<commit_before>---
layout: page
author: mikey
title: Ghosts of Cruess
comments: true
permalink: /races/GhostsOfCruess/
---

![The Ghosts of Cruess]({{ site.baseurl }}/images/races/Ghosts.jpg "The Ghosts of Cruess")

## THE GHOSTS OF CREUSS

**In a word:** worm-hole beings of energy and light

**Background:** This race appeared suddenly centuries after the Twilight Wars. No one knows why they came but speculate it is for the vacant throne. They hail from a region Deep Space known as the "Shaleri Way", which contains many wormholes that significantly reduce travel time between trade routes. However, most races avoid this route due to many ships disappearing in that region of space, with only a few returning telling tales of severe equipment malfunctions and ghosts in space. However, the Mentak have been using this route for years to stage their operations. When the Ghosts of Creuss emerged, they came with envoys from the Mentak Coalition, prompting the galaxy to believe the Mentak had brokered a deal to bring them into the known galaxy.

**Pros/Cons:** 

**Style:** The Ghosts of Creuss are a very mobile race as they can maniuplate worm-holes or the areas around them to their needs.

>**Homeworlds**: Creuss (4/2); delta wormhole
>
>**Starting Units**: 1 carrier; 2 destroyers; 2 fighters; 4 infantry; 1 space dock
>
>**Starting Tech**: _Gravity Drive_
>
>**Commodities**: 4
>
>**Promissory Note**: _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.
>
>**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 start its movement in your home system or in a system that contain either an alpha or beta wormhole.
>
>_Creuss Gate_: When you create the game board, place the Creuss Gate where your home system would normally be placed. Then, place your home system in your play area. 
>
>**Special Units**
>
>_Hil Colish_ (flag ship): cost 8, combat 5, movement 1, capacity 3; 
>>sustain damage;
>>
>>This ship's system contains a delta wormhole. During movement, this ship may move before or after your other ships
>
>**Race Technology**
>
>_Wormhole Generator_ (blue; req. BB): At the start of the status 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.
>
>_Dimensional Splicer_ (red; req. R): At the start of a 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 you opponent's ships.
<commit_msg>Update GhostsOfCruess.md<commit_after>---
layout: page
author: mikey
title: Ghosts of Cruess
comments: true
permalink: /races/GhostsOfCruess/
---

![The Ghosts of Cruess]({{ site.baseurl }}/images/races/Ghosts.jpg "The Ghosts of Cruess")

## THE GHOSTS OF CREUSS

**In a word:** worm-hole beings of energy and light

**Background:** This race appeared suddenly centuries after the Twilight Wars. No one knows why they came but speculate it is for the vacant throne. They hail from a region Deep Space known as the "Shaleri Way", which contains many wormholes that significantly reduce travel time between trade routes. However, most races avoid this route due to many ships disappearing in that region of space, with only a few returning telling tales of severe equipment malfunctions and ghosts in space. However, the Mentak have been using this route for years to stage their operations. When the Ghosts of Creuss emerged, they came with envoys from the Mentak Coalition, prompting the galaxy to believe the Mentak had brokered a deal to bring them into the known galaxy.

**Pros/Cons:** 

**Style:** The Ghosts of Creuss are a very mobile race as they can maniuplate worm-holes or the areas around them to their needs.

>**Homeworlds**: Creuss (4/2); delta wormhole
>
>**Starting Units**: 1 Carrier; 2 Destroyers; 2 Fighters; 4 Infantry; 1 Space Dock
>
>**Starting Tech**: _Gravity Drive_
>
>**Commodities**: 4
>
>**Promissory Note**: _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.
>
>**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 start its movement in your home system or in a system that contain either an alpha or beta wormhole.
>
>_Creuss Gate_: When you create the game board, place the Creuss Gate where your home system would normally be placed. Then, place your home system in your play area. 
>
>**Special Units**
>
>_Hil Colish_ (flag ship): cost 8, combat 5, movement 1, capacity 3; 
>>sustain damage;
>>
>>This ship's system contains a delta wormhole. During movement, this ship may move before or after your other ships
>
>**Race Technology**
>
>_Wormhole Generator_ (blue; req. BB): At the start of the status 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.
>
>_Dimensional Splicer_ (red; req. R): At the start of a 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 you opponent's ships.

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