Xerecs

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  • in reply to: Custom Ships (post your custom game pieces here!) #1602
    Xerecs
    Moderator

    Wow, 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.

    in reply to: Custom Ships (post your custom game pieces here!) #1580
    Xerecs
    Moderator

    Two 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.

    in reply to: Custom Ships (post your custom game pieces here!) #1576
    Xerecs
    Moderator

    Shouldn’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.

    in reply to: Custom Ships (post your custom game pieces here!) #1570
    Xerecs
    Moderator

    What? 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-roll

    Flavor: 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.

    in reply to: Custom Ships (post your custom game pieces here!) #1568
    Xerecs
    Moderator

    Interesting 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’kar

    Flavor: 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.

    in reply to: Custom Ships (post your custom game pieces here!) #1566
    Xerecs
    Moderator

    Two 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.

    in reply to: Custom Ships (post your custom game pieces here!) #1564
    Xerecs
    Moderator

    I’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.

    in reply to: Custom Ships (post your custom game pieces here!) #1562
    Xerecs
    Moderator

    Two 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.

    in reply to: Custom Ships (post your custom game pieces here!) #1559
    Xerecs
    Moderator

    Only 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.

    in reply to: Custom Ships (post your custom game pieces here!) #1557
    Xerecs
    Moderator

    I 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.

    in reply to: Custom Ships (post your custom game pieces here!) #1554
    Xerecs
    Moderator

    Two 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.

    in reply to: Custom Ships (post your custom game pieces here!) #1552
    Xerecs
    Moderator

    Why 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

    in reply to: Custom Ships (post your custom game pieces here!) #1549
    Xerecs
    Moderator

    Two 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.

    in reply to: Custom Ships (post your custom game pieces here!) #1547
    Xerecs
    Moderator

    For 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.

    in reply to: Custom Ships (post your custom game pieces here!) #1543
    Xerecs
    Moderator

    Bit 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.

    in reply to: Custom Ships (post your custom game pieces here!) #1542
    Xerecs
    Moderator

    Two 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.

    in reply to: Custom Ships (post your custom game pieces here!) #1541
    Xerecs
    Moderator

    The 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.

    in reply to: Custom Ships (post your custom game pieces here!) #1539
    Xerecs
    Moderator

    All 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?

    in reply to: Custom Ships (post your custom game pieces here!) #1537
    Xerecs
    Moderator

    I 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.

    in reply to: Custom Ships (post your custom game pieces here!) #1534
    Xerecs
    Moderator

    Eh…. 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!

    in reply to: Custom Ships (post your custom game pieces here!) #1532
    Xerecs
    Moderator

    Star 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.

    in reply to: Custom Ships (post your custom game pieces here!) #1529
    Xerecs
    Moderator

    Rapidly 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.

    in reply to: Custom Ships (post your custom game pieces here!) #1525
    Xerecs
    Moderator

    Two 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.

    in reply to: Custom Ships (post your custom game pieces here!) #1524
    Xerecs
    Moderator

    I 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.

    in reply to: Custom Ships (post your custom game pieces here!) #1517
    Xerecs
    Moderator

    I 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.

    in reply to: Custom Ships (post your custom game pieces here!) #1515
    Xerecs
    Moderator

    Yikes, 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.

    in reply to: Custom Ships (post your custom game pieces here!) #1513
    Xerecs
    Moderator

    Cursed abilities is very vague. I’d try and specify what exactly cannot affect the ship.

    in reply to: Custom Ships (post your custom game pieces here!) #1511
    Xerecs
    Moderator

    Okay, 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.

    in reply to: Custom Ships (post your custom game pieces here!) #1509
    Xerecs
    Moderator

    Seems 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.

    in reply to: Custom Ships (post your custom game pieces here!) #1503
    Xerecs
    Moderator

    I 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….. 😀

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