Xerecs

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  • in reply to: Custom Ships (post your custom game pieces here!) #2698
    Xerecs
    Moderator

    I’ve been going through my word doc for SpMg, mostly adding flavor text to things, but I’ve also been resolving some ‘unfinished’ or left for debate pieces. Mostly I’m not going to re-post them, but this one I think warrants it.

    What it was/is currently:

    HMS Chronicler
    English
    Points: 20
    Masts: 1
    Cargo: 1
    Cannons: 2L
    Movement: L
    Ability: Once per game roll a d6. On a result of 6, you may bring back into the game any friendly ship that has been sunk.

    Proposed change:

    HMS Chronicler
    English
    Points: 20
    Masts: 1
    Cargo: 1
    Cannons: 2L
    Movement: L
    Ability: Once per game you may roll a d6 immediately after one of your ships sinks. On a result of 6, that ship is not sunk and is placed derelict at your home island with. On a 1-5 place all crew and cargo on that ship on the nearest island.

    Flavor(regardless of which version):This ship serves one purpose: To record and detail every English ship lost at sea. Whether they were lost in storms, poor handling, or combat, the names and inventories of the crew and cargo are detailed here; where a chronicle of the lost is kept so that those who come next can know who came before. And the sacrifices that were made.

     

    Better or still in the NO territory? If I could, I’d look and see what was said about the Chronicler when I first posted her, but that was on MT…..

    in reply to: Custom Ships (post your custom game pieces here!) #2673
    Xerecs
    Moderator

    My bad for not posting the ability with the “new keyword”.

    Eh. I knew what you were talking about. When I describe an ability like that, I don’t usually think of making a keyword, I’m using a short-hand.

     

    With a recent influx I am happy to say that Pirates of the Epic Seas now has over 800 total game pieces!

    Nice! SpMg tops out at around 343 pieces total, my largest custom set to date. Do you ever plan to make models for the ships using duplicates?

    Talk about a ten! That’s quite a zone denial/control ship there. The inherent size of a ten makes within S a bit more than it normally is, since the hull is so massive. The part about islands and forts is cool, but I don’t think it would come up in a game much, since this is likely to be part of a battle group, or draw fire from several different targets at once.

    Would the Rupture be able to Rupture if she had less than 5 masts remaining?

    in reply to: Custom Ships (post your custom game pieces here!) #2671
    Xerecs
    Moderator

    Is the ‘only use his abilities on a viking ship’ meant to be a negative ability? I could see the Sniping ability as a bit more than 3 points….

    in reply to: Custom Ships (post your custom game pieces here!) #2661
    Xerecs
    Moderator

    Interesting ship, I like the ability, especially since she’s got two very good cannons, and she’s got cargo space for some equipment. I’m not sure how I feel about any ship having an L+L base move though.

    in reply to: Custom Ships (post your custom game pieces here!) #2624
    Xerecs
    Moderator

    On the other hand, De Leon seems a bit of an OP hybrid. That combination of stats and abilities makes me worry a little. I think 15 points would be a better place to start.

    I was kind of feeling the same way. I agree her cost should be higher, but I don’t think I’d change much else about her, since I’ve not seen that ability on larger ships.

    in reply to: Custom Ships (post your custom game pieces here!) #2620
    Xerecs
    Moderator

    If not re-worded I feel it could be worth 8-9 gold. If you cap it at one, then its point cost should be fine as-is.

    in reply to: Custom Ships (post your custom game pieces here!) #2612
    Xerecs
    Moderator

    The De Leon would be very good in low point games I think. That’s a lot of cargo and decent speed, plus a couple very good cannons. I’m not sure how I feel about her yet.

    The way El Catedral is worded, it should be more than 5 gold. Unless you want to make it like the other forts that have a similar ability, and cap it at just +1 if there is gold unloaded there. It wouldn’t take much to give it +3 to cannon rolls, making them almost automatic.

    in reply to: Battle Reports #2609
    Xerecs
    Moderator

    I know I posted the first video report for CG4 somewhere on the site, but I can’t find it, and I don’t want to post it in the wrong place. So…… This seemed like the best spot.

    CG4 Report 2

    in reply to: Custom Ships (post your custom game pieces here!) #2608
    Xerecs
    Moderator

    Phillip seems like a sleeper OP crew. You could stack that +1 to die roll onto anything (other than BA) and still get a second bonus from somewhere, such as a +1 to cannons/boarding rolls crew. 4 seems okay for now, though I think playtesting would be in order for him.

    Speaking of Barton Smith, he’s actually made an appearance in SS, on the USS Eagan.

    in reply to: Custom Ships (post your custom game pieces here!) #2597
    Xerecs
    Moderator

    I think it would be funny to ask Woelf what he thinks Outbound Flight is worth. (sounds like plane travel btw, not Age of Sail) My initial guess would be about 60.

    😀 Go ahead, let’s ask.

    On a more serious note, I could knock off the second defensive ability, and leave only her L-range immunity. I actually might do that, since the more I look at her, the more grossly OP she seems to become.

     

    It’s time. The final two pieces of SpMg.

     

    Skull Harbor
    Cursed
    Points: 14
    Masts: 5
    Cargo: 5
    Cannons: 4S-3S-3S-3S-4S
    Movement: S
    Ability: This ship cannot be given move actions after she docks at a wild island.
    Link: Kulta

    Flavor: Never has there been a ship like the Skull harbor, and never again will there be. Once a mighty vessel, one of the largest afloat on the seas, rivaling some of the great treasure ships of the south china seas; but now she is little more than a floating wreck. Her immense size lead to her re-naming, and is the point of origin for the legions of Skull Spiders, the Lord of Skull Spiders, and the mysterious Kulta.

     

    Kulta
    Cursed
    Points: 9
    Ability: Loyal: Makuta. Captain. This ship gets +1 to cannon and boarding rolls against any ship.
    Link: Skull Harbor

    Flavor: In life, Kulta commanded the Skull Harbor and the many warriors that manned her. Now in death, he has struck a deal with the fell powers of the sea to cling to life, and to offer the services of his men to the Makuta.

     

    …..and with that, we have reached the end of Pirates of Spherus Magna! I’ll have an excel sheet up hopefully by the end of the month on BGG.

    in reply to: Custom Ships (post your custom game pieces here!) #2585
    Xerecs
    Moderator

    Two more! After these two, only two more in SpMg!

    Lord of Skull Spiders
    Cursed
    Points: 4
    Ability: The Skull Spider Unique Treasure does not affect this ship.

    Flavor: A strange half man half spider, this fiend is the only being who can command the legions of spiders.

     

     

    Outbound Flight
    Ionic
    Points: 40
    Masts: 10
    Cargo: 7
    Cannons: 2S-2S-3S-3S-5S-5S-3S-3S-2S-2S
    Movement: S+S
    Ability: Junk. L-range cannons cannot hit this ship. This ships mast’s can only be eliminated by a cannon roll of 6.

    Flavor: The most ambitious undertaking the Ionic people ever attempted. Outbound Flight was meant to be a colony ship, and was designed for months on the open ocean, and to defend itself against any possible threats. However, when the outside world came to the Ionics, Outbound Flight was abandoned and a rapid buildup of the navy was undertaken. With war brewing, the navy has re-fitted and restored her, but no longer is she a colony ship, now she is a warship.

    in reply to: Custom Ships (post your custom game pieces here!) #2583
    Xerecs
    Moderator

    Oh. I forgot/didn’t know I needed to include that one
    I’ll fix that on my Google Doc.

    For a bombardier, WK (and I) usually make the flame cannon the first cannon, going from left to right. So if the FV has a flame cannon of 3S, then just add another 3S cannon to the spread. If it’s not a 3S cannon, then amend your Doc to reflect it, and maybe re-post just her, so we can all see what her full stats are.

    in reply to: Custom Ships (post your custom game pieces here!) #2581
    Xerecs
    Moderator

    14. Fire Vulture
    Points: 12
    Masts: 3
    Cannons: 3S, 3S, 3S
    Cargo: 3
    Base Move: L
    Ability: Bombardier.

    Where’s the bombardier cannon? I only see three.

     

    I feel that Spinax is just too expensive. I don’t think she’s worth 17. Her second ability isn’t worth all that much, so I could see her at 15-16 instead.

    in reply to: Custom Ships (post your custom game pieces here!) #2573
    Xerecs
    Moderator

    I don’t think Krahnzi works. At a minimum I think the rolls should be cut in half (1-3 no effect, 4-6 have effects), it’s a very OP crew. Artaka is cool though.

    Yeah….. I was looking at him again as I posted him. I’m thinking that I’ll loose his ability to eliminate masts, and just keep has cancelling ability. OP he may be, but I’ve worded him such that he would affect friendly ships as well.

     

    Your 10 master combo is good, but to me it feels too similar to the Baochuan/Zheng He.

    Well…… That was the point of the Okoto/Ekimu. I didn’t want to be too crazy off the bat. 😀 Speaking of tens though……

     

    Bone Hunter
    Mercenary
    Points: 26
    Masts: 10
    Cargo: 7
    Cannons: 2S-2S-3L-3L-4L-4L-3L-3L-2S-2S
    Movement: S+S
    Ability: Mercenary. Junk. Dories. Link: Fero

    Flavor: Commanded by Fero, the Bone Hunter houses a collection of Ionic rebels, exiles, and deserters. All of them bitter and resentful to the Ionics in some way shape or form. Fero has given them an opportunity to vent their frustrations and anger, and maybe make some money along the way.

     

    Fero
    Mercenary
    Points: 6
    Ability: Ex-Patriot. Hostile: Ionic. EA.

    Flavor: Fero attempted to desert from the navy, but was caught and sentenced to hang. However, he escaped from his cell and made his way into the ranks of the mercenaries. Nemo has given him free reign over operations concerning the Ionics. After all, who better to hunt them than one of them?

     

    EA- Once per turn roll a d6. On a 5-6 this ship may be given an extra action.

    in reply to: Custom Ships (post your custom game pieces here!) #2571
    Xerecs
    Moderator

    To distinguish the flavor text from the rest of the ability text, and to help break up the post a little, could you perhaps put it in italics?

    I feel the Musica could be a point or two cheaper, 13 instead of 15 maybe.

    Klen might still be too cheap at 30….. 0.0

     

    Josiah Brumwell
    Faction Affiliation: American
    Rarity: C
    Type: Crew
    Point Value: 5
    Ability: Shipwright. Chainshot Specialist. You may choose to ignore the effects of Unique Treasures that this ship carries [only UT’s that can be loaded].

     

    This guy would be great for gold runners, and not only American ones if you can squeeze the space. His ability as I see it nullifies plague, Albatross, Runes of Death, just to name a few.

     

     

    Today’s (tonights? :D) pieces aren’t as flashy as a ten mast, but most certainly are fun! Speaking of a ten, there are two more still to come, but those are for another day. 😀

    Artaka
    Ionic
    Points: 9
    Ability: When this ship is docked at your home island you may eliminate two treasures. They become a 2S cannon that may only be eliminated when this ship sinks, and an equipment of your choice.

    Flavor: Considered a myth among the Ionic peoples, Artaka is said to be a place of sanctuary and peace. Ruling over this fair land was a being of the same name; that rumor had it, could create magnificent weapons, armor and tools as if from thin air.

     

     

    Krahnzi
    Ionic
    Points: 10
    Ability: For every ship within S of this ship at the beginning of your turn, roll a d6. On a 1-2 the target ship may not use any ship or crew abilities until the beginning of their next turn. On a 3-4 eliminate all of the target ships masts. On a 5-6 both the effects of 1-2 and 3-4 are applied to the target ship.

    Flavor: If everything is to have an opposite, then Krahnzi is the opposite of Artaka. A fabled hell on earth, and like Artaka ruled by a being of the same name; who can peer into the minds of men, and bring their worst nightmares to life.

    in reply to: Custom Ships (post your custom game pieces here!) #2566
    Xerecs
    Moderator

    I’m imagining the Gold Coast in a Jack Sparrow fleet. It seems like wonderful broken fun. 😀 The 3L+L means that the cannon has a L+L range, yes? Just checking to be sure.

     

    The time has come! The first LE piece of the last of SpMg!

    Okoto
    Ionic
    Points: 30
    Masts: 10
    Cargo: 9
    Cannons: 4S-4S-3L-3L-2L-2L-3L-3L-4S-4S
    Movement: L
    Ability: Junk. Treasure Ship. Link: Ekimu

    Flavor: The floating sanctuary of Ekimu, the Mask Maker. Okoto is not only where he creates his masterpieces, but is also where he lords over all of the Ionic navy as the Grand Admiral.

     

    Ekimu
    Ionic
    Points: 6
    Ability: Mask Maker. Link: Okoto

    Flavor: Ekimu, the Mask Maker, is the Grand Admiral and Supreme Commander of the Ionic Navy. He commands the entire fleet from his sanctuary aboard the Okoto. He has grown tired of the slights and wrongs directed at his people, and is determined to show the world the power of the Ionic people.

     

    Mask Maker: This crew may use his abilities only aboard the Okto.
    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.
    Once per turn is this ship is within S of an island, you may mark that island as explored without docking at it. The island becomes unexplored in regards to all other players.

    in reply to: Custom Ships (post your custom game pieces here!) #2563
    Xerecs
    Moderator

    Seems I made a mistake somewhere, as there are only 5 pre-built ships. We’ve seen three of them, now I present the final two!

     

    Tuli
    Ionic
    Points: 11
    Masts: 4
    Cargo: 4
    Movement: L
    Cannons: 3S-4L-4L-3S
    Ability: After looking at treasure on a wild island, you may trade any one treasure from that island for a random treasure on any other wild island. This ship must load the traded treasure.

    Flavor: The crew of the Tuli are all conscripted shop keeps and traders. Though they are now trained as sailing men, their old professions still lend a hand when they are out on assignment.

     

     

    B’Ras
    Ionic
    Points: 16
    Masts: 4
    Cargo: 3
    Movement: S+S
    Cannons: 2S-2S-2S-2S
    Ability: Ghost Ship. Broadsides Attack.

    Flavor: The captain of the B’Ras likes to sneak up on his foes, and then unleash his full fury on his victims. His hit and run tactics have led to many rumors that he and his ship are little more than ghosts in the night. The captain sees nothing wrong with these rumors, and actively spreads them himself.

     

    …..and that does for the SE ships, tomorrow we shall begin with the LE pieces, and the end of SpMg.

    in reply to: Custom Ships (post your custom game pieces here!) #2552
    Xerecs
    Moderator

    Hmm. Interesting sub in the Moss Keg. The wording doesn’t specify that the Sargasso can’t be placed such that it touches another ship, so I’m assuming you could use this to place a Sargasso under an enemy, as long as it was still in contact with the Moss Keg.

    Actually, looking again, outside of her ability, she doesn’t seem all that impressive. Still, I’d try to find a way to exploit her ability as much as possible.

    in reply to: Custom Ships (post your custom game pieces here!) #2532
    Xerecs
    Moderator

    Another day, two more! I’ll probably take a break from Customs for the next two days. Will resume on the 26th!

     

    Akamu
    Ionic
    Points: 15
    Masts: 4
    Cargo: 3
    Movement: S+S
    Cannons: 3S-3S-3S-3S
    Ability: Ghost Ship.

    Flavor: The crew of the Akamu draws as little attention to themselves as possible. This has enabled them to slip in and out of ports like ghosts.

     

     

    A’Zibo
    Ionic
    Points: 12
    Masts: 4
    Cargo: 4
    Movement: L
    Cannons: 3S-3S-3S-3S
    Ability: This ship gets +1 to her cannon rolls against pirate ships.

    Flavor: The crew of the A’Zibo are often tasked with taking her through pirate waters. As such they have become adept at fending off pirate attacks.

    in reply to: Pirates CSG Hall of Fame 2018 Voting #2527
    Xerecs
    Moderator

    I would vote Lordstu as well, for the same reasons you mentioned Ben.

    My other vote/nomination would go to Bookwyrm (no longer a MT member I think).  Some of the most comprehensive miniature reviews I’ve ever read, and inspired me to try and write miniature reviews in as detailed a way possible. One of the things I miss most about being banned is being able to look at his reviews.

     

    On a side note, how did I wind up in the Pirates hall of fame?

    in reply to: Rules for thought #17 #2526
    Xerecs
    Moderator

    -Only automatic unloading at home islands?  (choose at forts)

    I’m not sure that this would have a big effect, since gold is not unloaded at forts all that often during games in my experience.

    Same here. I thought automatic unloading at home islands was already part of the rules though? It’s why gold factory fleets need to unload one coin at a time, since all of a ships coins would be unloaded at once.

     

    This next topic is not about the rules of the game, but certainly something that’s worth discussing.

    It is important that the game remain random and collectible. I would not be interested in a relaunch if it is done in a living card game or similar non-random format. (hardcore collector)

    I disagree to some extent.  I think the game could be more profitable as a collectible game, but the collectible nature of the game is both a major problem for some people and one of the biggest reasons people say it’s “dead”.

     

    Why do you say that the collectable nature is a problem? I’ve never seen it as a problem or an obstacle.

    I would agree that the game is best as a collectable ‘card game’, and that random draws and packs are the better way to go.

    Question though, what’s a ‘living card game’?

    in reply to: Custom Ships (post your custom game pieces here!) #2525
    Xerecs
    Moderator

    Sa-Drah seems fine at 9 or 10.

    All right, I’ll go with 9 for now. If we ever get to see her in action (CG4 maybe, hopefully :D), I might bump the cost back up to 10.

     

    Dris might work in the 10-12 range, interesting ship.

    I’ll take the middle, cost her at 11 for now.

     

    Gormagog would love being “snot sure”.  XD

    Dangit. That happens sometimes when I type too fast, or if I’ve got stuff on my laptop keyboard. 😀

     

    D’Kar at about 13 makes sense to me.  Should just read “Equipment does not”, no need for the ‘s.

    Done and done.

     

    The first two pre-built ships!

     

    D’Mek
    Ionic
    Points: 13
    Masts: 4
    Cargo: 3
    Movement: L
    Cannons: 3S-3S-3S-3S
    Ability: This ship gets +1 to her cannon rolls against any non-Ionic ship.

    Flavor: The D’Mek’s captain seethes at the admiralty for being so ‘cooperative’ with the outside world. He would rather see the Ionics show the world what they are really capable of.

     

     

    Akamu
    Ionic
    Points: 15
    Masts: 4
    Cargo: 3
    Movement: S+S
    Cannons: 3S-3S-3S-3S
    Ability: Ghost Ship.

    Flavor: The crew of the Akamu draws as little attention to themselves as possible. This has enabled them to slip in and out of ports like ghosts.

    in reply to: Custom Ships (post your custom game pieces here!) #2508
    Xerecs
    Moderator

    Gormagog sounds completely disgusting. The Pirates have a few Sea Monsters that are very good, so you could easily build a Monster shock fleet.

    The Crossbow is interesting. In theory you could stack it up with any other crew eliminating ability, such as the standard once per turn version, or the more devastating cargo-wrecking ability. Hmmm. Thinking about it, I’d probably try to fit all three abilities on one ship, making said ship a risky engagement. Unless you’re able to derelict it in one fell swoop, you’d suffer a severe retaliation, since the abilities are all different, you’d be able to potentially stack all three onto one cannon shot.

    A question about the Crossbow, would you be able to combo it with Double shot to shoot the crossbow twice?

     

    I think Sa-Drah could be around 10 points. It’s far inferior to N’Pu and should be cheaper.

    Really? I figured having a built in firepot might push her into that point range, but I can bring her down to 10 points, maybe even 9?

    Missed a day, so double helpings again!

    SAT— Once per turn, before you give this ship an action roll a d6. On a 5-6 she may be given the same action twice.

     

    D’Felic
    Ionic
    Points: 14
    Masts: 3
    Cargo: 4
    Cannons: 3S-4L-3S
    Movement: L
    Ability: Windcatcher. SAT.

    Flavor: A common sight along certain parts of the Ionic coastline. The D’Felic is one of the faster ships the Ionics have at their disposal, and the crew use that speed to get from one port to another in a single day.

     

    Dris
    Ionic
    Points: ?
    Masts: 2
    Cargo: 3
    Cannons: 3S-4S
    Movement: S+S
    Ability: Catamaran. This ship gets +L to her base move if she carries treasure.

    Flavor: Greed rules the Dris. The crew are often lackadaisical and apathetic, but once treasure is aboard it becomes hard to slow them down. Treasure after all means that they get paid.

    D’kar
    Ionic
    Points: ?
    Masts: 3
    Cargo: 4
    Cannons: 2S-3L-2L
    Movement: L
    Ability: Windcatcher. Equipment’s do not take up point space on this ship.
    Link: Draxon

    Flavor: The D’Kar is where Draxon was found by the Guardians. He was all alone on her, and told a chilling tale of madness and cannibalism, of which he was the only survivor.

     

    I don’t yet have a point costs for the Dris and D’Kar, since I’m snot sure how impactful those abilities would be.

    With those, we’ve reached the end of the mega-cards, tomorrow we’ll see the pre-built box ships, and then the much awaited LE pieces….

    in reply to: Introduce Yourself! Join the Crew! #2507
    Xerecs
    Moderator

    I have started picking up foam, cardboard, and paint from work to begin making 3d terrain and new features to implement.

    Any chance we could see some pictures of those?

    in reply to: Custom Ships (post your custom game pieces here!) #2500
    Xerecs
    Moderator

    I can bump N’Pu to 11 points, no problem.

     

    Two more!

    T’Mroo
    Ionic
    Points: 18
    Masts: 3
    Cargo: 4
    Cannons:
    Movement: S+S
    Ability: Double Catamaran. At the beginning of each of your turns, decide if this ship is submerged or on the surface. If submerged, it can only move; it cannot shoot, be shot at, and it cannot dock or touch other ships.

    Flavor: The T’Mroo is an interesting ship, one that the admiralty tries desperately to keep hidden. The crew have trained to hold their breath for extended periods of time underwater, and the hull, sails, and masts have been modified to use the ocean currents to move while underwater.

     

     

    Sa-Drah
    Ionic
    Points: 13
    Masts: 2
    Cargo: 3
    Cannons:2S-3S
    Movement: L
    Ability: Catamaran. Firepot Specialist.

    Flavor: From the outside, the Sa-Drah is not much to behold. However, her hold is filled with intense and homemade explosives, to surprise enemies in battle, or to amuse her captain.

    in reply to: Custom Ships (post your custom game pieces here!) #2491
    Xerecs
    Moderator

    Missed four days…. Not going to post 4 days worth of ships though. Just a double helping this time around. We’re getting down to the wire for SpMg, not too many left to post!

     

    H’Fu
    Ionic
    Points: 13
    Masts: 3
    Cargo: 4
    Cannons: 3S-3S-3S
    Movement: L
    Ability: Double Catamaran. One of this ships treasures is worth +1 gold when unloaded at your home island.

    Flavor: One of the first Ionic ships to be found by the outside world, the H’Fu is well armed for her size. If an observer looks closely they can see the fishing boat still hiding under the impromptu warship.

     

    N’Pu
    Ionic
    Points: 10
    Masts: 2
    Cargo: 4
    Cannons: 2S-3L
    Movement: S+S+S
    Ability: Catamaran. This ship ignores terrain when given move actions (islands are not terrain).

    Flavor: Originally built as a racing sail ship, the N’Pu was conscripted into naval service after first contact was made. Her construction allows her to fly over the water and any obstacles in her path.

     

     

    Kapra
    Ionic
    Points: 20
    Masts: 2
    Cargo: 5
    Cannons: 4L-4L
    Movement: S
    Ability: Catamaran. This ship gains +S to its base move for every one of your turns, to a total of 3S.

    Flavor: The Kapra appears slow moving, but is capable of moving at great speeds. As her captain is fond of saying “Getting somewhere quickly by going slowly”.

     

     

    Kotu
    Ionic
    Points: 9
    Masts: 2
    Cargo: 3
    Cannons: 3S-2L
    Movement: S+L
    Ability: Catamaran. This ship may repair at Sea or any island.

    Flavor: The crew of the Kotu are all open-ocean fishermen, and often spend extended periods of time away from shore. As such, they are old hand at repairing their ship on the go, using whatever they have handy.

    in reply to: Custom Ships (post your custom game pieces here!) #2453
    Xerecs
    Moderator

    Two more mega card ships!

    M’ku
    Ionic
    Points: 14
    Masts: 2
    Cargo: 3
    Cannons: 3S-4S-3S
    Movement: S+S
    Ability: Double Catamaran. This ship gets +S to her base move if a captain is assigned to her.

    Flavor: Part of the Ionic navy’s re-purposing of civilian vessels, the M’Ku was once a simple fishing canoe. Now she has been expanded and out fitted with some small cannon.

     

     

    T’pu
    Ionic
    Points: 16
    Masts: 3
    Cargo: 3
    Cannons: 2L-2L-2L
    Movement: L
    Ability: Windcatcher. This ship gets +1 to her cannon rolls against any ship. This ship ignores the first hit she takes each turn as long as she has an oarsman crew assigned to her.

    Flavor: Originally built as a target practice ship, the T’Pu has been given a new life. Now commanded by the Ionic coast guard, she serves as a flagship of sorts for the mostly civilian force.

    in reply to: Custom Ships (post your custom game pieces here!) #2443
    Xerecs
    Moderator

    We begin the special edition section! Starting off with some mega-card pieces!

    Cutter
    Ionic
    Points: 13
    Masts: 3
    Cargo: 3
    Cannons: 2L-4S-2L
    Movement: S+S
    Ability: Double Catamaran. If this ship begins her turn within S of an island, she gets +S to her base move that turn.

    Flavor: Like her name suggests, the Cutter seems to cut through waves and rough waters. Her crew are superstitious and scared of the open water however, and often stick close to the coastline.

     

     

    Glider
    Ionic
    Points: 13
    Masts: 3
    Cargo: 4
    Cannons: 4S-3S-4S
    Movement: S+L
    Ability: Windcatcher.

    Flavor: Built with light timber and beams, the Glider does just that, glide. Her light construction has meant a limited armament however.

    in reply to: Custom Ships (post your custom game pieces here!) #2438
    Xerecs
    Moderator

    I’m not quite understanding the ability of the bowmen legion…. I think they give you the crew elimination ability on all of a ships cannons, but they have a rank of 3L, which means you’d roll for every cannon a ship shoots twice. Once for the printed rank on the mast, and again for the Bowmen, correct?

    in reply to: Custom Ships (post your custom game pieces here!) #2435
    Xerecs
    Moderator

    The Super Rares! We’re getting close to the end of SpMg! Tomorrow we’ll likely see the Special Edition ships (megacards/ pre-built box ships).

    As a heads-up, I think this SR pack is full of powerful pieces….. Ye have been warned. 😀

     

    Golden Armor
    Ionic
    Points: 30
    Masts: 5
    Cargo: 3
    Cannons: 2L-3L-3L-3L-2L
    Movement: L
    Ability: You may give this ship a shoot action to make one 2 rank electric attack (it may make no other attacks); you do not need to target a ship. If it hits, remove a mast and a crew from every enemy ship within 3L of this ship. For the remainder of the game this ship may not be given shoot actions.

    Flavor: Decorated in gilded steel, the Golden Armor is the most ornate ship in the Ionic Navy. Her decoration is said to hide a formidable weapon however, one that could lay whole fleets low. The Admiralty fervently denies these claims.

     

     

    Ignition
    Ionic
    Points: 9
    Masts: 4
    Cargo: 5
    Cannons: 3S-3S-3S-3S
    Movement: S+S
    Ability:

    Flavor: Gifted to the Ionics by the English as part of the ‘ignition’ set in motion by the Guardians. The Ignition herself is a bare bones galleon, which the Ionic admiralty intends to study and improve upon.

     

     

    Tahu
    Ionic
    Points: 12
    Ability: Every shot this ship takes is a firepot shot.

    Flavor: Age and humiliation have taught Tahu a great deal about himself. Now older and wiser he is able to better handle himself and his fiery temper.

     

     

    Nuva
    UT
    Ability: Any crew ability on this ship may be used by another crew within S of this ship.

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