Xerecs

Forum Replies Created

Viewing 30 posts - 181 through 210 (of 1,136 total)
  • Author
    Posts
  • in reply to: Custom Ships (post your custom game pieces here!) #17908
    Xerecs
    Moderator

    The cycle continues and we enter the roster of 1 mast ships for the Alliance! This means that we are getting close to the end of the set!

     

    Axe
    Nexus Alliance
    Points: 19
    Masts: 1
    Cannon: 4S
    Cargo: 2
    Movement: S+S
    Ability: Once per turn roll a D6. On a result of 5-6 move one enemy ship within 3L of this ship to within S of this ship.

    Flavor: A system of mortars, grappling lines and pulleys have been installed on this ship to reel opposing vessels into close quarters.

     

    Magician
    Nexus Alliance
    Points: 11
    Masts: 1
    Cannon: 4S
    Cargo: 4
    Movement: L+S
    Ability: After this ship is given a move action, move all ships within S of her L away in a straight line.

    Flavor: The crew of this vessel claim that it is the barrels of fermenting fish that keep enemy vessels away from her, not some magic of the sea.

    in reply to: Custom Ships (post your custom game pieces here!) #17902
    Xerecs
    Moderator

    The last two mast ships for the Alliance, tomorrow we begin with their 1 mast line up!

     

    Nightshade
    Nexus Alliance
    Points: 10
    Masts: 2
    Cannons: 3L-2L
    Cargo: 4
    Movement: S+S+S
    Ability: This ship gets -1 to her cannon rolls if a helmsman crew is assigned to her.

    Flavor: Sailors are known to be superstitious and come across as strange to land walkers. However, the crew of the Nightshade are strange even by sailor standards.

     

    Misty Rey
    Nexus Alliance
    Points: 14
    Masts: 2
    Cannons: 3S-3S
    Cargo: 4
    Movement: L+S
    Ability: Roll a d6 before you give this ship a move action. On a result of 6 dock this ship at the wild island with the fewest coins on it. If there is a tie the player to your left chooses. On a result of 1-5 this ship may move as normal.

    Flavor: The Misty Rey is a strange ship, even by Alliance standards. Her crew swears the ship seems to teleport, even though it most likely travels very fast. Most likely.

     

    in reply to: Custom Ships (post your custom game pieces here!) #17901
    Xerecs
    Moderator

    The Cycle continues as we draw close to the end of the Nexus Alliance two masters!

     

    Yan Yam
    Nexus Alliance
    Points: 11
    Masts: 2
    Cannons: 2L-2L
    Cargo: 4
    Movement: S
    Ability: Junk. This ship gets +1 to her cannon rolls when she carries treasure.

    Flavor: Gold can be a powerful motivator. The crew of the Yan Yam have been told they can keep some of the goods they haul provided they sink at least one enemy of the Alliance during their cruise.

     

    Globin
    Nexus Alliance
    Points: 14
    Masts: 2
    Cannons: 2L-2L
    Cargo: 4
    Movement: L+S
    Ability: This ship gets +L to her base move if she is assigned an explorer and a musketeer.

    Flavor: The Globin is one part small warship and one part travelling tailor shop. The crew are just as skilled at making fine clothing as they are at fighting. Despite this they are kept in port at Nexus Tower, where they have been tasked with making and repairing uniforms from the Alliance’s marines and soldiers.

    in reply to: Custom Ships (post your custom game pieces here!) #17899
    Xerecs
    Moderator

    The cycle continues! Two more for the Alliance!

     

    Squall’s Eye
    Nexus Alliance
    Points: 10
    Masts: 2
    Cannons: 3L-3L
    Cargo: 3
    Movement: S
    Ability: This ship gets +L to her base move if she has all of her masts. This ship is immune to storm terrain.

    Flavor: Built with sturdy timbers and several advanced water pumps the Squall has been advertised as ‘unsinkable’. Several sailors claim that nothing is unsinkable and that the sea will tell if the Squall can deliver on its promises.

     

    Waterwolf
    Nexus Alliance
    Points: 10
    Masts: 2
    Cannons: 4S-4S
    Cargo: 3
    Movement: S
    Ability: Junk. This ship gets +L to her base move if she has all of her masts.

    Flavor: The crew of the Waterwolf are obsessed with speed, sailing under full canvas, even during foul weather. When the sails and spars of the ship hold up she is a difficult ship to catch and keep up. When they do not hold a well trained swimmer could be faster than her.

    in reply to: Custom Ships (post your custom game pieces here!) #17898
    Xerecs
    Moderator

    Two more for the Nexus Alliance!

     

    Fantastic Leroy
    Nexus Alliance
    Points: 5
    Masts: 2
    Cannons: 5S-5S
    Cargo: 5
    Movement: S
    Ability: Unique treasure is the only treasure this ship can load.

    Flavor: The crew of the Fantastic Leroy are only interested in the strange, odd and unique treasures that can be found on the seas. Anything they deem uninteresting or dull they sell from their ship.

     

    Amalgam
    Nexus Alliance
    Points: 10
    Masts: 2
    Cannons: 2S-3L
    Cargo: 5
    Movement: S
    Ability: Once per turn you may trade one treasure on this ship for a treasure on a friendly ship within S.

    Flavor: Living up to her name the Amalgam was constructed of various parts of scrapped and salvaged ships. Not suited for long voyages, the Amalgam mainly sails in the vicinity of Nexus Tower.

    in reply to: Custom Ships (post your custom game pieces here!) #17897
    Xerecs
    Moderator

    A new cycle begins and we return to the Nexus Alliance!

     

    Farnham Spoon
    Nexus Alliance
    Points: 11
    Masts: 2
    Cannons: 3S-3L
    Cargo: 4
    Movement: S
    Ability: Sea Creatures cannot attack this ship. This ship gets +S to its base move if she has no open cargo spaces.

    Flavor: The crew of this vessel have made habit of throwing spoiled food overboard. This has unknowingly earned the trust of many a sea beast.

     

    Sacred Wind
    Nexus Alliance
    Points: 7
    Masts: 2
    Cannons: 4S-4L
    Cargo: 5
    Movement: S
    Ability: Junk.

    Flavor: Found rotting away in a hidden cove, the Sacred Wind was salvaged and given to Amanda Dalgaard. She in turn gave her to Fong Shader to use as his own floating dojo.

    in reply to: Custom Ships (post your custom game pieces here!) #17892
    Xerecs
    Moderator

    The Mercenaries close out this cycle with two crew!

     

    Vero
    Mercenary
    Points: 4
    Ability: Ex-Patriot. Musketeer. This ship gets +1 boarding rolls.

    Flavor: A dashing fellow and a more than excellent swordsman, Vero is always looking to challenge himself and prove that he is the best duelist.

     

    Sir Liam Gareth
    Mercenary
    Points: 4
    Ability: Ex-Patriot. 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: TBD

    in reply to: Custom Ships (post your custom game pieces here!) #17891
    Xerecs
    Moderator

    Two more for the Ionics as this cycles comes to a close!

     

    Yrrk
    Ionic
    Points: 14
    Masts: 2 (A)
    Cannons: 2L-3S
    Cargo: 5
    Movement: L
    Ability: Secret Hold.

    Flavor: This former smuggling vessel was seized off the Ionic coastline. Her many hidden holds have been put to new use by the admiralty.

     

    Tessiorc
    Ionic
    Points: 10
    Masts: 2 (A)
    Cannons: 3S-3S
    Cargo: 3
    Movement: S+S
    Ability: This ship cannot be pinned.

    Flavor: With the rapid build up of the navy, a need for trained sailors has emerged. This vessel fills that purpose, turning landlubbers into sailors.

    in reply to: Custom Ships (post your custom game pieces here!) #17890
    Xerecs
    Moderator

    We move to some of the last Spanish ships in the Farthest Shore as the cycle continues!

     

    Guadalupe
    Spanish
    Points: 8
    Masts: 2
    Cannons: 4S-4S
    Cargo: 5
    Movement: L
    Ability: Parley.

    Flavor: With the Lady Guadalupe herself adorning this ship’s sails, her crew hopes that no soul would dare attack her, for fear of committing such a heinous act.

     

    El Tiburon Volador
    Spanish
    Points: 13
    Masts: 2
    Cannons: 2S-2L
    Cargo: 6
    Movement: S+L
    Ability: Schooner. This ship cannot be pinned. After this ship resolves a shoot action, she may move as a free action.

    Flavor: Conflict with the Americans lead to the creation of this ship when the remains of two American vessels were put to new use.

    in reply to: Custom Ships (post your custom game pieces here!) #17888
    Xerecs
    Moderator

    Two more for the French as the cycle continues!

     

    Le Roi des Mers
    French
    Points: 12
    Masts: 2
    Cannons: 2S-3L
    Cargo: 5
    Movement: L+L
    Ability: You can double the range of this ship’s cannons each turn, but you must roll a 6 to hit. On the turn this ship is pinned, eliminate one crew from the enemy ship.

    Flavor: Inspired by their bourbon cousins, French admiralty has begun searching for wrecks and hulks to reconstruct and repurpose. Le Rois de Mers is the first of such experimentation, built on the timbers of English vessels.

     

    Le Petit Canon
    French
    Points: 13
    Masts: 2
    Cannons: 2S-3S
    Cargo: 3
    Movement: S
    Ability: Battleship. This ship gets +S to her base move if she was all of her masts. This ship gets +1 to her cannon rolls against Nexus Alliance ships.

    Flavor: Having survived years of service patrolling the English-French border, the crew of Le Petit Canon recognize the threat posed by the newly discovered Nexus Alliance, despite the Admiralty’s opinions.

     

    Battleship: This ships cannons have two shots per mast, and the Extended Range keyword.

    in reply to: Custom Ships (post your custom game pieces here!) #17887
    Xerecs
    Moderator

    The Cycle continues and we move to the Cursed, seeing their first crew from the Farthest Shore!

     

    Seibatsu
    Cursed
    Points: 5
    Ability: Captain. This ship gets +1 to her cannon rolls against Nexus Alliance ships.
    Link: Kikin, Ikusa, Shi

    Flavor: It’s unclear how Typhonus was able to summon Seibatsu and his other “horsemen”. All that is known is that he has unleashed their rage on the Alliance and the greater world.

     

    Ikusa
    Cursed
    Points: 8
    Ability: This ship gets +3 to its cannon rolls against ships within S of it.
    Link: Kikin, Shi, Seibatsu

    Flavor: Ships within close range of Ikusa rarely survive their encounter with his ship. It is fortunate that his strange ways with cannons does not seem to work at range.

     

    Kikin
    Cursed
    Points: 6
    Ability: You own any derelict this ship explores; both ships become docked at your home island.
    Link: Shi, Ikusa, Seibatsu

    Flavor: While his fellow “horsemen” prefer to destroy ships, Kikin prefers to collect them. It is rumored that every ship he has taken is locked away in a bottle, doomed to an eternity of stormy seas.

     

    Shi
    Cursed
    Points: 14
    Ability: Once per turn when this ship is given a shoot action, roll a d6; on a 5-6 every enemy ship within S of this ship loses a mast and is moved L away from this ship (this ship may make no other attacks).
    Link: Seibatsu, Ikusa, Kikin

    Flavor: Those who have survived encounters with Shi claim that he has some way of moving the air, summoning fierce winds to rip masts off of ships and push them away.

    in reply to: Custom Ships (post your custom game pieces here!) #17882
    Xerecs
    Moderator

    The cycle continues with the last three regular crew for the Pirates! After today all of their regular ships and crew have been seen!

     

    Beni Gabor
    Pirate
    Points: 6
    Ability: Black Mark. Once per turn, you may eliminate one of this ship’s crew to give her an extra action. This ship has one extra cargo space that can only be taken up by gold.

    Flavor: Greed and cowardice make for a terrible combination. There is nothing Beni will not do to try and get rich quick.

     

    James Hawkins
    Pirate
    Points: 5
    Ability: Parley. This ship’s crew cannot be eliminated unless she sinks.

    Flavor: Bored with life on land, James Hawkins took to the seas for adventure. What he got was more of the same monotony that plagued him on land. Nonetheless, he is able to diffuse tense situations and keep the rest of his mates safe on the seas.

     

    Mr. Scrupe
    Pirate
    Points: 5
    Ability: Once per turn, you may eliminate one of this ship’s crew to give her an extra action. This ship gets +1 to boarding rolls.

    Flavor: Scrupe lives for the fight. He enjoys chaotic and violent boarding actions in particular, not caring if the men dying are his or the enemy’s.

    in reply to: Custom Ships (post your custom game pieces here!) #17874
    Xerecs
    Moderator

    Does this apply when it unloads anytime and anywhere, or only specifically at home islands?   As written it’s in effect at all times, which adds complexity to boarding and such.

    Should only apply at home islands, I’ll modify the text.

     

    This point cost seems low by several points.

    I noticed that as well, I’m not sure how/why he was so low. I’m thinking 6-7 would be better or more in line.

    @ Robert Black,

    Those seem like some good ships for the English and Americans!

    ————————————————————————

    Seems I made an error in one of the last cycles, today we have the final ship for the Americans and two of their crew!

     

    USS Brave
    American
    Points: 4
    Masts: 1
    Cannon: 2S
    Cargo: 2
    Movement: S+S
    Ability: You may double the range of this ship’s cannons each turn, but you must roll a 6  to hit.

    Flavor: TBD

     

    Brent Richards
    American
    Points: 7
    Ability: Ex-Patriot. Marine. This crew gets  +1 to its gun rolls against Cursed targets.

    Flavor: Brent Richards’ solution to every problem he has faced: Shoot first, shoot some more, and then shoot even more. His experiences and run-ins with The Cursed have given him a deep hatred of all things undead, or that go bump in the night.

     

    Helena Skvalling
    American
    Points: 5
    Ability: Crew of any nationality may use their abilities on this ship. Musketeer.

    Flavor: Helena Skvalling met Jacob Raines in a Boston dive, when he challenged the entire bar to a duel, and Helena was the only one to beat him. Since then she has joined him on numerous exploits and misadventures, oftentimes saving the brash and reckless Raines.

    in reply to: Custom Ships (post your custom game pieces here!) #17866
    Xerecs
    Moderator

    We move to a new cycle and begin with the English! We’ve seen all of their regular ships, now onto their crew and fort!

     

    Port Montressor
    Points: 4
    Flags: 4
    Cannons: 3S-3S-3L-3L
    Ability: Once per turn, each friendly ship docked at this fort may transfer cargo to another friendly ship at this fort, as a free action.

    Flavor: Situated on a vital trade route to the Farthest Shore, Port Montressor began as a simple trading outpost, but has become the foremost naval base for the royal navy for operations in the Farthest Shore.

     

    Dr. Charles Kilroy
    English
    Points: 4
    Ability: Crew of any nationality may use their abilities on this ship. Crew placed on this ship do not take up any cargo space.

    Flavor: When Thunder needs a question answered, he comes to Charles Kilroy. Dr. Kilroy knows more about treasure hunting than most, and has connections and sources across the globe.

     

    Gail Storm
    English
    Points: 7
    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. This ship gets plus one to her cannon rolls against any ship of a different nationality.

    Flavor: Gail ran away from home, pretended to be a man and wound up in the Navy. Her deception was perfect until she was uncovered by Thunder. Instead of turning her in, Thunder made her one of his most trusted friends and officers on his ship.

    in reply to: Custom Ships (post your custom game pieces here!) #17860
    Xerecs
    Moderator

    Why a ? for the Cecil’s Point cost, if I might ask

    I wasn’t sure what the point cost would be when I first made the ship and posted it. It’s a novel ability and the ship has decent stats outside of her ability, which I envisioned coming up more often than it likely will. For now she’s got a point cost of 8 in my spreadsheet for the set.

    I quite like all of the ships you posted, they seem interesting and costed more or less accurately, except for the Surprise. I feel she could come down a few points, but I think you’ve got her that high so the linked pair can be assigned to the ship, correct? Speaking of them, you can probably lower Stephen’s point cost to 5 instead of 6. 5 is what WK put his second ability at, but its mostly agreed to be overpriced.

    —————————————————————

    This cycle of the Farthest Shore comes to a close, after these the Nexus Alliance only has 25 more regular ships left before we hit their crew!

     

    Dominique
    Nexus Alliance
    Points: 9
    Masts: 2
    Cannons: 5S-4S
    Cargo: 6
    Movement: S
    Ability: Any treasure this ship unloads is worth -1 gold.

    Flavor: A gaggle of Dr. Overtons followers man this ship. A stranger collection of sailors, architects and inventors has never before been seen. Their general lack of nautical knowledge often makes them inefficient.

     

    Fermez la Bouche
    Nexus Alliance
    Points: 14
    Masts: 2
    Cannons: 4S-4S
    Cargo: 5
    Movement: S
    Ability: This ship gets +L to her base move if she has all of her masts. Pirate crew may use their abilities on this ship.

    Flavor: The sailors and crew of the Fermez embrace the phrase their ship is named after. They rarely talk to men outside of their crew and conduct their business as quickly and quietly as possible.

    in reply to: Custom Ships (post your custom game pieces here!) #17854
    Xerecs
    Moderator

    I feel the Cacafuego could come down a point or two in her cost, but she looks very usable and interesting otherwise. Acheron certainly seems impressive, though I think you’d be okay with her at 20 points instead of 21.

    ——————————————–

    The Cycle continues with two more from the Farthest Shore!

     

    Bilge Urchin
    Nexus Alliance
    Points: 12
    Masts: 2
    Cannons: 4S-4S
    Cargo: 6
    Movement: S
    Ability: Pirate crew may use their abilities on this ship. When another face-up crew on this ship is would be eliminated turn it face down instead.

    Flavor: The Bilge Urchin and her crew are former pirates who fled from the wrath of One-handed John. Occasionally they forget that they are no longer pirates.

     

    Cecil
    Nexus Alliance
    Points: ?
    Masts: 2
    Cannons: 2L-3L
    Cargo: 5
    Movement: L
    Ability: Once per turn you may trade an equipment assigned to this ship for a treasure on a friendly ship within S.

    Flavor: Like many ships that sail in Alliance waters, the Cecil carries a goodly amount of firearms and other weapons. Although they are intended to be sent to the frontlines of alliance waters, the crew of the Cecil often conducts off the books trade on the open ocean to earn themselves a pretty penny.

    in reply to: Custom Ships (post your custom game pieces here!) #17849
    Xerecs
    Moderator

    HMS Sophie

    I’m unfamiliar with the historical reference, but this is a nice little ship. She feels appropriately costed given her stats and ability. Also, welcome aboard!

    in reply to: Custom Ships (post your custom game pieces here!) #17838
    Xerecs
    Moderator

    Two more for the Alliance!

     

    Kite
    Nexus Alliance
    Points: 6
    Masts: 2
    Cannons: 2S-3L
    Cargo: 2
    Movement: L
    Ability: Junk. This ship gets +1 to her boarding rolls. This ship ignores terrain when given a move action (islands are not terrain).
    Link: Kenneth Smith

    Flavor: Small but well armed, the Kite flits about Alliance waters, seeming to cover great distances in a short time. Some suspect that Smith vents his anger and frustrations on the Kite’s crew, however this could not be further from the truth.

     

    Destiny’s Wing
    Nexus Alliance
    Points: 4
    Masts: 2
    Cannons: 3S-4S
    Cargo: 2
    Movement: S+S
    Ability: Junk.
    Link:Kenneth Smith

    Flavor: Though he is associated with many vessels, and often prefers others, Kenneth Smith spends most of his time on the Destiny’s Wing. The ship is small enough that he can man her himself, useful for when he flies into a rage.

    in reply to: Custom Ships (post your custom game pieces here!) #17836
    Xerecs
    Moderator

    The +S gets extremely subjective.  If not in a straight line, what determines whether or not the ship is moving towards the target?  An opponent could demand a certain angle of approach requirement is met.  Then you have whirlpool “shortcuts” that could expedite the travel by heading in the opposite direction.

    If I included some language that made the +S only relevant while the ship was moving toward the target ship, would that clear things up a little? Something like this:

    “At the beginning of your turn you may declare an enemy ship a target of this ship. This ship gets +1 to her cannon rolls the target ship; this ship gets +S to her base move when moving in a direct line toward the target ship.”

    in reply to: Custom Ships (post your custom game pieces here!) #17835
    Xerecs
    Moderator

    If you’re looking for a cost on Destiny’s Shadow, I would start at 12+ depending on the cannons (seems similar to Black Arrow from RotF).

    Whoops! She has a point cost of 10 with cannons of 4S-4S.

    in reply to: Custom Ships (post your custom game pieces here!) #17833
    Xerecs
    Moderator

    Two more for the Alliance as the Cycle continues!

     

    Desert Lightning
    Nexus Alliance
    Points: 9
    Masts: 2
    Cannons: 3L-4S
    Cargo: 3
    Movement: S+S+S
    Ability: Junk.
    Link: Gordon Walker

    Flavor: Modified by Walker, the Desert Lightning is one of the fastest ships in the Alliance.

     

    Destiny’s Shadow
    Nexus Alliance
    Points: 10
    Masts: 2
    Cannons: 4S-4S
    Cargo: 3
    Movement: S+L
    Ability: Junk. This ship cannot be shot at by ships within S.
    Link: Lloyd Montgomery

    Flavor: Montgomery has gone to great lengths modifying his ship, making it difficult to hit. His method for achieving this incredible feat involved live fire experiments.

    in reply to: Custom Ships (post your custom game pieces here!) #17832
    Xerecs
    Moderator

    Sounds like you must use it every turn, even if you’re targeting the same ship each time.

    Is that +S treated like a regular movement bonus?  Or must the ship being moving in a straight line towards the targeted ship with every segment?

     

    You wouldn’t have to use it every turn. Yes the +S is treated like a regular movement bonus, you wouldn’t be required to move in a straight line toward the target ship, but you would be required to move toward the target every turn that ship is a target. I suspect the language might need to be cleared up a bit….

    in reply to: Custom Ships (post your custom game pieces here!) #17826
    Xerecs
    Moderator

    This cycle continues with two more for the Nexus Alliance!

     

    Explosion
    Nexus Alliance
    Points: 14
    Masts: 2
    Cannons: 3L-3L
    Cargo: 2
    Movement: S+S
    Ability: Junk. Ghost Ship. This ship gets +1 to her cannon rolls against the Cursed. Cursed ships get -1 to their cannon rolls against this ship.
    Link: Christopher Stone

    Flavor: Made by Christopher Stone with the express purpose of hunting the Cursed, the Explosion has several confirmed kills to her name, despite her diminutive size.

     

    Chaser
    Nexus Alliance
    Points: 11
    Masts: 2
    Cannons: 3L-3L
    Cargo: 3
    Movement: S+S+S
    Ability: Junk. At the beginning of your turn declare an enemy ship a target of this ship. This ship gets +1 to her cannon rolls and +S to her base move against the target ship.
    Link: Kenneth Smith, Natalie Smith

    Flavor: Unofficially known as the headhunting ship, the Chaser is the preferred ship of both Smith siblings, as it allows them to focus the anger and energy they both posses and use it for the Alliance.

    in reply to: Custom Ships (post your custom game pieces here!) #17823
    Xerecs
    Moderator

    The cycle continues with two more for the Nexus Alliance!

    Fireblade
    Nexus Alliance
    Points: 9
    Masts: 2
    Cannons: 2L-2L
    Cargo: 2
    Movement: L+S
    Ability: Junk. This ship may not be given firemasts.
    Link: Kenneth Smith

    Flavor: Kenneth Smith has claimed that the Fireblade is fire-proof. This claim is dismissed as nothing more than more of Smith’s typical hyperbole.

     

    Ice Fang
    Nexus Alliance
    Points: 9
    Masts: 2
    Cannons: 3L-2L
    Cargo: 4
    Movement: S+L
    Ability: Junk. If this ship begins its turn within S of an iceberg, it gets +S to it’s base move for this turn.
    Link: Zachariah Shard

    Flavor: The Fang has spent extended time in arctic and antarctic waters, often at the behest of the erratic Zachariah Shard.

    in reply to: Custom Ships (post your custom game pieces here!) #17822
    Xerecs
    Moderator

    We begin another cycle with the Nexus Alliance, and we’re rapidly coming to the close on their regular ships as well! At this point the Farthest Shore is about 2/3 or more released!

     

    Marksman
    Nexus Alliance
    Points: 13
    Masts: 2 (A)
    Cannons: 2S-2S
    Cargo: 3
    Movement: L
    Ability: This ship eliminates two masts in one hit.

    Flavor: The Marksman serves as a training vessel dedicated to gunnery. Crews that perform well are graduated to the capital ships of the Alliance.

     

    Bolt
    Nexus Alliance
    Points: 10
    Masts: 2 (A)
    Cannons: 3S-2S
    Cargo: 2
    Movement: S+S+S
    Ability: On the turn this ship is pinned, eliminate a mast and a crew from the rammed ship.

    Flavor: Several claw cannons have been mounted to this ships bow for an experimental type of naval warfare.

    in reply to: Custom Ships (post your custom game pieces here!) #17821
    Xerecs
    Moderator

    I recommend adding “instead of one” at the end.  I know it’s a stretch, but this could be interpreted as “instead of Widow scoring a hit, eliminate two masts from her instead”.

    I don’t quite see how it could be interpreted that way but I’ll clear it up. “instead of one from the target ship” should make it clear.

    in reply to: Custom Ships (post your custom game pieces here!) #17819
    Xerecs
    Moderator

    We close out this cycle with the last regular mercenary ship and their singular fort!

     

    Widow
    Mercenary
    Points: 14
    Masts: 2
    Cannons: 2S-2S
    Cargo: 3
    Movement: S+S
    Ability: Mercenary. The first time each turn that this ship hits another ship, eliminate two masts instead.

    Flavor: The woman who captains the Widow lost her husband at sea, in a petty war. She now sails the sea to show the women of the world what loss awaits them when their men don’t return home, either.

     

    Isle of Berk
    Mercenary
    Gold Cost: 8
    Flags: 6
    Cannons: 3S-3S-3S-4L-4L-4L
    Ability: Friendly sea creatures may dock at this fort and be given repair actions while docked. Enemy ships get +1 to their cannon rolls against both this fort, and against pieces docked at this fort.

    Flavor: Once the Homeland of a tribe of dragon-taming vikings, the Isle of Berk now serves as a stronghold for those who live under the Mercenary flag. The island’s shores still attract all manner of sea creatures, much to the chagrin of the Mercenaries who live there.

    in reply to: Custom Ships (post your custom game pieces here!) #17817
    Xerecs
    Moderator

    Another double helping of the Ionics!

     

    H’Pka
    Ionic
    Points: 10
    Masts: 3
    Cannons: 3S-4S-4S
    Cargo: 3
    Movement: S+S
    Ability: Galley. This ship gets +1 to her cannon rolls when a captain is assigned to her.

    Flavor: Before the outside world came to the Ionics this ship was a patrol craft, guarding shipping lanes and small coastal villages from local thieves and Pirates.

     

    R’Ki
    Ionic
    Points: 19
    Masts: 2
    Cannons: 2L-3L
    Cargo: 2
    Movement: L
    Ability: Submarine. This ship gets +1 to her cannon rolls for every friendly ship within S.

    Flavor: By itself the R’ki is no large threat. Surround it with friends and allies however, and the ship seems to transform into an unstoppable juggernaut.

     

    Utakam
    Ionic
    Points: 15
    Masts: 2
    Cannons: 3S-3S
    Cargo: 3
    Movement: L
    Ability: Submarine. You may give this ship a shoot action while submerged to make one 3L+L mortar attack against a target ship (it may make no other attacks). If it hits eliminate a mast and a cargo from the target ship. If the die roll is a 1, eliminate a segment from this ship.

    Flavor: The Utakam was outfitted with experimental cannon mortars that would allow her to fire on ships while staying under the water. While initially successful the cannons have backfired more than once, resulting in significant damage to the ships hull.

     

    Boldirk
    Ionic
    Points: 13
    Masts: 2
    Cannons: 3L-4S
    Cargo: 3
    Movement: L
    Ability: When this ship is given an explore action, you can swap a treasure on the wild island with a crew on any friendly ship.

    Flavor: The crew of the Boldirk have little concern for the well-being of others. They simply want to do their job and go back home.

    in reply to: Custom Ships (post your custom game pieces here!) #17813
    Xerecs
    Moderator

    After a small break we continue with the Farthest Shore! Two more Spaniards arrive!

     

    Santa Clara
    Spain
    Points: 4
    Masts: 2
    Cannons: 4L-4L
    Cargo: 4
    Movement: S+S
    Ability:

    Flavor: The Santa Clara had been a Spanish merchant ship for years, before the Farthest Shore was discovered. She was recruited by the Admiralty to run supplies between Barcelona and Fortaleza Dorada.

     

    Condessa de Cavour
    Spanish
    Points: 11
    Masts: 2
    Cannons: 4S-4S
    Cargo: 3
    Movement: L
    Ability: Battleship. This ship gets +1 to her cannon rolls when she is within S of an island.

    Flavor: Enlisted from the Portuguese to aid in the race to the Farthest Shore, the Condessa patrols territory around Spanish forts and colonies, protecting them from foreign interference.

     

    Battleship: This ships cannons have two shots per mast, and the Extended Range keyword.

    in reply to: Questions About Game Rules & The Pirate Code #17796
    Xerecs
    Moderator

    Could the ability of the Maui’s Fishhook be used on a submerged target, be it a Submarine or Sea Monster?

    Ability for reference:

    Once per turn as part of a move action, this ship can randomly take one treasure from any ship up to S away from her.

     

Viewing 30 posts - 181 through 210 (of 1,136 total)