Xerecs

  • 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 Shi…[Read more]

  • Using Canoes and Island #14 could also get ugly real quick. As mentioned, the canoes don’t have masts and so would be unaffected (I think) by the 1-2 result, meaning you’d only need to roll a 5-6 to potentially add up to 5 Events to your fleet. If you’re very lucky you can skip out on Hidden Cove or Favor of the Gods in your initial fleet build…[Read more]

  • 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,…[Read more]

  • 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 islan…

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  • 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…[Read more]

  • 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…[Read more]

  • 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…[Read more]

  • 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 f…[Read more]

  • 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?

  • 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…[Read more]

  • 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…[Read more]

  • 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…[Read more]

  • 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…[Read more]

  • 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…[Read more]

  • The Cycle continues and we see the last of the Spanish for Farthest Shore! Unlike some of the other factions in the set, the Spanish have no Limited or Special Edition ships so these are truly their last ships and named crew. They do get one generic crew, but we’ll see that one later. 😀

     

    Madrid
    Spanish
    Points: 9
    Masts: 1
    Cannon: 4S
    Cargo:…[Read more]

  • The cycle continues with the final two French ships!

     

    Arrogant
    French
    Points: 6
    Masts:1
    Cannon: 2L
    Cargo: 2
    Movement: S+S
    Ability: This ship cannot sink, but she can be scuttled.

    Flavor: Returning to the forefront of French naval ranks, the few remnants of the Arrogant’s original crew now face the same possible threat that claimed the lives of…[Read more]

  • The cycle continues with two more crew for the Cursed!

     

    Gullstew
    Cursed
    Points: 4
    Ability: Eternal. This ship gets +1 to her boarding rolls.

    Flavor: As was their tradition, this Skeld was awarded a name for his exemplary performance in battle. His choice of name stems from his habit of catching and cooking sea…[Read more]

  • We’ve seen all of the regular line up for the Pirates, so lets see what all of these Pirates are fighting over. Treasure!

     

    Lord Duke Exeter’s Sword

    Ability: This ship gets +1 to her cannon and boarding rolls. If this treasure is on the same ship as Lord Duke Exeter’s Shield, this ship gets +2 to her cannon rolls and ignores the first hit she…[Read more]

  • The cycle continues, with two more crew for the Americans!

     

    Lt. Cole Randolph
    American
    Points: 6
    Ability: 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, before you give this ship an action, roll a d6. On a 5-6, this…[Read more]

  • Can this ship use the ability on itself?  (As written, it can.)

    Also, basing it off a move action creates some odd interactions with other move-based abilities, like Captains, which could still technically function even when using this to repair.  Is that intentional?  If not, it would be better to make this use a Repair action, with the added co…

    [Read more]

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