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  • #16623
    Woelf
    Moderator

    Leviathans have 7 segments (six claws, one head); However Leviathans may not always have cannons assigned to all their segments. Segments that do not have cannons assigned to them have a blank |_| where a cannon would be. Leviathans cannot re-assign cannons from one segment to another.

    You wouldn’t need to have an extra blank mark for the non-cannon ones, you can just leave them unmarked entirely, and then simplify the text by saying, “Only segments with cannons shown can shoot.”

    You don’t need the extra line about reassignment either, unless the segments with cannons are purposely left generic so they can be switched around.  (I’d recommend against leaving them flexible, because it adds a lot of complexity for little gain.  It works for forts only because they can’t maneuver to line up shots on their own, but even then there’s not much variance in available cannons.)

    A leviathan may shoot at other ships, regardless of submerged status. A leviathan may be shot at only when it is on the surface, but its segments cannot be eliminated or replaced.

    Being able to shoot while submerged but only be shot at while on the surface could become very problematic.   Any opponent that didn’t bring along a canceller or a sub-shooter (or lost it during play) will be nearly helpless to stop one of these from picking their fleet apart one-by-one.   Running away isn’t much of an option either, with the unlimited movement ability.

    If its segments cannot be eliminated, how do you defeat it without a canceller?  A ship that can’t be destroyed without a very specific counter but that can still attack others freely creates a whole pile of other gameplay issues.  That’s getting into Whitebeard/Sleigh territory.

    When a leviathan is given a shoot action you may make one 2L+L+L lighting attack, measured from the cannon on the leviathan’s head(it may make no other attacks). Roll a d6, on a result of 3-6 eliminate up to two masts from the target ship, as well as any other ship in the line of fire with the attack.

    Can this be used while submerged?  As written it can, but using lightning underwater raises some thematic questions.

    Is there a reason why it’s written as “2L+L+L”  instead of 4L?   I’m assuming you didn’t mean that it’s a rank-2 attack with a range of 3L, because the following line specifies the die result needed.

    What do you mean by “in the line of fire with the attack”?   Does the initial attack ignore line-of-sight so you can target a ship further away and also hit everything in between, or does the attack continue past the initial target to hit anything else in a straight line beyond it?

    If it continues beyond, is there a maximum range or number of targets limit?  Without limits of some kind, scaling quickly becomes a serious issue when playing on a larger table with a lot of players and/or ships.   Even in a smaller game, this would create potential for sniping ships on the far side of the table if you lined up your initial shot correctly.

    Does this attack distinguish between friend or foe when it comes to those secondary targets?

    #16624
    Xerecs
    Moderator

    You wouldn’t need to have an extra blank mark for the non-cannon ones, you can just leave them unmarked entirely, and then simplify the text by saying, “Only segments with cannons shown can shoot.”

    You don’t need the extra line about reassignment either, unless the segments with cannons are purposely left generic so they can be switched around.

    I”ll adjust the wording accordingly. I was concerned about someone potentially trying to shift a cannon around if a segment was somehow eliminated.

     

    If its segments cannot be eliminated, how do you defeat it without a canceller?

    Would Broadsides Attack work, when its a viable target on the surface?

     

    Can this be used while submerged?  As written it can, but using lightning underwater raises some thematic questions.

    Is there a reason why it’s written as “2L+L+L”  instead of 4L?   I’m assuming you didn’t mean that it’s a rank-2 attack with a range of 3L, because the following line specifies the die result needed.

    Yes, it can use the lightning attack while submerged. I did mean a rank-2 attack with a 3L range. I was modelling the language off of the DJC monsters Tiamat and Leviathan. I’ll re-word to clear it up.

    The keyword is based on this, hence why it can use the lightning underwater, can be shot at but not damaged (for now).

     

    What do you mean by “in the line of fire with the attack”?   Does the initial attack ignore line-of-sight so you can target a ship further away and also hit everything in between, or does the attack continue past the initial target to hit anything else in a straight line beyond it?

    If it continues beyond, is there a maximum range or number of targets limit?  Without limits of some kind, scaling quickly becomes a serious issue when playing on a larger table with a lot of players and/or ships.   Even in a smaller game, this would create potential for sniping ships on the far side of the table if you lined up your initial shot correctly.

    Does this attack distinguish between friend or foe when it comes to those secondary targets?

    Yes, the initial attack ignores the line of sight and does continue beyond up to the 3L range of the lightning attack. The target ship, and any other ship between or beyond would be hit if the attack succeeds. Regarding the secondary targets, I’m going to say that for now it would not distinguish between friend or foe.

     

    Cleaned up some wording, draft two of the keyword:

    Leviathan

    A game piece with this keyword is a Sea Creature.

    Leviathans have 7 segments (six claws, one head); However Leviathans may not always have cannons assigned to all their segments. A Leviathan can only shoot with segments that have cannons printed on them.

    At the beginning of your turn decide if a Leviathan is submerged or on the surface. If on the surface, a leviathan’s printed base move becomes unlimited, it ignores all terrain, islands and ships when moving but cannot end any movement overlapping a ship; it cannot ram or be rammed, pin or be pinned, board or be boarded. If submerged, a leviathan moves with its printed base move; it may ram another ship, the rammed ship becomes pinned instead, and it may board.

    A leviathan may shoot at other ships, regardless of submerged status. A leviathan may be shot at only when it is on the surface, but its segments cannot be eliminated or replaced.

    When a leviathan is given a shoot action you may make one 3L range, rank-2 lighting attack, measured from the cannon on the leviathan’s head (it may make no other attacks). If the attack hits, eliminate up to two masts from the target ship, as well as any other ship in the line of fire with the attack.

    #16638
    Woelf
    Moderator

    If its segments cannot be eliminated, how do you defeat it without a canceller?

    Would Broadsides Attack work, when its a viable target on the surface?

    Technically BA would work while the creature is on the surface, but that appears far less often in games than cancellers, and is significantly harder to use even under normal circumstances.  It’s still going to be a major game-breaking issue to have something that only be countered by two very specific abilities.

    If you really want (for thematic reasons) to keep the part about segments not being eliminated by attacks, some other major negative aspect needs to be added to the keyword make this remotely playable, like losing segments every time it moves or attacks, or something along those lines.

    #16639
    Xerecs
    Moderator

    If you really want (for thematic reasons) to keep the part about segments not being eliminated by attacks, some other major negative aspect needs to be added to the keyword make this remotely playable, like losing segments every time it moves or attacks, or something along those lines.

    I do want to keep it, for now. The thing was hit with turn of the century torpedoes and didn’t flinch or show any signs of damage, what would an age of sail cannonball do?

    That said, I do realize that making it “invulnerable” is a problem. Suppose I went the opposite way, instead of the segments being impossible to remove/eliminate they simply “repaired”?

    After a Leviathan resolves a move action, as a free action it may “repair” any one missing segment.

    Given that a Leviathan is for now a Sea Creature, would specialized language be needed, since Sea Creatures can’t repair?

    #16640
    Xerecs
    Moderator

    Second version of the Leviathan keyword.

    Leviathan
    A game piece with this keyword is a Sea Creature.

    Leviathans have 7 segments (six claws, one head); however Leviathans may not always have cannons assigned to all their segments. Only segments with cannons shown can shoot.

    At the beginning of your turn decide if a Leviathan is submerged or on the surface. If on the surface, a leviathan’s printed base move becomes unlimited, it ignores all terrain, islands and ships when moving but cannot end any movement overlapping a ship; it cannot ram or be rammed, pin or be pinned, board or be boarded. If submerged, a leviathan moves with its printed base move; it may ram another ship, the rammed ship becomes pinned instead, and it may board.

    A leviathan may shoot at other ships, regardless of its submerged status; a Leviathan may target submerged ships with a shoot action. A leviathan may be shot at only when it is on the surface; three hits in the same shoot action are required to eliminate one segment from a Leviathan.

    When a leviathan is given a shoot action you may make one 3L range, rank-2 lighting attack, measured from the cannon on the leviathan’s head (it may make no other attacks). If the attack hits, eliminate up to two masts from the target ship, as well as any other ship in the line of fire with the attack.

    After a Leviathan resolves a move action, as a free action it may repair any one missing segment.

    #16641
    Woelf
    Moderator

    Most of the individual pieces are fine, but the combination still seems like way too much.   I completely understand wanting to make things as thematic as possible, but gameplay concessions often have to be made to keep things playable or they’re going to be on the express boat to banned item island.

    Being able to attack while submerged already makes it nearly invulnerable, because that negates one of biggest flaws of Sea Monsters.    With that option, the only reason a Leviathan would ever need to surface would be to make the unlimited movement, which can instantly put it out of reach of any potential threats.

    A leviathan may be shot at only when it is on the surface; three hits in the same shoot action are required to eliminate one segment from a Leviathan.

    After a Leviathan resolves a move action, as a free action it may repair any one missing segment.

    These two effects combined are essentially the same as being fully invulnerable.   Without a canceler, you’d need an entire fleet delivering 21 total hits within a single turn to actually kill it, otherwise it can simply dive back underwater (or teleport away) for a couple turns to repair.   For all intents and purposes, you’d still be required to have a canceller (or a really dumb opponent) to to have any reasonable chance of stopping it.

    Two hits to eliminate a mast (without the free repair) should be more than enough unless this keyword is costing like 50 points on its own.

    The repair (without damage reduction) would work too, but it would be better as a full action, or at least not something that can be used on the same turn as an unlimited surface move.   The sea creature restriction on repairing, regardless of how it’s done, doesn’t matter because this keyword would override that rule.

    #16642
    Xerecs
    Moderator

    Most of the individual pieces are fine, but the combination still seems like way too much.   I completely understand wanting to make things as thematic as possible, but gameplay concessions often have to be made to keep things playable or they’re going to be on the express boat to banned item island.

    Being able to attack while submerged already makes it nearly invulnerable, because that negates one of biggest flaws of Sea Monsters.    With that option, the only reason a Leviathan would ever need to surface would be to make the unlimited movement, which can instantly put it out of reach of any potential threats.

     

    I’m considering dropping the unlimited movement aspect, as they’re only ever shown flying once, and briefly, at the beginning of the source film. Additionally I think I’ll change its ability to give a full shoot action while submerged, likely removing that from the next version of the keyword.

     

    The repair (without damage reduction) would work too, but it would be better as a full action, or at least not something that can be used on the same turn as an unlimited surface move.   The sea creature restriction on repairing, regardless of how it’s done, doesn’t matter because this keyword would override that rule.

    Does this become “better” if a Leviathan can no longer move with unlimited movement?

    #16643
    Woelf
    Moderator

    The repair (without damage reduction) would work too, but it would be better as a full action, or at least not something that can be used on the same turn as an unlimited surface move.   The sea creature restriction on repairing, regardless of how it’s done, doesn’t matter because this keyword would override that rule.

    Does this become “better” if a Leviathan can no longer move with unlimited movement?

    Yes, definitely, because then it won’t be able to instantly escape from something that poses a legitimate threat to it.

    #16644
    Xerecs
    Moderator

    Version 3 of Leviathan! I’m not sure if I’ve worded it correctly, but I want it to be able to shoot at submerged ships, similar to Cadara and Shaihulud. I’ve also removed its unlimited movement when on the surface, and changed its durability a bit.

     

    Leviathan

    A game piece with this keyword is a Sea Creature.

    Leviathans have 7 segments (six claws, one head); however Leviathans may not always have cannons assigned to all their segments. Only segments with cannons shown can shoot.

    At the beginning of your turn decide if a Leviathan is submerged or on the surface. If submerged, a leviathan can move, but cannot shoot or be shot at. A submerged Leviathan may ram another ship, the rammed ship becomes pinned instead, and it may board. If on the surface a Leviathan may move and be given shoot actions as normal, it may ram another ship, the rammed ship becomes pinned instead, and it may board.

    A Leviathan may target submerged ships with a shoot action, regardless of its own submerged status. A leviathan may be shot at only when it is on the surface; its segments cannot be eliminated unless the cannon roll is a 6.

    You may give a leviathan an action (regardless of submerged status) to make one 2L range, rank-2 lighting attack, measured from the cannon on the leviathan’s head (it may make no other attacks). If the attack hits, eliminate up to two masts from the target ship, as well as any other ship in the line of fire with the attack.

    After a Leviathan resolves a move action, as a free action it may repair any one missing segment.

    #16645
    Woelf
    Moderator

    That should work.   It’ll have to be a pricey ability and it still would be frustrating to play against, but not completely game-breaking.

    A leviathan may be shot at only when it is on the surface; its segments cannot be eliminated unless the cannon roll is a 6.

    The first half of this sentence isn’t needed; it’s just repeating the “cannot be shot at” part in the previous paragraph.

    I would recommend adjusting the second part to at least to a 5-6 instead of just a 6.  Drastically reducing the odds of hitting is a better defense than requiring multiple hits to eliminate a mast, because that makes it entirely a matter of luck that doesn’t care about the attacking ship’s cannon ranks at all – especially with the free repair option.

    You may give a leviathan an action (regardless of submerged status) to make one 2L range, rank-2 lighting attack…

    I think you should still refer to this as a special type of “shoot action”, similar to how a Sea Dragon’s swoop attack is worded, to reduce the chance of issues with other abilities that refer to shoot actions and hits.   It would contradict with the line earlier about not being able to shoot while submerged, but you can adjust that part to specify that it can’t do a “normal” shoot action while submerged.

    After a Leviathan resolves a move action, as a free action it may repair any one missing segment.

    A possible balancing aspect I just thought of for this would be to only allow it to repair segments with cannons.   The extra non-cannon segments it has (I’m assuming 2 or 3 at most) could then act more like defensive panels.  You’d also introduce a subtle tactical decision for the player when the Leviathan gets hits, where they’d have to choose between temporary reduced firepower or keeping all cannons active but permanently losing some durability.

    ADDED:  Actually, the opposite might even be more interesting, where only the non-cannon ones can grow back.  That would make it function more like an “ignores first hit” ability that was fully renewable as long as you didn’t take too much damage all at once.

    #16646
    Xerecs
    Moderator

    The first half of this sentence isn’t needed; it’s just repeating the “cannot be shot at” part in the previous paragraph.

    Noted, revising.

     

    I think you should still refer to this as a special type of “shoot action”, similar to how a Sea Dragon’s swoop attack is worded, to reduce the chance of issues with other abilities that refer to shoot actions and hits.   It would contradict with the line earlier about not being able to shoot while submerged, but you can adjust that part to specify that it can’t do a “normal” shoot action while submerged.

     

    Would this cover it? The wording for the lightning attack feels a little clunky, but I’m not sure how best to word it, as a leviathan doesn’t have a base like a Sea Monster or Sea Dragon.

    At the beginning of your turn decide if a Leviathan is submerged or on the surface. If submerged, a leviathan can move, but cannot shoot normally or be shot at. A submerged Leviathan may ram another ship, the rammed ship becomes pinned instead, and it may board. If on the surface a Leviathan may move and be given shoot actions as normal, it may ram another ship, the rammed ship becomes pinned instead, and it may board.
    ….

    When a Leviathan is given a shoot action,you may choose whether that action is a normal shoot action or a lightning attack (it cannot perform both with a single action). A lightning attack  allows a Leviathan to attack any one target (regardless of its submerged status and including submerged ships) with a 2L range and rank of 2, measured from the cannon on the leviathan’s head. If the attack hits, eliminate up to two masts from the target ship, as well as any other ship in the line of fire with the attack.

     

     

    A possible balancing aspect I just thought of for this would be to only allow it to repair segments with cannons.   The extra non-cannon segments it has (I’m assuming 2 or 3 at most) could then act more like defensive panels.  You’d also introduce a subtle tactical decision for the player when the Leviathan gets hits, where they’d have to choose between temporary reduced firepower or keeping all cannons active but permanently losing some durability.

    ADDED:  Actually, the opposite might even be more interesting, where only the non-cannon ones can grow back.  That would make it function more like an “ignores first hit” ability that was fully renewable as long as you didn’t take too much damage all at once.

     

    That’s an interesting idea, I may implement that as an ability in addition to the keyword for one of the six leviathans that I have planned. One of those six will certainly have the full range of all 7 cannons, while I’m also fairly certain that a different one will be almost the opposite, with the head cannon being the only one it has.

    I’m trying to work out the keyword before I start drawing up the stats for the six of them.

     

    #16647
    Woelf
    Moderator

    Would this cover it? The wording for the lightning attack feels a little clunky, but I’m not sure how best to word it, as a leviathan doesn’t have a base like a Sea Monster or Sea Dragon.

    That should work.  It is a little clunky, but there’s not a lot that can be done to clean it up more.

    If it doesn’t have a base, will it be built more like a standard ship?

    That’s an interesting idea, I may implement that as an ability in addition to the keyword for one of the six leviathans that I have planned. One of those six will certainly have the full range of all 7 cannons, while I’m also fairly certain that a different one will be almost the opposite, with the head cannon being the only one it has.

    I’m trying to work out the keyword before I start drawing up the stats for the six of them

    The entire repair option, regardless of how it works, might be better suited as a separate ability from the main keyword.   That would give you even more flexibility with pricing, power levels, and even the specific functions.   You could also make it so some of the smaller/cheaper ones can’t use it at all – similar to the four PotC krakens and Eternal.

    #16648
    Xerecs
    Moderator

    That should work.  It is a little clunky, but there’s not a lot that can be done to clean it up more.

    If it doesn’t have a base, will it be built more like a standard ship?

    I guess it would be built more like a standard ship. I have a rough prototype for how these would look, I’m imagining them being a mega card ship, with about 3 mega cards to one Leviathan.

    The piece labeled as a is the head piece. Every Leviathan would have a cannon printed on the head. The claws (4 and 2) are where the other cannons would be, depending on the Leviathan in question.

     

    The entire repair option, regardless of how it works, might be better suited as a separate ability from the main keyword.   That would give you even more flexibility with pricing, power levels, and even the specific functions.   You could also make it so some of the smaller/cheaper ones can’t use it at all – similar to the four PotC krakens and Eternal.

    I’d like to keep the repair option as part of the keyword, at least for now.

    #16753
    Xerecs
    Moderator

    “It has been found, the last farthest unexplored shores. The imperial powers of the sea and the World race to get there first, to claim it and its treasures as their own. However, they find that the Farthest Shores are already occupied by a group calling themselves the Nexus Alliance! This so-called Alliance has sworn to fight the forces of evil and chaos, and to offer a home to those who need it, and they are not willing to cede their hard fought lands to outsiders.
    While the “civilized” world grapples with the Alliance and each other, Pirates continue to run amok on the oceans, and the Cursed continue to spread, more aggressively than ever before. Hoist the sails, ready your cannons and weapons; do you have what it takes to test your mettle against the Farthest Shore?”

     

    A new Custom Set is on its way! My brother and I have gone in together on this one, and we bring you Pirates of the Cursed Seas, the Farthest Shore! This set follows after his Pirates of the Eldest Seas, and would these ever have been made into an actual expansion FaSh would have been teased in that set with a series of story inserts (read them all here) We are introduced to a new faction in this set, the Nexus Alliance, and here they are kicking things off!

     

    Venture Explorer

    Nexus Alliance

    Points: 14

    Masts: 4

    Cannons: 3S-3S-3S-3S

    Cargo: 5

    Movement: S+S

    Ability: This ship gets +1 to her cannon rolls against Cursed targets.

    Flavor: The Venture Explorer is captained by Sky Leighton, and when she is not present on board, Jett Lunan. Every Alliance sailor begins their training and journey on the Venture Explorer. Their cruises often bring them close to Cursed territory, giving Alliance sailors experience handling the terrors and horrors of the Cursed.

    Link: Sky Leighton, Jett Lunan

     

    Lord Duke Exeter

    Nexus Alliance

    Points: 4

    Ability: Guardian. Loyal: Alliance. If any crew on this ship would be eliminated, eliminate this crew instead. If this crew would be eliminated, place it face down on your Home Island instead.

    Flavor: An exiled lord, Duke Exeter founded the Nexus Alliance with his compatriots Albert Overton and Harlan Storm in the farthest shore. Declaring that the Alliance would be a home to those who no longer had one, either by circumstance or by choice. He has vowed to defend this world he has created with his life.

    Link: All Alliance Ships

     

    Dr. Albert Overton

    Nexus Alliance

    Points: 9

    Ability: Guardian. When this crew is revealed, place a crew worth point cost 3 or less from outside the game onto this ship. This crew takes up no cargo space. When this ship is docked at your Home Island, you may eliminate a treasure. It becomes a 3S cannon that can only be eliminated when this ship sinks. If another crew on this ship would be eliminated, turn it face-down instead.

    Flavor: Albert Overton is a genius unmatched. His creative and powerful mind have helped shape the vision that he shares with Duke Exeter and Harlan Storm. While the Duke and Harlan protect their haven, he intends to build it. The Nexus Tower is just the first of his “crowning achievements”.

    Link: All Alliance Ships

     

    Captain Harlan Storm

    Nexus Alliance

    Points: 6

    Ability: Guardian. Captain. This ship gets +1 to her cannon rolls if four or more crew are assigned to her. This crew may use its abilities on any ship.

    Flavor: Harlan Storm was once next in line to become a Pirate Lord. However he ran afoul of One-handed John and was forced to flee for his life. Running to the Farthest Shore he met Duke Exeter and Albert Overton, who told him of a vision to make a home for those who were lost. Storm was immediately captivated and his small pirate fleet became the forebears of the now mighty Alliance navy.

    Link: All Alliance Ships

     

    Amanda Dalgaard

    Nexus Alliance

    Points: 9

    Ability: Guardian. Black Mark. Captain. Once per turn, one crew or ship within S of this ship cannot use its ability this turn.

    Flavor: Amanda Dalgaard is the former pupil and disciple of the fallen fourth founder of the Nexus Alliance, Baron Typhonus. Since his betrayal, Amanda has taken it upon herself to understand how his greed and desire to control led to his deal with Davy Jones. While her borderline obsession with the unnatural and paranormal has only heightened suspicions of her loyalty, she pays them no heed. To her, understanding the enemy, and the cause of her old teacher’s fall, is the key to defeating the Cursed Empire and redeeming the corrupted Baron.

    #16754
    Ben
    Keymaster

    A new Custom Set is on its way! My brother and I have gone in together on this one, and we bring you Pirates of the Cursed Seas, the Farthest Shore!

    Neat, how exciting!  I like the uniqueness of the named crew so far.  Specifically, Dr. Albert Overton is a pretty wild combo of abilities.

    #16755
    Xerecs
    Moderator

    I like the uniqueness of the named crew so far.  Specifically, Dr. Albert Overton is a pretty wild combo of abilities.

    He does indeed have an interesting combination of abilities, meant to be a “builder” of sorts, he’s not aimed at combat or gold running really.

    Neat, how exciting!

    You’re telling me! This is that set that I mentioned waaay back in…. 2021? 2020? When you came out to visit and we had that game at Applebees.

    #16756
    Ben
    Keymaster

    You’re telling me! This is that set that I mentioned waaay back in…. 2021? 2020? When you came out to visit and we had that game at Applebees.

    Two years ago this week!

    #16757
    Xerecs
    Moderator

    We continue with FaSh! Two more ships for the fledgling Nexus Alliance!

    Sea Cutter
    Nexus Alliance
    Points: 16
    Masts: 5
    Cannons: 2L-3S-2L-3S-2L
    Cargo: 5
    Movement: L
    Ability: This ship gets +1 to her cannon rolls if a captain and explorer are assigned to this ship.

    Flavor: The Cutter embodies the philosophies of Dr. Overton expertly, explore new lands, but be ready to defend yourself as well.

    Winged Reaper
    Nexus Alliance
    Points: 17
    Masts: 5
    Cannons: 3S-3S-3S-3S-3S
    Cargo: 6
    Movement: L
    Ability: Once per turn, roll a d6. On a 5-6, give this ship may be given an extra action.

    Flavor: A converted merchantman, the Reaper has retained her massive cargo hold, allowing her to carry large amounts of either cargo or munitions.

    #16758
    Ben
    Keymaster

    Nice core power ships for the new faction!

    Will be fun to see how they integrate into the Conglomerate in CG4.

    #16759
    Xerecs
    Moderator

    Nice core power ships for the new faction!

    Thanks! Those two are literally the first two ships of the set, by numbering. The Nexus Alliance has quite a roster, with 226 ships and crew. 0_0 Farthest Shore also has a full line-up of the big 6 WK factions, plus Mercenaries and the return of the Ionics….. Overall the set is LARGE. 😀

     

    Will be fun to see how they integrate into the Conglomerate in CG4.

    Indeed! However if any Nexus Alliance stuff makes it into the Conglomerate it will likely be stuff that is publicly visible, so ships and crew that I’ve posted here or on the Discord.

    #16760
    Ben
    Keymaster

    Indeed! However if any Nexus Alliance stuff makes it into the Conglomerate it will likely be stuff that is publicly visible, so ships and crew that I’ve posted here or on the Discord.

    Makes sense. Just let me know when you want another tab in the Customs Database.

    #16761
    Xerecs
    Moderator

    Daily Customs continue as we make our way through Farthest Shore!

    Light of Imagination
    Nexus Alliance
    Points: 19
    Masts: 5
    Cannons: 3S-2L-2L-2L-3S
    Cargo: 6
    Movement: S+S
    Ability: This ship ignores the first hit she takes each turn.

    Flavor: Equipped with extra hull paneling, and a massive cargo hold, Dr. Overton considers the Light of Imagination to be the finest ship he has ever constructed.

    Buccaneer
    Nexus Alliance
    Points: 15
    Masts: 5
    Cannons: 2S-2S-2S-2S-2S
    Cargo: 3
    Movement: L
    Ability: Broadsides Attack.

    Flavor: Many of Harlan Storm’s former pirate crew have found their way onto the Buccaneer. Their prior experience has made the Buccaneer one of the most accurate ships in the navy.

    #16762
    Woelf
    Moderator

    You may have posted it elsewhere, but what does the Guardian keyword do?

    Dr. Albert Overton

    Ability: Guardian. When this crew is revealed, place a crew worth point cost 3 or less from outside the game onto this ship. This crew takes up no cargo space. When this ship is docked at your Home Island, you may eliminate a treasure. It becomes a 3S cannon that can only be eliminated when this ship sinks. If another crew on this ship would be eliminated, turn it face-down instead.

    Minor point on this one.   You should move the sentence, “This crew takes up no cargo space”,  ahead of “When this crew is revealed…”, so there’s no chance for confusion about which crew actually takes up no space.  Where it’s currently placed, it’s ambiguous whether it’s Overton or the crew he pulls in that gets to take up no space.

    #16763
    Xerecs
    Moderator

    You may have posted it elsewhere, but what does the Guardian keyword do?

    Whoops! I forgot about that.

    Guardian: This piece is linked to all other pieces with this keyword.

     

    Minor point on this one.   You should move the sentence, “This crew takes up no cargo space”,  ahead of “When this crew is revealed…”, so there’s no chance for confusion about which crew actually takes up no space.  Where it’s currently placed, it’s ambiguous whether it’s Overton or the crew he pulls in that gets to take up no space.

    To keep it more in line the established “recruiter” ability:

    “This crew takes up no cargo space when revealed. When revealed, put a crew with point cost 3 or less from outside of the game onto this ship.”

     

    Would that about cover it?

    #16767
    Xerecs
    Moderator

    Daily Customs continue!

    Carver
    Nexus Alliance
    Points: 19
    Masts: 5
    Cannons: 3L-3L-3L-3L-3L
    Cargo: 2
    Movement: S+L
    Ability: Enemy ships within S of this ship get -1 to their cannon rolls.

    Flavor: The crew of the Carver live by their ships name, to carve their exploits into history and never be forgotten.

    Serpent
    Nexus Alliance
    Points: 21
    Masts: 5
    Cannons: 4S-3L-3L-3L-4S
    Cargo: 3
    Movement: L
    Ability: This ship gets +1 to her cannon rolls against any ship. She gets +2 if she is assigned a captain and explorer crew.

    Flavor: Serpents and snake motifs adorn this vessel from bow to stern. Serpent patterns are carved into the hull, and twin snakes are woven into the main and topsails.

    #16768
    Xerecs
    Moderator

    Daily Customs continue! On Monday we’ll switch to seeing some of the other factions in Farthest Shore.

    Joust
    Nexus Alliance
    Points: 16
    Masts: 5
    Cannons: 2S-3L-3L-3L-2S
    Cargo: 4
    Movement: S+S
    Ability: This ship’s bow cannon has Extended Range. Chainshot Specialist.

    Flavor: The Joust is often compared to a spear, with special bow mounted cannons. The crew disagree, saying the ship acts more like a net, given all the equipment on board for ensnaring ships.

    Knights Light
    Nexus Alliance
    Points: 17
    Masts: 5
    Cannons: 3S-2L-2L-2L-3S
    Cargo: 4
    Movement: L
    Ability: This ship cannot be hit by L-range cannons. This ship gets +1 to her cannon rolls against ships within S of her.

    Flavor: The Knights Light has a double layered hull, protecting her from cannons at long range. Because of this, enemy ships must come almost to point blank range to have a chance of damaging her, but at that range the Light’s cannons will rip almost any ship apart.

    #16771
    Xerecs
    Moderator

    Daily dose of Farthest Shore! Two more 5 mast ships for the Alliance!

    Ranger
    Nexus Alliance
    Points: 18
    Masts: 5
    Cannons: 3L-2S-2S-2S-3L
    Cargo: 4
    Movement: L
    Ability: If two or more friendly ships are within S of this ship at the start of her turn, she gets +S to her base move that turn.

    Flavor: The Ranger is aptly named, as she is permanently on scouting missions and patrolling the outer reaches of Alliance waters.

    Wyrm
    Nexus Alliance
    Points: 26
    Masts: 5
    Cannons: 3L-3S-2L-3S-3L
    Cargo: 4
    Movement: L
    Ability: This ship eliminates two masts with one hit. If this ship rolls a 6 on a canon roll, eliminate an extra mast from the target ship.

    Flavor: Named for the great serpents of old, the Wyrm was designed to be as destructive as the legendary beasts. Equipped with the best cannons the Alliance could muster, the Wyrm has lived up to her namesake so far.

    #16773
    Xerecs
    Moderator

    Last Nexus Alliance ships for the week! Tomorrow we’ll start seeing some of the other factions in Farthest Shore!

    Apocalypse of Armageddon
    Nexus Alliance
    Points: 22
    Masts: 5
    Cannons: 3L-4L-4L-4L-3L
    Cargo: 4
    Movement: S
    Ability: This ship’s cannons have two shots per mast. Enemy ships within S of this ship get -1 to their cannon rolls.

    Flavor: Dalgaard oversaw the construction of this ship personally, to ensure that it met her expectations and designs. With compact cannons milled by the Alliance and purchased from the Ionics, the Apocalypse carries more firepower than some battlegroups.

    Nights Bane
    Nexus Alliance
    Points: 17
    Masts: 5
    Cannons: 2L-2L-2L-2L-2L
    Cargo: 4
    Movement: S+S
    Ability: This ship gets +1 to her cannon rolls when she reaches her cargo and point limit.

    Flavor: The ruling philosophy of the Night’s Bane is to make the Cursed and other fell things of the sea fear them. Doing so however, takes a significant amount of man and firepower.

    #16774
    Ben
    Keymaster

    I could see AofA getting a cost increase, though I am in “CG4 mode” still. Seems likely she’ll have a World Hater crew aboard.  The speed is really the only thing holding her back. Definitely a monster gunship.

    Nights Bane is cool too, another one that would be quite good in 80+ point games.

    #16776
    Xerecs
    Moderator

    I could see AofA getting a cost increase, though I am in “CG4 mode” still. Seems likely she’ll have a World Hater crew aboard.  The speed is really the only thing holding her back. Definitely a monster gunship.

    I think a play-test would help, either in a campaign setting or in a “regular” game. The Alliance does have a few WH crew, though they could wind up on ships with better starting cannons, or on faster ships to get the first hit.

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