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XerecsModeratorDo you think it’d be worth the cost instead if it just gave a +1 mast repair per shipwright (giving incentive for multiples to be taken)? 16 points and leaving it alone sound pretty good too though!
I don’t think that first idea would work, due to the no stacking rule. Unless you mean that the ship would be able to repair a number of masts equal to the number of shipwright crew assigned to her?
Leaving it at 16 and keeping the rest of the abilities as-is is also an option to consider.
XerecsModeratorUSS Alliance
Nationality: American
Point Cost: 19
Masts: 4
Cargo: 4
Base Move: S+S
Cannons: 3L-3S-3S-3L
Link: Monsieur LeNoir
Ability: Shipwrights on this ship may repair up to two masts with each repair action or remove one fire mast instead of the normal repair action. French crew can use their abilities on this ship.This is a fine ship, a bit expensive though. I’m not sure that allowing shipwright crew to remove a fire mast is that expensive, nor is allowing them to repair up to two masts. I think you could start this ship at 15 or 16 points for some testing.
XerecsModeratorNice to see these return! These models are a little larger than I thought they’d be, is that an actual light at the top?
I’m going to sound a little silly, but I was expecting them to look more like a taller skinnier fort, like several 2D pieces of plastic put together to make a 3D shape.
XerecsModeratorThe final ship from the Farthest Shore!
Nexus III
Nexus Alliance
Points: 40
Masts: 10
Cannons: 3S-3S-2L-2L-2L-2L-3S-3S-3S-3S
Cargo: 10
Movement: L
Ability: Junk. This ship gets +S to her base move and +1 to her cannon rolls if a captain and explorer crew are assigned to her.Flavor: Considered the pinnacle of the Nexus line to date, the Nexus III is akin to a floating fortress. Despite that when handled correctly she moves with surprising agility for a vessel her size.
With that, the largest custom set I’ve worked on to date is finished! It’s taken us slightly less than a year of mostly daily posting to see 500+ ships, crew, forts, equipment, and islands! What started out as a silly idea to make some ships and references to the old Lego Universe mmog turned into something much more. I’m not completely done making custom ships, there’s still the War of the Seas to come, in addition to a sequel of sorts to the PotC set but I’m not going to be posting bits from those on the daily and likely not anytime soon. I’ll be taking some time to review each post made for Farthest Shore (on PwB anyway) and make any necessary edits to game pieces and eventually I’ll have the set properly added to the Customs Database where you can see all 513 ships, crew, forts, equipment, treasures and islands of Pirates: The Farthest Shore!
XerecsModeratorThe next ten mast from the Farthest Shore, and a new keyword!
Nexus II
Nexus Alliance
Points: 35
Masts: 10
Cannons: 3L-3L-3L-3L-3S-3S-3S-3S-3L-3L
Cargo: 7
Movement: L
Ability: Junk. Carrier. Canoes loaded by this ship do not take up cargo space. This ship can load up to 6 canoes.Flavor: Built specifically to carry “war canoes”, the Nexus II is designed for long periods at sea. Many of the canoes can be stored in the hull itself, allowing extra provisions, supplies, and treasures to be kept in the cargo holds.
Carrier: If at any time a friendly native canoe is touching this ship, as a free action that canoe may be loaded onto this ship as cargo. Any cargo that that canoe was carrying is also unloaded onto this ship. To unload canoes, give this ship a move action but do not move her. Instead place all stored canoes so that their end touches this ship.
XerecsModeratorLove the ability spread. Could be made into a super hybrid
Most likely could be, the Nexus Alliance has some interesting crew options.
XerecsModeratorThe next ten mast ship!
Nexus I
Nexus Alliance
Points: 35
Masts: 10
Cannons: 3L-3L-3L-3L-4S-4S-4S-4S-3L-3L
Cargo: 6
Movement: L
Ability: Junk. Hidden Gold. This ship may unload cargo at your home island or friendly fort if she is within S of it. This ship’s cannons cannot be eliminated (masts still may be). If derelict she can’t shoot. Ionic crew may use their abilities on this ship.Flavor: Constructed by the best Alliance and Ionic shipwrights working together. The Nexus I represents the first of a new line of super ships, ones that will ensure the safety and security of both the Ionics and Nexus Alliance.
Hidden Gold: This ship has 2 extra cargo spaces that may only be assigned treasure.
XerecsModeratorLooks like it would be a blast to use. That’s a very powerful new ability, this might even be a ship that goes beyond 50 points someday….
Maybe someday her cost will go up, for now I think 45 is okay. There are some interesting options given that she doesn’t have a linked crew and the Ionics have several super crew to their name.
XerecsModeratorThe first ten mast of the set, and one of the last ships for the Farthest Shore!
Supremacy
Ionic
Points: 45
Masts: 10
Cannons: 3S-3S-4L-4L-4L-4L-4L-4L-4L-3S-3S
Cargo: 8
Movement: S+S
Ability: Junk. Treasure Ship. When this ship is docked at any island, friendly ships also docked at the same island cannot be shot at.Flavor: Massive in size and firepower, the Supremacy was designed and built to be just that and reign supreme on the seas, a demonstration of the power of the Ionic people.
XerecsModeratorThe last two crew today, tomorrow we see the first ten mast of the set….
First Mate Paul Locke
Pirate
Points: 6
Ability: Marine. This crew gets +1 to its gun rolls against any non-pirate target.Flavor: Captured by Navarr while on duty along the Barbary Coast, Paul Locke suffered for years in the brig of the Misfortune’s Keep. When attempts to Ransom the English officer back were declined, Locke decided to join the Keep’s crew and seek vengeance on those who forgot about him.
Captain Alan De Soto
Pirate
Points: 5
Ability: Captain. Secret Hold.
Flavor: De Soto liberated the crew of the Destiny’s Bounty from her cruel captain, and quickly became a legend in the South China Seas. It was his infamy however, that led to mutiny and his supposed death. Returning to the seas, his only goal is to reclaim his ship, and secure the map to his secret fortune, hidden within her hold.
XerecsModeratorTwo ships and some crew from the LE section, we’re almost done with the Farthest Shore!
Ifrit
Pirate
Points: 14
Masts: 4
Cannons: 2L-2S-3S-4L
Cargo: 2
Movement: L+S
Ability: This ship gets +1 to her cannon rolls for every friendly ship within S of her.Flavor: Sailors who survive an encounter with the Ifrit compare to her to an attacking shark: quickly circling her prey while making sudden devastating attacks from her bow cannons.
Byakko
Pirate
Points: 18
Masts: 3
Cannons: 2L-2S-3L
Cargo: 3
Movement: L+S
Ability: Blockade Runner. This ship gets plus one to her cannon rolls against any non-Pirate ship.Flavor: Equipped with a fierce crew and the best guns money can buy, the Byakko upholds the honor of her traditional Chinese title, “The King of Beasts”.
Captain O.B. Vious
French
Points: 8
Ability: Captain. This ship gets plus one to her cannon rolls against any non-French ship. Enemy ships more than S away from this ship get +1 to their cannon rolls against this ship.Flavor: A man who suffers from shortsightedness, color blindness, partial deafness, has no sense of direction, and a lack of common sense, captain Vious is allowed to serve in the navy exclusively because when he realizes he’s taking fire, no other officer can rival his vengeful temper.
Alexandre de Quincy
French
Points: 8
Ability: Black Mark. Eternal. Once per turn, you may eliminate one of this ship’s crew to give her an extra action. When this ship hits an enemy ship, eliminate a cargo from the enemy ship.Flavor: De Quincey has been part of the French court for far longer than most other nobles. His ruthless nature and tendency to stick to the shadows behind the Admiralty, have led to many curious rumors regarding the supernatural. Rumors that he has neither confirmed nor denied.
Blockade Runner: This ship gets +1 to her ramming and boarding rolls. Ramming cannot eliminate this ship’s masts.
XerecsModeratorThe Final three SE ships! Tomorrow we begin with the final LE ships and crew and some of the last pieces for the Farthest Shore.
Vika
Ionic
Points: 14
Masts: 3
Cannons: 3S-4L-3S
Cargo: 3
Movement: L
Ability: Double Catamaran. Firepot specialist. This ship may not be given fire masts.Flavor: The crew of this vessel prefer the warmer climes and waters of the ocean. Extended time in the intense heat is believed to be the reason the crew has taken up fire-worshiping.
P’kwai
Ionic
Points:14
Masts: 3
Cannons: 4S-2L-4S
Cargo: 3
Movement: S+S
Ability: Double Catamaran. Once per turn, one crew or ship within S of this ship can’t use its ability that turn.Flavor: For a catamaran, this ship has unusually tall masts. This feature usually allows the crew to spot trouble before it comes within cannon range.
Kewa
Ionic
Points: 13
Masts: 2
Cannons: 3S-3S
Cargo: 4
Movement: L+S
Ability: Catamaran. If this ship is assigned a captain crew she gets +1 to her cannon rolls. This ship may look at one face-down cargo on any ship within L of it.Flavor: This ship was constructed with spare and excess timbers left over from the G’Ko. Though the admiralty denies it, and claims it is impossible, many sailors believe that the good fortune of the G’Ko will follow the Kewa.
XerecsModeratorThree more SE ships from the Farthest Shore!
Guardian
Ionic
Points: 17
Masts: 3
Cannons: 4S-3L-4S
Cargo: 3
Movement: L
Ability: Turbine. This ship cannot be shot at by ships within S of her.Flavor: Admiralty claims there is nothing unusual about the Guardian, despite accounts of cannonballs sailing right through her as if she was made of smoke.
D’Kap
Ionic
Points: 15
Masts: 2
Cannons: 3S-3L
Cargo: 4
Movement: S+L
Ability: Catamaran. This ships gets +L to its base move after 10 turns have passed.Flavor: The D’Kap may be small, but like her namesake can outlast most other ships on the waves. She and her crew seem to get faster as time goes on.
Husi
Ionic
Points: 14
Masts: 3
Cannons: 2L-3S-2L
Cargo: 3
Movement: L
Ability: Double Catamaran. If this ship is assigned a captain crew, she gains +L to her base move. For every cannon roll of 1, eliminate a mast from this ship.Flavor: A trainee crew mans the Husi, itself one of the older ships in the navy. For their own protection, the ship and her crew are assigned to coastal patrol until they can lean how to properly sail.
XerecsModeratorWe’ve seen the regular line up of every faction in the Farthest Shore, all of the new Generic crew, equipment, Unique Treasures, Islands, and Super Rares. All that’s left is the handful of SE and LE ships and crew! We have three SE ships today!
Crawler
Ionic
Points: 12
Masts: 3
Cannons: 2S-3L-2S
Cargo: 4
Movement: S+S
Ability: Turbine. Oarsman.Flavor: The first Turbine constructed by the Ionics, the Crawler was so named because she “crawled” across the surface of the waves, as opposed to sailing over them.
K’Raw
Ionic
Points: 15
Masts: 3
Cannons: 4S-4L-4S
Cargo: 3
Movement: L
Ability: Turbine. This ship gets +1 to her cannon rolls for every enemy ship within S. This ship cannot be shot at by ships within S of her.Flavor: Delivered to the Ionics as a hulk from the Nexus Alliance, the K’raw served as the baseline blueprint for the Crawler and every other Turbine ship the Ionics have built.
Kra-ka
Ionic
Points: 19
Masts: 3
Cannons: 3L-3L-3L
Cargo: 6
Movement: L
Ability: Turbine. At the beginning of your turn choose an ability of any Ionic ship in play. This ship has that ability until the beginning of your next turn. You may make a different choice each turn.Flavor: With a deeper draft than most ships of her type, the Kra-ka has an unusually large cargo hold.
XerecsModeratorThe second Super Rare set of the Farthest Shore! That’s right, the Farthest Shore has two Super Rare sets, which would have made collectors and players crazy I’m sure.
Maelstom’s Vortex
Cursed
Points:
Masts: 5
Cannons: 2S-3L-3L-3L-2S
Cargo: 4
Movement: L
Ability: Once per turn, one Nexus Alliance piece within L of this ship cannot use its ability that turn.Flavor: This ship appeared when Typhonus fell to the Cursed. When not seated on his black throne, the Baron can be found on this ship, terrorizing the people he once called friends.
Corrupted Knight
Cursed
Points: 8
Masts: 1
Cannon: 3L
Cargo: 2
Movement: S+S
Ability: This ship gets +1 to her cannon rolls against any non-Cursed game piece.Flavor: As a demonstration of his newfound power, Typhonus cursed the crew of this vessel and ensnared them in his thrall.
Baron Typhonus
Cursed
Points: 13
Ability: At the beginning of each of your turns, roll a d6. On a result of 1-2, you may give one ship in your fleet +1 to its boarding rolls for this turn. On a result of 3-4, you may give one ship in your fleet +1 to its cannons for this turn. On a result of 5-6, you may give one ship in your fleet the same action twice, this turn. This ship cannot be affected by the Maelstrom’s Sigil Treasure.Flavor: Typhonus attempted to control creation with destruction, resulting in chaos and the Maelstrom. The Baron’s only goal now is finding the fabled Heart of the Nexus and accumulating more power for himself.
The Maelstrom
Ability: When revealed place a storm from outside the game anywhere in play not within S of a ship or island. Any ship that begins their turn within S of that storm must roll a D6. On a result of 1-3 roll another d6 and eliminate masts from friendly ships in play equal to the result. On a result of 4-6 roll another D6 and eliminate a friendly crew with a point cost equal to or less than the result. Should this storm move, a D6 does not need to be rolled to determine it’s direction, instead the active player may choose which direction the storm moves.
If Heart of the Nexus is in play, instead the storm functions as normal and the effects of Heart of the Nexus cannot be used.Storm
Terrain
A Storm has the numbers 1-6 printed around its edge, as well as a gold number printed at its
Center. Storms block lines of fire.
At the end of each player’s turn, that player must roll a d6. Compare the result to the gold number printed on all icebergs in play. If the result matches any storm(s), those storms move that turn. For each Storm that will move, roll another d6 and match the result to the number printed around the Storm’s edge. Measuring straight out from that number away from the storm, move the storm L. Do not turn or rotate it.
When any part of a game piece touches a storm, the entire game piece must be
placed within the storm as a free action; roll a d6, the result is the number of masts, segments, flags or damage points removed from the game piece. If the result is more than the number of remaining masts, segments, flags or damage points, the game piece is eliminated from the game. If a game piece is still inside a storm at the end of a turn, roll a d6 again and remove the resulting amount from the game piece.
A game piece in a storm is lost. Lost game pieces can’t shoot, be shot at, ram or be rammed, pin or be pinned, or board or be boarded by other ships. Game pieces exit storms in random directions. When a game piece is given a move action to exit a storm, roll one d6 before moving it. Place the game piece outside of the storm facing away from the storm and touching the number on the storm that matches the die result; it can face in any direction away from the storm and is no longer lost. Begin moving the game piece from that point.
If two or more Storms collide or move into contact with one another, they merge and move as one Storm. If a storm spends more than three turns over an island, it is removed from the game.
XerecsModerator“The Code, Broadsides Attack, pg 19”
The ability “L-range cannons cannot hit this ship” does not make a ship an invalid target, even if the attacker has
only L-range cannons available. It can prevent a shot from hitting, but does not prevent the shot from being made.Would I be correct in interpreting this to mean that if a ship has only L range cannons and tries to Broadside Attack a ship that cannot be hit by L-range cannons, that the target ship can be shot at, but not hit, even if the roll for Broadsides Attack is successful?
For example, Commander Temple is on HMS Gallows and targets targets the Sea Fox with a Broadsides Attack. The Broadsides roll is successful, but Sea Fox ignores the hits due to her ability.
Is that right, or would the Broadsides Attack hit the Sea Fox?
XerecsModeratorThe last three Ionic crew from the Farthest Shore! All that is left now to see are the SE and LE ships!
Valag
Points: 7
Ability: Black Mark. Captain. Hoarding Gold.Flavor: Valag thinks highly of herself, always has. As a result of this, many do not like her. Valag takes their disdain and sometimes open hostility in stride, preferring to be alone.
Rokip
Points: 5
Ability: Black Mark. This ship gets +1 to her cannon rolls against any non-Ionic ship.Flavor: Physically imposing and strong, Rokip was once in command of a sizable portion of the navy. He was demoted when it was suspected he had dealings with the Makuta and other fell powers of the sea.
Vica
Points: 8
Ability: Marine. When another face-up crew on this ship would be eliminated turn it face down instead.Flavor: A man of unshakeable faith, Vica believes that he has been placed upon the world to help the meek and to rid it of all evils. His skill with weapons is matched by his skill at keeping people alive.
XerecsModeratorThe last two Nexus Alliance crew!
Sensei Garmadon
Points: ?
Ability: Black Mark. Each time an enemy ship misses a shot against this ship, eliminate a mast from the attacking ship.Flavor: It is said that Garmadon is the brother of Sensei Wu, a strange tale if true, for never were there two people so opposite in character. Where Wu is kind and forgiving Garmadon is hard and unrelenting.
Captain William Stoker
Points: 5
Ability: Captain. Firepot Specialist.Flavor: Hot-headed but calculating, William Stoker has been shadowing Commander Rain to learn from his tactical mind and leadership. Many look to young William with the promise of replacing the Commander when he’s eventually promoted to Admiral.
XerecsModeratorFinal two islands from the Farthest Shore!
Nexus Outpost
Effect:
This island can only be used as a wild island. If a fort is built on this island, that fort gets +1 to its cannon rolls against targets within S of this island.Port Plunder
Effects:
1-2: Ancient Ruins: If this ship is carrying a unique treasure, place it on this island. This ship cannot load the highest value coin on this island.
3-4: no effect
5-6: Swagger Town: After exploring this island, place a treasure coin from your collection with value equal to or less than one you took on the island.Of the Islands that are in the set, only the Nexus Outpost island has multiple copies, with about 5 entries in the set. All the other islands are unique, with singular entries.
XerecsModeratorReturning to the LE section again, two linked pairs as we approach the final ships and crew of the Farthest Shore.
Wet Walnut
Pirate
Points: 15
Masts: 3
Cannons: 4S-3S-4S
Cargo: 5
Movement: S+S
Ability: This ship sinks when her last mast is eliminated. Crew placed on this ship don’t take up any cargo space.
Link: Cap’n Horatio GabbermanFlavor: Gabberman’s most recent acquisition, the Wet Walnut looks like a shabby English merchant vessel. In fact, she actually is. How Gabberman keeps the Walnut together is a mystery to any sailor that sees her.
Lookfar
English
Points: 12
Masts: 2
Cannons: 3S-4S
Cargo: 3
Movement: L+L
Ability: Galley. This ship ignores terrain.
Link: Vincent EstarriolFlavor: Hand-crafted by Vincent Estarriol, the Lookfar has the appearance of a simple sailing vessel. And yet, she is one of the most sought-after vessels by both thieving pirates and multiple imperial navies.
Cap’n Horatio Gabberman
Pirate
Points: 7
Ability: Captain. Parley. Crew of any nationality may use their abilities on this ship.
Link: Wet WalnutFlavor: Though not the most terrifying pirate on the seas, Cap’n Gabberman is a smart man who knows how to swindle anyone into doing anything for him.
Vincent Estarriol
English
Points: 5
Ability: Helmsman. Explorer. This crew does not take up any cargo space.
Link: LookfarFlavor: A curious man, Vincent Estarriol has no affiliation to the Royal Navy. And much to the Navy’s chagrin, Estarriol is far superior to any exploration specialist or map keeper they have at their disposal.
XerecsModeratorSome big pieces there! As we might expect from the SR’s for a big set. ?
For Nexus Knight, I personally would replace “so long as” with “if”.
Just wait for the rest of the LE section…… 😀 Noted, revising.
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Three more SE ships today, the last Sea Dragons of the set!
Fury
Mercenary
Points: 20
Masts: 4
Cannons: 2L-2S-3S-4S
Cargo: 0
Movement: D
Ability: Sea Dragon. Mercenary. You may give this sea dragon a shoot action to make one 3L breath attack against a target ship (it may make no other attacks). If it hits, the target’s controller replaces one of her masts with a fire mast, per the fire mast rules.Flavor: This beast prefers to “hunt” at night, when its scales help it blend into the darkness and makes it nearly invisible.
Tatsu, Kǒngjù zhī Lóng
Jade Rebellion
Points: 23
Masts: 4
Cannons: 2S-3L-3L-4S
Cargo: 0
Movement: D
Ability: Sea Dragon. Once at the beginning of each of your turns for every enemy ship within L, roll a d6. On a 3-4 the target ships base move is reduced to S until the beginning of your next turn. On a 5-6 none of the target’s crew or ship abilities may be used until the beginning of your next turn.Flavor: An old story told among members of the Jade Rebellion spoke of a great sea dragon that lived in “the farthest shore”. With more activity than ever in the Nexus Archipelago, this beast has awoken from its slumber to fly once again.
Rahkol
Ionic
Points: 20?
Masts: 4
Cannons: 3S-3L-3L-3S
Cargo: 0
Movement: D
Ability: Sea Dragon. You may use up to 3 versions of Rhakol at once.Flavor: Rhakol command the same respect and fear that Takea do. However, Rhakol are far more aggressive and tend to attack in swarms.
XerecsModeratorIt’s time for some Super Rares!
Mythran
Nexus Alliance
Points: 28
Masts: 5
Cannons: 3l-3L-3S-3S-3S
Cargo: 3
Movement: S+S
Ability: Enemy abilities cannot affect this ship.
Link: Robert Shivale
Flavor: The mightiest war galleon in the Alliance fleet, the Mythran strikes fear in the hearts of those who oppose the Alliance, and gives strength to those who support it.Nexus Knight
Nexus Alliance
Points: 12
Masts: 1
Cannon: 2L
Cargo: 3
Movement: L
Ability: Repeating Guns. So long as there is another Nexus Alliance ship in your fleet, this ship is considered to have the Eternal keyword.
Flavor: A symbol of safety and security, the Nexus Knight has been able to protect the shores of Alliance territory for years.Robert Shivale
Nexus Alliance
Points: 12
Ability: Loyal: Nexus Alliance. Limit. All-Powerful.
Link: Mythran
Flavor: Robert Shivalle is a powerful and influential man among the Alliance members. A greatly respected military tactician, he seems to know his enemies’ moves almost as if he were the one making them.Heart of the Nexus
Ability: Do not load this Treasure. Instead place it face-up on this island. This treasure cannot be removed from the game. Give a ship docked at this island an action to roll a D6: On a result of 1-3, roll another D6; you may place a crew of the same flag as the docked ship from outside the game on this island with a point cost equal to the result. On a result of 5-6, roll two D6; place a ship from outside the game with a point cost equal to or less than the result docked at this island. That ship becomes part of the docked ships fleet.Repeating Guns: When this ship is given a shoot action, you may declare that she is using repeating guns. If all cannons hit during that shoot action, each cannon may shoot again as a free action. The first cannon that misses on its second shot ends the shoot action.
XerecsModeratorThe last two Treasures of the Farthest Shore!
Blue Imaginite
Ability: This ship gets +1 cargo spaces for every Blue Imaginite on board, up to a total of 3. When unloaded at your home island, roll a D6 twice. Blue Imaginite is worth gold equal to the result.Orb of Guidance
Ability: If loaded by a Nexus Alliance ship, this ship gets +1 to it’s cannon rolls and +S to her base move. If loaded by any other faction this ship may fire one of it’s cannons again if it misses.
XerecsModeratorWe loop back to the Ionics today, with three more of their crew from the Farthest Shore!
Amanat
Points: 9
Ability: Captain. Instead of giving this ship an action, you may give any ship in your fleet two actions.Flavor: Amanat has learned from some of the greatest tactical minds among the Ionics. Garan and Amakav both have high regard and praise for his abilities.
Khop
Points: 6
Ability: If this ship is assigned a captain crew, she gains +S to her base move and once per turn may look at all face-down coins on any one island.
Link: KadirFlavor: Khop was once a simple fellow, who didn’t think much of his own talents. Kadir convinced him otherwise, and the two have been friends ever since.
Kadir
Points: 12
Ability: Give this ship a move action, but do not move her. Instead roll a d6. On a result of a 6, choose one enemy ship. That ship’s base move is reduced to S for turns equal to the number of masts that ship has remaining.
Link: KhopFlavor: Kadir was a brave and courageous captain, regarded as a hero by many. However, too many battles and years at sea have landed him in a chair and behind a desk. He refuses to let his circumstances get the better of him however and still finds ways to influence and help the navy.
XerecsModeratorTwo more islands from the Farthest Shore, and these might be a doozy of a pair.
Crux Prime
Effects:
1-2: Maelstrom Quarry: Eliminate all treasure coins from this island and up to two masts from this ship.
3-4: Monastery Ruins: Replace one of the treasures loaded by this ship with a Unique Treasure of your choice from outside of the game.
5-6: Starfall Pass: This ship cannot be hit by L-Range cannons until after it is successfully hit.Flavor: Crux Prime is a small archipelago on the edge of Alliance waters, the largest of which is the site of the Crux Prime base camp. The Archipelago sees almost constant conflict, as it is one of the few safe passages into Alliance waters.
Nexus City
Effects:
1-2: Vault: Randomly move one treasure from every other island in play to this island.
3-4: Nexus Tower: Swap a treasure from this island for a crew on any friendly ship.
5-6: Nexus Core: Roll a D6 twice. The first result indicates the number of treasure coins that may be placed on this island from outside the game. The second result is the value of those treasure coins.Flavor: Nexus City grew around the roots of Nexus Tower, and now covers much of the island. It is the largest settlement in Alliance waters, and like the tower that rises from its center is a beacon to all members of the Alliance.
XerecsModeratorThe first LE ships we see of the Farthest Shore, with the return of a rather infamous ship from Fire and Steel.
Morning Star
Ionic
Points: 19
Masts: 5
Cannons: 2S-3L-3L-3L-2S
Cargo: 5
Movement: S+S
Ability: If this ship is assigned a Captain and Musketeer crew, she gets +S to her base move and +1 to her cannon rolls.Flavor: The Mourning Star got too close to the Ionic shore, and paid the price. Now rebuilt as one of the finest Ionic ships, the Morning Star once again is in service to a just and good people.
Morning Star
Nexus Alliance
Points: 16
Masts: 5
Cannons: 2L-3S-3S-3S-2L
Cargo: 4
Movement: L
Ability: Hidden Gold.Flavor: As part of a non-aggression pact, the Ionic Morning Star was sent to the Nexus Alliance. The Alliance has since scaled back her firepower and added several hidden compartments in her hold.
Hidden Gold: This ship has 2 extra cargo spaces that may only be assigned treasure.
XerecsModeratorThis effect covers a huge area, but the penalty is incredibly harsh, to the point that it’s almost unusable, especially for 26 points. Unless you manage to catch the rare empty ship with it, a single use could shut this dragon down for a major portion of the game.
Losing a turn for each affected ship would be more reasonable, even if that means scaling back the size of the target area slightly.
I would rather not scale back the size of the attack or target area. However I do agree that the penalty is harsh. Suppose it lost a turn for every remaining segment it had?
“This dragon may not be given actions for turns equal to the total number of segments it has remaining.”
XerecsModeratorAs written, the secondary, non-Nexus effect of this will almost never occur, because players generally aren’t going to be exploring wild islands with enemy ships that close, especially one that hasn’t already explored the island first and taken this for itself.
The non-Nexus effect is meant to function like Bones Wiley. If the treasure is loaded by a non-Nexus ship, that is what it would do. However I like your more functional wording better.
Would this work for wording purposes:
Load this treasure face-up. If loaded by a Nexus Alliance ship, at the beginning of your turn you may remove this treasure from the game to randomly place a treasure from any wild island on this ship, then remove Red Imaginite from the game. If loaded by any other faction, when this ship is within S of an enemy ship, you may randomly swap one treasure with that ship, then remove Red Imaginite from the game.
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We stay in the SE section of the Farthest Shore today. If this set were ever to be produced, these next ships would have been pre-constructed in SE boxes, similar to DJC, OE, DPotC, RotF, and FS.
Savage
Nexus Alliance
Points: 14
Masts: 4
Cannons: 3S-4L-4L-3S
Cargo: 3
Movement: S+S
Ability: This ship eliminates two masts with one hit.
Flavor: A hull laid by the English, improved by the Alliance, with cannons and a gunnery crew from the Ionics, the Savage more than lives up to her name in combat.Scythe
Nexus Alliance
Points: 16
Masts: 4
Cannons: 2S-2L-2L-4S
Cargo: 2
Movement: L+S
Ability: This ship’s masts can only be eliminated by a cannon roll of 6.
Flavor: Originally designed as a nautical pincer ship, the Scythe was instead built as a standard ship of the line as it became too costly to add the necessary pincers.Zweihander
Nexus Alliance
Points: 15
Masts: 4
Cannons: 2L-3S-3S-2L
Cargo: 5
Movement: S+S
Ability: After this ship completes a shoot action, move the target ship L away from this ship in a straight line.
Flavor: The firepower possessed by this ship is so great that it can move ships at anchor with the force of her broadsides.Old Companion
Nexus Alliance
Points: 15
Masts: 4
Cannons: 3S-4L-4L-3S
Cargo: 5
Movement: L
Ability: Once per turn, this ship can randomly take up to two treasures from enemy ships within S.
Flavor: Former thieves and sneaks crew this vessel, plying their craft for the Alliance instead of against it.Harpoon
Nexus Alliance
Points: 20
Masts: 4
Cannons: 3L-3L-2L-2L
Cargo: 4
Movement: S+S
Ability: If this ship is assigned a captain crew, she gets +L to her base move. Once per turn before you give this ship an action, roll a d6. On a result of 5-6 this ship gets +L to its base move this turn.
Flavor: A converted whaling ship, the Harpoon often patrols the fringes of Alliance waters.Sieve
Nexus Alliance
Points: 19
Masts: 4
Cannons: 3S-3S-3S-3S
Cargo: 3
Movement: L
Ability: Give this ship a move action, but do not move her. Instead repair up to two masts on friendly ships within S.
Flavor: Commissioned at the request of Dr. Overton, the Sieve functions as a somewhat mobile shipyard.
XerecsModeratorTwo more SE ships from the Farthest Shore!
Black Snout
Cursed
Points: 26
Masts: 4
Cannons: 3S-3S-3L-2L
Cargo: 0
Movement: D
Ability: Sea Dragon. Give this dragon a shoot action. A wind gust L wide and L+L+L long leaves this dragon in one direction. Every ship caught in the gust loses up to two masts and is moved S in the same direction as the gust. This dragon cannot be given actions for turns equal to the total number of crew on all affected ships.Flavor: While most of his kind are known for their fiery breath to attack ships, this dragon uses his great wings to slam ships to splinters.
Scorcher
Cursed
Points: 30
Masts: 4
Cannons: 2L-3S-3S-2L
Cargo: 0
Movement: D
Ability: Sea Dragon. Eternal. This dragon ignores the first hit it takes each turn. This dragon’s Swoop Attack can eliminate up to 3 masts.Flavor: The greatest of Typhonus’s “pets”, Scorcher seems to delight in ripping ships apart, and is only unleashed as a last resort by the Baron.
XerecsModeratorTwo more treasures from the Farthest Shore!
Green Imaginite
Ability: Load this treasure face-down. You may reveal this treasure at the beginning of your turn before you give this ship an action. Choose one of the following: when given a shoot action, this ship may be given an extra shoot action; when given a move action this ship gets +L to her base move this turn. Once revealed, remove this treasure at the end of your turn.Red Imaginite
Ability: If this treasure is loaded by a Nexus Alliance ship, you may remove this treasure from the game to randomly place a treasure from any wild island on this ship. If loaded by any other faction, this ship may randomly swap a treasure with an enemy ship within S. -
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