Xerecs

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  • in reply to: Custom Ships (post your custom game pieces here!) #16477
    Xerecs
    Moderator

    If the intent was just to raise the action limit by 1 without actually generating those actions it gets a little more interesting, but the wording as-is wouldn’t work because that implies it’s also giving the ship those actions.

     

    That was my intent. Whatever ship or keyword this would appear on/in would be able to be given more than 2 actions in a single turn. I did not intend for the ability to generate extra or additional actions.

    I intend for the ability to be part of a new keyword for future custom ships. If copying is such a concern, would adding text into the keyword that specifically prevent the keyword from being copied work? I believe that you can pick and choose what abilities to copy if a target has more than one, but you cannot cherry pick a keyword, correct?

     

    The rest of the keyword as it stands now, with an updated text:

    —keyword—
    This ship’s action limit is increased to three; all additional actions must still be generated normally by other abilities. This ship cannot shoot at ships within S of her. As part of a repair action this ship may be given a move action. While this ship has all of her masts, she cannot be boarded; this ship can always board.

    When an —keyword— is given a shoot action you may choose whether that action is a normal shoot action or a mortar attack (it cannot perform both with a single action). A mortar attack allows the —keyword— to attack any one target (including submerged ships) within L+L of its hull. Roll a d6; on a roll of 3 or higher the mortar attack is successful and it eliminates up to two masts on the target, and none of the crew or ship abilities may be used on the target’s next turn. No other abilities can be applied to a mortar attack.

    in reply to: Custom Ships (post your custom game pieces here!) #16474
    Xerecs
    Moderator

    A ship cannot be given more than two full (non-free) actions on a single turn unless an ability clearly and specifically states that it allows more than two actions. No such ability exists.

     

    If such an ability were to exist, how would it need to be worded?

    “This ship may be given up to three actions in a single turn.”

    Would the above satisfy the clearly and specifically stated part? Would this be an absurdly OP custom ability?

     

    in reply to: Questions About Game Rules & The Pirate Code #16377
    Xerecs
    Moderator

    Correct, at least the normal ones printed on the cards separate from ability text; they could technically be overridden by abilities.

    Would Jonah override a Link then?

     

    Pirate Code, Ability Conflict Heirarchy, pg 15

    When an ability and a rule conflict the ability always
    takes precedence regardless of the terms used, unless specifically stated otherwise.

     

    The above is leading me to believe that he (and others with that ability) would override a Link. For example, Jonah is on the Golden Medusa (RV003) with her Linked crew, Lady Baptiste (RV018). Does the Link not function properly or would Baptiste still link, providing a cargo space that she then fills, per link rules and the ability of Jonah?

    How would a crew linking situation be handled with Jonah, say Fidel and Gaspar Zuan on the same ship with Jonah. Would they still effectively take up one cargo space, or would Jonah force them to both take up a cargo space?

    in reply to: Questions About Game Rules & The Pirate Code #16372
    Xerecs
    Moderator

    Links are rules, not abilities, correct?

    in reply to: Questions About Game Rules & The Pirate Code #16153
    Xerecs
    Moderator

    If a ship with the “Two hits from the same shoot action are required to eliminate one of this ship’s masts.” ability is hit by something with “Once per turn when this ship hits an enemy ship, also eliminate one crew from that ship.” does it still eliminate a crew if it only scores one successful hit, so not causing a mast to be lost?

    Likewise, would something like La Belle Etoile still cause a ship with “Two hits from the same shoot action are required to eliminate one of this ship’s masts.” to still lose something on every successful hit regardless of how many masts are actually eliminated?

    Yes to both of these. Those abilities are triggered by hitting a ship, not eliminating a mast.

    in reply to: The Fleets Thread #16149
    Xerecs
    Moderator

    150 point Dragon Fleet

    After seeing the 100 point Dragon Fleet, and some minor discussion on Discord, I went and created this fleet. Similar in concept to the original, Rapto Maw, Angelica, and Shal-Bala will fly around the map with EA provided by Mycron, LeBeaux, and Deleflote to move into position and then fire their “cannons”. Supporting them and providing most of the gold running capacity of the fleet is not one, not two, but FOUR sets of Native Canoes. The American, Spanish, French and English canoes are squeezed in where they can, with the English Canoes providing a very important aspect to the fleet, allowing for the Dragons to “heal” after a battle. To that end, those canoes will likely either stay at or near my home island, while the rest go out and run gold or else position themselves optimally for Dragon healing. Supporting all of them is the Bolingbroke, with Bratley, Myngs and Hermione Gold aboard, giving the fleet a traditional gunship. Cannibals, Curse of Davy Jones and Maps of Hades are included to slow down enemy runners, and potentially put enemy ships within range of Swoop Attacks from Dragons.

    You could probably get the bones of this fleet down to 100 points by dropping the American and French Canoes, along with the Bolingbroke. At such a high point level, a serious dedicated gunship will be very bad news for this fleet, along with any kind of canceller. Another major drawback to the fleet is the overall fragility, canoes are eliminated in one hit, the essential ships are all 1 mast, making the susceptible to ramming and anyone running Odin’s Revenge.

     

    Angelica (19)
    Shal-Bala (20)
    Raptor Maw (16)
    Le Coeur du Lion(2)+ Princess Arii Auraa(0), Deleflote(9), Chieftain(9)
    USS Annapolis(6)+ CPO Richard(3), GWLB(6), Chieftain (10)
    Patagonia(4)+ Robinson(0), Mycron(6), Chieftain(12)
    Banshee’s Cry(3)+ Jonah(0), Anamaria(3), Chieftain(9)
    HMS Bolingbroke(10)+Bratley(0), Sir Christopher Myngs(3), H. Gold(5)
    Spanish Canoes
    English Canoes
    American Canoes
    French Canoes

    UT: Maps of Hades, Curse of Davy Jones, Cannibals

    in reply to: Custom Ships (post your custom game pieces here!) #16134
    Xerecs
    Moderator

    @ipersons

    Nereides feels a little cheap, but only just. The first half of your Ironclad keyword scales with the size of the ship, on a small one, it’s almost useless as the small ship is susceptible to ramming. Your keyword solves this a little by throwing in “ramming cannot eliminate this ships masts” ability. Then again, it does move S…….

    Text on Kiwa should be fixed to read as this ship instead of this crew. 10 points feels fine for her.

    Tinirau seems okay to me, an excellent flotilla tug.

    Pegasus has a very useful ability, potentially one of the most powerful in game. She feels like a direct upgrade over the Hessian from DJC. Given her speed I’d probably put her at 10 points instead of 9.

    Wurger could get complicated and very headache inducing to play against. Even though she’s a 2 mast ship I’d consider increasing her point cost a little or consider giving her a different ability.

    Stratus is going to be a FAST ship. Considering that she’s only a 3 mast ship she feels appropriately costed however.

    Cumulus is going to be annoying to deal with while it is aloft. Needing a 5-6 to even hit it while it’s flying and then needing a second 5-6 cannon roll? Not impossible but it will make this ship very difficult to deal with. However she’s costed correctly I feel.

    I don’t quite get what you’re intending with the ability of the Cirrus. Airship state is determined at the beginning of your turn, before ships start moving. You can simply declare her to be landed and explore the island normally with an explore action or an explorer crew.

    I think that the ability and possibly keyword of Airship would need to be refined and defined if the Altos wants to keep its ability. Mostly I think you’d need to define what would constitute as a ram to an aloft Airship. Since the bow of the vessel technically isn’t in the water, would the bow part of the base be considered for ramming? You could sidestep some of this I think by giving her the regular S-board ability, which ties the boarding party to a move action and is a bit less confusing to work out.

    Is Air Dragoon the same as Aerial Dragoon? A ship could do this anyway, not all cannons need to be fired at the same target. Additionally I think shooting needs to be flushed out in the Airship keyword, as other than an opposing ship targeting an aloft Airship it’s not mentioned.

    I would recommend switching vessels with ships in the first half of Nemo’s ability. Technically the same thing, but the wordage more closely resembles that used by Wizkids and is a way to avoid confusion. This version of Nemo is too cheap, I’d put him around 12 points, given that the cannon ability is worth about 4 points and his main ability is unchanged from his ME version which was costed around 8 points.

    I know Gustav’s ability was 5 points originally, but WK changed it to 6, I’d recommend the same here.

    in reply to: Custom Ships (post your custom game pieces here!) #16124
    Xerecs
    Moderator

    Nautilus could maybe go up one point to 17, the auto success on any ram attempt is pretty strong, effectively enabling her to ram a mast off of a healthy ten mast.

    Polaris seems okay, but I think the wording of the Torpedo keyword could be refined.

    Hephaestus is likely okay at 15, but could go up to match the point cost of the original Nautilus.

    Odyssey is likely fine at 12, an interesting gold runner for certain. Her ability will allow her to get within S while still submerged and surface on the next turn keeping her “safe” from opposing ships while she gathers treasure.

    This version of the Mobilis is probably too cheap. For a submarine she has excellent speed and good cargo. I’d suggest moving her point cost to 10 or 11.

    Mako will likely be a pain to deal with in a game, but she seems okay. You could change her ability to read as one cargo instead of one crew or treasure, as that would catch both as well as anything else the target ship might be carrying.

    I’m not sure how I feel about the Erebus. The original version of the Mobilis from MI does the exact same thing for the exact same cost and is a massive headache to deal with in any game, given the double layer of defense. From campaign experience ships like this could easily go to 15 or 16 points, however for more casual games in the 40 or 60 point range I think the Erebus is okay, as she does have less cargo than the original Mobilis, despite her slight speed increase.

    Why does the Oceania have that first line of ability text? Per the Air Dragoon keyword, they can be assigned to the ship at the beginning of the game without needing any special parameter, unless I’m missing something somewhere? Moving on from that, I feel that Oceania could move up a point or two, given that the Dragoons are very similar to Native Canoes.

    This version of the Matuku is a very good gold runner. That gold bonus ability can win games with only a couple uses, couple that with decent speed and good cargo all for 10 points makes for a very good gold runner. 10 points might be too cheap, but I think testing would lend better results.

    Even though it has a negative ability, I don’t feel that the Pacifica is worth 4 points, and could come up one or two.

    Even though she’s a small ship, the Perseus should be more expensive. With a captain and helmsman she’s looking at a max speed of S+S+S+S with some very accurate cannons. Moving her point cost to 9 or 10 would be ideal I think.

    Fiji has a good ability, but I’m not sure how I feel about the ship. She’s small enough to the point that her ability might not be all that useful (like the Coral from RV), but on the other hand she has good cargo space and a low point cost. Playtesting I think is needed for this one.

    Galateia seems okay as-is.

    in reply to: Questions About Game Rules & The Pirate Code #16054
    Xerecs
    Moderator

    If I could have some clarity on transferring cargo. Suppose two friendly ships are docked at the same friendly fort. Can the two ships transfer cargo (treasure, crew, etc) between them? Either by placing it on/in the fort and then onto the other ship or could the cargo simply be moved from A to B without needing to go to the island in between?

    Also, where is the “Transfer Rule” covered? Is it in the Code and I’ve just been missing it?

    in reply to: Custom Ships (post your custom game pieces here!) #16053
    Xerecs
    Moderator

    Agree that the Privateers could come down to 4 points, and the Antelope probably could as well. Getting the captain ability for one point however seems a bit strong, especially since Barrett could be placed on a different ship for a budget option captain.

    in reply to: Questions About Game Rules & The Pirate Code #15826
    Xerecs
    Moderator

    If it was allowed for usage in a game, could the Sleigh start the game with Unique Treasure aboard her?

    This ship cannot be shot at, and she cannot sink. She begins the game fully loaded with treasure from her controller’s collection. Her base move becomes 6L when she has no available cargo capacity.

    If you can, could you include Abandoned crew in that mix to give the Sleigh more crew?

    in reply to: Battle Reports #15825
    Xerecs
    Moderator

    When Sleigh goes first I think Whitebeard would “hohoho” the Locker into missing her turn (unless the controller guessed wrong which ship to lock up), in which case I think DJ wouldn’t be able to copy Whitebeard and freeze the Sleigh.

    The work around for that might be to use Behemoth, and not rely on a crew to copy the ability, unless Behemoth can’t copy anything on a skipped turn…..

    in reply to: Questions About Game Rules & The Pirate Code #15700
    Xerecs
    Moderator

    If you use Hidden Cove to fling a ship to a Mysterious Island, can you immediately roll for that Island’s effects? If you can, can the target ship be given a move action to move away, re-dock and roll for effects again?

    in reply to: Questions About Game Rules & The Pirate Code #15489
    Xerecs
    Moderator

    How does the ability of Intermediario interact with Mysterious Islands? Would his ability bypass any effects of revealed MI’s? As in, I wouldn’t need to roll for effects if I use Intermediario to get treasure onto a nearby friendly ship(s)?

    in reply to: Questions About Game Rules & The Pirate Code #15472
    Xerecs
    Moderator

    Does the Sea Monster movement bonus ability (Sargasso Nightmare, El Pescador, etc.) apply to the target Sea Monster for one move action or an entire turn? For example, if I have a friendly SM within L of El Pescador and I give that Monster a move action that puts it out of range of El Pescador. If I give that Monster a second action to move again, would Pescador’s +L still be applied?

    Thinking about I think it might not, since the ability says begins move, not begins turn.

    Ability for reference:
    If a sea monster begins its move within L of this ship, it gets +L to its base move.

    in reply to: Custom Ships (post your custom game pieces here!) #15436
    Xerecs
    Moderator

    Adding +3 to a coin seems pretty powerful, especially in competitive games. Ship seems okay otherwise. I don’t like the Pirates getting a Cargo Master but Philipe is an interesting crew, given the link. Flavor-wise he’s another of the Zuan Pirates that have given Luis a bad name?

    in reply to: Questions About Game Rules & The Pirate Code #15426
    Xerecs
    Moderator

    The updated text in the Master Keyword List covers that part.   Even though it can be triggered by a shoot action, it’s not actually part of that action, and it’s not treated like a cannon, so essentially it bypasses/ignores ALL defensive abilities that would prevent shots and/or reduce damage.

     

    I need to start reading that more. 😀  Thanks for the clarification, but as a follow-up…..

     

    Aside from keeping your distance or taking out the scorpion before it can attack, the only ability that will help is a canceler that can disable the keyword before the blade swings.

     

    Would Holy Water also prevent the blade from swinging? I’d imagine that the blade would be treated as a direct effect of an enemy ship.

    in reply to: Questions About Game Rules & The Pirate Code #15423
    Xerecs
    Moderator

    The Pirate Code, Scorpion keyword, pg 37

    “Defensive pieces such as the panels of a turtle ship or the outrigger of a catamaran are ignored by a blade attack, and remain in place.”

     

    What else does a scorpion blade ignore? The Code only has this one line about the blade attack ignoring defensive abilities. Would the blade eliminate a mast from a ship such as the Constitution(RV) or Algernon; or ships that cannot be hit by L-range cannons or cannot be shot at by ships within S?

    in reply to: Questions About Game Rules & The Pirate Code #15359
    Xerecs
    Moderator

    Holy Water/DJH lists treasure stealers/swappers as direct affects that it protects against. I take it to mean that any other treasures on the same ship would be protected as well, or do the Water/Heart only protect themselves from being swapped or stolen?

     

    in reply to: Questions About Game Rules & The Pirate Code #15267
    Xerecs
    Moderator

    If a ship wins a boarding party against a ship with Unique Treasure on board, can the winning ship decide to steal a Unique Treasure from the loosing ship? The Code is open-ended in boarding, simply saying “a Treasure”.

    in reply to: Questions About Game Rules & The Pirate Code #15258
    Xerecs
    Moderator

    Suppose you have the Savage Shores version of Wraith in your fleet, and a source of the SAC ability. If I SAC a crew can I choose not to roll for Wraith or is the roll mandatory? PC entry seems to indicate that the roll is optional.

    “Pirate Code, Wraith, pg23”

    If a ship (or crew) has the ability to eliminate a crew to gain an extra action, this ability may be applied. If the roll is successful, the crew is placed on this ship normally and the ship does not gain the extra action because the crew did not remain eliminated

    -Emphasis added-

    Ability of Wraith: Whenever any crew is eliminated, roll a d6; on a result of 6, assign the crew to this ship. Its nationality changes to match the nationality of this ship and it becomes linked to this crew.

     

     

    Would the Mines unique treasure be considered a direct ability affect if it was used against a ship with Holy Water/Davy Jones Heart?

    Mines: Load this treasure face down. Reveal it when target enemy ship moves within S of this ship. Choose and eliminate one mast from the target at the end of her move. Remove Mines from the game.

     

    in reply to: Questions About Game Rules & The Pirate Code #15158
    Xerecs
    Moderator

    Can Duel be used to target an enemy crew on a ship in a fog bank?

    in reply to: Custom Ships (post your custom game pieces here!) #15110
    Xerecs
    Moderator

    Ironclad keyword looks okay, combining two existing abilities into one is cool. I would advise using language similar to or exactly used by WizKids. In this case the second half of the ability would read thusly: Ramming cannot eliminate this ships masts.

    Return Fire would need some re-wording I think. Possibly something along this line:

    “When this ship is shot at, after the attacking ship has fired all of their cannons, as a free action this ship may be given a shoot action to shoot with all of her remaining masts. For this shoot action this ships cannons increase to rank 4.”

     

    It could probably be better said but the above specifies when and how the ship returns fire.

     

    For the treasures, both should have language that specifies when they are used or go into effect. For example: when revealed, when given a move action, when given a shoot action, etc.

     

    For ships and crew with multiple distinct abilites, I recommend seperating those abilities with periods instead of commas. That small quibble aside I like Johnson. I think his second ability should be more clearly stated, such as: this ship gets +1 to all d6 rolls. Additionally his final ability should specify is the repair action is a free action or not. Given that a bonus to all dice rolls is VERY powerful, Johnson should probably increase in point cost, from 6 to closer to 10 or above even.

    Emile is quite similar in that regard, should probably cost more than 7 points, though I do like his combination of abilities.

     

    Le Ronde seems like an interesting ship, though her 2 cargo spaces will limit what she can do significantly. Is her last ability meant to be exactly the same as the Glorious Treasure’s or is it meant to be different slightly?

    Unless you’ve got a different model in mind, the Pinnacle should only have 3 cannons/masts as Turbine’s were never larger or smaller than 3 masts. That said a few people have made 4 mast Turbine ships so it’s not out of the realm of possibility, just something to keep in mind if you ever manage to bring the ships off the paper.

     

    All of the events should have a range specification, measured either from the token when it’s placed, or from some other point that is specified in the ability. For example: Every ship within L of the event token must roll a d6 before being given a move action; Every ship withing L of the chosen island/terrain must roll a d6 before being given a move action.

    Additionally, what would the point costs of those Events be?

     

    Wind in a Bottle needs more concise wording, like the other two Unique Treasures.

    in reply to: Questions About Game Rules & The Pirate Code #15103
    Xerecs
    Moderator

    Can you re-roll the die roll for the Duel event, if the chosen crew are on the same ship as a re-roll?

    in reply to: Custom Ships (post your custom game pieces here!) #15084
    Xerecs
    Moderator

    Would point costs change dramatically if Sea Beast was used instead of Sea Monster for the existing Sea Monsters?

    in reply to: Questions About Game Rules & The Pirate Code #15081
    Xerecs
    Moderator

    If a ship has Holy Water, and an enemy ship has Voodoo Doll, can the Doll be used against the ship with Holy Water? I’m thinking no, since it would count as a direct effect because it targets a specific crew and turns them face-down and prevents them from using their abilities.

    in reply to: Custom Ships (post your custom game pieces here!) #15079
    Xerecs
    Moderator

    I like this a lot.  My hunch is that playtesting would go well.

     

    You might have more chance to test it in a normal setting than I will, at least in the near future. A simple test run would be to use Sea Beast instead of Sea Monster with some of the regular Monsters from DJC, OE, and so on. It still probably wouldn’t make sharks good though. 😀

    in reply to: Custom Ships (post your custom game pieces here!) #15042
    Xerecs
    Moderator

    A keyword that could be used to “replace” Sea Monster. I would have no intention of retroactively applying this to WK ships or to my own exiting customs. Anywho, this was spawned after some discussion between my brothers and I after some minor discussion on Discord. I present the Sea Beast keyword.

     

    Sea Beast

    A ship with this keyword printed on its deckplate card is a sea creature.

    At the beginning of your turn, decide if the Sea Beast is submerged or on the surface. If submerged, a Sea Beast can only move; it cannot shoot or be shot at, and it cannot be rammed. A submerged Sea Beast may ram another ship, but only succeeds on a die roll of 5-6. Regardless of success, it must immediately be moved S away from the target instead of boarding. A submerged Sea Beast gains +S to its printed base movement while it is submerged.

    If a Sea Beast is on the surface, it may move or shoot like a normal ship. As long as a Sea Beast has all of its segments, it may move and shoot as part of the same move action. A Sea Beast may ram opposing ships (the rammed ship becomes pinned instead of the Sea Beast) and it may board. After winning a boarding action the Sea Beast may eliminate a crew or steal a treasure (if cargo space permits), but it cannot capture crew and if it takes a unique treasure that treasure is eliminated.

    A Sea Beast may repair missing segments only at sea. If a Sea Beast repairs a segment, it cannot be given any additional actions. A Sea Beast cannot repair a segment as the result of an extra action.

    in reply to: Questions About Game Rules & The Pirate Code #15032
    Xerecs
    Moderator

    Can a submarine ram another submarine while both are submerged? I couldn’t find anything conclusive in the Code.

    in reply to: Questions About Game Rules & The Pirate Code #15030
    Xerecs
    Moderator

    Is the ability of Tobias Huntington the same as the ability of Rollando (and others). I know there is a difference in text but would the two abilities function more or less the same?

    For reference:

    Tobias Huntington: Choose a ship within S of this ship. If there are any unique treasures on that ship, that ship’s controller shows them to you. This ship can load one unique treasure from that ship, if able.

    Rollando: Once per turn if this ship is touching another ship, reveal all face-down treasure aboard the other ship. This ship can take as much unique treasure from the other ship as she can carry, even those that otherwise can’t be removed.

Viewing 30 posts - 391 through 420 (of 1,136 total)