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XerecsModeratorMore 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 TitánFlavor: 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 DosFlavor: TBD
XerecsModeratorOnly 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.
XerecsModeratorTwo 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.
XerecsModeratorI 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.
XerecsModeratorWhat 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.
XerecsModeratorWhat 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” FletcherFlavor: 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: IsabellaFlavor: 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.
XerecsModeratorYesterday 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 KurtFlavor: 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 KeepFlavor: 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.
XerecsModeratorSome 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.
XerecsModeratorYou 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.
XerecsModeratorLast 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.
XerecsModeratorTwo 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 GunsFlavor: 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.
XerecsModeratorDaily 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.
XerecsModeratorEspecially 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?
XerecsModeratorIs 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.
XerecsModeratorMoving 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 StormFlavor: 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.
XerecsModeratorHolster 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?
XerecsModeratorThe 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.
XerecsModeratorTwo 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.
XerecsModeratorReturning 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 BountyFlavor: 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 ShadowFlavor: 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, ChaserFlavor: 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.
XerecsModeratorVery 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!
XerecsModeratorQuestion 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?
XerecsModeratorOooh, 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 TurnerFlavor: TBD
Evan Van Turner
Mercenary
Points: 7
Ability: Captain. Marine.
Link: DynastyFlavor: TBD
XerecsModeratorThe Ionics make a return in Farthest Shore!
Kadim
Ionic
Points: 19
Masts: 5
Cannons: 2L-3L-3L-3L-2L
Cargo: 4
Movement: L
Ability: This ship gets +1 to her cannon rolls against the Cursed. Give this ship a shoot action to make one 3L+L mortar attack against a target enemy ship(it may make no other attacks). If the mortar hits eliminate a mast, a cargo and replace another mast with a fire mast.Flavor: TBD
Rynah
Ionic
Points: 20
Masts: 5
Cannons: 4L-3L-3L-3L-4L
Cargo: 6
Movement: S+S
Ability: Ghost Ship. Equipment does not take up cargo space on this ship. This ship may be assigned up to 3 equipment. Eliminate one of this ships masts if she rolls a 1 on a cannon roll.
Link: Rynah’s GhostsFlavor: Built by and named after the mysterious inhabitants of an island off the southern coast, the Rynah is one of the most advanced ships in the navy. The mysterious nature of her construction has led to some mishandling as her crew get used to her.
Rynah’s Ghosts
Ionic
Points: 4
Ability: When this ship is docked at your home island, you may eliminate one treasure. It becomes a rank 2 cannon that shoots long range and can only be eliminated when the ship sinks.Flavor: Little is known about the inhabitants of Rynah, other than they make the best anything. Be it weapons, armor, or ships, if it was built by the Ghosts it is the best.
XerecsModeratorI know I’ve said it before, but I think Repeating Guns is overpriced. Rarely will all the cannons hit, and even if they do, there is a diminishing return on the second volley, which could end as soon as it begins. Fun to see Dories on a non-10 master. I think Narada could be 22 points.
Yeah, I’ve rarely used it myself. It could potentially pay off big time when the cannons do all hit, but that’s long odds, like succeeding with a Broadsides Attack.
XerecsModeratorThe first of the Spanish from Farthest Shore!
Narada
Spanish
Points: 27
Masts: 5
Cannons: 2L-2L-2L-2L-2L
Cargo: 6
Movement: L
Ability: Repeating Guns. Dories.
Link: Capitán Nero de las EstrellasFlavor: The Narada was once a cargo barge, home to an honest crew of trading merchants. But after an American war vessel occupied their home port and abused Spanish hospitality, the Narada’s crew stole military grade cannons, and sought justice against the American invaders.
Capitán Nero de las Estrellas
Spanish
Points: 7
Ability: Captain. When this ship hits an enemy ship, you may also eliminate one cargo from that ship.
Link: NaradaFlavor: Nero was a simple man working an honest job on a merchant vessel. That all changed, however, when an American man-of-war occupied his hometown, and his wife was taken from him by one of the American soldiers. Now fighting for the Spanish Royal Navy, Nero instructs his men to aim their cannons at the crew aboard enemy ships, rather than at the unfeeling ship they sail on.
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.
XerecsModeratorToday we get our first look at the French!
Recusant
France
Points: 25
Masts: 5
Cannons: 3S-3S-3S-3S-3S
Cargo: 6
Movement: L
Ability: Man-O’-War. 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. Once per turn, you may give any other ship in your fleet +1 to her cannon rolls.Link: Amiral Matthieu Grievous
Flavor: Amiral Grievous’s preferred flagship, the Recusant is well-equipped with an abundance of artillery, and a fierce crew to defend her from any oncoming threats.
Amiral Matthieu Grievous
France
Points:
Ability: Loyal: France. Captain. This ship gets +1 to her cannon and boarding rolls against non-French ships and Forts.Link: Recusant
Flavor: It is not hard to see how Amiral Grievous rose so quickly to his esteemed rank and position. His brutality and tactical prowess have only been matched by the infamous Capitaine Arazure.
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.
XerecsModeratorThe first of the Cursed!
Sailor’s Bane
Cursed
Points: 17
Masts: 5
Cannons: 2S-2S-3L-2S-2S
Cargo: 1
Movement: S+S
Ability: Sea Monster. This Sea Monster gets +1 to its ram rolls. This Sea Monster may eliminate two masts on a successful ram.Flavor: TBD
Morg
Cursed
Points: 19
Masts: 5
Cannons: 4S-3S-2L-3S-4S
Cargo: 4
Movement: L
Ability: Give this ship a shoot action. Every ship within S of this ship is moved L+L away. Up to two masts are eliminated from every affected ship. This ship cannot be given actions for turns equal to the number of affected ships.Flavor: Many have speculated how the Morg is able to repel and damage ships without seeming to fire a cannon. Those who only focus on this strange phenomenon fail to recall that a cannon is still a cannon.
XerecsModeratorThat 5 master could probably come down in cost a bit, especially with Shipburner being such an all-or-nothing gamble (though you still effectively lose the ship either way). I think playtesting in the 18-22 range would be fair. I think it should say “you may eliminate one of this ship’s non-crew cargo.” Or simply, “you may eliminate one of this ship’s treasure or equipment.” I realize you may want to avoid the latter due to additional types of cargo being present in some campaign games.
For the Shipburner keyword, I would change “within S of enemy ships” to “an enemy ship”, “at least one enemy ship”, etc. At present you could interpret it to mean you have to be within S of at least 2 enemy ships due to the plural nature of ships.
Beni Gabor is interesting!
I’ll likely bring the point cost down a bit on the LoTW, and adjust the wording of her ability.
Shipburner is meant to be able to function with just one ship in range, you don’t need to have multiple enemy ships. I’ll adjust the wording.
Beni is lifted straight from The Mummy. FaSh is FULL of little “Easter eggs” like that. 😀 Anywho, he does have an interesting combination of abilities.
XerecsModeratorIf this ship wins a boarding and this ability is shut down for three turns, does that also prevent the “lose” effect from applying if this ship boards or is boarded and loses during that window?
Crew can’t use their abilities while face-down correct? If so then Decker being face-down would prevent the “lose” effect during his “cooldown”.
The first Pirates for Farthest Shore!
Loot of a Thousand Worlds
Pirate
Points: 26
Masts: 5
Cannons: 5S-4S-3S-4S-5S
Cargo: 7
Movement: S
Ability: Shipburner. Once per turn, if this ship is being boarded, you may eliminate one of this ship’s cargo*. If you do, you get +1 to boarding rolls for that action. (*in this instance, cargo does not include crew)Flavor: “If I can’t have it, then neither can you.” That phase epitomizes the mindset of the crew of this ship. They are more than willing to sacrifice cargo to keep it out of the hands of their enemies.
Gallows
Pirate
Points: 14
Masts: 4
Cannons: 2L-2S-3S-3L
Cargo: 3
Movement: L
Ability: This ship gets +1 to her cannon rolls and boarding rolls against non-Pirate ships.Flavor: A particularly brave band of pirates decided that they would name their ship after the most feared thing on the seas: the hanging fate that awaits them if they are caught.
Beni Gabor
Pirate
Points: 6
Ability: Black Mark. Once per turn, you may eliminate one of this ship’s crew to give her an extra action. This ship has one extra cargo space that can only be taken up by gold.Flavor: Greed and cowardice make for a terrible combination. There is nothing Beni will not do to try and get rich quick.
Keywords
Shipburner: Once per game if this ship is within S of enemy ships, roll a D6. On 4-6 she explodes, remove her immediately from the game and for every enemy ship within S, eliminate one mast, replace another with a fire mast, and eliminate one crew, cargo or equipment. On a 1-3 remove all of this ships masts and eliminate all her crew.
XerecsModeratorToday we see the first of the Americans of Farthest Shore!
USS Constellation
American
Points: 18
Masts: 5
Cannons: 2L-2S-3S-3S-3L
Cargo: 4
Movement: L
Ability: Explorer. Armed Merchant.
Link: Commodore Matthew DeckerFlavor: For as long as the Constellation has sailed, Matthew Decker has commanded her. A ship of the line in every right, the Constellation is tasked with exploring unknown and uncharted regions of the ocean.
Commodore Matthew Decker
American
Points: 9
Ability: Royal Officer. If this ship wins a boarding party, turn this crew face down and eliminate up to three masts from the enemy ship. This crew cannot be turned face up for a number of turns equal to that of the eliminated masts. If this ship loses a boarding party, eliminate this crew and up to three masts from this ship.
Link: USS ConstellationFlavor: Decker is the senior commander of the Pacific fleet. A cautious man, the safety and well-being of his ship and men are always on his mind, especially when delving into the unknown.
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 ranked increased.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.
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