Xerecs

  • Daily Customs continue!

     

    Bliddo
    Cursed
    Points: 19
    Masts: 4
    Cannons: 3S-4S-4S-3S
    Cargo: 2
    Movement: S+S
    Ability: Sea Monster. You may give this sea monster a shoot action to make one L-range Rank 2-rank breath attack against a target ship (it may make no other attacks). If it hits, the target’s controller replaces up to two of her masts with a f…[Read more]

  • If a switchblade blades a ship, would that count as touching that ship for the purpose of abilities like Filching Gold (Once per turn this ship can randomly take one treasure from any ship she touches)?

    If yes, would a Scorpion hitting a ship with it’s blade also count?

    Filching Gold is worded as a”once per turn”, could it be used like any of…[Read more]

  • More Pirates on the seas, daily customs from the Farthest Shore continue!

     

    Dreadwind
    Pirate
    Points: 23
    Masts: 4
    Cannons:2S-3S-3S-4S
    Cargo: 4
    Movement: S+S
    Ability: Black Mark. Repeating Guns. Cursed crew may use their abilities on this ship.
    Link: Captain Jerica Key

    Flavor: Jerica Key wrested this ship from her arch rival,the Red Rayven and…[Read more]

  • Two more for the daily customs! I think the Americans have the most linked pairs, after the Nexus Alliance.

     

    USS Quest
    American
    Points: 17
    Masts: 4
    Cannons: 4S-3L-3L-4S
    Cargo: 5
    Movement: S+S
    Ability: Dories. Armed Merchant.
    Link: Professor Archibald Hale

    Flavor: Archibald Hale’s ship is his home away from home. The Quest is well equipped f…[Read more]

  • Two new Englishmen come sailing in!

     

    HMS Acclamator II
    English
    Points: 17
    Masts: 4
    Cannons: 4S-3L-3L-4S
    Cargo: 5
    Movement: L
    Ability: Armed Merchant. Hidden Gold.

    Flavor: TBD

     

    HMS Scavenger
    English
    Points: 12
    Masts: 4
    Cannons: 3S-4S-4S-3S
    Cargo: 5
    Movement: S+S
    Ability: One of this ships treasures is worth +1 gold when unloaded at your home…[Read more]

  • Ability changes likely coming for the Doomhammer, in the meantime daily customs continue, with the last two Nexus Alliance ships for this cycle!

     

    Star Talon
    Nexus Alliance
    Points: 15
    Masts: 4
    Cannons: 3S-3L-3L-3S
    Cargo: 3
    Movement: L
    Ability: Clipper Ship. This ship ignores terrain when given a move action.

    Flavor: The Star Talon quite…[Read more]

  • As long as nothing else is preventing the transfer

    I take it that Sea Creature rules would prevent a transfer, correct?

    How would an ability have to be worded to be used with Broadsides Attack?

  • Based on the flavor text I assume this is meant to be mandatory, so you should add a “you must” into the first sentence to make that as clear as possible.    Specifying the timing might be useful too, like beginning/end of turn (if used on ALL turns), immediately before/after taking an action (if only your own turn), or tying it specif…

    [Read more]

  • To make it work on a ship it needs to be highly restricted, by capping the maximum damage reduction (2 or 3 at most), reducing the rolls so it only blocks damage with certain results (1-2-3 reduces that amount; nothing on a 4+), or adding some other meaningful negative to it (hits eliminate two masts, hits automatically become fire, can only…

    [Read more]

  • Daily customs continue!

     

    Grand Cannon
    Nexus Alliance
    Points: 25
    Masts: 4
    Cannons: 2L-3S-3S-2L
    Cargo: 5
    Movement: S+S
    Ability: Every time this ship would be shot at, roll a d6. The result is the number of times this ship must be hit before masts can be eliminated.

    Flavor: Built to hold cannons that lived up to her name, and as an unintended…[Read more]

  • Does a ship have to have cargo space available to be transferred something that doesn’t take up cargo space? For example, if I wanted to put a unique treasure that didn’t take up cargo space on the Jikininki.

     

    If they had cargo space, would you be able to assign an equipment to a Sea Dragon or Kraken/Octopus? Similar to how a Sea Monster can…[Read more]

  • Seems I double posted yesterday, ooops! Instead of two we have three new ships today!

     

    Ocean Rush
    Nexus Alliance
    Points: 16
    Masts: 4
    Cannons: 4S-3L-3L-4S
    Cargo: 4
    Movement: L
    Ability: Once per turn, before you give this ship an action, roll a d6. On a 5-6, this ship may be given the Same Action Twice.

    Flavor: The last vestiges of the Jade…[Read more]

  • The above discussion about Abandoned Crew has me now wondering, if a Native Canoe finds an abandoned crew, can the canoe use the abandoned crew, seeing the crew doesn’t have a point cost?

  • If Davy Jones copies the ability that states a specific ship type, such as “…this sea monster…” or “…this sea creature…” would Jones be able to use that ability, or would he not be able to, being a crew on a ship instead of a sea monster/creature?

  • Daily customs continue as we wind through the Farthest Shore!

     

    Hurricane
    Nexus Alliance
    Points: 20
    Masts: 4
    Cannons: 3L-3L-3L-3L
    Cargo: 6
    Movement: S
    Ability: You may double the range of this ship’s cannons each turn, but you must roll a 6 to hit. When used at normal range, this ship eliminates two masts with each hit.

    Flavor: One of the first…[Read more]

  • Two more for the Alliance!

     

    Shield of the Savior
    Nexus Alliance
    Points: 18
    Masts: 4
    Cannons: 3S-2L-2L-3S
    Cargo: 6
    Movement: L
    Ability: If a friendly ship within S of this ship would have a mast eliminated, eliminate a mast from this ship instead.

    Flavor: Duke Exeter wanted a new line of ships that would “shield the Nexus from harm”. However…[Read more]

  • Suppose I have Grapple Shot on a 4 mast ship and I’m shooting at a 5 mast ship. I decide to use my Grapple Shot last, and hit with it, while my other cannons went 1 for 3. For the boarding party that Grapple Shot initiates, what value does the 5 mast ship use? The one it currently has or the one that it had before I started shooting at it?

    Also,…[Read more]

  • We return to the Nexus Alliance for the next cycle!

     

    Sorcerers Hand
    Nexus Alliance
    Points: 17
    Masts: 4
    Cannons: 2S-3L-3L-2S
    Cargo: 5
    Movement: L
    Ability: Broadsides Attack. If this ship hits with a Broadsides Attack, every friendly ship within S may repair a mast as a free action.

    Flavor: Home to some of Dalgaards most mystical followers, the…[Read more]

  • Rounding out the cycle with some more Mercenaries, then back to the Nexus Alliance tomorrow!

     

    Rising Moon
    Mercenary
    Points: 17
    Masts: 6
    Cannons: 3S-4S-5L-5L-4S-3S
    Cargo: 8
    Movement: S
    Ability: Mercenary. Junk. This ship gets +1 to her cannon and boarding rolls against sea creatures. This ship gets -1 to her fire mast rolls.

    Flavor: Made to…[Read more]

  • Might be options overload, or could lead to situations where player skill, knowledge and luck become more driving factors than certain ships simply being better than other ships.

    Also, if everything is “costed right” you may need to increase the suggested point limit of standard games from 40 to something else, as a fleet made of costed right…[Read more]

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