Xerecs

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  • 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.

     

    in reply to: Custom Ships (post your custom game pieces here!) #17790
    Xerecs
    Moderator

    That 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.

    ________________________________________________

    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.

    in reply to: Custom Ships (post your custom game pieces here!) #17782
    Xerecs
    Moderator

    The 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.

    in reply to: The Fleets Thread #17778
    Xerecs
    Moderator

    What 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.

    in reply to: Custom Ships (post your custom game pieces here!) #17768
    Xerecs
    Moderator

    All 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.

    in reply to: The Fleets Thread #17763
    Xerecs
    Moderator

    After 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, 3

    Ideally 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, 3

    Similar 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.

    in reply to: Questions About Game Rules & The Pirate Code #17761
    Xerecs
    Moderator

    Are 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.”

     

     

    in reply to: Custom Ships (post your custom game pieces here!) #17760
    Xerecs
    Moderator

    Daily 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

    in reply to: Custom Ships (post your custom game pieces here!) #17759
    Xerecs
    Moderator

    What’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.”

    in reply to: Custom Ships (post your custom game pieces here!) #17756
    Xerecs
    Moderator

    We 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.

    in reply to: Custom Ships (post your custom game pieces here!) #17755
    Xerecs
    Moderator

    Two 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.

    in reply to: Custom Ships (post your custom game pieces here!) #17753
    Xerecs
    Moderator

    Two 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.

    in reply to: Custom Ships (post your custom game pieces here!) #17745
    Xerecs
    Moderator

    Two 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.

    in reply to: Custom Ships (post your custom game pieces here!) #17742
    Xerecs
    Moderator

    Two 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.

    in reply to: Custom Ships (post your custom game pieces here!) #17734
    Xerecs
    Moderator

    Two 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.

    in reply to: Custom Ships (post your custom game pieces here!) #17729
    Xerecs
    Moderator

    We 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.

    in reply to: Custom Ships (post your custom game pieces here!) #17728
    Xerecs
    Moderator

    We 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 Rain

    Flavor: 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: Stormer

    Flavor: 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.

    in reply to: Custom Ships (post your custom game pieces here!) #17725
    Xerecs
    Moderator

    Rounding 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.

    in reply to: Custom Ships (post your custom game pieces here!) #17723
    Xerecs
    Moderator

    Got 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.

    in reply to: Custom Ships (post your custom game pieces here!) #17719
    Xerecs
    Moderator

    Two 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 Vólador

    Flavor: 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 Esgrimista

    Flavor: 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.

    in reply to: Custom Ships (post your custom game pieces here!) #17712
    Xerecs
    Moderator

    Two 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.

    in reply to: Custom Ships (post your custom game pieces here!) #17707
    Xerecs
    Moderator

    Two 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.

    in reply to: Custom Ships (post your custom game pieces here!) #17705
    Xerecs
    Moderator

    If 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!

     

    ——————————————————————————–

     

    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.

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