Xerecs

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  • in reply to: Questions About Game Rules & The Pirate Code #28144
    Xerecs
    Moderator

    The Code, Lord Mycron, pg 29

    “If you use this ability, this ship cannot be given any other actions this turn regardless of how many it could generate or would normally have available. This restriction also applies to free actions such as making a scuttle attempt or
    transferring crew to or from an island.”

    Just to be sure, this prevents using the free transfer rule to move crew with that ability around, either from ship to island or ship to island to different ship? You couldn’t use the free transfer to move Mycron or some other crew around a circle of different ships to dole out actions, right?

    in reply to: Questions About Game Rules & The Pirate Code #28143
    Xerecs
    Moderator

    Thanks Woelf, got another couple questions but about Sea Dragons.

    “The Code, Sea Dragon, pg 37”

    A swoop attack is considered a shoot action, so it cannot be used to attack a ship docked at its own home island.

    The ability of Bianco’s Haulers would also prevent being shot at correct, or any similar ability?

    Bianco’s Haulers

    This ship can’t be shot at while docked.

     

    Does a swoop attack need a line of sight to target a ship, or does the target ship simply need to be within L+L of the Sea Dragon’s base?

    Can a Sea Dragon “land” on the same island as an enemy Marine crew? If it can, could the Marine shoot at it, or would the line of fire be blocked, as this section seems to suggest:

    “The Code, Sea Dragon, Pg. 37”

    If a sea dragon lands in the center of an island, that island will block line of fire to and from the sea dragon except where parts of it (particularly the wingtips) extend outside of the island.

    Or is that section meant to mostly cover when a ship is shooting at a Sea Dragon?

    Could a Sea Dragon target an enemy Marine on an island with a swoop attack, or can it only target “ships”? If it can target an enemy Marine on an island with a swoop attack, would the attack’s two damage eliminate the Marine?

    in reply to: Battle Reports #28142
    Xerecs
    Moderator

    Report 2 for CoEC 2026 is now up!

    in reply to: Questions About Game Rules & The Pirate Code #28138
    Xerecs
    Moderator

    Suppose I have a source of All-Powerful in my fleet and I roll a 6. I send a target ship through a whirlpool and roll badly. Who chooses what gets eliminated? Me, the person temporarily controlling the ship, or the ships actual controller/owner?

    in reply to: Battle Reports #28107
    Xerecs
    Moderator

    Century of Economy is back! Report 1 for CoEC 2026 can be found here!

    in reply to: Custom Ships (post your custom game pieces here!) #28106
    Xerecs
    Moderator

    Gonna have to find a ship for this guy once he arrives IRL. Teaming him up with your version of Nelson will be epic if and when it happens in CoEC.

    in reply to: Custom Ships (post your custom game pieces here!) #28078
    Xerecs
    Moderator

    An impressive ship! Like the original WK ability, setting it on fire might be a decent way to get around it. Can’t wait to get my hands on this one, the English might need it in CoEC.

    in reply to: Questions About Game Rules & The Pirate Code #28006
    Xerecs
    Moderator

    Suppose I have Savage Shores Wraith in my fleet, and he has snagged a couple crew. Can the crew that he saves be unloaded from the ship, or are they stuck there with him?

    Ability: 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.

    The Code entry doesn’t specify, but does have this line:

    “If this ability is cancelled, eliminated, turned facedown, or removed from this ship, any previously recovered crew cannot use their abilities (unless allowed by some other ability or effect), they take up one cargo space each, and do count against the point limit of the ship. If this results in an illegal situation (the combined crew exceed the ship’s cargo and/or point limit) you must immediately resolve it by removing the excess crew from the game.”

    The part about “cannot use their abilities” is meant to be applied for the ship they’re on, correct? Not what would happen if they were moved somewhere else in the fleet?

    in reply to: Questions About Game Rules & The Pirate Code #27825
    Xerecs
    Moderator

    With no island involved in the transfer I think it would work. I don’t see anything in the Ransom keyword or its Code entry that prohibits transferring a Ransom crew between friendly ships.

    It’s not part of the keyword I realized, but part of the ability text on some of the Limit/Ransom crew. The +5 crew specifically were what I was looking at.

    “Limit. Ransom. Place this crew face up during setup. You may build your fleet using 5 more points than the game’s build total. This crew cannot leave this ship unless captured or eliminated.”

    emphasis added.

    That last line would prevent that crew from being transferred/unloaded in any way, correct?

    in reply to: Questions About Game Rules & The Pirate Code #27808
    Xerecs
    Moderator

    A question about crew with the Ransom keyword. The Code states that they cannot be unloaded to an island unless captured, but says nothing about transferring them to another ship. Would it be possible to transfer a crew with ransom from one ship to another ship, by direct contact with an explore action? Or is the ransom crew “locked” onto whichever ship it is placed on during set-up?

    in reply to: Custom Ships (post your custom game pieces here!) #27576
    Xerecs
    Moderator

    Collier would go nicely with other cannon bonuses against the Americans, or by himself on a decent mid sized gunship. I don’t think his second ability would come up too often, but it could be pretty powerful, depending on the fort and how much treasure is inside it.

    Wallace sounds like a great crew for dealing with fire masts, especially if you’re on the wrong end of a fire squad. Nice to see the Silver Explorer ability again.

    in reply to: Custom Ships (post your custom game pieces here!) #27520
    Xerecs
    Moderator

    The sails do have a very nice worn look to them. Also, another cheap “runner” for the English! Helmsman and explorer to scout islands for slightly slower ships, with space to potentially soak up a couple negative UT’s. Interesting ability too, could lend itself well in larger games.

    in reply to: Custom Ships (post your custom game pieces here!) #27443
    Xerecs
    Moderator

    Gold runner indeed, at least for the English. She’d be right up there with the Hound given her point cost and cargo space.

    in reply to: Custom Ships (post your custom game pieces here!) #27436
    Xerecs
    Moderator

    An impressive mid sized gunship! An impressive model too, can’t wait to see this one in the cards, I’m playing as the English for this years CoEC, this will certainly be on the radar for launches.

    in reply to: Custom Ships (post your custom game pieces here!) #27335
    Xerecs
    Moderator

    A nice little ship! I could see her being used as some kind of scout gold runner, exploring islands and soaking up bad UT’s. She’d be an odd option as a gunship, but could likely pull it off against the English, given that her +1 to d6 rolls would stack with other bonuses like cannons and boarding.
    That said, you’d be hard pressed to get many crew on her, given the point and cargo restrictions, even with SS Charles Richard to open things up.

    in reply to: Questions About Game Rules & The Pirate Code #27261
    Xerecs
    Moderator

    Suppose a fleet has more than one Kraken/Octopus in it. Can Captain Davy Jones declare a target for both at the same time, or is he only able to declare targets one at a time for each Kraken/Octopus?

    “If a kraken is in your fleet, Davy Jones can declare a ship a target of the kraken (see kraken rules).”

    Kraken/Octopus keyword:
    If you have Captain Davy Jones (PotC-057) in your fleet, you may use his ship’s action for the turn to declare an opponent’s ship the target of a kraken. That kraken gains +S to its base move but it can only shoot at the targeted ship (it may still surround other ships). The chosen ship remains the target until a new target (or “no target”) is declared, the targeted ship sinks, or the kraken is eliminated.

     

    Given the above, I’m leaning toward he can only declare one target at a time for one Kraken/Octopus.

    in reply to: Introduce Yourself! Join the Crew! #27024
    Xerecs
    Moderator

    Welcome aboard!

    in reply to: Custom Ships (post your custom game pieces here!) #27002
    Xerecs
    Moderator

    I think that covers just about everything within those parameters. A variation where a ship gets +1 to all d6 rolls would include the above, but also die rolls for SAT/EA/Fleet Admiral, possibly to Mysterious Island effects, and any instance of needing to make a d6 roll for a UT or something.

     

    Ooh, would +1 to d6 rolls against X be usable on ships and crew that have some kind of special attack? Similar to the Swoop from a Sea Dragon, or one of the Sea Monsters from DJC. Do you envision those falling under “cannon shots” or would they be a different thing in your mind?

    in reply to: Custom Ships (post your custom game pieces here!) #26822
    Xerecs
    Moderator

    Interesting little ship, a helmsman would likely be my got-to, get her moving 4S out the gate. her ability states “an island” as opposed to a wild island. With that wording you could get the +S from home islands, is this intentional?

    in reply to: Questions About Game Rules & The Pirate Code #26821
    Xerecs
    Moderator

    The shoot action Captain Blackheart provides is tied to a move action, it’s not a full shoot action on it’s own. Think of it as Captain Blackheart having the generic captain ability with the SAC ability.

    Per your scenario, if you rolled successfully with Crimson Angel, you would not be able to use the SAC part of Blackheart’s ability, but you would still be able to use the captain part of his ability (move and shoot). There is nothing that would prevent you from putting those crew together on the Harbinger, just be aware that you would not be able to give the Harbinger 3 actions in a turn, only 2 at most.

    in reply to: Custom Ships (post your custom game pieces here!) #26811
    Xerecs
    Moderator

    A neat ship! Seems like a hybrid to me, even though she’s a 2 mast ship. She ties the Friesland for the most cargo space on a Dutch ship (at least so far) and has a very handy ability, opening the door for all kinds of combos. Right off the bat I’m thinking Gentleman Jocard to boost cargo and gold running potential.

    in reply to: Custom Ships (post your custom game pieces here!) #26801
    Xerecs
    Moderator

    Looks quite nice, I’m digging the three tone hull so far. This seems like a solid ship for the Dutch. Good speed, good cargo, usable cannons, and reasonably budget friendly at 12 points, with that handy sniping ability.

    in reply to: Questions About Game Rules & The Pirate Code #26800
    Xerecs
    Moderator

    I feel that this has been asked before, but I’m not sure where.

    Suppose Albert Crenshaw (or similar crew) is on a ship that has Extended Range. The Code states that those abilities don’t actually make the cannons L range, but allow for them to target things within L. By this logic, Extended Range would only extend the printed ranges of the ship in question?

    Crenshaw and others: All of this ship’s cannons have (L) range.

    Code entry: This ability does not change a ship’s S-range cannons into L-range cannons. It merely allows them to target objects
    within L-range.

    in reply to: Custom Ships (post your custom game pieces here!) #26788
    Xerecs
    Moderator

    If the rest of the mega pack is similar to this, then the Dutch are going to get a missive firepower boost. Very good cannons with a devastating offensive ability. Reminds me of Cargo-wrecking. I’m hoping her linked crew is also included in the pack, as the Dutch could use a couple more, building on what they got in Golden Seas.

    My one “concern” is the point cost, she’s probably worth the points but that’s still quite a few, even with a restarting 60 point limit.

    in reply to: Found an old treasure! Some tourny ships! #25664
    Xerecs
    Moderator

    That’s a nice treasure! The Ocean’s Edge LE ships are among the more difficult LE’s to find.

    in reply to: Questions About Game Rules & The Pirate Code #25652
    Xerecs
    Moderator

    I would like a clarification, if possible. The Code entry for Carbon Charlie (and others) states:

    This ability may be used at any time during your turn while this ship is docked at your home island.

    ……

    You may create only one cannon per ship per turn.

    That last “per turn” is meant to be your turn correct, not every player turn?

     

    Related question, suppose CC found his way onto a Sea Monster that has the Eternal keyword. The only time that Monster could “dock” at it’s home island is after it is eliminated and returned by Eternal. Could CC use his ability while that Monster “repairs” at the home island to add extra cannons?

    in reply to: Questions About Game Rules & The Pirate Code #25620
    Xerecs
    Moderator

    Is the ability of RotF USS Mercury considered the same as other versions of the terrain ignoring ability, or is something else going on?

    USS Mercury: This ship ignores terrain.

    Philipe Amqui: This ship ignores terrain when she is given a move action (islands are not terrain).

    in reply to: Custom Ships (post your custom game pieces here!) #25617
    Xerecs
    Moderator

    Oooh. An interesting crew for sure. His gold bonus would apply to both the ship he’s on and the target of the trade, yes? Provided that the target is an opposing Dutch or Japanese ship. Would the bonus stack if you did more than one trade before docking at your home island? Suppose the players managed to pull off three trades with Dutch and Japanese ships, does the ship he’s on get a collective +3, or would it be more like three separate +1’s Also I’m noticing, he’s Loyal: Japan, despite being a Dutch crew.

    in reply to: Custom Ships (post your custom game pieces here!) #25194
    Xerecs
    Moderator

    Dedicated treasure/cargo ship for sure. I’m slightly worried she’ll be out paced by smaller faster ships, given her base speed and considerable point cost. However her treasure trading ability could be useful or used in interesting ways.

    You could make her a hybrid of sorts with Dragon Eyes, utilizing the 7 masts against slightly smaller ships to pick their crew off. Of course you’d have to catch them first…..

    Artwork looks great!

    in reply to: Custom Ships (post your custom game pieces here!) #23936
    Xerecs
    Moderator

    Some interesting looking ships there! Fujian must have some of Kian Ng’s fireworks on board or something. 😀 I’m curious to see what this purple sailed ship is. Hong Bao is an excellent crew, making their line up of named crew even better. Curious to see who he’s sharing a card with.

Viewing 30 posts - 31 through 60 (of 1,136 total)