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XerecsModeratorThree more, with another linked pair for the Alliance!
Durk FitzVander
Points: 8
Ability: Captain. This ship gets +1 to her cannon rolls against any non-Alliance ship.Flavor: Instrumental in securing the island that the Sentinel Outpost is located on, Durk FitzVander was placed in charge of security of the facility. He spends more time aboard ships patrolling the seas around the island than on the island itself.
Lt. Brannon Landers
Points: 5
Ability: Captain. This ship gets +1 to her boarding rolls.
Link: Sgt. Bronson Jarls
Flavor: Landers is one of the brave souls that mans the Crux Prime Base Camp. Near constant action and combat at that location has made him the de-facto commander of the fortification.
Sgt. Bronson Jarls
Points: 7
Ability: This ship gets +1 to her cannon rolls against ships within S. Once per turn when this ship hits an enemy ship, you may eliminate one crew from that ship.
Link: Lt. Brannon LandersFlavor: Bronson Jarls is the next most senior officer stationed at the Crux Prime Base Camp after Brannon Landers. While Landers oversees and coordinates the overall defense of the fortification, Jarls mans the front-line, among the fellow soldiers of the Nexus Alliance.
XerecsModeratorTwo more crew, including a linked pair for the Alliance as the new cycle continues!
Naomi Nichs
Points: 0
Ability: Always place this crew face up: it cannot be eliminated unless its ship sinks. Crew placed on this ship cost no points, but they always each take up one cargo space. When this ship is hit, roll a d6. On a result of 5 or 6, move the crew with the highest point cost to a wild island chosen by the player to your left.Flavor: Sister of Jay Nichs, Naomi is in charge of running and maintaining Nexus Tower. Everything from tower security to maintenance is directly under her supervision.
Commodore Beck “Strongheart” Epsilon
Points: 5
Ability: Marine. This ship gets +1 to its cannon rolls against any non- Nexus Alliance ship. This ship gets +2 to cannon rolls against the Cursed.
Link: Melodie Foxtrot
Flavor: One of Duke Exeter’s most reliable commanders, Beck Epsilon’s bravery and courage have made him a legend in his time. His one great desire is to rid the seas and the world of the menace that is the Cursed.
Melodie Foxtrot
Points: 5
Ability: Helmsman. This ship gets +1 to her cannon rolls against ships with more remaining masts than her.
Link: Commodore Beck “Strongheart” EpsilonFlavor: The right hand of Beck Strongheart, Melodie is a rough and tumble woman. She is always ready for a fight, and never backs down, even in the face of long odds. Beck has accredited some of his success to her, and relies on her when situations seem hopeless and desperate, since she often turns such situations into victories for the Alliance.
XerecsModeratorAnother double helping of the Nexus Alliance, as we see more of their crew!
Jay Nichs
Points: 6
Ability: Loyal: Alliance. Hostile: Non-Alliance. Instead of giving this ship an action this turn, you can give another ship in your fleet two actions.Flavor: Jay Nichs is one of the oldest members of the Alliance. He is responsible for the recruitment of over half of the Alliance’s members, and as such is a valuable asset to the growth of the Nexus Alliance.
Kurt Tussel
Points: 0
Ability: Limit. Ransom. Place this crew face up during setup. You may build your fleet using 5 more points than the game’s build total. This crew cannot leave this ship unless captured or eliminated.Flavor: Kurt was one of the first to join the Nexus Alliance, and went on several missions to help establish the base that would become Nexus Tower. His adventuring days now behind him, he oversees security of the Tower.
Crash Helmut
Points: 0
Ability: Limit. Ransom. Choose one Nexus Alliance crew during setup; this crew is linked to that crew. Once per turn, you may re-roll any die roll you make for this ship; you must use the second die roll result.Flavor: Freidrich “Crash” Helmut is one of the few who are tasked with guarding and keeping safe the non-military installations and colonies that the Nexus Alliance possesses.
Sherland Powers
Points: 8
Ability: Helmsman. 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: Sherland is one of the best helmsmen in the Nexus Alliance, his skill piloting a ship is matched only by his tactical acumen. He is often called upon to navigate new areas of the sea to help expand the growing Alliance.
XerecsModeratorThe pattern of the Cycle is going to shift, as we have now seen the entire faction line up for the English, Americans, Pirate, Cursed, Spanish and Mercenaries, leaving only the titular Nexus Alliance, French and Ionics left with ships or crew still to be seen. We’ve begun seeing the various Unique Treasures and some Equipment but we’ll likely be done with them soon. Still to come are the Super Rares of the Farthest Shore along with the SE and LE ships crew, and a few Islands. Today however we are cycling back to the Nexus Alliance with a double helping, the rest of their Forts and a crew!
Crux Prime Base Camp
Points: 6
Flags: 3
Cannons: 2L-3L-2L
Ability: Two hits from the same shoot action are required to eliminate one of this fort’s flags.Flavor: Barely a fortification, this structure sits on an island at the edge of Alliance waters. Several attempted invasions of the island and Alliance territory have been turned away by the soldiers and cannons of this installation.
Sentinel Outpost
Points: 5
Flags: 4
Cannons: 4L-3S-4L-3S
Ability: This fort eliminates two masts with each hit.Flavor: Hastily constructed on its island, the Sentinel Outpost was built on an island seized from enemies of the Alliance. It marks the beginning of the Alliance seeking to expand their influence and territory.
Ravencloud Refinery
Points: 6
Flags: 6
Cannons: 3L-3L-3S-3S-2L-2L
Ability: This fort gets +1 to its cannon rolls against Cursed targets.Flavor: Cursed relics, ships and captives are brought to this installation to be ‘cleansed’. The Cursed have made an effort to destroy it, but have been blunted away by the Alliance’s military prowess.
Epsilon Starcracker
Points: 4
Ability: This ship may look at up to two face-down coins on any wild island.Flavor: Epsilon fills a valuable and indispensable role for the Alliance. It is his task to scout new lands and locations for the expansion of the Nexus Alliance.
XerecsModeratorRecently finished Murtagh (follow up book to the Inheritance Cycle). I thought it was quite good and it leaves open the possibility of other stories being told with the characters.
XerecsModeratorThe Triple Gun is intended to function similar to how a longship has two cannons per mast, but give a specific mast three instead of two and is one of the reasons you can’t make a different choice each turn. The equipment should likely be re-worded to reflect that.
“Choose one of this ships masts (you may not make a different choice on your next turn). When this ship is given a shoot action, that mast may roll three dice and count each as a separate attack. If any of the rolls are a 1, eliminate the associated mast and remove this equipment from the game.”
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The Cycle continues, with two more crew for the Ionics and a re-draft of their fort!
Rynah
Ionic
Points: 9
Flags: 6
Cannons: 2L-2L-2L-2L-2L-2L
Ability: Flags on this fort cannot be eliminated by shots unless the cannon roll is a 6. Shots from a Musketeer or Marine do not need to roll a 6 to hit.Tupir
Ionic
Points: 5
Ability: Loyal: Ionic. Hostile: Pirates. Captain. Helmsman.Flavor: Tupir is driven and focused. He puts all of his time and energy into being the best he can be, and that leaves no room for friends or lovers.
Aru
Ionic
Points: 10
Ability: Once at the beginning of each of your turns, roll a d6. On a result of 6, any ship in your fleet can be given two actions that turn. This ships crew cannot be eliminated unless she sinks.Flavor: Aru is a smart fellow, cunning when he wants to be, and protective of his fellow Ionics. However, he often accepts circumstances as they are, and does little to change them.
XerecsModeratorThe cycle continues after a couple days! The Ionics would be up next, but instead we’re going to see some generic crew and equipment. Most of the generic crew in the Farthest Shore are Nexus Alliance faction, since they’re the newest kids on the block and will get one of every existing generic crew, from Captains to Silver Explorers. However, they also will get two new generic crew, one that was first seen in my first set, Return of Davy Jones, the Gunner.
Gunner
Nexus Alliance
Points: 5
Ability: Once at the beginning of your turn, roll a D6, on a 1-4 this ship’s cannons have L range for this turn, on a 5 or 6 this ships cannons are all 2-rank for this turn.The second new crew is not unique to the Nexus Alliance, every faction in the set will get one, a generic Marine crew.
Marine
Points: 5
Ability: Marine.WK pricing for Marine crew varied over the sets, almost all of the early versions of this ability were tied to a cannon bonus against a specific faction, which inflated their cost. Later sets included Marines with Loyal and Hostile to make them less expensive. For now I’m giving these generic ones a point cost of 5 as that seems fair given what the Marine ability can do. I’m open to potentially raising or lowering the point cost.
Now for some equipment!
Nexus Alliance Letter of Marque
Equipment
Points: 1
Ability: This ship can use Parley against Nexus Alliance ships. If this ship shoots at a Nexus Alliance ship, remove Nexus Alliance Letter of Marque from the game.Triple Gun
Equipment
Points: 4?
Ability: Choose one of this ships cannons (you may not make a different choice on your next turn). That cannon has 3 shots per shoot action. If that cannon misses, turn this equipment face-down. If that cannon rolls a 1, eliminate the associated mast and remove this equipment from the game.
XerecsModeratorThe Cycle continues, two more crew for the French!
First Officer Bruno Florent
French
Points: 7
Ability: Loyal: France. Once per turn, roll a d6. On a 5-6, this ship may be given an extra action. This ship gets +1 to her cannon rolls against English ships.Flavor: A slave who killed his cruel master on the way to a diplomatic meeting, Bruno was sure the captain of the war galleon they were sailing upon would have him killed. Instead, seeing his fierce nature, the captain offered him a new life and name aboard the vessel, and he was welcomed into the crew.
Sir Christian Le Bret
French
Points: 7
Ability: Fear. Marine. This crew gets +1 to its gun rolls against any target.Flavor: Famous for his fighting prowess, and feared for his reputation as the best swordsman in Europe, Le Bret has taken to the seas, hoping to turn the tides in the struggle for the Farthest Shore.
XerecsModeratorMissed a day, so a double helping, some more treasure and the last regular Cursed crew!
Harlan Storm’s Cutlass
Ability: Hoarding Gold. This ship gets +1 to her cannon rolls when she is docked at an island. If this treasure is on the same ship as Harlan Storm she gains the gold capture ability.Amanda Dalgaard’s Scimitar
Ability: Ghost Ship. If this treasure is on the same ship as Amanda Dalgaard she gains +1 to her boarding rolls for every crew on this ship.Garsva the Tortured
Cursed
Points: 9
Ability: Eternal. Once per turn, this ship may initiate a boarding party from within S away from an enemy ship without ramming. The boarded ship may not use any boarding bonuses. Once per turn, roll a d6. On a 5-6, this ship may be given an extra action.Flavor: Garsva found a Djin and wished for immortality. He got his wish. No sword or gun can kill him, not even a direct shot from a cannon. However, his body withers and rots, while the spirit and mind continue on, leading to his moniker as the Tortured.
Anac-su-muhn
Cursed
Points: 6
Ability: This ship gets +1 to her die rolls.Flavor: In life Anac was the concubine of a Corsair Captain. Despising her life and her captivity, she gave herself to the Sea, and the demons that dwell in the dark waters. Now she commands the Cursed ranks alongside the reborn Davy Jones, with a deadly beauty.
XerecsModeratorUsing Canoes and Island #14 could also get ugly real quick. As mentioned, the canoes don’t have masts and so would be unaffected (I think) by the 1-2 result, meaning you’d only need to roll a 5-6 to potentially add up to 5 Events to your fleet. If you’re very lucky you can skip out on Hidden Cove or Favor of the Gods in your initial fleet build and grab those two with the first successes, then grab either Mermaids, Becalmed, Duel or any of the other Events that hinder ships. This would save points in the overall fleet, allowing for either more/another ship or more crew on a particular ship.
1-2: Roll 5d6. For every 4-6 result, eliminate one of this ship’s masts.
3-4: No effect.
5-6: You can add an event from your collection to your fleet.
For island #4 I assume you’d need to choose a Treasure that could actually be loaded, as opposed to one that would go face-up on the island? If not, you could intentionally bring in Wolves to keep that islands gold from being taken, then re-dock and if luck is with you you can select either Pirata Codex or Jailhouse Dog to get rid of the Wolves so you can take that islands gold for yourself.Odin Missile does seem like a go-to combo, but you could also bring in a treasure that modifies gold values to help win, something like Jade or Spices.
XerecsModeratorThe Cycle continues with the last American crew!
John Harrison
American
Points: 9
Ability: Privateer. Marine. If this crew rolls a 5 or 6 on a gun roll against a ship or fort, eliminate two masts or flags from the target.Flavor: John Harrison is cut from a different cloth than the rest. A brilliant tactician, but completely devoid of mercy, Harrison cares not who is in his way, he will find a way to destroy them.
Viktor Vasko
American
Points: 4
Ability: This ship gets +1 to her boarding rolls. She gets +2 against ships with more masts than her.Flavor: A mountain of a man, Viktor is more than capable of literally ripping a man in two. Once dynamic with Mordecai Heller, the two split after Viktor’s leg healed badly from a musket wound.
David Hunter
American
Points: 7
Ability: Privateer. Marine. This crew gets +1 to its gun rolls against Cursed ships, forts, and crew.Flavor: After witnessing his family torn apart by Cursed fiends, David Hunter has dedicated himself to hunting down and killing every last one that haunts the waves. His ultimate desire is to slay Davy Jones.
Privateer: This piece may use its abilities on any ship, but it gains the Loyal: X keyword for its flag faction.
XerecsModeratorIt sounds like the Nexus Tower is mandatory to build? Ex: Once you have at least 30 gold on your HI, you would have to build it at the next opportunity after docking.
I can’t quite tell if it’s supposed to get around the regular fort rules where a ship has to be docked there to build it. Does the ship in question have to stay at the island on the following turn, or can it leave and the fort is still built at the end of your next turn anyway?
I copy/ pasted the ability from the Master Spreadsheet for the unreleased Puerto Blanco(did we discuss how this would work in a game in the unreleased podcast?); I don’t think it should be mandatory to build this fort.
I think it does, but I’m not too sure. I think it could go something like this: Dock your ship at an island, utilize the ability of the Fort, end of turn. Your next turn begins, the fort is placed on the island, the docked ship is given an action. I wouldn’t mind if Woelf could weigh in on this one, since this was technically a WK ability.
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A new cycle begins, with the last English crew in the Farthest Shore!
Commodore Joseph Crowne
English
Points: 4
Ability: Shipwright. Once per turn, this ship may shoot a double shot at one target within S of her. Declare which cannon will shoot the double shot. Standard rules for double shot apply.Flavor: Commodore Crowne rose through the ranks from a common sailor. Though he is now tasked with command and tactics, he has not forgotten the skills that propelled him up from a simple gunner.
Peter Noble
English
Points: 8
Ability: Privateer. If this ship wins a boarding party, she may take as much treasure from the other ship as she can carry. Crew placed on this ship do not take up cargo space.Flavor: Peter Noble cares more for the treasures he can store in his ship than the men that man it. So far, his despicable ways have not reaped severe consequences, but it is only a matter of time before someone calls him out.
Gordon Read
English
Points: 4
Ability: Once per turn, you may eliminate one of this ship’s crew to give her an extra action.Flavor: Gordon Read is a talented chef, who at one point cooked for the crown. However, his ill temper and open disgust for those who do not appreciate good food have landed him in the kitchens of the worst ships in the navy.
Privateer: This piece may use its abilities on any ship, but it gains the Loyal: X keyword for its flag faction.
XerecsModeratorWe close this cycle with two forts for the Alliance!
Nexus Tower
Nexus Alliance
Points: 30
Flags: 8
Cannons: 2L-2L-3L-3L-3L-3L-4L-4L
Ability: When your ship docks at an island, on the next turn, place this fort, it now acts as a second home island.Flavor: The largest base the Alliance has built, on the largest island they control. The Nexus Tower is like a second home for most members of the Alliance, and they would willingly lay down their lives to defend it.
Brig Rock
Nexus Alliance
Points: 10
Flags: 5
Cannons: 2L-2S-3L-3S-4L
Ability: For every ship within S of this forts island at the beginning of your turn, roll a d6. On a 5-6 eliminate one mast from, and replace another mast with a fire mast on the target ship.
Flavor: Brig Rock holds the Nexus Alliance’s most dangerous and notorious prisoners. They have placed thousands of mines around the island to prevent ships from getting too close.
XerecsModeratorThe last three regular Alliance ships as this cycle nears its close!
Shu Fitts
Nexus Alliance
Points: 7
Masts: 1
Cannon: 2L
Cargo: 4
Movement: L
Ability: Ionic crew may use their abilities on this ship.Flavor: In an offer of good faith, the Ionics gifted this ship to the Nexus Alliance. Alliance admiralty allows any Ionic sailor to serve aboard this vessel.
Klaxon
Nexus Alliance
Points: 11
Masts: 1
Cannon: 2L
Cargo: 5
Movement: S+S
Ability: This ship can only be given actions when she carries treasure.Flavor: The often obstinate crew of this vessel are either highly motivated or not. Nexus Admiralty has found that gold, and large portions of it, are what motivate the crew.
Model
Nexus Alliance
Points: 7
Masts/Flags: 1
Cannons: 4S-4S-3S-3S
Cargo: 0
Movement: T
Ability: Flotilla. Extended Range. Once per turn one of this Flotilla’s cannons may shoot again if it misses.Flavor: Based on plans acquired from the Spanish, the Model is usually situated off the coast of Nexus Tower.
XerecsModeratorThe Cycle continues with two more for the Alliance!
Roger Jolly
Nexus Alliance
Points: 10
Masts: 1
Cannon: 4S
Cargo: 3
Movement: S
Ability: This ship ignores terrain.Flavor: The crew of the Jolly have circumnavigated the globe at least twice. The shallow draft of their ship allows them to practically skip over the water and ignore almost any terrain they encounter.
Picaron
Nexus Alliance
Points: 10
Masts: 1
Cannon: 5L
Cargo: 4
Movement: S
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.Flavor: The Picaron was an American slave ship that was taken when she passed too close to Alliance waters. The newly liberated “cargo” all joined in with the Alliance, and those that have not have been promised a return to their homes.
XerecsModeratorThe cycle continues as we approach the end of the Nexus Alliance regular roster of ships!
Darby’s Wish
Nexus Alliance
Points: 6
Masts: 1
Cannon: 3S
Cargo: 3
Movement: S
Ability: This ship cannot load the last treasure from a wild island.Flavor: Small and slow, the Darby’s Wish is always last to a new island or settlement. Her crew are former pirates, and are not often welcomed because of this.
Rot of Undra
Nexus Alliance
Points: 8
Masts: 1
Cannon: 3L
Cargo: 4
Movement: L+S
Ability: Turtle ship. This ship gets +1 to her cannon rolls against Pirate ships.Flavor: The crew of the Undra are all survivors of pirate raids, and have lost friends and family to ravaging pirates. They have found a common cause and have banded together under the flag of the Nexus Alliance to take revenge on any ship flying the Jolly Roger.
XerecsModeratorBut, yes, that adjustment works. It’ll still be a very tough fort to beat, but not invincible without those specific abilities.
I’m intending that a ship would need to roll a 6 to hit, but a Musketeer or a Marine wouldn’t need to roll a 6 to hit the fort. Is that clear from the ability text as it is currently worded?
XerecsModeratorAs a general rule of thumb, anything that requires a very specific ability to counteract should be avoided, unless it comes with some serious negative effects of its own.
Wolves does almost the exact same thing….. However I do see the point.
“Ships can only eliminate this forts flags on a cannon roll of 6. Musketeers or Marines can eliminate up to two flags on this fort when they hit.”
Would the above work better as an ability, if nothing else is changed about the fort?
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The Cycle continues, with two more the Nexus Alliance!
Brick
Nexus Alliance
Points: 12
Masts: 1
Cannon: 3L
Cargo: 4
Movement: S
Ability: Limit. At the beginning of each of your turns, choose any ability possessed by any ship or crew in play; this ship has that ability. You may make a different choice each turn.Flavor: The first ship constructed by the Alliance, the Brick is special to many of the older Alliance sailors. She represents the potential of the Alliance and the Nexus Archipelago.
Dogbite
Nexus Alliance
Points: 13
Masts: 1
Cannon: 4L
Cargo: 4
Movement: L
Ability: This ship may repair at sea or at any wild island. This ship gets +L to her base move if she has no open cargo spaces.Flavor: Most ships become slower when piled with goods and cargo. The Dogbite is not most ships, and seems to become faster the more is placed into her hold.
XerecsModeratorThe Cycle continues with two more for the Alliance!
Stewpot
Nexus Alliance
Points: 6
Masts: 1
Cannon: 3L
Cargo: 3
Movement: L
Ability: If a crew on this ship would be eliminated, turn it face down instead.Flavor: Sailors across the Nexus Archipelago clamor for a chance to serve on this vessel. Not only for glory and honor, but for the famous galley that has some of the best food on the seas.
Fishbait
Nexus Alliance
Points: 3
Masts: 1
Cannon: 4S
Cargo: 4
Movement: L+S
Ability: Sea creatures get +1 to their die rolls against this ship.Flavor: No matter where she sails, the Fishbait always seems to be followed by sea life, from the benign to the monstrous.
XerecsModeratorWe begin a new cycle with the Nexus Alliance! We’re rapidly approaching the end of their regular line-up of ships and will be moving into forts and crew soon!
Tidepool
Nexus Alliance
Points: 2
Masts: 1
Cannon: 3L
Cargo: 2
Movement: L+L
Ability: Treasure coins always take up two cargo on this ship.Flavor: Originally christened as “Rising Tide”, the Tidepool came about its name from the many leaks in her hull, leaving artificial tidepools in her bilge.
Fishhook
Nexus Alliance
Points: 2
Masts: 1
Cannon: 4S
Cargo: 1
Movement: S
Ability: This ship sinks when her last mast is eliminated.Flavor: A poorly converted fishing boat, the Fish Hook is a remnant from the early days of the Alliance, before their navy was properly founded.
XerecsModeratorWe conclude this cycle with the last Mercenary crew of the set!
Warlord Rundark, the Barbarian
Mercenary
Points: 9
Ability: Ex-Patriot. Loyal: Mercenary. 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. When this ship is sunk, instead of eliminating her from the game, place her S away from her Home Island, or docked at the closest friendly fort without any of her masts.Flavor: TBD
Eret Erickson
Mercenary
Points: 5
Ability: Ex-Patriot. Explorer. One of this ship’s treasures is worth +1 gold when unloaded at your home island. If this crew is eliminated, place it on your home island.Flavor: TBD
Ruffian
Mercenary
Points: 7
Ability: Ex-Patriot. Fear. Marine.Flavor: TBD
XerecsModeratorMissed a couple days, so a large helping of the Ionics as the cycle closes, their last regular ships, fort and some crew!
Scodon
Ionic
Points: 6
Masts: 2
Cannons: 4S-4S
Cargo: 5
Movement: S
Ability: Ghost Ship.Flavor: Converted from a garbage barge, the Scodon is considered the lowest assignment in the navy. The admiralty insists that the duties the ship carries out are important, despite evidence to the contrary.
Birkaz
Ionic
Points: 13
Masts: 2
Cannons: 2L-3L
Cargo: 4
Movement: S+L
Ability: This ship gets -1 to her cannon rolls when a helmsman is assigned to her. This ship cannot be shot at by ships within S of her.Flavor: The crew of this vessel have pioneered the art of firing broadside salvos while under full sail.
Rynah
Ionic
Points: 9
Masts/Flags: 6
Cannons: 2L-2L-2L-2L-2L-2L
Ability: This forts flags may only be eliminated by a Musketeer or a Marine crew.Flavor: A small island off the southern coast of the Ionic homeland, Rynah is often mistaken as uninhabited. Not only is this untrue, but the island boasts one of the most formidable fortifications in the southern hemisphere. Many have speculated what could be so important to warrant such a defense.
Lerus
Ionic
Points: 10
Ability: If a sea creature begins its turn within L of this ship, it gets +L to its base move that turn. If this ship is within S of a sea creature at the beginning of its turn, it gets +S to its base move and +1 to its cannon rolls.Flavor: One of the few who saw that not every beast of the sea was a fearsome monster, Lerus was gravely wounded in a battle long ago. He was cared for and nursed back to health by sea creatures he had trained and cared for.
XerecsModeratorThe Cycle continues and we see the last of the Spanish for Farthest Shore! Unlike some of the other factions in the set, the Spanish have no Limited or Special Edition ships so these are truly their last ships and named crew. They do get one generic crew, but we’ll see that one later. 😀
Madrid
Spanish
Points: 9
Masts: 1
Cannon: 4S
Cargo: 4
Movement: S+S
Ability: One of this ships treasures is worth +2 gold when unloaded at your home island. This ship can unload cargo at your home island if she’s within S of it.Flavor: Proudly named after Spain’s capital city, the sailors of this little merchant ship work harder than any other crew in the armada.
La Musa
Spanish
Points: 12
Masts: 1
Cannon: 3S
Cargo: 3
Movement: S
Ability: Ships that start their turn within S of this ship get +1 to their die rolls for that turn.Flavor: A curious little sloop, La Musa flies the Spanish flag, but has never been recorded making berth at any Spanish port. More curious, whatever vessels spot her report streaks of good fortune until they arrive at a friendly port.
Capitan Enrique Pérez
Spanish
Points: 6
Ability: Captain. Explorer. One of this ship’s treasures is worth +1 gold when unloaded at your home island.Flavor: A proper businessman, Enrique Pérez always ensures that he cuts a profit when he returns home to Spanish ports.
XerecsModeratorThe cycle continues with the final two French ships!
Arrogant
French
Points: 6
Masts:1
Cannon: 2L
Cargo: 2
Movement: S+S
Ability: This ship cannot sink, but she can be scuttled.Flavor: Returning to the forefront of French naval ranks, the few remnants of the Arrogant’s original crew now face the same possible threat that claimed the lives of their crewmates, years before.
Lumière Brillante
French
Points: 10
Masts/Flags: 1
Cannons: 3S-3L-3L-3S
Cargo: 0
Movement: T
Ability: Flotilla. Extended Range. Other ship don’t block this ship’s line of fire.Flavor: Only men with the sharpest eyesight are stationed on the “Bright Light”; precision is everything when this flotilla is often tasked with firing at targets from behind friendly warships.
XerecsModeratorThe cycle continues with two more crew for the Cursed!
Gullstew
Cursed
Points: 4
Ability: Eternal. This ship gets +1 to her boarding rolls.Flavor: As was their tradition, this Skeld was awarded a name for his exemplary performance in battle. His choice of name stems from his habit of catching and cooking sea gulls.
Graisho
Cursed
Points:
Ability: Hostile: Jade Rebellion, Nexus Alliance. Marine. This ship ignores the first hit she takes each turn as long as she has all of her masts.Flavor: When he was flesh and blood, Graisho was a gifted warrior who fought with honor. Now in his spectral form, he mindlessly obeys Baron Typhonus.
XerecsModeratorWe’ve seen all of the regular line up for the Pirates, so lets see what all of these Pirates are fighting over. Treasure!
Lord Duke Exeter’s Sword
Ability: This ship gets +1 to her cannon and boarding rolls. If this treasure is on the same ship as Lord Duke Exeter’s Shield, this ship gets +2 to her cannon rolls and ignores the first hit she takes each turn as long as she has all of her masts.
Lord Duke Exeter’s Shield
Ability: This treasure takes up one cargo space. L-range cannons cannot hit this ship. No enemy ability can affect this ship. If this treasure is on the same ship as Lord Duke Exeter’s Sword, this ship gets +2 to her cannon rolls and ignores the first hit she takes each turn as long as she has all of her masts.
XerecsModeratorThe cycle continues, with two more crew for the Americans!
Lt. Cole Randolph
American
Points: 6
Ability: Once per turn, this ship may initiate a boarding party from within S away from an enemy ship without ramming. The boarded ship may not use any boarding bonuses. 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: Bold and often too unafraid for his own good, Lt. Randolph was forced into the Navy when he tried to steal from them. Since then, he has come to be respected and feared, willingly jumping, sword-first onto enemy ships to assure victory.
Mordecai Heller
American
Points: 3
Ability: If this ship wins a boarding party, you may eliminate one crew of your choice from the boarded ship.Flavor: Heller has a talent for violence, and the mind of a scholar. By all appearances a tidy and dapper fellow, he will not hesitate to slice a man from head to toe, just to see what would happen. How such a man wound up as a naval officer is a mystery to many.
XerecsModeratorCan this ship use the ability on itself? (As written, it can.)
Also, basing it off a move action creates some odd interactions with other move-based abilities, like Captains, which could still technically function even when using this to repair. Is that intentional? If not, it would be better to make this use a Repair action, with the added condition that it can be used anywhere rather than just at home or with a Shipwright.
I didn’t intend for the ship to be able to use the ability on itself, should have specified any other friendly ship.
It is also not intentional to be able to use a captain with the ability.
Instead of tying it to a repair action, would tying it to an action in general work? Something like this:
“Instead of giving this ship an action you may repair a mast on any other friendly ship with a point cost of 10 or less.”
XerecsModeratorA new cycle begins, with two more crew for the English!
Captain Andrew McKenzie
English
Points: 5
Ability: All ships that begin their turn within L of this ship get +1 to cannon rolls.Flavor: Though he is only a captain, Andrew McKenzie carries himself like an admiral. His expertise and skills are of value not only to the ship he serves on, but to those near as well.
Jonathan Carter
English
Points: 4
Ability: Secret Hold. This crew doesn’t take up any cargo.Flavor: Jonathan Carter is a bumbling explorer, archaeologist, and historian of ancient civilizations. Yet despite his clumsiness and carefree attitude, he protects his discoveries fiercely, letting no other man lay his eyes on them.
XerecsModeratorThis cycle comes to a close with two more for the Alliance!
Celebration
Nexus Alliance
Points: 9
Masts: 1
Cannon: 2S
Cargo: 4
Movement: S+S
Ability: Give this ship a move action, but do not move her. Instead repair a mast on any friendly ship with point cost of 10 or less.Flavor: Many ships in Alliance waters carry spare timbers and sail to enact repairs on the high seas. This ship takes things a step further, being closer to a small mobile repair facility.
Tidepool
Nexus Alliance
Points: 2
Masts: 1
Cannon: 3L
Cargo: 2
Movement: L+L
Ability: Treasure coins always take up two cargo on this ship.Flavor: Originally christened as “Rising Tide”, the Tidepool came about its name from the many leaks in her hull, leaving artificial tide pools in her bilge.
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