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XerecsModeratorGiving him Ransom won’t solve the problem, since most people don’t USE the gold capture ability. I’d much rather see ‘This ship gets +1 cargo spaces. This crew takes up no cargo space’ instead of Cargo Master, and he can keep the rest of his abilities, including Ransom.
Judy should stay as a Helmsman/cannoneer combo. I feel that Repeating Guns should be limited to ships. Kinda like seeing Broadsides Attack on a crew, feels weird.
I’d er with 16 or 17 points for the Slash, since she’s a good ship overall, with built in EA and good speed.
XerecsModeratorI like the Torch. Nice little gunship, and with the first part of her ability, she’s able to be somewhat decent at it. I still don’t like that you can ram off a Turtle ships mast while she still has paneling, that distinction has relegated most of them to back-up/pinch gunships or gold runners. I think there’s only one WK turtle with ‘ramming cannot eliminate this ships masts’, nice to see it on another.
Revision, and two more!
Makuta— Denotes as part of the Makuta sub faction. A crew with this keyword is linked to all other crew with this keyword. This ship gets +2 to her cannon rolls.
Fleet Admiral— 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.
Possible revision for Mutran, as well as flavor text.
Mutran
Cursed
Points: 11
Ability: 1. Makuta. Hostile: Chirox. Two ships within S of this ship may not be given shoot actions.OR
Ability: 2. Makuta. Hostile: Chirox. Two ships within S of this ship cannot use their captain crew until the beginning of your next turn.Flavor: A self-styled scientist, and mad genius, Mutran is responsible for every technological advancement among the Cursed, dating back to the introduction of the Scorpion ship. His knack for blending powerful relics with modern technology has enabled him to render enemies defenseless before him, making him more than just a demented mind, but a cunning warrior as well.
Antroz
Cursed
Points: 10
Ability: Makuta. Fleet Admiral.Flavor: A tactical genius, Antroz was one of the leading voices among the Ionic admiralty. However, his genius masked an insatiable lust for power. He has joined in with his fellow Makuta in a bid for domination of the seas.
Chirox
Cursed
Points: 5
Ability: Makuta. Hostile: Mutran.Flavor: Chirox is a scientist, who prefers to work his experiments on living subjects. Oftentimes he will test to see just how much pain a person can endure, or how long it will take a barrel of leeches to drain the blood completely from a victim. He maintains a bitter rivalry with Mutran, who claims that his ‘experiments’ and works are far superior to his in every way.
XerecsModeratorPoint cost for the slash….?
Why is Judy Rodriguez 7 points? Cannoneer and helmsman are worth 4 combined, since both are 2 point abilities.
For Grayson August, small detail, but unload would sound and fit better than offload.
Arcane is straying into OP realms. I’d reccommend changing the die roll to a 6, not a 5-6, otherwise it becomes FAR too easy to bring in powerful UT’s.
The Pirates do not need a cargo master. Ever.
I don’t understand the wording of the Diablo Negro.
If this ship is assigned a Captain crew and a Cannoneer crew, she has two of her cannons may shoot again if they miss.
Did you mis-type this, or am I just missing something?
Base move for the Adler is……?
These look nice overall, can’t wait to see if we can get some of them off the paper by next summer, or if we can get them before hand. 😀
XerecsModeratorIt could just be a temporary glitch, since when I free type like now, the coding doesn’t show up.
Ah, crud. Spirah’s point cost right now is 13. I accidentally removed it when I edited the first post with her in it.
Double crud, seems I didn’t read my own ability text. Since I wan to keep both abilities I’ll add a two ship limit. Wording would look like:
Two enemy ships within S of this ship get -1 to their cannon rolls and have their base moves reduced to S.I’ve put the Makuta keyword around 5 points, though that’s subject to change. Mutran would affect friendly ships as well as enemy ships, hence his wording. Your remark on captained shoots has made me think of a possible alternative to his main ability.
Ships within S of this ship may not use captain crew.
I’m not sure if that’s better or worse, if it comes to it, I’ll put a two ship limit on his ability, like the Shadow Leech. Furthermore, I think I would rule it that way, he prevents the giving of SHOOT ACTIONS, but does nothing to stop a ship from shooting with a captain, since that is tied to a MOVE ACTION.
XerecsModeratorI think the issue is me copy+pasting, while in the visual tab. I’ll edit my post above to remove all of the gobbledegook.
XerecsModeratorMy hypothesis is thusly: When I post the customs, I just copy and paste from a word doc. I think something happened during that process that caused your site to freak out. Also, I’m realizing now that I was typing and copy+pasting in the visual mode, and at the time, there was still a ‘preview’ box under everything. It’s possible that had something to do with it, though I suppose the only way to find out is to repeat what I did earlier. For that reason I’ll post the first Cursed crew at the bottom of this post, to see if it happens again.
I’m reticent to lower the costs on these Cursed ships, mainly because ALL of them have a +2 cannon bonus built into them. That said, i can bring the Spirah down just a tad, somewhere around 10-9 points.
I don’t really want to limit the Shadow Leech to one target….. Suppose I changed it to cannon rolls specifically instead of d6 rolls, and everything else stayed the same. Would that make it less broken or would a re-design be better?
Mutran
Cursed
Points: 11
Ability: Makuta. Hostile: Chirox. Ships within S of this ship may not be given shoot actions.
XerecsModeratorThe last cursed ships, tomorrow we move on to the Crew!
Makuta– Denotes as part of the Makuta sub-faction.A crew with this keyword is linked to all other crew with this keyword. This shipg gets +2 to her cannon rolls.
Spirah
Cursed
Points:
Masts: 3
Cargo: 3
Cannons: 5S-2L-5S
Movement: L
Ability: Makuta. This ship cannot shoot when she carries crew.Flavor: The Makuta conducted a vile experiment with the Spirah, bonding the souls of dead men to the timbers and beams of the ship. As a result she has some level autonomy, able to sail herself. However, the bonded souls are aware of what has happened to them, and actively resist the Makuta
Shadow leech
Cursed
Points: 14
Masts: 1
Cargo: 2
Cannon: 5S
Movement: S+L
Ability: Makuta. Enemy ships within S of this ship get -1 to their cannon rolls and have their base move reduced to S.Flavor: The Shadow Leech is a new addition to the Makuta, constructed from wrecks and spare timbers. As with the Spirah, the Makuta have experimented with the ship, giving the wood and sails leech-like properties that saps the strength of nearby enemies.
Huh, some kind of coding gobbledegook is showing up in the preview box. I’m not sure what it’s coming from…… Hope it’s not in the actual post, since I don’t see it when I’m typing.
–Edit: Well, it showed up in the actual post, so I’ve used the edit function to hopefully remove all the gobbledegook.
XerecsModeratorVery interesting ten. I’m not sure how effective or useful the terrain removing ability is/could be, but it sounds really cool. The secondary ability is cool, if difficult to use naturally. You could find a way to get Nemo’s Plans+ Rune UT to spam 6’s and move entire squadrons away from her when she gets in trouble.
I don’t know which Cursed crew have the Horror keyword, but I’m guessing most of them are some kind of powerhouse crew. 4 cargo spaces on ship this big would normally be limiting, but the high point cost means you could have fun with some linked crew.
Barj Voragoss would have been very much like DJC Jack Hawkins, if not for the cannon bonus. From the look of things you’ve put RC (reverse Captain) at around 2 points, which I think is fine, considering how it works.
XerecsModeratorTwo more!
Makuta— Denotes as part of the Makuta sub faction. A crew with this keyword is linked to all other crew with this keyword. This ship gets +2 to her cannon rolls.
Tridax
Cursed
Points: 15
Masts: 3
Cargo: 3
Cannons: 4S-4S-4S
Movement: L
Ability: Makuta. Once at the beginning of each of your turns, roll a d6. On a 5-6 as a free action, dock this ship at any island. Eliminate a mast from this ship.Flavor: Using the foul magic of the Cursed, the Tridax is able to fly between islands, skipping over the water like a stone. However, this great speed has its costs, and often does more damage than good to the ship. So far the Makuta are willing to overlook the drawbacks in favor of the opportunities the Tridax presents.
Kojo
Cursed
Points: 14
Masts: 3
Cargo: 5
Cannons: 5S-5S-5S
Movement: L
Ability: Makuta. Secret Hold.Flavor: Many powerful relics and tools lie in the hold of the Kojo, hidden away from the world. That the Makuta have such a ship in their fleet would be cause for concern; however the captain of the Kojo guards his treasures against all who would take them, even the fellow Makuta.
XerecsModeratorAll righty, changes on the way for Krahta. About four more ships left for the Cursed/Makuta before we get to their crew.
XerecsModeratorGood points there about the Krahta. Would limiting it to once per game be a decent enough ‘fix’ or would re-doing it from the stats up be a better way to go?
Yeah, once per game seems like a good fix.
Okay then, how’s this for wording:
Once per game choose one ship within S of this ship. Roll a d6. On a result of 6 place one Unique Treasure from outside the game on the target ship.
Would changing this aspect of the Krahta have any bearing on its point cost do you think?
XerecsModeratorNow that I look at it again, Krahta is actually just OP. You can just park friendly ships next to it until you get the inevitable Nemo’s Plans + X UT (Runes of Thor for unlimited AA’s/etc), not to mention various other combos like Neptune’s Trident. It’s actually just broken. I was trying to look at it from a gimmick/enemy perspective with the herding idea but it’s too exploitable.
Good points there about the Krahta. Would limiting it to once per game be a decent enough ‘fix’ or would re-doing it from the stats up be a better way to go?
XerecsModeratorKrahta by itself isn’t very good I’d think. Even with the Makuta keyword giving her +2 to her cannon rolls, it’s still a sea monster, although somewhat faster than most. Her main draw is her UT ability, which you could try and spam with friendly ships, to get UT’s as you mentioned.
I feel that the Fallen Angel would be some kind of hybrid, since the Makuta keyword gives her very accurate cannons, and she has lots of cargo space. Looking at her again, I’m wondering if she’s too cheap at 15 points….
Severed Limb is interesting. Good cargo and speed, and okay cannons with some combat oriented abilities. If not for pure brawling, then for some ramming and boarding set ups. Even though it’s less accurate, I’d probably use the grape shot with the middle 3L cannon, to get the little bit of extra range, and the accuracy.
XerecsModeratorTwo more!
Relevant Keywords:
Makuta— Denotes as part of the Makuta sub faction. A crew with this keyword is linked to all other crew with this keyword. This ship gets +2 to her cannon rolls.
Borhok— A ship with this keyword ignores the first hit it takes each turn. If this ship has no crew, she cannot be given shoot actions and her base move is reduced to S.
Miserex
Cursed
Points: 18
Masts: 4
Cargo: 0
Cannons: 4S-4S-4S-4S
Movement: S+L
Ability: Makuta. Sea Monster. Once per turn this sea monster may make one 5L breath attack (it may make no other attacks). If it hits, replace up to two masts on the target ship with fire masts.Flavor: This beast displays intelligence beyond that of a simple creature. Sailors believe that Miserex was once human, but was cursed by the Hag of Torgua and became a monster. Scholars and learned individuals believe no such nonsense, and insist that Miserex is simply a smarter than average serpent.
Forhok
Cursed
Points: 15
Masts: 3
Cargo: 2
Cannons: 3L-3L-3L
Movement: S
Ability: Borhok. Makuta.Flavor: Built by the Makuta to counter the Inoic Borhok squadron, the Forhok was rushed and construction was poor. As a result she is on a whole less than her intended rivals.
XerecsModeratorI think the Moonscape is best as a scout hybrid. The Mercs have better dedicated gold runners and gunships around or below the same cost.
Good point, they do have better gunships, though I’m hard pressed to think of any decent gold runners for the mercs. 😀
My initial thought on the Rod was that is was very powerful, but I re-read it and I think its okay. A one time guaranteed SAT could tip a game or a battle when used at the right moment, but you’d only be getting the guarantee once. Same goes for the Cursed cancel, though for more situational than the guaranteed SAT, since the Cursed are so lacking in quality crew, at least from WK. 😀
Speaking of the Cursed…….
Makuta— Denotes as part of the Makuta sub faction. A crew with this keyword is linked to all other crew with this keyword. This ship gets +2 to her cannon rolls.
Krahta
Cursed
Points: 20
Masts: 4
Cargo: 1
Cannons: 4S-4S-4S-4S
Movement: S+L
Ability: Makuta. Sea Monster. Once per turn for every ship within S of this ship, roll a d6. On a 6 place a Unique Treasure from outside of the game on that ship.Flavor: It is rumored that this creature was found as a larva and raised by the Makuta, to do their bidding and inspire fear in sailors everywhere. It’s penchant for finding lost relics is valuable to the Makuta and their plans, but they cannot seem to get it to give the relics to only them.
Fallen Angel
Cursed
Points: 15
Masts: 4
Cargo: 6
Cannons: 3L-3L-3L-3L
Movement: S
Ability: Makuta. When this ship reaches its cargo limit, it cannot be given shoot actions.Flavor: Once a respectable merchant vessel, the Fallen Angel was one of the first ships the Makuta took with them to the Cursed. Now manned by the dead, undead and dying, the Fallen Angel’s once beautiful hull is now corroded and hideous, her sails bare threads, and her cannons rusting away.
XerecsModeratorMoonscape is interesting. I’m not sure how often the last part of her ability will come into play, as outside of campaigns there usually isn’t a whole lot of terrain and islands usually don’t get that close to each other, even if they’re Great Turtles :D.
That aside, this is a nice two way ship. You could very easily make her a gunship, given that her cannons are not too terrible. You could also go the route of a gold runner, though you’d either need an accompanying hoist, or a crew that allows you to unload within s of your home island.
XerecsModeratorThe Cursed are here! Like the Pirates, the Cursed recieve a sub faction of their own!
Makuta— Denotes as part of the Makuta sub faction. A crew with this keyword is linked to all other crew with this keyword. This ship gets +2 to her cannon rolls.
Shadow
Cursed
Points: 18
Masts: 5
Cargo: 4
Cannons: 4S-4S-4S-4S-4S
Movement: S
Ability: Makuta. If this ship is not assigned a helmsman crew roll a d6. On a 4-6 this ship gains +L to its base move.Flavor: Not so long ago the Shadow was the flagship of the Ionic navy, and instilled hope in the Ionic people. But now she is the flag ship of the treacherous Makuta, and her black sails instill fear in all who see her.
Heart of Darkness
Cursed
Points: 17
Masts: 5
Cargo: 3
Cannons: 3S-3L-3L-3L-3S
Movement: L
Ability: Makuta.flavor: The Heart was built to replace the Shadow, and was the most advanced ship the Ionics had produced. She had barely been commissioned when she was stolen away and made a part of the terrible Makuta.
XerecsModeratorI posted above today’s post with some questions about your customs.
Not quite sure what you’re talking about, unless it’s the post with the reactions to Snetrak and Trygla.
Speaking of, yes. Sentrak is supposed to be able to target enemy ships. He forces them into a ghostly state for two turns maximum.
Trygla is actually a he…. Yeah his ability is a little wonky, though I like the suggestion to make it optional.
I could make him more like leaping Francis, it would fit into his source a little, abandoning comrades when things get too dicey and such.
XerecsModeratorNot a bad little gunship there in the Frost. Not a lot of point space to put more than one named crew, and I notice she’s not a longship. Very interesting. I’ll be posting the first Cursed pieces later today.
XerecsModeratorThe dual nationality thing is really interesting. I’d love to see how that is handled during a campaign. Question though, why does he have black mark, since he’s already able to use his abilities on Cursed ships due to his dual nationality.
I really like the Wrath. Good speed for a 5, and decent cargo too. With her combination of abilities, I’d try to make some kind of boarding focus, like S-Board, or Gold capture. With her high cost, and clever usage of linked crew, you could probably get +5 to your boarding rolls with her BEFORE you rolled a die. 😀
Missed a day again, so double!
Dark Hunter— Denotes as part of the Dark Hunter sub faction. Hostile: Ionic. This ship gets +2 to boarding rolls.
SAT— Same Action Twice/Born Leader
Sentrak
Pirate
Points: 7
Ability: Dark Hunter. Once per turn when you give this ship a shoot action, choose one target within range. That ship is considered ghostly for two turns.
Link: Shadowed OneFlavor: Silent and unfeeling, Sentrak is the Shadowed One’s bodyguard, and the closest thing to a friend he has.
Trygla
Pirate
Points: 14
Ability: Dark hunter. Once per turn before you give this ship an action, roll a d6. On a 6 replace this ship with another ship of the same nationality as this crew.Flavor: Trygla never returns on the same ship he set out with, usually having betrayed his crew and left them to their doom. The Shadowed One only tolerates his tendencies because he always brings a fresh ship and crew back with him, usually along with whatever he was sent to steal.
Piraka Hunter
Pirate
Points: 6
Ability: Dark Hunter. This ship gets +1 to cannon rolls against ships and game pieces with the Piraka keyword.Flavor: The Piraka Hunter’s sole purpose is to hunt down the six Piraka, who deserted from the Shadowed One’s fleet. He will not rest until their heads hang from the yard arms of his ship or at the feet of the Shadowed One.
Trainer
Pirate
Points: 7
Ability: Dark Hunter. SAT.Flavor: Not every pirate is up to the Dark Hunter standards when they join. It is the duty of Trainer to train them and make them better at their given craft. If they die in the process…. Then they weren’t meant to be Dark Hunters.
….And with that, we’ve now seen all of the pirates! Tomorrow we meet the Cursed!
XerecsModeratorInteresting concept with the Unicorn Pearl. I think that JW has a similar concept with some of his SR/LE ships in his sets.
Missed two days, so a double! We’ve now seen all the Pirate ships, onto the crew!
Dark Hunter— Denotes as part of the Dark Hunter sub faction. Hostile: Ionic. This ship gets +2 to boarding rolls.
Shadowed One
Pirate
Points: 12
Ability: Dark Hunter. Give this ship a shoot action. A beam S wide and 2L long leaves this ship in one direction. Replace up to two masts with fire masts for every ship in the path of the beam. This ship cannot be given an action on its next turn.
Link: Sentrak, all Dark Hunter shipsFlavor: A cunning and brutal man, the Shadowed One’s past is shrouded in mystery. Where he came from and how he rose to command the Dark Hunters is unknown, but what is known is his ravenous hunger for power and ancient relics, as the power of the Dark Hunters grows, so too does his own.
Lariska
Pirate
Points: 6
Ability: Dark Hunter. This ship cannot be pinned. Once per turn this ship may look at all face down cargo on any ship or island within L.Flavor: The Shadowed One’s right hand and master spy, Lariska is skilled at finding hidden things, and making men disappear, often using her charm and beauty to lure enemies to their doom.
Nidiki
Pirate
Points: 8
Ability: Dark Hunter. Every time this ship is given a move action, roll a d6. On a 5-6 this ship gets +L+L to its base move.
Link: KerkahFlavor: Cunning and devious, friends and foe alike have learned to never turn their back on him. Nidiki sold out his Ionic compatriots and joined up with the Dark Hunters in a bid for power. The Shadowed One has paired him with Kerkah to keep his devious plotting in check.
Kerkah
Pirate
Points: 7
Ability: Dark Hunter. This ship gets +2 to her cannon rolls if a captain and helmsman crew are assigned to this ship.
Link: NidikiFlavor: Kerkah is as stupid as he is strong. What he lacks in intelligence he makes up with loyalty to the Shadowed One. He has been paired with Nidiki to keep his partners more treacherous tendencies in check.
XerecsModeratorOkay then! modifications coming for the Treachery. I’ll probably re-word the ability to work multiple times in a game. For multi-player scenarios, I think just going right to left (counter-clockwise) would be fine.
I can modify the DG to bring down her point cost, but I think I’ll keep the rest of her as-is. I don’t want to make a ‘too perfect’ eternal ship. 😀
The shadow thief takes inspiration from a book of a similar name, wherein there’s a character who can control other people by stealing their shadow. I couldn’t think of a better way to explain that in flavor text, and my original idea for the flavor revolved around stealing a soul.
XerecsModeratorWow, missed three days, so mega post incoming! We’re essentially viewing the rest of the ships the Pirates receive in Sphereus Magna, and I’m fairly certain some of them will generate some discussion. 😀
Shadow Stalker
Pirate
Points: 16
Masts: 3
Cargo: 3
Cannons: 4S-4S-4S
Movement: L
Ability: Dark Hunter. If this ship is in a fog bank, she may be given shoot actions to target enemy ships outside the fog bank. Draw lines of fire from the d6 printed around the edges of the fog bank.Flavor: The crew of the Shadow Stalker are experts at subterfuge and misdirection, often confusing enemies in battle. Their affinity for striking under cover of darkness and from fog on the high seas only adds to their mystique and the fear they inspire.
Madness
Pirate
Points: 20
Masts: 3
Cargo: 4
Cannons: 2S-3L-3L-3L
Movement: L
Ability: Dark Hunter. Bombardier. At the beginning of each of your turns roll a d6 for every ship within L of this ship. On a 5-6 eliminate a mast on that ship.Flavor: The Madness has a peculiar air about it, those who get too close to the vessel are overcome with an uncontrollable urge to destroy, which they often do to their own ship leaving them defenseless as the crew of the madness slips aboard and takes what they want.
Smokescreen
Pirate
Points: 18
Masts: 3
Cargo: 3
Cannons: 3S-3S-3S
Movement: S+S
Ability: Dark Hunter. Once per turn instead of giving this ship an action, roll a d6. On a 5-6 do not give this ship an action; instead choose two fog banks not in play. Place one S away from this ship and the other S away from any wild island.Flavor: The Smokescreen often accompanies larger groups of pirates to cover them if things go bad. Her unnatural ability to draw fog and gloom to her has made even the bravest and hardiest of pirates uneasy in her presence.
Treachery
Pirate
Points: 16
Masts: 3
Cargo: 4
Cannons: 2S-2S-2S
Movement: S+L
Ability: Dark Hunter. At the beginning of the game roll two d6. The result is the number of turns this ship is a part of your fleet. When the turns have passed this ship and all crew or cargo aboard her become a part of the opposing player’s fleet.Flavor: The captain of the Treachery changes with the wind. More than once the crew have mutinied several times in a single day, executing and killing officers and captains until only a bare bones crew remains to man the ship.
Arsenal
Pirate
Points: 14
Masts: 2
Cargo: 5
Cannons: 2L-3S
Movement: S+S
Ability: Dark Hunter. At the beginning of each of your turns choose an equipment in play. This ship has that equipment for this turn. You may make a different choice each turn.Flavor: The Arsenal specializes in stealing weaponry used by imperial factions and selling them other pirates. They often keep the best ‘toys’ for themselves, which has on more than one occasion saved them from sticky situations.
Phantom
Pirate
Points: 15
Masts: 2
Cargo: 3
Cannons: 3S-3S
Movement: S
Ability: Dark Hunter. Two hits in the same shoot action are required to eliminate one of this ships masts. Once per turn before you give this ship an action, roll a d6. On a 6 this ships base move becomes D for this turn.Flavor: Often confused with the more famous Cursed ship of the same name, the Phantom is just that, a phantom. Ships have tried to shoot at her, only to see that she has vanished from sight, or their cannonballs bounce off of her hull.
Shadow Thief
Pirate
Points: 20
Masts: 1
Cargo: 3
Cannon: 4S
Movement: S+L
Ability: Dark Hunter. If an enemy ship is within S of this ship, you can use this ship’s action for the turn to try to possess that ship. Roll a d6; on a result of 6, the target ship is immediately assigned to your fleet.Flavor: Those who come too close to the Shadow Thief often find themselves slaved to the will of the ship’s crew. No one is sure how the Shadow Thief is able to do this, but one thing is sure, once you are enslaved, there is no escape.
Death’s Grace
Pirate
Points: 12
Masts: 1
Cargo: 4
Cannon: 3S
Movement: L
Ability: Dark Hunter. Eternal.Flavor: The Death’s Grace swoops in upon a battle after all the fighting has stopped, often fulfilling her namesake, and taking with her what the dead cannot take with them.
XerecsModeratorTwo missed days means double, so the first 4 pirate pieces!
Dark Hunter— Denotes as part of the Dark Hunter sub faction. Hostile: Ionic. This ship gets +2 to boarding rolls.
Shadow’s Hand
Pirate
Points: 19
Masts: 5
Cannons: 3S-2L-2L-2L-3S
Cargo: 5
Movement: S+S
Ability: Dark Hunter. Fog-Hopper.<strong>Cor’dahk
Pirate
Points: 20
Masts: 5
Cannons: 2S-2L-2L-2L-2S
Cargo: 3
Movement: S+L
Ability: Dark Hunter. When this ship rolls a 6 on a shoot action, eliminate a mast as normal and also replace a mast on the target ship with a firemast.Toa’s Bane
Pirate
Points: 16
Masts: 4
Cannons: 2S-3L-3L-2S
Cargo: 4
Movement: L
Ability: Dark Hunter. This ship gets +1 to her cannon rolls against Ionic ships.Screecher
Pirate
Points: 17
Masts: 4
Cargo: 3
Cannons: 3S-4S-4S-3S
Movement: S+S
Ability: Dark Hunter. Give this ship a shoot action. A sound wave S wide and 2S long leaves this ship in one direction. Eliminate a mast from every ship in the path of the wave. Eliminate one of this ships masts and cargo.
XerecsModeratorShouldn’t his name be Drazon or Hydraxon then?
Oops, mis-typed. The crew’s name is Draxon, the character he’s based on is Hydraxon. Reason I didn’t call him that is because I don’t want the Lego group coming after me for copyright infringement. Some of the characters I’ve kept their names the same as their source inspiration, and others I’ve scrambled a little, so that it’s not as obvious I’ve used names.
XerecsModeratorWhat? I released Draxon a while ago! He’s one of the big Mercenary crew of Epic Seas! XD
Case of same name, different person it seems. My Drazon is derived from this Hydraxon–>
Big news! The last Ionic crew! These three are the last named crew the Ionics receive, until the SE/LE section of the set. In addition to the named crew, they would receive a full complement of generic crew, such as captains, helmsmen, mustekeer’s etc. Anywho, the last three!
Guardian— This piece is linked to all other pieces with this keyword.
Botar
Points: 12
Ionic
Ability: Guardian. Once at the beginning of each of your turns roll a d6. On a 6 as a free action, dock this ship at any wild or un-explored island.Flavor: A giant of a man, Botar inspires fear in all, even among his fellow guardians. He is the one who is called on when one of them breaks their silence, reveals their secrets or betrays them. What he does with them once he’s caught them only he knows.
Dume
Points: 4
Ionic
Ability: Parley. Re-rollFlavor: Dume has ruled over the Ionic people for as long as many of them can remember. His age brings a great wisdom, and he is often able to get things he wants without having to give up too much.
Mata-Nui
Points: 11
Ionic
Ability: Limit. Copying. Link: All Ionic ships.Flavor: Whether this being is the actual manifestation of the Ionic deity, or is a madman is unknown. He inspires devotion and worship, akin to prophets of other religions.
XerecsModeratorInteresting flavor text on the Frenchwoman, will we see her father at some future date?
Two more!
Guardian— This piece is linked to all other pieces with this keyword.
Helyrex
Points: 3
Ionic
Ability: Guardian. Re-roll.Flavor: Helyrex is commander of the Guardians, a multi-national society, which seeks to better the world from the shadows. Their reach is far, and they have agents in every corner of the world.
Draxon
Points: 10
Ionic
Ability: Guardian. This ship cannot be shot at while docked. This ship gets +1 to cannon and boarding rolls. Link: D’karFlavor: A master of firearms and all manner of bladed weapons, Draxon is the trainer of the Guardians. It is his job to train new recruits and prepare them for the tasks that lie in store for them.
XerecsModeratorTwo more! Relevant keyword: Guardian— This piece is linked to all other pieces with this keyword.
Tut
Points: 5
Ionic
Ability: Ghost Ship. Black Mark.Flavor: Tut was recruited from the back alleys and slums of the Ionic capital, to carry out missions too ‘sensitive’ or ‘uncivilized’ for the navy. The navy has claimed she does not exist, but may have to acknowledge her soon, as rumors have surfaced of her involvement with the Cursed.
Noxaa
Points: 8
Ionic
Ability: Guardian. All of this ships cannons have L-range. This ship gets +1 to her cannon rolls against any non-Ionic ship.Flavor: An Ionic warlord, until he was recruited and shown a better way of living by Helyrex. Noxaa is possessed of great strength, and now a deeply ingrained code of honor.
XerecsModeratorI’m figuring that if the extra damage was included, Kihwe would be more expensive, and possibly OP, which I didn’t want.
Urupan probably strays into broken or OP territory the most out of these 4, though I think his 9 point cost and ability wording keep it from being too ridiculous.
Point cost adjustments on the way for Liha and Gukon.
Timarkos is interesting. I could see pairing him onto one of the Mercenary tens from SS/RSS, or another mercenary ship with Dories on it.
XerecsModeratorTwo more! Only 7 more crew after these, and then onto the Pirates!
Gukon
Points: 4
Ionic
Ability: This ship may dock at an enemy home island and load one treasure. If able she must leave on her next turn.Flavor: Daring and sometimes reckless, Gukon was once a smuggler. Instead of being hung, he was conscripted into the navy to do the dirty work that they could not.
Liha
Points: 7
Ionic
Ability: This ship may shoot at submerged targets within L of her.Flavor: Liha has studied the sea, and what lives in it all her life. She can discern a submerged ship from a large beast just by looking at the surface water, or by listening to the hull below the water line.
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