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Woelf
ModeratorAlso @Xerecs: Regarding the Mask of Creation UT-
Once per turn roll a d6. On a result of 6 place up to three random treasures on the nearest wild island. If there is a tie, the player to your left chooses which island.
Are these 3 “random” treasures from outside the game?
Anything that pulls in pieces from outside of the game can become problematic quickly unless it’s carefully limited (like the recruiters that can only bring in a crew worth 2 points, and only once).
In this case, a good way to make the treasures as random as possible and minimize potential for cheating/abuse would be to roll 3 dice (no rerolls or other modifiers allowed) and use those to determine the values, then replace those with actual treasure pieces.
Woelf
Moderator@Woelf: Lukas gives me an idea for one of the most weird and obscure combos ever. Per the Code for the Fog Hopper ability, bottom of Page 28. Would this be a legal way of removing an enemy fog hopper from play?
1. Create a fog bank with a smokepot specialist.
2. Use an L-mover to force an enemy fog hopper into the fog bank.
3. Completely surround the fog bank with ships to the point where all the exit locations are blocked and there is absolutely no space to put the fog hopper outside.
4. If no other fog banks in play, the ship is forcibly removed from the game.(I realize this is insanely unlikely)
Ignoring the fact that you probably wouldn’t/shouldn’t be using fog hoppers without also making sure there were a few permanent fog banks in play (and/or you had a way to generate your own)… 😉
When the hopper exits, you place it as close to the rolled number as possible. If every possible location around the perimeter of the bank is physically blocked by another ship, the “closest” point would then shift to somewhere just outside that ring of other ships, near the rolled number.
Woelf
ModeratorWhen you put an eternal crew on a ship that sinks when the last mast is gone how can u win vs this with shooting ships without canceling? only by gold running i guess?
The best strategy is to ignore it entirely while it’s back at home making repairs, and spend the time grabbing more gold. It’s generally not an issue in standard games unless they run really long.
In a Deathmatch game, Eternal breaks things unless you modify it somehow. Aside from disallowing it entirely, the easiest solution is to allow it to work only the first time the ship sinks.
Woelf
ModeratorHow unfortunate, and kind of bothersome. Though I can find only 4 ships (Asp, Fire Djinn, Sultan’s Sword, and Marrkesh) with this limitation, and three of them appear to more focused on boarding Rolls so perhaps it balances out.
It doesn’t seem like it at first glance, but rank-6 cannons are actually an advantage.
They add nothing to the cost of the ship (if at all, it’s 1 point at most), while effectively giving the ship the ability “this ship ignores the first hit if it has all of its masts” (worth 4 points) AND the +1 to boarding ability (worth 2-4 points) for free. You can also use them to fire smokepots without “wasting” a better cannon, because those don’t require rolling.
I’ve said it before a few times, but I wish Wizkids had made a lot more ships with rank-6 cannons like that.
Woelf
ModeratorI don’t see her listed in the Code, but I assume Jongleur from MI should have Galley as well?
All of those LE galleys should probably have the Galley keyword, and all of the LE turtles nearby should probably have Turtle Ship too.
Woelf
ModeratorRegarding the Arcane custom ship from JW Darkhurst’s Seas of Doom set:
Once per turn, you may give this ship a move action, but do not move her. Instead, roll a d6. On a result of 6, you may place a Unique Treasure on any ship in your fleet.
Is there any way to get around that once per turn part? From this post last month it sounds like the Arcane could get an SAT to move twice, but the once per turn part would limit the ability to being used only once per turn, while the second move action could actually be used to move the ship normally.
The SAT would double the move action, so you could use this ability with either the first or the second. The “once per turn” would limit the UT gain to just once.
Sidenote: That ability is ridiculously overpowered even without Runes of Thor or Nemo’s Plans in play. A couple lucky rolls early on, or at any critical moment, could completely break the game with little to no way to prevent it or defend against it.
Just to make sure, I assume if a ship has multiple Runes of Thor UT’s and Nemo’s Plans, it can only use one per turn due to the No-Stacking rule?
Correct. The no-stacking rule applies regardless of the ability source. It just generally doesn’t come up (or matter) with UTs.
Woelf
ModeratorMaster Gunner Rogelio Vazquez: All of this ship’s cannons have L range. 5 pts
Interesting ability. Not sure if it’s worth the 5 points. I know of at least one ship that has this same effect, but no crew. The first ship that comes to mind to try this on is actually the Black Swan. A pirate five master with all 3-S guns.
This one always felt like a total waste of points to me, even if the cost had been lowered somewhat. I can’t recall ever actually using it, at least not willingly. There are a few very specific situations where it could be made useful, but mental gymnastics aside, there is no situation where you’d use it that didn’t have some alternative solution that was less costly and/or was more versatile for other purposes too.
Thomas Gunn the Elder, et. al: This ship gets +1 to her cannon rolls against X ships. 3 pts
Back in the olden days you had no world haters. The nations had two crew that gave +1 to one of the other two nations’ ships. That’s 6 points and 2 cargo. These guys were almost immediately outclassed and have no purpose being played competitively, but god I love them for theme/story purposes.
The bonus against a specific nation ability made a lot more sense when there were only three nations, but since then they mostly only seemed to exist for flavor purposes, or maybe to artificially inflate the cost of some other ability attached to it. They’d be a lot more useful if you could swap between them after seeing the opposing fleet, or even if the ability cost came down enough to pull one in with a recruiter.
Woelf
ModeratorHit the nail on the head. This was something that I have gone back and forth with quite a bit. One one hand, yes, the next turn thing puts the ships at risk. My thought was that this forces the controller to be strategic with the ability and prevents it from being too OP. If the Soul of the World gets an EA, then it can completely undo a round of battle progress, which as nice as that sounds, would be awful to fight against.
I like the idea of not being able to shoot in the same round, which would give it more balance and prevent the Soul from going wild with her ability. My concern is still being just too annoying to play against, but I think this is probably the right direction. Great feedback, and I would love to hear your thoughts on my concerns.
Having extra actions available before or after using significant abilities will always cause trouble with balance, but that’s issue that’s been part of the game since the very beginning, with ships like Harbinger.
In this case, even if this ship is able to pass off masts in one direction or the other, there’s still no net gain or loss of masts happening. While this ship (or some other preferred warship nearby) may be able to stay healthly longer, there’s not much preventing the opposing player from bypassing it entirely to go after the mast donors nearby instead.Purely from a rules standpoint, I think it’s best to try to avoid anything that can create known ambiguous situations or anything else requiring interpretation that could result in an argument between players during a game. Ideally you can address those situations directly in the ability text, but when you have to start adding more than a sentence or two in the keyword text just to cover specific edge cases, it’s good to consider ways to avoid those cases entirely.
If the Soul has already used her ability and is waiting to heal/heal other ships, then the canceller can’t do much about it. The action already went through and is being processed, so the order of events is against the cancel effect.
An ability “being processed” is a major, recurring issue with the timing of cancelers. In general, if the entire effect hasn’t already been carried out when an ability gets cancelled, any remaining parts of the effect still waiting to be applied are lost. There are exceptions, but usually it’s because something breaks if you do it the normal way.
That’s why it’s also a good idea to avoid effects that require tracking stats or data of any kind across turns. Having to remember to carry out a specific effect from a previous turn isn’t a big issue in a two-player game with relatively small fleets, but with larger setups and more players, the potential for things to get forgotten (or “forgotten”) between turns increases quickly. There are several things already in the game that do require outside tracking (The two Banner UTs from Barbary Coast, and the scuttling rules are notable examples), but it’s still best to avoid them if there’s a way to handle them without the tracking aspect.
I had a thought that if the Soul or another ship is sunk while waiting to be healed, she might come back a the HI with the masts she would have gained on the next turn. What are your thoughts on that?
That works, but would have to be specifically noted in the ability text. As written, the ship stays sunk unless some other source of Eternal is on board.
Woelf
ModeratorOh boy… I’m probably missing something, but I don’t see anything in the rules or Code that prevents you from taking enemy crew (or equipment) from their home island when you dock with a home island raider….
I don’t think it’s explicitly stated anywhere, but it is very strongly implied by the combinations of several other rules. It probably should be stated somewhere, though. The “Dock” section of the PC would probably be the best place for it.
For more official purposes: The HI-Raider ability allows you to dock at the opposing home island to take ONLY what the ability specifically allows, and nothing else.
Woelf
ModeratorSoul Split: Ships with this keyword may only choose friendly ships in the same fleet as targets of this ability. When this ship’s controller fires her cannons at a ship in the same fleet, they may take one of the two following actions;
This ship loses masts equal to the number of successful shots. The target ship gains masts equal to the number lost on her NEXT turn.
The target ship loses masts normally as if she were successfully hit by an enemy ship. This ship gains masts equal to the number of masts lost by the target ship on her NEXT turn.The “NEXT turn” timing on both of these is problematic. What happens if the ship that’s supposed to gain masts gets sunk before its next turn? Does it bring the ship back like Eternal, or is the effect just wasted? What happens if this ability is cancelled before that next turn?
This ability would be much simpler if the mast transfer was immediate. Something like this:
Soul Split: Target a friendly ship with a shoot action. For each cannon that hits, you may remove that mast from this ship and repair a mast on the target ship, OR remove one mast from the target ship and repair one mast on this ship. Repaired masts cannot shoot during this action.Corrin Nath
Faction: The Cursed
Rarity: LE
Point Value: 7Abilities: Eternal
Does this crew have additional abilities that didn’t get listed? Eternal normally costs only 2 points on a crew.
Woelf
ModeratorThe full UT ability, from the Customs database:
Once at the beginning of each of your turns roll a d6. On a 1-3 all of your ships get +1 to their cannon and boarding rolls against all targets. On a 4-5 one ship in you fleet may be given an extra action. On a 6 cancel any one ability in play until the beginning of your next turn.
So you roll for it at the beginning of each of your turns.
That sounds crazy powerful even for a UT, especially when it could be pulled out of Pandora’s Box or farmed from a Mysterious Island.
You might want to consider limiting the cannon and extra action effects to just the ship carrying it, or at least to a single ship in your fleet.
Woelf
Moderator“On a 6 cancel any one ability in play until the beginning of your next turn.”
This is from a custom UT of mine. The way it is worded, could it be used to cancel the ability of a UT, if it was face-up?
The way it’s worded, yes, it would work against other UTs.
What’s the timing on the use of that ability? When revealed, once per turn, beginning of your own turn?
Woelf
Moderator(Splitting up the replies a bit so it isn’t just one big wall of text.)
Apologies for another post, but things keep coming up.
No problem at all! Ask as much as you want!
The Gem of Hades/Red Skull changes the ship and crew that find it to Cursed, the code says that crew that are placed on the ship after become cursed, but revert back to their original nationality if they are removed from the ship. If the treasure is removed from the ship in question, would the ship revert back to it’s original nationality as well?
The Gem/Skull effect only applies while it’s on the ship, so if it gets removed somehow, the effect ends immediately.
Also (and apologies if this has been asked before), can the ability “Once per turn if this ship is touching another ship, reveal all face-down treasure aboard the other ship. This ship can take as much unique treasure from the other ship as she can carry, even those that otherwise can’t be removed.” be used to take a Unique Treasure that is already face-up? I’m assuming it can, since I have recollections of doing this in previous games, but the wording of the ability is leading me to believe that only UT’s that are revealed by the ability can be taken, not UT’s that are already face-up on the ship that has been targeted.
Even though they’re linked together, and the “once per turn” part applies to both, they can almost be treated as two completely separate abilities.
The first part that reveals treasures doesn’t care if there are UTs on the ship or not, and the second part grabs UTs regardless of when or how they were revealed.
Finally,
“The Pirate Code, Unique Treasures section”
….and may be transferred by abilities and effects that steal, take, or trade treasure, unless an ability specifically prevents them from being unloaded or removed from a ship.
I take it to mean that the abilities “Once per turn this ship can randomly take one treasure from any ship she touches.” and “If this ship wins a boarding action, she may take as much treasure from the other ship as she can carry.” would be able to remove/take a Unique Treasure (unless it can’t be removed) whether it was face-down or not?
Correct, UTs that aren’t prevented from transferring can be taken (or given) in boarding actions and by abilities that steal treasure.
Woelf
ModeratorLet’s say that someone had a field day with Captain Nemo, captured a bunch of crew. The ship Nemo is on gets captured, ala the Harbinger from Spanish Main. Nemo’s ship had the SAC ability on it. The person who captured Nemo’s ship then builds the Devil’s Maw fort. Can the person who captured Nemo use the SAC ability on his ship and the Devil’s Maw to get their captured crew back; or would this situation fall under this part of the code regarding the Devil’s Maw:
In addition, that ability cannot be used intentionally with this fort to give those crew the Ghost Ship keyword instead of gaining an extra action
The player already got their crew back when they captured Nemo and his ship, but the crew are stuck there unless it sinks.
That rule for Devil’s Maw still applies, and in fact the “In addition…” part you quoted is specifically to address situations like this. You can’t purposely eliminate crew specifically just to send them to the fort, even knowing that you won’t get an extra from it.
If some of those captured crew are eliminated by other (hostile) means, then they could come back at the fort, and would be no longer restricted by Nemo.
What happens to Runes of Odin if Pirata Codex/Kharmic idol is revealed, and the Runes have already been played. The Code seems to indicate that the UT token would be removed, but would it’s effect still apply to the iceberg?
When the token gets removed, so does the extra effect. The iceberg itself remains in play, but functions like a standard one for the rest of the game.
Another weird situation.
A ship finds Cross of Coronado and Nemo’s Plans. An opposing ship targets that ship with a Broadsides Attack. Can the Cross of Coronado be used to ignore the hits from the Broadsides Attack, or would BA cut through any protection that the UT would provide?
The Cross doesn’t prevent the shot from being made, and only triggers when a mast would be eliminated. By that point, BA’s ability prevention is already active, so the Cross’s ability would be blocked.
Woelf
Moderator“Give this ship a move action but do not move her. Instead, roll a d6. On a result of 5 or 6, move an enemy ship L in any direction.”
Pretty sure I asked this in regards to VASSAL Campaign Game 1 back in 2016, but not seeing the answer in the Code. Can you use SAT/EA abilities to use the above ability twice in one turn?
The SAT ability only really cares that the first action you gave the ship was a move action, then it gives you a second move action. EA gives you the second action regardless of what the first was.
In either case, what you do within each move action is entirely up to you, and has no direct bearing on what you can or cannot do with additional ones.
(It’s essentially the same as using a Captain/Explorer/etc. with just one action or the other.)
Woelf
ModeratorQuestion about Native Canoes; since they have no masts, and cannot be assigned crew, if they went through a whirlpool and rolled badly, you’d HAVE to eliminate a treasure that they were carrying, yes?
Correct. You have to lose something if you can, and the canoes give you no other options.
Woelf
ModeratorWhen a ship explores an island, it leaves behind a marker to show that it is explored. Once explored a ship can dock and then load treasure/cargo as a free action.
Suppose two friendly ships are docked at the same island. One of them explores it, but does not load any treasure, just leaving an explore marker. Now that the island is explored, the other ship loads the treasure/cargo from the island as a free action, and uses her main action to begin moving back to the home island. Is this correct, or does the second ship also need to explore/ use a general action to load the treasure/cargo?
The marker only gives you a free explore if it’s already on the island when you dock. If your ship was already there when it got placed, you gain no benefit (unless you leave and come back later).
Also, suppose there are ships docked at their home island. Ship A has a UT that the controller feels would be better off on Ship B. The UT is transferable, and the controller moves it to the desired ship, and also sends a crew from Ship A to Ship C. Can any of these ships involved now be given actions? The code seems to indicate that Ship A at least cannot, since she was given an explore action to move the cargo around.
Crew may be transferred freely on or off ships while docked at any island (home or otherwise), but that doesn’t extend to other cargo.
Transferring a UT or other cargo from one ship to another requires them to be in direct contact with each other, and then one of them has to be given an explore action. (The other can still do some other action, if it hasn’t already.)
When two ships are docked at a non-home island, to get non-crew cargo from one to the other requires both to use Explore actions. The first unloads it to the island, the second loads it from the island. You can’t pass cargo across the island from one ship to another with a single action.
… the ability of 058 Captain Jack Sparrow? Would the ship he sends a treasure to be able simply explore the home island to unload the treasure he sent to it?
The ship that received the treasure would have to be given its own explore action targeting your home island to unload, or it has to undock and then return later to unload automatically.
Woelf
ModeratorRegarding Ransom; this from the Code:
-Friendly abilities (cancellers, doctors, etc.) cannot affect a crew with this keyword.
What part of the original keyword would indicate that? I realize it’s a big headache if you cancel Ransom after you’ve captured the Ransom crew, but I don’t see how you would know you couldn’t without specifically looking in the Code.
It never has been specified in the keyword anywhere, because it’s one of the countless rulings made after the fact to handle weird edge cases that the average player will rarely, if ever, encounter.
If you don’t know about that part of the Code (or intentionally ignore it), it’ll still be playable, but it becomes super easy to break Ransom. You could get the +5 points, then on your very first turn cancel and sac the crew to remove any risk of it falling into enemy hands.
Woelf
ModeratorWith Runes of Thor/Loki on a ship with Nemo’s Plans, can those be used on each player’s/faction’s turn, or only once per round?
Things that aren’t tied to a specific action can be used once during each of your own turns.
Because Thor/Loki can be used out of turn, that extends to once for each of your own turns, so effectively it’s once per round.
Woelf
ModeratorAgwe Flambeau
This ship gets +3 to her storm rolls. If this ship rolls a 6 in a storm, eliminate that storm.
Do you remove the storm only on a natural 6, or will a modified 6 do it too?
Oya-Iansan
Ability: Helmsman. Cannoneer. Once per turn you may move one iceberg or storm S in any direction.
Is that once during her turn, or once during every player’s turn?
The price seems a little steep if it’s only during hers, because they’re relatively easy for other players to avoid. If it’s every player’s turn, that could get really ugly in a game with a lot of players, and the 4-5 points it costs wouldn’t be nearly enough.
Woelf
ModeratorSorry, I clicked edit on your post instead of reply.
No problem, though you should be able to go back a page without saving/submitting a post edit.
I didn’t realize I’d hit the wrong button until after clicking submit and not seeing my new post pop up underneath. Restoring yours was easy, but I didn’t see any way to get rid of the edit tag on the bottom. Just wanted to make sure you knew why it was there.
Woelf
ModeratorI liked how the game Survive! included a volcano. It had three different sets of tile types that got removed in order, one per turn, and one of the (eight) tiles in the last set had a volcano on the reverse side. When that one was removed, it erupted and the game immediately ended. You’d know the end was getting close, but wouldn’t know for sure when it was going to end until it did.
You could do something similar with Pirates where after so many turns, everyone starts rolling a die/dice at the end of their turn. If anyone hits the specific target, the game ends.
Woelf
ModeratorIf an Eternal ship’s oarsman is cancelled, I assume you can roll to scuttle the ship that turn? If rolled successfully, would the ship be placed at the HI via Eternal even on the turn after when the oarsman became “active” again?
The Oarsman only needs to be cancelled while you make the attempt, so the ship counts as “derelict”. Once the scuttle has been triggered successfully, the Oarsman’s ability won’t prevent the ship from going down on your next turn.
I assume Necklace of the Sky is placed face down when unloaded at a wild island? (rather than face up)
It remains face up when placed on the island, but then flips face down when loaded by an opposing ship.
Do you have to unload Knights of Malta Banner when docking at your own home island whether it is worth any gold or not? (I think I already asked this after that epic 4×100 game from 2015, but I forget the answer and MT is gone)
Yes, it must be unloaded whether it produces a value or not. (Don’t dock that ship unless you’re done with the Banner.)
If you’re exploring an enemy derelict, can you just take crew off the ship and put them on your own?
You can grab whatever cargo you can carry. (You can also dump unwanted stuff from your own ship onto the derelict, as long as it can be legally unloaded.)
I’m thinking about using your Streamlined Hull equipment in CG4, but we have a house rule there that does away with ram damage. Do you think that upping the cost to 5 would be an acceptable “replacement drawback”? (if that seems too high, it’s partially because I’m trying to account for the sheer spending power that is generally involved in campaign games – even 5 might not be enough in the long run) Now that I’m seeing it for the first (or second) time, my Copper Sheathing equipment idea is very similar to it.
It only helps your slowest ships, and they gain slightly less than what a helmsman would provide, so I wouldn’t go higher than 3.
I think that ramming part was more thematic than a true balancing effect anyway, but without that it still does have the benefit of taking up no space and being stackable with an actual Helmsman, so keeping it at 2 would be a little low.
Woelf
ModeratorSorry, I clicked edit on your post instead of reply.
From the Rules survey:
Do you think all standard treasure coins should be automatically unloaded when docking at a home island or fort?
Unloading would still be a free action, but players would get to choose which treasures to unload when docking at home.
Is this confusing? I feel like the note below the question contradicts the question, but I want a second opinion before changing it. I can’t seem to understand what my intention was when wording it that way.
I think a better wording for the second part would be something like this:
“Unloading would still be a free action, but it wouldn’t happen automatically. While docked, the player could choose when to unload their ship and which treasures to unload.”Woelf
ModeratorApologies if I’ve already asked this before. Embarrassed to admit I’ve never fully understood how it works.
Sargasso sea timing:
If the Sargasso Sea’s rating is more than the number of masts or segments, the game piece is tangled in the weeds and might not be able to move.
If a game piece is tangled, you can use its action for the turn to try to free it. Roll a d6 and add the current number of masts or segments on the tangled game piece to the result. If the result is more than 6, the game piece is untangled. Orient it in any direction, facing away from the Sargasso Sea and touching any edge of the Sargasso Sea. It can be given a move action to move normally next turn.
Can the “action for the turn” be the same action that the ship used to get tangled in the first place? For example, can a ship get stuck and then free itself in the same turn?
The attempt requires a full action, similar to the handful of abilities and other effects that use a ship’s “action for the turn”, so you can’t make the attempt at the end of the action that got you stuck.
If you had an extra/second action available you could use that to attempt to get unstuck on the same turn you were tangled, or you could use your normal first action to make the attempt and then use the extra/second action to do whatever you want with it.
Woelf
ModeratorDeal making is a big part of many different games, and some highly encourage it. Pirates never really included that as part of the game, but it doesn’t do anything specific to prevent or forbid it either.
I think as long as everyone in the game is okay with the possibility, deals between players that don’t break any of the normal rules should be perfectly fine.
Woelf
ModeratorAll versions of Crimson Angel would fall under the “Same Name, Same Spelling, Same Person” category. That section of the list is far from complete, but it’s mostly a non-issue because there aren’t any exceptions to that rule, aside from the ones in the lists immediately below.
If you or someone else wanted to put together the rest of the list using a format similar to the names already listed, I’d be happy to add it to that post in the beginning of this thread.
Question about specialist crew (fire, stink, etc.). When you decide to use one during a shoot action, would they be able to use any cannon bonuses a ship has to offer? For example, a firepot specialist on the same ship as Bruce Grey. Would the specialist be able to use the +1 to cannon rolls that Grey provides to augment their shot?
I’ve always treated the specialist crew as functioning similar to musketeers, in that you can’t apply cannon bonuses to their shots, or increase their range.
Unless there’s something in the wording of the Specialist or the cannon bonus that forbids or prevents the specific combination from working, they can be used together.
Sometimes the combos don’t work for reasons that are indirect, or more subtle, like if you tried to combine a FPS with the “eliminates two masts with one hit” ability. That combo doesn’t work because the FPS replaces masts instead of eliminating them, so you’d have to choose one ability or the other.
April 14, 2020 at 11:04 AM in reply to: Rules for Thought #42 – Capturing crewless ships via boarding #10854Woelf
ModeratorWhile that would work as a variant, I’d be opposed to it becoming an actual rule change, at least with how the game is currently designed, and how it represents different aspects.
A ship’s fighting crew (plural) are directly represented by the number of masts on the ship, and each would be the equivalent of several people. It could be 5, 10, or even more per mast, depending on the ship. These numbers don’t count the bare minimum required to actually sail the ship. They also don’t count the crew tokens, most of which represent unique individuals who don’t contribute directly to fighting, beyond any specific abilities they might have. Someone with a +1 to boarding brings expertise, training, leadership, or whatever else that makes the ship’s existing crew much more effective, but the majority of other crew tokens are just along for the ride, not superhumans that somehow protect the ship from capture.
More to the point, to make a rule change like this work, the game would really need to have a separate stat built in to track the number of fighting crew on a ship, independent of its number of masts/cannons and its cargo space. That’s not an easy change with the current system, because every ship in the game could potentially have its own value for that, but it would be relatively easy to bake into the system when (re)building it from scratch.
Applying to the system as-is makes certain abilities extremely overpowered, particular ones that can kill crew/cargo tokens with hits, and the ones that can wipe out everyone on a ship with a successful boarding. Unless additional rules/restrictions are added beyond what’s mentioned in the variant up above, the ones that wipe out all crew could potentially capture a perfectly intact ship of any size simply by beating it with a single die roll.
Woelf
ModeratorCan the Selkie “mix and match” her ability with the Eye of Maru UT? (shoot one cannon at doubled range, regular rank; but other 2 with sniping – using both abilities in the same action) (not talking about combining both on the same shot)
Selkie: You may double the range of this ship’s cannons each turn, but you must roll a 6 to hit.
Eye of Maru: When this ship is given a shoot action you may double the range of one of her cannons.
Thanks for posting the ability text! Without an easily searchable database like MT had, that makes it a lot easier to find relevant answers without having to go digging into various spreadsheets.
The “double range, roll 6” ability is an all-or-nothing effect, so you can’t pick and choose specific cannons. You either use it with all of them, or none of them.
With this combo, you could fire a single cannon at 4x and the rest 2x range, all needing a 6 to hit, OR you could fire a single cannon at 2x and the rest at their printed ranges and ranks.
Woelf
Moderator@Skelebone
Relevant Keywords: Turuma – When this ship is within 1S of an island, it may rotate 360° around its mid-point. If this ship has lost its masts, it may still move half of its base movement speed, but crew abilities benefiting movement have no effect. Unnamed crew cost 1 less point when aboard this ship. (the wording needs a lot of work)
Is this a free action, or does it replace/modify a normal move action?
Does the ship rotate on its own axis (essentially a “come about”) or does it rotate around the island?
If it rotates around the island, does its heading before and/or after the rotation matter? If it matters, does it maintain its current heading relative to the table or relative to the island?
If it rotates around the island, and there are no restrictions on heading, it would be much simpler to say that if the ship is within S of an island, it may move to any other point within S of the same island, instead of trying to figure out the center point of an irregularly-shaped island.
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