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XerecsModeratorFleet name is fun indeed, and I’ve gone with something similar for the anniversary game, using UPS with non-pirates.
XerecsModeratorInteresting idea for the Sea Turtle. However, I think eliminating ALL of a ships crew on a successful ram is a little too powerful. I think modifying it to at most two crew is fair.
The Viking Sea Turtle doesn’t have a mast listed. I’m assuming you just forgot. 😀
Are these ships or are these “Sea Creatures”?
That’s a cool idea for a crew, but waaaaaay to cheap if you leave him as-is. If modify his ability to force a re-roll on one d6 roll, he’ll still be quite good, and he wouldn’t need a point cost in the high double digits.
XerecsModeratorThe smaller ships are harder to put together, and those two ship types (one mast galley and 2 mast junk) are among the most difficult to assemble across the entire game.
XerecsModeratorYou probably don’t need the first line of text for the Talisman, since UT’s are loaded face-up always, unless specified otherwise.
Initially I thought the Talisman was similar to the Cursed Conch from DJC. However there are a few key differences between the two. The Talisman can be used on Sea Creatures, not just things with Sea Monster, so Titians, Krakens/Octopi, and Dragons can all benefit. The Conch is indiscriminate, it can be used on any sea monster in play, friendly or not; while the talisman can only be used on friendly creatures.
I think you could be fine posting the story inserts in both places, since they have some lore implications for the next set.
XerecsModerator@J.L PM sent.
XerecsModeratorThe Admiral is probably too cheap. Captain and the bonus are easily worth around 10. On a crew, the UPS ability is very good, even if the Jades don’t necessarily have the means to optimize it like the pirates do.
The Fortress itself is impressive, the speed alone is going to make this thing pretty good. Secret Hold on a 10 might be a little redundant or overkill, since at full health it should win most boarding actions.
Can’t wait to see the Supes and the Stories.
XerecsModeratorSome thought and opinion on the Eldest Sea’s customs:
Going back to the French, the Gargouille and Petite Epee could come down in point cost a few. The Epee especially could probably come down to about 9-10 points, and Gargouille could probably come down to about 11-12.
Going in order for the SE’s:
Ghost Ship does tend to be on overpriced ships, but combined with WH like that and with what the pirates can bring to the table crew-wise, I’d say she could go up a point or two.
Zephyrus is going to be FAST, and as a result she feels almost too cheap. I’m not saying to blast her point cost up to the low 20’s, I think you could keep her at 15, but you’d need to bring the base speed down imo.
Caerus feels too expensive. She seems underwhelming, save for her main ability. You could bring her down to 12-13 points and I think you’d be fine.
XerecsModeratorHS only takes effect on YOUR turn, and it only cancels them for your turn. As soon as your turn is over whatever was cancelled may be used again. It’s only really effective against defensive abilities, or point reducers/modifiers.
If it specified that the targets were cancelled until the beginning of your next turn, then it would be bordering on OP. Even if it did that, you’d only be able to affect Cursed stuff with it, so it’s completely useless against any other faction.
September 24, 2020 at 11:36 AM in reply to: Custom Ships (post your custom game pieces here!) #12147
XerecsModeratorIs that all you want from the keyword, or do you want the rest of it applied to each ship? Crew not taking up cargo space, being able to move S after loading or unloading treasure?
May I suggest a new keyword if you’re looking to fast-track the process.
Linked: This ship must begin the game with her linked crew assigned to her.
XerecsModeratorYes, I can see the doc now.
Interesting to see the Super Rare and Promos listed first. I’ll get to standout ships and crew, but for now what strikes me is that you’ve made what looks like 5 new factions. Also, why does almost every ship have Treasure Ship?
XerecsModeratorSounds like a cool concept, even though I have no familiarity with the Major Arcana or tarot cards.
Your link denied me access. If you want to keep the doc as private until the set is complete, then I recommend you post the ships and crew individually here on the forum.
Alternatively you could create a viewable link for your doc.
September 23, 2020 at 1:11 AM in reply to: How many are still active?/ Request for check lists. #12132
XerecsModeratorWhen I get done with this set could someone help me with point values?
Exactly as Ben said, and I’ll be glad to lend a hand.
XerecsModeratorWow, it’s been three years already? Doesn’t feel like it.
XerecsModeratorOoh, favorite custom I’ve made….. That’s a tough one, especially if I have to choose just ONE.
For now…… I’m going to say the Carnage.
You can find her in the LE section of Return of Davy Jones in the Customs Database, but I’ll list her here.
Hidden Gold: This ship has 2 additional cargo spaces that may only be taken with treasure.
Carnage
Pirate
Points: 20
Masts: 4
Cannons: 3S-2L-2L-3S
Cargo: 4
Movement: S+S
Ability: Hidden Gold. If this ship is assigned a captain crew, she gets +1 to her cannon and boarding rolls, and the Eternal keyword.Link: One-Handed John
Flavor: The red sails of the Carnage bring fear to all who sails the seas, for they know that to cross the Carnage and Captain John is to bring about their own doom. Even the Cursed souls of the sea stay away from this ship.
XerecsModeratorThese look a bit under-priced….. Does Cog have any serious negative abilities to warrant such low point costs?
To be fair, I’m guilty of undervaluing cargo as well, but anytime you get as much cargo as the ship costs, or more, that ship is going to be very good.
XerecsModeratorThe way I imagine Conseil working is that he encourages you to use the other named Mercenaries and their linked ships. So for example you put Conseil and Nikos Chelios on the Fathom.
From the Master Keyword list:
Dories
When her linked crew is aboard, this ship can unload cargo at your home island if she’s within S of it.This could devolve into a hypothetical rules discussion, but I believe this means that in order for Dories to work there has to be a link between whatever has the keyword. The Shui-Xian for example links to the Tsai, and has the Dories keyword, so if you put Tsai on the Xian, the Xian can unload cargo at a home island within S.
I don’t think you can put Dories on a crew and use it for another crew on the same ship, regardless of any links. Granted, I could be wrong.
XerecsModeratorWhat ship does Conseil link to? Dories kind of requires a link to function.
Delahaye’s ability is intriguing, but doesn’t seem to make sense. How can the ship be on an island without being docked at it? I’m assuming that you meant when this CREW as opposed to this SHIP?
XerecsModeratorWould the ability of The Kraken and Kray-Kin be considered a direct ability affect or an indirect ability affect, when in the same game as Holy Water/ Davy Jones Heart?
In other words, would the heart/water protect the ship it is on from their abilities? I’m led to believe that it can, but would like some clarification.
XerecsModeratorCan you play events against ships that are lost inside of a fog bank?
XerecsModeratorCould you possibly do a video of your custom stuff on youtube?
I’ve wanted to do a video about the custom stuff I’ve made, but haven’t gotten decent footage for it yet.
I have made a tutorial about my general process for making the islands I make. However, I’m thinking of re-making it, since the first video has issues.
XerecsModeratorMy thoughts on the Hercule:
Amiral Louis Cartier (+1 to boards, Extra Action, 7 pts.), Guy La Plante (FS), Mdm Josephine Godiva, helmsman, oarsman.
XerecsModeratorInteresting, I almost mistook that as the existing ability to move S after loading treasure. This could be even more interesting if you changed treasure to cargo, and didn’t specify that it had to be the last one from an island.
XerecsModeratorHmmmm. If the ships are touching already, then they wouldn’t need the keyword, as they could just explore one another and use the transfer rules to move cargo around. I like the idea of the Cog not requiring contact as previously mentioned, but it could also be exploited that way. Perhaps this could work as the Cog ability:
Once per turn, one friendly ship within S of this ship may explore this ship.
It seems to preserve what you were going for originally, and will still be quite useful.
XerecsModeratorNice action! I don’t think I’ve ever heard of using the Explosives UT intentionally on yourself…..
XerecsModeratorHow does Homemade Flag interact with ships that have Extended Range? The code ruling is unclear to me.
XerecsModeratorHaha, thanks for watching!
Almost all of the 3D islands I made myself with rigid insulation foam. The ones I didn’t make are the two that make up the Split Island. Those came randomly in an eBay lot I won a few years back.
XerecsModeratorHeh, just you wait, you haven’t seen nothing yet. 😀
XerecsModerator
XerecsModeratorGiven the above, and assuming it has the Cog keyword, I’d say that’s a 9-10 point ship, but could possibly be less, given some of the ships the Pirates got such as the Paradox.
Would these new keyword/ship types be specific to a new faction, like the Dutch, Portuguese, or some other faction? If they are, you could make that one of their “defining features” getting SLIGHT discounts on point costs, much like the pirates do.
XerecsModeratorgiven the cog ability as discussed what would it’s point cost be if applied to a ship do you think
I think I/we would need to see a ship to help determine that. However, if this is on a slow one mast ship I’d say that ship (barring other abilities) should be no more than 11-12 points.
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