FFG, PLEASE answer this one, extremely divise Shards of the Throne Rules Question!

By Solan, in Twilight Imperium 3rd Edition

I understand that a FAQ might take some time, but one question above all others seems to have divided posters on mulitple sites. FFG, please explain how the Ghost's Flagship works: Can it project it's wormhole to any space on the board and then appear there? Can it project it's wormhole to a space and then move through either of the Ghost's home system gates to arrive there? Or can it never emerge from its own wormhole?

The Ghosts of Creuss are arguably one of the most interesting races in the game, but this question really needs to be answered before they can be played with their flagship. Thank you for your attention to this matter.

/signed

10char

/signed

Ajax

I also would like an answer to this question. I just got Shards of the Throne today and that was the first thing that I was wondering as well, please help:)

this is a really good question. the wording is when this ship is moving treat its destination system as if it had the wormhole.

Its the last 'the' in the sentence...it depends on what the wormhole is in the system for..is it to allow reinforcements to buff the flagsjhip fleet or allow the flagship fleet to sneak around.

I honestly think that the intention of this is for the race to be able to open wormholes and travel to distant regions..but that would mean that no planet was safe from an invasion.....which is epic and makes this race powerful(they all are..in this expansion but I love them) the alternative is meh but still flavorful..they tow along a gate to their home or something and is still actually kind of powerful if you think about it.

either way this needs to be answered

edit: its basically this..does it mean treat the destination as if it had a D wormhole as well? or does it mean the same D wormhole that was with the ship is moved to the destination..this may be that when you move the flagship its one space then at the moment of movement the wormhole is in the destination space for purposes of movement of other ships through wormholes.....does that make sense?

it may be they where trying to clarify since people would definitely ask about that at some point and made it seem like the ship had some epic new ability..it really would be epic to allow that thing to move anywhere but really....come on...its just too epic. but yea seriosly answer this question : i'm playing sunday and need to know what to rule :P

These are my 2 cents... ;)

"You may treat this ship's system as if it had a "D" Wormhole in it."

I think this works like this:

You can move ships from you home systems through the "D" wormhole to the flagship. Also you can move the hil colish through his own "D" wormhole into one of your home systems.

"When this ship is moving, treat its destination system as if it had the wormhole"

I think this opens a "D" Wormhole in the destination system. Every ship in one of your home systems can travel through the wormhole to the destination system of the flagship. The system where the flagship started its movement loses the wormhole. So as solitear said, its quite powerful because you can invade systems and only need to have your flagship on the front.

Imho the wormhole moves with the flagship and could be treated like the high alert token from warfare II.

besides..with the racial tech allowing you to place the a or b wormhole in any friendly or empty system and you effectively have a ship that can pop up almost anywhere........so I think its like PNopf said.

also I looked at the non euclidean shield and it says using the sustain damage ability "prevents' two casualties instead of just one.

now...given two things...1: FFG's preference for literal interpretation of rules and

2: FFg's preference for having a simple way to keep track of game data I assume that when you turn the ship over after taking a hit you subtract 2 from the totral casualties taken. like for instance..if I have two dreadnaughts and I take two hits..I flip over the first dread and then stop..I couldn't take one hit from each...and I am assuming that if I only took one hit I would still 'halfway' damage the ship either way.

if the wording was that a sustain damage ship can take three hits I would be on board with the confusion..but as it is worded I think its simple.

the original wording of the rulebook says that the ship can absorb the first hit without being destroyed. it doesn't say 'prevents casualties' ...so I think the 'use' of the ability results in the ship not being destroyed and the use is reflected by turning of the ship upside down with the consequence that the ability can not be 'used ' again until repairs are done.(ship turned rightside up)..and the number of casualties needed to be assigned is reduced by one.

non euclidean shields simply allow this 'use' to reduce the number of casualties needed to be assigned by two instead of one.

if you ask why the shields are so inconsistant and you do not understand how they can be, the answer is in the name..they are non-euclidean of course which means that parallel lines can cross and linear relationships can have non linear consequences and vice versa.

Pnopf said:

"You may treat this ship's system as if it had a "D" Wormhole in it."

I think this works like this:

You can move ships from you home systems through the "D" wormhole to the flagship. Also you can move the hil colish through his own "D" wormhole into one of your home systems.

"When this ship is moving, treat its destination system as if it had the wormhole"

I think this opens a "D" Wormhole in the destination system. Every ship in one of your home systems can travel through the wormhole to the destination system of the flagship. The system where the flagship started its movement loses the wormhole. So as solitear said, its quite powerful because you can invade systems and only need to have your flagship on the front.

Imho the wormhole moves with the flagship and could be treated like the high alert token from warfare II.

This! I mean, the ship has a set movement rate-- obviously it can't just pop up anywhere on the board. I'm guessing that their racial ability also keeps other races from coming from an adjacent system and using something like the "In the Silence of Space" Action Card to slip through the "D" wormhole with the flagship into the Creuss home system. However, if their racial power were somehow taken away, this might be something for them to be careful of.

Hugesinker said:

I'm guessing that their racial ability also keeps other races from coming from an adjacent system and using something like the "In the Silence of Space" Action Card to slip through the "D" wormhole with the flagship into the Creuss home system. However, if their racial power were somehow taken away, this might be something for them to be careful of.

Oops, looks like the racial ability that I was thinking of only applies to "A" and "B" wormholes, so I'm guessing this means that other races actually may be able to use "In the Silence of Space" to travel to the Creauss home system from the flagship gate. Yikes!

yea. i thought the ability to trat A and B wormholes as adjacent applied to the D for the creeus too.

Its easy to make simple mistakes

Hugesinker said:


Oops, looks like the racial ability that I was thinking of only applies to "A" and "B" wormholes, so I'm guessing this means that other races actually may be able to use "In the Silence of Space" to travel to the Creauss home system from the flagship gate. Yikes!

Just remember that "In the Silence of Space" requires that the destination system has no enemy ships in it. So if the Cruees player takes the simple precaution of leaving any ship, even a fighter, in his home system that "weakness" is defeated. Light/Wave Deflectors on the other hand are different kettle of fish, they have no such language attached to them and are much scarier to the Cruees player.

digdoug said:

Hugesinker said:

Hugesinker said:


Oops, looks like the racial ability that I was thinking of only applies to "A" and "B" wormholes, so I'm guessing this means that other races actually may be able to use "In the Silence of Space" to travel to the Creauss home system from the flagship gate. Yikes!

Just remember that "In the Silence of Space" requires that the destination system has no enemy ships in it. So if the Cruees player takes the simple precaution of leaving any ship, even a fighter, in his home system that "weakness" is defeated. Light/Wave Deflectors on the other hand are different kettle of fish, they have no such language attached to them and are much scarier to the Cruees player.

The exact wording of the Ghosts Flagship ability is that "You may treat this ship's system as if it had a D wormhole in it(emphasis added)." If enemy ships were trying to move through it, the Ghost player would certainly say that he chooses not to to treat system as if it has a D wormhole in it at the moment.

Solan said:

Can it project it's wormhole to any space on the board and then appear there?

Page 11 of the base game's rulebook defines when a ship can and cannot move. After activating a system, if a ship is too far away (outside the movement range), the ship can't move at all. Since the D-wormhole opens in the destination system when moving , if the system you activated is too far away, movement never occurs, and therefore, no D-wormhole ever appears.

While the flagship can't move to anywhere on the board, it may be able to return to its home system from anywhere on the board. This is because the home system has a permanent D-wormhole, and the flagship card states that you may treat the current system as also having a D-wormhole. According to wormhole rules, these two systems would be adjacent. But there is debate whether this would be a legal move, and the consensus is that it needs an FAQ update.

One thing that most everyone agrees on: if your flagship is in deep space, away from the home system, you could bring a fleet from your home system out to meet your flagship. Suppose you have 4 carriers with movement 2 in your home system; and your flagship is on Mecatol Rex. You could use the D-wormhole to bring your 4 carriers loaded with ground forces and escorted by fighters directly to Mecatol Rex (first movement), and then to any adjacent system (second movement).

I am not one of the designers, but the way it sounded to me is that the ability is basically a "beacon portal" that creates a temporary link to the 'D' portal of your home world. Cory and the experts will of course correct as needed, but my interpretation is that it is a one way portal as it moves.

i agree > although I dont know what you mean by one way. I think ships can come in or out of it I don't see why the flagship couldn't return to its homeworld. It says treat it as if there is a d wormhole in the spot.

solitear said:

I don't see why the flagship couldn't return to its homeworld. It says treat it as if there is a d wormhole in the spot.

If the Ghost flagship's abilities are mutually exclusive, then it would not be able to return to the home world. People in this camp say that the player may treat the current system as having the D-wormhole, but when moving , treat the destination system as having the wormhole (i.e., once you start moving, the wormhole is no longer in your system).

The other camp says that the D-wormhole in the current system will only close up after you move through it and arrive in the home system.

ah yea..that card was poorly worded.

Its weird because if that is true then when you activate the home system it would be within the legal movement rangeof the flagship...but when you picked up the flagship it no longer would be(according to that interpretation) so you would put it back down since the movement is no longer legal in which case since the flagship decided not to move neither did the wormhole in which case I would pick up the flagship again...seems a little illogical like some sort of quantum physics conundrum,

I think the wormhole closes behind it but I could be wrong. I the latter was true why would they not state the flagship as an exception to using the wormhole