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October 9, 2024 at 11:43 PM #19452XerecsModerator
Suppose a ship finds Buried Treasure (or Plunder), and that treasure is later lost in a boarding party to an enemy ship. Does the loosing a turn aspect of those treasures apply to the ship that took them in the boarding party?
Ship A finds Buried Treasure(BT) and looses a turn and establishes value. Ship A is later boarded by enemy ship B. Ship B wins the boarding party and takes BT. Does ship B lose a turn, but keep the established value of BT?
Neither treasure seem to have a Code entry.
September 10, 2024 at 12:52 PM #19283XerecsModeratorThe last leviathan!
The Leviathan
Points: 35
Segments: 7
Cannons: 2S-2S-2S-2L-2S-2S-2S
Cargo: 0
Movement: S+L
Ability: Leviathan. Eternal.September 9, 2024 at 1:32 PM #19276XerecsModeratorTwo more Leviathans, with the big one to come on Tuesday!
Gammaru
Points: 30
Segments: 7
Cannons: 5S-3S-2L-3S-5S
Cargo: 1
Movement: S+S
Ability: Leviathan. This leviathan ignores terrain and islands when given a move action.Omarus
Points: 28
Segments: 7
Cannons: 5S-2L-5S
Cargo: 0
Movement: L
Ability: Leviathan. This Leviathan can only repair segments that do not have a cannon.September 8, 2024 at 11:46 AM #19252XerecsModeratorWith the keyword now finalized, here are some of the other Leviathans!
Aekel
Points: 30
Segments: 7
Cannons: 5S-5S-4L-2L-4L-5S-5S
Cargo: 0
Movement: S+S
Ability: Leviathan. If this leviathan succeeds at a boarding party, it may eliminate all of the other ships crew.Homaru
Points: 30
Segments: 7
Cannons: 2S-2L-2S
Cargo: 0
Movement: L
Ability: Leviathan. This leviathan gets +L to its base move when it has all of its segments.September 7, 2024 at 10:47 PM #19250XerecsModeratorI would clarify what this means – can shoot at submerged ships, can ram them, etc
It would function similar to the abilities of Cadara and Shaihulud, without the submarine restriction. Hopefully the following clears it up.
Leviathan
A game piece with this keyword is a Sea Creature.Leviathans have 7 segments (six claws, one head); however Leviathans may not always have cannons assigned to all their segments. Only segments with cannons shown can shoot. A leviathan’s segments cannot be eliminated unless the cannon roll is a 6. After a leviathan resolves a move action, as a free action it may repair any one missing segment.
At the beginning of your turn decide if a Leviathan is submerged or on the surface.
If submerged a leviathan may be given move actions, it cannot touch other ships and cannot be shot at. While submerged a leviathan may be given shoot actions to target submerged ships. While submerged, as part of a move action a leviathan may initiate a boarding party against an enemy ship up to S away without ramming.
If on the surface a leviathan may move and be given shoot actions (it may target submerged ships); it may ram opposing ships (the rammed ship becomes pinned instead) and it may board. After winning a boarding party the leviathan may eliminate a crew or steal a treasure (if cargo space permits), but it cannot capture crew and if it takes a unique treasure that treasure is eliminated.When a Leviathan is given a shoot action,you may choose whether that action is a normal shoot action or a lightning attack (it cannot perform both with a single action). A lightning attack can be initiated even if the Leviathan is submerged, and allows a Leviathan a rank-2 attack against any one target (including submerged ships) within L+L of its head. If the attack hits, eliminate up to two masts from the target ship, as well as any other ship in the line of fire with the attack.
September 7, 2024 at 2:40 PM #19248XerecsModeratorThe fifth version of Leviathan! Some wording has been changed to hopefully make things more clear, along with changing when a leviathan can ram an opposing ship.
Leviathan
A game piece with this keyword is a Sea Creature.Leviathans have 7 segments (six claws, one head); however Leviathans may not always have cannons assigned to all their segments. Only segments with cannons shown can shoot. A leviathan’s segments cannot be eliminated unless the cannon roll is a 6. After a leviathan resolves a move action, as a free action it may repair any one missing segment.
At the beginning of your turn decide if a Leviathan is submerged or on the surface.
If submerged a leviathan may be given move actions and cannot be shot at; a leviathan can attack submerged ships. While submerged, as part of a move action a leviathan may initiate a boarding party against an enemy ship up to S away without ramming.
If on the surface a leviathan may move and be given shoot actions as normal, it may ram opposing ships (the rammed ship becomes pinned instead) and it may board. After winning a boarding action the leviathan may eliminate a crew or steal a treasure (if cargo space permits), but it cannot capture crew and if it takes a unique treasure that treasure is eliminated.When a Leviathan is given a shoot action,you may choose whether that action is a normal shoot action or a lightning attack (it cannot perform both with a single action). A lightning attack can be initiated even if the Leviathan is submerged, and allows a Leviathan a rank-2 attack against any one target (including submerged ships) within L+L of its head. If the attack hits, eliminate up to two masts from the target ship, as well as any other ship in the line of fire with the attack.
September 7, 2024 at 12:21 PM #19247XerecsModeratorThis is assuming “its submerged status” is in regards to the Leviathan, because if it’s in reference to any enemy submerged ship, that part is already covered by the part in parentheses.
I may need to revise the wording again. A submerged Leviathan can shoot normally at any submerged ship (submarine, Sea Monster, etc), but while submerged a leviathan cannot use its regular cannons against a ship on the surface. The lightning attack can be used by a Leviathan while it is submerged or on the surface, and can target any enemy ship that is submerged or on the surface. For example, a surfaced Leviathan could target a submerged Sea Monster with the lightning attack, or a submerged leviathan could target a submerged submarine with the lightning attack.
I assume the “it may board” refers to the Leviathan? One could argue that is in reference to the rammed ship instead.
Yes, it refers to the Leviathan being able to board the pinned ship.
Does 30 points for the example leviathan feel fair or still too cheap for what the keyword can do as-is?
September 6, 2024 at 11:44 PM #19229XerecsModeratorRevisiting a concept from before I started posting Farthest Shore, the Leviathan. Version 4 of the keyword to go along with the rough template I made a while ago:
Leviathan
A game piece with this keyword is a Sea Creature.Leviathans have 7 segments (six claws, one head); however Leviathans may not always have cannons assigned to all their segments. Only segments with cannons shown can shoot.
At the beginning of your turn decide if a Leviathan is submerged or on the surface. If submerged, a leviathan can move, but cannot shoot normally or be shot at. A submerged Leviathan may ram another ship, the rammed ship becomes pinned instead, and it may board. If on the surface a Leviathan may move and be given shoot actions as normal, it may ram another ship, the rammed ship becomes pinned instead, and it may board.
A Leviathan may target submerged ships with a shoot action, regardless of its own submerged status. A leviathan’s segments cannot be eliminated unless the cannon roll is a 6.
When a Leviathan is given a shoot action,you may choose whether that action is a normal shoot action or a lightning attack (it cannot perform both with a single action). A lightning attack allows a Leviathan to attack any one target (regardless of its submerged status and including submerged ships) with a 2L range and rank of 2, measured from the cannon on the leviathan’s head. If the attack hits, eliminate up to two masts from the target ship, as well as any other ship in the line of fire with the attack.
After a Leviathan resolves a move action, as a free action it may repair any one missing segment.
To go along with this keyword we have one of 6 planned Leviathans:
Ebira
Points: 30
Segments: 7
Cannons: 3S-3S-2L-3S-3S
Cargo: 0
Movement: S+S
Ability: Leviathan.July 22, 2024 at 5:28 PM #19055XerecsModeratorIt only counts toward the build limit of a ship, and the effect is continuous/always active as long as the point-reducer crew remains on board.
Even if the point reducer is moved to another ship? For example, lets say I have Stump on ship A, and then decide that I might want him on ship B. If I transfer him to ship B will he reduce the point costs of any crew on ship B?
Just to confirm, if I had a point reducer in my fleet, but didn’t have them assigned to a ship at the start of the game (placed on home island) would I be able to assign them to a ship later in the game via a transfer to gain the point reduction?
July 22, 2024 at 3:09 PM #19053XerecsModeratorThe Stump & others
Place this crew face up during setup. Reduce the cost of all other crew placed on this ship by 1.The Code leads me to believe that this ability can only be applied at the beginning of the game, during set-up. I take it that the point reduction would not function if this crew was transferred to another ship later in a game? Also, you couldn’t start the game with this crew on a home island, then load them later for the point reduction?
Is the point reduction continuous, or is it a one-time effect that applies only to the crew on the ship at the start of the game? As in, if other crew are transferred to the ship with this ability, would those crew also have their point costs reduced?
July 21, 2024 at 12:21 PM #19052XerecsModeratorSuppose I have a set of Native Canoes in my fleet. At the start of the game, the canoes are placed at a wild island. The Canoes cannot explore on their first action, per their keyword. If I get a ship with the S-Explore ability out to that island on my first turn and mark it explored, can the Canoes be given a move action to re-dock at the island and explore it as a free action?
Separately, can a Bombardier’s flame strike cannon be given a cannon bonus?
July 14, 2024 at 12:45 AM #19019XerecsModeratorDo you think it’d be worth the cost instead if it just gave a +1 mast repair per shipwright (giving incentive for multiples to be taken)? 16 points and leaving it alone sound pretty good too though!
I don’t think that first idea would work, due to the no stacking rule. Unless you mean that the ship would be able to repair a number of masts equal to the number of shipwright crew assigned to her?
Leaving it at 16 and keeping the rest of the abilities as-is is also an option to consider.
July 13, 2024 at 10:01 AM #19017XerecsModeratorUSS Alliance
Nationality: American
Point Cost: 19
Masts: 4
Cargo: 4
Base Move: S+S
Cannons: 3L-3S-3S-3L
Link: Monsieur LeNoir
Ability: Shipwrights on this ship may repair up to two masts with each repair action or remove one fire mast instead of the normal repair action. French crew can use their abilities on this ship.This is a fine ship, a bit expensive though. I’m not sure that allowing shipwright crew to remove a fire mast is that expensive, nor is allowing them to repair up to two masts. I think you could start this ship at 15 or 16 points for some testing.
June 16, 2024 at 6:26 AM #18778XerecsModeratorNice to see these return! These models are a little larger than I thought they’d be, is that an actual light at the top?
I’m going to sound a little silly, but I was expecting them to look more like a taller skinnier fort, like several 2D pieces of plastic put together to make a 3D shape.
June 9, 2024 at 5:39 AM #18723XerecsModeratorThe final ship from the Farthest Shore!
Nexus III
Nexus Alliance
Points: 40
Masts: 10
Cannons: 3S-3S-2L-2L-2L-2L-3S-3S-3S-3S
Cargo: 10
Movement: L
Ability: Junk. This ship gets +S to her base move and +1 to her cannon rolls if a captain and explorer crew are assigned to her.Flavor: Considered the pinnacle of the Nexus line to date, the Nexus III is akin to a floating fortress. Despite that when handled correctly she moves with surprising agility for a vessel her size.
With that, the largest custom set I’ve worked on to date is finished! It’s taken us slightly less than a year of mostly daily posting to see 500+ ships, crew, forts, equipment, and islands! What started out as a silly idea to make some ships and references to the old Lego Universe mmog turned into something much more. I’m not completely done making custom ships, there’s still the War of the Seas to come, in addition to a sequel of sorts to the PotC set but I’m not going to be posting bits from those on the daily and likely not anytime soon. I’ll be taking some time to review each post made for Farthest Shore (on PwB anyway) and make any necessary edits to game pieces and eventually I’ll have the set properly added to the Customs Database where you can see all 513 ships, crew, forts, equipment, treasures and islands of Pirates: The Farthest Shore!
June 8, 2024 at 5:27 AM #18682XerecsModeratorThe next ten mast from the Farthest Shore, and a new keyword!
Nexus II
Nexus Alliance
Points: 35
Masts: 10
Cannons: 3L-3L-3L-3L-3S-3S-3S-3S-3L-3L
Cargo: 7
Movement: L
Ability: Junk. Carrier. Canoes loaded by this ship do not take up cargo space. This ship can load up to 6 canoes.Flavor: Built specifically to carry “war canoes”, the Nexus II is designed for long periods at sea. Many of the canoes can be stored in the hull itself, allowing extra provisions, supplies, and treasures to be kept in the cargo holds.
Carrier: If at any time a friendly native canoe is touching this ship, as a free action that canoe may be loaded onto this ship as cargo. Any cargo that that canoe was carrying is also unloaded onto this ship. To unload canoes, give this ship a move action but do not move her. Instead place all stored canoes so that their end touches this ship.
June 7, 2024 at 5:52 PM #18678XerecsModeratorLove the ability spread. Could be made into a super hybrid
Most likely could be, the Nexus Alliance has some interesting crew options.
June 7, 2024 at 7:43 AM #18631XerecsModeratorThe next ten mast ship!
Nexus I
Nexus Alliance
Points: 35
Masts: 10
Cannons: 3L-3L-3L-3L-4S-4S-4S-4S-3L-3L
Cargo: 6
Movement: L
Ability: Junk. Hidden Gold. This ship may unload cargo at your home island or friendly fort if she is within S of it. This ship’s cannons cannot be eliminated (masts still may be). If derelict she can’t shoot. Ionic crew may use their abilities on this ship.Flavor: Constructed by the best Alliance and Ionic shipwrights working together. The Nexus I represents the first of a new line of super ships, ones that will ensure the safety and security of both the Ionics and Nexus Alliance.
Hidden Gold: This ship has 2 extra cargo spaces that may only be assigned treasure.
June 6, 2024 at 9:46 PM #18625XerecsModeratorLooks like it would be a blast to use. That’s a very powerful new ability, this might even be a ship that goes beyond 50 points someday….
Maybe someday her cost will go up, for now I think 45 is okay. There are some interesting options given that she doesn’t have a linked crew and the Ionics have several super crew to their name.
June 6, 2024 at 7:42 AM #18623XerecsModeratorThe 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 and firepower, the Supremacy was designed and built to be just that and reign supreme on the seas, a demonstration of the power of the Ionic people.
June 5, 2024 at 9:51 AM #18618XerecsModeratorThe 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 to Ransom the English officer back were declined, Locke decided to join the Keep’s crew and seek vengeance on those who forgot about him.
Captain Alan De Soto
Pirate
Points: 5
Ability: Captain. Secret Hold.
Flavor: De Soto liberated the crew of the Destiny’s Bounty from her cruel captain, and quickly became a legend in the South China Seas. It was his infamy however, that led to mutiny and his supposed death. Returning to the seas, his only goal is to reclaim his ship, and secure the map to his secret fortune, hidden within her hold.
June 4, 2024 at 7:45 AM #18581XerecsModeratorTwo 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: quickly circling her prey while making sudden devastating attacks from her bow cannons.
Byakko
Pirate
Points: 18
Masts: 3
Cannons: 2L-2S-3L
Cargo: 3
Movement: L+S
Ability: Blockade Runner. This ship gets plus one to her cannon rolls against any non-Pirate ship.Flavor: Equipped with a fierce crew and the best guns money can buy, the Byakko upholds the honor of her traditional Chinese title, “The King of Beasts”.
Captain O.B. Vious
French
Points: 8
Ability: Captain. This ship gets plus one to her cannon rolls against any non-French ship. Enemy ships more than S away from this ship get +1 to their cannon rolls against this ship.Flavor: A man who suffers from shortsightedness, color blindness, partial deafness, has no sense of direction, and a lack of common sense, captain Vious is allowed to serve in the navy exclusively because when he realizes he’s taking fire, no other officer can rival his vengeful temper.
Alexandre de Quincy
French
Points: 8
Ability: Black Mark. Eternal. Once per turn, you may eliminate one of this ship’s crew to give her an extra action. When this ship hits an enemy ship, eliminate a cargo from the enemy ship.Flavor: De Quincey has been part of the French court for far longer than most other nobles. His ruthless nature and tendency to stick to the shadows behind the Admiralty, have led to many curious rumors regarding the supernatural. Rumors that he has neither confirmed nor denied.
Blockade Runner: This ship gets +1 to her ramming and boarding rolls. Ramming cannot eliminate this ship’s masts.
June 3, 2024 at 9:29 AM #18568XerecsModeratorThe 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 waters of the ocean. Extended time in the intense heat is believed to be the reason the crew has taken up fire-worshiping.
P’kwai
Ionic
Points:14
Masts: 3
Cannons: 4S-2L-4S
Cargo: 3
Movement: S+S
Ability: Double Catamaran. Once per turn, one crew or ship within S of this ship can’t use its ability that turn.Flavor: For a catamaran, this ship has unusually tall masts. This feature usually allows the crew to spot trouble before it comes within cannon range.
Kewa
Ionic
Points: 13
Masts: 2
Cannons: 3S-3S
Cargo: 4
Movement: L+S
Ability: Catamaran. If this ship is assigned a captain crew she gets +1 to her cannon rolls. This ship may look at one face-down cargo on any ship within L of it.Flavor: This ship was constructed with spare and excess timbers left over from the G’Ko. Though the admiralty denies it, and claims it is impossible, many sailors believe that the good fortune of the G’Ko will follow the Kewa.
June 2, 2024 at 8:37 AM #18561XerecsModeratorThree 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 smoke.
D’Kap
Ionic
Points: 15
Masts: 2
Cannons: 3S-3L
Cargo: 4
Movement: S+L
Ability: Catamaran. This ships gets +L to its base move after 10 turns have passed.Flavor: The D’Kap may be small, but like her namesake can outlast most other ships on the waves. She and her crew seem to get faster as time goes on.
Husi
Ionic
Points: 14
Masts: 3
Cannons: 2L-3S-2L
Cargo: 3
Movement: L
Ability: Double Catamaran. If this ship is assigned a captain crew, she gains +L to her base move. For every cannon roll of 1, eliminate a mast from this ship.Flavor: A trainee crew mans the Husi, itself one of the older ships in the navy. For their own protection, the ship and her crew are assigned to coastal patrol until they can lean how to properly sail.
June 1, 2024 at 9:16 AM #18544XerecsModeratorWe’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. Oarsman.Flavor: The first Turbine constructed by the Ionics, the Crawler was so named because she “crawled” across the surface of the waves, as opposed to sailing over them.
K’Raw
Ionic
Points: 15
Masts: 3
Cannons: 4S-4L-4S
Cargo: 3
Movement: L
Ability: Turbine. This ship gets +1 to her cannon rolls for every enemy ship within S. This ship cannot be shot at by ships within S of her.Flavor: Delivered to the Ionics as a hulk from the Nexus Alliance, the K’raw served as the baseline blueprint for the Crawler and every other Turbine ship the Ionics have built.
Kra-ka
Ionic
Points: 19
Masts: 3
Cannons: 3L-3L-3L
Cargo: 6
Movement: L
Ability: Turbine. At the beginning of your turn choose an ability of any Ionic ship in play. This ship has that ability until the beginning of your next turn. You may make a different choice each turn.Flavor: With a deeper draft than most ships of her type, the Kra-ka has an unusually large cargo hold.
May 30, 2024 at 10:34 AM #18451XerecsModeratorThe 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 ability that turn.Flavor: This ship appeared when Typhonus fell to the Cursed. When not seated on his black throne, the Baron can be found on this ship, terrorizing the people he once called friends.
Corrupted Knight
Cursed
Points: 8
Masts: 1
Cannon: 3L
Cargo: 2
Movement: S+S
Ability: This ship gets +1 to her cannon rolls against any non-Cursed game piece.Flavor: As a demonstration of his newfound power, Typhonus cursed the crew of this vessel and ensnared them in his thrall.
Baron Typhonus
Cursed
Points: 13
Ability: At the beginning of each of your turns, roll a d6. On a result of 1-2, you may give one ship in your fleet +1 to its boarding rolls for this turn. On a result of 3-4, you may give one ship in your fleet +1 to its cannons for this turn. On a result of 5-6, you may give one ship in your fleet the same action twice, this turn. This ship cannot be affected by the Maelstrom’s Sigil Treasure.Flavor: Typhonus attempted to control creation with destruction, resulting in chaos and the Maelstrom. The Baron’s only goal now is finding the fabled Heart of the Nexus and accumulating more power for himself.
The Maelstrom
Ability: When revealed place a storm from outside the game anywhere in play not within S of a ship or island. Any ship that begins their turn within S of that storm must roll a D6. On a result of 1-3 roll another d6 and eliminate masts from friendly ships in play equal to the result. On a result of 4-6 roll another D6 and eliminate a friendly crew with a point cost equal to or less than the result. Should this storm move, a D6 does not need to be rolled to determine it’s direction, instead the active player may choose which direction the storm moves.
If Heart of the Nexus is in play, instead the storm functions as normal and the effects of Heart of the Nexus cannot be used.Storm
Terrain
A Storm has the numbers 1-6 printed around its edge, as well as a gold number printed at its
Center. Storms block lines of fire.
At the end of each player’s turn, that player must roll a d6. Compare the result to the gold number printed on all icebergs in play. If the result matches any storm(s), those storms move that turn. For each Storm that will move, roll another d6 and match the result to the number printed around the Storm’s edge. Measuring straight out from that number away from the storm, move the storm L. Do not turn or rotate it.
When any part of a game piece touches a storm, the entire game piece must be
placed within the storm as a free action; roll a d6, the result is the number of masts, segments, flags or damage points removed from the game piece. If the result is more than the number of remaining masts, segments, flags or damage points, the game piece is eliminated from the game. If a game piece is still inside a storm at the end of a turn, roll a d6 again and remove the resulting amount from the game piece.
A game piece in a storm is lost. Lost game pieces can’t shoot, be shot at, ram or be rammed, pin or be pinned, or board or be boarded by other ships. Game pieces exit storms in random directions. When a game piece is given a move action to exit a storm, roll one d6 before moving it. Place the game piece outside of the storm facing away from the storm and touching the number on the storm that matches the die result; it can face in any direction away from the storm and is no longer lost. Begin moving the game piece from that point.
If two or more Storms collide or move into contact with one another, they merge and move as one Storm. If a storm spends more than three turns over an island, it is removed from the game.May 29, 2024 at 9:05 PM #18442XerecsModerator“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 range cannons and tries to Broadside Attack a ship that cannot be hit by L-range cannons, that the target ship can be shot at, but not hit, even if the roll for Broadsides Attack is successful?
For example, Commander Temple is on HMS Gallows and targets targets the Sea Fox with a Broadsides Attack. The Broadsides roll is successful, but Sea Fox ignores the hits due to her ability.
Is that right, or would the Broadsides Attack hit the Sea Fox?
May 29, 2024 at 2:11 PM #18441XerecsModeratorThe 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 alone.
Rokip
Points: 5
Ability: Black Mark. This ship gets +1 to her cannon rolls against any non-Ionic ship.Flavor: Physically imposing and strong, Rokip was once in command of a sizable portion of the navy. He was demoted when it was suspected he had dealings with the Makuta and other fell powers of the sea.
Vica
Points: 8
Ability: Marine. When another face-up crew on this ship would be eliminated turn it face down instead.Flavor: A man of unshakeable faith, Vica believes that he has been placed upon the world to help the meek and to rid it of all evils. His skill with weapons is matched by his skill at keeping people alive.
May 28, 2024 at 7:43 AM #18439XerecsModeratorThe 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 forgiving Garmadon is hard and unrelenting.
Captain William Stoker
Points: 5
Ability: Captain. Firepot Specialist.Flavor: Hot-headed but calculating, William Stoker has been shadowing Commander Rain to learn from his tactical mind and leadership. Many look to young William with the promise of replacing the Commander when he’s eventually promoted to Admiral.
May 27, 2024 at 8:48 AM #18438XerecsModeratorFinal 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. This ship cannot load the highest value coin on this island.
3-4: no effect
5-6: Swagger Town: After exploring this island, place a treasure coin from your collection with value equal to or less than one you took on the island.Of the Islands that are in the set, only the Nexus Outpost island has multiple copies, with about 5 entries in the set. All the other islands are unique, with singular entries.
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