some questions

By flamingn, in Twilight Imperium 3rd Edition

1. for making deals whith people what can be traded, i know u can do trade goods, but can u trade things like tech or anything else

2. does anything change the speed of flagships?

3. there rare many prebattle actions in what order are they decided, mentak's cruiser pre battle attack, dreadnoght free fire attack pre battle, anti fighter barrage and stuff like that

4. if i destroy a carrier and fighters have no capacity to hold them anymore do they immediatly die or do they die at the end of battle

5. if i dont like a current law is there a game mechanic taht lets me ignore that law, say i dont reconize x law and just do it anyway

ghostofnightswatch said:

1. for making deals whith people what can be traded, i know u can do trade goods, but can u trade things like tech or anything else

Only a certain political card allow you to trade technologies and that may only ever happen once. Other than that it's only Trade Goods and Non-binding promises.

ghostofnightswatch said:

2. does anything change the speed of flagships?

The only thing I can think of is the High Alert token from the Warfare II Strategy Card. Other than that, the Flagships are usually pretty powerful anyway so to allow them more movement would make them a bit OP imho.

ghostofnightswatch said:

3. there rare many prebattle actions in what order are they decided, mentak's cruiser pre battle attack, dreadnoght free fire attack pre battle, anti fighter barrage and stuff like that

I think there is a list in one of the rule books or the Errata/FAQ. If not I would say that the defender chooses the order.

ghostofnightswatch said:

4. if i destroy a carrier and fighters have no capacity to hold them anymore do they immediatly die or do they die at the end of battle

The fighters would remain in the battle until it ends and then be destroyed.

ghostofnightswatch said:

5. if i dont like a current law is there a game mechanic taht lets me ignore that law, say i dont reconize x law and just do it anyway

Only if your race sheet says that you may (Such as the Ghosts of Creuss being able to use wormholes even if they've been sealed by a law). The only way to get rid of a law in play, off the top of my head, is to play the political card that lets you revote on a law and hope the turnout is different.

Fnoffen said:

ghostofnightswatch said:

1. for making deals whith people what can be traded, i know u can do trade goods, but can u trade things like tech or anything else

Only a certain political card allow you to trade technologies and that may only ever happen once. Other than that it's only Trade Goods and Non-binding promises.

ghostofnightswatch said:

5. if i dont like a current law is there a game mechanic taht lets me ignore that law, say i dont reconize x law and just do it anyway

Only if your race sheet says that you may (Such as the Ghosts of Creuss being able to use wormholes even if they've been sealed by a law). The only way to get rid of a law in play, off the top of my head, is to play the political card that lets you revote on a law and hope the turnout is different.

1. There are also Promissory notes in SotT that contain binding arrangements, I.E. that you must retreat from a battle if the attacker invokes a note that you gave him earlier.

5. There should be at least another political card that completely discards a law. But yeah, there is not way to ignore a law unless specifically stated (like the previously mentioned Ghosts example)

Wouldn't the blue tech Gravity Drive and Flank Speed also work on flagships?

Yes, Gravity Drive and Flank Speed also work, as they work on all ships in a fleet. Any tech/ability that works on all types of ships will work on Flagships. But techs that only work on specific ships (like Type IV Drive) do not affect the Flagship.

Re: Promissory Notes, keep in mind that if playing rules-as-written, you cannot just arbitrarily trade or give away Promissory Notes - you only do so during the Political Card phase of either the Political or Assembly strategy card. Some have house ruled, however, that you can exchange them anytime you want for any reason.

As for #3, the defender chooses the order. Note that when you choose an effect, both sides resolve that effect simultaneously, though, if applicable. For instance, if you choose to resolve Assault Cannons, both sides with it use it together, you can't say "I'm using Assault Cannons, you'll use yours later".

Also, just remember that PDS fire is not considered a pre-combat effect. It happens as a separate step and thus PDS fire always occurs before everything else (and you can't use Direct Hit with PDS fire).