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Ben
KeymasterIt is now down for me as well for the first time since the issue was reported.
Ben
KeymasterI revisted it in a bought of nostalgic collecting funded by tax returns and stumbled in here on a whim after I kept being directed here for googling keyword lists!
Huzzah! Glad to know that my efforts here have started to pay off with SEO and whatnot/etc. 🙂 I do like having all the major rules documents in PDF form on the homepage.
Ben
KeymasterOne of my brothers tried to cheese that version with the copying Jones to get Broadsides on a ten mast.
O_O Wow, that is actually brilliant… except I still wouldn’t want to take such a huge risk just for the chance at one extra hit. (which would likely be a small percentage of the total damage as opposed to a 2 master with BA)
Ben
Keymaster-Broadsides Attack prevents the use of all other offensive abilities that could apply to the shoot action, including but not limited to the Longship keyword, the Musketeer keyword, abilities that eliminate crew, abilities that eliminate additional masts, and abilities that can modify or re-roll the die.
Does that include the Reverse Captain ability that lets you move after shooting?
Ben
Keymaster@Mechavelli: As with other house rules, let us know how it goes if you do. Can provide valuable feedback for players to use in the future.
but you can use it in conjunction with a captain (unless I’m wrong), which has caused some confusion and salty situations more than once.
You can, but that’s actually a great point I hadn’t thought of before….
No other abilities (including re-rolls, die roll modifiers, offensive abilities of this ship, and defensive abilities of the target) can be applied to this shoot action.
Shoot action, versus captain having the shoot as part of the move. Doesn’t look like the Code specifically covers the Reverse Captain ability though so that’s worth asking about.
Sometimes BA is more of a disaster than I even realize…. XD
Ben
KeymasterWelcome aboard!
I recently bullied my younger sister into playing it with me again anf we enjoyed it more as adults than we did as kids.
Yikes. 🙁 Nobody should be forced to play a game they don’t want to play.
That and you can scale the game as much as you like, I’ve played massive 500 point games before with friends that took a weekend of on and off play as well as designing little campaigns with set fleets and crew.
Sounds familiar. 😀 Feel free to post how your games went in the Battle Reports thread.
Ben
KeymasterI’m able to access it fine, but some folks at the Facebook group said something similar this weekend.
Ben
KeymasterOne of the ultimate combos from Pirates of the Epic Seas!! This is a 10 master and linked crew I made in 2018 that is one of the most grand and epic things in the entire set! Prepare for your doom!!!!!
Cataclysm
Type: Ship
Faction Affiliation: Cursed
Rarity: LE
Point Value: 48
Number of Masts: 10
Cargo Space: 9
Base Move: S
Cannons: 4S-3S-2L-3L-4L-5L-5L-2S-5S-5S
Ability: Junk. Exploding Shot. If this ship wins a boarding party, she may either take as much treasure from the other ship as she wants, up to her available cargo space, or eliminate all of the other ship’s crew. If this ship loses a boarding party, replace one of the winning ship’s masts with a fire mast.
Link: Volgaad The Volcano GodFlavor text: Were an otherworldly event to befall those on the seas, a retreat to land would follow. Volgaad commands the Cataclysm with certainty that his powers will doom any who seek refuge on islands. All that’s left is to unite the forces of evil to complete the coming apocalypse and the age of extinction can begin.
Volgaad The Volcano God
Type: Crew
Faction Affiliation: Cursed
Rarity: LE
Point Value: 10
Ability: This crew can only use its abilities on the Cataclysm. This crew’s abilities cannot be copied. Once per turn if this ship is within S of a wild island, you may eliminate everything on the wild island (not docked at it) from the game. If so, give all ships except this one within L of the island up to 2 fire masts; ships docked at the island receive up to 3 fire masts. Then eliminate 20 gold from your home island. The wild island cannot be docked at or used for 3 turns.
Link: CataclysmFlavor text: Standing over 7 feet tall and muscular beyond reason, Volgaad is almost permanently smiling. With bloodlust bordering on the psychopathic, his greed knows no bounds. Blessed with a unique power to move tectonic plates of the world’s crust, he can disrupt nature’s beauty with grand displays of chaos. He brings his hands and arms up into the sky, and volcanoes answer his call with massive eruptions. With his laughing echoing for miles around, his lack of enemies stem from the fear that no one can defeat him.
Volgaad would love to combine his powers with those of other Cursed overlords to cause a massive extinction event on the level of those throughout history, like the biggest loss of life in history. “We’re in the endgame now.”
April 27, 2019 at 8:40 PM in reply to: Would you ever trade a non-duplicate to get something you really wanted? #4371Ben
KeymasterIt is no different then swapping old car parts or any other collectible really
True, I just wondered if I would regret trading away my only Nautilus. It was worth it, but I did miss having the ship available for a while. It’s partly a case of whether or not you’ll really miss something you had for a while and started to take for granted.
Ben
KeymasterThe ship has the BA ability, it’s on page 2 of The Pirate Code.
Ben
KeymasterI love the Faux Roi, such an interestingly bad 5 master. 🙂 So bad in fact that she’s worse than the other bad cheap 5 master, the Cursed Mourning Star. I’m not sure that an 8 point 5 master is a good idea, but I think she could come down to 9 points. Great flavor text too!
Lava Flow
Type: Ship
Faction Affiliation: Mercenary
Rarity: U
Point Value: 16
Number of Masts: 4
Cargo Space: 4
Base Move: S
Cannons: 3S-4L-4L-3S
Ability: Mercenary. Extended Range. Firepot Specialist.
Link: Lava QueenFlavor text: Piloted by the Lava Queen, this slow vessel is often seen in the Pacific. Her crew are specially trained to handle hot, explosive, and dangerous ammunition.
Lava Queen
Type: Crew
Faction Affiliation: Mercenary
Rarity: C
Point Value: 5
Ability: Ex-Patriot. If this ship succeeds at a ram, replace one of the enemy ship’s masts with a fire mast. Cargo with “fire” in the name doesn’t take up cargo space on this ship.Flavor text: Most of this woman’s time on land is spent in volcanic areas. She enjoys collecting dangerous fluids and coming up with new ideas for arson at sea.
Corrosion
Type: Ship
Faction Affiliation: Mercenary
Rarity: U
Point Value: 17
Number of Masts: 4
Cargo Space: 2
Base Move: L
Cannons: 2L-2S-2S-2L
Ability: Mercenary. This ship cannot carry equipment. Enemies get -1 to their equipment rolls against this ship. At the beginning of this ship’s turn, roll a d6 for all ships within S of this ship. On a 4-6, the target cannot shoot on their next turn.Flavor text: This ancient vessel has a way of spreading her rust to other ships in the vicinity. This normally results in decreased gunnery efficiency, and occasionally, total panic.
Ben
KeymasterOf the two, I feel that the Shrieking has a higher upside, with the L-Cancel ability (didn’t you say that was a bad idea?
It’s a very broken thing to have in terms of regular cancellers. In this case it happens on your own turn, which makes it impossible to make that ship unhittable, unlike an L-canceller that could shut down an enemy captain at both S and L gun ranges.
In addition, it’s only for one action. You wouldn’t be able to shut down enemy cancellers for the whole turn, so they could become active again after they recover from the shriek when it’s still your turn.
I’m interpreting her ability to mean that even friendly crew would be cancelled if they were caught in the shriek, correct ?
Yes, that too. Which makes it slightly riskier among friendly ships, though it would wear off before those friendly ships were given actions.
Reading the ability again, I think it will be fine because there’s just not that many specific CREW abilities worth cancelling on your own turn, outside of enemy cancellers or a defensive specialist like Joaquin Vega. Almost no crew in the game have a large effect on enemy turns when it’s not their own turn. (if that makes sense lol)
Would Curtis’s ability fall under the same umbrella as a SAC crew, as in, the crew must be eliminated and stay eliminated for the re-roll to work?
Definitely, and all Sac abilities should be treated that way to prevent abuse/OP combos.
I have mixed feelings about the Combustion and the Flame Fiend because I actually have a similar-ish ship in the set following Seas of Doom
Huzzah, another set! XD I think it’s inevitable that some customs will have similar concepts. I actually feel slightly weird about the quantity of fantasy customs I’ve made, since I kinda swooped in and took a TON of ideas within the relatively short span of about a year. XD But of course, there aren’t many custom creators anyway, so I think it’s fine.
Would her ability still work if “Devil” isn’t in English? (ex: Muerta del Diablo; RoDJ)
Absolutely, that makes sense.
Pursuit of Clarity
Type: Ship
Faction Affiliation: Pirate
Rarity: C
Point Value: 12
Number of Masts: 3
Cargo Space: 3
Base Move: S+S+S
Cannons: 4L-3L-3L
Ability: Schooner. Generic crew of any nationality can use their abilities on this ship. Mercenary crew can use their abilities on this ship.
Link: Richard BerryFlavor text: Claiming no affiliation with pirates, the oft-confused captain of this schooner is willing to listen to anyone tell him the meaning of existence. Although the ship is fast, the crew often have to resort to unsavory tactics to survive.
Richard Berry
Type: Crew
Faction Affiliation: Pirate
Rarity: C
Point Value: 6
Ability: Marine. This ship cannot be pinned.
Link: Pursuit of ClarityFlavor text: After escaping from prison, Captain Richard Berry took up an ill-fated quest to discover all life had to offer. So far, all he has gotten is confused crew members and an empty stomach. If his next plan doesn’t go well, he is prepared to abandon ship and live as a hermit.
Just kind of a funny/silly/odd/dumb combo I thought of as I ran out of other ideas that day. XD Berry is supposed to have a really weird combination of abilities, which makes him less practical.
Ben
KeymasterThank you again for the feedback, I think both crew could be reasonably useful in American fleets.
Time to reveal the “final” (could be more in the future) Cursed 6 masters!
Grand Shrieking
Type: Ship
Faction Affiliation: Cursed
Rarity: R
Point Value: 17
Number of Masts: 6
Cargo Space: 3
Base Move: S+S
Cannons: 4L-5S-4S-3L-4L-3L
Ability: Once per turn during YOUR turn, you may cancel all crew abilities within L of this ship for one action.
Link: “Screaming” MimiFlavor text: The former home of “Screaming” Mimi, this horror of the deep uses high-pitched shrieking from the crew to shock and scare enemies into submission.
Let out a big shriek at the right time and you might be able to cancel some crucial enemy crew abilities that would have stopped you. (like cancellers, etc) I might let the effect last for the whole turn if Mimi is aboard, but I don’t want to make it too powerful.
Devil’s Heir
Type: Ship
Faction Affiliation: Cursed
Rarity: R
Point Value: 15
Number of Masts: 6
Cargo Space: 4
Base Move: S
Cannons: 2L-4S-3S-3S-4S-2L
Ability: Junk. This ship gets +1 to her cannon rolls if there is another ship or crew within S of her with Devil in their name.Flavor text: Apparently the captain of Devil’s Heir is “young” for the Cursed. The imperialists have yet to find out what that means. What is known, however, is this vessel’s propensity for evil and as a potential “heir to the throne” if other devils falter.
I think both of these ships would be best as part of large battle fleets.
Curtis Sendele (pronounced “Send-uh-lay”)
Type: Crew
Faction Affiliation: Cursed
Rarity: U
Point Value: 5
Ability: You may eliminate at least 2 points of crew from this ship to reroll any d6 rolls made for this ship this turn. (no more than one reroll per d6 roll)
Link: Garnos SendeleFlavor text: The brother of Garnos Sendele, Curtis is of lesser rank but more brutish disposition. Jealous of his brother’s massive vessel, he often is extremely harsh on those below him, whipping them repeatedly until their maximum effort is reached.
Clearly a crew who would be best on a 10 master. He might be too expensive, but you could sacrifice two oarsmen or a shipwright/etc to reroll a LOT of things on a 10 master. (EA/AA, potentially up to 20 shots, boarding/ramming, etc)
Ben
KeymasterExactly I always thought it was funny that they made a crazy number of masts on ships without having even close to a realistic number of cannons lol(from what I understand and 10 masted ships are debatibly legend and myth)
Counting up the number of cannons on the artwork of the ship’s hull and decks is a much better metric than the number of masts/cannons in the game, which could be considered to be “blocks” or sections of cannons on the gun decks below that particular mast. The most heavily armed ships are 5 masters like HMS Titan, HMS Lord Algernon, and OE Deliverance, which I believe all have 90 cannons. (a 3 decker by Age of Sail standards, though not with the same distribution and alignment) There are weird discrepancies though, as different ships of the same type have vastly different armaments on the artwork, which sometimes don’t correspond at all to the cannons they have in the game.
The 10 masters usually just have two gun decks that don’t extend the entire length of the ship, and don’t end up having all that many cannons for how large they are. However that might be somewhat accurate since the historical version may have had 9 masts and 24 cannons.
Ben
KeymasterThe Zeus crewed by Emperor Blackheart, Grim the savage and a musketeer.24 shots from the same ship is as close as we can get to a realistic gunship(from what I understand most ship of the line had WELL over 20 cannons)or if you are playing a strictly 40 point game replace Blackheart with captain sao feng and Elizabeth Swan along with Hag of Tortuga can get you a good chance at taking 2 actions.
That’s actually extremely practical (not dumb/silly at all). The best 10 master in the game taking a ton of shots against opponents is a good way to sink a lot of ships. I think I get your point about extra cannons, but I just think it works better on a small longship. In a game from 2017 I think on VASSAL, I put a musketeer and marine on a 2 masted longship so that I had up to 6 shots per shoot coming from just 2 masts. XD
In your example, it would top out at 23 shots total because the Marine gets an action independent of the ship, so the Zeus getting an extra action would not give the Marine an extra shot or action.
The minimum armament for ships of the line varied over time. I’ve read that 50 cannons was the minimum consideration for a while, but that was increased to 64 in the 1700’s.
Ben
KeymasterNayalitu is a nice crew, great use of an ability that I didnt see as very viable on the crew I saw wizkids produce(this crew must be the first eliminated.)
I don’t recall seeing her negative ability on a Wizkids crew, but thanks!
Jerrison Beaner
Type: Crew
Faction Affiliation: American
Rarity: U
Point Value: 7
Ability: Captain. S-Board. [As part of a move action, this ship can initiate a boarding party against a ship up to S away from her, without having to ram. The boarded ship can’t use any boarding bonuses.]
Link: All American 2 and 3 masted shipsFlavor text: Jerrison Beaner is a junior captain steadily making his way up through the ranks. He is daring yet calculating, and has served on no less than nine ships (and counting) through his 7 years in the Navy thus far.
Darren Ogelvek
Type: Crew
Faction Affiliation: American
Rarity: C
Point Value: 2
Ability: This ship gets +1 to her cannon, boarding, and ramming rolls when this ship is within L of an enemy home island.Flavor text: Known as a “blockade artist”, Darren Ogelvek is getting paid handsomely by the U.S. government to cut off access to some Caribbean ports that would otherwise fuel an evil trade.
Ben
KeymasterGiven the minimal cargo space, I don’t think that the Ascent will ever have treasure on her. I suppose there’s a possibility of a UT or two finding their way on board, which would count as a treasure, but again I don’t think the odds of that happening are high.
I think she could work as an empty gold runner since she doesn’t need a helmsman, and that way she could use her positive ability more often.
Caliandros
Type: Crew
Faction Affiliation: Barbary Corsair
Rarity: C
Point Value: 7
Ability: Musketeer. S-Board.Flavor text: Wanting to provide as much value to the Corsair cause as possible, Caliandros has learned hand to hand combat skills from Achates, but only after being trained in small arms by Uluj Ali.
Nayalitu
Type: Crew
Faction Affiliation: Barbary Corsair
Rarity: C
Point Value: 5
Ability: Captain. Crew of any nationality may use their abilities on this ship. This crew must be the first eliminated from this ship.Flavor text: The beautiful Nayalitu defected from the Jade Rebellion to join a group of African corsairs. She still dresses as extravagantly she used to, which often attacts enemy fire when they learn she is the captain.
Ben
KeymasterRapid Ascent
Type: Ship
Faction Affiliation: Jade Rebellion
Rarity: R
Point Value: 8
Number of Masts: 1
Cargo Space: 2
Base Move: S+S+S
Cannons: 2L
Ability: Turtle Ship. This ship cannot be shot at while docked. This ship cannot shoot when she carries treasure.Flavor text: Climbing various mountains in Asia in record time, the crew of the Rapid Ascent emphasize speed and efficiency above all else, despite being given excellent cannons. Their goal is to become a favorite of the Emperor so they can escort him on short trips.
Ithuriel
Type: Crew
Faction Affiliation: Jade Rebellion
Rarity: U
Point Value: 7
Ability: Eternal. Crew Protect. [This ship’s crew cannot be eliminated unless she sinks.]Flavor text: Claiming to have been of Elvish descent, Ithuriel knows just how to protect both himself, his crew, and his ship from harm even during the most difficult missions.
Ben
KeymasterThanks for the feedback! This latest 10 master combo is actually one of the least interesting from the set, so feel free to give feedback on any of the others whenever you want. In fact, I probably haven’t made it clear enough, but feel free to give feedback on any of my customs even if they haven’t been publicly posted.
Bonus funny: When I saw the link on the Archfiend, my mind read Courtship of Elvis
Haha! Probably won’t make a Priscilla custom anytime soon…. XD
I think the Fleur de Lis might be underpriced. That “unsinkable” ability on a large ship could be pretty powerful. Though I think playtesting at 17 would work as a starting point.
The Sapphire of Dreams is quite underwhelming at 13. I think 9 points would be great. For comparison, the Belle Etoile is 13 points and better in every way. (but not really OP)
Combustion
Type: Ship
Faction Affiliation: Cursed
Rarity: R
Point Value: 19
Number of Masts: 6
Cargo Space: 3
Base Move: L
Cannons: 2S-3S-3S-3S-3S-2S
Ability: Firepot Specialist. Exploding Shot. When this ship is sunk by a hit or by scuttling due to fire masts, roll a d6 for every ship within S of her. On a 1-3, replace one of that ship’s masts with a fire mast.
Link: Flame FiendFlavor text: The Combustion is one of the most dangerous vessels afloat – not just to face in battle, but also to serve on. She carries an obscenely massive quantity of explosive devices and fire making materials. The excess reserves of ammunition slow her down and limit her capacity for carrying practical cargo. Still, it helps make the Flame Fiend recognized across borders as one of the most insane and dangerous foes on the sea.
Flame Fiend
Type: Crew
Faction Affiliation: Cursed
Rarity: C
Point Value: 9
Ability: Captain. S-Board. If this ship wins a boarding party, replace one of the enemy ship’s masts with a fire mast.
Link: CombustionFlavor text: This monster pioneered the use of fire torture. It has become common for him to set fire to enemy ships only AFTER forcing the crew to experience terrible burnings all over their bodies.
Ben
KeymasterMy group and I were thinking about how its wierd that you may only board by ramming or special ability so after thinking a little bit I figured maybe a ship may make ONE free boarding action at the start of its turn if its in contact with another.(this way if a ship is still jammed against yours you may board it but it also can’t be abused to allow you to board multiple vessels at the start of tour turn)This may need its own thread but it still is related to boarding rules
That’s actually how I thought boarding worked some time in the past. It’s rather bizarre that you have to re-ram or re-initiate contact with an enemy ship to board them again. I think I’ve read about different waves of boarding parties in history between ships that were essentially stuck together, locked in combat.
Makes a lot of sense, and I’ll consider adding this to my actual Basic Rules I like to use.
Ben
KeymasterAre you exploring a derelict ship, boarding an enemy ship, or just transferring cargo between your ships? There should likely be little to explore on a friendly cargo transfer.
I think this would apply to 1 and 3, since boarding is not part of an explore action of any kind. I suppose exploring an enemy derelict for the first time could take a full action; from what I see I think the original rule proposed here would mostly apply to friendly transfers, whether it involves a derelict or not.
I think that at the start OR end of your turn you should be able to LOOK at all treasure on ONE ship that is in contact with your ship as a free action. (Thematically it would take time thats why I think resricting it to once per turn at the beginning or end of a turn would help display that its a limited action that does actually take time)
I think that makes sense as well… so many small house rules we could potentially try out! XD
Ben
KeymasterSo…. Faradun can eliminate cargo optionally? Interesting. Could you go back and forth with him if you had enough shots?
Yup!
Would his minus to boarding rolls be counted as a bonus, for the sake of ability interaction?
Unfortunately it probably would. -1 definitely isn’t a “bonus”, but I have a feeling it would be ruled the other way.
Another thematic ability huh? Like consuming something/someone, or hoarding something/someone for consumption later?
Possibly. I think I had some previous ideas that didn’t work. Come to think of it, I could actually make a linked captain that requires a food sacrifice to use his abilities or something. XD (maybe 1 gold for non-EE games)
@JW: Very interesting combo with Ransom/WH.
Not many 10 masters left to release! O_O
Courtship of Evils
Type: Ship
Faction Affiliation: Cursed
Rarity: LE
Point Value: 29
Number of Masts: 10
Cargo Space: 7
Base Move: S
Cannons: 3S-3S-4L-4L-4L-2S-2S-2S-4S-4S
Ability: Junk. If Davy Jones (Limit versions only) and Xenthalos are aboard this ship at the same time, you may give this ship two actions per turn and you may give an enemy ship an action every turn.
Link: Archfiend of the ApocalypseFlavor text: The Archfiend of the Apocalypse has commissioned this ship for one reason: get Davy Jones and Xenthalos to join forces aboard it and dominate the world like no one has ever done before. The ship does boast a healthy cargo hold and some expert cannoneers in her own right.
This is deliberately supposed to be just about impossible. I originally had the ability of getting Xenthalos and DJ on the ship an instant win (kind of like Exodia in Yugioh), but it’s just too dumb. Just changed it to be more reasonable. They both have Limit so you’d need seriously unlikely circumstances to team them up. (capturing one from an opponent via Captain Nemo perhaps, or some kind of custom canceller that doesn’t reset every turn) The “Limit versions only” is to prevent a player from just placing Xenthalos and a custom version of DJ without Limit on the ship.
Archfiend of the Apocalypse
Type: Crew
Faction Affiliation: Cursed
Rarity: LE
Point Value: 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 on this ship with the highest point cost to a wild island chosen by the player to your left. This crew can only use its abilities on its linked ship.
Link: Courtship of EvilsFlavor text: Having planned a meeting between Xenthalos and Davy Jones for months, this excitable fiend is anxious to link up the “great ones” and end humanity’s dominance once and for all. However, the Archfiend has not taken into consideration the fact that the entities may not want to join forces. Even if the cataclysmic union were to occur, depression would befall him if his “Courtship” was not used as the location of the first meeting.
This Archfiend is designed to allow for maximum collaboration, since Xenthalos is 18 points (as of now) and the cheapest version of DJ from Wizkids is 11 points.
I do realize/contend that this is one of the sillier and less effective 10 masters in the set. With the quantity of 10 masters I’ve made, I just want each to be somewhat unique, and this one definitely is.
Ben
KeymasterI think I like Arella Harkins more than Barry. Her combination of abilities has more interesting potential for boarding related tactics. Whether its crew elimination, gold capture or other stuff like Nemo. Hmmm. I guess she would make a good combination with her linked crew, provided you can get them on a quick enough ship with some ample cargo space after them and other necessary crew for the filched gold.
And I think the fort is more interesting than either of them. XD Haha!! XD I actually had Arella at 4 before realizing that “can’t be pinned” is very unlikely to ever be worth 2 points. You can make a good case for Filching Gold only being worth 1 as well. A decent combo for perhaps a hybrid, would be fun to see on maybe the Frontier or Roanoke.
Thanks for the feedback. Might as well put out more. 🙂 I’m noticing that a lot of factions have had most of their ships released, so there might be more crew than ships released in general going forward. Welcome to the land of bizarre and weird names, as per usual…. XD
Faradûn Kotty
Type: Crew
Faction Affiliation: French
Rarity: C
Point Value: 7
Ability: World Hater. [This ship gets +1 to her cannon rolls against any [non-faction] ship.] When this ship hits an enemy ship, you may choose to eliminate cargo instead of masts.Flavor text: Although not an imposing man, Kotty has transformed himself from a scholar to a warrior. Consistently underestimated, he expertly commands French gun crews to cause maximum hull damage to enemy vessels.
Frince Beautini
Type: Crew
Faction Affiliation: French
Rarity: C
Point Value: 2
Ability: Ghost Ship. This ship gets -1 to her boarding rolls.Flavor text: Seeing the success of Vicomte Jules de Cissey, this cowardly “man” wanted to emulate him. He always runs from a fight, and some have rumored that he is in league with Devereaux due to some mysterious disappearances….
Tried to make his strange name as feminine as possible.
Angel Rock
Type: Crew
Faction Affiliation: French
Rarity: C
Gold Cost: 4
Cannons: 3L-3L-3L-3L
Ability: This fort gets +2 to her cannon rolls against the Cursed. Crew with the Hostile: Cursed keyword can use their abilities in this fort, if applicable.Flavor text: The Queen of Light ferried the builders and soldiers of this fort over to the island, and it’s safe to say that their hatred of the Cursed wore off on them. The rocky fortress is now a haven for those who do “holy work” against evil enemies, including those not in the French Navy.
Gluttony
Type: Ship
Faction Affiliation: Pirate
Rarity: U
Point Value: 15
Number of Masts: 4
Cargo Space: 6
Base Move: S
Cannons: 2L-4S-4S-2L
Ability: Gold Capture. This ship has 4 extra cargo spaces that may only be assigned Food. [Second ability is for campaign games using resources, such as Economy Edition.]Flavor text: This ship’s massively bloated captain named his ship after his greedy eating problem. He constantly hoards food in his cabin, stuffing his face until he cannot get up. Some say he is a prime target for cannibalism if his demands are not met. Some take that to mean that his own crew will eat him, for they would be full for weeks!
One of the most “open to changes” game pieces in the set, I’m still not satisfied with this one. I’d like one more ability based on the gluttony concept, but preferably not related to the food resource, which most people understandably don’t have experience with. (though I kinda want a custom ability that’s very thematic, not just basic Sac/etc) Cost might jump to 18-20 in EE games.
Ben
KeymasterI got to play a 1vs1 of the scenario and I realized I have to either change some wording or ban some abilities since I have 2 ships that may take a random treasure from any other wild island…ruining the fun and realism.
Interesting, I haven’t found the Island treasure trading ability (what I call it) to be all that powerful or fun-ruining.
If you’re ever looking for some house rules to make the game more realistic/historical, the Caribbean game has a bunch.
Ben
KeymasterBarry Corstrom
Type: Crew
Faction Affiliation: American
Rarity: C
Point Value: 5
Ability: Captain. Filching Gold.
Link: Arella HarkinsFlavor text: Barry likes to “play pirate” while still in obedience to the US Naval Board. He is generally an effective captain, though he prefers to command one ship rather than a fleet, so as to keep his thieving activities as quiet as possible. His crew trust him, but Arella Harkins has seen him take more than his fair share of loot on occasion.
Arella Harkins
Type: Crew
Faction Affiliation: American
Rarity: C
Point Value: 3
Ability: Helmsman. This ship can’t be pinned.
Link: Barry CorstromFlavor text: After graduating from the new US Naval Academy in Boston, Arella joined Barry Corstrom’s crew and has been assisting him with looting many of the ships they encounter.
Pine Forest Fort
Type: Fort
Faction Affiliation: American
Rarity: C
Gold Cost: 5
Cannons: 4L-4L-4L-4L-4L-4L
Ability: Once per turn you may choose to ignore one hit that this fort takes.Flavor text: More of a defensive haven than an offensive outpost, this well-regarded saftey net of the U.S. East Coast has saved many a captain from capture or death. Dense layers of stacked pine logs enable the crew to stay safe inside, with the fort’s durability often enough to get enemy captains to move on to easier targets.
Ben
KeymasterThose are interesting ships there, mast saccing?
Indeed, an interesting and hopefully less OP twist on the classic Sac ability. I’ve also toyed around with coin saccing and cargo saccing. If it’s too powerful I can always nix the ability or change it. Forgot to add the link at the end, but you can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas.
I have been working to clean out a space to put a full sized 6 or 7 foot table to make a nice sized playmat
Awesome!!
Ben
KeymasterDuring the recent podcast, Mike Selinker shared with me the patent for the Chop Shop Challenge game he mentioned (which I can’t find online so far). It says “Application status is Abandoned”.
Then of course there’s the two patents from Jordan Weisman of Wizkids, which I’ve researched and looked at before. Both of those still appear to be in the hands of WK/NECA, though they may expire in 2021/2022.
Ben
KeymasterThe only real bonus for them is that they can dock ships at it and transfer as much gold to it as they want, but it is very risky for them to do.
That brings up another question: is it treated like a home island for all intents and purposes, or as a ship? If it’s a home island, they can “dock” at the ship and unload gold as a free action, and can’t be shot at while at the ship. If it’s treated as a ship, an opponent could say that the gold inside shouldn’t count towards the victory condition in a 2 player game. I think there are a lot of ability and rules interactions that would make this potentially too much of a headache to use, at least with the Mercenary stuff involved. Do you plan to try it out soon?
Omesimos Magandar
Type: Crew
Faction Affiliation: Barbary Corsair
Rarity: C
Point Value: 9
Ability: Eternal. Ghost Ship. Once per turn you may eliminate one of this ship’s masts to give her the Same Action Twice.Flavor text: Although he had a regular upbringing, Omesimos Magandar is a fellow who has turned the normal into the extraordinary. Learning from the Cursed and Chinese, he is fast becoming one of the more capable members of the Corsair fighting fleet.
This feels like a fun one to try and game for maxed out craziness. XD I’m a little worried he might make a 10 master a perfect “burnout” ship, saccing through masts and then just scuttling for Eternal once dismasted.
Tamus Kinnieson
Type: Crew
Faction Affiliation: Barbary Corsair
Rarity: C
Point Value: 5
Ability: Helmsman. Once per turn, if this ship carries treasure, you may randomly trade one treasure with any ship or wild island within L of this ship. English crew can use their abilities on this ship.Flavor text: Tamus is a young sailor who studied philosophy in Kent before his thirst for adventure overcame him and he bartered passage to Africa. Although he has fallen in with the Barbary Corsairs, his goals do not align with theirs. Despite being a bit overwhelmed, he has been able to use his negotiating skills and sneakiness to begin amassing some personal wealth that he hopes to use to return to England.
Ben
KeymasterNice to see that the bored looking dude has made a comeback to something more interesting.
What do you mean by that?
Hmmm. Okay. How about dependent on a die roll and for one tun only, or would that not really fix the problem?
I just think a ship that can teleport is dumb and I can’t endorse it in any way regardless of the circumstances.
I think Andre Martin should be 8 points.
I like the flavor text for The Derelict.
It might actually get fought over while towing it home and could change hands multiple times in the tow.
Indeed, that sounds mighty interesting and amusing. Seems like an interesting concept that would be fun to try out in a casual game. Reminds me a bit of selvaxri’s Wreck/Adrift concept.
The one part I don’t like is the free bonus for Mercenaries. Too many people have tried to make the Mercs work better as a single faction, when it makes perfect sense for them to function as Wizkids intended. In a campaign style game I don’t like the idea of a former derelict (and presumably run-down/empty) 10 master pumping out new ships when you launch. XD You also get into some weird rulings with HI Raiders – would they have to deal with boarding parties from the 10 master when stealing coins? What would happen to a pure-Mercenary fleet’s actual home island if they declared the ship became their “base”? Does that island still function or just become irrelevant?
Enchanted Journey
Type: Ship
Faction Affiliation: Jade Rebellion
Rarity: C
Point Value: 14
Number of Masts: 3
Cargo Space: 5
Base Move: S+S
Cannons: 4L-3S-4L
Ability: Junk. Crew Protect. [This ship’s crew cannot be eliminated unless she sinks.] This ship cannot be pinned.Flavor text: Accustomed to long voyages, the crew of this hardy vessel are simply expert seafarers. They know the geography of their trade routes, which enemies to avoid, and which ports can be used to hide from the Cursed. They’ve made their own luck, which is now worth considerable riches.
Synduil
Type: Crew
Faction Affiliation: Jade Rebellion
Rarity: C
Point Value: 5
Ability: All of this ship’s cannons have L range. French and American crew can use their abilities on this ship.Flavor text: Although his apprenticeship was in naval gunnery, Synduil has become an impromptu diplomat for a historically isolationist nation. The Emperor is appreciative of his efforts to draw western powers to the Jade side. If Synduil can garner enough support in the French court and U.S. government, the Jades may be able to push deeper into the South Pacific to clean up the chaotic mess of disgruntled Mercenaries and dangerous Cursed lords that have been rumored to settle there.
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