TI4 Space
Faction

The Ghosts of Creuss

01

Starting Components

Units

  • 1 Carrier
  • 2 Destroyers
  • 2 Fighters
  • 4 Infantry
  • 1 Space Dock

Technology

  • PropulsionGravity Drive
    Gravity Drive

    After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.

    Prerequisites
    blue

Planets

4/2
Creuss
ResourcesInfluence
02

Commodities

4
03

Abilities

Quantum Entanglement

You treat all systems that contain either an alpha or beta wormhole as adjacent to each other. Game effects cannot prevent you from using this ability.

Slipstream

During your tactical actions, apply +1 to the move value of each of your ships that starts its movement in your home system or in a system that contains either an alpha or beta wormhole.

Creuss Gate

When you create the game board, place the Creuss Gate (tile 17) where your home system would normally be placed. The Creuss Gate system is not a home system. Then, place your home system (tile 51) in your play area.

04

Faction Technologies

PropulsionPropulsion
Wormhole Generator

ACTION: Exhaust this card to place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.

Prerequisites
PropulsionPropulsion
WarfareWarfare
Dimensional Splicer

At the start of space combat in a system that contains a wormhole and 1 or more of your ships, you may produce 1 hit and assign it to 1 of your opponent's ships.

Prerequisites
Warfare
05

Flagship

Hil Colish
Cost8
Combat5
Move1
Capacity3

This ship's system contains a delta wormhole. During movement, this ship may move before or after your other ships.

Sustain Damage
06

Promissory Notes

Creuss Iff

At the start of your turn during the action phase: Place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships. Then, return this card to the Creuss player.

07

Mech

Icarus Drive
Cost2
Combat6

After any player activates a system, you may remove this unit from the game board to place or move a Creuss wormhole token into this system.

Sustain Damage
08

Breakthrough

Particle Synthesis

Each wormhole in a system that contains your ships gains Production 1 as if it were a unit you control. Reduce the combined cost of units you produce in systems that contain wormholes by 1 for each wormhole in that system.

PropulsionCybernetic
09

Leaders

AgentWhen the Jol-Nar fleet emerged from their hidden ambush amongst the planet's rings, they found...nothing. The Cruess convoy had simply vanished. All that remained was a message drone for the Hylar commodore from Taivra, regretting that they would not be able to meet in person.
Emissary TaivraAt game start

After a player activates a system that contains a non-delta wormhole: You may exhaust this card; if you do, that system is adjacent to all other systems that contain a wormhole during this tactical action.

Commander"When you leave the familiar safety of your universe, you enter our domain. I suggest you do not trespass here lightly."
Sai SeravusHave units in 3 systems that contain alpha or beta wormholes

After your ships move: For each ship that has a capacity value and moved through 1 or more wormholes, you may place 1 fighter from your reinforcements with that ship if you have unused capacity in the active system.

Hero"The Creuss have unsurpassed command of wormhole technology, true—but enough to warp the very bounds of space? Preposterous!"
Riftwalker MeianHave 3 scored objectives

Singularity Reactor ACTION: Swap the positions of any 2 systems that contain wormholes or your units, other than the Creuss system and the Wormhole Nexus. Then, purge this card.