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  • #18003
    Xerecs
    Moderator

    Missed a couple days, so a large helping of the Ionics as the cycle closes, their last regular ships, fort and some crew!

     

    Scodon
    Ionic
    Points: 6
    Masts: 2
    Cannons: 4S-4S
    Cargo: 5
    Movement: S
    Ability: Ghost Ship.

    Flavor: Converted from a garbage barge, the Scodon is considered the lowest assignment in the navy. The admiralty insists that the duties the ship carries out are important, despite evidence to the contrary.

     

    Birkaz
    Ionic
    Points: 13
    Masts: 2
    Cannons: 2L-3L
    Cargo: 4
    Movement: S+L
    Ability: This ship gets -1 to her cannon rolls when a helmsman is assigned to her. This ship cannot be shot at by ships within S of her.

    Flavor: The crew of this vessel have pioneered the art of firing broadside salvos while under full sail.

     

    Rynah
    Ionic
    Points: 9
    Masts/Flags: 6
    Cannons: 2L-2L-2L-2L-2L-2L
    Ability: This forts flags may only be eliminated by a Musketeer or a Marine crew.

    Flavor: A small island off the southern coast of the Ionic homeland, Rynah is often mistaken as uninhabited. Not only is this untrue, but the island boasts one of the most formidable fortifications in the southern hemisphere. Many have speculated what could be so important to warrant such a defense.

     

    Lerus
    Ionic
    Points: 10
    Ability: If a sea creature begins its turn within L of this ship, it gets +L to its base move that turn. If this ship is within S of a sea creature at the beginning of its turn, it gets +S to its base move and +1 to its cannon rolls.

    Flavor: One of the few who saw that not every beast of the sea was a fearsome monster, Lerus was gravely wounded in a battle long ago. He was cared for and nursed back to health by sea creatures he had trained and cared for.

    #18014
    Xerecs
    Moderator

    We conclude this cycle with the last Mercenary crew of the set!

     

    Warlord Rundark, the Barbarian
    Mercenary
    Points: 9
    Ability: Ex-Patriot. Loyal: Mercenary. Once at the beginning of each of your turns, roll a d6. On a result of 6, any ship in your fleet may be given two actions that turn. When this ship is sunk, instead of eliminating her from the game, place her S away from her Home Island, or docked at the closest friendly fort without any of her masts.

    Flavor: TBD

     

    Eret Erickson
    Mercenary
    Points: 5
    Ability: Ex-Patriot. Explorer. One of this ship’s treasures is worth +1 gold when unloaded at your home island. If this crew is eliminated, place it on your home island.

    Flavor: TBD

     

    Ruffian
    Mercenary
    Points: 7
    Ability: Ex-Patriot. Fear. Marine.

    Flavor: TBD

    #18016
    Ben
    Keymaster

    Some neat customs!  I do like some of the implications of those Ex-Patriot crew.  Erickson might see usage on a ship with Dories or a Hoist.

    Rynah seems like a really extreme fort.  She has a high gold cost to match, but it will be interesting to see if it might be broken despite that.  It would be the ultimate game extender in 2 player games, because an opponent is extremely unlikely to be able to destroy it. (making it harder to reach a gold endgame condition)

    #18019
    Woelf
    Moderator

    Rynah
    Ionic
    Points: 9
    Masts/Flags: 6
    Cannons: 2L-2L-2L-2L-2L-2L
    Ability: This forts flags may only be eliminated by a Musketeer or a Marine crew.

    Rynah seems like a really extreme fort.  She has a high gold cost to match, but it will be interesting to see if it might be broken despite that.  It would be the ultimate game extender in 2 player games, because an opponent is extremely unlikely to be able to destroy it. (making it harder to reach a gold endgame condition)

    You could cut the number cannons in half and/or double the price and this one would still be problematic.     If an opponent doesn’t have a Musketeer or Marine, neither of which is a particularly popular ability to use, this fort is effectively invincible.   Even if a player does happen to have one or two in their fleet, this fort’s cannons will tear the ship(s) apart long before it takes any meaningful damage.

    As a general rule of thumb, anything that requires a very specific ability to counteract should be avoided, unless it comes with some serious negative effects of its own.   (For example, submerged ships can’t shoot or dock.)

    #18020
    Xerecs
    Moderator

    We begin a new cycle with the Nexus Alliance! We’re rapidly approaching the end of their regular line-up of ships and will be moving into forts and crew soon!

     

    Tidepool
    Nexus Alliance
    Points: 2
    Masts: 1
    Cannon: 3L
    Cargo: 2
    Movement: L+L
    Ability: Treasure coins always take up two cargo on this ship.

    Flavor: Originally christened as “Rising Tide”, the Tidepool came about its name from the many leaks in her hull, leaving artificial tidepools in her bilge.

     

    Fishhook
    Nexus Alliance
    Points: 2
    Masts: 1
    Cannon: 4S
    Cargo: 1
    Movement: S
    Ability: This ship sinks when her last mast is eliminated.

    Flavor: A poorly converted fishing boat, the Fish Hook is a remnant from the early days of the Alliance, before their navy was properly founded.

    #18021
    Xerecs
    Moderator

    The Cycle continues with two more for the Alliance!

     

    Stewpot
    Nexus Alliance
    Points: 6
    Masts: 1
    Cannon: 3L
    Cargo: 3
    Movement: L
    Ability: If a crew on this ship would be eliminated, turn it face down instead.

    Flavor: Sailors across the Nexus Archipelago clamor for a chance to serve on this vessel. Not only for glory and honor, but for the famous galley that has some of the best food on the seas.

     

    Fishbait
    Nexus Alliance
    Points: 3
    Masts: 1
    Cannon: 4S
    Cargo: 4
    Movement: L+S
    Ability: Sea creatures get +1 to their die rolls against this ship.

    Flavor: No matter where she sails, the Fishbait always seems to be followed by sea life, from the benign to the monstrous.

    #18022
    Xerecs
    Moderator

    As a general rule of thumb, anything that requires a very specific ability to counteract should be avoided, unless it comes with some serious negative effects of its own.

    Wolves does almost the exact same thing….. However I do see the point.

    “Ships can only eliminate this forts flags on a cannon roll of 6. Musketeers or Marines can eliminate up to two flags on this fort when they hit.”

    Would the above work better as an ability, if nothing else is changed about the fort?

    ——————————————————————————————————–

    The Cycle continues, with two more the Nexus Alliance!

     

    Brick
    Nexus Alliance
    Points: 12
    Masts: 1
    Cannon: 3L
    Cargo: 4
    Movement: S
    Ability: Limit. At the beginning of each of your turns, choose any ability possessed by any ship or crew in play; this ship has that ability. You may make a different choice each turn.

    Flavor: The first ship constructed by the Alliance, the Brick is special to many of the older Alliance sailors. She represents the potential of the Alliance and the Nexus Archipelago.

     

    Dogbite
    Nexus Alliance
    Points: 13
    Masts: 1
    Cannon: 4L
    Cargo: 4
    Movement: L
    Ability: This ship may repair at sea or at any wild island. This ship gets +L to her base move if she has no open cargo spaces.

    Flavor: Most ships become slower when piled with goods and cargo. The Dogbite is not most ships, and seems to become faster the more is placed into her hold.

    #18023
    Woelf
    Moderator

    Wolves does almost the exact same thing….. However I do see the point.

    “Ships can only eliminate this forts flags on a cannon roll of 6. Musketeers or Marines can eliminate up to two flags on this fort when they hit.”

    Would the above work better as an ability, if nothing else is changed about the fort?

    Wolves works because it affects all players equally, usually shows up semi-randomly on an island, and the effect can be ended with a single shot.

    But, yes, that adjustment works.   It’ll still be a very tough fort to beat, but not invincible without those specific abilities.

    #18024
    Xerecs
    Moderator

    But, yes, that adjustment works.   It’ll still be a very tough fort to beat, but not invincible without those specific abilities.

    I’m intending that a ship would need to roll a 6 to hit, but a Musketeer or a Marine wouldn’t need to roll a 6 to hit the fort. Is that clear from the ability text as it is currently worded?

    #18028
    Woelf
    Moderator

    I’m intending that a ship would need to roll a 6 to hit, but a Musketeer or a Marine wouldn’t need to roll a 6 to hit the fort. Is that clear from the ability text as it is currently worded?

    You should put the text about the Marine and Musketeer first, then.   Even though the other part does say “ships”, having it listed first does kind of imply that the same goes for the others too.

    Either way, things are a bit nebulous for the Musketeer, because it’s technically adding a cannon to the ship rather than being its own separate thing.  It could be argued that they still need to roll a 6 to hit, but would eliminate two flags when they did.

     

    ADDED:

    Actually, a more clear alternative would be to call the distinction out directly, maybe something like this:

    “Ships can only eliminate this fort’s flags on a cannon roll of 6.    Marines and Musketeers can hit this fort normally, and eliminate up to two flags when they do.”

    #18029
    Xerecs
    Moderator

    The cycle continues as we approach the end of the Nexus Alliance regular roster of ships!

     

    Darby’s Wish
    Nexus Alliance
    Points: 6
    Masts: 1
    Cannon: 3S
    Cargo: 3
    Movement: S
    Ability: This ship cannot load the last treasure from a wild island.

    Flavor: Small and slow, the Darby’s Wish is always last to a new island or settlement. Her crew are former pirates, and are not often welcomed because of this.

     

    Rot of Undra
    Nexus Alliance
    Points: 8
    Masts: 1
    Cannon: 3L
    Cargo: 4
    Movement: L+S
    Ability: Turtle ship. This ship gets +1 to her cannon rolls against Pirate ships.

    Flavor: The crew of the Undra are all survivors of pirate raids, and have lost friends and family to ravaging pirates. They have found a common cause and have banded together under the flag of the Nexus Alliance to take revenge on any ship flying the Jolly Roger.

    #18031
    Xerecs
    Moderator

    The Cycle continues with two more for the Alliance!

     

    Roger Jolly
    Nexus Alliance
    Points: 10
    Masts: 1
    Cannon: 4S
    Cargo: 3
    Movement: S
    Ability: This ship ignores terrain.

    Flavor: The crew of the Jolly have circumnavigated the globe at least twice. The shallow draft of their ship allows them to practically skip over the water and ignore almost any terrain they encounter.

     

    Picaron
    Nexus Alliance
    Points: 10
    Masts: 1
    Cannon: 5L
    Cargo: 4
    Movement: S
    Ability: When this ship is given an explore action, you can swap a treasure on the wild island for a crew on any friendly ship.

    Flavor: The Picaron was an American slave ship that was taken when she passed too close to Alliance waters. The newly liberated “cargo” all joined in with the Alliance, and those that have not have been promised a return to their homes.

    #18036
    Xerecs
    Moderator

    The last three regular Alliance ships as this cycle nears its close!

     

    Shu Fitts
    Nexus Alliance
    Points: 7
    Masts: 1
    Cannon: 2L
    Cargo: 4
    Movement: L
    Ability: Ionic crew may use their abilities on this ship.

    Flavor: In an offer of good faith, the Ionics gifted this ship to the Nexus Alliance. Alliance admiralty allows any Ionic sailor to serve aboard this vessel.

     

    Klaxon
    Nexus Alliance
    Points: 11
    Masts: 1
    Cannon: 2L
    Cargo: 5
    Movement: S+S
    Ability: This ship can only be given actions when she carries treasure.

    Flavor: The often obstinate crew of this vessel are either highly motivated or not. Nexus Admiralty has found that gold, and large portions of it, are what motivate the crew.

     

    Model
    Nexus Alliance
    Points: 7
    Masts/Flags: 1
    Cannons: 4S-4S-3S-3S
    Cargo: 0
    Movement: T
    Ability: Flotilla. Extended Range. Once per turn one of this Flotilla’s cannons may shoot again if it misses.

    Flavor: Based on plans acquired from the Spanish, the Model is usually situated off the coast of Nexus Tower.

    #18038
    Xerecs
    Moderator

    We close this cycle with two forts for the Alliance!

     

    Nexus Tower
    Nexus Alliance
    Points: 30
    Flags: 8
    Cannons: 2L-2L-3L-3L-3L-3L-4L-4L
    Ability: When your ship docks at an island, on the next turn, place this fort, it now acts as a second home island.

    Flavor: The largest base the Alliance has built, on the largest island they control. The Nexus Tower is like a second home for most members of the Alliance, and they would willingly lay down their lives to defend it.

     

    Brig Rock
    Nexus Alliance
    Points: 10
    Flags: 5
    Cannons: 2L-2S-3L-3S-4L
    Ability: For every ship within S of this forts island at the beginning of your turn, roll a d6. On a 5-6 eliminate one mast from, and replace another mast with a fire mast on the target ship.

    Flavor: Brig Rock holds the Nexus Alliance’s most dangerous and notorious prisoners. They have placed thousands of mines around the island to prevent ships from getting too close.

    #18039
    Ben
    Keymaster

    When your ship docks at an island, on the next turn, place this fort, it now acts as a second home island.

    It sounds like the Nexus Tower is mandatory to build?  Ex: Once you have at least 30 gold on your HI, you would have to build it at the next opportunity after docking.

    I can’t quite tell if it’s supposed to get around the regular fort rules where a ship has to be docked there to build it.  Does the ship in question have to stay at the island on the following turn, or can it leave and the fort is still built at the end of your next turn anyway?

    #18040
    Xerecs
    Moderator

    It sounds like the Nexus Tower is mandatory to build?  Ex: Once you have at least 30 gold on your HI, you would have to build it at the next opportunity after docking.

    I can’t quite tell if it’s supposed to get around the regular fort rules where a ship has to be docked there to build it.  Does the ship in question have to stay at the island on the following turn, or can it leave and the fort is still built at the end of your next turn anyway?

    I copy/ pasted the ability from the Master Spreadsheet for the unreleased Puerto Blanco(did we discuss how this would work in a game in the unreleased podcast?); I don’t think it should be mandatory to build this fort.

    I think it does, but I’m not too sure. I think it could go something like this: Dock your ship at an island, utilize the ability of the Fort, end of turn. Your next turn begins, the fort is placed on the island, the docked ship is given an action. I wouldn’t mind if Woelf could weigh in on this one, since this was technically a WK ability.

    ——————————-

    A new cycle begins, with the last English crew in the Farthest Shore!

     

    Commodore Joseph Crowne
    English
    Points: 4
    Ability: Shipwright. Once per turn, this ship may shoot a double shot at one target within S of her. Declare which cannon will shoot the double shot. Standard rules for double shot apply.

    Flavor: Commodore Crowne rose through the ranks from a common sailor. Though he is now tasked with command and tactics, he has not forgotten the skills that propelled him up from a simple gunner.

     

    Peter Noble
    English
    Points: 8
    Ability: Privateer. If this ship wins a boarding party, she may take as much treasure from the other ship as she can carry. Crew placed on this ship do not take up cargo space.

    Flavor: Peter Noble cares more for the treasures he can store in his ship than the men that man it. So far, his despicable ways have not reaped severe consequences, but it is only a matter of time before someone calls him out.

     

    Gordon Read
    English
    Points: 4
    Ability: Once per turn, you may eliminate one of this ship’s crew to give her an extra action.

    Flavor: Gordon Read is a talented chef, who at one point cooked for the crown. However, his ill temper and open disgust for those who do not appreciate good food have landed him in the kitchens of the worst ships in the navy.

     

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

    #18041
    Xerecs
    Moderator

    The Cycle continues with the last American crew!

     

    John Harrison
    American
    Points: 9
    Ability: Privateer. Marine. If this crew rolls a 5 or 6 on a gun roll against a ship or fort, eliminate two masts or flags from the target.

    Flavor: John Harrison is cut from a different cloth than the rest. A brilliant tactician, but completely devoid of mercy, Harrison cares not who is in his way, he will find a way to destroy them.

     

    Viktor Vasko
    American
    Points: 4
    Ability: This ship gets +1 to her boarding rolls. She gets +2 against ships with more masts than her.

    Flavor: A mountain of a man, Viktor is more than capable of literally ripping a man in two. Once dynamic with Mordecai Heller, the two split after Viktor’s leg healed badly from a musket wound.

     

    David Hunter
    American
    Points: 7
    Ability: Privateer. Marine. This crew gets +1 to its gun rolls against Cursed ships, forts, and crew.

    Flavor: After witnessing his family torn apart by Cursed fiends, David Hunter has dedicated himself to hunting down and killing every last one that haunts the waves. His ultimate desire is to slay Davy Jones.

     

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

    #18047
    Xerecs
    Moderator

    Missed a day, so a double helping, some more treasure and the last regular Cursed crew!

     

    Harlan Storm’s Cutlass
    Ability: Hoarding Gold. This ship gets +1 to her cannon rolls when she is docked at an island. If this treasure is on the same ship as Harlan Storm she gains the gold capture ability.

     

    Amanda Dalgaard’s Scimitar
    Ability: Ghost Ship. If this treasure is on the same ship as Amanda Dalgaard she gains +1 to her boarding rolls for every crew on this ship.

     

    Garsva the Tortured
    Cursed
    Points: 9
    Ability: Eternal. Once per turn, this ship may initiate a boarding party from within S away from an enemy ship without ramming. The boarded ship may not use any boarding bonuses. Once per turn, roll a d6. On a 5-6, this ship may be given an extra action.

    Flavor: Garsva found a Djin and wished for immortality. He got his wish. No sword or gun can kill him, not even a direct shot from a cannon. However, his body withers and rots, while the spirit and mind continue on, leading to his moniker as the Tortured.

     

    Anac-su-muhn
    Cursed
    Points: 6
    Ability: This ship gets +1 to her die rolls.

    Flavor: In life Anac was the concubine of a Corsair Captain. Despising her life and her captivity, she gave herself to the Sea, and the demons that dwell in the dark waters. Now she commands the Cursed ranks alongside the reborn Davy Jones, with a deadly beauty.

    #18059
    Xerecs
    Moderator

    The Cycle continues, two more crew for the French!

     

    First Officer Bruno Florent
    French
    Points: 7
    Ability: Loyal: France. Once per turn, roll a d6. On a 5-6, this ship may be given an extra action. This ship gets +1 to her cannon rolls against English ships.

    Flavor: A slave who killed his cruel master on the way to a diplomatic meeting, Bruno was sure the captain of the war galleon they were sailing upon would have him killed. Instead, seeing his fierce nature, the captain offered him a new life and name aboard the vessel, and he was welcomed into the crew.

     

    Sir Christian Le Bret
    French
    Points: 7
    Ability: Fear. Marine. This crew gets +1 to its gun rolls against any target.

    Flavor: Famous for his fighting prowess, and feared for his reputation as the best swordsman in Europe, Le Bret has taken to the seas, hoping to turn the tides in the struggle for the Farthest Shore.

    #18156
    Xerecs
    Moderator

    The cycle continues after a couple days! The Ionics would be up next, but instead we’re going to see some generic crew and equipment. Most of the generic crew in the Farthest Shore are Nexus Alliance faction, since they’re the newest kids on the block and will get one of every existing generic crew, from Captains to Silver Explorers. However, they also will get two new generic crew, one that was first seen in my first set, Return of Davy Jones, the Gunner.

     

    Gunner
    Nexus Alliance
    Points: 5
    Ability: 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.

     

    The second new crew is not unique to the Nexus Alliance, every faction in the set will get one, a generic Marine crew.

    Marine
    Points: 5
    Ability: Marine.

     

    WK pricing for Marine crew varied over the sets, almost all of the early versions of this ability were tied to a cannon bonus against a specific faction, which inflated their cost. Later sets included Marines with Loyal and Hostile to make them less expensive. For now I’m giving these generic ones a point cost of 5 as that seems fair given what the Marine ability can do. I’m open to potentially raising or lowering the point cost.

    Now for some equipment!

     

    Nexus Alliance Letter of Marque
    Equipment
    Points: 1
    Ability: This ship can use Parley against Nexus Alliance ships. If this ship shoots at a Nexus Alliance ship, remove Nexus Alliance Letter of Marque from the game.

     

    Triple Gun
    Equipment
    Points: 4?
    Ability: Choose one of this ships cannons (you may not make a different choice on your next turn). That cannon has 3 shots per shoot action. If that cannon misses, turn this equipment face-down. If that cannon rolls a 1, eliminate the associated mast and remove this equipment from the game.

    #18161
    Woelf
    Moderator

    Triple Gun
    Equipment
    Points: 4?
    Ability: Choose one of this ships cannons (you may not make a different choice on your next turn). That cannon has 3 shots per shoot action. If that cannon misses, turn this equipment face-down. If that cannon rolls a 1, eliminate the associated mast and remove this equipment from the game.

    What’s the intended function of turning it face down?

    If it’s meant to shut the effect down as soon as one of the shots misses, a rewording would make that more clear.  Something like this:    “Each time that cannon hits, it may immediately take an additional shot, up to 3 shots total.”

    If it’s meant to allow the shot to be assigned to a different cannon only after a (non-1) miss, you could make it much less complicated by simply removing that “may not make a different choice” restriction entirely.  It’s only going to work with a single cannon each shoot action, and you’ll generally want it on your best cannon each time, which isn’t going to change often unless that cannon goes away.  That also gets rid of any need to keep track which specific cannon it was assigned to.

    3 points seems reasonable for the effect.   4 or 5 would be more appropriate if it didn’t have the 1-roll penalty included.

    #18162
    Xerecs
    Moderator

    The Triple Gun is intended to function similar to how a longship has two cannons per mast, but give a specific mast three instead of two and is one of the reasons you can’t make a different choice each turn. The equipment should likely be re-worded to reflect that.

    “Choose one of this ships masts (you may not make a different choice on your next turn). When this ship is given a shoot action, that mast may roll three dice and count each as a separate attack. If any of the rolls are a 1, eliminate the associated mast and remove this equipment from the game.”

    ———————————————————

     

    The Cycle continues, with two more crew for the Ionics and a re-draft of their fort!

     

    Rynah
    Ionic
    Points: 9
    Flags: 6
    Cannons: 2L-2L-2L-2L-2L-2L
    Ability: Flags on this fort cannot be eliminated by shots unless the cannon roll is a 6. Shots from a Musketeer or Marine do not need to roll a 6 to hit.

    Tupir
    Ionic
    Points: 5
    Ability: Loyal: Ionic. Hostile: Pirates. Captain. Helmsman.

    Flavor: Tupir is driven and focused. He puts all of his time and energy into being the best he can be, and that leaves no room for friends or lovers.

     

    Aru
    Ionic
    Points: 10
    Ability: Once at the beginning of each of your turns, roll a d6. On a result of 6, any ship in your fleet can be given two actions that turn. This ships crew cannot be eliminated unless she sinks.

    Flavor: Aru is a smart fellow, cunning when he wants to be, and protective of his fellow Ionics. However, he often accepts circumstances as they are, and does little to change them.

    #18168
    Xerecs
    Moderator

    The pattern of the Cycle is going to shift, as we have now seen the entire faction line up for the English, Americans, Pirate, Cursed, Spanish and Mercenaries, leaving only the titular Nexus Alliance, French and Ionics left with ships or crew still to be seen. We’ve begun seeing the various Unique Treasures and some Equipment but we’ll likely be done with them soon. Still to come are the Super Rares of the Farthest Shore along with the SE and LE ships crew, and a few Islands. Today however we are cycling back to the Nexus Alliance with a double helping, the rest of their Forts and a crew!

    Crux Prime Base Camp
    Points: 6
    Flags: 3
    Cannons: 2L-3L-2L
    Ability: Two hits from the same shoot action are required to eliminate one of this fort’s flags.

    Flavor: Barely a fortification, this structure sits on an island at the edge of Alliance waters. Several attempted invasions of the island and Alliance territory have been turned away by the soldiers and cannons of this installation.

     

    Sentinel Outpost
    Points: 5
    Flags: 4
    Cannons: 4L-3S-4L-3S
    Ability: This fort eliminates two masts with each hit.

    Flavor: Hastily constructed on its island, the Sentinel Outpost was built on an island seized from enemies of the Alliance. It marks the beginning of the Alliance seeking to expand their influence and territory.

     

    Ravencloud Refinery
    Points: 6
    Flags: 6
    Cannons: 3L-3L-3S-3S-2L-2L
    Ability: This fort gets +1 to its cannon rolls against Cursed targets.

    Flavor: Cursed relics, ships and captives are brought to this installation to be ‘cleansed’. The Cursed have made an effort to destroy it, but have been blunted away by the Alliance’s military prowess.

     

    Epsilon Starcracker
    Points: 4
    Ability: This ship may look at up to two face-down coins on any wild island.

    Flavor: Epsilon fills a valuable and indispensable role for the Alliance. It is his task to scout new lands and locations for the expansion of the Nexus Alliance.

    #18174
    Xerecs
    Moderator

    Another double helping of the Nexus Alliance, as we see more of their crew!

     

    Jay Nichs
    Points: 6
    Ability: Loyal: Alliance. Hostile: Non-Alliance. Instead of giving this ship an action this turn, you can give another ship in your fleet two actions.

    Flavor: Jay Nichs is one of the oldest members of the Alliance. He is responsible for the recruitment of over half of the Alliance’s members, and as such is a valuable asset to the growth of the Nexus Alliance.

     

    Kurt Tussel
    Points: 0
    Ability: Limit. Ransom. Place this crew face up during setup. You may build your fleet using 5 more points than the game’s build total. This crew cannot leave this ship unless captured or eliminated.

    Flavor: Kurt was one of the first to join the Nexus Alliance, and went on several missions to help establish the base that would become Nexus Tower. His adventuring days now behind him, he oversees security of the Tower.

     

    Crash Helmut
    Points: 0
    Ability: Limit. Ransom. Choose one Nexus Alliance crew during setup; this crew is linked to that crew. Once per turn, you may re-roll any die roll you make for this ship; you must use the second die roll result.

    Flavor: Freidrich “Crash” Helmut is one of the few who are tasked with guarding and keeping safe the non-military installations and colonies that the Nexus Alliance possesses.

     

    Sherland Powers
    Points: 8
    Ability: Helmsman. Once at the beginning of each of your turns, roll a d6. On a result of 6, any ship in your fleet may be given two actions that turn.

    Flavor: Sherland is one of the best helmsmen in the Nexus Alliance, his skill piloting a ship is matched only by his tactical acumen. He is often called upon to navigate new areas of the sea to help expand the growing Alliance.

    #18175
    Xerecs
    Moderator

    Two more crew, including a linked pair for the Alliance as the new cycle continues!

     

    Naomi Nichs
    Points: 0
    Ability: Always place this crew face up: it cannot be eliminated unless its ship sinks. Crew placed on this ship cost no points, but they always each take up one cargo space. When this ship is hit, roll a d6. On a result of 5 or 6, move the crew with the highest point cost to a wild island chosen by the player to your left.

    Flavor: Sister of Jay Nichs, Naomi is in charge of running and maintaining Nexus Tower. Everything from tower security to maintenance is directly under her supervision.

     

    Commodore Beck “Strongheart” Epsilon
    Points: 5
    Ability: Marine. This ship gets +1 to its cannon rolls against any non- Nexus Alliance ship. This ship gets +2 to cannon rolls against the Cursed.
    Link: Melodie Foxtrot

    Flavor: One of Duke Exeter’s most reliable commanders, Beck Epsilon’s bravery and courage have made him a legend in his time. His one great desire is to rid the seas and the world of the menace that is the Cursed.

     

    Melodie Foxtrot
    Points: 5
    Ability: Helmsman. This ship gets +1 to her cannon rolls against ships with more remaining masts than her.
    Link:
    Commodore Beck “Strongheart” Epsilon

    Flavor: The right hand of Beck Strongheart, Melodie is a rough and tumble woman. She is always ready for a fight, and never backs down, even in the face of long odds. Beck has accredited some of his success to her, and relies on her when situations seem hopeless and desperate, since she often turns such situations into victories for the Alliance.

    #18176
    Xerecs
    Moderator

    Three more, with another linked pair for the Alliance!

    Durk FitzVander
    Points: 8
    Ability: Captain. This ship gets +1 to her cannon rolls against any non-Alliance ship.

    Flavor: Instrumental in securing the island that the Sentinel Outpost is located on, Durk FitzVander was placed in charge of security of the facility. He spends more time aboard ships patrolling the seas around the island than on the island itself.

     

    Lt. Brannon Landers
    Points: 5
    Ability: Captain. This ship gets +1 to her boarding rolls.
    Link: Sgt. Bronson Jarls

    Flavor: Landers is one of the brave souls that mans the Crux Prime Base Camp. Near constant action and combat at that location has made him the de-facto commander of the fortification.

     

    Sgt. Bronson Jarls
    Points: 7
    Ability: This ship gets +1 to her cannon rolls against ships within S. Once per turn when this ship hits an enemy ship, you may eliminate one crew from that ship.
    Link: Lt. Brannon Landers

    Flavor: Bronson Jarls is the next most senior officer stationed at the Crux Prime Base Camp after Brannon Landers. While Landers oversees and coordinates the overall defense of the fortification, Jarls mans the front-line, among the fellow soldiers of the Nexus Alliance.

    #18179
    Xerecs
    Moderator

    After a small break we return with two more crew for the Nexus Alliance!

     

    Theo Balfour
    Points: 5
    Ability: This ship gets +1 to her cannon and boarding rolls. She gets +2 to her boarding rolls against ships with more masts than her.

    Flavor: Though he claims to just be another soldier in the ranks, Theo Balfour is far more than that. Every new recruit must be trained, and Balfour has trained or helped to train every recruit since he joined the Alliance.

     

    Vance Rayburn
    Points: 8
    Ability: Loyal: Nexus Alliance. Marine. Explorer. When this ship hits an enemy ship eliminate one cargo from that ship.

    Flavor: Vance Rayburn was one of the best gunnery officers in the English navy, with an extensive knowledge of the weak points on a ship. However, he was expelled for “indecent conduct”. Striking out on his own, he eventually found his way into the ranks of the Nexus Alliance, where his skills and alternative lifestyle are not shunned.

    #18184
    Xerecs
    Moderator

    Finishing out this cycle with three more crew for the alliance!

     

    Argo Brassels
    Points: 5
    Ability: Loyal: Nexus Alliance. Marine.

    Flavor: In another life, Argo Brassels was a king’s marine. How he ended up in the ranks of the Nexus Alliance is a mystery, one he does not care to shed light on.

     

    Bud Kendrix
    Points: 5
    Ability: Loyal: Nexus Alliance. Marine.

    Flavor: A wandering drunk and stowaway, Bud Kendrix was fated for an early death. Fortunately for him, he found his way into the Nexus Alliance, which has given this former lost soul a second chance at life.

     

    Bullet Mullet
    Points: 6
    Ability: Musketer. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.

    Flavor: David “Bullet” Mullet was a trained musketeer in the court of France. He left the royal court when he saw how little the crown cared for the suffering of its subjects. He has found a new home in the Nexus Alliance and has been assigned to Nexus Tower.

    #18195
    Xerecs
    Moderator

    After a small break, we start a new short cycle with the last two regular French crew!

     

    Col. Edmond de Neuvillette
    Points: 6
    Ability: Musketeer. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.

    Flavor: Once apprenticed to Christian Le Bret, Edmond was never patient enough to learn how Le Bret mastered the art of combat and swordsmanship. As a result, while he is a talented fighter, he still finds himself in the shadow of his teacher.

     

    Vicomte Raol de Leroux
    Points: 3
    Ability: Parley. One of this ship’s treasures is worth +1 gold when she docks at your home island. This crew doesn’t take up any cargo space.

    Flavor: A nobleman who had the love of his life taken from him by a masked villain, Raoul de Leroux enjoys funding shipyards and the construction of new ships. Sailing on the open seas is sometimes the only way to forget about his lost love.

    #18220
    Xerecs
    Moderator

    After a small break, we return with more treasures from the Farthest Shore!

     

    Dr. Albert Overton’s Tools
    Ability: Give this ship a move action but do not move her. Instead, roll a d6. On a result of 5-6 you may repair one mast on ships within S of this ship. If this treasure is on the same ship as Dr. Albert Overton, once per game you may eliminate one of this ships treasures. If you do, place an equipment of your choice from outside the game on this ship.

     

    Beck Epsilon’s Map
    Ability: Give this ship a move action, but do not move her. Instead roll a d6. On a result of 5-6 you may move an enemy ship L.

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