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Author Topic: TI3 optional r00lz  (Read 1956 times)
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Derrick Heyoka
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Salus Populi Suprema Lex


« on: April 10, 2006, 01:11:27 PM »

Anyone else wanna try playing with named characters / heroes / whatever next time?  Anyone else think domain counters and action cards are made of poop?  >Wink
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Luther
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« Reply #1 on: April 11, 2006, 12:48:19 PM »

I likes Heroes - but I also like DCs and Action Cards.
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Lucy St. Jude
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« Reply #2 on: April 11, 2006, 03:06:48 PM »

I'll try anything once.  Wink
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Nalroth
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« Reply #3 on: April 12, 2006, 01:29:13 PM »

Mmmm...special characters..
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Derrick Heyoka
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« Reply #4 on: April 12, 2006, 03:41:43 PM »

Mmmm...special characters..

—‘’‚“”„†‡•…‰€™
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Jake
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« Reply #5 on: April 13, 2006, 12:38:25 PM »

What are the effects of the heroes?
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Derrick Heyoka
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« Reply #6 on: April 13, 2006, 12:57:54 PM »

What are the effects of the heroes?

In past versions they provided some influence (for votes) and/or combat bonuses for the fleet you kept 'em with, and could be captured by others in combat (assuming their fleet loses a fight) for ransoming 'n stuff.  Wink  Oh or used like once (my fav) to sabotage an action card or something like that.
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« Reply #7 on: April 13, 2006, 01:10:56 PM »

This is mostly from memory (and is probably intermixed with the old game), but something like this:

Everybody gets three leaders.  What types they are depends on what race you are (like - for instance - I think the Yssaril get two agents and a general).  Leaders can be captured or killed if they are on the losing end of a battle.  They can move around on any ship.  If captured, they can be traded for or offed.  Leader types (and abilities) are something like this:

1) Scientists - half the cost for a Space Dock in the same system, double the credit for a special research world they are on, and some benefit for PDS' (I think they block bombardment better - like against War Suns, and maybe re-roll misses?)

2) Generals - As I recall they give a re-roll or two on invasion, and a +2 on defense for planetary combat.

3) Admirals - Uhm, I think they can let you retreat like the Naalu, give a bonus to movement and either a bonus to space combat or re-roll.

4) Agents - These I remember - cause they are *gross*.  You can sacrifice one at any time to act like a sabotage card and foil an action card's use.  You can also land them in a ground invasion - if they are on the winning side, all PDS' and Space Docks on the newly taken world become yours.

5) Diplomats - As I recall, you can co-occupy the same space with another person ships if you both decide not too shoot - and you can stall invasion for one turn.
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