Xerecs

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  • in reply to: Custom Ships (post your custom game pieces here!) #1474
    Xerecs
    Moderator

    Moonbeam 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.

    in reply to: Custom Ships (post your custom game pieces here!) #1463
    Xerecs
    Moderator

    Three 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.

    in reply to: Custom Ships (post your custom game pieces here!) #1459
    Xerecs
    Moderator

    The 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.

    in reply to: Custom Ships (post your custom game pieces here!) #1453
    Xerecs
    Moderator

    The 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.

    in reply to: Custom Ships (post your custom game pieces here!) #1451
    Xerecs
    Moderator

    That 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.

    in reply to: Custom Ships (post your custom game pieces here!) #1449
    Xerecs
    Moderator

    The 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?

    in reply to: Custom Ships (post your custom game pieces here!) #1447
    Xerecs
    Moderator

    That’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.

    in reply to: Custom Ships (post your custom game pieces here!) #1443
    Xerecs
    Moderator

    With 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.

    in reply to: Custom Ships (post your custom game pieces here!) #1438
    Xerecs
    Moderator

    Two 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.

    in reply to: Custom Ships (post your custom game pieces here!) #1433
    Xerecs
    Moderator

    Done and done! Two more Bombardiers tomorrow!

    in reply to: Custom Ships (post your custom game pieces here!) #1431
    Xerecs
    Moderator

    Okay. 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.

    in reply to: Custom Ships (post your custom game pieces here!) #1424
    Xerecs
    Moderator

    I 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.

    in reply to: Custom Ships (post your custom game pieces here!) #1419
    Xerecs
    Moderator

    I’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.

    in reply to: Custom Ships (post your custom game pieces here!) #1417
    Xerecs
    Moderator

    I 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.

    in reply to: Custom Ships (post your custom game pieces here!) #1347
    Xerecs
    Moderator

    Thought 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.

    in reply to: Custom Ships (post your custom game pieces here!) #1305
    Xerecs
    Moderator

    We’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.

    in reply to: Custom Ships (post your custom game pieces here!) #1228
    Xerecs
    Moderator

    A wording change to something like this:

    Enemy ships within L of this ship get -2 to their cannon rolls against this ship.

    in reply to: Custom Ships (post your custom game pieces here!) #1226
    Xerecs
    Moderator

    Three 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.

    in reply to: Custom Ships (post your custom game pieces here!) #1157
    Xerecs
    Moderator

    Two 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.

    in reply to: Custom Ships (post your custom game pieces here!) #1146
    Xerecs
    Moderator

    Hmmmm. 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.

    in reply to: Custom Ships (post your custom game pieces here!) #1144
    Xerecs
    Moderator

    Pahrahk
    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.

    in reply to: Custom Ships (post your custom game pieces here!) #1142
    Xerecs
    Moderator

    Next 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.

    in reply to: Custom Ships (post your custom game pieces here!) #1139
    Xerecs
    Moderator

    The ability is a modified fear. I could nerf it completely and just give it standard fear, however I want it to be effective and used. So I think I’ll make it less automatic like you suggested and possibly make the base move reduction to S. I think with those changes 19 could work as a starting point.

    in reply to: Custom Ships (post your custom game pieces here!) #1137
    Xerecs
    Moderator

    Re-work coming for Jan. I’m trying to think of some ‘behind the scenes’ abilities for her that would work well together.

    Umarak will keep his fog hopping, but I might raise his cost to 12. I actually got his source character mixed up. Fog hopping is MUCH more appropriate for what the source character does.

    I’m not sure if this one is priced too high or not high enough, barring changes.

    Turak
    Points: 19
    Ionic
    Masts: 3
    Cargo: 3
    Cannons: 2L-3L-2L
    Movement: S+L
    Ability: Once at the beginning of each of your turns for every enemy ship within L, roll a d6. On a 1-3 the target ships base move is reduced to T until the beginning of your next turn. On a 4-6 none of the targets crew or ship abilities may be used until the beginning of your next turn.

    in reply to: Custom Ships (post your custom game pieces here!) #1133
    Xerecs
    Moderator

    I can bump the Masque to 21-22 points easy enough. I think she was around there, but then the Man-O-War keyword changed a little so I decreased her to 20.

    Interesting that you say that about the Savant and Sub-hunter, as you were the one who suggested their cost of 8 on MT when I first posted them. 😀

    Chasseur can come down to 10 points, since I don’t really want to hand out general +1 to d6 abilities.

    Cataclysme is probably getting a nerf, range and effect both.

    The chateu is based off of a place in the Count of Monte Cristo. A prison I believe.

    Hmmmm. Umarak is based off of a character who could transform into a light beam and zip around real fast. I translated that into fog hopping, since turning into light is a little too much for pirates. 😀 I can think about some other kind of ability, since the source character was really fast. Maybe some kind of crazy speed boost?

    Yeah, I was thinking Dubois might be a little too cheap. I can bring him up to 8 or 9 points easily enough.

    I haven’t figured out a flavor text for Amalie yet….. But I really want to. 😀

    Would dropping Jan’s price help, or would an ability re-work be more suitable?

    Hmmm. I can raise St. Croix to 10, or I can give him standard world hating. I’m not sure.

    I don’t highly value the Doctor ability at all, which is why I put it at around 2 on Bordeuax. I don’t think the ability is very useful, but that could be because I’ve almost never used it or had it used against me. I can put him at 7 but that makes him feel over priced to me.

    I thought the last line of his ability text was fairly clear, it’s meant to not be used on consecutive actions and consecutive turns. I’ll probably add some wording to make it more clear, I think I left it like that to avoid his ability text becoming too wordy.

    Glad you liked the flavor texts! There’s some overarching plot lines to Spherus Magna, such as the confrontation and meeting of the offspring of Montana Mays and Guy LaPlante, and the adventures of past crew from the various factions and how they interact with the new ‘world power’ that is the Ionics.

    Speaking of the Ionics,

    Rashki
    Points: 15
    Nationality: Ionic
    Masts: 3
    Cargo: 3
    Cannons: 2S-3L-2S
    Movement: S+L
    Ability: Two hits are required in the same shoot action eliminate one of this ships masts.

    in reply to: Custom Ships (post your custom game pieces here!) #1131
    Xerecs
    Moderator

    Finally joined! Huzzah! I bring the complete French roster from my most recent set, Pirates of Spherus Magna!

    Keywords/short hand:

    Man-o-War: Before you give this ship an action roll a d6. On an even numbered result this ship eliminates two masts with each hit for this turn. On an odd numbered result, this ship’s cannons are rank 2 for this turn.

    Battleship: This ship has two shots per mast and the Extended Range keyword.

    Guardian: This piece is linked to all other pieces with this keyword.

    SAT: The same action twice ability.

    Re-roll: The re-rolling ability

    Fog-Hopper: The fog-hopping ability, as seen on the Hangman’s Joke.

    Cancelling: The cancelling ability

    Grand Masque
    French
    Points: 20
    Masts: 5
    Cargo: 5
    Cannons: 3L-3L-3L-3L-3L
    Movement: L
    Ability: Man-o-war.

    Flavor: Designed by Ionic shipwrights, the Grand Masque is the newest vessel to bear the tri-colors. Her french crew have no qualms that she was built by possible foes, as they find the decoration on the hull and sails quite pleasant and feel it gives them an edge in battle.

    Belle Femme
    French
    Points: 17
    Masts: 4
    Cargo: 4
    Cannons: 3S-3S-3S-3S
    Movement: S+S
    Ability: SAT.

    Ionics Fleau
    French
    Points: 15
    Masts: 4
    Cargo: 5
    Cannons: 2S-2L-2L-2S
    Movement: S+L
    Ability: Schooner. This ship gets +1 to her cannon rolls against Ionic ships forts and crew.

    Flavor: Despite relative peace with the Ionics, the Captain of the Ionics Fleu does not trust them and suspects them of secretly allying with the Cursed, or worse the English.

    Masque Royal
    Points: 18
    Masts: 4
    Cargo: 4
    Cannons: 4S-4S-4S-4S
    Movement: S+S
    Ability: Battleship. Eliminate one of this ships masts when she rolls a 1 on any cannon roll.

    Flavor: Built for the son of a wealthy noble, the Masque Royal has all the trappings of a modern warship, but rarely leaves port. When she does leave port, she is almost always crewed by greenies, who barely know how to fire a cannon.

    Grand Colisee
    French
    Points: 28
    Masts: 5
    Cargo: 5
    Cannons: 3L-3L-3L-3L-3L
    Movement: S
    Ability: This ships cannons may not be eliminated (masts still may be). If derelict she cannot shoot. Once per turn give this ship a shoot action. A shockwave S wide and L+L long leaves the ship in one direction. Eliminate up to two masts and one crew from every ship in the path. This ship cannot be given actions equal to the number of ships affected.

    Savant
    French
    Points: 8
    Masts: 2
    Cargo: 3
    Cannons: 3S-4S
    Movement: S+S
    Ability: This ship gets +1 cargo spaces when she does not carry treasure.

    Maître de l’eau
    French
    Points: 8
    Masts: 2
    Cargo: 2
    Cannons: 4S-4S
    Movement: L
    Ability: This ship does not roll for effect for whirlpools. This ship may shoot at submerged targets within S of it.

    Chasseur de l’Ombre
    French
    Points: 15
    Masts: 2
    Cargo: 3
    Cannons: 3S-2L
    Movement: L
    Ability: This ship get +2 to her cannon rolls against Cursed ships forts and crew. L-range cannons cannot hit this ship.

    Grand Cataclysme
    French
    Points: 18
    Masts: 2
    Cargo: 4
    Cannons: 2S-2S
    Movement: L+S
    Ability: Once at the beginning of each of your turns roll a d6. On a result of 6 every ship within L+L of this ship loses one mast, one cargo and has their base move reduced to S on their next turn.

    Chateau de la Solitude
    French
    Gold: 5
    Flags: 6
    Cannons: 3L-3L-4L-4L-4L-4L
    Ability: Ships within L of this fort have their base move reduced to S

    Jordan LaPlante
    French
    Points: 7
    Ability: Captain. This ship gets +1 to her cannon rolls against any non-French ship.

    Flavor: Jordan is just as committed to the French cause as his father, Guy. However he did not expect that his duties would bring him into conflict with his half-brother.

    Umarak
    French
    Points: 6
    Ability: Hostile: Ionic. Black Mark. Fog-hopper.

    Flavor: The one man who Ambassadeur Dubois trusts, shadows cling to Umarak whereever he goes. Some say he brings shadows with him, others say that he IS a shadow. Despite his mysterious nature one thing is clear, his hatred for the Ionic people.

    Jean Blacktooth
    French
    Points: 5
    Ability: Helmsman. Re-roll.

    Ambassadeur Jacques Delacour
    French
    Points: 4
    Ability: Parley. Ionic crew may use their abilities on this ship.

    Flavor: Jacques is well-respected by his peers in the French court and by politicians around the globe. He was among the first to extend the olive branch of peace to the Ionic peoples.

    Ambassadeur Phillipe Dubois
    French
    Points: 6
    Ability: Black Mark. Fear. Cancelling.

    Flavor: Ambassadeur Dubois carries an air of malevolence about him. He regards everyone he meets as a potential enemy of France, and is rumored to have dealings with the Cursed.

    Amalie Godiva
    French
    Points: 3
    Ability: Place this crew face-up during set up. Reduce the cost of all other crew placed on this ship by 2.

    Vicomtesse Jan de Richelieu
    French
    Points: 7
    Ability: This crew takes up no cargo space when revealed. When revealed place a crew worth 4 points or less on this ship. This ship gets +1 cargo spaces.

    Flavor: Inheriting her mother’s angelic looks and cunning mind, Jan is skilled at getting people to do what she wants. Her abilities have attracted the attention of Ambassadeur Dubois, both in a professional manner and in a romantic manner.

    Capitan Louis St. Croix
    French
    Points: 8
    Ability: SAT. This ship gets +1 to her boarding and cannon rolls.

    Flavor: Rumors abound that Louis is the son of Vicomtesse de Richeliu, born out of wedlock. Louis lets his sword and pistol do the talking when he is asked about these matters.

    Amiral Pierre Bordeaux
    French
    Points: 5
    Ability: Captain. When another face-up crew on this ship would be eliminated, turn it face down instead.

    Flavor: Pierre carries on his grandfather’s tradition, protecting the interests of France, and saving the souls of men.

    Krakua
    French
    Points: 11
    Ability: Guardian. Give this ship a shoot action. A sound wave S wide and S+S long leaves this ship in one direction. Eliminate up to two masts, flags or segments from every game piece in the path of the wave. This ability cannot be used consecutively.

    Flavor: Found adrift in Ionic waters by French Merchants, Krakua was accepted into the navy based on his knowledge of the Ionic navy and his ability to amplify sounds. What the Admiralty does not know is that he has been placed by the Ionics as a part of some larger scheme.

Viewing 26 posts - 1,111 through 1,136 (of 1,136 total)