The Ghosts of Creuss
Starting Components
Units
- 1 Carrier
- 2 Destroyers
- 2 Fighters
- 4 Infantry
- 1 Space Dock
Technology
Gravity DriveGravity DriveAfter you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.
Prerequisites
Planets
Commodities
Abilities
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.
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.
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.
Faction Technologies
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.
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.
Flagship
This ship's system contains a delta wormhole. During movement, this ship may move before or after your other ships.
Promissory Notes
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.
Mech
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.
Breakthrough
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.
Leaders
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.
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.
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.