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  • #17577
    Ben
    Keymaster

    Grand Boulder is somewhat powerful, though I still think Repeating Guns should be a cheaper keyword. I know I’m a bad example, but I would almost never get to benefit from it.  XD

    Based on her flavor text, I think an alternate ability could work too: +1 to cannon rolls when she is given a shoot action (rather than shooting in general, which will usually be as part of a move action). That way the cannons get a bonus when she stays in place to shoot.

    Grand Jungle is quite interesting, would make for the cheapest 3 master in the game.  In her flavor text, do you mean shallow draft rather than deep draft? (with the hull not sticking as far down, to avoid the weeds)

    #17582
    Xerecs
    Moderator

    Grand Boulder is somewhat powerful, though I still think Repeating Guns should be a cheaper keyword. I know I’m a bad example, but I would almost never get to benefit from it.  XD

    Based on her flavor text, I think an alternate ability could work too: +1 to cannon rolls when she is given a shoot action (rather than shooting in general, which will usually be as part of a move action). That way the cannons get a bonus when she stays in place to shoot.

    Her point cost is coming down, initially to 15. I may raise or lower it from there. Interesting idea for an alternate or secondary ability, I don’t think I’ll add it to the Boulder, but I’ll keep that one in mind for a future ship (or crew) ability.

     

    Grand Jungle is quite interesting, would make for the cheapest 3 master in the game.  In her flavor text, do you mean shallow draft rather than deep draft? (with the hull not sticking as far down, to avoid the weeds)

    I suppose that would make more real sense, but I was going off the in-game reasoning. Small ships get stuck in the Sargasso while large ships plow through.

    #17583
    Xerecs
    Moderator

    Two more for the Alliance!

     

    Ice Tumbler
    Nexus Alliance
    Points: 14
    Masts: 3
    Cannons: 3L-4S-3L
    Cargo: 3
    Movement: S
    Ability: Junk. Two hits in the same shoot action are required to eliminate one of this ships masts.
    Link: Zachariah Shard

    Flavor: The eccentric Zachariah Shard insisted that the hull of the Ice Tumbler be double layered. This has resulted in significant reductions in the vessel’s speed, but has made her immune to most cannon fire.

     

    Untraveled Path
    Nexus Alliance
    Points: 13
    Masts: 3
    Cannons: 3L-2L-4L
    Cargo: 4
    Movement: L
    Ability: Junk. Islands do not block this ships line of fire.
    Link: Christopher Stone

    Flavor: Before settling in with the Alliance Christopher Stone was an aimless wanderer, searching for what he called the “untraveled path”. Even now that he has found a home in the Alliance he continues to search for the “untraveled path”.

    #17584
    Woelf
    Moderator

    Something like this?

    Black Totem v.2
    This ship may begin the game as a member of the Cursed nation instead of its own. If it does, change its flag to Cursed during set-up; it is now a member of the Cursed nation (any crew aboard the ship retain their original nationalities). If Cursed, the point limit for cargo on this ship is reduced by 1.

    Yep, that should work.

    Repeating Guns: When this ship is given a shoot action, you may declare that she is using repeating guns. If all cannons hit during that shoot action, each cannon may shoot again as a free action. The first cannon that misses on its second shot ends the shoot action.

    Is there a reason why the use of this needs to be declared ahead of time?  Unless there’s some potential negative or an interaction with some other ability being addressed, you could trim it down to something like this:

    If all of this ship’s cannons hit during a shoot action, each cannon may shoot one additional time as part of the same action; if any cannon misses the additional shot, the shoot action immediately ends.

    I changed up the wording a little bit to make the bonus shots be part of the original shoot action rather than a separate action that could potentially run into the action limit.  The “one additional time” phrasing also prevents it from being chained multiple times with really lucky rolls or other outside effects.

    Grand Jungle
    Ability: Junk. This ship ignores Sargasso Sea terrain.

    Flavor: The Grand Jungle has a surprisingly deep draft for a ship her size, allowing her to sail unimpeded through the various seaweeds and kelp forests in the Nexus Archipelago.

    Taking the thematic angle a bit further on this, you could add something like, “This ship is considered to have one additional mast when affected by Reef terrain.”    I’m not sure where you have the current version priced, but adding this negative could drop it down to being a 1-point ability.    Making it zero-cost is tempting, but the Sargasso benefit is still slightly better than the reef negative.

     

    ADDED:

    Untraveled Path
    Cannons: 3L-2L-4L
    Ability: Junk. Islands do not block this ships line of fire.

    Without some sort of range extension (2x, etc.) included, when would this ability ever get used?  Even with some of the thinnest of the generic WK islands, plain L-range cannons are going to have a hard time reaching anything on another side unless the target is docked and this ship is parked tight sideways against the opposite shore.  Cutting the edge of a corner doesn’t add much when it’s safe to assume that any fighting ship will have a captain.

    Giving the ship Extended Range (or the older double range but must roll a 6 ability) would make this ability a lot more interesting and useful.

    #17585
    Xerecs
    Moderator

    I’m not sure where you have the current version priced, but adding this negative could drop it down to being a 1-point ability.    Making it zero-cost is tempting, but the Sargasso benefit is still slightly better than the reef negative.

    Currently the Jungle is a 4 point ship.

     

    Is there a reason why the use of this needs to be declared ahead of time?  Unless there’s some potential negative or an interaction with some other ability being addressed, you could trim it down to something like this

    I’d have to ask Darkhurst who made the keyword. I’ll suggest the wording change to him as well.

    Without some sort of range extension (2x, etc.) included, when would this ability ever get used?  Even with some of the thinnest of the generic WK islands, plain L-range cannons are going to have a hard time reaching anything on another side unless the target is docked and this ship is parked tight sideways against the opposite shore.  Cutting the edge of a corner doesn’t add much when it’s safe to assume that any fighting ship will have a captain.

    Given that, could the point cost come down if I don’t give it a range extender?

     

    ————————————————————————————-

    Two more for the Alliance!

     

    Jade Night
    Nexus Alliance
    Points: 12
    Masts: 3
    Cannons: 2L-3S-2L
    Cargo: 3
    Movement: L+S
    Ability: Junk. This ship gets +1 to her cannon rolls against Mercenary and Pirate ships.
    Link: Lloyd Montgomery

    Flavor: The normally peaceable Lloyd Montgomery commissioned this ship for one purpose, to keep vengeful pirates and unwanted mercenaries out of Alliance waters.

     

    Shuri
    Nexus Alliance
    Points: 13
    Masts: 3
    Cannons: 3S-3S-3S
    Cargo: 3
    Movement: L+S
    Ability: Junk. This ship ignores iceberg terrain. This ship may look at all face-down coins on islands within S.
    Link: Zachariah Shard

    Flavor: Shard has learned from Ionic explorers and from his own experience how to avoid icebergs, and he has passed that knowledge to the crew of the Shuri. Furthermore, he has taught them how to know the unknown.

    #17586
    Ben
    Keymaster

    Given that, could the point cost come down if I don’t give it a range extender?

    I personally think so.  I do think the ability will come into play often enough to be useful, but it still doesn’t feel like more than a 10-11 point ship.

    Shuri looks like a fun scout hybrid!

    #17588
    Woelf
    Moderator

    I’m not sure where you have the current version priced, but adding this negative could drop it down to being a 1-point ability.    Making it zero-cost is tempting, but the Sargasso benefit is still slightly better than the reef negative.

    Currently the Jungle is a 4 point ship.

    I was considering the ability in isolation, and hadn’t really looked that closely at the rest of the ship’s stats.  Even with only 2 cargo and S move, that seems awfully low for a ship with three masts and decent cannons.   There are a lot of others already in the game only slightly better that cost twice as much or more.    That low cost does severely limit options to improve it, so maybe it’s okay.

    Without some sort of range extension (2x, etc.) included, when would this ability ever get used?  Even with some of the thinnest of the generic WK islands, plain L-range cannons are going to have a hard time reaching anything on another side unless the target is docked and this ship is parked tight sideways against the opposite shore.  Cutting the edge of a corner doesn’t add much when it’s safe to assume that any fighting ship will have a captain.

    Given that, could the point cost come down if I don’t give it a range extender?

    A little, maybe, but not much.  Unless you’ve got a Nexus crew that boost ranges it’s going to be difficult if not impossible to give the ship enough of a range extension to make that ability useful, but it’s still good to avoid giving out abilities for free or even deeply-discounted just because they’re not useful where they’re placed.

    It’s not likely to be a target for a copier on some other ship, but that possibility still has to be considered too.

    Shuri
    Ability: Junk. This ship ignores iceberg terrain. This ship may look at all face-down coins on islands within S.

    You should make that a “once per turn” or “as part of a XXXXX action” ability, just so players can’t use it to annoy opponents by looking at the same coins over and over.  As written, it could be used at any time and as often as you wanted, without any timing restrictions or limits.

    #17590
    Xerecs
    Moderator

    You should make that a “once per turn” or “as part of a XXXXX action” ability, just so players can’t use it to annoy opponents by looking at the same coins over and over.  As written, it could be used at any time and as often as you wanted, without any timing restrictions or limits.

    I’ll likely adjust it to a once per your turn, as I don’t want it to be too similar to Unholy Light.

    Boulder might see a re-work or additional ability added.

     

    ——————————————————————————

    The Farthest Shore continues with two more for the Alliance!

     

    Klaus
    Nexus Alliance
    Points: 10
    Masts: 3 (B)
    Cannons: 3S-4L-4L
    Cargo: 5
    Movement: L
    Ability: Once per turn you may randomly trade one treasure with an enemy ship within L.

    Flavor: The Klaus sails trade routes that border on Alliance territory, and is infested with pirates. The crew has become accustomed and used to dealing with them, offering some of their goods for passage. The trade they do on the seas often is more beneficial to them than it is to the pirates however.

     

    Achilles Plutarch
    Nexus Alliance
    Points: 11
    Masts: 3 (B)
    Cannons: 3L-3S-2L
    Cargo: 4
    Movement: S
    Ability: This ship gets +1 to her cannon rolls when she is assigned an equipment.

    Flavor: The Plutarch sails from Nexus Tower every month, laden with goods and other cargo bound for the frontier of the Alliance’s waters. Most of these “goods” are weapons to supply the soldiers and marines that have so far kept the outside world from invading Alliance waters.

    #17591
    Xerecs
    Moderator

    We continue with the Alliance! Two more as this cycle comes to a close!

     

    Meldric’s Stream
    Nexus Alliance
    Points: 11
    Masts: 3 (B)
    Cannons: 4S-3S-4S
    Cargo: 7
    Movement: S
    Ability: After looking at treasure on a wild island, you may trade any one treasure from that island for a random treasure on any other wild island. This ship must load the traded treasure.
    Link: Gren Stackson

    Flavor: The Meldric is more of a merchant ship than a warship. The crew is skilled at both however, and keeps a small inventory of things to sell to fellow sailors and marines.

     

    Rudderdent
    Nexus Alliance
    Points: 10
    Masts: 3(B)
    Cannons: 4S-2L-4S
    Cargo: 7
    Movement: S
    Ability: Explorer. After looking at treasure on a wild island, you may trade any one treasure from that island for a random treasure on any other wild island. This ship must load the traded treasure.
    Link: Hugh Lunan

    Flavor: The Rudderdent is part of the Nexus Alliance’s push into the larger world. Her crews experience charting and exploring the ocean will be integral to the success of that objective.

     

    Gren Stackson
    Nexus Alliance
    Points: 7
    Ability: Gunner. One of this ship’s treasures is worth +1 gold when she docks at your home island.
    Link: Meldric’s Stream

    Flavor: Gren is a loyal and dedicated man. His devotion to the cause of the Nexus Alliance is second to none. That fanaticism has kept him unknowingly on a short leash.

     

    Hugh Lunnan
    Nexus Alliance
    Points: 7
    Ability: Eternal. Once per turn, one ship in you fleet may re-roll one die roll she makes. You must use the second die roll result.
    Link: Jett Lunan, Rudderdent

    Flavor: Hugh seems to be one of the first members of the Alliance. His name appears on records going back to when Typhonus was still human and not Cursed.

     

    Gunner: Once at the beginning of your turn, roll a D6, on a 1-4 this ship’s cannons have L range for this turn, on a 5 or 6 this ships cannons are all 2-rank for this turn.

    #17592
    Xerecs
    Moderator

    Two more for the Nexus Alliance as this cycle comes to a close. Tomorrow, the English!

     

    Blue Blade
    Nexus Alliance
    Points: 13
    Masts: 3
    Cannons: 3S-2L-3S
    Cargo: 7
    Movement: S
    Ability: Junk. Once per turn you may swap a treasure on this ship for a treasure on a friendly ship within S.
    Link: Dirk Mansley

    Flavor: One of many traveling markets, the Blue Blade is the favorite vessel of Dirk Mansley. He and captain Xeno often share drinks onboard, with liquor from the captain’s personal reserve.

     

    Henrietta’s Stew
    Nexus Alliance
    Points: 10
    Masts: 3 (B)
    Cannons: 4S-5S-4S
    Cargo: 4
    Movement: S+S
    Ability: This ship may move S after loading treasure.

    Flavor: Sailing routinely from Nexus Tower to the Crux Prime Base Camp, the crew of the Stew serve an essential role. Theirs is one of the few ships that keeps the Base Camp supplied with foodstuffs.

     

    Dirk Mansley
    Nexus Alliance
    Points: 6
    Ability: Once per turn give one ship in your fleet +1 to her cannon rolls.
    Link: Blue Blade

    Flavor: Dirk is a good talker. Give him a minute and he’ll talk your ear off. Dirk’s words are almost never empty, if he says he’ll fish the biggest fish of them all, he will.

    #17593
    Xerecs
    Moderator

    We move to the next cycle of the Farthest Shore, starting with the English!

     

    HMS North Wind
    English
    Points: 13
    Masts: 3
    Cannons: 3S-3L-3S
    Cargo: 3
    Movement: S+S
    Ability: Schooner. This ship gets +1 to her cannon rolls against any non-English ship.

    Flavor: TBD

     

    HMS Goodrich
    English
    Points: 8 (B)
    Masts: 2
    Cannons: 4L-4L
    Cargo: 4
    Movement: S+S
    Ability: One of this ship’s treasures is worth +1 gold when she docks at your home island.

    Flavor: TBD

    #17698
    Xerecs
    Moderator

    We return from a holiday hiatus! Picking up where we left off in the Farthest Shore, we have some Americans!

     

    USS Fearless
    American
    Points: 13
    Masts: 3
    Cannons: 2S-2L-2S
    Cargo: 4
    Movement: L
    Ability: Blockade Runner.

    Flavor: The crew of the Fearless take one of America’s oldest quotes to heart: “Give me Liberty or give me Death!” Charging guns first into every fight, their tenacity has earned this ship her name.

     

    Foxtrot
    American
    Points:
    Masts: 2
    Cannons: 4S-4S
    Cargo: 4
    Movement: L+S
    Ability: Schooner. Once per turn this ship can randomly take one treasure from any ship she touches.

    Flavor: Small and quick, the Foxtrot has been known to sneak within boarding range of larger ships, and get away with her fill of goods to sell on the black market. Crewed by a capable assortment of thieves, she has yet to be caught in the act of theft.

     

    Blockade Runner: This ship gets +1 to her ramming and boarding rolls. Ramming cannot eliminate this ship’s masts.

    #17699
    Ben
    Keymaster

    If you’re looking for point cost recommendations on Foxtrot, I’d probably start at 9 or 10.

    #17705
    Xerecs
    Moderator

    If you’re looking for point cost recommendations on Foxtrot, I’d probably start at 9 or 10.

    Oops, she does have a point cost, incidentally it’s a point cost of 10. I just left it out by accident when I posted last night. That said I think I like 9 better. Adjusting!

     

    ——————————————————————————–

     

    Transitioning from ships to crew for the Pirates, their roster is almost fully released!

     

    Sparrowhawk
    Pirates
    Points: 12
    Masts: 2 (A)
    Cannons: 3L-3S
    Cargo: 3
    Movement: L
    Ability: Ability text of Cursed crew and ships cannot affect this ship.

    Flavor: The quick and elusive Sparrowhawk is sought after by the crowns of the world. Not for  her crew or her captain, but because the ship is wholly and completely immune to the Cursed and the other fiends of the ocean.

     

    Darkmount
    Pirate
    Gold cost: ?
    Flags: 6
    Cannons: 3S-3S-3S-3L-3L-3L
    Ability: If a ship is docked at this fort and is carrying gold, you may eliminate one of her crew to add +2 to the value of the lowest value gold coin she is carrying.

    Flavor: For those who would sell their souls and the souls of others for gold, this is home.

     

    Lord Sam Sinister
    Pirate
    Points: 6
    Ability: If this ship wins a boarding action, she may take as much treasure from the other ship as she can carry. Other crew placed on this ship don’t take up cargo space. This ship can only be assigned up to four crew.

    Flavor: This self styled Lord claims to be a disgraced European count. Whatever his claims, Sam Sinister loves gold and treasures, the rarer the better. He has no shortage of money to ‘persuade’ the greedy to protect and find the treasures for him.

    #17707
    Xerecs
    Moderator

    Two more for the Cursed from the Farthest Shore!

     

    Separator
    Cursed
    Points: 11
    Masts: 2 (A)
    Cannons: 2L-3L
    Cargo: 3
    Movement: L
    Ability: This ship gets +1 to her cannon rolls against ships with more remaining masts than her.

    Flavor: This vessel was re-named for the crews penchant for separating heads from shoulders in boarding actions.

     

    Blotch
    Cursed
    Points: 12
    Masts: 2 (A)
    Cannons: 3S-3S
    Cargo: 2
    Movement: S+L
    Ability: Give this ship a shoot action. Lighting hits this ship, eliminate a mast from every ship within S of this ship, then eliminate one of this ships masts.

    Flavor: No one is sure how the Blotch is able to summon lightning to it, even on a clear sunny day. However it’s ability to redirect that lightning at nearby ships is very known, and lethal. Most speculate that some kind of lightning rod is involved in this phenomena.

    #17712
    Xerecs
    Moderator

    Two more from the Farthest Shore as this cycle continues! Today the French are here!

     

    Chant du Cygne
    French
    Points: 13
    Masts: 3
    Cannons: 2S-4S-3S
    Cargo: 2
    Movement: L+L
    Ability: Blockade Runner. This ship sinks when her last mast is eliminated.

    Flavor: As her name might imply, the “Swan Song” is largely crewed by condemned men and those the world will not miss. It is the hope of the admiralty that this ship’s crew will redeem themselves in the most heroic way possible: sacrificing their lives for the noble men of the Navy.

     

    Bourgogne
    French
    Points: 10
    Masts: 2
    Cannons: 3S-3S
    Cargo: 2
    Movement: L
    Ability: Battleship. This ship gets +1 to her boarding rolls. This ship get +1 to her cannon rolls against English ships.

    Flavor: A sturdy little vessel, the Bourgogne has surprised many an English man-o-war with her aggressive tenacity.

     

    Keywords
    Blockade Runner: This ship gets +1 to her ramming and boarding rolls. Ramming cannot eliminate this ship’s masts.

    Battleship: This ships cannons have two shots per mast, and the Extended Range keyword.

    #17719
    Xerecs
    Moderator

    Two more Spaniards from the Farthest Shore!

     

    Perdón de los Pecados
    Spain
    Points: 14
    Masts: 3
    Cannons: 2L-3L-4S
    Cargo: 5
    Movement: S+S
    Ability: Blockade Runner. This ship gets +1 to her cannon rolls against Cursed and Pirate ships.

    Flavor: The “Pardoner of Sins” sails alongside the Armada, always on the lookout for the criminals and the unholy fiends of the ocean, ready to permanently “forgive” them for their wrongdoings.

     

    El Esgrimista
    Spain
    Points: 11
    Masts: 3
    Cannons: 2L-2S-3S
    Cargo: 2
    Movement: S+L
    Ability: Schooner. This ship gets +1 to her cannon rolls against ships that have more masts than her.
    Link: Adália de Vólador

    Flavor: The private sailing ship of the Vólador family was outfitted with naval-grade cannons and equipment before Almirante Garcia-Fernandez cracked down on regulations.

     

    Adália de Vólador
    Spain
    Points: 4
    Ability: Musketeer. This ship gets +1 to boarding rolls.
    Link: El Esgrimista

    Flavor: The last surviving descendant of her noble family, Adália is determined to maintain her family’s honorable name among the Spanish nobility, despite numerous attempts to steal her family’s wealth and land from under her.

     

    Blockade Runner: This ship gets +1 to her ram and boarding rolls. Ramming cannot eliminate this ship’s masts.

    #17723
    Xerecs
    Moderator

    Got hit by life for a couple days, so we’ve got a double helping of the Ionics from the Farthest Shore!

     

    W’Kru
    Ionic
    Points: 13
    Masts: 3
    Cannons: 4S-3L-4S
    Cargo: 3
    Movement: L
    Ability: Submarine. This ship gets +S+L to it’s base move while submerged. This ships base move is S if it is on the surface.

    Flavor: The W’kru was designed and modeled after several species of fish, making her exceptionally hydrodynamic. That speed and agility is lost when the ship surfaces to replenish her air or unload cargo.

     

    Lokaki
    Ionic
    Points: 12
    Masts:3
    Cannons: 2S-2S-2S
    Cargo: 3
    Movement: S+L
    Ability: Galley. If this ship rolls a 6 on a cannon shot, eliminate an extra mast from the target ship.

    Flavor: The Lokaki carries few cannons for a ship her size. While her guns do not have great range or power, her guns crews are incredibly accurate.

     

    Akavinka
    Ionic
    Points: 13
    Masts: 3
    Cannons: 3S-2L-3S
    Cargo: 3
    Movement: S+S+S
    Ability: Galley. Ghost Ship. This ship ignores terrain when given a move action (islands are not terrain).

    Flavor: Also known as the Blue Ghost, the Akavinka sails with frightening speed. Sailors have claimed to see her sail over reefs and through rocks that would founder any other ship.

     

    G’Fa
    Ionic
    Points: 10
    Masts: 3
    Cannons: 3S-4S-3L
    Cargo: 3
    Movement: S+S
    Ability: Galley. Firepot specialist. If this ship rolls a 6 on any cannon shot, eliminate an additional mast from the target ship.

    Flavor: The G’Fa is a testing ship for a new kind of munition, a cannonball filled with a flammable liquid. Her crew has so far used them sparingly preferring to rely on good old iron.

    #17725
    Xerecs
    Moderator

    Rounding out this cycle with some mercenaries!

     

    Darkstalker
    Mercenary
    Points: 16
    Masts: 3
    Cannons: 4L-4L-4L
    Cargo: 2
    Movement: L
    Ability: Mercenary. Schooner.  Once at the beginning of each of your turns,roll a d6. On a result of 6, instead of giving this ship an action, you may give an enemy ship an action.

    Flavor: TBD

     

    Seventeen
    Mercenary
    Points: 16
    Masts: 3
    Cannons: 2L-2S-3L
    Cargo: 2
    Movement: S+S
    Ability: Mercenary. Schooner. This ship gets +1 to her cannon rolls against ships within S of her.

    Flavor: Once owned by the royal family of a country now under England’s protection, Seventeen belonged to the king’s seventeenth son. With no chance at the throne, the prince left for a life on the seas, where he’d find a purpose among the Mercenary ranks.

    #17726
    Ben
    Keymaster

    Seventeen feels a bit pricey for her effectiveness as a gunship.  I could see her in the 11-13 range. Although, she may be a slightly worse ship than HMS Nautilus (10 points).

    #17728
    Xerecs
    Moderator

    We begin a new cycle, back to the Nexus Alliance for the next week!

     

    Bog Clam
    Nexus Alliance
    Points: 11
    Masts: 3
    Cannons: 3S-3S-5S
    Cargo: 7
    Movement: S
    Ability: This ship ignores the first hit it takes each turn as long as it has all of its masts. Cursed crew may use their abilities on this ship.

    Flavor: One of Dalgaard’s runners, the Bog Clam often makes trips into Cursed territory, disguised to blend in. What exactly Dalgaard sends the ship and her crew to do is unknown, not even to the other leaders of the Alliance.

     

    Stormer
    Nexus Alliance
    Points: 15
    Masts: 3
    Cannons: 2S-3L-3L
    Cargo: 4
    Movement: S+S
    Ability: Icebreaker. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.
    Link: Commander Preston Rain

    Flavor: Salvaged from the recent bouts of northern exploration, the Stormer’s hull can withstand even the toughest ice. The ships her captain intends to ram with her powerful bow, on the other hand, aren’t nearly as resilient.

     

    Commander Preston Rain
    Nexus Alliance
    Points: 9
    Ability: Marine. Once per turn, roll a d6. On a 5-6, give this ship may be given an extra action.
    Link: Stormer

    Flavor: Commander Rain is the kind of man who will utilize risky tactics, but condemn others who would do the same. Despite his contrary attitude, his leadership has proven crucial in uniting some of the Alliance’s newer members under the ideals of the Nexus.

    #17729
    Xerecs
    Moderator

    We transition from the 3 mast line to the 2 mast line, we’ve now officially seen half of the Nexus Alliance’s regular roster!

    Lightning
    Nexus Alliance
    Points: 10
    Masts: 2
    Cannons: 2L-4S
    Cargo: 2
    Movement: S+S+S
    Ability: You may give this ship a shoot action to make one L-range Rank 3 electric attack against a target ship (it may make no other attacks). If it hits, do not eliminate a mast; instead, the target and its crew cannot use their abilities on the target’s next turn.

    Flavor: How exactly this ship is able to redirect lighting strikes is unknown. Many however suspect it has something to do with the lighting rods affixed to the tops of her masts and elsewhere on her deck.

     

    Dagger
    Nexus Alliance
    Points: 9
    Masts: 2
    Cannons: 2S-3S
    Cargo: 3
    Movement: L
    Ability: This ship gets +1 to her ram rolls.

    Flavor: Small and unassuming, the Dagger is often dismissed as a non-threat. That is a mistake that the ship’s crew rely on to surprise their enemies.

    #17734
    Xerecs
    Moderator

    Two more for the Nexus Alliance!

     

    Javelin
    Nexus Alliance
    Points: 11
    Masts: 2 (A)
    Cannons: 2L-3L
    Cargo: 4
    Movement: S+L
    Ability: When this ship is given a shoot action, roll a d6 before any other dice are rolled. On a 6 lightning strikes every enemy ship within L. The affected ships have their base moves reduced to S until the beginning of your next turn.

    Flavor: The sister of the Lightning, the Javelin seems to have a similar weapon. Curiously however, she lacks the Lighting’s signature lighting rods.

     

    Spearhead
    Nexus Alliance
    Points: 9
    Masts: 2 (A)
    Cannons: 3S-4S
    Cargo: 5
    Movement: L+S
    Ability: When this ship rolls a 6 on a cannon roll, the target ship may not be given an action on its next turn.

    Flavor: As her name suggests, the Spearhead is often chosen to be the focal point of offensive battle formations.

    #17735
    Ben
    Keymaster

    Those are pretty powerful abilities on Javelin and Spearhead; it’s possible both should see a point cost increase.  Spearhead would arguably be worth 9 without her ability, so I could see her going to 12-13 for playtesting.  Feels like a high-reward hybrid ripe for World Hater, or even just a cannoneer/musketeer.

    #17742
    Xerecs
    Moderator

    Two more for the Alliance!

    Trident
    Nexus Alliance
    Points: 4
    Masts: 2
    Cannons: 3S-3s
    Cargo: 3
    Movement: S+S+S
    Ability: This ship cannot load the last treasure from an island.

    Flavor: Trident insignias are emblazoned all across this ship’s hull and sails. Her crew believe that this brings good fortune upon them.

     

    Fishing Tiger
    Nexus Alliance
    Points: 3
    Masts: 2
    Cannons: 4S-5S
    Cargo: 2
    Movement: S
    Ability: This ship cannot load treasure of any kind.

    Flavor: A converted fishing boat, the Fishing Tiger was meant to be a small cargo hauler. Her conversion however left her with barely any cargo space and significantly reduced her speed.

    #17745
    Xerecs
    Moderator

    Two more the the Nexus Alliance as the cycle continues!

     

    Pilum
    Nexus Alliance
    Points: 4
    Masts: 2
    Cannons: 2L-2L
    Cargo: 1
    Movement: L+L
    Ability: This ship cannot shoot when she carries treasure.

    Flavor: Converted from a merchant ship, the Pilum has been optimized for quick decisive combat actions. As a result there is almost no room onboard for treasures or other goods.

     

    Short Blade
    Nexus Alliance
    Points: 4
    Masts: 2
    Cannons: 2S-3S
    Cargo: 4
    Movement: S+L
    Ability: This ships base move becomes S when she reaches her cargo limit.

    Flavor: The least remarkable of the blade line of ships, the Short Blade is poorly armed. Her lack of armament however allows her to achieve slightly greater speeds on the waves.

    #17753
    Xerecs
    Moderator

    Two more as we approach the end of this cycle!

    Sawtooth
    Nexus Alliance
    Points: 4
    Masts: 2
    Cannons: 3S-3L
    Cargo: 5
    Movement: L
    Ability: This ship ignores Iceberg terrain.

    Flavor: Built in the frigid southern reaches of Alliance waters, the Sawtooth has shown remarkable resistance to cold and antarctic temperatures.

     

    Flintlock
    Nexus Alliance
    Points: 11
    Masts: 2
    Cannons: 2L-2S
    Cargo: 3
    Movement: S+S
    Ability: When this ship rolls a 6 on a cannon roll, eliminate an extra mast and cargo from the target ship.

    Flavor: Experimental cannons from Ionic smiths have been installed on this vessel. The results so far have exceeded expectations.

    #17755
    Xerecs
    Moderator

    Two more for the Nexus Alliance at the end of this cycle.

     

    Bosun’s Blunder
    Nexus Alliance
    Points: 9
    Masts: 2
    Cannons: 3S-4S
    Cargo: 4
    Movement: L
    Ability: This ship gets +1 to her cannon rolls against targets within S of her.

    Flavor: Many of this ships long range guns were removed and allocated to larger ships, leaving only a small armament of short range cannons. To compensate, the crew have begun training for close quarters engagements.

     

    Split Peas
    Nexus Alliance
    Points: 13
    Masts: 2
    Cannons: 3S-2S
    Cargo: 3
    Movement: S+L
    Ability: When this ship is given a shoot action, you may eliminate one of her masts to cancel all crew and ship abilities of one enemy ship within S until the beginning of your next turn.

    Flavor: The crew of this vessel have taken to intentionally felling one of their masts when engaging enemy ships in close quarters. Though the tactic is questionable at best the Split Peas has so far survived every battle.

    #17756
    Xerecs
    Moderator

    We start this new cycle with the English, and their last two regular ships from the set! When we next see them we’ll be diving into their crew selections and their singular fort!

     

    HMS Cornwall
    English
    Points: 10
    Masts: 2
    Cannons: 3L-4S
    Cargo: 4
    Movement: L
    Ability: Armed Merchant.

    Flavor: HMS Cornwall was outfitted with cannons and weaponry when she began to skirt Nexus Alliance waters. Unfortunately, no one made a point of instructing her crew on how to use these supplies.

     

    HMS Nimbus
    English
    Points: 7
    Masts: 1
    Cannon: 4S
    Cargo: 3
    Movement: S+S
    Ability: Forts get +1 to their cannon rolls against this ship.

    Flavor: HMS Nimbus began her career as a training boat for English marines, but has now made numerous trips into the Nexus Archipelago as an advance scout ship.

     

    Armed Merchant: Once per turn as a free action one of this ships cannons may shoot at one enemy target within range. The shot may not have it’s range or rank increased.

    #17758
    Woelf
    Moderator

    Spearhead

    Ability: When this ship rolls a 6 on a cannon roll, the target ship may not be given an action on its next turn.

    This should probably have some extra limitations built in.  The simplest would be to make it an optional effect that you use instead of firing normally, and then add a die/cannon limit, like a max of two.

    That wouldn’t change anything for this ship, but would make it far more resistant to being copied onto something larger where you’ll have far more chances to roll a 6, and where entire fleets could be shut down with several good rolls.

    Split Peas

    Ability: When this ship is given a shoot action, you may eliminate one of her masts to cancel all crew and ship abilities of one enemy ship within S until the beginning of your next turn.

    What’s the intended timing on this ability?   Do you have to eliminate the mast before rolling anything, or can you choose to eliminate one after you’ve fired some/all of them?

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