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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.
XerecsModeratorWe start a new cycle with the Ionics and two more of their crew!
Tusem
Points: 3
Ability: This crew takes up no cargo space when revealed. When revealed, put a crew with point cost 3 or less from outside of the game onto this ship.Flavor: Fast-talking and self-promoting, Tusem has an eye for talent. His fast talking nature hides a cold soul that believes only in making a profit.
Sutaka
Points: 5
Ability: Once per turn, you can eliminate one of this ship’s crew to give her an extra action. This ship gets +1 to boarding rolls.Flavor: Arrogant and rude Sutaka openly despises non-ionic peoples. For this reason, the admiralty keeps him on constant routine assignment away from most civilized waters.
XerecsModeratorTwo more crew for the Alliance as this cycle comes to a close!
Arti Lation
Points: 6
Ability: Musketeer. Marine.Flavor: Arti Lation is older than the Alliance, a member of Harlan Storm’s original pirate crew. He has survived countless battles, and is the most veteran soldier still on active duty for the Alliance.
Commander Kai Beeg
Points: 6
Ability: Once at the beginning of each of your turns, roll a d6. On a result of 6, any ship in your fleet may be given two actions that turn.Flavor: Kai Beeg is one of the older admirals of the Nexus Alliance, as well as one of the most experienced. His credentials include service as a ship’s captain and rear admiral for the English, and command of a submarine squadron for Nemo.
XerecsModeratorTwo more crew as we near the end of the Nexus Alliances regular line up!
Roger Forrest
Points: 3
Ability: Once per turn, before you give this ship an action, roll a d6. On a 5-6, this ship may be given the Same Action Twice.Flavor: Roger Forrest is special, not because he is a tactical or strategic genius. Nor is he a particularly gifted leader or commander. He is special because he was the first person born into the Alliance, the physical realization of the vision shared by the founders of the Alliance.
Sergeant Max Vanguard
Points: 5
Ability: Loyal: Nexus Alliance. Captain. Helmsman.Flavor: Close friend and confidant of Duke Exeter, Max worked with the Duke to establish the Sentinels, the brave men and occasional women that defend the Nexus Alliance. Such is their friendship that the Duke initially wanted to name them after his good friend.
XerecsModeratorPersonally I wouldn’t give such large discounts. Both Rowls would normally be 2 points higher
I was thinking something similar as I posted them. I don’t think I want to go with full accurate cost, but I’ll bring them up a point each.
XerecsModeratorSome more crew for the Nexus Alliance, including a linked pair!
Silas Penumbra
Points: 3
Ability: Place this crew face- up during set up. Reduce the point cost of every other crew placed on this ship by 2.Flavor: Dalgaard has come to rely upon the services Silas provides. His ability to fit men and goods aboard ships efficiently and discreetly has been a tremendous boon.
Madison Rowl
Points: 6
Ability: Loyal: Nexus Alliance. Captain. Once per turn, roll a d6. On a 5-6, this ship may be given an extra action.
Link: Cloo RowlFlavor: Madison and her twin Cloo have been on their own since they were young girls. Surviving on ships and in a system made for men meant they had to hide who they were. Once they reached the Nexus Alliance and fell in with Amanda Dalgaard, they decided that never again would they hide who they were.
Cloo Rowl
Points: 5
Ability: Loyal: Nexus Alliance. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result. This ship gets +1 to her cannon rolls against any non-Alliance ship.
Link: Madison RowlFlavor: Cloo may be Madison’s twin but is her opposite in almost every way. Where Madison’s hair is fiery red, Cloo’s is white blond. Where Madison flaunts herself and dresses suggestively, Cloo is more reserved and respectful. It is a mistake however to think of her as the milder of the two, a mistake that Cloo often takes advantage of.
XerecsModeratorAssuming this is meant only to block opposing Cursed abilities, you should specify that in the text. If you want to keep it as-is, you can drop the price significantly.
Meant to block opposing abilities if they’re on a Cursed crew or ship, sort of like a faction specific Holy Water.
XerecsModeratorTwo more crew for the Alliance!
Professor Ray
Points: 10
Ability: Black Mark. Ability text on Cursed pieces cannot affect this ship.Flavor: Head researcher at Ravencloud Refinery, Professor Ray has spent an extensive amount of time around Cursed objects and relics. Oftentimes in conjunction with Lee Wysp, he attempts to understand how the various curses of the seas came to be. Part of this is the process of “cleansing” an object or person of their curse. He has had great success in “cleansing” objects, but organic matter so far tends to react badly to the processes.
Meyer Muckrake
Points: 6
Ability: Musketeer. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.Flavor: Once upon a time Meyer was a plantation owner in the Caribbean. A Cursed raid changed that, leaving him with nothing. Jumping onto a ship he drifted from ship to ship, never staying on land more than a night. He continued in this way until he landed on an Alliance ship where he has stayed.
XerecsModeratorSome more crew from the Farthest Shore, including a linked pair!
Sensei Chester
Points: 8
Ability: If this ship wins a boarding party, she may capture the crew with the highest point cost instead of eliminating it. A captive becomes assigned to this ship, takes up no cargo space, and can use its abilities. The captive cannot leave this ship unless the ship sinks.Flavor: Where Chester came from, no one knows. He claims he hails from the Americas, yet displays a mastery of martial arts far superior to Master Fong and the Nameless Master. Since joining the Alliance, he has quickly become one of Dalgaard’s most reliable lieutenants, and the other masters have come to acknowledge him as their sensei.
Vanja
Points: 10
Ability: This ship gets +1 to her cannon rolls against any non-Alliance ship. Once per turn, one crew or ship within S of this ship cannot use its ability this turn.
Link: Bill WrathFlavor: Vanja was driven from her home, accused of witchcraft, and was forced to flee for her life. It was she who brewed the potions and elixirs that Dalgaard gave to Bill Wrath, before placing him in her care. At first repulsed by what she had created, Vanja came to love the man that still exists in Bill Wrath and discovered that the potions given to him didn’t just make him an excellent fighter, but also enhanced certain “extracurricular” activities.
Bill Wrath
Points: 8
Ability: Black Mark. If this ship has a crew with the Captain keyword, she gets +1 to her cannon rolls and +S to her base move.
Link: VanjaFlavor: Bill was a lost soul, a man who fell through the cracks of society; someone who would be missed by no one. He washed ashore half dead on the shore of Dalgaard’s island dojo and was nursed back to health, and then some, given potions and elixirs that made him superhuman. Placed into the care of Vanja, Wrath has found love for the first time in his life, and will do anything to protect both her and the place they now call home.
XerecsModeratorTwo more crew for the Alliance!
Master K’el
Points: 6
Ability: You own any derelict this ship explores; both ships become docked at your home island.Flavor: Master K’el was once a simple shipwright and builder, with an eye for details. Deciding to use his gifts as a thief, he was caught and would have been executed, but escaped and stole a ship, sailing into the unknown seas. Finding his way into the Alliance, K’el now teaches sailors the best way to steal ships.
Master Clang
Points: 9
Ability: Captain. This ship gets +1 to her D6 rolls.Flavor: Master Clang was once cursed, but was set free when he inadvertently consumed holy water. Fleeing from the ranks of the Cursed, he was welcomed as one of Dalgaard’s followers with open arms. Since being freed of his curse, he has had trouble remembering anything from his past life, recalling only what he was called while cursed.
XerecsModeratorI know its stated somewhere, but I can’t find where; Mysterious Island effects cannot be re-rolled (such with a re-roll crew like Coconut) because the roll technically isn’t being made for the ship, correct?
XerecsModeratorAfter a break we return to the Farthest Shore with the Nexus Alliance and a fresh cycle!
Master Fong Shader
Points: 5
Ability: Once per turn, one crew or ship within S of this ship cannot use its ability this turn.Flavor: Surviving a Cursed raid while serving as a young man under Shap’ng’Tsai, Fong Shader has dedicated his life to understanding the nameless and multidenous menace that is the Cursed. His efforts caught the attention of Amanda Dalgaard, who recruited him personally to the Nexus Alliance.
The Nameless Master
Points: 7
Ability: Eternal. As part of a move action, this ship may initiate a boarding party against a ship up to S away from her, without having to ram. The boarded ship may not use any boarding bonuses.Flavor: When he was a younger man, the Nameless Master was one of Dragon Eye’s Nameless warriors. The Jade Rebellion has since died out, and yet he remains, teaching the old warrior ways to a new generation in the Nexus Alliance, alongside his fellow masters.
XerecsModeratorI have a feeling Torch might be worth 20-22 points, but 17 might be fine.
He might be worth more, but he eliminates one of his segments every time the “smash” is successful, which also prevents it from being spammed.
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After a small break we are back with two more islands from the Farthest Shore!
Forbidden Valley
Effects:
1-2: Maelstrom Valley: Enemy ships get +1 to their cannon and boarding rolls against this ship until this ship sinks.
3-4: Great Tree: When this ship explores this island, replace one treasure coin with one of greater value from your collection.
5-6: Bill Wrath: This ship gets +1 to her cannon rolls and +S to her base move until a mast is eliminated or replaced from this ship.Flavor: The island called Forbidden Valley is where Amanda Dalgaard and her followers call home. Ravencloud Refinery is one of the island’s significant features, and has made it a target of the Cursed and other factions looking to claim the relics within.
Gnarled Forest
Effects:
1-2: Maelstrom Trench: Enemy ships get +1 to their cannon and boarding rolls against this ship until this ship sinks; Cursed ships get +2 instead.
3-4: Brig Rock: Place the two highest point cost crew on this island. They cannot be re-assigned to this ship for four turns.
5-6: The Ravine: This ship gets +L+L to its base move the next time it is moved.Flavor: The island referred to as Gnarled Forest is covered in a dense jungle. Rising from this jungle are the rock formations that form Brig Rock.
XerecsModeratorThe first of the Special Edition ships! We kick things off with some Sea Dragons!
Blastbreath
Cursed
Points: 20
Masts: 4
Cannons: 2S-3S-3L-3L
Cargo: 0
Movement: D
Ability: Sea Dragon. You may give this dragon a shoot action to make one L+L range rank 2 breath attack against a target ship (it may make no other attacks). If it hits the targets controller replaces up to two masts with fire masts.Flavor: One of three dragons that the Baron corrupted and mutated, Blastbreath’s maw is said to burn like the hottest furnace.
Torch
Cursed
Points: 17
Masts: 4
Cannons: 3S-3S-3S-3S
Cargo: 0
Movement: D
Ability: Sea Dragon. When this Dragon is given a shoot action, you may roll a d6 before any other dice are rolled. On a result of 4-6 every ship within L of this ship has a mast eliminated and is moved L+L away. Eliminate one of this dragons segments.Flavor: The Baron did not corrupt Torch and its siblings for amusement, but to install them as guardians of his personal trove of treasure.
XerecsModeratorFinal two equipment from the Farthest Shore!
Maelstrom Cannons
Points: 5
Ability: All of this ships cannons have +S range. When this ship rolls a 6 on a cannon roll, eliminate an additional mast and one cargo from the target ship. If this ship rolls a 1 on a cannon roll, eliminate this equipment and apply the effects of Maelstrom Cannons to this ship.Rynah Cannons
Points: 9
Ability: This ships cannons have L range. When this ship rolls a 6 on any cannon roll, eliminate two additional masts from the target ship. If this ship rolls a 1 on any cannon roll, turn this equipment face-down. This equipment cannot be turned face-up again unless given a repair action to do so.
XerecsModeratorFour treasures today from the Farthest Shore!
Golden Scythe
Ability: Give this ship a move action but do not move her. Instead, roll a d6. On a result of 5-6 move the closest wild island S in any direction. If the die roll is a 1 eliminate a mast from this ship. If this treasure is on the same ship as Golden Nunchuka, Golden Shuriken and Dragonflame Sword; this ship gains the All-Powerful keyword and gets -2 to cannon and boarding rolls.Golden Nunchuka
Ability: This ship is immune to storms. Give this ship a shoot action to make one 3L 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 may not use their abilities on the targets turn. If the die roll is a 1, this ship and her crew may not use their abilities on your next turn. If this treasure is on the same ship as Golden Scythe, Golden Shuriken and Dragonflame Sword; this ship gains the All-Powerful keyword and gets -2 to cannon and boarding rolls.Golden Shurikan
Ability: Give this ship a shoot action to make one 3L attack against a target ship (it may make no other attacks). If it hits do not eliminate a mast; instead, the target may not be given actions for turns equal to the number of crew on the target ship. If the attack misses, this ship may not be given actions equal to the number of crew on her. If this treasure is on the same ship as Golden Scythe, Golden Nunchuka, and Dragonflame Sword; this ship gains the All-Powerful keyword and gets -2 to her cannon and boarding rolls.Dragonflame Sword
Ability: Give this ship a shoot action to make one 3L fire attack against a target ship (it may make no other attacks). If it hits replace up to two masts with fire masts and eliminate one crew from the target ship. If the die roll is a 1, give this ship a fire mast, eliminate one crew from this ship and place this treasure on the nearest wild island. If this treasure is on the same ship as Golden Scythe, Golden Nunchuka, and Dragonflame Sword; this ship gains the All-Powerful keyword and gets -2 to her cannon and boarding rolls.
XerecsModeratorTaking a break from the Nexus Alliance at large, we shift to the Ionics, and begin delving into the Special Edition, Limited and Super Rares of the Farthest Shore!
B’Rex
Points: 8
Ability: Shipwright. After looking at treasure on a wild island, you may trade any one treasure from that island for a random treasure on any other wild island. This ship must load the traded treasure. This crew does not take up any cargo space.Flavor: Often accused of being a thief due to his knack for finding valuable goods, B’rex is more of a scavenger and a tinkerer. It is those skills along with his handiness with tools that have kept him on in the Ionic navy.
Durk
Points: 7
Ability: After looking at treasure on a wild island, you may trade any one treasure from that island for a random treasure on any other wild island. This ship must load the traded treasure. One of this ship’s treasures is worth +1 gold when unloaded at your home island. This ship gets +1 to her boarding rolls.Flavor: Durk is always looking for adventure, as well as treasure. Oftentimes the two go hand in hand for him, and finding one can make him oblivious to potential danger.
XerecsModeratorTwo more crew as this cycle comes to a close!
Kirke Furio
Points: 6
Ability: Musketeer. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.Flavor: Kirke is a simple man, with no great ambitions or desire to handle situations with delicacy. He says what he means and means what he says.
Lee Wysp
Points: 7
Ability: Black Mark. This crew takes up no cargo space when revealed. When revealed, put a crew with point cost 3 or less from outside of the game onto this ship. This ship gets +1 to her cannon rolls against the Cursed.Flavor: Lee was one of the first to follow behind Amanda Dalgaard, much to the annoyance of Dr. Overton. Lee is a brilliant researcher and scientist, and seemed slated to become Dr. Overton’s second. However, his fascination with the paranormal drew him to Dalgaard, and he now spends much of his time trying to combine scientific formulae and magical theories, often times with explosive results.
XerecsModeratorWe’re about halfway through their crew line up, two more for the Nexus Alliance!
Henry Flaversham
Points: 4
Ability: Loyal: Nexus Alliance. Marine.Flavor: Henry is a career soldier for the alliance, and has served in his position since he was a young man. Now considered an old man, he makes a point to prove that he can keep up with the younger generation.
Renee Tombson
Points: 5
Ability: Once per turn, before you give this ship an action, roll a d6. On a 5-6, this ship may be given the Same Action Twice. This ship gets +1 to her cannon rolls against any non-Alliance ship.Flavor: Renee claims to be from a tribe of natives in the American mid-west. How she wound up on the far side of the world and outcast from her tribe is unknown, but what is known is her disgust and open contempt for anyone not associated with the Nexus Alliance. Many have speculated that she has adopted the Nexus Alliance as her tribe, as it would explain her zealous behavior.
XerecsModeratorTwo more crew for the Alliance!
Leland Harris
Points: 5
Ability: Once per turn, roll a d6. On a 5-6, this ship may be given an extra action.Flavor: Leland has found a balance between serenity and living life on the edge. His knack for making ships faster has earned him much acumen among the leaders of the Alliance, despite his relative young age.
Logan Hugo
Points: 6
Ability: Musketeer. Once per turn, before you give this ship an action, roll a d6. On a 5-6, this ship may be given the Same Action Twice.Flavor: Logan is a former pirate, mercenary, and hired gun. He tired of being hired by the rich to take advantage of the less fortunate, and so made his way to the Nexus Alliance.
XerecsModeratorAnother day, two more crew for the Alliance!
Victoria Glass
Points: 4
Ability: Once per turn, before you give this ship an action, roll a d6. On a 5-6, this ship may be given the Same Action Twice. Once per turn, this ship may look at one face-down cargo on any ship.Flavor: Victoria was brought up and enlisted as one of Albert Overton’s followers. Her desire for adventure however put her more in line with the ideology of Harlan Storm.
Wendel Wutz
Points: 5
Ability: Explorer. If this ship is assigned a captain crew, she gets +1 to her cannon rolls.Flavor: Wendel is obsessed with time. The passing of it, and the actions of peoples in the past fascinate this eccentric explorer, who dreams of nothing more than an accurate timepiece.
XerecsModeratorSome more crew for the Nexus Alliance! The two linked crew to their unofficial flag ship, the Venture Explorer!
Jett Lunan
Points: 3
Ability: Once per turn, before you give this ship an action, roll a d6. On a 5-6, this ship may be given the Same Action Twice.
Link: Venture Explorer, Hugh LunanFlavor: Jett loves company and the thrill of adventure. He often is able to bring even the most unwilling soul along with him, such is his magnetic persona.
Sky Leighton
Points: 8
Ability: Captain. Explorer. This ship gets +1 to her cannon rolls against any non-Alliance ship.
Link: Venture Explorer, Luath LeightonFlavor: Captain of the Venture Explorer, Sky Leighton works in association with Jay Nichs to recruit sailors and people alike to the Nexus Alliance. Not only is she tasked with aiding in recruitment, but also exploring areas of the Nexus that the Alliance has not colonized. When not on missions or patrol she often goes on pub crawls with her sister Luath, which usually results in one or two barroom brawls.
Luath Leighton
Points: 6
Ability: Once per turn, roll a d6. On a 5-6, give this ship may be given an extra action. This ship gets +1 to her boarding rolls.
Link: Sky LeightonFlavor: A shameless risk-taker who lives fast and for thrills, Luath is often accused of being a loose woman, but prefers to think of herself as a free spirit with a temper. She claims that she only feels alive in the middle of the most dangerous or riskiest situations such as in the middle of a drunken brawl or pitched fight on a ship, diving off a ships top mast into the water, or swinging recklessly from the ropes.
XerecsModeratorWe continue, with 3 more crew for the Alliance!
Col
Points: 5
Ability: This ship cannot be attacked by Sea Creatures. If a Sea Creature begins its turn within S of this ship, it gets +L to its base move this turn.Flavor: Considered a mystic by some, and a wild and loose woman by others; Col has a way with animals and beasts. She can calm the most hostile and dangerous creatures, be they on land or sea.
Augustus Nein
Points: 7
Ability: Marine. Shipwright.
Link: Butch Whistler
Flavor: Augustus does his job, and does it well, rarely complaining. However whenever Dalgaard’s followers are around, or meddle with a new construction, he tends to get frustrated and short tempered.
Butch Whistler
Points: 6
Ability: Musketeer. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.
Link: Augustus NeinFlavor: Butch has been stationed at Nexus Tower since construction was completed on the structure. His near permanent stationing there serves two purposes, firstly defending the Tower from any invaders. Secondly to keep an eye on Dalgaard and her strange followers.
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