Xerecs

  • Seems like a very good linked pair. Malophoros gives the Corsairs another much-needed fleet admiral, and the the Rachna is a very good gunship, with some of the best cannons you can get your hands on. With that much point space and some decent cargo, you could set her up as an ‘equipment ship’ with one or two different equipment to use with those…[Read more]

  • I might give the Mhak the more commonly found treasure trading ability, as seen on the RV neptune’s hoard. still good but not OP like CJS can be.

    Those are some VERY good canoes there. 3S speed with captain and fireshot built in? Yeesh. These are the most offensively minded canoes I’ve ever seen, they seem more suited to combat than to actual…[Read more]

  • Two more!

    Tihut
    Points: 12
    Ionic
    Masts: 2
    Cargo: 3
    Cannons: 3S-2S
    Movement: S+L
    Ability: This ship ignores the first hit she takes each turn as long as she has all of her masts.

    Rehye
    Points: 9
    Ionic
    Masts: 2
    Cargo: 3
    Cannons: 4S-4S
    Movement: S+S+S
    Ability: (none)

  • We’re steamrolling through the Ionics! Only a few more ships to go and then some crew. After them it’s the much awaited reveals of the Pirates and Cursed, followed by the Mercenaries, and finished up with all the ‘extra’ pieces in the LE/SE and SR section!

    Horka
    Points: 14
    Ionic
    Masts: 2
    Cargo: 3
    Cannons: 5S-3S
    Movement: S+S+S
    Ability: Friendly…[Read more]

  • I advise you to post the relevant custom keywords along with the posts. Me and Ben (and most other people probably) can figure out the keyword/short hand used fore regular abilities, but some of the Custom keywords can be hard to track.
    I’d also recommend bolding the names of the pieces, just to make them stand out a little bit.

  • Okay, point cost adjustment on the way for the Hirun. A lot of the Ionic two masters are ‘slow runners’ or could be classified as gold runners. Since almost all of their ships up till now have been IMO gunships.

  • Couple of weird ones today.

    Hirun
    Points: 10
    Ionic
    Cargo: 3
    Masts: 2
    Cannons: 3L-3L
    Movement: L
    Ability: This ship gets -1 to her cannon rolls with a captain.

    Viso
    Points: 4
    Ionic
    Masts: 2
    Cargo: 5
    Cannons: 4S-4S
    Movement: S
    Ability: Friendly ships within S of this ship get -1 to their cannon rolls.

  • Correct on the Ekop’s ability, she can completely ignore icebergs as if they weren’t there. Her’s is an ability I originally thought would be more expensive, but after some discussion I’ve realized it’s not as handy as I had thought, I’d just never gotten around to adjusting the cost. I’ll switch the costs around for the two ships.
    Incidentally,…[Read more]

  • Two more!

    Bara
    Points: 7
    Masts: 2
    Cargo: 6
    Cannons: 3L-3L
    Movement: S+S
    Ability: Ramming cannot eliminate this ships masts. This ship cannot be given repair actions.

    Ekop
    Points: 13
    Masts: 2
    Cargo: 3
    Cannons: 3S-4S
    Movement: L
    Ability: This ship ignores iceberg terrain.

  • Quite interesting. I’ve had seen and had plastic stuff that got left out in the sun become brittle and easily broken, practically dissolved in my hands.
    Your thoughts on possible animal presence?

  • I can drop their cargo holds down to either 4 or 3 apiece. I don’t really want to drop them to 3, since the Ionics are supposed to be slightly more technologically advanced than their counterparts in Sphereus Magna.

  • Interesting. For the months it was outside, was the weather gernally clear and sunny or more cloudy and rainy? That would have an affect on the ship and it’s paint.
    Where you left it, was it more urban or more […]

  • Moonbeam is kinda weird, at least to me. Her ability would be hard to keep track of I would think in a larger game, then again it might not be. Testing would tell.

    The Ionics get two more submarines!

    Voya
    Points: 12
    Nationality: Ionic
    Masts: 2
    Cargo: 5
    Cannons: 4S-4S
    Movement: L
    Ability: Submarine. This ship sinks when her last mast is…[Read more]

  • Three today! I think I already posted the Agi on MT, back when I introduced the Ionics, but with the issues there I can’t be certain. Plus new feedback on it would be good to hear.

    Agi
    Points: 5
    Ionic
    Masts: 2
    Cargo: 5
    Cannons: 4L-3L
    Movement: S+S
    Ability: This ship cannot shoot when she carries treasure. When this ship carries treasure its base…[Read more]

  • The SF reminds me of El Neptuno, but not as good, at least on my first glance. Given that ship and the fun combos that can be pulled off with her, the SF looks fun to play. The Americans may not have the crew variety of the Spanish but there are plenty of cool things you could do with this. Perhaps it’ll wind up in the staring fleet for THC?…[Read more]

  • The Breeze is VERY quick. I think it’s a good thing she’s on the smaller side, since we’ve seen what that ability on larger ships can do.

    Vaki— A ship with this keyword cannot sink, but may be scuttled. This ship cannot carry crew.

    Bohrdak
    Points: 14
    Ionic
    Masts: 2
    Cargo: 2
    Cannons: 2L-3L
    Movement: S+S
    Ability: Vaki. If this ship hits an…[Read more]

  • That might be a little too cheap, but I wouldn’t be opposed to that for playtesting purposes.

    For a middle ground, 13-14 points. This will probably affect the next six with this keyword, since they’re all two masters.

  • The new Vaki ships look like a conundrum. The ability to not carry crew severely hurts them, to the point where both may be overpriced.

    Hmmm…… Would bringing their costs down to around 12-13 be better?

  • That’s a lot of cargo for something that’s basically a flotilla. 😀 With that much room you can fit all manner of equipment and specialist crew aboard. Since it HAS to be towed, gold running is not an option for this, only combat, and it looks well prepared for the task. I’m not sure how the towing rule would work, rules wise. Maybe you could ask…[Read more]

  • With Rotoz at L speed, I’d be fine with her at 15 points. (mostly just extended chainshot)
    Zuva could maybe go to 16, but it’s too early to say that definitively.

    I think the Zuva will stay at 17, to avoid potential abuse.

    only one new one today, as we’ver reached the end of this sting of six. Tomorrow a new keyword!

    Vidok
    Points: 16…[Read more]

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