Xerecs

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  • in reply to: Custom Ships (post your custom game pieces here!) #17421
    Xerecs
    Moderator

    So obviously the above is very much flavored/directly lifted from The Goonies background and fluff.

    …..Why did I not think of this already? I love that movie!

     

    Interesting ship, always fun to see a Treasure Ship, and with a very interesting ability especially for people who play by the rules. I kind of house-rule that treasure goes down with ships so I’ve never considered making that an ability for a ship, crew or UT. The point cost is slightly limiting, even for the Pirates, given that OEW is taking up most of the point space on his ship.

     

    While Willy has powerful abilities in combination, the limit restriction does impose an artificial 5 build point cost to him, artificially making him about 12-13 points depending on how someone rates the Ransom and Hostile keywords.

    I agree he does have a powerful ability. The wording is similar to a regular canceller crew like Diaz or LeNoir, does this mean that he could SAC a crew on an enemy turn? That might be worth Limit, but if you switch to the normal cancel ability then I’d say you can loose the Limit keyword and open up some combinations. Could you expand on what you mean by Limit giving him “artificial 5 build point cost”? I’m not quite following the logic there.

    The Eyepatch would allow you to use Parley, but without sending a coin to your opponent? Hoo, that could get VERY interesting if paired with Nemo’s Plans. 😀

     

    in reply to: Custom Ships (post your custom game pieces here!) #17416
    Xerecs
    Moderator

    Both of those look interesting, and pretty neat.  Maybe you’ll use the Vassal on VASSAL in CG4.  XD

    Heh, there’s a possibility of that happening.

    in reply to: Custom Ships (post your custom game pieces here!) #17414
    Xerecs
    Moderator

    Two more for the English from Farthest Shore!

     

    HMS Vassal
    English
    Points: 12
    Masts: 4
    Cannons: 3S-3S-3S-3S
    Cargo: 4
    Movement: S+S
    Ability: Once per turn, when this ship hits an enemy ship eliminate one of that ship’s cargo.

    Flavor: The Vassal has made enemy of every pirate on the waves, with her destructive and explosive cannons. Not to mention her crew’s habit of hanging pirates from her yardarms.

     

    Selene
    English
    Points: 13
    Masts: 4
    Cannons: 5S-4L-4L-5S
    Cargo: 6
    Movement: S+S
    Ability: If this ship is not assigned a helmsman crew, roll a d6 after she resolves a move action. On a result of 4-6, this ship can move L.

    Flavor: The Selene tends to perform better when fewer souls are on board. The few hands who always sail on her can handle her with such precision that they often don’t need more than a handful of sailors.

    in reply to: Custom Ships (post your custom game pieces here!) #17413
    Xerecs
    Moderator

    Been under the weather for a couple days, here are the final Nexus Alliance ships for this cycle!

     

    Corsque
    Nexus Alliance
    Points: 16
    Masts: 3 (A)
    Cannons: 3S-2L-2L
    Cargo: 4
    Movement: S+L
    Ability: This ship gets +1 to her cannon rolls for every friendly ship within S.

    Flavor: TBD

     

    Scimitar
    Nexus Alliance
    Points: 11
    Masts: 3 (A)
    Cannons: 3S-3S-3S
    Cargo: 4
    Movement: S+S+S
    Ability: This ship cannot be assigned helmsman crew.

    Flavor: Made with a streamlined hull and special sails provided by Dalgaard’s followers, the Scimitar is one of the swiftest vessels in the Alliance fleet. However, space on board is limited, and the admiralty almost always prefers cannons over speed.

     

    Katana
    Nexus Alliance
    Points: 13
    Masts: 3 (A)
    Cannons: 2S-2L-2S
    Cargo: 6
    Movement: S
    Ability: Chain shot. This ship ignores the first hit she takes each turn.

    Flavor: Thick hull beams hide a cavernous hold in the Katana, which is filled mostly with her impressive armament. A host of chain shots and other munitions to ensnare ships are stored on her, with ample room for other cargoes.

     

    Cleaver
    Nexus Alliance
    Points: 9
    Masts: 3 (A)
    Cannons: 3S-2L-3S
    Cargo: 2
    Movement: L
    Ability: Ramming cannot eliminate this ships’ masts.

    Flavor: Named before it’s construction was complete, the Cleaver was intended to cleave through ships, with cannons and brute force. However, the opposite has happened, with the ship being nigh impervious to cannon fire and ram attempts.

    in reply to: Custom Ships (post your custom game pieces here!) #17409
    Xerecs
    Moderator

    Two more for the Alliance!

     

    Lancer
    Nexus Alliance
    Points: 13
    Masts: 3 (A)
    Cannons: 2S-3L-2S
    Cargo: 4
    Movement: S+S+S
    Ability: This ship’s bow cannon has Extended Range.

    Flavor: The Lancer was designed to spear-head attacks on enemy ships in formation. Most of her armament is angled toward her bow and she is outfitted with special bow chasers that let her sail forward and fire at the same time.

     

    Halberd
    Nexus Alliance
    Points: 9
    Masts: 3 (A)
    Cannons: 2S-2L-3S
    Cargo: 4
    Movement: L
    Ability:

    Flavor: The Halberd is usually a cadets first stop after initial training on the Venture Explorer. Almost all eventually move on or are re-assigned but a handful choose to stay on the vessel.

    in reply to: Custom Ships (post your custom game pieces here!) #17401
    Xerecs
    Moderator

    Two more for the Farthest Shore!

     

    Dragon
    Nexus Alliance
    Points: 10
    Masts: 3 (B)
    Cannons: 2S-3S-2S
    Cargo: 3
    Movement: S+L
    Ability: This ship gets +1 to her cannon rolls against ships with more masts remaining than her.

    Flavor: While the Dragon may be undersized, her crew certainly don’t behave as if she is. They seem to relish the challenge of taking on larger warships.

     

    Mantis
    Nexus Alliance
    Points: 12
    Masts: 3
    Cannons: 2L-3L-2L
    Cargo: 7
    Movement: L
    Ability: Junk. If this ship has a captain crew she gets +1 to her cannon and boarding rolls.

    Flavor: Like some of the larger warships, the Mantis has a larger cargo hold relative to her size. This allows her to carry a large number of goods and munitions.

     

    B=Uncommon

    in reply to: Custom Ships (post your custom game pieces here!) #17397
    Xerecs
    Moderator

    Continuing through the Farthest Shore! Two more for the Alliance!

     

    Monkey
    Nexus Alliance
    Points: 13
    Masts: 3 (A)
    Cannons: 2L-3S-2L
    Cargo: 4
    Movement: L
    Ability: This ship gets +1 to her cannon rolls against any non-Alliance ship.

    Flavor: Many of the Monkey’s sailors have been trained by Master K’el. However, his skills for stealing ships have not been well imparted on them, as they prefer to sink ships as opposed to steal them.

     

    Panda
    Points: 9
    Masts: 3
    Cannons: 2S-3L-2S
    Cargo: 5
    Movement: S
    Ability: Junk. This ship gets +1 to her boarding rolls. She gets +2 when boarding ships with more masts than her.

    Flavor: The Nameless Master has trained the crew of the Panda. His training is evident as they are expert at boarding ships.

    in reply to: Custom Ships (post your custom game pieces here!) #17395
    Xerecs
    Moderator

    The first 3 mast ships for the Nexus Alliance!

     

    Hammer
    Nexus Alliance
    Points:
    Masts: 3 (A)
    Cannons: 2L-4S-2L
    Cargo: 3
    Movement: L
    Ability: This ship gets +1 to her cannon rolls against targets within S.

    Flavor: One of the first ships the Nexus Alliance constructed, the Hammer started a tradition of naming ships after weapons or tools.

     

    Gilded Blade
    Nexus Alliance
    Points: 17
    Masts: 3 (A)
    Cannons: 3L-3L-3L
    Cargo: 3
    Movement: S+L
    Ability: Once per turn before this ship is given an action, roll a D6. On a result of 5-6 this ship gets +3 to its cannon rolls this turn.

    Flavor: Originally drawn up as a ship of the line, the Gilded Blade was reduced in size due to a lack of materials. Her firepower was not among the reductions she suffered however.

     

    A=Common

    in reply to: Custom Ships (post your custom game pieces here!) #17391
    Xerecs
    Moderator

    The last two regular 4 mast ships the Alliance receives in Farthest Shore! Tomorrow we delve into their 3 mast selection, and we’re roughly a third of the way through their roster of regular ships!

     

    Sutoru Hatto
    Nexus Alliance
    Points: 16
    Masts: 4
    Cannons: 3L-4S-4S-3L
    Cargo: 5
    Movement: S
    Ability:
    Schooner. When touching a Cursed ship, this ship may load as much treasure from that ship as she can carry. Once per turn if this is touching another ship, show any Unique Treasures on that ship to this ships controller. This ship may load up to two Unique Treasures from that ship.

    Flavor: Dalgaard has assigned this ship a difficult task; to hunt down and steal if necessary any cursed relic, strange or paranormal treasure and bring it back to Ravencloud Refinery. Once refined and “cleansed” the artifacts and other treasures are to be taken to Nexus Tower for further study. So far the ship and her crew have not disappointed.

     

    Sonic
    Nexus Alliance
    Points: 15
    Masts: 4
    Cannons: 2L-3L-3L-2L
    Cargo: 4
    Movement: L
    Ability: This ship gets +1 to her first cannon roll each turn.
    Link: James Weaver

    Flavor: Armed with an experimental “sound wave cannon”, the Sonic is ready to defend Alliance waters from the greedy imperial nations, firing rounds that can’t even be seen.

     

    James Weaver
    Nexus Alliance
    Points: 4
    Ability: When this ship hits a target on a roll of 6, eliminate two masts/flags.
    Link: Sonic

    Flavor: A tinker and an engineer by trade, James Weaver came to the Alliance after America’s government deemed his research on sound frequencies to be a trivial matter. Now, having completed the first prototype sonic weapon, Weaver can’t wait to prove how useful his research was.

    in reply to: Custom Ships (post your custom game pieces here!) #17379
    Xerecs
    Moderator

    Returning to the Nexus Alliance for this cycle!

     

    River Dolphin
    Nexus Alliance
    Points: 9
    Masts: 4
    Cannons: 3S-3S-3S-3S
    Cargo: 5
    Movement: S
    Ability: Schooner. Explorer.

    Flavor: Built and assembled at Nexus Tower, the River Dolphin was named for the dolphins found living in a river on the Tower’s island. She has been tasked with venturing out beyond the boundaries of the Nexus Alliance to explore and scout new islands for the Alliance.

     

    Nikolai’s Pulse
    Nexus Alliance
    Points: 12
    Masts: 4
    Cannons: 2S-3L-3L-2S
    Cargo: 4
    Movement: S
    Ability: Schooner. This ship gets +1 to her cannon rolls if she is assigned an equipment.

    Flavor: The Nikolai’s Pulse carries a comprehensive arsenal of hand-to-hand weaponry on board. These weapons are either distributed across Alliance territory as needed, or are used by the crew in times of need.

    in reply to: Custom Ships (post your custom game pieces here!) #17378
    Xerecs
    Moderator

    Is Abraham’s +2 bonus for cannon and boarding rolls? It might be better to have a semicolon so it doesn’t seem like a separate ability. I could see someone construing it as +2 to d6 rolls against sea creatures. I’m not sure if I love Wizkids’ way of doing it, but it is pretty clear. Ex (Kodiak): This ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a sea monster.

     

    His +2 bonus would be for cannon and boarding rolls against Sea Creatures specifically, but nothing else. I’ll try and re-word his ability to make it more clear.

    in reply to: Custom Ships (post your custom game pieces here!) #17376
    Xerecs
    Moderator

    Rounding out this cycle with some mercenaries, the Nexus Alliance returns tomorrow!

     

    Uhyggelig
    Mercenary
    Points: 14
    Masts: 4
    Cannons: 4S-3L-3L-4S
    Cargo: 3
    Movement: S+S
    Ability: Mercenary. This ship ignores terrain except for fog and storms when she’s given a move action.
    Link: Abraham the Slayer

    Flavor: TBD

     

    Guardian
    Mercenary
    Points: 18
    Masts: 4
    Cannons: 3S-3L-3L-3S
    Cargo: 4
    Movement: L
    Ability: Mercenary. Once per turn, this ship can ignore one cannon hit that she takes.
    Link: Solomon Kaine

    Flavor: TBD

     

    Abraham the Slayer
    Mercenary
    Points: 9
    Ability: Ex-Patriot. Musketeer. This ship gets +1 to her cannon and boarding rolls. She gets +2 against sea creatures.
    Link: Uhyggelig

    Flavor: When Abraham saved his port town and killed the infamous Shal-Bala, he was celebrated as a hero. Putting his experience and hunting skills to the test, Abraham strives for a future where no man need fear monsters of the deep.

     

    Solomon Kaine
    Mercenary
    Points: 5
    Ability: Ex-Patriot. Captain. This ship gets +1 to her cannon rolls against sea creatures.
    Link: Guardian

    Flavor: TBD

    in reply to: Custom Ships (post your custom game pieces here!) #17375
    Xerecs
    Moderator

    Two more Ionic ships from the Farthest Shore!

     

    Cairn
    Ionic
    Points: 19
    Masts: 4
    Cannons: 2L-2S-2S-2L
    Cargo: 3
    Movement: L
    Ability: When this ship sinks, place an island from outside of the game where this ship was sunk. All crew and cargo on this ship are placed on this new island. This ship may never have a crew with the Eternal keyword assigned to her.

    Flavor: The Carin is fated to one day be sunk or wrecked. It is said that a new land shall emerge from her wreck. These tales are dismissed as nothing more than folk tales by the admiralty.

     

    Stinger
    Ionic
    Points: 9
    Masts: 4
    Cannons: 3S-4L-4L-3S
    Cargo: 3
    Movement: S+L
    Ability: This ship can not carry treasure.

    Flavor: TBD

    in reply to: Custom Ships (post your custom game pieces here!) #17368
    Xerecs
    Moderator

    Two more Spaniards arrive from the Farthest Shore!

     

    El Redentor
    Spanish
    Points: 13
    Masts: 4
    Cannons: 2S-2L-3L-3S
    Cargo: 3
    Movement: S+L
    Ability: If this ship is assigned a crew with the Hostile: X keyword, she gets +1 to her cannon rolls against whatever is signified by X.

    Flavor: The Redeemer offers a unique opportunity to Spanish Pirates, criminals, and heretics alike: Volunteer to sail aboard this ship on the front lines, defending the Armada, and their records will be cleared. If they survive.

     

    La Maravilla
    Spanish
    Points: 11
    Masts: 4
    Cannons: 3S-3S-3S-3S
    Cargo: 4
    Movement: L
    Ability: American crew may use their abilities on this ship.

    Flavor: A merchant vessel built in the Florida territory, the Maravilla’s crew tends to be a mix of bilingual Americans and Spaniards, depending on the trade goods of the day.

    in reply to: Custom Ships (post your custom game pieces here!) #17367
    Xerecs
    Moderator

    Two more Frenchmen from the Farthest Shore!

     

    Le Fantôme
    French
    Points: 12
    Masts: 3
    Cannons: 2S-2S-2S
    Cargo: 2
    Movement: L+S
    Ability: If this ship ends her turn in a fog bank, she may leave from any other fog bank in play on her next turn. Once per turn, when this ship hits another ship, eliminate one cargo from that ship.

    Flavor: Swift and mysterious, the Fantôme is all but a ghost ship, seeming to appear and disappear at will, evading capture from both enemy imperials, and the French Royal Navy.

     

    Invincible
    French
    Points: 14
    Masts: 3
    Cannons: 2S-3L-2S
    Cargo: 3
    Movement: L
    Ability: Ironclad. English ships get +1 to their canon rolls against this ship.

    Flavor: Second of the Gloire-class ironclads to be built, the Invincible’s crew had enjoyed relatively calm patrols through North American waters until the discovery of the Farthest Shore. Now, rejoining the veteran warships, her crew can only hope that she’s still as sturdy as the day she was launched.

     

    Keywords
    Ironclad: You must roll a 5 or 6 to hit this ship.

    in reply to: Custom Ships (post your custom game pieces here!) #17366
    Xerecs
    Moderator

    27 points is a lot to put into a 3-masted ship, but you could also do a lot of really fun things with this combo.

    Flint is likely coming down to about 7 points, thus reducing the overall point cost of the combo. I’m hesitant to reduce the cost of the Spider Queen if only because she has very good stats and abilities.

    in reply to: Custom Ships (post your custom game pieces here!) #17364
    Xerecs
    Moderator

    Two more Cursed ships from Farthest Shore!

     

    Green Hades
    Cursed
    Points: 14
    Masts: 4
    Cannons: 2S-2L-2L-2S
    Cargo: 3
    Movement: S+S
    Ability: Ramming cannot eliminate this ship’s masts.

    Flavor: Built with a strong, sturdy hull, the Green Hades is a fearsome vessel. It is said her captain hangs boarding prisoners from the Hades’ masts with only the greenest of seaweed and kelp from the ocean floor.

     

    Lich King
    Cursed
    Points: 13
    Masts: 3
    Cannons: 3L-3L-3L
    Cargo: 4
    Movement: L
    Ability: Fire Shot. If this ship is assigned crew, she is considered Eternal. When she returns to your home Island after sinking, you must eliminate a crew from her.

    Flavor: TBD

    in reply to: Custom Ships (post your custom game pieces here!) #17359
    Xerecs
    Moderator

    Some more pirates from the Farthest Shore!

     

    Stardust
    Pirate
    Points: 12
    Masts: 3
    Cannons: 2S-2L-3S
    Cargo: 4
    Movement: S+S
    Ability: If this ship wins a boarding action, she may take as much treasure from the other ship as she can carry. When this ship hits another ship, you choose which mast is eliminated.

    Flavor: The Stardust has made a name for herself, stealing whole shipments of goods from imperial merchant vessels, without taking the life of a single sailor in the process. Rumors about magic, starlight, and cannons that harness lightning, are exchanged between crews that have encountered the Stardust’s enigmatic captain.

     

    Spider Queen
    Pirate
    Points: 18
    Masts: 3
    Cannons: 2S-3L-2S
    Cargo: 5
    Movement: S+L
    Ability: Dories. 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. If this ship ends her turn in a fog bank, she may leave from any other fog bank in play on her next turn.

    Link: Captain Nathaniel Flint

    Flavor: Flint’s ship seems to appear and vanish at will. One moment it is there in the water, the next it has vanished, leaving only fog behind; and fog brings the Cursed….

     

    Captain Nathaniel Flint
    Pirate
    Points: 9
    Ability: Captain. Secret Hold. This ship gets +1 to her cannon rolls against ships that are carrying gold.

    Flavor: Like a dog hunting for a mark, Nathaniel Flint can smell gold. His knack and ability to find laden ships is legendary, and his greed is matched only by his bloodlust.

    in reply to: Custom Ships (post your custom game pieces here!) #17356
    Xerecs
    Moderator

    Another linked pair for the Americans!

     

    Star Breaker
    American
    Points: 18
    Masts: 4
    Cannons: 3S-3L-3L-3S
    Cargo: 3
    Movement: S+S
    Ability: This ship eliminates two masts with each hit.

    Link: Captain Damien Hart

    Flavor: The Star Breaker’s bow is adorned with a carving of a three-headed dog, each mouth full of fire at all times. Captain Hart claims it to be a warning to mortal sailors, and an invitation to The Cursed.

     

    Captain Damien Hart
    American
    Points: 7
    Ability: Captain. Fear. Firepot Specialist.

    Link: Star Breaker

    Flavor: Captain Hart delights in setting his enemies’ ships on fire without provocation, or surrender demands. These actions of his have earned him the title of madman to both his enemies and his colleagues.

    in reply to: Custom Ships (post your custom game pieces here!) #17354
    Xerecs
    Moderator

    Been a bit longer than I anticipated or intended, but we return with daily customs! Continuing in the Farthest Shore we go to the English for our next few:

     

    HMS Orient
    English
    Points: 22
    Masts: 4
    Cannons: 4S-3S-3S-4S
    Cargo: 5
    Movement: S+S
    Ability: Dories. This ship gets +1 to Blood Island and Mysterious Island rolls.

    Link: Sam “Thunder” Grant

    Flavor: The Orient was converted from a merchant vessel to the specifications of Sam ‘Thunder’ Grant. With Thunder and his cadre of adventurers manning her, the Orient is set to circumnavigate the globe, and bring any strange treasures back to the Crown.

     

    Sam “Thunder” Grant
    English
    Points: 7
    Ability: Guardian. Explorer. Captain. Musketeer.

    Link: Henry Cane; HMS Orient

    Flavor: Sam Grant, “Thunder” to his acquaintances, is an explorer and adventurer renowned for his numerous treasure hunts into East Asia. With the race to the uncharted corners of the world beginning, the Crown has ensured Grant’s loyalty by offering to wipe clean his less than stellar history.

     

    Henry Cane
    English
    Points: 5
    Ability: Helmsman. This ship ignores terrain when given a move action.

    Link: Sam “Thunder” Grant

    Flavor: Thunder’s closest friend, Henry Cane has accompanied him on almost all of his adventures. New to the sea, Cane is adapting quickly to life on the waves.

     

    Guardian: This piece is linked to all other pieces with this keyword.

    Xerecs
    Moderator

    Follow up questions from part 2:

    Does Mike realize that those victory conditions and rules decisions lead to the meta of using ships that are as fast as possible while being as cheap as possible to fit into a 40 point framework?

    Given that he and the other designers wanted the game to be about gathering the treasure instead of fighting it out, did they realize how important a ships speed and abilities that boosted that speed would be?

    Xerecs
    Moderator

    Thought of a few more, hopefully not too late.

     

    What determined how many game pieces a set received? Was there a limit on how much could go into one set? If so, who imposed that limit or how was that limit determined?

    in reply to: Custom Ships (post your custom game pieces here!) #17226
    Xerecs
    Moderator

    Some sort of ship synergy effect could be cool.   Like links, but ship-to-ship instead of through crew.  They might all be kinda crappy individually, but when you have a set of them together in a fleet they all get significantly boosted stats.

    Interesting, I like that. I don’t know if I’ll be able to implement that into Farthest Shore, but I should be able to do something like for the next set.

    in reply to: Custom Ships (post your custom game pieces here!) #17224
    Xerecs
    Moderator

    Does this ship have some secret, or at least non-obvious intended purpose?

    Not really, I’ve envisioned it as an empty gold ship for use in larger games or campaigns. I may expand upon it in a latter set with an Assembly 2, 3, 4, and so on.

    in reply to: Custom Ships (post your custom game pieces here!) #17222
    Xerecs
    Moderator

    Closing out this cycle with two more for the Nexus Alliance, daily customs will resume with some Englishmen on Tuesday!

     

    Bilge
    Nexus Alliance
    Points: 19
    Masts: 4
    Cannons: 3S-3S-3S-3S
    Cargo: 7
    Movement: S
    Ability: Pirate crew may use their abilities on this ship.  If this ship is within S of both a wild island and a friendly ship, she can place one treasure from that wild island on that ship as a free action.

    Flavor: The Bilge traces her history to the beginning of the Alliance and before as one of the ships part of Harlan Storm’s pirate group. The life of piracy may be long behind this crew, but their habit of finding and then burying treasure is not.

     

    Roberta’s Folly
    Nexus Alliance
    Points: 17
    Masts: 4
    Cannons: 4S-3S-3S-4S
    Cargo: 5
    Movement: S
    Ability: Schooner.Once per turn this ship may randomly trade one treasure with an enemy ship within L. This ship cannot be shot at while docked.

    Flavor: Former Spanish merchants, the crew of Roberta’s Folly have traveled across the entire Nexus, and beyond. Their travels have taught them how to get their hands on valuable goods, and how to keep their ship safe, even when in port.

    in reply to: Custom Ships (post your custom game pieces here!) #17221
    Xerecs
    Moderator

    Daily customs continue, two more for the Nexus Alliance!

     

    Assembly I
    Nexus Alliance
    Points: 9
    Masts: 4
    Cannons: 2L-4S-4S-2L
    Cargo: 6
    Movement: S
    Ability: This ship cannot carry crew. This ship gets -1 to her cannon rolls when carrying treasure.

    Flavor: The first of a new fleet of treasure ships, the Assembly 1 was built solely with the acquisition of goods in mind. As a result, there is almost no room for her crew.

     

    Rudder Bump
    Nexus Alliance
    Points: 16
    Masts: 4
    Cannons: 3S-4S-4S-3S
    Cargo: 3
    Movement: L
    Ability: Clipper Ship.

    Flavor: Often confused for the Rudderdent, the Rudder Bump is one of many ships that transports raw materials to the various Alliance shipyards and colonies.

     

    Keywords
    Clipper Ship: This ship’s movement is measured from bow to stern.

    in reply to: Custom Ships (post your custom game pieces here!) #17219
    Xerecs
    Moderator

    Is this ship immune to anything that would create fire masts, or do those simply eliminate the masts instead?

    Immune to anything that would create fire masts, from specialists to equipment, breath attacks, and sometimes UT’s. It’s meant to be a “fire-proof” ship.

     

    Does the explore restriction apply only to ships in your own fleet, or does any player exploring the island count?

    Only your own fleet.

     

    What’s your intention on how Black Mark works when built into a ship?    WK never addressed that, because it was only designed for use on crew.     Does it alter the ship’s cost, and how is that counted toward its point limit and/or the build total?

    I’m not totally sure how it would work, especially with the point cost changing. The Keyword would likely need to either be re-worded or modified, or a new keyword to address what happens and cover any potential problems.

    in reply to: Custom Ships (post your custom game pieces here!) #17216
    Xerecs
    Moderator

    Two more for the Alliance!

     

    Fire Lotus
    Nexus Alliance
    Points: 12
    Masts: 4
    Cannons: 4S-3L-3L-4S
    Cargo: 6
    Movement: L
    Ability: Jade Rebellion and Cursed crew may use their abilities on this ship.

    Flavor: The history of the Fire Lotus is complicated. At one point the ship was cursed, and was one of the first ships to be used against the Jade Rebellion. She was taken by the Jade Rebellion, but was left abandoned in a forgotten port. Forgotten until she was found by Amanda Dalgaard.

     

    Ludwig
    Nexus Alliance
    Points: 11
    Masts: 4
    Cannons: 3L-2S-2S-3L
    Cargo: 3
    Movement: S+S
    Ability: Clipper Ship. If this ship is assigned more than one crew her base move becomes S.

    Flavor: In her previous life as a racing yacht, the Ludwig was designed for minimal crew. Now that she has been retrofitted and inducted into the Alliance navy, that mindset has not changed.

     

    Keyword
    Clipper Ship: This ship’s movement is measured from bow to stern.

    in reply to: Custom Ships (post your custom game pieces here!) #17214
    Xerecs
    Moderator

    Daily Customs continue, two more for the Alliance!

     

    Gwenevire
    Nexus Alliance
    Points: 15
    Masts: 4
    Cannons: 3S-4S-4S-3S
    Cargo: 4
    Movement: L
    Ability: Once per turn as a free action, you can transfer one treasure from a friendly ship within S of this ship to this ship.

    Flavor: Similar to the crew of the Smooth, the souls that man the Gwenevire have a passion for song. It is not uncommon for a crewman to begin a tune, and have all hands pick it up.

     

    Quasar
    Nexus Alliance
    Points: 19
    Masts: 4
    Cannons: 3L-3L-3L-3L
    Cargo: 8
    Movement: S
    Ability: This ship cannot shoot at forts. This ship gets +1 to her cannon rolls when she is within S of a fort (or other island upgrade).

    Flavor: The crew of the Quasar are strange, all of them have a fear of the open ocean. They prefer to stick to coastal waters, where they can keep land and civilization in sight. Captain Kirsten has tried to little avail to remedy her crew’s fear.

    in reply to: Custom Ships (post your custom game pieces here!) #17212
    Xerecs
    Moderator

    Two more for the Nexus Alliance!

     

    Brute
    Nexus Alliance
    Points: 15
    Masts: 4
    Cannons: 3L-5S-5S-3L
    Cargo: 6
    Movement: S
    Ability: Forts cannot hit this ship. This ship cannot be the first ship to explore an island. This ship gets +1 to her cannon rolls when she carries treasure.

    Flavor: The crew of the Brute keep her low in the water, weighed down with goods and treasure, and make sail with barely any canvas. While this slows the ship significantly, it also makes her harder to hit with cannons, especially land based mortars. With the valuables in her hold, the crew are also always prepared to fight off anyone foolish enough to try and steal their treasures.

     

    Meek Monkey
    Nexus Alliance
    Points: 11
    Masts: 4
    Cannons: 4S-2L-2L-4S
    Cargo: 4
    Movement: S+S
    Ability: Schooner. This ship gets +1 to her cannon and boarding rolls as long as she has all of her masts. This ship cannot be given repair actions.

    Flavor: The crew of the Meek Monkey have had almost no combat training, and are a ripe target for any wandering warship.

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