboard tokens to represent these home-made, fresh from the oven wormholes.)
Slave Wormhole Generator: At the start of each Status Phase, you may place (or move) your extra "A" or "B" wormhole token into any empty or friendly non-Home system. (The Ghosts come with cardboard tokens to represent these home-made, fresh from the oven wormholes.)
AGENTSo, basically, once per round you can connect Gamma wormholes to Alpha and Beta wormholes. I feel like this is less useful to use on yourself, given your already amazing mobility, but could be quite useful to grant someone else a sneak attack against a common enemy.
HEROPerhaps my favorite Hero ability in the game. I've heard stories of people stealing Mecatol Rex, and even other player's home systems, and placing them closer to the Creuss Gate.
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COMMANDERNice way to quickly build a fighter screen while on the move! I might avoid letting the Argent Flight or the Titans use this ability.
The Unlock for this Commander is to have units in 3 systems with alpha or beta wormholes. MECHWell...if you felt like you weren't already mobile enough, here's your solution.
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FLAGSHIP
A plucky band of Jol-Nar soldiers raids the Hil Colish.
Hil Colish
Sustain Damage
System contains a Delta wormhole. The Hil Colish may move before or after the rest of the fleet.
Cost 8: Battle: 5 Move: 1 Capacity 3.
Sustain Damage
System contains a Delta wormhole. The Hil Colish may move before or after the rest of the fleet.
Cost 8: Battle: 5 Move: 1 Capacity 3.
HOME SYSTEMYou may notice the odd shape of the Creuss home tile! It is set off the board, as it is in some other dimension. It is connected to the board via a Delta wormhole. Gives a bit of a better defensive position. It also places you a bit farther away from expanding on the first round, but your Slipstream ability will compensate.
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CREUSS GATEThis is the wormhole through which you enter the board, and through which opposing players can enter your home system.
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PROMISSORY NOTE |
WORMHOLE TOKENS |
Potentially a good card for someone to use. Many objectives, for example, require obtaining tech or specialty planets, and this could help a great deal.
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These tokens are for your racial tech, Slave Wormhole Generator. And remember, as the Ghosts Alpha and Beta wormholes are adjacent to each other as well, so you can use these to link non-wormhole points on the board.
Prophecy of Kings has granted the hosts a Gamma Wormhole as well, giving you easy access to the legendary planet of Mallice! |