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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.
XerecsModeratorThe 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.
XerecsModeratorThe 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.
XerecsModeratorThe 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.
XerecsModeratorThe 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.
XerecsModeratorTwo 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.
XerecsModeratorA 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.
XerecsModeratorThe 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
XerecsModeratorTwo 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.
XerecsModeratorWe 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.
XerecsModeratorTwo 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.
XerecsModeratorThe 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, ShiFlavor: 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, SeibatsuFlavor: 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, SeibatsuFlavor: 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, KikinFlavor: 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.
XerecsModeratorThe 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.
XerecsModeratorDoes 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!
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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.
XerecsModeratorWe 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.
XerecsModeratorWhy 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.
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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.
XerecsModeratorI 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.
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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.
XerecsModeratorHMS 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!
XerecsModeratorTwo 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 SmithFlavor: 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 SmithFlavor: 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.
XerecsModeratorThe +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.”
XerecsModeratorIf 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.
XerecsModeratorTwo 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 WalkerFlavor: 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 MontgomeryFlavor: 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.
XerecsModeratorSounds 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….
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