Xerecs

  • The first ten mast of the set, and one of the last ships for the Farthest Shore!

     

    Supremacy
    Ionic
    Points: 45
    Masts: 10
    Cannons: 3S-3S-4L-4L-4L-4L-4L-4L-4L-3S-3S
    Cargo: 8
    Movement: S+S
    Ability: Junk. Treasure Ship. When this ship is docked at any island, friendly ships also docked at the same island cannot be shot at.

    Flavor: Massive in size…[Read more]

  • The last two crew today, tomorrow we see the first ten mast of the set….

     

    First Mate Paul Locke
    Pirate
    Points: 6
    Ability: Marine. This crew gets +1 to its gun rolls against any non-pirate target.

    Flavor: Captured by Navarr while on duty along the Barbary Coast, Paul Locke suffered for years in the brig of the Misfortune’s Keep. When attempts…[Read more]

  • Two ships and some crew from the LE section, we’re almost done with the Farthest Shore!

    Ifrit
    Pirate
    Points: 14
    Masts: 4
    Cannons: 2L-2S-3S-4L
    Cargo: 2
    Movement: L+S
    Ability: This ship gets +1 to her cannon rolls for every friendly ship within S of her.

    Flavor: Sailors who survive an encounter with the Ifrit compare to her to an attacking shark:…[Read more]

  • The Final three SE ships! Tomorrow we begin with the final LE ships and crew and some of the last pieces for the Farthest Shore.

    Vika
    Ionic
    Points: 14
    Masts: 3
    Cannons: 3S-4L-3S
    Cargo: 3
    Movement: L
    Ability: Double Catamaran. Firepot specialist. This ship may not be given fire masts.

    Flavor: The crew of this vessel prefer the warmer climes and…[Read more]

  • Three more SE ships from the Farthest Shore!

    Guardian
    Ionic
    Points: 17
    Masts: 3
    Cannons: 4S-3L-4S
    Cargo: 3
    Movement: L
    Ability: Turbine. This ship cannot be shot at by ships within S of her.

    Flavor: Admiralty claims there is nothing unusual about the Guardian, despite accounts of cannonballs sailing right through her as if she was made of…[Read more]

  • We’ve seen the regular line up of every faction in the Farthest Shore, all of the new Generic crew, equipment, Unique Treasures, Islands, and Super Rares. All that’s left is the handful of SE and LE ships and crew! We have three SE ships today!

     

    Crawler
    Ionic
    Points: 12
    Masts: 3
    Cannons: 2S-3L-2S
    Cargo: 4
    Movement: S+S
    Ability: Turbine.…[Read more]

  • The second Super Rare set of the Farthest Shore! That’s right, the Farthest Shore has two Super Rare sets, which would have made collectors and players crazy I’m sure.

     

    Maelstom’s Vortex
    Cursed
    Points:
    Masts: 5
    Cannons: 2S-3L-3L-3L-2S
    Cargo: 4
    Movement: L
    Ability: Once per turn, one Nexus Alliance piece within L of this ship cannot use its…[Read more]

  • “The Code, Broadsides Attack, pg 19”

    The ability “L-range cannons cannot hit this ship” does not make a ship an invalid target, even if the attacker has
    only L-range cannons available. It can prevent a shot from hitting, but does not prevent the shot from being made.

     

    Would I be correct in interpreting this to mean that if a ship has only L ran…[Read more]

  • The last three Ionic crew from the Farthest Shore! All that is left now to see are the SE and LE ships!

     

    Valag
    Points: 7
    Ability: Black Mark. Captain. Hoarding Gold.

    Flavor: Valag thinks highly of herself, always has. As a result of this, many do not like her. Valag takes their disdain and sometimes open hostility in stride, preferring to be…[Read more]

  • The last two Nexus Alliance crew!

     

    Sensei Garmadon
    Points: ?
    Ability: Black Mark. Each time an enemy ship misses a shot against this ship, eliminate a mast from the attacking ship.

    Flavor: It is said that Garmadon is the brother of Sensei Wu, a strange tale if true, for never were there two people so opposite in character. Where Wu is kind and…[Read more]

  • Final two islands from the Farthest Shore!

     

    Nexus Outpost
    Effect:
    This island can only be used as a wild island. If a fort is built on this island, that fort  gets +1 to its cannon rolls against targets within S of this island.

     

    Port Plunder
    Effects:
    1-2: Ancient Ruins: If this ship is carrying a unique treasure, place it on this island.…[Read more]

  • Returning to the LE section again, two linked pairs as we approach the final ships and crew of the Farthest Shore.

     

    Wet Walnut
    Pirate
    Points: 15
    Masts: 3
    Cannons: 4S-3S-4S
    Cargo: 5
    Movement: S+S
    Ability: This ship sinks when her last mast is eliminated. Crew placed on this ship don’t take up any cargo space.
    Link: Cap’n Horatio…[Read more]

  • Some big pieces there!  As we might expect from the SR’s for a big set.  🙂

    For Nexus Knight, I personally would replace “so long as” with “if”.

     

    Just wait for the rest of the LE section…… 😀 Noted, revising.

    ——————————————————————————–

    Three more SE ships today, the last Sea Dragons…[Read more]

  • It’s time for some Super Rares!

     

    Mythran
    Nexus Alliance
    Points: 28
    Masts: 5
    Cannons: 3l-3L-3S-3S-3S
    Cargo: 3
    Movement: S+S
    Ability: Enemy abilities cannot affect this ship.
    Link: Robert Shivale
    Flavor: The mightiest war galleon in the Alliance fleet, the Mythran strikes fear in the hearts of those who oppose the Alliance, and gives strength to…[Read more]

  • The last two Treasures of the Farthest Shore!

     

    Blue Imaginite
    Ability: This ship gets +1 cargo spaces for every Blue Imaginite on board, up to a total of 3. When unloaded at your home island, roll a D6 twice. Blue Imaginite is worth gold equal to the result.

     

    Orb of Guidance
    Ability: If loaded by a Nexus Alliance ship, this ship gets +1 to…[Read more]

  • We loop back to the Ionics today, with three more of their crew from the Farthest Shore!

     

    Amanat
    Points: 9
    Ability: Captain. Instead of giving this ship an action, you may give any ship in your fleet two actions.

    Flavor: Amanat has learned from some of the greatest tactical minds among the Ionics. Garan and Amakav both have high regard and…[Read more]

  • Two more islands from the Farthest Shore, and these might be a doozy of a pair.

     

    Crux Prime
    Effects:
    1-2: Maelstrom Quarry: Eliminate all treasure coins from this island and up to two masts from this ship.
    3-4: Monastery Ruins: Replace one of the treasures loaded by this ship with a Unique Treasure of your choice from outside of the game.
    5-6:…[Read more]

  • The first LE ships we see of the Farthest Shore, with the return of a rather infamous ship from Fire and Steel.

     

    Morning Star
    Ionic
    Points: 19
    Masts: 5
    Cannons: 2S-3L-3L-3L-2S
    Cargo: 5
    Movement: S+S
    Ability: If this ship is assigned a Captain and Musketeer crew, she gets +S to her base move and +1 to her cannon rolls.

    Flavor: The Mourning…[Read more]

  • This effect covers a huge area, but the penalty is incredibly harsh, to the point that it’s almost unusable, especially for 26 points.   Unless you manage to catch the rare empty ship with it, a single use could shut this dragon down for a major portion of the game.

    Losing a turn for each affected ship would be more reasonable, even if that mea…

    [Read more]

  • As written, the secondary, non-Nexus effect of this will almost never occur, because players generally aren’t going to be exploring wild islands with enemy ships that close, especially one that hasn’t already explored the island first and taken this for itself.

    The non-Nexus effect is meant to function like Bones Wiley. If the treasure is loa…[Read more]

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