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XerecsModeratorThat is an awesome fort! Love the flavor text too. I’d love to use it… maybe it will appear in CG4….
Thanks! Just bear in mind that the ability will affect a friendly ship too.
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Two more for the French!
Le Diamant
French
Points: 10
Masts: 2 (B)
Cannons: 2S-2L
Cargo: 3
Movement: L
Ability: This ship gets +1 to her cannon rolls against ships that are assigned a captain crew.
Flavor: Stolen from the English, and manned by an elite crew, the “Diamond” is a diplomatic vessel, sent to negotiate with enemy ships before bringing in the big firepower.
Madrigal
French
Points: 10
Masts: 2
Cannons: 3L-3S
Cargo: 4
Movement: S+S
Ability: Armed Merchant. Secret Hold.Flavor: The Madrigal is an honorable merchant vessel by day, and a smuggling ship by night. Extra space has been made in her hold for less than legal cargo. And if her captain’s usual bribe doesn’t pass cargo inspection, her cannons will.
Armed Merchant: Once per turn as a free action one of this ships cannons may shoot at one enemy target within range. The shot may not have it’s range or rank increased.
XerecsModeratorThe last regular release of Cursed ships before we move into their crew section of the Farthest Shore!
Kero
Cursed
Points: 6
Masts: 1
Cannon: 3L
Cargo: 2
Movement: S
Ability: This ship gets+1 to her cannon rolls against Alliance ships.Flavor: Despite it’s diminutive size, the Kero is known widely as a hunter of the Nexus Alliance. Purportedly the Alliance has made the capture or sinking of this ship one of their top priorities.
Darklings
Cursed
Points: 8
Masts: 0
Cannon: 3S
Cargo: 2
Movement: S+S
Ability: Native Canoes. Once per turn, when this ship hits an enemy ship, you may eliminate a cargo from that ship.Flavor: As part of his falling to the Cursed, Typhonus corrupted and enslaved this local tribe to do his bidding.
Hallowed Ravine
Cursed
Points: 6
Flags: 5
Cannons: 2L-2L-2L-2L-2L
Ability: Once per turn, roll a d6 for each ship within S of this fort. On a 4-6, give the target ship a fire mast.Flavor: Built on a volcanic island, the Hallowed Ravine lies at the heart of the territory controlled by Baron Typhonus. It is whispered that the Baron himself resides in the Ravine, lording over the demons of his horde, from a blackened throne.
XerecsModeratorWhat UPS means
Universal Pirate Shipping. The shorthand for the ability of Captain Jack Sparrow (CA 058). It lets you swap a treasure from a wild island with a crew on any friendly ship.
XerecsModeratorAll of the Pirates regular release ships have been seen, and their roster is almost fully revealed with only crew left to be shown!
Michael Cunningham
Pirate
Points: 4
Ability: When this ship hits an enemy ship, eliminate a cargo from the enemy ship. This ship gets +1 to boarding rolls.Flavor: One of Sam Sinister’s favorite guardsmen, Cunningham is a brute of a thug who has surprising accuracy with a rifle.
Rodrigo Vilanova
Pirate
Points: 6
Ability: Explorer. This ship gets +1 to Mysterious Island and Blood Island rolls.Flavor: A recent addition to Sam Sinister’s gang, Rodrigo is a man of the wild. He can survive just about anywhere, and can navigate any island with ease, no matter the wildlife or risk.
XerecsModeratorAfter observing some recent new UPS fleets, I decided to try and revisit an “old” idea of mine, getting a +4 bonus on a gold coin. This lead to an afternoon of head-scratching and bemoaning as I tried to make the combo work at a 40 point limit. I met with some success, but feel as though the fleets could still be optimized further. I’ll share the two that I think have the best odds here however.
Max Bonus 1
Bonnie Liz(8)+Gaspar Zuan(2),Genny Gallows(3), Powder Pete(2), Silver Explorer(3)
Banshee’s Cry(3)+ Jonah(0), Captain Jack Sparrow(6), helmsman, explorer(2+1)
Patagonia(4)+Robinson(0), Mycron(6), Bratley(0)
Oarsman x3 on Home Island
Hidden Cove (2)
Ramsgate, Dead Man’s Point, Fort Brompton
Treasure: Kharmic Idol, Pandora’s Box, Silver 3, 3, 3, 3, 3Ideally you’ll find a majority of silver on the island you send the Cry to with Hidden Cove, sending home at least two silver 3’s with an extra explore action from Mycron. Only one of them will be able to be unloaded on turn one, but after bonuses it’ll be worth 7 gold which gets to about half of what you need to win the game. You’ll only be able to send one more coin back to the Bonnie Liz by the time turn 2 starts, during which you’ll need to unload the coin she’s still carrying getting hopefully another 7 total gold. That puts you at 14 gold on your home island, just one shy of the more than half victory condition (I think), so you’ll have to either go a find another silver coin on another island, or maximize your chances with the gold on island 1, either by building a one of the forts or sending more of the coins there back home to get bonuses. Either way by the time turn 3 ends you should have enough gold on your home island or in a friendly fort to have won the game.
Max Bonus 2
Hai-Peng(13)+Captain Jack Sparrow(6), helmsman, explorer(2+1), Jimmy Legs(3)
Banshee’s Cry(3)+ Jonah(0), Genny Gallows(3), Silver Explorer(3)
Le Couer du Lion(2)+Princess Arii Auraa(0), Maurice Aristide(3)
Jolly Mon(1)+ Hag of Tortuga(0)
Oarsman x3 on Home Island
Hidden Cove(2)
Paradis
Treasure: Kharmic Idol, Pandora’s Box, Silver 3, 3, 3, 3, 3Similar concept and almost the same execution. Use Hidden Cove to fling the Hai Peng to an island. Load an oarsman onto the BC and CdL. Re-dock and explore with the Hai-Peng, sending a silver coin to the Banshee’s Cry, or send a high value regular coin to the CdL. SAC the oarsman that you get in return to try and get to the next closest island. Upon docking and exploring that island, send a coin to whichever ship at home still has an oarsman on it. That ship then unloads a traded coin for a bonus. There should now be enough gold on your home island to build a fort at the Hai-Peng’s current island, thus claiming that gold for your fleet and hopefully putting you over the more than half needed to win the game.
I’ve spent the better part of the day trying to find a way to meld these two fleets together and still be at the 40 point limit. So far I’ve not met with success but I feel there’s got to be a way.
XerecsModeratorAre the effects of Mysterious Islands considered public knowledge to other players, or is the contributing player the only one who knows what the islands do until they’re revealed?
Also, the Code states:
Mysterious Island effects cannot be re-rolled
Does this refer to the individual effects of the island or the determination of which effect happens when you dock at one?
For example, I have a ship with re-roll dock at Mysterious Island #13. Am I not allowed to re-roll the roll to determine which 1-6 effect takes place, or am I not allowed to re-roll the 1-2 island effect?
MI #13:
1-2: Roll 4d6. For every 4-6 result, eliminate one of this ship’s masts.
3-4: No effect.
5-6: Move an opposing ship using her base move.———————————————————
A question regarding the No-Duplicates rule. The very last line of the entry in the Code states:
“The no-duplicates rule applies to unique treasures only during setup, when placing them in the treasure pool. If an ability or effect allows you to bring in additional unique treasures, you may duplicate ones that are currently in play”
Could the same ruling be applied to Events? At set-up you can’t have two of the same Event, such as Duel or Divers, but if you are able to add them to your fleet during a game, could you add a duplicate?
As I’m writing I think this answers that:
“If an ability or effect allows you to bring in a named crew, event token, or other game piece from outside of the game, you may choose one that was previously removed from the game or eliminated without violating the no-duplicates rule, provided that both “copies” of that game piece are not in your fleet at the same time.”
XerecsModeratorDaily Customs continue, with two of the final 3 ships for the Americans in the Farthest Shore!
USS Coyote
American
Points: 10
Masts: 2
Cannons: 2L-3L
Cargo: 3
Movement: L+S
Ability: Schooner. This ship gets +1 to her boarding rolls.Flavor: The Coyote is crewed by a fierce assortment of sailors, each one with countless, dubious stories of how he ended up serving on her.
USS Beagle
American
Points: 8
Masts: 2 (A)
Cannons: 3L-3L
Cargo: 4
Movement: S+S
Ability: This ship gets +1 to her cannon rolls against Pirate ships.Flavor: TBD
XerecsModeratorWhat’s the intended timing on this ability? Do you have to eliminate the mast before rolling anything, or can you choose to eliminate one after you’ve fired some/all of them?
Meant to be the first one. Would amending the wording to:
“When this ship is given a shoot action, before an dice are rolled, you may eliminae one of this ships masts to cancel all crew and ship abilities of one enemy ship within S of this ship until the beginning of your next turn.”
make the intent and functionality better?
This should probably have some extra limitations built in. The simplest would be to make it an optional effect that you use instead of firing normally, and then add a die/cannon limit, like a max of two.
Would something like this work:
“When this ship rolls a 6 on a cannon roll, instead of eliminating a mast, the target ship may not be given am action on it’s next turn.”
XerecsModeratorWe start this new cycle with the English, and their last two regular ships from the set! When we next see them we’ll be diving into their crew selections and their singular fort!
HMS Cornwall
English
Points: 10
Masts: 2
Cannons: 3L-4S
Cargo: 4
Movement: L
Ability: Armed Merchant.Flavor: HMS Cornwall was outfitted with cannons and weaponry when she began to skirt Nexus Alliance waters. Unfortunately, no one made a point of instructing her crew on how to use these supplies.
HMS Nimbus
English
Points: 7
Masts: 1
Cannon: 4S
Cargo: 3
Movement: S+S
Ability: Forts get +1 to their cannon rolls against this ship.Flavor: HMS Nimbus began her career as a training boat for English marines, but has now made numerous trips into the Nexus Archipelago as an advance scout ship.
Armed Merchant: Once per turn as a free action one of this ships cannons may shoot at one enemy target within range. The shot may not have it’s range or rank increased.
XerecsModeratorTwo more for the Nexus Alliance at the end of this cycle.
Bosun’s Blunder
Nexus Alliance
Points: 9
Masts: 2
Cannons: 3S-4S
Cargo: 4
Movement: L
Ability: This ship gets +1 to her cannon rolls against targets within S of her.Flavor: Many of this ships long range guns were removed and allocated to larger ships, leaving only a small armament of short range cannons. To compensate, the crew have begun training for close quarters engagements.
Split Peas
Nexus Alliance
Points: 13
Masts: 2
Cannons: 3S-2S
Cargo: 3
Movement: S+L
Ability: When this ship is given a shoot action, you may eliminate one of her masts to cancel all crew and ship abilities of one enemy ship within S until the beginning of your next turn.Flavor: The crew of this vessel have taken to intentionally felling one of their masts when engaging enemy ships in close quarters. Though the tactic is questionable at best the Split Peas has so far survived every battle.
XerecsModeratorTwo more as we approach the end of this cycle!
Sawtooth
Nexus Alliance
Points: 4
Masts: 2
Cannons: 3S-3L
Cargo: 5
Movement: L
Ability: This ship ignores Iceberg terrain.Flavor: Built in the frigid southern reaches of Alliance waters, the Sawtooth has shown remarkable resistance to cold and antarctic temperatures.
Flintlock
Nexus Alliance
Points: 11
Masts: 2
Cannons: 2L-2S
Cargo: 3
Movement: S+S
Ability: When this ship rolls a 6 on a cannon roll, eliminate an extra mast and cargo from the target ship.Flavor: Experimental cannons from Ionic smiths have been installed on this vessel. The results so far have exceeded expectations.
XerecsModeratorTwo more the the Nexus Alliance as the cycle continues!
Pilum
Nexus Alliance
Points: 4
Masts: 2
Cannons: 2L-2L
Cargo: 1
Movement: L+L
Ability: This ship cannot shoot when she carries treasure.Flavor: Converted from a merchant ship, the Pilum has been optimized for quick decisive combat actions. As a result there is almost no room onboard for treasures or other goods.
Short Blade
Nexus Alliance
Points: 4
Masts: 2
Cannons: 2S-3S
Cargo: 4
Movement: S+L
Ability: This ships base move becomes S when she reaches her cargo limit.Flavor: The least remarkable of the blade line of ships, the Short Blade is poorly armed. Her lack of armament however allows her to achieve slightly greater speeds on the waves.
XerecsModeratorTwo more for the Alliance!
Trident
Nexus Alliance
Points: 4
Masts: 2
Cannons: 3S-3s
Cargo: 3
Movement: S+S+S
Ability: This ship cannot load the last treasure from an island.Flavor: Trident insignias are emblazoned all across this ship’s hull and sails. Her crew believe that this brings good fortune upon them.
Fishing Tiger
Nexus Alliance
Points: 3
Masts: 2
Cannons: 4S-5S
Cargo: 2
Movement: S
Ability: This ship cannot load treasure of any kind.Flavor: A converted fishing boat, the Fishing Tiger was meant to be a small cargo hauler. Her conversion however left her with barely any cargo space and significantly reduced her speed.
XerecsModeratorTwo more for the Nexus Alliance!
Javelin
Nexus Alliance
Points: 11
Masts: 2 (A)
Cannons: 2L-3L
Cargo: 4
Movement: S+L
Ability: When this ship is given a shoot action, roll a d6 before any other dice are rolled. On a 6 lightning strikes every enemy ship within L. The affected ships have their base moves reduced to S until the beginning of your next turn.Flavor: The sister of the Lightning, the Javelin seems to have a similar weapon. Curiously however, she lacks the Lighting’s signature lighting rods.
Spearhead
Nexus Alliance
Points: 9
Masts: 2 (A)
Cannons: 3S-4S
Cargo: 5
Movement: L+S
Ability: When this ship rolls a 6 on a cannon roll, the target ship may not be given an action on its next turn.Flavor: As her name suggests, the Spearhead is often chosen to be the focal point of offensive battle formations.
XerecsModeratorWe transition from the 3 mast line to the 2 mast line, we’ve now officially seen half of the Nexus Alliance’s regular roster!
Lightning
Nexus Alliance
Points: 10
Masts: 2
Cannons: 2L-4S
Cargo: 2
Movement: S+S+S
Ability: You may give this ship a shoot action to make one L-range Rank 3 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 cannot use their abilities on the target’s next turn.Flavor: How exactly this ship is able to redirect lighting strikes is unknown. Many however suspect it has something to do with the lighting rods affixed to the tops of her masts and elsewhere on her deck.
Dagger
Nexus Alliance
Points: 9
Masts: 2
Cannons: 2S-3S
Cargo: 3
Movement: L
Ability: This ship gets +1 to her ram rolls.Flavor: Small and unassuming, the Dagger is often dismissed as a non-threat. That is a mistake that the ship’s crew rely on to surprise their enemies.
XerecsModeratorWe begin a new cycle, back to the Nexus Alliance for the next week!
Bog Clam
Nexus Alliance
Points: 11
Masts: 3
Cannons: 3S-3S-5S
Cargo: 7
Movement: S
Ability: This ship ignores the first hit it takes each turn as long as it has all of its masts. Cursed crew may use their abilities on this ship.Flavor: One of Dalgaard’s runners, the Bog Clam often makes trips into Cursed territory, disguised to blend in. What exactly Dalgaard sends the ship and her crew to do is unknown, not even to the other leaders of the Alliance.
Stormer
Nexus Alliance
Points: 15
Masts: 3
Cannons: 2S-3L-3L
Cargo: 4
Movement: S+S
Ability: Icebreaker. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.
Link: Commander Preston RainFlavor: Salvaged from the recent bouts of northern exploration, the Stormer’s hull can withstand even the toughest ice. The ships her captain intends to ram with her powerful bow, on the other hand, aren’t nearly as resilient.
Commander Preston Rain
Nexus Alliance
Points: 9
Ability: Marine. Once per turn, roll a d6. On a 5-6, give this ship may be given an extra action.
Link: StormerFlavor: Commander Rain is the kind of man who will utilize risky tactics, but condemn others who would do the same. Despite his contrary attitude, his leadership has proven crucial in uniting some of the Alliance’s newer members under the ideals of the Nexus.
XerecsModeratorRounding out this cycle with some mercenaries!
Darkstalker
Mercenary
Points: 16
Masts: 3
Cannons: 4L-4L-4L
Cargo: 2
Movement: L
Ability: Mercenary. Schooner. Once at the beginning of each of your turns,roll a d6. On a result of 6, instead of giving this ship an action, you may give an enemy ship an action.Flavor: TBD
Seventeen
Mercenary
Points: 16
Masts: 3
Cannons: 2L-2S-3L
Cargo: 2
Movement: S+S
Ability: Mercenary. Schooner. This ship gets +1 to her cannon rolls against ships within S of her.Flavor: Once owned by the royal family of a country now under England’s protection, Seventeen belonged to the king’s seventeenth son. With no chance at the throne, the prince left for a life on the seas, where he’d find a purpose among the Mercenary ranks.
XerecsModeratorGot hit by life for a couple days, so we’ve got a double helping of the Ionics from the Farthest Shore!
W’Kru
Ionic
Points: 13
Masts: 3
Cannons: 4S-3L-4S
Cargo: 3
Movement: L
Ability: Submarine. This ship gets +S+L to it’s base move while submerged. This ships base move is S if it is on the surface.Flavor: The W’kru was designed and modeled after several species of fish, making her exceptionally hydrodynamic. That speed and agility is lost when the ship surfaces to replenish her air or unload cargo.
Lokaki
Ionic
Points: 12
Masts:3
Cannons: 2S-2S-2S
Cargo: 3
Movement: S+L
Ability: Galley. If this ship rolls a 6 on a cannon shot, eliminate an extra mast from the target ship.Flavor: The Lokaki carries few cannons for a ship her size. While her guns do not have great range or power, her guns crews are incredibly accurate.
Akavinka
Ionic
Points: 13
Masts: 3
Cannons: 3S-2L-3S
Cargo: 3
Movement: S+S+S
Ability: Galley. Ghost Ship. This ship ignores terrain when given a move action (islands are not terrain).Flavor: Also known as the Blue Ghost, the Akavinka sails with frightening speed. Sailors have claimed to see her sail over reefs and through rocks that would founder any other ship.
G’Fa
Ionic
Points: 10
Masts: 3
Cannons: 3S-4S-3L
Cargo: 3
Movement: S+S
Ability: Galley. Firepot specialist. If this ship rolls a 6 on any cannon shot, eliminate an additional mast from the target ship.Flavor: The G’Fa is a testing ship for a new kind of munition, a cannonball filled with a flammable liquid. Her crew has so far used them sparingly preferring to rely on good old iron.
XerecsModeratorTwo more Spaniards from the Farthest Shore!
Perdón de los Pecados
Spain
Points: 14
Masts: 3
Cannons: 2L-3L-4S
Cargo: 5
Movement: S+S
Ability: Blockade Runner. This ship gets +1 to her cannon rolls against Cursed and Pirate ships.Flavor: The “Pardoner of Sins” sails alongside the Armada, always on the lookout for the criminals and the unholy fiends of the ocean, ready to permanently “forgive” them for their wrongdoings.
El Esgrimista
Spain
Points: 11
Masts: 3
Cannons: 2L-2S-3S
Cargo: 2
Movement: S+L
Ability: Schooner. This ship gets +1 to her cannon rolls against ships that have more masts than her.
Link: Adália de VóladorFlavor: The private sailing ship of the Vólador family was outfitted with naval-grade cannons and equipment before Almirante Garcia-Fernandez cracked down on regulations.
Adália de Vólador
Spain
Points: 4
Ability: Musketeer. This ship gets +1 to boarding rolls.
Link: El EsgrimistaFlavor: The last surviving descendant of her noble family, Adália is determined to maintain her family’s honorable name among the Spanish nobility, despite numerous attempts to steal her family’s wealth and land from under her.
Blockade Runner: This ship gets +1 to her ram and boarding rolls. Ramming cannot eliminate this ship’s masts.
XerecsModeratorTwo more from the Farthest Shore as this cycle continues! Today the French are here!
Chant du Cygne
French
Points: 13
Masts: 3
Cannons: 2S-4S-3S
Cargo: 2
Movement: L+L
Ability: Blockade Runner. This ship sinks when her last mast is eliminated.
Flavor: As her name might imply, the “Swan Song” is largely crewed by condemned men and those the world will not miss. It is the hope of the admiralty that this ship’s crew will redeem themselves in the most heroic way possible: sacrificing their lives for the noble men of the Navy.
Bourgogne
French
Points: 10
Masts: 2
Cannons: 3S-3S
Cargo: 2
Movement: L
Ability: Battleship. This ship gets +1 to her boarding rolls. This ship get +1 to her cannon rolls against English ships.Flavor: A sturdy little vessel, the Bourgogne has surprised many an English man-o-war with her aggressive tenacity.
Keywords
Blockade Runner: This ship gets +1 to her ramming and boarding rolls. Ramming cannot eliminate this ship’s masts.Battleship: This ships cannons have two shots per mast, and the Extended Range keyword.
XerecsModeratorTwo more for the Cursed from the Farthest Shore!
Separator
Cursed
Points: 11
Masts: 2 (A)
Cannons: 2L-3L
Cargo: 3
Movement: L
Ability: This ship gets +1 to her cannon rolls against ships with more remaining masts than her.Flavor: This vessel was re-named for the crews penchant for separating heads from shoulders in boarding actions.
Blotch
Cursed
Points: 12
Masts: 2 (A)
Cannons: 3S-3S
Cargo: 2
Movement: S+L
Ability: Give this ship a shoot action. Lighting hits this ship, eliminate a mast from every ship within S of this ship, then eliminate one of this ships masts.Flavor: No one is sure how the Blotch is able to summon lightning to it, even on a clear sunny day. However it’s ability to redirect that lightning at nearby ships is very known, and lethal. Most speculate that some kind of lightning rod is involved in this phenomena.
XerecsModeratorIf you’re looking for point cost recommendations on Foxtrot, I’d probably start at 9 or 10.
Oops, she does have a point cost, incidentally it’s a point cost of 10. I just left it out by accident when I posted last night. That said I think I like 9 better. Adjusting!
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Transitioning from ships to crew for the Pirates, their roster is almost fully released!
Sparrowhawk
Pirates
Points: 12
Masts: 2 (A)
Cannons: 3L-3S
Cargo: 3
Movement: L
Ability: Ability text of Cursed crew and ships cannot affect this ship.Flavor: The quick and elusive Sparrowhawk is sought after by the crowns of the world. Not for her crew or her captain, but because the ship is wholly and completely immune to the Cursed and the other fiends of the ocean.
Darkmount
Pirate
Gold cost: ?
Flags: 6
Cannons: 3S-3S-3S-3L-3L-3L
Ability: If a ship is docked at this fort and is carrying gold, you may eliminate one of her crew to add +2 to the value of the lowest value gold coin she is carrying.Flavor: For those who would sell their souls and the souls of others for gold, this is home.
Lord Sam Sinister
Pirate
Points: 6
Ability: If this ship wins a boarding action, she may take as much treasure from the other ship as she can carry. Other crew placed on this ship don’t take up cargo space. This ship can only be assigned up to four crew.Flavor: This self styled Lord claims to be a disgraced European count. Whatever his claims, Sam Sinister loves gold and treasures, the rarer the better. He has no shortage of money to ‘persuade’ the greedy to protect and find the treasures for him.
XerecsModeratorWe return from a holiday hiatus! Picking up where we left off in the Farthest Shore, we have some Americans!
USS Fearless
American
Points: 13
Masts: 3
Cannons: 2S-2L-2S
Cargo: 4
Movement: L
Ability: Blockade Runner.Flavor: The crew of the Fearless take one of America’s oldest quotes to heart: “Give me Liberty or give me Death!” Charging guns first into every fight, their tenacity has earned this ship her name.
Foxtrot
American
Points:
Masts: 2
Cannons: 4S-4S
Cargo: 4
Movement: L+S
Ability: Schooner. Once per turn this ship can randomly take one treasure from any ship she touches.Flavor: Small and quick, the Foxtrot has been known to sneak within boarding range of larger ships, and get away with her fill of goods to sell on the black market. Crewed by a capable assortment of thieves, she has yet to be caught in the act of theft.
Blockade Runner: This ship gets +1 to her ramming and boarding rolls. Ramming cannot eliminate this ship’s masts.
XerecsModeratorWe move to the next cycle of the Farthest Shore, starting with the English!
HMS North Wind
English
Points: 13
Masts: 3
Cannons: 3S-3L-3S
Cargo: 3
Movement: S+S
Ability: Schooner. This ship gets +1 to her cannon rolls against any non-English ship.Flavor: TBD
HMS Goodrich
English
Points: 8 (B)
Masts: 2
Cannons: 4L-4L
Cargo: 4
Movement: S+S
Ability: One of this ship’s treasures is worth +1 gold when she docks at your home island.Flavor: TBD
XerecsModeratorTwo more for the Nexus Alliance as this cycle comes to a close. Tomorrow, the English!
Blue Blade
Nexus Alliance
Points: 13
Masts: 3
Cannons: 3S-2L-3S
Cargo: 7
Movement: S
Ability: Junk. Once per turn you may swap a treasure on this ship for a treasure on a friendly ship within S.
Link: Dirk MansleyFlavor: One of many traveling markets, the Blue Blade is the favorite vessel of Dirk Mansley. He and captain Xeno often share drinks onboard, with liquor from the captain’s personal reserve.
Henrietta’s Stew
Nexus Alliance
Points: 10
Masts: 3 (B)
Cannons: 4S-5S-4S
Cargo: 4
Movement: S+S
Ability: This ship may move S after loading treasure.Flavor: Sailing routinely from Nexus Tower to the Crux Prime Base Camp, the crew of the Stew serve an essential role. Theirs is one of the few ships that keeps the Base Camp supplied with foodstuffs.
Dirk Mansley
Nexus Alliance
Points: 6
Ability: Once per turn give one ship in your fleet +1 to her cannon rolls.
Link: Blue BladeFlavor: Dirk is a good talker. Give him a minute and he’ll talk your ear off. Dirk’s words are almost never empty, if he says he’ll fish the biggest fish of them all, he will.
XerecsModeratorWe continue with the Alliance! Two more as this cycle comes to a close!
Meldric’s Stream
Nexus Alliance
Points: 11
Masts: 3 (B)
Cannons: 4S-3S-4S
Cargo: 7
Movement: S
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.
Link: Gren StacksonFlavor: The Meldric is more of a merchant ship than a warship. The crew is skilled at both however, and keeps a small inventory of things to sell to fellow sailors and marines.
Rudderdent
Nexus Alliance
Points: 10
Masts: 3(B)
Cannons: 4S-2L-4S
Cargo: 7
Movement: S
Ability: Explorer. 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.
Link: Hugh LunanFlavor: The Rudderdent is part of the Nexus Alliance’s push into the larger world. Her crews experience charting and exploring the ocean will be integral to the success of that objective.
Gren Stackson
Nexus Alliance
Points: 7
Ability: Gunner. One of this ship’s treasures is worth +1 gold when she docks at your home island.
Link: Meldric’s StreamFlavor: Gren is a loyal and dedicated man. His devotion to the cause of the Nexus Alliance is second to none. That fanaticism has kept him unknowingly on a short leash.
Hugh Lunnan
Nexus Alliance
Points: 7
Ability: Eternal. Once per turn, one ship in you fleet may re-roll one die roll she makes. You must use the second die roll result.
Link: Jett Lunan, RudderdentFlavor: Hugh seems to be one of the first members of the Alliance. His name appears on records going back to when Typhonus was still human and not Cursed.
Gunner: 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.
XerecsModeratorYou should make that a “once per turn” or “as part of a XXXXX action” ability, just so players can’t use it to annoy opponents by looking at the same coins over and over. As written, it could be used at any time and as often as you wanted, without any timing restrictions or limits.
I’ll likely adjust it to a once per your turn, as I don’t want it to be too similar to Unholy Light.
Boulder might see a re-work or additional ability added.
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The Farthest Shore continues with two more for the Alliance!
Klaus
Nexus Alliance
Points: 10
Masts: 3 (B)
Cannons: 3S-4L-4L
Cargo: 5
Movement: L
Ability: Once per turn you may randomly trade one treasure with an enemy ship within L.Flavor: The Klaus sails trade routes that border on Alliance territory, and is infested with pirates. The crew has become accustomed and used to dealing with them, offering some of their goods for passage. The trade they do on the seas often is more beneficial to them than it is to the pirates however.
Achilles Plutarch
Nexus Alliance
Points: 11
Masts: 3 (B)
Cannons: 3L-3S-2L
Cargo: 4
Movement: S
Ability: This ship gets +1 to her cannon rolls when she is assigned an equipment.Flavor: The Plutarch sails from Nexus Tower every month, laden with goods and other cargo bound for the frontier of the Alliance’s waters. Most of these “goods” are weapons to supply the soldiers and marines that have so far kept the outside world from invading Alliance waters.
XerecsModeratorI’m not sure where you have the current version priced, but adding this negative could drop it down to being a 1-point ability. Making it zero-cost is tempting, but the Sargasso benefit is still slightly better than the reef negative.
Currently the Jungle is a 4 point ship.
Is there a reason why the use of this needs to be declared ahead of time? Unless there’s some potential negative or an interaction with some other ability being addressed, you could trim it down to something like this
I’d have to ask Darkhurst who made the keyword. I’ll suggest the wording change to him as well.
Without some sort of range extension (2x, etc.) included, when would this ability ever get used? Even with some of the thinnest of the generic WK islands, plain L-range cannons are going to have a hard time reaching anything on another side unless the target is docked and this ship is parked tight sideways against the opposite shore. Cutting the edge of a corner doesn’t add much when it’s safe to assume that any fighting ship will have a captain.
Given that, could the point cost come down if I don’t give it a range extender?
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Two more for the Alliance!
Jade Night
Nexus Alliance
Points: 12
Masts: 3
Cannons: 2L-3S-2L
Cargo: 3
Movement: L+S
Ability: Junk. This ship gets +1 to her cannon rolls against Mercenary and Pirate ships.
Link: Lloyd MontgomeryFlavor: The normally peaceable Lloyd Montgomery commissioned this ship for one purpose, to keep vengeful pirates and unwanted mercenaries out of Alliance waters.
Shuri
Nexus Alliance
Points: 13
Masts: 3
Cannons: 3S-3S-3S
Cargo: 3
Movement: L+S
Ability: Junk. This ship ignores iceberg terrain. This ship may look at all face-down coins on islands within S.
Link: Zachariah ShardFlavor: Shard has learned from Ionic explorers and from his own experience how to avoid icebergs, and he has passed that knowledge to the crew of the Shuri. Furthermore, he has taught them how to know the unknown.
XerecsModeratorTwo more for the Alliance!
Ice Tumbler
Nexus Alliance
Points: 14
Masts: 3
Cannons: 3L-4S-3L
Cargo: 3
Movement: S
Ability: Junk. Two hits in the same shoot action are required to eliminate one of this ships masts.
Link: Zachariah ShardFlavor: The eccentric Zachariah Shard insisted that the hull of the Ice Tumbler be double layered. This has resulted in significant reductions in the vessel’s speed, but has made her immune to most cannon fire.
Untraveled Path
Nexus Alliance
Points: 13
Masts: 3
Cannons: 3L-2L-4L
Cargo: 4
Movement: L
Ability: Junk. Islands do not block this ships line of fire.
Link: Christopher StoneFlavor: Before settling in with the Alliance Christopher Stone was an aimless wanderer, searching for what he called the “untraveled path”. Even now that he has found a home in the Alliance he continues to search for the “untraveled path”.
XerecsModeratorGrand Boulder is somewhat powerful, though I still think Repeating Guns should be a cheaper keyword. I know I’m a bad example, but I would almost never get to benefit from it. XD
Based on her flavor text, I think an alternate ability could work too: +1 to cannon rolls when she is given a shoot action (rather than shooting in general, which will usually be as part of a move action). That way the cannons get a bonus when she stays in place to shoot.
Her point cost is coming down, initially to 15. I may raise or lower it from there. Interesting idea for an alternate or secondary ability, I don’t think I’ll add it to the Boulder, but I’ll keep that one in mind for a future ship (or crew) ability.
Grand Jungle is quite interesting, would make for the cheapest 3 master in the game. In her flavor text, do you mean shallow draft rather than deep draft? (with the hull not sticking as far down, to avoid the weeds)
I suppose that would make more real sense, but I was going off the in-game reasoning. Small ships get stuck in the Sargasso while large ships plow through.
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