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Twilight Imperium 4e - Game 4: Round 7 - Action Phase / Game End

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Posts

  • Mojo_JojoMojo_Jojo But do you really believe him? Registered User regular
    Pass on secondary

    Homogeneous distribution of your varieties of amuse-gueule
  • KetarKetar Ready to feel better about your own miserable lives?Registered User regular
    @Hedgethorn @discrider @Preda

    Pass on secondary.

  • discriderdiscrider Registered User regular
    Play on Secondary.
    PDS on Meer
    2/3/0 T/F/S

    Steam Community page: http://steamcommunity.com/id/discrider/
    Oh hey! A knife!
  • PredaPreda Registered User regular
    Pass on secondary.

  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    Pass on construction secondary.

  • PredaPreda Registered User regular
    @Hedgethorn , you're also next to move.

  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    Activate Arnor/Lor.
    Move carrier + 4 infantry to Arnor/Lor.
    Take both planets, landing two infantry on each one.

    Take up @Mojo_Jojo on his offer, trading two of my commodities for two of Naalu's commodities .

    1/3/2 T/F/S
    0/2/0 C/T/A

    Mojo_Jojo
  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    Then it should be @discrider's action.

  • discriderdiscrider Registered User regular
    edited April 2018
    Activate Thiban. Move in Cruiser.
    Trade 3 for 3 commodities with @Preda as Hedgethorn is adjacent to neither of us.
    1/3/0 T/F/S

    @MrBlarney my fighters should be on my Carrier I believe. They are not so positioned on the map.

    discrider on
    Steam Community page: http://steamcommunity.com/id/discrider/
    Oh hey! A knife!
  • discriderdiscrider Registered User regular
    @Mojo_Jojo 's turn

    Steam Community page: http://steamcommunity.com/id/discrider/
    Oh hey! A knife!
  • Mojo_JojoMojo_Jojo But do you really believe him? Registered User regular
    edited April 2018
    Activate Wellon
    Move in one cruiser from Maaluuk/Drua


    T/F/S 1/3/2
    C/TG/AC 1*/5*/0


    *May change because:
    @ketar We are now neighbours. Unfortunately Hedgethorn can pillage if you pay your debt. Would you be interested in adding an additional 1:1 commodity swap on top of paying me the commodity for last turn's refresh? If not, I'm happy to extend your credit until I spend some of my trade goods.

    Also, it's your action

    Mojo_Jojo on
    Homogeneous distribution of your varieties of amuse-gueule
  • discriderdiscrider Registered User regular
    edited April 2018
    Mojo_Jojo wrote: »
    (When I play Trade I'll refresh commodities with the non-binding deal that as soon as we are neighbours I get paid a trade good.)

    Pretty sure you clear your debt by paying Hedgethorn, Ketar, unless Mojo_Jojo decides he doesn't want the trade good after all.

    As written, as agreed:
    discrider wrote: »
    that seems like a deal I shan't refuse

    discrider on
    Steam Community page: http://steamcommunity.com/id/discrider/
    Oh hey! A knife!
    Hedgethorn
  • Mojo_JojoMojo_Jojo But do you really believe him? Registered User regular
    Well yes of course you're pushing for an antagonistic relationship between other players :)

    Homogeneous distribution of your varieties of amuse-gueule
  • discriderdiscrider Registered User regular
    Nah, it was just an amusingly poorly worded deal.

    Steam Community page: http://steamcommunity.com/id/discrider/
    Oh hey! A knife!
  • MrBlarneyMrBlarney Registered User regular
    discrider wrote: »
    MrBlarney my fighters should be on my Carrier I believe. They are not so positioned on the map.
    Yep. Corrected.

    chirisigtext.png
  • KetarKetar Ready to feel better about your own miserable lives?Registered User regular
    @Mojo_Jojo We can trade now, 2 of my commodities for one of yours.

    Mojo_Jojo
  • KetarKetar Ready to feel better about your own miserable lives?Registered User regular
    Activate Tequ'ran, move in destroyer from home system.

    2/3/3


    @Preda

  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    Pillage one of the trade goods that Mojo received from Ketar.

  • Mojo_JojoMojo_Jojo But do you really believe him? Registered User regular
    Bloody pirates. Coming over here and taking my fine Letnev silks

    Homogeneous distribution of your varieties of amuse-gueule
    mindflare77
  • MrBlarneyMrBlarney Registered User regular
    edited April 2018
    OK, so here's what I've got for transactions for this period:

    Mentak 2 C <--> Naalu 2C: Completed on both sides.
    Winnu 3C <--> N'orr 3C: To be verified by @Preda. (N'orr)
    Letnev 2C <--> Naalu 1C: Completed on both sides. 1 TG taken by Mentak via Pillage.

    I'll post a game state update once Preda chimes in / after his turn.

    EDIT: No, actually, I'm just gonna post the update. I'll edit in the transaction results afterwards once confirmed.

    MrBlarney on
    chirisigtext.png
  • MrBlarneyMrBlarney Registered User regular
    edited April 2018
    Round 1: Action Phase Update 3

    The Ghosts of Creuss: Play the primary ability of the (4) Construction Strategy Card, placing a Space Dock and PDS unit on Bereg.
    Winnu plays on the secondary (SP 1 --> 0), placing a PDS unit on Meer.
    The Mentak Coalition: Activate the Arnor-Lor system. (TP 2 --> 1)
    Move in 1 Carrier and 4 Infantry from the Mentak Home System.
    Land 2 Infantry on each of Arnor and Lor.
    Perform transaction, giving Naalu 2 Commodities in exchange for 2 Commodities. (Mentak C 2 --> 0, TG 0 --> 2; Naalu C 3 --> 1, TG 3 --> 5)
    The Winnu: Activate the Thibah system. (TP 2 --> 1)
    Move in 1 Cruiser from the Winnu Home System.
    Perform transaction, giving N'orr 3 Commodities in exchange for 3 Commodities. (Winnu C 3 --> 0, TG 0 --> 3; N'orr C 3 --> 0, TG 0 --> 3)
    The Naalu Collective: Activate the Wellon system. (TP 2 --> 1)
    Move in 1 Cruiser from the Naalu Home System.
    The Barony of Letnev: Activate the Tequ'ran-Torkan system. (TP 3 --> 2)
    Move in 1 Destroyer from the Letnev Home System.
    Perform transaction, giving Naalu 2 Commodities in exchange for 1 Commodity. (Letnev C 2 --> 0, TG 0 --> 1; Naalu C 1 --> 0, TG 5 --> 7)
    Mentak uses their racial ability "Pillage" to take 1 Trade Good from Naalu. (Naalu TG 7 --> 6; Mentak TG 2 --> 3)

    Current Map: Round 1, Action Phase Update 3

    Current Technologies

    Victory Points and Objectives
    The Mentak Coalition - 1 VP
    The Naalu Collective - 0 VP
    The Barony of Letnev - 0 VP
    The Ghosts of Creuss - 0 VP
    The Winnu - 0 VP
    Sardakk N'orr - 0 VP

    Public Objectives
    Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.
    Corner the Market (1 VP): Control 4 planets that each have the same planet trait.
    3 Stage I Objectives and 5 Stage II Objectives remain in the deck.

    Secret Objectives
    The Mentak Coalition: 1 unfulfilled secret objective in hand.
    The Naalu Collective: 1 unfulfilled secret objective in hand.
    The Barony of Letnev: 1 unfulfilled secret objective in hand.
    The Ghosts of Creuss: 1 unfulfilled secret objective in hand.
    The Winnu: 1 unfulfilled secret objective in hand.
    Sardakk N'orr: 1 unfulfilled secret objective in hand.

    Special Objectives
    Naalu's Support for the Throne (1 VP): Held by Mentak.

    The Mentak Coalition (Hedgethorn)
    Commodities: 0 / 2
    Trade Goods: 3
    Action Cards: 0

    Tactic Pool: 1
    Fleet Pool: 3
    Strategy Pool: 2

    Promissory Notes: Naalu's Support for the Throne (Trade Agreement, Political Secret, Support for the Throne, Promise of Protection)
    Technology: Sarween Tools, Plasma Scoring

    Worlds:
    R - Moll Primus (4R, 1I)
    X - Arnor (Industrial, 2R, 1I)
    X - Lor (Industrial, 1R, 2I)

    Other Racial Data:
    - Flagship: Fourth Moon: Combat Value 7 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Other players' ships in this system cannot use Sustain Damage.
    - Racial Technology: Salvage Operations (Yellow, requires 2 Yellow): After you win or lose a Space Combat, gain 1 Trade Good. If you won the combat, you may also produce 1 ship in that system of any ship type that was destroyed during the combat.
    - Racial Technology: Mirror Computing (Yellow, requires 3 Yellow): When you spend Trade Goods, each Trade Good is worth 2 resources or influence instead of 1.
    - Ambush: At the start of Space Combat, you may roll 1 die for each of up to 2 of your Cruisers or Destroyers in the system. For each result equal to or greater than that ship's combat value, produce 1 hit; your opponent must assign it to one of his ships.
    - Pillage: After 1 of your neighbors gains Trade Goods or resolves a transaction, if he has 3 or more Trade Goods, you may take 1 of his Trade Goods or Commodities.
    - Racial Promissory Note: Promise of Protection: Action: Place this card faceup in your play area. While this card is in your play area, the Mentak player cannot use his "Pillage" faction ability against you. If you activate a system that contains 1 or more of the Mentak player's units, return this card to the Mentak player.

    The Naalu Collective (Mojo_Jojo)
    Commodities: 0 / 3
    Trade Goods: 6
    Action Cards: 0

    Tactic Pool: 1
    Fleet Pool: 3
    Strategy Pool: 2

    Promissory Notes: Mentak's Ceasefire (Ceasefire, Trade Agreement, Political Secret, Gift of Prescience)
    Technology: Neural Motivator, Sarween Tools

    Worlds:
    R - Maaluuk (0R, 2I)
    R - Druaa (3R, 1I)
    X - Qucen'n (Industrial, 1R, 2I)
    X - Rarron (Cultural, 0R, 3I)

    Other Racial Data:
    - Racial Unit: Hybrid Crystal Fighter (Fighter): As Fighter, but Combat Value 8.
    - Flagship: Matriarch: Combat Value 9 (x2), Movement 1, Carry Capacity 6. Sustain Damage. During an invasion in this system, you may commit Fighters to planets as if they were ground forces. After combat, return those units to the space area.
    - Racial Technology: Hybrid Crystal Fighter II (unit upgrade, requires 1 Green and 1 Blue): As Fighter, but Combat Value 7, Movement 2. Does not need to be Carried; each Fighter in excess of your ships' Capacity counts as 1/2 of a ship against your Fleet pool.
    - Racial Technology: Neuroglaive (Green, requires 3 Green): After another player activates a system that contains 1 or more of your ships, that player removes 1 token from his Fleet pool and returns it to his reinforcements.
    - Telepathic: At the end of the Strategy Phase, place the Naalu "0" token on the Strategy Card; you are first in initiative order.
    - Foresight: After another player moves ships into a system that contains 1 or more of your ships, you may place 1 token from your Strategy pool in an adjacent system that does not contain another player's ships; move your ships from the active system into that system.
    - Racial Promissory Note: Gift of Prescience: At the end of the Strategy Phase: place this card face up in your play area and place the Naalu "0" token on your Strategy Card; you are first in initiative order. The Naalu player cannot use his "Telepathic" faction ability during this game round. Return this card to the Naalu player at the end of the Status Phase.

    The Barony of Letnev (Ketar)
    Commodities: 0 / 2
    Trade Goods: 1
    Action Cards: 2

    Tactic Pool: 2
    Fleet Pool: 3
    Strategy Pool: 3

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, War Funding)
    Technology: Antimass Deflectors, Plasma Scoring

    Worlds:
    R - Arc Prime (4R, 0I)
    R - Wren Terra (2R, 1I)
    X - Centauri (Cultural, 1R, 3I)
    X - Gral (Industrial, 1R, 1I, B)

    Other Racial Data:
    - Flagship: Arc Secundus: Combat Value 5 (x2), Movement 1, Carry Capacity 3. Sustain Damage, Bombardment 5 (x3). Other players' units in this system lose Planetary Shield. At the start of each space combat round, repair this ship.
    - Racial Technology: L4 Disruptors (Yellow, requires 1 Yellow): During an Invasion, units cannot use Space Cannon against your units.
    - Racial Technology: Non-Euclidean Shielding (Red, requires 2 Red): When 1 of your units uses Sustain Damage, cancel 2 hits instead of 1.
    - Munitions Reserves: At the start of each round of Space Combat, you may spend 2 Trade Goods; if you do, you may reroll any number of your dice during that combat round.
    - Armada: The maximum number of non-Fighter ships you can have in each system is equal to 2 more than the number of tokens in your Fleet pool.
    - Racial Promissory Note: War Funding: At the start of a round of Space Combat: The Letnev player loses 2 Trade Goods. During this combat round, reroll any number of your dice. Then, return this card to the Letnev player.

    The Ghosts of Creuss (MrBody)
    Commodities: 0 / 4
    Trade Goods: 0
    Action Cards: 0

    Tactic Pool: 2
    Fleet Pool: 3
    Strategy Pool: 2

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
    Technology: Gravity Drive

    Worlds:
    R - Creuss (4R, 2I)
    X - Bereg (Hazardous, 3R, 1I)
    X - Lirta IV (Hazardous, 2R, 3I)

    Other Racial Data:
    - Flagship: Hil Colish: Combat Value 5, Movement 1, Carry Capacity 3. Sustain Damage. This ship's system contains a Delta wormhole. During movement, this ship may move before or after your other ships.
    - Racial Technology: Dimensional Splicer (Red, requires 1 Red): At the start of 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 your opponent's ships.
    - Racial Technology: Wormhole Generator (Blue, requires 2 Blue): 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.
    - 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 movement value of each of your ships that starts its movement in your home system or in a system that contains either an Alpha or Beta wormhole.
    - Creuss Gate: When the board is created, the Creuss Gate is placed where your home system would normally be placed. The Creuss Gate system is not a home system; your home system is placed in your play area.
    - Racial 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.

    The Winnu (discrider)
    Commodities: 0 / 3
    Trade Goods: 3
    Action Cards: 2

    Tactic Pool: 1
    Fleet Pool: 3
    Strategy Pool: 0

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Acquiescence)
    Technology: Sarween Tools

    Worlds:
    R - Winnu (3R, 4I)
    X - Arinam (Industrial, 1R, 2I)
    X - Meer (Hazardous, 0R, 4I, R)

    Other Racial Data:
    - Flagship: Salai Sai Corian: Combat Value 7 (x?), Movement 1, Carry Capacity 3. Sustain Damage. When this unit makes a combat roll, it rolls a number of dice equal to the number of your opponent's non-Fighter ships in this system.
    - Racial Technology: Lazax Gate Folding (Blue, requires 2 Blue): During your Tactical Actions, if you do not control Mecatol Rex, treat its system as if it contains both an Alpha and Beta wormhole. Action: If you control Mecatol Rex, exhaust this card to place 1 Infantry from your reinforcements on Mecatol Rex.
    - Racial Technology: Hegemonic Trade Policy (Yellow, requires 2 Yellow): Exhaust this card when 1 or more of your units use Production; swap the resource and influence value of 1 planet you control until the end of your turn.
    - Blood Ties: You do not have to spend influence to remove the Custodians token from Mecatol Rex.
    - Reclamation: After you resolve a Tactical Action during which you gained control of Mecatol Rex, you may place 1 PDS and 1 Space Dock from your reinforcements on Mecatol Rex.
    - Racial Promissory Note: Acquiescence: At the end of the Strategy Phase: Exchange 1 of your Strategy Cards with a Strategy Card that was chosen by the Winnu player. Then, return this card to the Winnu player.

    Sardakk N'orr (Preda) SPEAKER
    Commodities: 0 / 3
    Trade Goods: 3
    Action Cards: 2

    Tactic Pool: 2
    Fleet Pool: 3
    Strategy Pool: 2

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Tekklar Legion)
    Technology: (none)

    Worlds:
    R - Tren'lak (1R, 0I)
    R - Quinarra (3R, 1I)
    X - Mellon (Cultural, 0R, 2I)
    X - Zohbat (Hazardous, 3R, 1I)

    Other Racial Data:
    - Racial Unit: Exotrireme (Dreadnought): As Dreadought, but Bombardment 4 (x2).
    - Flagship: C'morran N'orr: Combat Value 6 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Apply +1 to the result of each of your other ships' combat rolls in this system.
    - Racial Technology: Valkyrie Particle Weave (Red, requires 2 Red): After making combat rolls during a round of Ground Combat, if your opponent produced 1 or more hits, you produce 1 additional hit.
    - Racial Technology: Exotrireme II (unit upgrade, requires 2 Blue and 1 Yellow): As Dreadnought, but Movement 2, Bombardment 4 (x2). This unit cannot be destroyed by "Direct Hit" action cards. After a round of Space Combat, you may destroy this unit to destroy up to 2 ships in this system.
    - Unrelenting: Apply +1 to the result of each of your units' combat rolls.
    - Racial Promissory Note: Tekklar Legion: At the start of an Invasion Combat: Apply +1 to the result of each of your units' combat rolls during this combat. If your opponent is the N'orr player, apply -1 to the result of each of his unit's combat rolls during this combat. Then, return this card to the N'orr player.

    Neutral Worlds
    N - Mecatol Rex (1R, 6I)
    N - Abyz (Hazardous, 3R, 0I)
    N - Coorneeq (Cultural, 1R, 2I)
    N - Fria (Hazardous, 2R, 0I)
    N - Lazar (Industrial, 1R, 0I, Y)
    N - Lodor (Cultural, 3R, 1I)
    N - New Albion (Industrial, 1R, 1I, G)
    N - Quann (Cultural, 2R, 1I)
    N - Resculon (Cultural, 2R, 0I)
    N - Sakulag (Hazardous, 2R, 1I)
    N - Saudor (Industrial, 2R, 2I)
    N - Starpoint (Hazardous, 3R, 1I)
    N - Tar'mann (Industrial, 1R, 1I, G)
    N - Tequ'ran (Hazardous, 2R, 0I)
    N - Thibah (Industrial, 1R, 1I, B)
    N - Torkan (Cultural, 0R, 3I)
    N - Vefut II (Hazardous, 2R, 0I)
    N - Wellon (Industrial, 1R, 2I, Y)

    Order of Play
    The Naalu Collective (Mojo_Jojo): (0) Trade
    The Barony of Letnev (Ketar): (1) Leadership
    Sardakk N'orr (Preda): (3) Politics Current Player
    The Ghosts of Creuss (MrBody): (4) Construction
    The Mentak Coalition (Hedgethorn): (6) Warfare
    The Winnu (discrider): (7) Technology

    MrBlarney on
    chirisigtext.png
  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    @MrBlarney, I should have both of my cruisers in Lodor, but the map only has one there.

  • MrBlarneyMrBlarney Registered User regular
    Hedgethorn wrote: »
    MrBlarney, I should have both of my cruisers in Lodor, but the map only has one there.
    Action verified and map corrected.

    chirisigtext.png
  • MrBodyMrBody Registered User regular
    Now why in the world did I think only my carrier could reach Bereg this turn. For some reason the Gravity Drive text made me think I could only move in one ship.....

  • MrBodyMrBody Registered User regular
    Won't be able to move until tomorrow, so I'll throw this pre-order down now for my turn.

    Activate Mecatol Rex. Do nothing :)

    T/F/S 1/3/2
    C/TG/AC 0/0/0

  • discriderdiscrider Registered User regular
    ( @Preda : MrBlarney wants our 3:3 commodity trade orders confirmed in triplicate
    Also your turn )

    Steam Community page: http://steamcommunity.com/id/discrider/
    Oh hey! A knife!
  • PredaPreda Registered User regular
    edited April 2018
    Confirm trade. Play action card Industrial Initiative
    Action: Gain 1 trade good for each industrial planet you control.
    No industrial worlds even in sight so no gain.


    @Hedgethorn

    Preda on
  • PredaPreda Registered User regular
    @Hedgethorn because I called in the edit...

  • Mojo_JojoMojo_Jojo But do you really believe him? Registered User regular
    That is pro level stalling

    Homogeneous distribution of your varieties of amuse-gueule
    HedgethornPreda
  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    Play Warfare. Remove my command token from Arnor/Lor. Gain one Tactics token.
    T/F/S = 2/3/2
    C/T/A = 0/3/0

    Warfare secondary action: You may spend a strategy token to produce at a space docks in your home system.
    @Preda @Mojo_Jojo @MrBody @discrider @Ketar

  • Mojo_JojoMojo_Jojo But do you really believe him? Registered User regular
    Take the secondary
    Build one carrier(3R) and four fighters (2R)
    Cost is 4R (5R -1R from saween tools)
    Exhaust Druaa (3R) and pay 1TG to pay


    T/F/S 1/3/1
    C/TG/AC 0/5/0



    Homogeneous distribution of your varieties of amuse-gueule
  • KetarKetar Ready to feel better about your own miserable lives?Registered User regular
    Play on Warfare secondary.
    Build one dreadnaught (4R), one cruiser (2R) and 2 infantry (1R).
    Exhaust Arc Prime and Wren Terra and spend my 1TG.

    2/3/2

  • PredaPreda Registered User regular
    edited April 2018
    Take the secondary. Build a Dreadnought, 2 fighters and 2 GF, exausting both my Homeworlds and spending 2 TG.
    T/F/S = 2/3/1
    C/T/A = 0/1/1


    Preda on
  • MrBodyMrBody Registered User regular
    Play secondary warfare. Exhaust homeworld to build carrier + 2 fighters

    T/F/S 1/3/1
    C/TG/AC 0/0/0


  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    @discrider for the Warfare secondary, and then you can also take the next action.

  • discriderdiscrider Registered User regular
    edited April 2018
    No idea if this is the correct play.

    Play Tech. Spend Everything.
    Get Anti-Mass Deflectors and Gravity Drive.

    @Preda @Mojo_Jojo @MrBody @Hedgethorn @Ketar for secondaries


    discrider on
    Steam Community page: http://steamcommunity.com/id/discrider/
    Oh hey! A knife!
  • MrBodyMrBody Registered User regular
    no tech secondary

  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    Spend a strategy token and exhaust Moll Primus to research Graviton Laser System.

  • discriderdiscrider Registered User regular
    Here's another questionable play.
    @MrBody would you be willing to trade my Support for the Throne for your Trade promissory?

    Steam Community page: http://steamcommunity.com/id/discrider/
    Oh hey! A knife!
  • KetarKetar Ready to feel better about your own miserable lives?Registered User regular
    I don't have any resources to pay for the tech secondary.

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