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XerecsModeratorOnly a few more of the Ionic crew, and then onto the Pirates!
Kihwe
Points: 9
Ionic
Ability: When this ship is given a shoot action, you may choose to reduce all her cannons to S and select a single target to which all cannons can draw a clear line of fire. Roll a d6; if the result is more than the rank of all of this ship’s cannons they all hit.Flavor: Kihwe can shoot the wings off of a fly, without killing it. He has trained every gunner on every serving Ionic ship, often times his presence no board spurs his protégées and students to greater feats.
Urupan
Points: 9
Ionic
Ability: Before you give this ship an action roll a d6. On a 6 this ships base move becomes D for this turn. This ship cannot be given an action on its next turn.Flavor: It is said that Urupan has discovered a way to fly. One would not think that a bulky man such as he would be capable of much grace, let alone flight. And yet sailors swear they have seen him soar over masts and yardarms, and on occasion, have seen the ship he is on lift from the water and soar through the sky.
XerecsModeratorI know the inspiration for the 12th legion, but the name might be better if you just called it ‘legion’. I’d still know what it’s referencing and whatnot.
Name aside, that’s a powerful ship. 6 cargo and plenty of point room for some of the more expensive named American crew. This would definitely be a dreadnought in larger games as well as campaigns.
XerecsModeratorTwo more crew!
J’Ree
Points: 8
Ionic
Ability: Captain. EA.Flavor: Recently promoted to commander, J’Ree is trying desperately to avoid the stereotype of arrogant, quick to temper and bull-headed commanders. So far his efforts have earned him the respect of his men and subordinates.
Ortam
Points: 8
Ionic
Ability: For each target enemy ship within L of this ship at the beginning of this ships turn roll a d6. On a 4-6 that ship cannot be given move actions on their next turn.Flavor: Mentored by Kopaka and Iju, Ortam has a commanding presence, both on a battlefield and off. Like his mentors, he seems to bring ice with him wherever he goes, and his tactics and strategies often leave enemies frozen in place.
XerecsModeratorWhy is Jasper Greene so expensive? I don’t think that version of the copy ability is worth that much, since the only things you’ll be copying are by and large generic abilities like musketeer, firepot specialist or helmsman.
Also, why is Theoden 7 points? Those abilities have been seen together at 6 points on crew like Jonathan Haraden, Lord Thomas Gunn, etc.
Explorer + SAT strikes me as a combo that probably shouldn’t show up together on a crew. Kano is quite interesting.
Well….. I already made an explorer + EA crew and a helmsman + SAT crew……
I had a thought for yet another version of K’Tung. It combines the idea you had for her ability, along with a ‘cure’ kind of ability.
K’Tung (proposed change)
Points: 28
Masts: 5
Cargo: 4
Cannons: 3S-3L-4S-3L-3S
Movement: L
Ability: Once per turn when this ship is hit, instead eliminate a mast from the attacking ship. Give this ship a move action, but do not move her. Roll a d6; on a 4-6 fully repair every friendly ship within S of this ship.changes in italic
XerecsModeratorTwo more crew!
Atuam
Points: 4
Ionic
Ability: Explorer. SAT.Flavor: Atuam lives fast, like a bullet from a gun. Easily excitable and always restless he is often the first off the ship when land is made, and lives for the chance to explore new and unknown lands.
Kano
Points: 8
Ionic
Ability: This ship does not roll for effect when she uses a whirlpool. Trade currents give this ship +L to its move instead.Flavor: Kano has studied the ocean more than anyone. Her knowledge of currents and tides is unmatched, and she applies her knowledge to give her ship an edge in battle.
XerecsModeratorFor now I’ve upped the cost of the canoes to 17, but kept all of their other stats intact, such as their movement, cargo, etc. I think it would make a good blog post, or perhaps a podcast topic?
Anewo could have black mark, but the source (onewa, toa of stone, metru-nui) had a mind controlling ability. I didn’t want to make him a standard mind controller crew, like the DJC version of LeBeaux, and I didn’t want to make him the last part of All-Powerful. Testing might be necessary for him.
In my head Wanhu’s islands are completely blank, no gold or resource potential on them when they are created. Certain UT’s and Mysterious islands can fling treasure to other islands, that’d be the ONLY way that gold winds up on the islands he makes, other than building and demolishing a fort. Now that I’ve mentioned them, I’m wondering if I need to include a line somewhere that says ‘non-mysterious island’ so that people can’t use him to bring one into play. I think he DEFINITELY needs some testing, regular games and campaigns.
K’Tung’s source (Keetongu, titan, visorak era) gives him multiple abilities, chiefly among them a ‘cure’ for a venom. That aspect of him was harped upon A LOT, so I decided to go with a less focused on aspect of him. I could go back the other way and give him/it some kind of super shipwright ability, but I do like the alternative you suggested. Going that route, I’d probably make the cannon ranks better, which could keep it in the low 20 point range.
Part of the reason I made the ability involve die rolling is that I thought that might be too powerful, mainly because I was thinking that it would automatically hit the attacking ship every time it got hit, and not once per turn. For example, HMS London pulls broadside and fires off 4 shots and hits every time. For every shot that hits, one mast is eliminated from the London.
I just thought of some kind of mesh of abilities actually. K’Tung’s ability becomes automatic, and the hit backs are IN ADDITION. That is every time an enemy ship hits K’Tung, it loses a mast, but the attacking ship also loses a mast for every hit.
Hmmm. That actually might be worse. I’ll probably adopt your solution or think of a super shipwright idea.
XerecsModeratorBit of a double post, but I came across this in my doc and spreadsheet.
K’Tung
Points: 25
Masts: 5
Cargo: 4
Cannons: 3S-3L-4S-3L-3S
Movement: L
Ability: Every time this ship is hit, roll a d6. On a 4-6 this ship is not hit, eliminate a mast from the attacking ship.That’s what it is/was. I recall some debate about this one when I revealed it on MT, but I can’t quite recall what the main complaint was, though I think it was about the aiblity. Anywho I’m thinking of changing her from the above to this:
K’Tung
Points: 28
Masts: 5
Cargo: 4
Cannons: 4S-3L-5S-3L-4S
Movement: L
Ability: Every time this ship is hit, roll a d6. On a 4-6 this ship is not hit, instead eliminate a mast from the attacking ship.Proposed changes in italic.
XerecsModeratorTwo more crew! Possibly one of the more OP things I’ve made recently. 😀
Anewo
Points: 10
Ionic
Ability: Once per turn roll a d6. On a 5-6 move an enemy ship L in any direction.Flavor: Anewo is a man of substance. If he cannot see it or touch it, it is not real. Despite this he has an almost unnatural ability to get people to do what he wants.
Wanhu
Points: 10
Ionic
Ability: Give this ship a move action but do not move her. Instead roll a d6. On a result of 6 choose an island from outside the game, place it S away from this ship. The island cannot be placed such that it touches another ship. This ability cannot be used on consecutive turns.Flavor: Wanhu is no soldier, sailor or admiral. He is self-proclaimed map-maker and topographer, who has found several uncharted islands. His knack for finding uncharted land has led many to believe that he can make islands appear out of the sea.
XerecsModeratorThe Tura crew is supposed to be the Chieftain associated with the Matoran Canoes. I think I’ll just up their point cost to around 15-17. I don’t want to make them too expensive, but you do make good points about their potential.
XerecsModeratorAll three IMO. The cargo is extremely important with canoes; one set of those could be a gold running powerhouse even without factoring the auto Captain into play. 10 cargo spaces for 13 points with plenty of speed and the possibility of five 4S shots in addition to that – very impressive. The Star Chaser is less OP than most other Battleships I’ve seen from y’all, and very fragile for the points.
Iju seems really cool! Last part of his flavor should probably say “not in the Arctic”, assuming you mean the Arctic Ocean/area.
I can give the canoes one cargo, would that make them less OP? Or would leaving them as-is just be par for the course, considering the existing canoes?
Well, he’s supposed to be an ANTacrtic explorer, would you still call the ocean in that area the Arctic ocean?
XerecsModeratorI would argue that the Matoran Canoes are likely more OP than the Chaser, though I like them better.
What makes them OP? Their speed, cargo, ability, or a combination of all three?
Two new crew!
Amakav
Points: 6
Ionic
Ability: Captain. Re-roll.Flavor: Despite his protests, Amakav was placed in command of the Ionic navy and oversees fleet operations. He is constantly worrying about making mistakes and feels he is not fit for the role he has been given.
Iju
Points: 6
Ionic
Ability: At the beginning of each of your turns roll a d6. On a 4-6, instead of giving this ship an action, choose two icebergs from outside the game. Put one L away from this ship and one L away from a wild island. Neither can be placed so that it touches any island or ship. This ship is immune to icebergs.Flavor: One of the foremost Antarctic explorers, Iju seems to have brought the ice back with him. The air grows cold wherever he goes and icebergs and floes are often seen around his ship, even when it is not in the Antarctic.
XerecsModeratorEh…. I guess you could make the the Chaser more expensive. I’m not a fan of doing that, but if you REALLY don’t want to loose either keyword/ability….
P’kos
Points: 12
Ionic
Masts: 1
Cargo: 3
Cannon: 3S
Movement: S+S
Ability: Limit. At the beginning of each of your turns, choose any ability possessed by any ship or crew in play; this ship has that ability. You may make a different choice each turn.Matoran canoes
Ionic
Points: 13
Masts: 1
Cargo: 2
Cannon: 4S
Movement: S+L
Ability: Native Canoe. Captain.Flavor: Many seaside villages on the Ionic homeland have small fishing fleets to sustain themselves. Contact with the imperial world has forced these villagers to become self-reliant and convert their fishing boats for self-defense, after all the navy cannot be everywhere at once.
Tura
Points: 13
Ionic
Ability: Chieftan.….and with that we wrap up the last of the Ionic ships (until the SE/LE)! Tomorrow we’ll start with their remaining crew!
XerecsModeratorStar Chaser is too good. It needs to loose either Battleship or EA. If you want to keep both then the speed needs to be reduced to a single segment. S feels extreme, but L would be fine I think. Obsidian reminds me of the Roanoke, cannon ranks and ranges are exactly the same, only this is two points more expensive.
XerecsModeratorRapidly approaching the end of the Ionics, two more for today!
Bomo
Points: 11
Ionic
Masts: 1
Cargo: 4
Cannon: 3L
Movement: S+S
Ability: Once per turn roll a d6. On a 5-6 this ships masts cannot be rammed off and require two hits in the same shoot action to eliminate its mast.Flavor: The crew of the Bomo take extreme measures to ensure that their tiny ship is not easily dispatched in battle, such as additional support timbers and armor plating for the hull. However they often re-purpose those materials to keep the ship seaworthy.
G’ki
Points: 5
Ionic
Masts: 1
Cargo: 4
Cannon: 4L
Movement: L+S
Ability: none.
XerecsModeratorTwo more!
Nuri
Points: 15
Ionic
Masts: 1
Cannons: 4S
Cargo: 3
Movement: S+L
Ability: Once per turn roll a d6. On a 5-6 this ship gets +L+L to its base move.Flavor: Built for speed with a light frame and timber, the Nuri moves so quickly across the water that she almost appears to teleport from place to place. Her speed however comes at the cost of reduced to no firepower.
Sulak
Points: 10
Ionic
Masts: 1
Cargo: 3
Cannon: 3S
Movement: S+S
Ability: Sea Creatures within S of this ship get +1 to their cannon rolls.Flavor: The crew of the Sulak has an uncanny and borderline unnatural affinity for sea life. Be it common fish or the great leviathans of the deep, the crew calls all sea life friend, and in return that sea life will often protect the ship and crew form harm.
XerecsModeratorI might suggest that you re-arrange the order in which the names appear in addition to removing the comment.
Wesley Dorian master-at-arms.
Hmm. Actually looking at that way would imply keeping the comma, so probably best to keep his name/title as-is.
XerecsModeratorI use bold and italic for names of things and keywords like Schooner or Junk. I’m going one/two at a time and I think that’s a good pace for me. If you want to keep going 5 at a time for speed sake then keep going five at a time.
XerecsModeratorYikes, a ten mast dreadnought and a super crew! I like both of them, though I’m wondering how BA would work on the ten master. I notice you specified submarines, not submerged ships, any reason? I think the cargo of 4 keeps the Wrath from being too powerful, kind of like my handling of the Yaochuan and her ability to submerge.
Diabolos is quite powerful, with the right rolls or UT set ups he could very quickly eliminate entire battle fleets or possibly entire factions. I’m looking forward to his eventual use in THC, it should be fun and interesting to see how that plays out.Two more!
Kaut
Points: 5
Nationality: Ionic
Masts: 1
Cargo: 3
Cannon: 4S
Movement: L+L
Ability: This ship cannot load treasure. This ship ignores terrain when given a move action.Irok
Points: 6
Ionic
Masts: 1
Cargo: 3
Cannon: 3S
Movement: S+S
Ability: Oarsman.
XerecsModeratorCursed abilities is very vague. I’d try and specify what exactly cannot affect the ship.
XerecsModeratorOkay, point cost adjustments coming! I’ll go with the lower cost for the Takea, 9 points for it/them.
I can put the Kes at 4 points no problem, and yes I mean she’s the Blockade runner type two master, like the PoC. Aside from the Takea she’s the only Uncommon 2 master for the Ionics.
XerecsModeratorSeems like a very good linked pair. Malophoros gives the Corsairs another much-needed fleet admiral, and the the Rachna is a very good gunship, with some of the best cannons you can get your hands on. With that much point space and some decent cargo, you could set her up as an ‘equipment ship’ with one or two different equipment to use with those L range cannons, like fire or double shot, or your own Bow Chasers.
Two more! An interesting Sea Monster and the last two master!
Takea
Points: 16
Ionic
Masts: 2
Cargo: 0
Cannons 2S-3S
Movement: S+L
Ability: Sea Monster. You may use up to 4 copies of Takea at once.flavor: Ionic sailors have a mix of hatred and reverence for Takea, the great sharks. Usually harmless unless provoked, one is enough to severely damage any ship, encounter or anger a school and you might not live to see the morrow.
Kes
Points:
Masts: 2 (sloop)
Cargo: 1
Cannons: 3S-3S
Movement: S+S
Ability: This ship cannot load or be affected by Unique Treasures.flavor: The captain of the Kes has gone out of his way to keep his ship and crew away from unexplored regions, where strange artifacts and relics of ‘unnatural power’ would tempt him and his crew.
I don’t have a fixed cost yet for the Kes. Aside from her ability she’s underwhelming and quite possibly bad. My initial thought is somewhere around 10 points for her.
XerecsModeratorI might give the Mhak the more commonly found treasure trading ability, as seen on the RV neptune’s hoard. still good but not OP like CJS can be.
Those are some VERY good canoes there. 3S speed with captain and fireshot built in? Yeesh. These are the most offensively minded canoes I’ve ever seen, they seem more suited to combat than to actual gold running. I’m already thinking of multiple sets of these things running around in a campaign. Equal parts terrifying and intriguing.
I like the whole ‘island chain’ of mysterious islands, very cool, and with some very destructive capabilities. You could probably slip these into THC to give them a test run of sorts.
Hmmm. The UT is wordy, but I think it needs to be, for what it’s intended to do. I’m kind of imagining it like an infinity stone or something….. 😀
XerecsModeratorTwo more!
Tihut
Points: 12
Ionic
Masts: 2
Cargo: 3
Cannons: 3S-2S
Movement: S+L
Ability: This ship ignores the first hit she takes each turn as long as she has all of her masts.Rehye
Points: 9
Ionic
Masts: 2
Cargo: 3
Cannons: 4S-4S
Movement: S+S+S
Ability: (none)
XerecsModeratorWe’re steamrolling through the Ionics! Only a few more ships to go and then some crew. After them it’s the much awaited reveals of the Pirates and Cursed, followed by the Mercenaries, and finished up with all the ‘extra’ pieces in the LE/SE and SR section!
Horka
Points: 14
Ionic
Masts: 2
Cargo: 3
Cannons: 5S-3S
Movement: S+S+S
Ability: Friendly ships within S of this ships get +1 to their cannon rolls.Mhak
Points: 13
Ionic
Masts: 2
Cargo: 4
Cannons: 3S-4S
Movement: L
Ability: When this ship is given an explore action, you can swap a treasure on the wild island for a crew on any friendly ship.
XerecsModeratorI advise you to post the relevant custom keywords along with the posts. Me and Ben (and most other people probably) can figure out the keyword/short hand used fore regular abilities, but some of the Custom keywords can be hard to track.
I’d also recommend bolding the names of the pieces, just to make them stand out a little bit.
XerecsModeratorOkay, point cost adjustment on the way for the Hirun. A lot of the Ionic two masters are ‘slow runners’ or could be classified as gold runners. Since almost all of their ships up till now have been IMO gunships.
XerecsModeratorCouple of weird ones today.
Hirun
Points: 10
Ionic
Cargo: 3
Masts: 2
Cannons: 3L-3L
Movement: L
Ability: This ship gets -1 to her cannon rolls with a captain.Viso
Points: 4
Ionic
Masts: 2
Cargo: 5
Cannons: 4S-4S
Movement: S
Ability: Friendly ships within S of this ship get -1 to their cannon rolls.
XerecsModeratorCorrect on the Ekop’s ability, she can completely ignore icebergs as if they weren’t there. Her’s is an ability I originally thought would be more expensive, but after some discussion I’ve realized it’s not as handy as I had thought, I’d just never gotten around to adjusting the cost. I’ll switch the costs around for the two ships.
Incidentally, many of the names are either direct copies or are scrambled up is some way. Ekop for instance is the matoran Kopeke, who eventually became chronicler after Takua and Hali.
XerecsModeratorTwo more!
Bara
Points: 7
Masts: 2
Cargo: 6
Cannons: 3L-3L
Movement: S+S
Ability: Ramming cannot eliminate this ships masts. This ship cannot be given repair actions.Ekop
Points: 13
Masts: 2
Cargo: 3
Cannons: 3S-4S
Movement: L
Ability: This ship ignores iceberg terrain.
XerecsModeratorI can drop their cargo holds down to either 4 or 3 apiece. I don’t really want to drop them to 3, since the Ionics are supposed to be slightly more technologically advanced than their counterparts in Sphereus Magna.
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