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  • #17367
    Xerecs
    Moderator

    Two more Frenchmen from the Farthest Shore!

     

    Le Fantôme
    French
    Points: 12
    Masts: 3
    Cannons: 2S-2S-2S
    Cargo: 2
    Movement: L+S
    Ability: If this ship ends her turn in a fog bank, she may leave from any other fog bank in play on her next turn. Once per turn, when this ship hits another ship, eliminate one cargo from that ship.

    Flavor: Swift and mysterious, the Fantôme is all but a ghost ship, seeming to appear and disappear at will, evading capture from both enemy imperials, and the French Royal Navy.

     

    Invincible
    French
    Points: 14
    Masts: 3
    Cannons: 2S-3L-2S
    Cargo: 3
    Movement: L
    Ability: Ironclad. English ships get +1 to their canon rolls against this ship.

    Flavor: Second of the Gloire-class ironclads to be built, the Invincible’s crew had enjoyed relatively calm patrols through North American waters until the discovery of the Farthest Shore. Now, rejoining the veteran warships, her crew can only hope that she’s still as sturdy as the day she was launched.

     

    Keywords
    Ironclad: You must roll a 5 or 6 to hit this ship.

    #17368
    Xerecs
    Moderator

    Two more Spaniards arrive from the Farthest Shore!

     

    El Redentor
    Spanish
    Points: 13
    Masts: 4
    Cannons: 2S-2L-3L-3S
    Cargo: 3
    Movement: S+L
    Ability: If this ship is assigned a crew with the Hostile: X keyword, she gets +1 to her cannon rolls against whatever is signified by X.

    Flavor: The Redeemer offers a unique opportunity to Spanish Pirates, criminals, and heretics alike: Volunteer to sail aboard this ship on the front lines, defending the Armada, and their records will be cleared. If they survive.

     

    La Maravilla
    Spanish
    Points: 11
    Masts: 4
    Cannons: 3S-3S-3S-3S
    Cargo: 4
    Movement: L
    Ability: American crew may use their abilities on this ship.

    Flavor: A merchant vessel built in the Florida territory, the Maravilla’s crew tends to be a mix of bilingual Americans and Spaniards, depending on the trade goods of the day.

    #17375
    Xerecs
    Moderator

    Two more Ionic ships from the Farthest Shore!

     

    Cairn
    Ionic
    Points: 19
    Masts: 4
    Cannons: 2L-2S-2S-2L
    Cargo: 3
    Movement: L
    Ability: When this ship sinks, place an island from outside of the game where this ship was sunk. All crew and cargo on this ship are placed on this new island. This ship may never have a crew with the Eternal keyword assigned to her.

    Flavor: The Carin is fated to one day be sunk or wrecked. It is said that a new land shall emerge from her wreck. These tales are dismissed as nothing more than folk tales by the admiralty.

     

    Stinger
    Ionic
    Points: 9
    Masts: 4
    Cannons: 3S-4L-4L-3S
    Cargo: 3
    Movement: S+L
    Ability: This ship can not carry treasure.

    Flavor: TBD

    #17376
    Xerecs
    Moderator

    Rounding out this cycle with some mercenaries, the Nexus Alliance returns tomorrow!

     

    Uhyggelig
    Mercenary
    Points: 14
    Masts: 4
    Cannons: 4S-3L-3L-4S
    Cargo: 3
    Movement: S+S
    Ability: Mercenary. This ship ignores terrain except for fog and storms when she’s given a move action.
    Link: Abraham the Slayer

    Flavor: TBD

     

    Guardian
    Mercenary
    Points: 18
    Masts: 4
    Cannons: 3S-3L-3L-3S
    Cargo: 4
    Movement: L
    Ability: Mercenary. Once per turn, this ship can ignore one cannon hit that she takes.
    Link: Solomon Kaine

    Flavor: TBD

     

    Abraham the Slayer
    Mercenary
    Points: 9
    Ability: Ex-Patriot. Musketeer. This ship gets +1 to her cannon and boarding rolls. She gets +2 against sea creatures.
    Link: Uhyggelig

    Flavor: When Abraham saved his port town and killed the infamous Shal-Bala, he was celebrated as a hero. Putting his experience and hunting skills to the test, Abraham strives for a future where no man need fear monsters of the deep.

     

    Solomon Kaine
    Mercenary
    Points: 5
    Ability: Ex-Patriot. Captain. This ship gets +1 to her cannon rolls against sea creatures.
    Link: Guardian

    Flavor: TBD

    #17377
    Ben
    Keymaster

    Uhyggelig feels underwhelming to me. I could see her at 10 points.

    Is Abraham’s +2 bonus for cannon and boarding rolls? It might be better to have a semicolon so it doesn’t seem like a separate ability. I could see someone construing it as +2 to d6 rolls against sea creatures. I’m not sure if I love Wizkids’ way of doing it, but it is pretty clear. Ex (Kodiak): This ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a sea monster.

    Solomon Kaine looks quite useful!  Name threw me for a second since I just rewatched Mission Impossible 6. XD

    #17378
    Xerecs
    Moderator

    Is Abraham’s +2 bonus for cannon and boarding rolls? It might be better to have a semicolon so it doesn’t seem like a separate ability. I could see someone construing it as +2 to d6 rolls against sea creatures. I’m not sure if I love Wizkids’ way of doing it, but it is pretty clear. Ex (Kodiak): This ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a sea monster.

     

    His +2 bonus would be for cannon and boarding rolls against Sea Creatures specifically, but nothing else. I’ll try and re-word his ability to make it more clear.

    #17379
    Xerecs
    Moderator

    Returning to the Nexus Alliance for this cycle!

     

    River Dolphin
    Nexus Alliance
    Points: 9
    Masts: 4
    Cannons: 3S-3S-3S-3S
    Cargo: 5
    Movement: S
    Ability: Schooner. Explorer.

    Flavor: Built and assembled at Nexus Tower, the River Dolphin was named for the dolphins found living in a river on the Tower’s island. She has been tasked with venturing out beyond the boundaries of the Nexus Alliance to explore and scout new islands for the Alliance.

     

    Nikolai’s Pulse
    Nexus Alliance
    Points: 12
    Masts: 4
    Cannons: 2S-3L-3L-2S
    Cargo: 4
    Movement: S
    Ability: Schooner. This ship gets +1 to her cannon rolls if she is assigned an equipment.

    Flavor: The Nikolai’s Pulse carries a comprehensive arsenal of hand-to-hand weaponry on board. These weapons are either distributed across Alliance territory as needed, or are used by the crew in times of need.

    #17391
    Xerecs
    Moderator

    The last two regular 4 mast ships the Alliance receives in Farthest Shore! Tomorrow we delve into their 3 mast selection, and we’re roughly a third of the way through their roster of regular ships!

     

    Sutoru Hatto
    Nexus Alliance
    Points: 16
    Masts: 4
    Cannons: 3L-4S-4S-3L
    Cargo: 5
    Movement: S
    Ability:
    Schooner. When touching a Cursed ship, this ship may load as much treasure from that ship as she can carry. Once per turn if this is touching another ship, show any Unique Treasures on that ship to this ships controller. This ship may load up to two Unique Treasures from that ship.

    Flavor: Dalgaard has assigned this ship a difficult task; to hunt down and steal if necessary any cursed relic, strange or paranormal treasure and bring it back to Ravencloud Refinery. Once refined and “cleansed” the artifacts and other treasures are to be taken to Nexus Tower for further study. So far the ship and her crew have not disappointed.

     

    Sonic
    Nexus Alliance
    Points: 15
    Masts: 4
    Cannons: 2L-3L-3L-2L
    Cargo: 4
    Movement: L
    Ability: This ship gets +1 to her first cannon roll each turn.
    Link: James Weaver

    Flavor: Armed with an experimental “sound wave cannon”, the Sonic is ready to defend Alliance waters from the greedy imperial nations, firing rounds that can’t even be seen.

     

    James Weaver
    Nexus Alliance
    Points: 4
    Ability: When this ship hits a target on a roll of 6, eliminate two masts/flags.
    Link: Sonic

    Flavor: A tinker and an engineer by trade, James Weaver came to the Alliance after America’s government deemed his research on sound frequencies to be a trivial matter. Now, having completed the first prototype sonic weapon, Weaver can’t wait to prove how useful his research was.

    #17395
    Xerecs
    Moderator

    The first 3 mast ships for the Nexus Alliance!

     

    Hammer
    Nexus Alliance
    Points:
    Masts: 3 (A)
    Cannons: 2L-4S-2L
    Cargo: 3
    Movement: L
    Ability: This ship gets +1 to her cannon rolls against targets within S.

    Flavor: One of the first ships the Nexus Alliance constructed, the Hammer started a tradition of naming ships after weapons or tools.

     

    Gilded Blade
    Nexus Alliance
    Points: 17
    Masts: 3 (A)
    Cannons: 3L-3L-3L
    Cargo: 3
    Movement: S+L
    Ability: Once per turn before this ship is given an action, roll a D6. On a result of 5-6 this ship gets +3 to its cannon rolls this turn.

    Flavor: Originally drawn up as a ship of the line, the Gilded Blade was reduced in size due to a lack of materials. Her firepower was not among the reductions she suffered however.

     

    A=Common

    #17397
    Xerecs
    Moderator

    Continuing through the Farthest Shore! Two more for the Alliance!

     

    Monkey
    Nexus Alliance
    Points: 13
    Masts: 3 (A)
    Cannons: 2L-3S-2L
    Cargo: 4
    Movement: L
    Ability: This ship gets +1 to her cannon rolls against any non-Alliance ship.

    Flavor: Many of the Monkey’s sailors have been trained by Master K’el. However, his skills for stealing ships have not been well imparted on them, as they prefer to sink ships as opposed to steal them.

     

    Panda
    Points: 9
    Masts: 3
    Cannons: 2S-3L-2S
    Cargo: 5
    Movement: S
    Ability: Junk. This ship gets +1 to her boarding rolls. She gets +2 when boarding ships with more masts than her.

    Flavor: The Nameless Master has trained the crew of the Panda. His training is evident as they are expert at boarding ships.

    #17398
    Ben
    Keymaster

    Panda is fun!  Nice new little ability twist.

    #17401
    Xerecs
    Moderator

    Two more for the Farthest Shore!

     

    Dragon
    Nexus Alliance
    Points: 10
    Masts: 3 (B)
    Cannons: 2S-3S-2S
    Cargo: 3
    Movement: S+L
    Ability: This ship gets +1 to her cannon rolls against ships with more masts remaining than her.

    Flavor: While the Dragon may be undersized, her crew certainly don’t behave as if she is. They seem to relish the challenge of taking on larger warships.

     

    Mantis
    Nexus Alliance
    Points: 12
    Masts: 3
    Cannons: 2L-3L-2L
    Cargo: 7
    Movement: L
    Ability: Junk. If this ship has a captain crew she gets +1 to her cannon and boarding rolls.

    Flavor: Like some of the larger warships, the Mantis has a larger cargo hold relative to her size. This allows her to carry a large number of goods and munitions.

     

    B=Uncommon

    #17409
    Xerecs
    Moderator

    Two more for the Alliance!

     

    Lancer
    Nexus Alliance
    Points: 13
    Masts: 3 (A)
    Cannons: 2S-3L-2S
    Cargo: 4
    Movement: S+S+S
    Ability: This ship’s bow cannon has Extended Range.

    Flavor: The Lancer was designed to spear-head attacks on enemy ships in formation. Most of her armament is angled toward her bow and she is outfitted with special bow chasers that let her sail forward and fire at the same time.

     

    Halberd
    Nexus Alliance
    Points: 9
    Masts: 3 (A)
    Cannons: 2S-2L-3S
    Cargo: 4
    Movement: L
    Ability:

    Flavor: The Halberd is usually a cadets first stop after initial training on the Venture Explorer. Almost all eventually move on or are re-assigned but a handful choose to stay on the vessel.

    #17413
    Xerecs
    Moderator

    Been under the weather for a couple days, here are the final Nexus Alliance ships for this cycle!

     

    Corsque
    Nexus Alliance
    Points: 16
    Masts: 3 (A)
    Cannons: 3S-2L-2L
    Cargo: 4
    Movement: S+L
    Ability: This ship gets +1 to her cannon rolls for every friendly ship within S.

    Flavor: TBD

     

    Scimitar
    Nexus Alliance
    Points: 11
    Masts: 3 (A)
    Cannons: 3S-3S-3S
    Cargo: 4
    Movement: S+S+S
    Ability: This ship cannot be assigned helmsman crew.

    Flavor: Made with a streamlined hull and special sails provided by Dalgaard’s followers, the Scimitar is one of the swiftest vessels in the Alliance fleet. However, space on board is limited, and the admiralty almost always prefers cannons over speed.

     

    Katana
    Nexus Alliance
    Points: 13
    Masts: 3 (A)
    Cannons: 2S-2L-2S
    Cargo: 6
    Movement: S
    Ability: Chain shot. This ship ignores the first hit she takes each turn.

    Flavor: Thick hull beams hide a cavernous hold in the Katana, which is filled mostly with her impressive armament. A host of chain shots and other munitions to ensnare ships are stored on her, with ample room for other cargoes.

     

    Cleaver
    Nexus Alliance
    Points: 9
    Masts: 3 (A)
    Cannons: 3S-2L-3S
    Cargo: 2
    Movement: L
    Ability: Ramming cannot eliminate this ships’ masts.

    Flavor: Named before it’s construction was complete, the Cleaver was intended to cleave through ships, with cannons and brute force. However, the opposite has happened, with the ship being nigh impervious to cannon fire and ram attempts.

    #17414
    Xerecs
    Moderator

    Two more for the English from Farthest Shore!

     

    HMS Vassal
    English
    Points: 12
    Masts: 4
    Cannons: 3S-3S-3S-3S
    Cargo: 4
    Movement: S+S
    Ability: Once per turn, when this ship hits an enemy ship eliminate one of that ship’s cargo.

    Flavor: The Vassal has made enemy of every pirate on the waves, with her destructive and explosive cannons. Not to mention her crew’s habit of hanging pirates from her yardarms.

     

    Selene
    English
    Points: 13
    Masts: 4
    Cannons: 5S-4L-4L-5S
    Cargo: 6
    Movement: S+S
    Ability: If this ship is not assigned a helmsman crew, roll a d6 after she resolves a move action. On a result of 4-6, this ship can move L.

    Flavor: The Selene tends to perform better when fewer souls are on board. The few hands who always sail on her can handle her with such precision that they often don’t need more than a handful of sailors.

    #17415
    Ben
    Keymaster

    Both of those look interesting, and pretty neat.  Maybe you’ll use the Vassal on VASSAL in CG4.  XD

    #17416
    Xerecs
    Moderator

    Both of those look interesting, and pretty neat.  Maybe you’ll use the Vassal on VASSAL in CG4.  XD

    Heh, there’s a possibility of that happening.

    #17417
    Algolmantis
    Participant

    The Inferno
    Pirate
    Points: 11
    Masts: 3
    Cannons: 3S-3L-3S
    Cargo: 6
    Movement: L
    Ability: Treasure Ship. If sunk, eliminate all treasure on board from the game; it is not divided among the players.
    Link: Captain William Pordoval

    Flavor: As the story goes, One-Eyed Willy stole vast amounts of treasure and loaded it onto the Inferno. The British king sent an armada of ships to track down Willy and the treasure. After a battle of massive scale, the Inferno fled, but the British tracked Willy to a cave and blew up the walls around the ship, trapping Willy, his crew, and the treasure.

    Captain William Pordovel

    Pirate

    Points: 7

    Ability: Limit. Ransom. Hostile: England, Spain. Captain. Once per turn, you may eliminate one of this ship’s crew. If you do, one crew or ship within L of this ship can’t use its ability that turn.

    Willy’s Eye Patch
    Unique Treasure
    Ability: Load this treasure facedown. On any turn, you may reveal Willy’s Eye Patch by turning it face up to give this ship a Parley action without requiring the use of a treasure coin for that shooting action. If you do, remove Willy’s Eye Patch from the game.

    Thoughts and design details: So obviously the above is very much flavored/directly lifted from The Goonies background and fluff. I love the Darkhawk II but wanted something a little different and the Inferno in the film was a three master. The Treasure Ship ability was an interesting one and I never got to use it myself, but it seems nice on a smaller ship to force OEW onboard if used since that was part of my balancing.
    On to the former-jester-turned Captain… he was apparently banished from the Spanish Netherlands for offending the governess and stealing millions from the English make the ill-fated Captain a target from multiple angles. While Willy has powerful abilities in combination, the limit restriction does impose an artificial 5 build point cost to him, artificially making him about 12-13 points depending on how someone rates the Ransom and Hostile keywords. Between the cannon ratings and ranges I can’t see it leading a charge often under the ability, but being a dangerous hybrid or support raider is intended. Willy’s cost does mean your crew options are limited to 4 points or less. Slots for crew are plentiful without hurting the treasure space but you can’t reduce their cost either due to the Treasure Ship keyword. To that end I think I managed to balance him while the Inferno herself is probably a little better than average, but not Darkhawk II levels of above average.

    P.s. The eyepatch was going to be a free broadsides action with any remaining sails at first. I figured the free parley instead was more chaotic and fun, befitting a booby-trapping jester with the escapades attributed to him. Any comments or suggestions are appreciated!

    #17421
    Xerecs
    Moderator

    So obviously the above is very much flavored/directly lifted from The Goonies background and fluff.

    …..Why did I not think of this already? I love that movie!

     

    Interesting ship, always fun to see a Treasure Ship, and with a very interesting ability especially for people who play by the rules. I kind of house-rule that treasure goes down with ships so I’ve never considered making that an ability for a ship, crew or UT. The point cost is slightly limiting, even for the Pirates, given that OEW is taking up most of the point space on his ship.

     

    While Willy has powerful abilities in combination, the limit restriction does impose an artificial 5 build point cost to him, artificially making him about 12-13 points depending on how someone rates the Ransom and Hostile keywords.

    I agree he does have a powerful ability. The wording is similar to a regular canceller crew like Diaz or LeNoir, does this mean that he could SAC a crew on an enemy turn? That might be worth Limit, but if you switch to the normal cancel ability then I’d say you can loose the Limit keyword and open up some combinations. Could you expand on what you mean by Limit giving him “artificial 5 build point cost”? I’m not quite following the logic there.

    The Eyepatch would allow you to use Parley, but without sending a coin to your opponent? Hoo, that could get VERY interesting if paired with Nemo’s Plans. 😀

     

    #17423
    Algolmantis
    Participant

    Thank you for taking the time to look it over! I did indeed try to make a combined canceller and SAC action so I mostly lifted the text from the existing cards and mashed them together. I believe normal cancellers should work that way unless I misread those. The artificial point thing is just with the other Limit crew though, you miss out on the “You may build your fleet using 5 more points than the game’s build total.” sort of crew. While I do like the free re-roll 0 cost options too they’re not usually worth sacrificing 5 points to me either.

    Nemo’s plans is one UT I hadn’t considered. I pretty much stopped playing right after Revolution and most/all of my knowledge after that was through the site and looking at the Pirates Full catalogue pdf. If the flipping over is part of the cost would that mean Nemo’s Plans resets it to use again or just allows it to be retained (face up) until another ship or item/event could reset it properly?

    #17424
    Xerecs
    Moderator

    I did indeed try to make a combined canceller and SAC action so I mostly lifted the text from the existing cards and mashed them together. I believe normal cancellers should work that way unless I misread those.

    They do indeed work that way. Since this version requires a crew to be eliminated it’s maybe not as good as the actual ones, but it does have a wider range which is pretty significant. I’m still on the fence of whether OEW is powerful enough to require Limit, as taking a second look at him I’m not sure he’s better than existing cancel crew.

     

    The artificial point thing is just with the other Limit crew though, you miss out on the “You may build your fleet using 5 more points than the game’s build total.” sort of crew. While I do like the free re-roll 0 cost options too they’re not usually worth sacrificing 5 points to me either.

    Okay I’m following a bit now, the +5 crew are pretty good, especially for the Pirates who have several ships they could squeeze into 5 points.

     

    If the flipping over is part of the cost would that mean Nemo’s Plans resets it to use again or just allows it to be retained (face up) until another ship or item/event could reset it properly?

    IF I am reading the Code right, the Eyepatch would stay face-up on the ship, but could be used again. I may be wrong though. Either way the Plans are a fringe scenario anyway, I don’t think you’re likely to encounter them often in a regular game so the Eyepatch is fine as is.

    #17425
    Xerecs
    Moderator

    Daily customs continue, with two more for the Americans!

     

    USS Sedgwick
    American
    Points: 13
    Masts: 3 (B)
    Cannons: 3S-3S-3S
    Cargo: 5
    Movement: S+S
    Ability: One of this ships treasures is worth +2 gold when unloaded at your home island.

    Flavor: The personal vessel of the Sable family, the Sedgwick has all the comforts and amenities of a southern mansion. That any profitable business is done with the ship is a testament to the Sable family name.

     

    USS Miracle
    American
    Points: 12
    Masts: 4
    Cannons: 2L-3S-3S-2L
    Cargo: 3
    Movement: L
    Ability: Eternal.

    Flavor: The former USS Plunder was declared lost at sea for several weeks. Her sudden appearance at Boston harbor with all hands accounted for lead to her rechristening.

     

    B=Uncommon

    #17426
    Woelf
    Moderator

    Willy’s Eye Patch
    Unique Treasure
    Ability: Load this treasure facedown. On any turn, you may turn Willy’s Eye Patch face up to give this ship a Parley action without requiring the use of a treasure coin. If you do, remove Willy’s Eye Patch from the game.

    If the flipping over is part of the cost would that mean Nemo’s Plans resets it to use again or just allows it to be retained (face up) until another ship or item/event could reset it properly?

    IF I am reading the Code right, the Eyepatch would stay face-up on the ship, but could be used again. I may be wrong though. Either way the Plans are a fringe scenario anyway, I don’t think you’re likely to encounter them often in a regular game so the Eyepatch is fine as is.

    As written, if used with Nemo’s Plans, it would remain face up but could be reused any time the ship gets shot at because that’s what triggers Parley.

    That combo is game-breaking, because effectively makes the ship unshootable.   Parley is already very powerful because lasts for the entire turn (not just that shoot action), but this takes away the balancing factor of giving your gold to your opponent.

     

     

     

    #17427
    Xerecs
    Moderator

    After a Halloween hiatus, we are back with daily customs from Farthest Shore! Two more pirates!

     

    Dark Swan
    Pirate
    Points: 10
    Masts: 3 (A)
    Cannons: 2S-3S-2S
    Cargo: 4
    Movement: S+S
    Ability: Cursed crew may use their abilities on this ship.
    Link: Killian Jones

    Flavor: Killian Jones has successfully circumnavigated the globe three times with this ship, taking a different route each time. In her day she has played host to and flown the colors of every nation under the sun, and under the moon.

     

    Killian Jones
    Pirate
    Points: 4
    Ability: Privateer. Captain. Explorer.
    Link: Dark Swan

    Flavor: Willing to boldly go where no man has gone before, for a price. Jones has explored many islands and found several strange new lands and the occasional treasure. He offers his services to any who can afford his steep asking price.

     

    Tiger Moth
    Pirate
    Points: 13
    Masts: 3 (A)
    Cannons: 3S-4S-3S
    Cargo: 6
    Movement: S+L
    Ability: If this ship wins a boarding action, she may take as much treasure from the other ship as she can carry. When this ship reaches her cargo limit, her base move becomes S.

    Flavor: Crewed by an infamous family of pirates, the Tiger Moth’s captain knows how to balance the titles of Captain and Mother. Her children would argue that they’re the same, but talking back to “Captain Mom” will result in a week’s worth of deck swabbing or kitchen duty.

     

    Keyword
    Privateer: This piece may use its abilities on any ship, but it gains the Loyal: X keyword for its flag faction.

    A=Common

    #17428
    Algolmantis
    Participant

    What stops someone from using Runes of Loki or Potions and Brews to cause a ship to effectively become unshootable similarly if Nemo’s Plans lets you continue using the one-use items face up and ignores the revealing?

    #17429
    Woelf
    Moderator

    What stops someone from using Runes of Loki or Potions and Brews to cause a ship to effectively become unshootable similarly if Nemo’s Plans lets you continue using the one-use items face up and ignores the revealing?

    Those are normally revealed voluntarily, without being activated by any specific action, so Nemo’s Plans can only re-trigger them once per turn.      They also only apply to a single die/dice roll at a time.

    The same doesn’t work with Parley because even if it’s activated only once, the protective effect of it still lasts for the entire rest of the turn.   To make that UT work better without breaking things completely, the Parley effect would have to be limited to only that specific shoot action.

    #17430
    Xerecs
    Moderator

    Daily Customs continue, two more Cursed from the Farthest Shore!

     

    Hom-Dai
    Cursed
    Points: 16
    Masts: 3 (B)
    Cannons:2S-2S-2S
    Cargo: 2
    Movement: S+S
    Ability: Demon.

    Flavor: Built to be the final resting place of a treasonous ancient Egyptian priest, the Hom-Dai is a Curse upon the world. Sightings of her sailing in the regions of the Farthest Shore has encouraged rumors and “prophecies” of an approaching apocalypse.

     

    Hex
    Cursed
    Points: 24
    Masts: 3 (A)
    Cannons: 4S-4S-4S
    Cargo: 5
    Movement: L
    Ability: Schooner.  Once per turn, you may give this ship a move action, but do not move her. Instead, roll a d6. On a result of 6, choose one enemy ship in play: that ship cannot be given actions this turn.

    Flavor: Rumored to be captained by a witch, and crewed by her minions, woe betide any poor soul who makes himself an enemy of the Hex.

     

     

    A= Common, B= Uncommon
    Keyword
    Demon: Fear. This ship gets +1 to her cannon and boarding rolls against ships that have the Nephilim keyword.

    #17431
    Xerecs
    Moderator

    Daily Customs continue! Two more Frenchmen from the Farthest Shore!

     

    Normandie
    French
    Points: 14
    Masts: 3 (B)
    Cannons: 3S-2L-3S
    Cargo: 3
    Movement: S+S
    Ability: Ironclad. This ship sinks when her last mast is eliminated.

    Flavor: The last of the Gloire-class ironclads to be made, Normandie was the first to cross the Atlantic Ocean to support the Second Franco-Mexican War. Her career otherwise uneventful, the French have decided to utilize her in the hunt for the Farthest Shore.

     

    Coeur d’Acier
    French
    Points: 15
    Masts: 3 (B)
    Cannons: 2S-2L-2S
    Cargo: 3
    Movement: S+S
    Ability: Ironclad. Shipwright.

    Flavor: It is said that the “Steel Heart” has metal plating all throughout her interior as well as her exterior. Some theorize that this is for extra resistance to cannons, but none of these allegations have been confirmed.

     

    B=Uncommon
    Ironclad: This ship’s masts can only be eliminated by a cannon roll of 5 or 6.

    #17433
    Xerecs
    Moderator

    Daily Customs continue, two more for the Spanish from the Farthest Shore!

     

    Colina de la Horca
    Spain
    Points: 17
    Masts: 4
    Cannons: 2S-2L-2L-2S
    Cargo: 2
    Movement: L
    Ability:
    Oarsman. This ship gets +1 to her cannon rolls against pirate ships.

    Flavor: Rumored to be unsinkable, Pirates fear this vessel more than the very Gallows she’s named after.

     

    El Fénix
    Spain
    Points: ?
    Masts: 3
    Cannons: 3S-3L-3L-3S
    Cargo: 2
    Movement: L
    Ability: Bombardier. When this ship is assigned her linked crew, she is considered to have the Eternal keyword.
    Link: Capitan José Miranda

    Flavor: Capitán Miranda was both surprised and dismayed to find out that he’d been assigned to a new ship when the race to the Farthest Shore began. However, his mood greatly improved upon seeing the giant artillery cannon attached to the bow of El Fénix.

     

    Capitan José Miranda
    Spain
    Points: 4
    Ability: Captain. This ship gets +1 to her boarding rolls against ships with fire masts.
    Link: El Fénix

    Flavor: Calm and kind in appearance, Capitan Miranda often incorporates the usage of firebombs in his artillery. He claims that it’s highly effective in scaring away small pirates and even larger, foreign battleships.

     

     

    I’m unsure of a point cost for the Fenix, right now I’m inclined to go somewhere in the 11-14 range.

    #17434
    Algolmantis
    Participant

    The Colina feels expensive for what you get. You have 5 masters from English and America with more cargo hold using the same ability + an Oarsman that still come in cheaper with equivalent or better firepower. 13-14 would be more competitive pricing.

     

    I like the Fenix and Capitan! I think 13/14 is probably pretty safe for points though I’m probably more conservative on points estimates. Since it leans more towards boarding, things can easily go wrong for crew so it’s not a guaranteed ability. Very flavorful pair!

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