Xerecs

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  • in reply to: Custom Ships (post your custom game pieces here!) #17034
    Xerecs
    Moderator

    Daily customs continue as we wind through the Farthest Shore!

     

    Hurricane
    Nexus Alliance
    Points: 20
    Masts: 4
    Cannons: 3L-3L-3L-3L
    Cargo: 6
    Movement: S
    Ability: You may double the range of this ship’s cannons each turn, but you must roll a 6 to hit. When used at normal range, this ship eliminates two masts with each hit.

    Flavor: One of the first ships in the Alliance to utilize cannons from the Ionics, the Hurricane boasts a range few ships can match, and a destructiveness at close range to rival that of the best English cannons.

     

    Arrow
    Nexus Alliance
    Points: 17
    Masts: 4
    Cannons: 2S-3L-3L-2S
    Cargo: 5
    Movement: S+S
    Ability: You may double the range of this ship’s cannons each turn, but you must roll a 6 to hit. Once per turn before this ship is given an action, roll a d6. On a result of 5-6 this ships cannons have a range of L+L.

    Flavor: The Arrow is a full realization of the cooperation between the Nexus Alliance and the Ionics, sporting cannons that have a range greater than that of even the Hurricane.

    in reply to: Custom Ships (post your custom game pieces here!) #17033
    Xerecs
    Moderator

    Two more for the Alliance!

     

    Shield of the Savior
    Nexus Alliance
    Points: 18
    Masts: 4
    Cannons: 3S-2L-2L-3S
    Cargo: 6
    Movement: L
    Ability: If a friendly ship within S of this ship would have a mast eliminated, eliminate a mast from this ship instead.

    Flavor: Duke Exeter wanted a new line of ships that would “shield the Nexus from harm”. However the new ships proved too expensive to build, and with resources allocated elsewhere only the first was fully completed.

     

    Hurricane
    Nexus Alliance
    Points: 20
    Masts: 4
    Cannons: 3L-3L-3L-3L
    Cargo: 6
    Movement: S
    Ability: You may double the range of this ship’s cannons each turn, but you must roll a 6 to hit. When used at normal range, this ship eliminates two masts with each hit.

    Flavor: One of the first ships in the Alliance to utilize cannons from the Ionics, the Hurricane boasts a range few ships can match, and a destructiveness at close range to rival that of the best English cannons.

    in reply to: Questions About Game Rules & The Pirate Code #17031
    Xerecs
    Moderator

    Suppose I have Grapple Shot on a 4 mast ship and I’m shooting at a 5 mast ship. I decide to use my Grapple Shot last, and hit with it, while my other cannons went 1 for 3. For the boarding party that Grapple Shot initiates, what value does the 5 mast ship use? The one it currently has or the one that it had before I started shooting at it?

    Also, which would happen first in a turn, deciding a submerged status or playing an Event? Or are the technically simultaneous and their order is left up to me the player?

    in reply to: Custom Ships (post your custom game pieces here!) #17029
    Xerecs
    Moderator

    We return to the Nexus Alliance for the next cycle!

     

    Sorcerers Hand
    Nexus Alliance
    Points: 17
    Masts: 4
    Cannons: 2S-3L-3L-2S
    Cargo: 5
    Movement: L
    Ability: Broadsides Attack. If this ship hits with a Broadsides Attack, every friendly ship within S may repair a mast as a free action.

    Flavor: Home to some of Dalgaards most mystical followers, the Hand doesn’t look like much, but she carries some of the heaviest cannons in the Alliance.

     

    Divine Sword
    Nexus Alliance
    Points: 19
    Masts: 4
    Cannons: 2L-3L-3L-2L
    Cargo: 5
    Movement: L
    Ability: Two hits in the same shoot action are required to eliminate one of this ships’ masts.

    Flavor: Exeter oversaw the construction of this vessel, with double panels for her hull and reinforced masts and rigging. At the same time, he ensured that the firepower was not lacking.

    in reply to: Custom Ships (post your custom game pieces here!) #17022
    Xerecs
    Moderator

    Rounding out the cycle with some more Mercenaries, then back to the Nexus Alliance tomorrow!

     

    Rising Moon
    Mercenary
    Points: 17
    Masts: 6
    Cannons: 3S-4S-5L-5L-4S-3S
    Cargo: 8
    Movement: S
    Ability: Mercenary. Junk. This ship gets +1 to her cannon and boarding rolls against sea creatures. This ship gets -1 to her fire mast rolls.

    Flavor: Made to withstand attacks from most sea monsters, the Rising Moon utilizes her massive cargo hold to store limbs, fins, eyes, teeth, and other pieces from the monsters she hunts. These specimens are then sold on black markets worldwide, making the Moon’s captain both rich and wanted.

     

    Darke Dragon
    Mercenary
    Points: 13
    Masts: 5
    Cannons: 3S-2L-3S-2L-3S
    Cargo: 4
    Movement: L
    Ability: Mercenary. Cursed crew may use their abilities on this ship.
    Link: Merrin Ree

    Flavor: TBD

     

    Merrin Ree
    Mercenary
    Points: 6
    Ability: Ex-Patriot. Guardian. Black Mark. Once per turn, choose one Cursed crew in play worth 5 points or fewer. This crew may use that crew’s ability for that turn. You may choose a different ability each turn.

    Flavor: TBD

    Xerecs
    Moderator

    Might be options overload, or could lead to situations where player skill, knowledge and luck become more driving factors than certain ships simply being better than other ships.

    Also, if everything is “costed right” you may need to increase the suggested point limit of standard games from 40 to something else, as a fleet made of costed right ships might get you one or two ships in a fleet (without heavy crew combos) and max out your build total of 40.

    in reply to: Custom Ships (post your custom game pieces here!) #17014
    Xerecs
    Moderator

    Approaching the end of this cycle, two more Ionic ships!

     

    Torak
    Ionic
    Points: 19
    Masts: 4
    Cannons: 2L-2L-2L-2L
    Cargo: 4
    Movement: L
    Ability: Two hits in the same shoot action are required to eliminate one of this ships masts. This ship gets +1 to her cannon rolls against any non-Ionic ship.

    Flavor: A double planked and coppered hull, and cannons provided by the Nexus Alliance give this vessel both extreme durability and impressive firepower.

     

    Raptor
    Ionic
    Points: 17
    Masts: 4
    Cannons: 3S-3S-3S-3S
    Cargo: 3
    Movement: L
    Ability: Give this ship a shoot action to make one 3L+L catapult shot (it may make no other attacks). If it hits, eliminate two masts and one cargo from the target ship.

    Flavor: A large catapult is affixed to this vessel amidships. The catapult has a range greater than any of the ships own cannons, but the crew are not well trained in its usage.

    Xerecs
    Moderator

    Why was the original point limit suggestion 30 points?

    Why was the suggested limit changed to 40?

    Were other suggested point limits for games discussed or tested among the designers?

    Why did the suggested point limit for games stay at 40, and not increase later?

    What was the reason for the “half of starting gold value” rule?

    Were other victory conditions planned but never put into practice?

    Did/does the design team believe that games would revolve around racing to get treasure or fighting to get treasure?

    in reply to: Custom Ships (post your custom game pieces here!) #17009
    Xerecs
    Moderator

    More Spaniards are arriving in the Farthest Shore!

     

    El Santuario Dos
    Spanish
    Points: 28
    Masts: 5
    Cannons: 3S-2S-2S-2S-3S
    Cargo: 6
    Movement: S+S
    Ability: This ship gets +1 to her cannon and boarding rolls against any ship. Once per turn, when this ship hits an enemy ship, eliminate one cargo from the target ship.
    Link: Almirante Jaime de Titán

    Flavor: TBD

     

    Cortina de Humo
    Spanish
    Points: 11
    Masts: 5
    Cannons: 4S-4S-5L-4S-4S
    Cargo: 5
    Movement: S+L
    Ability: This ship cannot carry crew. This ship sinks when her last mast is eliminated.

    Flavor: Large and impressive-looking, not a single Officer of the Spanish Navy has set foot on this ship. Superstitious sailors claim that the day she’s properly crewed, will be the day she sinks.

     

    Almirante Jaime de Titán
    Spanish
    Points: 15
    Ability: Loyal: Spain. Eternal. Once at the beginning of each of your turns, you may roll a d6. On a result of 6, instead of giving this ship an action, you may give an enemy ship an action.
    Link: El Santuario Dos

    Flavor: TBD

    in reply to: Custom Ships (post your custom game pieces here!) #17008
    Xerecs
    Moderator

    Only concern is tracking Aigle’s bonus – during a game I’d probably write or type which ships.

    In a two player game I don’t think it would be that difficult, especially at lower point levels. However that is a good point. If you didn’t want to write it down or track it that way I suppose you could put a token or something on the ship.

    in reply to: Custom Ships (post your custom game pieces here!) #17001
    Xerecs
    Moderator

    Two more Frenchmen for Farthest Shore!

     

    Aigle
    French
    Points: 16
    Masts: 4
    Cannons: 2L-3L-3L-4L
    Cargo: 3
    Movement: S+S
    Ability: Blockade Runner. This ship gets +1 to her cannon rolls against ships that have shot at her.

    Flavor: The “Eagle’s” lookout has very sharp vision, and can recognize the flags and sails of any ship that deserves the crew’s vengeful anger.

     

    Providence
    French
    Points: 18
    Masts: 4
    Cannons: 3L-4S-4S-3L
    Cargo: 5
    Movement: L
    Ability: Man-O’-War.

    Flavor: Though she is of little consequence when compared to her sister, the Première République, the Providence’s captain is certain that her name will one day strike fear in the hearts of English sailors.

     

     

    Keywords
    Blockade Runner: This ship gets +1 to her ram and boarding rolls. Ramming cannot eliminate this ship’s masts.

    Man-O-War: Before you give this ship an action roll a d6. On an even numbered result this ship eliminates two masts with each hit for this turn. On an odd numbered result, this ship’s cannons are rank 2 for this turn.

    in reply to: Custom Ships (post your custom game pieces here!) #16998
    Xerecs
    Moderator

    I really like how unique Isabella and Badbeard are.  Lots of intriguing abilities to have on a gold runner/hybrid.

    It’s definitely a unique combo, Dories incentivizes using Badbeard on the Isabella, though his abilities don’t mesh well imo. I forget if this is supposed to be the same ship as the WK box-topper from RotF, I’ll ask Darkhurst.

     

    Something wicked this way sails, some more of the Cursed!

    Razorscales
    Cursed
    Points: 18
    Masts: 4
    Cannons: 2L-2S-2S-2L
    Cargo: 0
    Movement: S+S
    Ability: Sea Monster. This Sea Monster eliminates two masts with each hit.

    Flavor: The Razorscales is so ancient that the scales upon its back have hardened into sharp ridges that can shred through the hull of any ship unlucky enough to encounter the serpent.

     

    Black Phoenix
    Cursed
    Points: 15
    Masts: 4
    Cannons: 2L-3S-3S-2L
    Cargo: 3
    Movement: L
    Ability: Eternal. Oarsman.

    Flavor: “Burn into ashes, and then rise again, forever strong.” This is the mantra taught to the new members of the Black Phoenix’s crew before they are properly welcomed into servitude at a blazing stake.

    in reply to: The Random (PCSG) Topic Thread #16997
    Xerecs
    Moderator

    What is the IDEAL number of players in a Pirates game? (a specific quantity, not a range)

    I’d say 4, even though the game is designed with 2 players in mind.

    in reply to: Custom Ships (post your custom game pieces here!) #16990
    Xerecs
    Moderator

    What our game is named for, Pirates!

     

    Artemis
    Pirate
    Points: 12
    Masts: 4
    Cannons: 2L-3S-3S-3L
    Cargo: 2
    Movement: L
    Ability: You may double the range of this ship’s cannons each turn, but you must roll a 6 to hit.

    Flavor: Cargo space on the Artemis is scarce, as so much of the ship’s available space is occupied with various cannons and firearms. Her wide variety of armaments give her a range few ships possess and can hope to match.

     

    Isabella
    Pirate
    Points: 16
    Masts: 4
    Cannons: 4S-3S-3S-4S
    Cargo: 6
    Movement: L
    Ability: Dories. Explorer. This ship gets +1 to her cannon rolls against Spanish ships.
    Link: Captain Phineas “Badbeard” Fletcher

    Flavor: Captured by the upstart “pirate” Phineas Fletcher, the Isabella now serves a new purpose. She is a reminder to her new captain of the love he seeks to rescue, and a declaration of a one-man war against the Spanish.

     

    Captain Phineas “Badbeard” Fletcher
    Pirate
    Points: 6
    Ability: Shipwright. This ship’s crew cannot be eliminated unless she sinks.
    Link: Isabella

    Flavor: A young American smuggler who fell in love with the daughter of a Spanish admiral, Phineas chose a life of piracy when his love was sent away to be married so her father would gain the monetary support of her future husband. Fletcher will do anything to save his beloved and reunite with her.

    in reply to: Custom Ships (post your custom game pieces here!) #16979
    Xerecs
    Moderator

    Yesterday the English, today the Americans!

    USS Keep
    American
    Points: 24
    Masts: 5
    Cannons: 3L-3S-3S-3S-3L
    Cargo: 6
    Movement: L
    Ability: Man-O’-War. This ship gets +1 to her cannon rolls against Pirates and The Cursed.
    Link: Captain Carter Kurt

    Flavor: Representing a shift in American naval doctrine, the Keep was designed for long deployments at sea, with extensive stores of food, water and armaments. Her secondary mission is to find and destroy as many Pirate and Cursed vessels as she can.

     

    Captain Carter Kurt
    American
    Points: 5
    Ability: Loyal: America. Captain. Cannoneer.
    Link: USS Keep

    Flavor: Carter was a career soldier, a veteran of many of America’s most significant wars. He did not expect to be put on a ship and sailed out of sight and out of mind of most.

     

    Keywords
    Man-O-War: Before you give this ship an action roll a d6. On an even numbered result this ship eliminates two masts with each hit for this turn. On an odd numbered result, this ship’s cannons are rank 2 for this turn.

    in reply to: Custom Ships (post your custom game pieces here!) #16973
    Xerecs
    Moderator

    Some more English for the Farthest Shore!

     

    RNS Sovereignty
    English
    Points: 19
    Masts: 5
    Cannons: 2S-2L-3L-3L-3S
    Cargo: 4
    Movement: S+S
    Ability: This ship gets +1 to her cannon and boarding rolls against non-English ships.

    Flavor: With ships and fleets across the known globe, the English feel that their mastery of the sea is unchallenged. The Sovereignty is the manifestation of that feeling.

     

    HMS Roke
    English
    Points: 14
    Masts: 4
    Cannons: 3S-3L-3L-3S
    Cargo: 4
    Movement: S+S
    Ability: Galley. This ship ignores terrain when given a move action.

    Flavor: Salvaged from the Barbary coast, the Roke is considered strange by her English crew. They say that she sails over reefs and the like as if they were not there.

    in reply to: Custom Ships (post your custom game pieces here!) #16971
    Xerecs
    Moderator

    You could add a die roll like Fear, reduce the blockage to just a specific type of action (no shoot actions, or no move actions – but not both), add some negative effect that prevents Architect from keeping ships trapped for more than a turn or two…

    It only prevents move actions, not actions in general.

     

     

    in reply to: Custom Ships (post your custom game pieces here!) #16962
    Xerecs
    Moderator

    Last two Nexus Alliance ships for this cycle!

     

    Snake Strike
    Nexus Alliance
    Points: 13
    Masts: 4
    Cannons: 2L-3S-3S-2L
    Cargo: 3
    Movement: S+L
    Ability: If this ship rolls a 6 on a cannon roll, eliminate an extra mast. If the cannon roll is a 1, this ship’s base move becomes S on her next turn.

    Flavor: The crew of the Snake Strike usually prefer to hit their prey as quickly as possible. Recent malfunctions with the ships cannons however, have reduced their overall effectiveness.

     

    Celestial Revenge
    Nexus Alliance
    Points: 19
    Masts: 4
    Cannons: 3L-4S-4S-3L
    Cargo: 5
    Movement: L
    Ability: Once per turn roll a d6. On a result of 6 you may place three reefs from outside the game within S of this ship. If any ship touches one of these reefs, remove the reef and that ship from the game.

    Flavor: The crew of the Celestial Revenge believe that the movement and placement of the stars in the heavens somehow relates to the formation of coral reefs.

    in reply to: Custom Ships (post your custom game pieces here!) #16916
    Xerecs
    Moderator

    Two more for the Nexus Alliance!

     

    Flare
    Nexus Alliance
    Points: 15
    Masts: 4
    Cannons: 2L-2L-3L-3L
    Cargo: 3
    Movement: S+L
    Ability: Once per turn, this ship may shoot a fire shot. Declare which cannon will shoot the fire shot before rolling the die. If the cannon hits, replace up to two masts on the target ship with fire masts. If the cannon roll misses, this ship cannot be given a shoot action for two turns.

    Flavor: Harlan Storm wanted to create a cannon that “spat fire”. The prototypes have been installed on the Flare.

     

    Cross of Delgado
    Nexus Alliance
    Points: 20
    Masts: 4
    Cannons: 3S-3L-3L-3S
    Cargo: 4
    Movement: S+S
    Ability: Repeating Guns

    Flavor: Most would think this ship named after a famous relic or long lost treasure. In truth the ship is named after a crossbow favored by one of Harlan Storm’s lieutenants.

     

    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!) #16914
    Xerecs
    Moderator

    Daily customs continue with the Nexus Alliance!

     

    Architect
    Nexus Alliance
    Points: 25
    Masts: 4
    Cannons: 4S-4S-4L-4L
    Cargo: 3
    Movement: S+S
    Ability: Enemy ships within S of this ship at the beginning of their turn may not be given move actions that turn.

    Flavor: The Architect’s crew live by their motto “plan to succeed”. It is said that they have a plan and contingency for any scenario.

     

    Engineer’s Fortress
    Nexus Alliance
    Points: 21
    Masts: 4
    Cannons: 2S-2S-2S-2S
    Cargo: 4
    Movement: S
    Ability: This ship cannot be shot at by ships within S of it. This ship gets +1 to her cannon rolls for every friendly ship within S.

    Flavor: As her name implies, the Fortress is incredibly difficult to damage. That she never travels alone adds to the difficulty of engaging her.

    in reply to: Custom Ships (post your custom game pieces here!) #16913
    Xerecs
    Moderator

    Especially with that improvement, I think Wrench should be more expensive. It doesn’t take an action and can be made quite useful with an extra 2 point crew.  I could see that being really useful in some larger games, especially on crowded battlefields or in conjunction with a cheerleader.

    In a campaign game I’d probably be willing to spend 18-20+ points on this one.  On the other hand, Peril Koi seems underwhelming.  I’d consider swapping their point costs.

     

    I don’t know if I’ll keep the improvement on the Wrench, or at least not make it that good. Re-wording to just a +1 to the roll might be better, especially as I’ve used the once per turn wording, like spying abilities an cancel crew. Given that, would a point increase from 14 to 16 – 17 be ideal, regardless of any changes to the ability?

    in reply to: Custom Ships (post your custom game pieces here!) #16907
    Xerecs
    Moderator

    Is this a free action and/or is it mandatory?

    Technically not mandatory, kind of like SS Wraith and Captain Davy.

    I like the idea of including a shipwright to make the attempt more successful, but I don’t know if I want it to auto-succeed.

     

    Ability re-word:

    Once per turn you may roll a d6. On a result of 5-6 repair a mast on every friendly ship within S of this ship. If this ship is assigned a shipwright crew, the roll succeeds on a result of 3-6 instead.

    in reply to: Custom Ships (post your custom game pieces here!) #16905
    Xerecs
    Moderator

    Moving into the 4 mast category for the Nexus Alliance! We’ve already seen their first 4 mast (Venture Explorer), now for two more!

     

    Peril Koi
    Nexus Alliance
    Points: 18
    Masts: 4
    Cannons: 4S-3L-3L-4S
    Cargo: 4
    Movement: S+S
    Ability: Explorer. Unique Treasures cannot affect this ship or her crew.
    Link: Captain Harlan Storm

    Flavor: The Peril Koi was the first ship of the Nexus Navy, and before that the flagship of Harlan Storm’s pirate group. While no longer considered the best of the Alliance’s best, the Koi still holds a place among the hearts of Alliance sailors.

     

    Wrench
    Nexus Alliance
    Points: 14
    Masts: 4
    Cannons: 2S-3L-3L-2S
    Cargo: 4
    Movement: L
    Ability: Once per turn, roll a d6. On a result of 5-6 repair a mast on every friendly ship within S of this ship.

    Flavor: The Wrench carries an excess of spare timbers and cloths on board, ready to give to a ship in need of repair at sea. Dr. Overton has made it her permanent assignment to patrol Alliance waters in search of damaged ships to repair or help back to port.

    in reply to: Custom Ships (post your custom game pieces here!) #16903
    Xerecs
    Moderator

    Holster is likely not quite worth her cost, but it does sound like a fun “command center” type vessel for a decent sized squadron in a large game.

    Would bringing her down to 25 points be more worth it, or further than that?

    in reply to: Custom Ships (post your custom game pieces here!) #16899
    Xerecs
    Moderator

    The last two of the Alliance’s normal “big ships”!

     

    Helix
    Nexus Alliance
    Points: 30
    Masts: 5
    Cannons: 3S-4L-4L-4L-3S
    Cargo: 6
    Movement: S
    Ability: Two hits are required in the same shoot action to eliminate one of this ships masts. This ships cannons cannot be eliminated (masts still may be). If derelict she cannot shoot.

    Flavor: The Helix was once a treasure galleon, brought into the Nexus Alliance by Spanish defectors. She served for years as a traveling storefront, but has since been converted to a warship. Dr. Overton laments her transformation, as he was quite fond of a pastry the crew used to sell.

     

    Holster
    Nexus Alliance
    Points: 26
    Masts: 5
    Cannons: 3S-4L-4L-4L-3S
    Cargo: 7
    Movement: S
    Ability: You may double the range of this ship’s cannons each turn, but you must roll a 6 to hit. Cannon ranges of friendly ships within S of this ship are L.

    Flavor: The gunners of the Holster were part of an exchange with the Ionics and have been given additional training by Kihwe. This has not only augmented their skill, but the skills of those in close proximity to their ship, by way of advanced flag signals.

    in reply to: Custom Ships (post your custom game pieces here!) #16894
    Xerecs
    Moderator

    Two more 5 mast ships for the Alliance!

    Raider
    Nexus Alliance
    Points: 19
    Masts: 5
    Cannons: 3S-3L-3SL-3L-3S
    Cargo: 6
    Movement: L
    Ability: If this ship is assigned a captain and marine crew she gets +L to her base move.

    Flavor: A hardy and steadfast crew man the Raider. That the eyes of the Alliance are on them at all times only inspires them to perform greater.

     

    Specter
    Nexus Alliance
    Points: 29
    Masts: 5
    Cannons: 3S-2L-2L-2L-3S
    Cargo: 7
    Movement: L
    Ability: Ghost Ship. At the beginning of your turn decide if this ship is invisible or not. If she is, she may only be given move actions. She cannot ram, be rammed, pin, be pinned, shoot or be shot at.

    Flavor: The Specter is used exclusively for stealth operations or for tasks that the rank and file of the Alliance cannot carry out. The regulars that serve on her claim that they have sailed right past enemy ships, close enough to touch, without being seen or heard.

    in reply to: Custom Ships (post your custom game pieces here!) #16889
    Xerecs
    Moderator

    Returning to the Nexus Alliance for the next 7 day cycle, daily customs from Farthest Shore continue!

     

    Destiny’s Bounty
    Nexus Alliance
    Points: 27
    Masts: 6
    Cannons: 3L-2S-2S-2S-2S-3L
    Cargo: 7
    Movement: S+S
    Ability: Junk. Dories. This ship ignores terrain except for Fog and Storms.
    Link: Sensei Wu, Lloyd Montgomery, Natalie Smith

    Flavor: The Destiny’s Bounty has a long and storied history, beginning when she was a pirate ship. The ship and her crew found their way into alliance waters soon after the nexus alliance was founded, seeking refuge from vengeful pirate lords. After several years and a complete re-build, Desinty’s Bounty is one of the grandest ships in the Alliance fleet and is the floating temple of her commander, Sensei Wu.

     

    Sensei Wu
    Nexus Alliance
    Points: 8
    Ability: Eternal. 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: Destiny’s Bounty

    Flavor: Sensei Wu has a long and storied history, just like the ship he commands. His tenure as commander of Destiny’s Bounty goes back to when the ship was a pirate vessel; even then as an old man. Many of his crew have aged and married into the Alliance with children of their own, leading some to speculate that he has somehow achieved immortality.

     

    Lloyd Montgomery
    Nexus Alliance
    Points: 3
    Ability: Crew of any nationality may use their abilities aboard this ship.
    Link: Destiny’s Bounty, Grand Jungle, Jade Night, Destiny’s Shadow

    Flavor: Some men are born sailors, soldiers and craftsmen. Others like Lloyd are able to bring those individuals together, and make them into something greater than themselves.

     

    Natalie Smith
    Nexus Alliance
    Points: 6
    Ability: Captain. Navigator. This ship gets +1 to her cannon rolls if Gordon Walker is assigned to this ship.
    Link: Kenneth Smith, Gordon Walker, Destiny’s Bounty, Chaser

    Flavor: Natalie has just as much of her brother’s fire, but is far better at controlling and focusing that energy. Her calm and sometimes soothing presence is only ever cracked when the loud and boisterous Gordon Walker comes aboard.

     

    in reply to: Custom Ships (post your custom game pieces here!) #16888
    Xerecs
    Moderator

    Very cool.  Definitely spices up the Mercs quite a bit from what Wizkids gave them.  Evan Van Turner could definitely prove useful on some of the original submarines too, being able to shoot as a Marine while submerged.

    This is just a taster, they have a full “roster” in FaSh, a bakers dozen of ships, a fort and more crew. 😀

    EvT could definitely be useful on a sub. I’m now imagining him on the Nautilus II or the Atlantis, talk about a sub-hunter!

    in reply to: Questions About Game Rules & The Pirate Code #16873
    Xerecs
    Moderator

    Question about the Celestine and Trade Currents. The Code states that Trade Currents

    …..has no placement restrictions aside from those imposed by the ability used for placement.

    The only “restriction” I see in abilities that place them are in the Navigator crew.

    ….On a result of 3-6, place a trade current within S of any friendly ship.

    Since the Celestine’s ability doesn’t specify where a Trade Current can be placed, can the Celestine place them anywhere, aside from in contact with another ship, island or terrain?

    in reply to: Custom Ships (post your custom game pieces here!) #16871
    Xerecs
    Moderator

    Oooh, I like Rynah and the linked crew!  Definitely would enjoy trying those out.

    Same here, the Ghosts are a straight upgrade over Carbon Charlie, giving a 2L cannon instead of a 3S. Given her cargo hold I’d be tempted to run the Rynah as a large gold runner, but the equipment ability and her 20 points suggest otherwise, especially with the various custom equipment floating around out there already and the ones that are in this set that have yet to be seen. 😀

     

     

    Rounding out the last of the major factions in Farthest Shore, we have the Mercenaries!

     

    Dynasty
    Mercenary
    Points: 20
    Masts: 6
    Cannons: 2S-4L-4L-4L-4L-2S
    Cargo: 6
    Movement: L
    Ability: Mercenary. Junk. This ship’s crew cannot be eliminated unless she sinks.
    Link: Evan Van Turner

    Flavor: TBD

     

    Evan Van Turner
    Mercenary
    Points: 7
    Ability: Captain. Marine.
    Link: Dynasty

    Flavor: TBD

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