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XerecsModeratorTransferring the crew is allowed, but all of the extra effects caused by it will cease as soon as the possessed crew is separated from the possession source. It will revert back to its original nationality, it will take up cargo space again, and its point cost will apply normally. (ADDED: It does not return to its original owner.)
The same happens if the Possession ability is cancelled, except in that case you may end up having to eject some crew.
For clarification, this applies to the ability of Wraith (SS) and Captain Davy Jones as well, and not just to the “possession” ability of Papa Doc?
For reference:
PD: If an enemy ship is within S of this ship, you can use this ship’s action for the turn to try to possess a target crew on that ship. Roll a d6; on a result of 6, the target is immediately assigned to this ship. Its nationality changes to match the nationality of this ship.
Wraith/CDJ: 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.
XerecsModeratorI would suggest a re-word to Mortar Shot. SOmething more along this maybe:
When this ship is given a shoot action you may double the range of one of her cannons. If you do you must roll a 5 or 6 to hit with that cannon. Remove Mortar Shot from the game after the shoot action.
This ship gains one 3S cannon that can shoot from any mast. If a 1 or a 2 is rolled when shooting, eliminate a mast from this ship and remove Ornate Cannons from the game.
Does this apply to any of the ships cannons, or just the Ornate one? I would suggest some text that specifies.
When this treasure is loaded, roll a d6. On a 1 or a 2, eliminate a random piece of cargo from this ship. On a 3 or a 4, this ship loses her next turn. On a 5 or a 6, bring in a crew worth less than 3 points to this ship, so long as she has the required cargo space. Eliminate Stowaway from the game once the effects of the roll have been applied.
I’d suggest some minor wording changes here. On a 1 or 2 eliminate one random cargo from this ship. On a 5 or 6 place any one crew with point cost of 2 or less on this ship, using standard cargo capacity rules. That crew assumes the nationality of this ship.
When this treasure is unloaded on to your home island, it is worth half the total gold points held by the player whose turn it is next.
This would be a powerful one I feel, if a little wonky. Would you round up or round down if your opponent has an odd number of gold on their home island?
When this treasure is loaded, roll a d6. On a 1-3, this ship must skip her next turn. On a 4-6, this ship must skip her next two turns. Eliminate False Sighting from the game once the effects of the roll have been applied.
Oof. This is like Mermaids. Not sure if the two turn skip should be kept.
XerecsModeratorThanks Woelf, had an idea about getting Explosives on the Skin Flayer. Should be fun to try it out…..
XerecsModeratorWhat would happen if you got Explosives onto a switchblade? If it hits more than one ship with it’s blades and rams another ship, which ship can Explosives be applied to? Could it be applied to all of the affected ships, or just to one of them? If just to one of them, which one?
On a similar tangent, would an Eternal ship that used Explosives successfully against another ship return to its home island per the Eternal keyword, or would the UT override the keyword?
For reference, the ability of the Explosives UT:
Load this treasure face down. You may reveal it when this ship rams or pins a ship. Roll a d6. On a result of 4–6, both ships sink. Remove Explosives from the game.
XerecsModeratorHas playing the fleets started yet?
Sadly no, not yet. However I do have everything set-up on VASSAL, I just need some time to run the fleets and record it.
XerecsModerator“Infin8Ouroboros said”
To be clear, a “ghostly” ghost ship only ignores terrain while physically in motion, not during the entire move action(and associated free actions), correct?
This has generated some rules discussion on Discord, including whether a Ghostly Ship can shoot from within a terrain (such as an iceberg or Fog) while said ship is ghostly and overlapping said terrain. Additionally there is some confusion about this line of text from the Code:
“Infin8Ouroboros”
“The effect of ghostly only applies when the ship is moving. If it stops on terrain, the effects apply normally.”
this line from the code is my main point of contention, as it is unclear when a ship is considered to have “stopped moving”is it at the end of a move action or the moment during a move action at which all movement segments (and stern turns, etc) have been used?
XerecsModeratorDoes towing an enemy derelict count as “capturing” that ship, for the purposes of meeting the requirements of the Ransom keyword?
XerecsModeratorold_man tells me he has sold his entire Pirates CSG collection with the exception of his custom made Vieil Homme.
That…… is very sad to hear. First Holo, now old_man. 🙁
XerecsModeratorWhat other questionable ones are out there that need it, besides the Runes and the Cross?
Has this already been covered with the orange text?
XerecsModerator“The Code, Nemo’s Plans”
If a UT applies to, modifies, or is triggered by a specific action or situation (other than exploring the wild island) it may be used once, each time that action or situation occurs.
Does this mean that if Cross of Coronado (or a similar treasure) were on the same ship as the Plans, you could use the Cross every time the ship would loose a mast, or just the first time?
Ability of CoC for reference:
You may load this treasure face down. If one of this ship’s masts would be eliminated, you may reveal Cross of Coronado and remove it from the game instead.
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Using the same line from the Plans, how many times could you trigger Runes of Thor/Loki per turn? Once per every turn, once per your turn?
XerecsModeratorOnce each time this ship is given an action, you can roll 2d6 any time you would roll a d6. Choose the result you want to use.
Can this ability be applied to extra action, SAT, or other such die-rolling ability? The Code is not clear.
XerecsModerator“Code entry for Intermediario”
Placing the treasure is treated as if the target ship loaded it directly from the island. If the target ship does not have at least once cargo space open or some other ability would prevent it from loading the treasure, it cannot be targeted by this ability.
I assume that the “cannot load treasure” part of the Sea Creature rules would satisfy the above and thus prevent Intermediaro from giving treasure to a friendly Sea Monster?
XerecsModeratorSuppose that Jonah is on the same ship as Papa Doc. Would Jonah’s ability force any possessed crew to take up cargo space, or would the possessed crew not take up cargo space, per the Code entry?
For reference,
Ability of Jonah:
“Always place this crew face up; it cannot be eliminated unless its ship sinks. Crew placed on this ship cost no points, but they always each take up one cargo space. When this ship is hit, roll a d6. On a result of 5 or 6, move the crew on this ship with the highest point cost to a wild island chosen by the player to your left.”Papa Doc (possession):
“If an enemy ship is within S of this ship, you can use this ship’s action for the turn to try to possess a target crew on that ship. Roll a d6; on a result of 6, the target is immediately assigned to this ship. Its nationality changes to match the nationality of this ship.”“The Pirate Code, Possession ability, pg 36”
Crew “possessed” by this ability do not take up cargo space and do not count against the ship’s point limit.
XerecsModeratorSuppose you decide to cancel a friendly Submarine to the surface. At the end of your turn what happens to the submarine? Does it return to a submerged status or does it remain on the surface?
XerecsModeratordeadline tonight
Deadline is tomorrow night, when the 1st becomes the 2nd, so you’ve still got some time.
XerecsModeratorIf I choose to use the ability of the English Native canoes (below), would I have to apply it to all of them in the set, or however many I chose, since all of the canoes are technically being given a move action.
Give this ship a move action but do not move her. Instead, roll a d6. On a result of 5 or 6, you may repair one mast on ships within S of any native canoes.
XerecsModeratorI don’t want to reveal the whole ability yet, but you’re close with that first guess. I’ll probably redo bits of the main ability before the reveal. However, this might be some time from now, as the UT involved is part of the SR set for my next set.
XerecsModeratorYou’ll need to edit that fleet Ben, Castro is part of the Dread Fleet and cannot be used.
You may not use an alternate version of any crew or ship that has been “ensnared” by Davy Jones, and you may not use any of the ensnared ships or crew.
Looks interesting though, taking advantage of the number of cancelers available to you.
XerecsModeratorThat would depend entirely on what else the UT did.
Something that stayed face-up on an island once revealed.
XerecsModeratorIt’s one treasure per ship per turn, so if you have multiple ships nearby, you could use it once for each. They do not all have to occur at the same time.
Thanks, I have an idea for a fleet involving Intermediaro and ships that can submerge. 😀
I think it could be pretty neat to have some MI effects that would only function while a fort was present. There’s a lot you could do, from simple boosts to cannon rolls/ranges and defensive bonuses, to more complex things like making it more costly to build there, or having ongoing negative effects that have to be dealt with to keep a fort in a prime location.
They haven’t been released yet but I have made a “mysterious island” that does something like this. I suspect that the wording might need to be cleared up however.
XerecsModeratorI’m not sure what the question is. Did some additional text get cropped out of your post by accident?
I wanted to know how often Intermediario could use his ability, if it was a once per turn, once per your turn, etc.
XerecsModeratorApologies for another one, but I’d like some clarification. The Isle of Fire island from Savage Shores is a Mysterious Island, or is treated as one. Ergo if a fort was built on one the effects of the island (below) would not function in accordance to the code ruling? I ask because the code doesn’t mention them and I’d rather not assume.
Isle of Fire
This island can be used only as a wild island. At the beginning of his or her turn, the active player rolls a d6. On a result of 6, randomly eliminate one treasure coin from this island.
As a follow up question, if there was a Mysterious Island that could have its abilities used while a fort was built on it, would that be inherently unfair, OP or game-breaking, or would it depend greatly on what the abilities/effects of the island are?
XerecsModeratorSince the ability does not specify and the Code doesn’t seem to either, what would the timing be on Intermediaro?
If this sea creature 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.
“This ability may be used if this sea monster and/or the target ship is submerged.”
Sea Creature rules say that Creatures cannot load treasure, however the wording of Intermediaro says place a treasure not load. Does this mean that Intermediaro could give a Treasure to a friendly Sea Monster/Creature provided that target Monster/Creature had cargo space, or would this:
Placing the treasure is treated as if the target ship loaded it directly from the island.
prevent that, since the treasure is treated as if it was loaded and Creatures cannot load treasure.
XerecsModeratorWould a Unique Treasure ability that prevented that treasure from being removed from the game be too powerful?
I’m trying to think of a way for a face-up UT to not be removed by other Treasure’s such as Pirata Codex and Kharmic Idol.
XerecsModeratorIf Davy Jones copied the ability of Namazu:
Give this sea monster a shoot action. A wave S wide and 2L long leaves the sea monster in one direction. Up to 2 masts of every ship in the path of the wave are eliminated. Eliminate one of this sea monster’s masts.
Would the ship he’s on be able to use the ability? Or would the text refering to a “Sea Monster” prevent the usage of the ability?
XerecsModeratorInteresting, thanks for clarifying.
XerecsModeratorThe ship becomes fully Cursed while the BM crewmember is on board
Does that imply that should the BM crew leave the ship, it would revert back to it’s original faction?
The captive becomes “cargo worth … gold”, but doesn’t actually convert it into treasure, so gold modifiers won’t apply.
Ah shucks. I take it then other abilities that modify gold wouldn’t work as well, such as UT effects like Jade, Spices, Smuggled Goods, etc.?
XerecsModeratorBlack Mark makes the crew and the ship that crew is on cursed. The keyword states that any other crew on the ship retain their original nationalities. Would they be able to use their abilities once the ship becomes cursed or would some other ability need to be present to allow the other crew to use their abilities?
For example; Jacques duc de Valois (snape :D) is assigned to Le Bonaparte. Black Mark is declared to be in use. Jacques and the Bonaparte are now Cursed. The captain and helmsman that were also on the ship stay French. Can those two crew still use their abilities?
XerecsModeratorI don’t have a display or anything, I just put the ships into a bin and am careful with them when I get them out. Deckplates I store in a binder, and have them arranged first by set, beginning with Spanish Main; next I order them by faction, so all of the Pirate ships from SM, then the English, and so on; finally I have them ordered by size, largest to smallest. Finding a deckplate isn’t too hard for me, pulling the ship out of the bin can sometimes be challenging, especially the small ones.
XerecsModerator“If this ship wins a boarding party, she may capture the crew with the highest point cost instead of eliminating it. A captured crew becomes cargo worth its point cost in gold when unloaded at your home island.”
How would this interact with the gold bonus ability, or other affects the modify gold values?
“One of this ship’s treasures is worth +2 gold when she docks at your home island.”
For example, what would happen if Bonny Peel and Genny Gallows are on the same ship. Would Genny be able to give a bonus to any captures that Bonny Peel has made? Or would Peel’s own ability prevent that, since captured crew are “cargo” and not “treasure”.
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