Xerecs

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  • 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.

    in reply to: Custom Ships (post your custom game pieces here!) #17211
    Xerecs
    Moderator

    Daily Customs continue! Two more for the Nexus Alliance!

     

    Autumn Dance
    Nexus Alliance
    Points: 20
    Masts: 4
    Cannons: 3S-4L-4L-3S
    Cargo: 3
    Movement: L
    Ability: Clipper Ship.Each time this ship unloads gold at your home island, one treasure coin is worth +1 gold. 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: The Autumn Dance is both ship and shop, traveling from place to place in Alliance waters. Every port of call sees something new added into her hold, as well as something sold. Captain Felix takes pride in the rotating inventory of his floating business.

     

    Smooth
    Nexus Alliance
    Points: 13
    Masts: 4
    Cannons: 3S-4S-4S-3S
    Cargo: 4
    Movement: L+S
    Ability: This ship cannot shoot when she carries treasure.

    Flavor: The crew of the Smooth have a passion for music and dance. So great is their passion that they often will perform daily tasks as a dance.

     

     

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

    in reply to: Custom Ships (post your custom game pieces here!) #17210
    Xerecs
    Moderator

    Daily customs continue!

     

    Huwhere
    Nexus Alliance
    Points: 15
    Masts: 4
    Cannons: 2S-4L-4L-2S
    Cargo: 7
    Movement: L
    Ability: Cursed crew may use their abilities on this ship. This ship gets +S to her base move if a captain and musketeer crew are assigned to this ship.

    Flavor: Dalgaard keeps several powerful relics in the hold of the Huwhere. That many powerful objects in one place often attracts the attention of the Cursed.

     

    Warped Ace
    Nexus Alliance
    Points: 16
    Masts: 4
    Cannons: 5S-4S-4S-5S
    Cargo: 6
    Movement: S
    Ability: When this ship is given an explore action, you can swap a treasure on the wild island for a crew on any friendly ship.

    Flavor: Officially known as the “Ace” she was supposed to be the most advanced ship in the navy. However she wound up slower than some barges and proper cannons were never installed on the ship. As a result sailors and crews have taken to calling her warped, or unfinished, giving her her more commonly known name.

    in reply to: Custom Ships (post your custom game pieces here!) #17208
    Xerecs
    Moderator

    We return to the Nexus Alliance for the next cycle!

     

    Warp
    Nexus Alliance
    Points: 20
    Masts: 4
    Cannons: 2S-4S-4S-2S
    Cargo: 3
    Movement: L
    Ability: Clipper Ship. Black Mark. Once per turn, one crew or ship within S of this ship cannot use its ability this turn.

    Flavor: The Warp was a fully fledged merchant vessel when Dr. Overton had her built. When Amanda Dalgaard was given the ship, she filled it with her strange charms and hexes, and gave it cannons.

     

    Scouter
    Nexus Alliance
    Points: 16
    Masts: 4
    Cannons: 2S-2L-2L-2S
    Cargo: 3
    Movement: S+S
    Ability: Clipper Ship. This ship may look at all face-down treasures on islands within S. This ship cannot shoot when she carries treasure.

    Flavor: Though her hold is small, and she is lightly armed, the Scouter is more than capable of holding her own in a fight. However her crew often choose to run from fights, so as to preserve any valuable goods or treasures she may be carrying.

     

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

    in reply to: Custom Ships (post your custom game pieces here!) #17207
    Xerecs
    Moderator

    Two more for this cycle, then back to the Nexus Alliance tomorrow!

     

    Bloody Fist
    Mercenary
    Points: 16
    Masts: 5
    Cannons: 2S-3L-3L-3L-2S
    Cargo: 6
    Movement: L
    Ability: Mercenary. This ship cannot be given fire masts. When this ship is assigned her linked crew, she gets +S to her base move. Viking crew may use their abilities on this ship.
    Link: Drago the Challenger

    Flavor” TBD

     

    Valkyrie II
    Mercenary
    Points: 14
    Masts: 4
    Cannons: 2L-3L-3S-2S
    Cargo: 4
    Movement: S+S
    Ability: Mercenary. Schooner. This ship gets plus one to her cannon rolls against any non-Mercenary ship.

    Flavor: TBD

     

    Drago the Challenger
    Mercenary
    Points: 7
    Ability: Ex-Patriot. Captain. This ship gets +1 to her die rolls.
    Link: Bloody Fist

    Flavor: TBD

    in reply to: Custom Ships (post your custom game pieces here!) #17136
    Xerecs
    Moderator

    Almost finished with this cycle, two more Ionic ships!

     

    Bukran
    Ionic
    Points: 17
    Masts: 4
    Cannons: 2S-3L-3L-2S
    Cargo: 4
    Movement: L
    Ability: When this ship is given a shoot action, you may roll two d6 for every cannon shot. You may choose the result you want.

    Flavor: Many of the sailors that man the Bukran were trained on the Kikano, and have taken that same rash and reckless behavior to their new ship.

     

    Stelus
    Ionic
    Points: 10
    Masts: 4
    Cannons: 3S-3S-3S-3S
    Cargo: 5
    Movement: S
    Ability: This ship gets +1 to her cannon rolls against ships within S of her. Forts cannot hit this ship.

    Flavor: Fiercely loyal and protective of their home land, the crew of this vessel are deadly marksmen. But only in close quarters.

    in reply to: Custom Ships (post your custom game pieces here!) #17113
    Xerecs
    Moderator

    Two more Spaniards!

     

    Amor de la Muerte
    Spanish
    Points: 19
    Masts: 4
    Cannons: 2L-2L-2L-2L
    Cargo: 3
    Movement: L
    Ability: When this ship hits an enemy ship, eliminate a cargo from the enemy ship.

    Flavor: The gunners of the Amore de la Muerte are so accurate, they can clear the top deck of a ship without missing once. Unfortunately, this tends to leave no one left to tell stories of their frightening talent.

     

    San Gabriel
    Spanish
    Points: 13
    Masts: 4
    Cannons: 2S-3S-3S-2S
    Cargo: 4
    Movement: S+S
    Ability: This ship gets plus one to her cannon rolls against any non-Spanish ship. This ship gets +2 instead against Pirate and Cursed ships.

    Flavor: The crew of San Gabriel have been charged with the task of clearing piracy from Spanish waters. Ships flying the Red Skull of Davy Jones, are merely a bonus.

    in reply to: Custom Ships (post your custom game pieces here!) #17112
    Xerecs
    Moderator

    Daily customs continue, two more for the Tri-color!

     

    Chancelière
    French
    Points: 20
    Masts: 4
    Cannons: 2L-3L-3L-2L
    Cargo: 3
    Movement: S
    Ability: This ship eliminates two masts with each hit.
    Link: Capitaine Mathus Artus

    Flavor: A recent addition to the French Navy, the “Chancellor” is equipped with some of the finest weapons money can buy from the English black market. Proudly flying the Tri-Colors of France, the admiralty hopes she can turn the tide against the English, using their own weapons against them.

     

    Capitaine Mathus Artus
    French
    Points:
    Ability: Royal Officer. Musketeer. Once at the beginning of each of your turns, roll a d6. On a result of 6, any ship in your fleet may be given two actions that turn.
    Link: Chancelière

    Flavor: After proving his worth and skills time and again, Mathis Artus was promoted to the rank of Capitaine, and given the Chancelière. Now with a goal of becoming an esteemed Amiral, Artus’s loyalty to his superiors and the navy he serves knows no bounds.

     

    De Bergerac
    French
    Points: 16
    Masts: 4
    Cannons: 2S-2S-2S-2S
    Cargo: 3
    Movement: S+S
    Ability: When this ship sinks another ship, you may repair one of this ship’s masts. Eliminate one of this ship’s masts when she rolls a 1 on any cannon roll.

    Flavor: The De Bergerac is one of the finest vessels in the French navy. Frequented by Sir Christian Le Bret, this ship has become infamous for her efficiency at sinking enemy warships, or scaring the crews to the point of surrender.

     

    Keywords
    Royal Officer: When this crew is assigned with or on its linked piece, its point cost is not counted towards the point limit of the ship. The crew’s points still count towards the build total.

    in reply to: Strategy/Gameplay discussion thread #17111
    Xerecs
    Moderator

    I assume it would be best to use it on the most accurate cannon available, but only at the end of the shoot action. That way, you have the best chance of hitting in order to get the second shot, but if it backfires, you can just eliminate a mast that has already shot (therefore not needlessly losing that shot).

    Of course, that assumes positioning and targets that would allow you to do such a thing – sometimes it might be more optimal to shoot at different targets at the beginning vs. end of the action, or you may only have the most accurate cannons in range of something you’d prefer to hit later in the action vs. right away. Though I think those considerations are more fringe cases than anything else.

    I’ve used Double Shot often in campaigns as an additional weapon for ships on top of musketeers or other equipment. It’s most ideal cannon is a 2L cannon, to take advantage of equipment not being limited to within S to be used. Typically it has been the last shot fired and I’ve often put it on 3 mast ships that are fighting two broadsides, that way a mast can potentially be eliminated from two targets.

    However, not everyone plays campaigns, and not everyone that does uses the same rules. Regarding different targets, depending on the situation at hand one ship might be a higher priority target to either dis-mast or outright sink than another one. For example, HMS Kirkwall is near HMS Endeavour. The Endeavour is a high priority target normally, but the Kirkwall has the last gold coin with value on it. Which ship do you try and dis-mast first, the Kirkwall or the Endeavour? I’m not a big fan of ramming (I hate being pinned) so I’d likely try and use double shot on a bow cannon to try and dis-mast the Kirkwall then bring the rest of my cannons to bear on the Endeavour to cripple that ship.

    in reply to: Custom Ships (post your custom game pieces here!) #17106
    Xerecs
    Moderator

    Daily Customs continue!

     

    Bliddo
    Cursed
    Points: 19
    Masts: 4
    Cannons: 3S-4S-4S-3S
    Cargo: 2
    Movement: S+S
    Ability: Sea Monster. You may give this sea monster a shoot action to make one L-range Rank 2-rank breath attack against a target ship (it may make no other attacks). If it hits, the target’s controller replaces up to two of her masts with a fire mast, per the Firepot Specialist rules.

    Flavor: Bliddo emerged from the depths of the ocean when the Baron Typhonus ascended to the Cursed. He is the only one who has been able to exhibit some control over this fearsome beast.

     

    Kurl
    Cursed
    Points: 19
    Masts: 4
    Cannons: 2L-4S-4S-2L
    Cargo: 4
    Movement: L
    Ability: When this ship hits an enemy ship, you may also eliminate a mast from a different enemy ship within S of the target ship.

    Flavor: The Kurl goes into battle firing every gun on every deck on each side, creating a circle of cannon fire around her. Her crew rarely draw an intended line of fire to a target, instead preferring to simply let the cannonballs fly.

    in reply to: Questions About Game Rules & The Pirate Code #17105
    Xerecs
    Moderator

    If a switchblade blades a ship, would that count as touching that ship for the purpose of abilities like Filching Gold (Once per turn this ship can randomly take one treasure from any ship she touches)?

    If yes, would a Scorpion hitting a ship with it’s blade also count?

    Filching Gold is worded as a”once per turn”, could it be used like any of the other once per turn abilities like a canceller or a spying ability?

    in reply to: Custom Ships (post your custom game pieces here!) #17104
    Xerecs
    Moderator

    More Pirates on the seas, daily customs from the Farthest Shore continue!

     

    Dreadwind
    Pirate
    Points: 23
    Masts: 4
    Cannons:2S-3S-3S-4S
    Cargo: 4
    Movement: S+S
    Ability: Black Mark. Repeating Guns. Cursed crew may use their abilities on this ship.
    Link: Captain Jerica Key

    Flavor: Jerica Key wrested this ship from her arch rival,the Red Rayven and made it her own. Though it lacks the firepower that most pirates have nowadays on the waves, Jerica’s skill and reputation dissuade most from openly attacking.

     

    Captain Jerica Key
    Pirate
    Points: 9
    Ability: Black Mark. Captain. Parley. This ship gets plus one to her cannon rolls against any non-Pirate ship.
    Link: Dreadwind

    Flavor: If not for a feud with Nemo, Jerica would be a mercenary. She will take any job, for any price. Though her skills are sharp, she has begun experimenting with Cursed powers to accentuate them further.

     

    Quetzalcoatl
    Pirate
    Points:
    Masts: 3 (uncommon)
    Cannons: 2L-2S-2S
    Cargo: 4
    Movement: S+S
    Ability: Fear. When this ship his an enemy ship, eliminate a cargo from the enemy ship.

    Flavor: The crew of this ship claim to be descendants of the Aztecs, and have sworn to wreak vengeance on the wold for the fall of their empire.

     

     

    Keywords
    Repeating Guns: When this ship is given a shoot action, you may declare that she is using repeating guns. If all cannons hit during that shoot action, each cannon may shoot again as a free action. The first cannon that misses on its second shot ends the shoot action.

    in reply to: Custom Ships (post your custom game pieces here!) #17099
    Xerecs
    Moderator

    Two more for the daily customs! I think the Americans have the most linked pairs, after the Nexus Alliance.

     

    USS Quest
    American
    Points: 17
    Masts: 4
    Cannons: 4S-3L-3L-4S
    Cargo: 5
    Movement: S+S
    Ability: Dories. Armed Merchant.
    Link: Professor Archibald Hale

    Flavor: Archibald Hale’s ship is his home away from home. The Quest is well equipped for long periods of time at sea, and is well armed to keep pirates and thieves away.

     

    Professor Archibald Hale
    American
    Points: 4
    Ability: Explorer. One of this ship’s treasures is worth +2 gold when unloaded at your home island.
    Link: USS Quest

    Flavor: Hale is a professor of history, and is convinced that ancient relics and powerful treasures are still waiting to be found in distant and unexplored places. He has promised the American navy that he and he alone can find these mythical artifacts.

     

    Keywords
    Armed Merchant: Once per turn as a free action one of this ships cannons may shoot at one enemy target within range. The shot may not have it’s range or rank increased.

    in reply to: Custom Ships (post your custom game pieces here!) #17093
    Xerecs
    Moderator

    Two new Englishmen come sailing in!

     

    HMS Acclamator II
    English
    Points: 17
    Masts: 4
    Cannons: 4S-3L-3L-4S
    Cargo: 5
    Movement: L
    Ability: Armed Merchant. Hidden Gold.

    Flavor: TBD

     

    HMS Scavenger
    English
    Points: 12
    Masts: 4
    Cannons: 3S-4S-4S-3S
    Cargo: 5
    Movement: S+S
    Ability: One of this ships treasures is worth +1 gold when unloaded at your home island.

    Flavor: As her name implies, the Scavenger will scavenge whatever her crew can from wrecks and derelicts. Her crew are expert refurbishers, and have turned a profit more times than not by selling what was junk only the day before.

     

    Keywords
    Armed Merchant: Once per turn as a free action one of this ships cannons may shoot at one enemy target within range. The shot may not have it’s range or rank increased.

    Hidden Gold: This ship has 2 extra cargo spaces that may only be assigned treasure.

    in reply to: Custom Ships (post your custom game pieces here!) #17084
    Xerecs
    Moderator

    Ability changes likely coming for the Doomhammer, in the meantime daily customs continue, with the last two Nexus Alliance ships for this cycle!

     

    Star Talon
    Nexus Alliance
    Points: 15
    Masts: 4
    Cannons: 3S-3L-3L-3S
    Cargo: 3
    Movement: L
    Ability: Clipper Ship. This ship ignores terrain when given a move action.

    Flavor: The Star Talon quite literally flies over the water. Under full canvas and with a favorable wind, she can skip across the waves at speeds not thought possible.

     

    Sunshine
    Nexus Alliance
    Points: 18
    Masts: 4
    Cannons: 3S-4S-4S-3S
    Cargo: 3
    Movement: L
    Ability: Clipper Ship. If this ship is assigned a captain crew, she gets +S to her base move.

    Flavor: Dr. Overton saw an American Clipper in action, flying over the water, and decided that the Alliance needed a ship like the one he had seen. The Sunshine is the first Alliance clipper, and is a strange mix of merchant vessel and warship.

     

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

    in reply to: Questions About Game Rules & The Pirate Code #17082
    Xerecs
    Moderator

    As long as nothing else is preventing the transfer

    I take it that Sea Creature rules would prevent a transfer, correct?

    How would an ability have to be worded to be used with Broadsides Attack?

    in reply to: Custom Ships (post your custom game pieces here!) #17080
    Xerecs
    Moderator

    Based on the flavor text I assume this is meant to be mandatory, so you should add a “you must” into the first sentence to make that as clear as possible.    Specifying the timing might be useful too, like beginning/end of turn (if used on ALL turns), immediately before/after taking an action (if only your own turn), or tying it specifically to shoot actions (which would fit the flavor text).

    Also, assuming it is mandatory, this will be problematic at the start of a game, especially if it’s rolled every player’s turn.   Someone late in the order of a multiplayer game could be forced to make several rolls before getting to their first turn, but even the first player could take a bunch of unwanted damage if they couldn’t space their ships out enough immediately.

     

    More good points. 😀

    “At the beginning of every players turn you must roll a d6. On a 5 or 6 every ship within L of this ship loses a mast. When this ship is given a shoot action roll a d6. On a result of 1-3 every ship within S of this ship loses a mast.”

     

    If I change the ability to the above I believe timing issues are settled, but still is problematic for multiplayer games. I’m not sure if changing the odds from a 4-6 to 5 or 6 would solve that problem. The second ability might be the way to go for the entire overall ability of the ship even though I’d rather not change it to just that.

    in reply to: Custom Ships (post your custom game pieces here!) #17078
    Xerecs
    Moderator

    To make it work on a ship it needs to be highly restricted, by capping the maximum damage reduction (2 or 3 at most), reducing the rolls so it only blocks damage with certain results (1-2-3 reduces that amount; nothing on a 4+), or adding some other meaningful negative to it (hits eliminate two masts, hits automatically become fire, can only repair at home, etc.).

     

    Hmmm, these are good points. I don’t really want to make the ability very similar to the existing damage reducing abilities (can only be hit on a 6, two hits for one mast, etc.). Would this wording be better for what I’d like the ship to do:

    Each time this ship is hit, roll a d6. On a result of a 4-6 the hit is ignored instead.

    I think I’ll add that it can only repair at a home island, regardless of how the first ability is changed.

     

     

    Daily customs continue!

    Doomhammer
    Nexus Alliance
    Points: 15
    Masts: 4
    Cannons: 4L-2L-2L-4L
    Cargo: 3
    Movement: L
    Ability: Once per turn roll a d6. On a result of 4-6, every ship within L of this ship loses a mast.

    Flavor: Built with a wide beam, this vessel is capable of firing full broadsides from her port and starboard sides at the same time. However, the berserker gun crews pay little attention to friend or foe when they let the cannonballs fly.

     

    Spark
    Nexus Alliance
    Points: 14
    Masts: 4
    Cannons: 3S-4L-4L-3S
    Cargo: 3
    Movement: S+S
    Ability: This ship gets +1 to her cannon rolls for every cargo on her.

    Flavor: Once a derelict hulk, the Spark has been restored and repurposed from her previous life as a merchant vessel.

    in reply to: Custom Ships (post your custom game pieces here!) #17045
    Xerecs
    Moderator

    Daily customs continue!

     

    Grand Cannon
    Nexus Alliance
    Points: 25
    Masts: 4
    Cannons: 2L-3S-3S-2L
    Cargo: 5
    Movement: S+S
    Ability: Every time this ship would be shot at, roll a d6. The result is the number of times this ship must be hit before masts can be eliminated.

    Flavor: Built to hold cannons that lived up to her name, and as an unintended result has become almost impossible to damage.

     

    Fist of the Gods
    Nexus Alliance
    Masts: 4
    Cannons: 4L-3S-3S-4L
    Cargo: 6
    Movement: L+S
    Ability: This ship gets +1 to her cannon rolls for every friendly ship that is sunk.

    Flavor: Most members of the Nexus Alliance are willing to fight to protect their home. Those that wish to fight for vengeance or revenge find themselves stationed on this vessel.

    in reply to: Questions About Game Rules & The Pirate Code #17044
    Xerecs
    Moderator

    Does a ship have to have cargo space available to be transferred something that doesn’t take up cargo space? For example, if I wanted to put a unique treasure that didn’t take up cargo space on the Jikininki.

     

    If they had cargo space, would you be able to assign an equipment to a Sea Dragon or Kraken/Octopus? Similar to how a Sea Monster can have equipment assigned to it.

    In a related tangent, when would you be able to assign an equipment to a Sea Monster? Only during fleet construction and game set-up? Could you somehow transfer an equipment from a friendly ship to a friendly Sea Monster during a game?

    in reply to: Custom Ships (post your custom game pieces here!) #17043
    Xerecs
    Moderator

    Seems I double posted yesterday, ooops! Instead of two we have three new ships today!

     

    Ocean Rush
    Nexus Alliance
    Points: 16
    Masts: 4
    Cannons: 4S-3L-3L-4S
    Cargo: 4
    Movement: L
    Ability: Once per turn, before you give this ship an action, roll a d6. On a 5-6, this ship may be given the Same Action Twice.

    Flavor: The last vestiges of the Jade Rebellion have found their way into the Alliance, and made this ship their home.

     

    Divine Wrath
    Nexus Alliance
    Points: 23
    Masts: 4
    Cannons: 2S-3S-3S-2S
    Cargo: 7
    Movement: S
    Ability: Give this ship a shoot action. Roll a d6, on a result of 5-6 every enemy ship within L+L loses a mast and cannot be given a move action on its next tun. This ability cannot be used for turns equal to the total number of affected ships.

    Flavor: Duke Exeter claims the Divine Wrath as one of his ships, and not Dalgaards. This is odd, as many sailors have claimed that she “shoots lightning” at opposing ships.

     

    Helm of Destruction
    Nexus Alliance
    Points: 22
    Masts: 4
    Cannons: 4L-5S-5S-4L
    Cargo: 8
    Movement: L
    Ability: Give this ship a shoot action. Roll a d6, on a result of 6 place a token within S of this ship. Evey enemy ship within L of the token is placed as close to it as possible, and cannot be given a shoot action on their next turn. This ability cannot be used for turns equal to the total number of affected ships.

    Flavor: A collaborative effort from Dalgaard, Exeter and Overton resulted in the Divine Wrath, each contributing some of their ideologies into this one singular vessel.

    in reply to: Questions About Game Rules & The Pirate Code #17042
    Xerecs
    Moderator

    The above discussion about Abandoned Crew has me now wondering, if a Native Canoe finds an abandoned crew, can the canoe use the abandoned crew, seeing the crew doesn’t have a point cost?

    in reply to: Questions About Game Rules & The Pirate Code #17035
    Xerecs
    Moderator

    If Davy Jones copies the ability that states a specific ship type, such as “…this sea monster…” or “…this sea creature…” would Jones be able to use that ability, or would he not be able to, being a crew on a ship instead of a sea monster/creature?

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