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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.
XerecsModeratorMoonbeam is kinda weird, at least to me. Her ability would be hard to keep track of I would think in a larger game, then again it might not be. Testing would tell.
The Ionics get two more submarines!
Voya
Points: 12
Nationality: Ionic
Masts: 2
Cargo: 5
Cannons: 4S-4S
Movement: L
Ability: Submarine. This ship sinks when her last mast is eliminated.flavor: Named for the island she was assembled on, the Voya is one of the first Submarines the Ionics have built. As a result she is susceptible to leaks and constant maintenance.
Marhi
Points: 12
Nationality: ionic
Masts: 2
Cargo: 5
Cannons: 4S-4S
Movement: S+S
Ability: Submarine. This ship cannot carry crew.flavor: Assembled underwater, the Marhi was meant to be a sister vessel to the Voya. Due to her unusual construction however almost no sailor will willingly serve on her, reducing her overall operational effectiveness.
XerecsModeratorThree today! I think I already posted the Agi on MT, back when I introduced the Ionics, but with the issues there I can’t be certain. Plus new feedback on it would be good to hear.
Agi
Points: 5
Ionic
Masts: 2
Cargo: 5
Cannons: 4L-3L
Movement: S+S
Ability: This ship cannot shoot when she carries treasure. When this ship carries treasure its base move is reduced to S.W’ Hee
Points: 7
Nationality: Ionic
Masts: 2
Cargo: 5
Cannons: 5L-5L
Movement: S
Ability: This ship cannot be shot at while docked.Nui
Points: 8
Masts: 2
Cargo: 5
Cannons: 3S-3S
Movement: S
Ability: Equipment do not count toward the point limit of this ship, but still count toward the build total and take up cargo space.
XerecsModeratorThe SF reminds me of El Neptuno, but not as good, at least on my first glance. Given that ship and the fun combos that can be pulled off with her, the SF looks fun to play. The Americans may not have the crew variety of the Spanish but there are plenty of cool things you could do with this. Perhaps it’ll wind up in the staring fleet for THC? 😀
I’ll clean up the wording on the Bohrdak, make it more clear what’s supposed to happen. The inspiration behind the Nurak was a character that compelled people to go back to their job/task. I translated it as best I could without making it too similar to existing mind control pieces. With those changes in mind, do you see their point costs changing much?
The last two Vaki ships, after them there’s only a handful more 2 masters, and then the 1 mast ships! At this rate we might see them all by year’s end! 😀
Vaki–A ship with this keyword cannot sink, but may be scuttled. This ship cannot carry crew.
Cancelling– The cancel ability.Vhorzak
Points: 13
Ionic
Masts: 2
Cargo: 2
Cannons: 3L-3S
Movement: S+L
Ability: Vaki. Cancelling.Rorzak
Points: 13
Ionic
Masts; 2
Cargo: 2
Cannons: 2S-2S
Movement: S+S
Ability: Vaki. Once per turn if this ship is within S+S of an enemy ship, you may look at all face down cargo on that ship.
XerecsModeratorThe Breeze is VERY quick. I think it’s a good thing she’s on the smaller side, since we’ve seen what that ability on larger ships can do.
Vaki— A ship with this keyword cannot sink, but may be scuttled. This ship cannot carry crew.
Bohrdak
Points: 14
Ionic
Masts: 2
Cargo: 2
Cannons: 2L-3L
Movement: S+S
Ability: Vaki. If this ship hits an enemy ship with a perfect shoot action, the target ship may be given an action as if it was a part of this ships fleet.Zadak
Points: 13
Ionic
Masts: 2
Cargo: 2
Cannons: 2L-2L
Movement: L+S
Ability: Vaki. This ship gets +1 to her cannon rolls against any ship.Kerahk
Points: 14
Ionic
Masts: 2
Cargo: 2
Cannons: 3S-3L
Movement: S+S+S
Ability: Vaki. The number of times this ship hits an enemy ship is the number of turns that ship cannot be given shoot actions.Nurak
Points: 15
Ionic
Masts: 2
Cargo: 2
Cannons: 3S-3S
Movement: S+S
Ability: Vaki. If this ship hits an enemy ship with a perfect shoot action, immediately dock that enemy ship at the closest wild island. If there is a tie, the controller of this ship chooses which island.
XerecsModeratorThat might be a little too cheap, but I wouldn’t be opposed to that for playtesting purposes.
For a middle ground, 13-14 points. This will probably affect the next six with this keyword, since they’re all two masters.
XerecsModeratorThe new Vaki ships look like a conundrum. The ability to not carry crew severely hurts them, to the point where both may be overpriced.
Hmmm…… Would bringing their costs down to around 12-13 be better?
XerecsModeratorThat’s a lot of cargo for something that’s basically a flotilla. 😀 With that much room you can fit all manner of equipment and specialist crew aboard. Since it HAS to be towed, gold running is not an option for this, only combat, and it looks well prepared for the task. I’m not sure how the towing rule would work, rules wise. Maybe you could ask Woelf?
The newborn Menace is frightening looking all right, with delightfully creepy flavor text. Her secondary ability, I’m assuming she would still be eliminated if she did NOT roll a 6? I’m tempted to say she’s too expensive, but then there’s also the re-brand of Fear, translated to Horror, which I quite like since it makes that ability much more useful.
Two new ones today, and a new keyword to boot!
New keyword: Vaki— A ship with this keyword cannot sink, but may be scuttled. This ship cannot carry crew.
Kranu
Points: 17
Ionic
Masts: 3
Cargo: 2
Cannons: 2S-3L-2S
Movement: S+S
Ability: Vaki. Ghost Ship. You may give this ship a shoot action to make one 3L+L electric attack against a target ship (it may make no other attacks). If it hits, do not eliminate a mast; instead the target and its crew cannot use any abilities until the beginning of your next turn.Kraha
Points: 16
Ionic
Masts: 3
Cargo: 2
Cannons: 2L-2L-2L
Movement: L
Ability: Vaki. Ghost Ship.
XerecsModeratorWith Rotoz at L speed, I’d be fine with her at 15 points. (mostly just extended chainshot)
Zuva could maybe go to 16, but it’s too early to say that definitively.I think the Zuva will stay at 17, to avoid potential abuse.
only one new one today, as we’ver reached the end of this sting of six. Tomorrow a new keyword!
Vidok
Points: 16
Ionic
Masts: 3
Cargo: 3
Cannons: 2S-2L-3L-2L
Movement: S+S
Ability: Bombardier. This ship may shoot at submerged targets within L.
XerecsModeratorTwo more!
Zuva
Points: 17
Ionic
Masts: 3
Cannons: 3S-2S-3S-2S
Cargo: 3
Movement: S+S
Ability: Bombadier. When used in flamestrike mode, this ships bombardier cannon can replace up to two fire masts with its first hit.Rotoz
Points: 18
Ionic
Masts: 3
Cargo: 4
Cannons: 3S-3S-3S-3S
Movement:
Ability: Bombadier. This ships bombardier cannon may not be used in flamestrike mode. When this ship hits another ship with its bombardier cannon, that ship may not be given a move action on its next turn.I’m not sure about the movement for the Rotoz, I’m thinking L but I don’t want to be too mediocre.
XerecsModeratorDone and done! Two more Bombardiers tomorrow!
XerecsModeratorOkay. Full drafts:
(changes/addiions in bold)Kluun
Points: 14
Ionic
Masts: 3
Cannons: 3S-4L-3L-3L
Cargo: 3
Movement: L
Ability: Bombardier. This ship gets -1 to her die rolls when rolling for terrain effect.Grok
Points: 14
Ionic
Masts: 3
Cannons: 2S-3S-4L-4L
Cargo: 4
Movement: L
Ability: Bombardier. One of this ships treasures is worth +1 gold when unloaded at your home island.
XerecsModeratorI think I’ll begin posting two a day to speed up the process. This group of ships is still in a raw phase. Most of their stats are not final or complete, such as point costs and cannon ranks.
Italicized cannon is Bombardier cannon
Kluun
Points:
Ionic
Masts: 3
Cannons: 3S-4L-3L-3L
Cargo: 3
Movement: L
Ability: Bombardier. This ship gets -1 to her die rolls when rolling for terrain effect.Grok
Points:
Ionic
Masts: 3
Cannons:
Cargo: 4
Movement: L
Ability: Bombardier. One of this ships treasures is worth +1 gold when unloaded at your home island.
XerecsModeratorI’m not sure where to price this one either, since Bombadiers are/were overpriced to begin with. The italicized cannon is the Bombadier cannon.
Marto
Points:
Ionic
Masts: 3
Cannons: 2S-3L-2L-2L
Cargo: 3
Movement: S+S
Ability: Bombardier.
XerecsModeratorI haven’t decided on a point cost for this one yet, though I’m thinking somewhere around 15-17 points.
Lurker
Points:
Ionic
Masts: 3
Cargo: 4
Cannons: 4S-4S-4S
Movement: S+S
Ability: Submarine. This ship may eliminate up two masts on a successful ram.
XerecsModeratorThought I’d post two at once, since they’re so similar.
J’ga
Points: 14
Ionic
Masts: 3
Cargo: 5
Cannons: 3L-3S-3L
Movement: S+S
Ability: Scorpion.K’Fo
Points: 14
Ionic
Masts: 3
Cargo: 4
Cannons: 3L-4S-3L
Movement: S+S
Ability: Scorpion.
XerecsModeratorWe’re steadily working through the Ionics. With today’s ship we’re halfway through their selection of three mast ships!
Raneka
Points: 15
Nationality: Ionic
Masts: 3
Cargo: 3
Cannons: 3L-3L-3L
Movement: L
Ability: Galley. This ship eliminates two masts with each hit.
XerecsModeratorA wording change to something like this:
Enemy ships within L of this ship get -2 to their cannon rolls against this ship.
XerecsModeratorThree at once!
Vohrak
Points: 20
Ionic
Masts: 3
Cargo: 3
Cannons: 3S-3L-3S
Ability: Enemy ships within L of this ship get -2 to their cannon rolls. This ship gets +1 to her cannon rolls for every enemy ship within L of this ship.flavor: It is said that the Vohrak is alive. How else would it be able to sap the strength from men, and become stronger in return?
Rashi
Points: 13
Nationality: Ionic
Masts: 3
Cargo: 4
Cannons: 4L-3L-2L
Movement: S+S
Ability: Galley. If a Sea Creature begins its move within L of this ship, it gets +L to its base move that turn.Flavor: The crew of the Rashi are all former fishermen, who respect and sometimes revere the great beasts of the sea.
Rocos
Points: 11
Ionic
Cargo: 5
Cannons: 4S-4S-4S
Movement: S+L
Ability: Galley.
XerecsModeratorTwo at once today, since one is kinda boring. 😀
Gurahk
Points: 13
Ionic
Masts: 3
Cargo: 3
Cannons: 3S-3S-3S
Movement: S+S
Ability: Once per turn this ship can look at one face-down cargo on any ship.Kurak
Points: 15
Ionic
Masts: 3
Cargo: 3
Cannons: 3S-2S-3S
Movement: L+S
Ability: Whenever one of this ship’s masts would be eliminated, roll a d6. On a 5-6 eliminate a mast from an enemy ship within L instead.flavor: Despite her smaller size, the Kurak inspires fear wherever she goes. Ships that fire on her often find their cannonballs either flung back at them or hitting one of their own nearby.
XerecsModeratorHmmmm. Suppose the range was S and it could only eliminate up to one mast, in addition to my suggested wording change. Would look like this:
Once per turn, before you give this ship an action, roll a d6 for every ship within S of this ship. On a 5-6 eliminate a mast from the target ship.
XerecsModeratorPahrahk
Points: 17
Ionic
Masts: 3
Cargo: 3
Cannons: 2L-2L-2L
Movement: L
Ability: Once per turn roll a d6 for every ship within L of this ship. On a 5-6 eliminate up to two masts from the target ships.I’m thinking of changing the ability to specify at the beginning of a turn or before you give it an action.
XerecsModeratorNext up for the Ionics:
Lehrak
Points: 15
Ionic
Masts: 3
Cargo: 3
Cannons: 3S-4S-3S
Movement: S+S
Ability: This ship cannot be pinned. When this ship rams another ship, eliminate a crew and a mast. -
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