Xerecs

  • Only a few more of the Ionic crew, and then onto the Pirates!

    Kihwe
    Points: 9
    Ionic
    Ability: When this ship is given a shoot action, you may choose to reduce all her cannons to S and select a single target to which all cannons can draw a clear line of fire. Roll a d6; if the result is more than the rank of all of this ship’s cannons they all h…[Read more]

  • I know the inspiration for the 12th legion, but the name might be better if you just called it ‘legion’. I’d still know what it’s referencing and whatnot.
    Name aside, that’s a powerful ship. 6 cargo and plenty of point room for some of the more expensive named American crew. This would definitely be a dreadnought in larger games as well as campaigns.

  • Two more crew!

    J’Ree
    Points: 8
    Ionic
    Ability: Captain. EA.

    Flavor: Recently promoted to commander, J’Ree is trying desperately to avoid the stereotype of arrogant, quick to temper and bull-headed commanders. So far his efforts have earned him the respect of his men and subordinates.

    Ortam
    Points: 8
    Ionic
    Ability: For each target enemy ship wit…[Read more]

  • Why is Jasper Greene so expensive? I don’t think that version of the copy ability is worth that much, since the only things you’ll be copying are by and large generic abilities like musketeer, firepot specialist or helmsman.

    Also, why is Theoden 7 points? Those abilities have been seen together at 6 points on crew like Jonathan Haraden, Lord…[Read more]

  • Two more crew!

    Atuam
    Points: 4
    Ionic
    Ability: Explorer. SAT.

    Flavor: Atuam lives fast, like a bullet from a gun. Easily excitable and always restless he is often the first off the ship when land is made, and lives for the chance to explore new and unknown lands.

    Kano
    Points: 8
    Ionic
    Ability: This ship does not roll for effect when she uses a…[Read more]

  • For now I’ve upped the cost of the canoes to 17, but kept all of their other stats intact, such as their movement, cargo, etc. I think it would make a good blog post, or perhaps a podcast topic?

    Anewo could have black mark, but the source (onewa, toa of stone, metru-nui) had a mind controlling ability. I didn’t want to make him a standard mind…[Read more]

  • Bit of a double post, but I came across this in my doc and spreadsheet.

    K’Tung
    Points: 25
    Masts: 5
    Cargo: 4
    Cannons: 3S-3L-4S-3L-3S
    Movement: L
    Ability: Every time this ship is hit, roll a d6. On a 4-6 this ship is not hit, eliminate a mast from the attacking ship.

    That’s what it is/was. I recall some debate about this one when I revealed it o…[Read more]

  • Two more crew! Possibly one of the more OP things I’ve made recently. 😀

    Anewo
    Points: 10
    Ionic
    Ability: Once per turn roll a d6. On a 5-6 move an enemy ship L in any direction.

    Flavor: Anewo is a man of substance. If he cannot see it or touch it, it is not real. Despite this he has an almost unnatural ability to get people to do what he…[Read more]

  • The Tura crew is supposed to be the Chieftain associated with the Matoran Canoes. I think I’ll just up their point cost to around 15-17. I don’t want to make them too expensive, but you do make good points about their potential.

  • All three IMO. The cargo is extremely important with canoes; one set of those could be a gold running powerhouse even without factoring the auto Captain into play. 10 cargo spaces for 13 points with plenty of speed and the possibility of five 4S shots in addition to that – very impressive. The Star Chaser is less OP than most other Battleships I…

    [Read more]

  • I would argue that the Matoran Canoes are likely more OP than the Chaser, though I like them better.

    What makes them OP? Their speed, cargo, ability, or a combination of all three?

    Two new crew!

    Amakav
    Points: 6
    Ionic
    Ability: Captain. Re-roll.

    Flavor: Despite his protests, Amakav was placed in command of the Ionic navy and oversees fleet…[Read more]

  • Eh…. I guess you could make the the Chaser more expensive. I’m not a fan of doing that, but if you REALLY don’t want to loose either keyword/ability….

    P’kos
    Points: 12
    Ionic
    Masts: 1
    Cargo: 3
    Cannon: 3S
    Movement: S+S
    Ability: Limit. At the beginning of each of your turns, choose any ability possessed by any ship or crew in play; this ship h…[Read more]

  • Star Chaser is too good. It needs to loose either Battleship or EA. If you want to keep both then the speed needs to be reduced to a single segment. S feels extreme, but L would be fine I think. Obsidian reminds me of the Roanoke, cannon ranks and ranges are exactly the same, only this is two points more expensive.

  • Rapidly approaching the end of the Ionics, two more for today!

    Bomo
    Points: 11
    Ionic
    Masts: 1
    Cargo: 4
    Cannon: 3L
    Movement: S+S
    Ability: Once per turn roll a d6. On a 5-6 this ships masts cannot be rammed off and require two hits in the same shoot action to eliminate its mast.

    Flavor: The crew of the Bomo take extreme measures to ensure that…[Read more]

  • Two more!

    Nuri
    Points: 15
    Ionic
    Masts: 1
    Cannons: 4S
    Cargo: 3
    Movement: S+L
    Ability: Once per turn roll a d6. On a 5-6 this ship gets +L+L to its base move.

    Flavor: Built for speed with a light frame and timber, the Nuri moves so quickly across the water that she almost appears to teleport from place to place. Her speed however comes at the cost…[Read more]

  • I might suggest that you re-arrange the order in which the names appear in addition to removing the comment.

    Wesley Dorian master-at-arms.

    Hmm. Actually looking at that way would imply keeping the comma, so probably best to keep his name/title as-is.

  • I use bold and italic for names of things and keywords like Schooner or Junk. I’m going one/two at a time and I think that’s a good pace for me. If you want to keep going 5 at a time for speed sake then keep going five at a time.

  • Yikes, a ten mast dreadnought and a super crew! I like both of them, though I’m wondering how BA would work on the ten master. I notice you specified submarines, not submerged ships, any reason? I think the cargo of 4 keeps the Wrath from being too powerful, kind of like my handling of the Yaochuan and her ability to submerge.
    Diabolos is quite…[Read more]

  • Cursed abilities is very vague. I’d try and specify what exactly cannot affect the ship.

  • Okay, point cost adjustments coming! I’ll go with the lower cost for the Takea, 9 points for it/them.

    I can put the Kes at 4 points no problem, and yes I mean she’s the Blockade runner type two master, like the PoC. Aside from the Takea she’s the only Uncommon 2 master for the Ionics.

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