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About Fnoffen

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  • Birthday 09/10/1978

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    Örebro, Orebro, Sweden
  1. Without being able to check the exact wording I'd rule that said Promissory Note becomes obsolete as soon as the Lassir effect is activated. A quite devious Letnev tactic come to think of it. Having an important vote swing your way with no risk of having to vote against your best interests in the future. Not sure if never being able to vote again is worth it though...
  2. The base game IS playable. I would even recommend playing a couple of games with base rules only before adding even any optional rules, let alone expansions. Get good at the basics first, THEN introduce new stuff. It is also a good way to see and understand the consensual brokenness of the original Imperial SC first hand.
  3. Apparently the good people at FFG do have plans to reprint the expansions but have not decided on a timeframe yet. But I agree $180 is a horrendously high price. Even higher than the base game retail, right? Some people'll do anything to turn a buck...
  4. Hmmmm... I'm thinking that the Player Characters, or perhaps rather the PC group, would be something akin to one of the heroes that are added as an optional rule in one of the expansions (I forget which one). Maybe it could even be possible to purchase certain tech-advancement-based equipment for the groups ship if you have a high enough standing with the faction(s) that have happened to researched it.
  5. The question, for me, is when in the Twilight Imperium timeline an RPG might be set. Every time would have its own pros and cons i suppose. That being said, the time with the strongest draw would have to be the pre-war era. While the Lazax still held it together. More stable environment for such a small group of characters.
  6. VERY nice! If FFG will ever think about making a table top rpg in the Twilight Imperium universe, I hope they at least ask you to write an adventure or two.
  7. In my experience, the better all players know as many rules as possible the faster it goes. Doing away with constant pageflipping through the rulebooks cuts out a significant amount of downtime. The rulebooks are available on FFGs site in pdf format so all players could read through those at their own leisure before it's time to play. Also: the following link provides a really good way of polishing up on at least the basics: http://www.preeminent.org/steve/games/ti3/ti3demo/
  8. Only 12 more hexes than a normal 3-ringer. It does look to be a very interresting setup.
  9. Do note that there are ways to remove activation tokens from the board allowing you to build (and move out) units several times from the same system. It does take at least 4 turns within the same round though. Activate to build -> Remove token -> Move units to another system (so as to not lock these units down with the next activation and also making sure fleet supply limit is not an issue) -> Activate to build -> Repeat if possible. If memory serves, the Military SC lets you take one activation token back. And I think there is also an Action Card that does the same.
  10. Unless we can get an insight into the economy of FFG, which I doubt any old plebe can, I guess we'll notice it when, and indeed if, FFG does announce an expansion or sequel. Although one other indication could be high levels of activity in the forum I suppose.
  11. If it sells enough copies I'm certain that there will be expansion(s) and/or sequel(s).
  12. Well that should settle it then.
  13. I beg to differ from thy differ. The most literal interpretation, in my brain at least, would be that the Ghosts of Creuss have an innate ability to travel from A Worm Holes to B Worm Holes and that their innate understanding of the Worm Hole physiology, as it were, has led them to discover a way to create Worm Hole openings at will. Wether it is through technology or psychic manipulation, I could not say. All this would not allow any Worm Hole openings to suddenly be truly adjacent, however. It would probably be simple enough to (re-)state that the adjacency is for movement only but it would also be redundant to do so since it already have been clarified in said FAQ.
  14. I think that the basic rules regarding Worm Holes (adjacency for purposes of movement only) would apply for the Ghosts of Creuss as well. Which would mean that they would not be able to PDS fire through them even with the Deep Space Cannon tech.
  15. Each GF has a build limit of 1 so you need to pay 1 resource but only get 1 new GF (or fighter or anything else). They have a racial tech that boost their GFs build limit to 2 however. The downside is that any GF that builds cannot move during the same... activation or round, not sure which. Sprouting takes time, I suppose.