Xerecs

  • The +S gets extremely subjective.  If not in a straight line, what determines whether or not the ship is moving towards the target?  An opponent could demand a certain angle of approach requirement is met.  Then you have whirlpool “shortcuts” that could expedite the travel by heading in the opposite direction.

    If I included some language that m…[Read more]

  • If you’re looking for a cost on Destiny’s Shadow, I would start at 12+ depending on the cannons (seems similar to Black Arrow from RotF).

    Whoops! She has a point cost of 10 with cannons of 4S-4S.

  • Two more for the Alliance as the Cycle continues!

     

    Desert Lightning
    Nexus Alliance
    Points: 9
    Masts: 2
    Cannons: 3L-4S
    Cargo: 3
    Movement: S+S+S
    Ability: Junk.
    Link: Gordon Walker

    Flavor: Modified by Walker, the Desert Lightning is one of the fastest ships in the Alliance.

     

    Destiny’s Shadow
    Nexus Alliance
    Points:
    Masts: 2
    Cannons:
    Cargo:…[Read more]

  • Sounds like you must use it every turn, even if you’re targeting the same ship each time.

    Is that +S treated like a regular movement bonus?  Or must the ship being moving in a straight line towards the targeted ship with every segment?

     

    You wouldn’t have to use it every turn. Yes the +S is treated like a regular movement bonus, you wouldn’t be…[Read more]

  • This cycle continues with two more for the Nexus Alliance!

     

    Explosion
    Nexus Alliance
    Points: 14
    Masts: 2
    Cannons: 3L-3L
    Cargo: 2
    Movement: S+S
    Ability: Junk. Ghost Ship. This ship gets +1 to her cannon rolls against the Cursed. Cursed ships get -1 to their cannon rolls against this ship.
    Link: Christopher Stone

    Flavor: Made by Christopher…[Read more]

  • The cycle continues with two more for the Nexus Alliance!

    Fireblade
    Nexus Alliance
    Points: 9
    Masts: 2
    Cannons: 2L-2L
    Cargo: 2
    Movement: L+S
    Ability: Junk. This ship may not be given firemasts.
    Link: Kenneth Smith

    Flavor: Kenneth Smith has claimed that the Fireblade is fire-proof. This claim is dismissed as nothing more than more of Smith’s t…[Read more]

  • We begin another cycle with the Nexus Alliance, and we’re rapidly coming to the close on their regular ships as well! At this point the Farthest Shore is about 2/3 or more released!

     

    Marksman
    Nexus Alliance
    Points: 13
    Masts: 2 (A)
    Cannons: 2S-2S
    Cargo: 3
    Movement: L
    Ability: This ship eliminates two masts in one hit.

    Flavor: The Marksman…[Read more]

  • I recommend adding “instead of one” at the end.  I know it’s a stretch, but this could be interpreted as “instead of Widow scoring a hit, eliminate two masts from her instead”.

    I don’t quite see how it could be interpreted that way but I’ll clear it up. “instead of one from the target ship” should make it clear.

  • We close out this cycle with the last regular mercenary ship and their singular fort!

     

    Widow
    Mercenary
    Points: 14
    Masts: 2
    Cannons: 2S-2S
    Cargo: 3
    Movement: S+S
    Ability: Mercenary. The first time each turn that this ship hits another ship, eliminate two masts instead.

    Flavor: The woman who captains the Widow lost her husband at sea, in a petty…[Read more]

  • Another double helping of the Ionics!

     

    H’Pka
    Ionic
    Points: 10
    Masts: 3
    Cannons: 3S-4S-4S
    Cargo: 3
    Movement: S+S
    Ability: Galley. This ship gets +1 to her cannon rolls when a captain is assigned to her.

    Flavor: Before the outside world came to the Ionics this ship was a patrol craft, guarding shipping lanes and small coastal villages from local…[Read more]

  • After a small break we continue with the Farthest Shore! Two more Spaniards arrive!

     

    Santa Clara
    Spain
    Points: 4
    Masts: 2
    Cannons: 4L-4L
    Cargo: 4
    Movement: S+S
    Ability:

    Flavor: The Santa Clara had been a Spanish merchant ship for years, before the Farthest Shore was discovered. She was recruited by the Admiralty to run supplies between…[Read more]

  • Could the ability of the Maui’s Fishhook be used on a submerged target, be it a Submarine or Sea Monster?

    Ability for reference:

    Once per turn as part of a move action, this ship can randomly take one treasure from any ship up to S away from her.

     

  • That is an awesome fort!  Love the flavor text too.  I’d love to use it… maybe it will appear in CG4….

    Thanks! Just bear in mind that the ability will affect a friendly ship too.

    ________________________________________________

    Two more for the French!

     

    Le Diamant
    French
    Points: 10
    Masts: 2 (B)
    Cannons: 2S-2L
    Cargo: 3
    Movement: L
    Abili…
    [Read more]

  • The last regular release of Cursed ships before we move into their crew section of the Farthest Shore!

     

    Kero
    Cursed
    Points: 6
    Masts: 1
    Cannon: 3L
    Cargo: 2
    Movement: S
    Ability: This ship gets+1 to her cannon rolls against Alliance ships.

    Flavor: Despite it’s diminutive size, the Kero is known widely as a hunter of the Nexus Alliance. P…[Read more]

  • Xerecs replied to the topic The Fleets Thread in the forum Pirates CSG 10 months ago

    What UPS means

    Universal Pirate Shipping. The shorthand for the ability of Captain Jack Sparrow (CA 058). It lets you swap a treasure from a wild island with a crew on any friendly ship.

  • All of the Pirates regular release ships have been seen, and their roster is almost fully revealed with only crew left to be shown!

     

    Michael Cunningham
    Pirate
    Points: 4
    Ability: When this ship hits an enemy ship, eliminate a cargo from the enemy ship. This ship gets +1 to boarding rolls.

    Flavor: One of Sam Sinister’s favorite guardsmen, C…[Read more]

  • Xerecs replied to the topic The Fleets Thread in the forum Pirates CSG 10 months ago

    After observing some recent new UPS fleets, I decided to try and revisit an “old” idea of mine, getting a +4 bonus on a gold coin. This lead to an afternoon of head-scratching and bemoaning as I tried to make the combo work at a 40 point limit. I met with some success, but feel as though the fleets could still be optimized further. I’ll share the…[Read more]

  • Are the effects of Mysterious Islands considered public knowledge to other players, or is the contributing player the only one who knows what the islands do until they’re revealed?

    Also, the Code states:

    Mysterious Island effects cannot be re-rolled

    Does this refer to the individual effects of the island or the determination of which effect…[Read more]

  • Daily Customs continue, with two of the final 3 ships for the Americans in the Farthest Shore!

     

    USS Coyote
    American
    Points: 10
    Masts: 2
    Cannons: 2L-3L
    Cargo: 3
    Movement: L+S
    Ability: Schooner. This ship gets +1 to her boarding rolls.

    Flavor: The Coyote is crewed by a fierce assortment of sailors, each one with countless, dubious stories of how…[Read more]

  • What’s the intended timing on this ability?   Do you have to eliminate the mast before rolling anything, or can you choose to eliminate one after you’ve fired some/all of them?

    Meant to be the first one. Would amending the wording to:

    “When this ship is given a shoot action, before an dice are rolled, you may eliminae one of this ships masts…[Read more]

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