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a7xfanben
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Subject: Custom Ships organized version   PostPosted: Thu Apr 30, 2015 11:43 pm Reply with quote

Quote:
@ a7, do you want to start that thread, or should one of us:?:


Well, nobody did, so I guess I will! Very Happy

If they want, everybody can work on their own megapost with any new rulings, keywords, and other ideas from the Custom Ships thread. We've got 45+ pages and over 700 posts, so it's become rather difficult to keep track of which ideas belong to which person and which keywords and abilities mean what.

As rules questions and ability clarifications are asked and answered, each person can simply update their original post in this thread so it's clear which version of the keyword or game piece is the most practical to use in a real game.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Almost every single custom game piece I've ever made can be found here:
Pirates of the Age of Sail

~~~~~

After the ideas presented by marhawkman, the next concept will undergo revision at some point, but I still need to playtest this first version.

Fireship
This ship starts the game derelict with two fire masts. These fire masts cannot be removed by any means and the controller of this ship does not roll to eliminate them.

This ship is considered derelict and therefore can't be given move actions. This ship must be towed.

At any point during your turns you can release this ship and stop towing it. Point the ship's bow in any direction. Starting on your next turn, roll a d6. The number is the number of turns this ship moves before exploding. Each turn, move the ship L in a straight line in the direction that the bow is facing, the same direction every turn. If the ship rams ANY ship (even a friendly ship), roll a d6. On a 1-2, sink this ship. On a 3-5, sink this ship and replace all but one of the rammed ship's masts with fire masts. On a 6, sink this ship and the rammed ship.

One turn after this ship stops moving based on the d6 roll made when releasing her, this ship explodes. Measure S from all points on the ship (not from the fire masts) and replace up to two masts on every ship in range with fire masts.

This ship cannot be assigned crew and can't load or unload cargo.

This ship cannot be sunk by means other than it's own ability.

*(Extra ruling I just thought of, don't know if I like it yet.)
-After this ship is released, any ships may begin towing her. If they do, replace one of the towing ship's masts with a fire mast at the beginning of every turn that the ship is still towing the fireship. These fire masts cannot be removed by die rolls until the towing ship releases the fireship.


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captain_vendari
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Subject:    PostPosted: Fri May 01, 2015 12:23 am Reply with quote

Vendari's Megapost


Sendora
Ships
INS Dawn Princess
Nation: Sendora
Points: 14
Masts: 4
Cargo: 3
Base Move: S+S
Cannons: 2S, 3L, 3L, 2S
Ability: Once per turn, before giving this ship an action, you may roll a d6. On a 5 or 6, this ship may be given the same action twice.
Flavor Text: ???
Link: Captain Salem Vendari

INS Sky Goddess
Nation: Sendora
Points: 16
Masts: 5
Cargo: 4
Base Move: L
Cannons: 2L, 2L, 2L, 2L, 2L
Ability: This ship gets +1 to her cannon rolls against any non-Sendoran ship.
Flavor Text: The flagship of the Imperial Armada, the INS Sky Goddess is a powerful force to be reckoned with.


Crew
Captain Salem Vendari
Nation: Sendora
Points: 5
Ability: Captain. Pirate crew may use their abilities on this ship.
Flavor Text: ???
Link: INS Dawn Princess, Karmiine Klovisk

Anabel Vendari
Nation: Sendora
Points: 0
Ability: Limit, Ransom. Choose one Sendoran crew during setup; this crew is linked to that crew. Once per turn, you may reroll any die roll you make for this ship; you must use the second die result.
Flavor Text: ???
Link: Captain Salem Vendari


Pirates
Ships
Rusty Hook
Nation: Pirate
Points: 15
Masts: 4
Cargo: 4
Base Move: L
Cannons: 3L, 2S, 2S, 2S
Ability: You opponent cannot initiate a boarding party against this ship.
Flavor Text: ???
Link: Donovan Richtarian


Crew
Donovan Richtarian
Nation: Pirate
Points: 6
Ability: On the turn this ship is pinned, you may eliminate a crew on, or steal one treasure from, the rammed ship.
Flavor Text: ???
Link: Rusty Hook

Karmiine Klovisk
Nation: Pirate
Points: 6
Ability: Once per turn, you may reroll any die roll you make for this ship; you must use the second die result. This ship gets +1 to her boarding actions.
Flavor Text: ???
Link: Captain Salem Vendari


Equipment

Ram
Points: 1
Ability: When this ship rams an enemy ship, it gets +1 to its roll for each segment it moved before ramming, up to a maximum of +2. If the result is 1, remove Ram from the game.

ERRATA: The bonus still applies, even if Ram is eliminated. It can still eliminate a mast if the ship has two or fewer remaining, dependent upon the final result.


Last edited by captain_vendari on Sun Sep 20, 2015 7:06 am; edited 2 times in total
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selvaxri
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Subject:    PostPosted: Fri May 01, 2015 12:58 am Reply with quote

Cackling Lunacy
Nat: Pirate
Cannons 6: 3s-4L-3s-2L-4s-4s
Move: S+S+S
Cargo: 3
Juryrigged, Improvised Hull, Ramship
This ship's movement is L if it has any armor plates, or lost any masts.
You may replace/repair the armor plates and ram's-head at your home island for 2g.

Simply put:
Juryrigged- This ship cannot repair at a wild island or at sea. Whenever a cannon rolls a 1, eliminate that mast. Whenever an opponent rolls a 6 on their cannon roll, if this ship's not battened down or has any armored plates, they choose which mast to eliminate.
Ramship- (You still measure movement from the bow of the ship, not from the ram's-head.) This ship isn't pinned after ramming, and can't initiate a boarding party, unless the the ram's-head is destroyed. You choose which mast to eliminate after a successful ram attempt. Eliminate the Ram's-head if you rolled a 1 on the ramming roll.
<Once your turn, if another ship is within S-range of the ram's-head, you may roll a d6. On a 6, move this ship to be ramming that ship. Eliminate the ram's-head after this action.*>
Improvised Hull- This ship comes with two 'Armored Plates' that are eliminated instead of masts. At the start of your turn, you may declare this ship 'Battened down.' As long as it's battened down, it's movement is reduced to S (regardless of effects or abilities), it cannot shoot, and it's masts and armor plates can't be eliminated unless cannons roll 6. [Ramming won't eliminate Masts/armor plates while battened down.]

Crazy idea: RETURN TO THE FROZEN NORTH Very Happy Junk and Galley ships were a mainstay after their inclusion, why not longships or the seldom played Icebreakers?

AES Melville *Arctic Expedition Ship*
Nat. American
Masts 4
Cannons 4S-4S-3S-2L
Cargo 4
Movement S+S
Icebreaker
Icebergs do not eliminate this ship's masts.
Whenever ~ rams an Icebreg, roll a d6. On a 6, take a random treasure from any Wild Island and load it onto this ship.
Rumor spread that Viking Kings were 'buried at sea' with their wealth. Someone theorized that those that didn't sink became frozen within the floes.

Frigid Wright
Nat. Cursed
Masts 3
Cannons 4S-4S-3L
Cargo 2
Movement S
Icebreaker
Whenever this ship rams an Iceberg, you may roll a d6. On a 5 or 6, instead you may move this ship to any other Iceberg.
Ancient magicks embedded in the ice allows those damned souls to transistion between the floes.

Froide Vengeance
Nat. Frencg
Masts 3
Cannons 3L-2S-4S
Cargo 3
Movement L
Icebreaker
This ship may tow Icebergs.
Still at war with the English, one general who skirted the floes of the northern waters concocted a hare-brained scheme- blockading the british fleet using the floes themselves.

Polar Drill
Nat. Pirate
Masts 2
Cannons 3L-3L
Cargo 4
Movement L
Icebreaker
Whenever ~ rams an Iceberg, move it so it's stern is opposite where you rammed. (End any remaining movement.)
A cunning and inventive captain once thought, "why fight through the floes, when it'd be easier to go through them?" The Polar Drill is the epitome of that thought.

HMS Welles
Nat. England
Masts 3
Cannons 3S-4L-3L
Cargo 4
Movement S+S
Icebreaker
Whenever this ship rams an Iceberg, you may roll a d6 and move an Iceberg of your choice that direction.
Hughbert Welles, a magician and a physicist, figured out how to transfer the kinetic force between Icebergs and uses this knowledge to manipulate the floe to the Crowns' whim.

Gungnir Tower
Nation: Viking
Cannons 3: 2L-2L-2L
Gold 8
You may build this Fort on an Iceberg. (Do so, by ramming the Iceberg as normal. In the case of Icebreakers, don't destroy the iceberg.)
You may reroll any die roll made here, but you must take the second result.
If on an Iceberg, other Viking ships you control take no damage when ramming or rammed by this Iceberg.
Opposing Icebreakers cannot destroy this Iceberg, by ramming.

Built using Nordic magicks, turning the perma-frozen ice harder than steel, it boasts cannons that are blessed by Odin himself.

Imagaine stationing Olof Linstrom here.



Inspired by the Original submersible, i've created a couple derivatives of the 'submarine.' Submersibles simply- Cannot be giving a surface action once submerged, unless you roll a 6 on a d6. Crew cannot be unloaded from or loaded onto this ship once it leaves your home island. They still follow the usual Submarine rules.

Barrel of Fools
Nat. Pirate
Masts 2
Cannons: 4S-4S
Cargo: 4
Movement: S+S
Submersible
Whenever this ship is given a move action, roll a d6. On a 1 or 2, sumberge or surface this ship. (Surface this ship if it's submerged, and vice versa.)
Some brazen theives stole Nemo's plans for a new kind of submarine. Little did they know, he was still working on a ballast tank problem.

Powder Keg
Nat. America
Masts 1
Cannons 3S
Movement S
Cargo 2
Submersible
Whenever ~ rams another ship, roll a d6. On a 5 or 6, eliminate this ship and eliminate all masts on that ship.
If this ship isn't crewed, it becomes a Flotilla and doesn't slow down other ships when being towed.

now for some other stuff (that i may actually try to build)-
Elegance
Nat. Jade Rebellion
Masts 1
Cannons 3L
Cargo 4
Movement L
Windcatcher

Ambush Harbor
Nation: Pirate
Cannons 3+: 4L-3S-3S
Gold 6
You may build this Fort on a Sargasso Sea.
As long as ~ is build on a Sargasso Sea, if it's stationed with a Captain, as a move action you may roll a d6. On a 6, you may move this for L. If it does, all other ships get +1 to their cannon rolls against this fort.
Once during your turn, you may eliminate two masts from one ship and place another 3S cannon on this fort, as long as this Fort has less than 6 cannons. Masts eliminated this way cannot repair during the same turn.

A marooned captain thanks whatever gods sent him salvation, only to curse them as he found only wrecked hulls entangled in the Sargasso mass. Desperate he juryrigged what was salvagable to create this floating fortress.

New Rulings:
Wreck v.3-
At the start of the game, choose an opponent. That player places this ship anywhere on the field. That ship is unidentified [read: inactive] until you explore it or an opponent takes action against that ship.
If a Wreck is not beached on an Island or Reef, they are adrift*.
Wrecks are considered derelict and 'unidentified' until activated, and aren't permanently lost in Fog Banks.
Other ships may Explore/ram/shoot at 'unidentified' ships to force their identity.
Wrecks have no actions until identified.
[*Adrfit follows Iceberg movement rules]
Ambush-
*This is an Wreck sub-ability, thus can only be activated if unidentified.
Once this ship is explored, rammed, or shot at, you may immediately Identify it and commence an immediate shoot action against that ship.

Pour la Prise
Nat: French
Masts/Segments: 4
Cannons: 2S-2S-3L-3L
Movement S+S
Cargo 1
Cost 18-20(?)
Titan, Wreck- Ambush, Improvised Hull
Sink this ship once all it's masts/segments are eliminated.
Whenever this ship succeeds at a boarding party, eliminate a crew from that ship

The French discovered one of it's own nearly destroyed and on the verge of sinking, hoping to salvage it, they began towing back to the nearest port. However that plan changed when they discovered an infantile sea monster aboard. Having nominal success with other sea monsters, the royals decreed this one nurtured and turned against enemies of the crown.

I have ideas for other "Wrecks" that don't necessarily have sub-abilities.

like:
Leif's Pyre
Nat: Viking
Masts 1
Cannon 4S
Cargo 0
Movement L
Cost 7(?)
Longship, Wreck
When this ship is identified, roll a d6. This ship automatically sinks after that many rounds.
Whenever this ship rams another ship, ignite a mast, then sink this ship. This ship cannot board.

<Islander gibberish>
Nat: Mercenary
Mast 3
Cannons 4S-4S-4S
Cargo 5
Movement L
Cost 8
Wreck- Ambush
When ~ ship identified, take four treasures from random islands and place them on this ship. Then place three Native Canoes at this wild island, or nearest wild island if adrift. This ships must be crewed by a Chieftan.

Sometimes Wrecks don't have to be so conflict:
HMS Ramsbottom
Nat. British
Masts 3
Cannons 2L-4S-4S
Cargo 4
Movement S+S
Cost 5
Schooner, Wreck
When this ship is Identified, if it was explored, that ship may immediately load a treasure worth 2g aboard their ship and moves S away. This treasure doesn't take up cargo.
Launched on a secret mission to find a new spice route, it was forgotten about until it showed up with Barbary Corsair trimmings but still flying the Union Jack.

Heckler's Prank
Nat. Pirate
Masts 2
Cannon 4L-3S
Cargo 2
Movement L
Cost 4
Wreck
When ~ is Identified, if it was explored, that ship may immediately load a random Unique Treasure from that player's collection onto that ship.
Set adrift with rumors it was carrying Pandora's Box , it was lost in a hurricane. Recently found by the first mate of the captain that hatched the crazy ploy- he'd forgotten what was in her holds.

Groaning Plank
Nat. Cursed
Masts 1
Cannons 3S
Cargo 2
Movement S+L
Cost 2
Wreck, Eternal
When ~ is Indentifies, if it was explored, that player may pay you 1g per missing mast of that ship to repair those masts. If they do, sink this ship afterwards.
Whenever this ship sinks, repair 1 mast of that ship.
Barely holding together after years adrift, desperate sailors often dismantle the Plank to patch up their vessel.

Commandeer
Event
Cost 6
After a successful boarding, if the opposing ship is derelict, reveal this event. You own that ship; dock both ships at your Home Island. Eliminate this event afterwards.

Stringer
Nat. Pirate
Masts 3
Cannons 3S-4S-4S
Cargo 3
Movement S+S
Submarine, Commandeer
Preferring hit and run tactics, the grapple cannon's ropes are often doused in kerosene and set afire to preoccupy crew before going for the kill.

Scuttlebutt
Nat. Pirate
Masts 1
Cannons 4S
Cargo 3
Movement S+S
Salvage
No one ever expects a tugboat in open waters of the ocean. How else do you think the pirates have expanded their fleet?

Dredge
Nat. Cursed
Mast 1
Cannon 4L
Cargo 5
Movement S+S
This ship cannot load treasures from wild islands.
You may use an explore action on a Sargasso Sea or Whirlpool. If you do, roll a d6. Load a g of that value onto this ship.
Once a fishing vessel, it's nets caught on the wreck of Davy Jones' fleet. To 'reward' the crew for finding this lost ship- he conscripted them into his fleet.

Custer's Last Stand
Nat. America
Masts 4
Cannons 4L-4L-4S-4S
Cargo 3
Movement S+S
Schooner
This ship gets +1 to it's cannon rolls against any non-American ship
This ship sinks with all of it's masts are eliminated.

Bolt
Nat. Pirate
Masts 2
Cannons 4S-3L
Cargo 2
Movement L
This ship cannot be pinned.
Ramming doesn't eliminate this ship's masts.
Once a turn, this ship may take another move action after a ram. It may not make another ram attempt during this movement.

Turbulent- All ships within S-Range of this ship get -1 to their cannon rolls. Whenever an opposing ship makes a move action within L of this ship, that player rolls a d6. On a 4 or 5, that ship can only move S disregarding its other abilities. On a 6, you may move that ship closer to this ship.

Riptide
Nat. Cursed
Masts 1
Cannons 3L-3L-3S-3S
Cargo 0
Movement T
Flotilla, Turbulent
S-range Cannons have Extended Range.

Browbeat
Nat. Pirate
Masts 5
Cannon 4S-2L-2L-3L-4S
Cargo 4
Movement S+S
Turbulent
Once a turn, this ship can initiate a boarding action against another ship within S. That ship doesn't get any boarding bonuses.

Grand Tsunami
Nat. Jade Rebellion
Masts 6
Cannons 4S-3S-3L-3L-3L-4S
Cargo 5
Movement S+S
Junk, Turbulent, Broadside Attack
This ship cannot be pinned.
What was once planned to be the Rebellion's flagship, it's construction was halted when the rebellion was crushed. Now, the surviving faction has stolen plans to make their new flagship more fierce than originally planned.


Last edited by selvaxri on Sun Jan 31, 2016 8:28 pm; edited 3 times in total
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xerecs
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Subject:    PostPosted: Fri May 01, 2015 6:25 am Reply with quote

Shorthand:
SAT = Same Action Twice/Born Leader

EA = Extra Action.

Cancelling = The canceller ability.

Re-roll = the re-rolling ability.



KEYWORDS


Ironclad- you must roll a 5 or 6 to hit this ship.


Steamship- this ship gains +L to it's base move. Helmsmen may NOT be assigned to this ship.


Battleship- A ship with this key word has two shots per mast and has Extended Range.


Living Ship- Once per turn, you may eliminate one of this ships crew to give her an extra action. Crew placed on this ship cost no points, but each take up one cargo space and their point cost still counts toward the build total.


Port Burner- This ship may dock at an enemy Home Island, and roll a d6. On a 4-6 she explodes and is immediately eliminated from the game. Roll another d6 the result is the number of treasure coins removed from the Home Island. On a 1-3 she may take one treasure and leave on her next turn if able.


Ship Burner- Once per game if this ship is within S of enemy ships, roll a d6. On 4-6 she explodes, remove her immediately from the game and for every enemy ship within S, eliminate one mast, replace another with a fire mast, and eliminate one crew, cargo or equipment. On a 1-3 remove all of this ships masts and eliminate all her crew


Hidden Gold- This ship has 2 extra cargo Spaces that may only be taken by TREASURE. This ship is considered to have the Limit keyword


Floating Fortress- If this ship is within S of any wild island, you may use it's action for the turn to randomly take one treasure from that island. This ship can only move if towed by a friendly sea monster.


Master Gunner: At the beginning of each of your turns roll a D6. On a 5 one of this ship's cannons may shoot twice, on a 6 she gains Extended Range for this turn.


Blockade Runner: This ship gets +1 to her ram and boarding rolls.


Holy Sword: Once at the beginning of each of your turns roll a D6, on a 5-6 cancel any 2 Cursed crew or ship abilities in play.


Captaineer: This ship may move and shoot in the same move action, once per turn one of this ship's cannons may shoot again if it misses.


Seafloor Traveler: At the beginning of each of you turns decide if this ship is submerged or not. If she is, she cannot ram, be rammed, pin or be pinned, board, be boarded, shoot or be shot at.


Clipper Ship: This ship's movement is measured from bow to stern.
-These ships are about the length of a 4 mast schooner-


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 ranked increased.


Barraki: A sea creature with this keyword gains the following abilities: As long as it has all of its segments, it gains +S to its base move and the captain keyword.


TERRAIN


STORM
Type: Terrain
Every storm has two sets of numbers on it, one in the middle, and 1-6 on the edge. Once per every players turn, roll a d6. If the number matches the middle number of any storm in play, roll another d6, the storm moves L from that number in a straight line. Storms may move over islands and other terrain.
If any part of a game piece, even submerged pieces, touches a storm place the game piece inside the storm, it is now lost. Roll a d6 and subtract the result from the number of masts, segments, or flags remaining on the game piece. Ships may be sunk by storms, and forts may be eliminated by storms as well.
To escape the Storm, give the piece a move action, and roll a d6. Place the game piece facing away from the storm on the resulting number, the game piece may continue moving from there.
If a storm moves over or into another storm they join, if either of them is rolled, move both as one.


TREASURES


John's Hook
Unique treasure
Rarity: SR
Load this treasure face up, crew no longer take up cargo space on this ship.


Hidden Trove
unique treasure
Rarity- SR
Ability- Load this treasure face down, you may only reveal it when unloaded at your home island. Hidden Trove is worth 2x the total number of ships in the game.

-I might change the rarities on these two, or just one of them




CURSED

Butcher
Cursed
17 pts.
Masts: 3
Cargo: 3
Cannon: 4S-4S-4S
Movement: S+S
Ability: if this ship wins a boarding party she may eliminate all of the other ships crew.

flavor- The crew of the Butcher live up to their ships name, not much is left of their victims when they are through with them.


Bloody Sea
Cursed 20pts.
Masts: 4
Cannon: 3S-3S-3S-3S
Cargo: 3
Movement: S+S
Ability: Switchblade Once per turn roll a d6, on a 5 or 6 this ship may be given an extra action.

flavor-The sea runs red when the Bloody Sea is near, a result of the liters of blood that seem to ooze from the very planks and sails. This phenomenon has led many who survive her attacks to believe that the ship is somehow alive.


Hell Hound
Cursed 16 pts.
Masts: 4
Cargo: 4
Cannon: 2S-3L-3L-2S
Movement: S+S
Ability: If this ship wins a boarding party she may eliminate all of the other ships crew.

flavor- Crewed by reanimated sailors who crave human flesh, the Hell Hound chases ships to their doom in an endless pursuit of fresh meat.


Slattern
Cursed 22 pts.
Masts: 5
cannon: 4S-3S-2S-3S-4S
Cargo: 0
Movement: L+S
Ability: Sea Monster Once at the beginning of each turn roll a d6, on a 6 no crew ship or fort abilities may be used that turn.

flavor-Slattern was frozen beneath the arctic ice shelf for hundreds of years, and has now been thawed out and awoken by Knox, to assert his dominion over all of the Cursed.


Dweller
Cursed 20 pts.
Masts: 5
Cannon: 2S-3S-3S-3S-2S
Cargo: 2
Movement: S+S
Ability: Sea Monster This ship may attack submerged sea monsters and submarines.

flavor- Dweller was recently awakened by the Cursed after more than 1000 years of slumber to reassert their dominance beneath the waves.


Morgrul
Cursed 20 pts.
Masts: 4
Cargo: 0
Cannon: 2S-3S-3S-2L
Movement: D
Ability:Sea Dragon Two hits are required from the same shoot action to eliminate one of this Dragon's segments.

flavor- Recent excavations the world over have unearthed carvings of this fearsome creature, leading many to believe it is older than human history, and would account for it's iron-like scales.


Fraen
13 Points
Cannon: 4S-4S
Cargo: 3
Masts: 2
Movement: L
Ability: Fear This ship gets +1 to her boarding rolls.

Flavor- Few ships survive a boarding party from the Fraen. Her reputation is such that ships often strike their colors rather than face her.


Kalos
Cursed 17 pts.
Masts: 4
Cannon: 3L-3L-3L-3L
Cargo: 3
Movement: L
Ability: Titan If a friendly ship begins it's move within L of this ship it gets +L to her move that turn.

flavor- Kalos is thought to be the spawn of Brachyura, and has been seen moving Cursed ships along with his giant claws.


Black Reef
Cursed
Link: Sargasso Calhoun
16pts.
Masts: 4
Cannon: 2S-4L-4L-2S
Cargo: 4
Movement: L
Ability: As part of a move action this ship may initiate a boarding party against a ship up to S away without having to ram, the boarded ship may not use any boarding bonuses.

flavor-The Black Reef was a gift to Sargasso Calhoun, from El Fantasma and carries him and his sea fiends across the waves.



Blood Drinker
Cursed
Link: Renfro
14 pts.
Masts: 4
Cannon: 3S-4L-4L-3S
Cargo: 3
Movement: L
Ability: As part of a move action this ship may initiate a boarding party against a ship up to S away without having to ram, the boarded ship may not use any boarding bonuses.

flavor-The personal ship of a longstanding European count, the Blood Drinker craves blood, just like her beloved count.


Slipknot
Cursed 18 pts.
Masts: 3
Cannon: 3S-4S-3S
Cargo: 6
Movement: S+S
Ability: Eternal This ship may dock at an enemy home island and load as much treasure as she can carry. She must leave on her next turn.

flavor-Ports the world over have at one point been attacked by the Slipknot. The earliest documented raid comes from just before the the discovery of the new world.


Ghoul
Cursed 18 pts.
Masts: 3
Cannon: 3L-4L-4L
Cargo: 6
Movement: L
Ability:Junk Once per turn when this ship touches another ship, she can randomly take as much of that ships treasure as she can carry.

flavor-The Ghoul preys upon slow treasure ships, laden with gold and other valuables, swooping in and out before the unfortunate merchants can attempt to fight back.


Furies Whip
Cursed 14 pts.
Masts: 3-4
Cannon: 2S-2S-3L
Cargo: 3
Movement: L
Ability: Scorpion. This ship gets +1 to her cannon rolls against any ship

Flavor-the Furies Whip has some of the best gunners in the Cursed menagerie, and their performance in battle of any kind has earned them the respect the worlds admirals.


Plague
Cursed 16 pts.
Masts: 4
Cannons: 3S-3L-3L-3S
Cargo: 3
Movement: L
Ability: This ship eliminates two masts with one hit.

flavor-This ship seems to embody the 'Black Death' that once strangled Europe, it is said that any ship unlucky enough to find themselves in her sights never sees the light of day again.


Yaochuan
Cursed 37 pts.
Masts: 10
Cargo: 4
Cannon: 4L-4S-4S-4L-4L-4S-4S-4S-4L-4L
Movement: L
Ability: Junk, Fear, Seafloor Traveler

Flavor-Yaochuan or 'demon ship' has haunted the seas since she sunk beneath the waves in a typhoon. The very mention of her name brings more fear than that of the 'ghost ship'.


Gnat
Cursed
10 pts.
Masts: 1
Cargo: 4
Movement: S+S
Cannon: 4S
Ability:
Eternal This ship's base move becomes S when she reaches her cargo limit.

flavor- The crew of the Gnat have spent what seems to be an eternity on the seas searching for gold. Every nation under the sun claims to have sunk her at one point or another, even her Cursed brethren.


Urchin
Cursed
10 pts
Masts: 2
Cargo: 4
Movement: S+S
Cannon: 4L-5L
Ability: This ship may dock and explore a wild island using the same move action.

flavor- In life the crew of the Urchin were famed explorers, renown for their ability to cover all quarters of an island in record times. Their expertise has stayed with them in their cursed after life.


The Phantom
Cursed
16 pts.
Link: Captain Shamshere
Masts: 4
Cargo: 4
Movement: L+S
cannon: 2S-2L-2L-2S
Ability: Living Ship

flavor-A new arrival for the cursed, The Phantom seems almost alive. Sailors claim that to set foot upon her deck is to step into the maw of a beast in the shape of a ship.



Revenant
Cursed
18 pts.
masts: 5
Cargo: 5
Movement: L+S
Cannon: 2S-2L-2S-2L-2S
Ability: One of this ships treasures is worth +2 gold when unloaded at your HI.

flavor-- In a rare bout of emotion, El Fantasma raised his old ship from her watery resting place in the Spanish Main. Once more his precious Revenant will sail the seas.



King Jones
Cursed
18 pts.
Masts: 5
Cargo: 3
Movement: S+S
Cannon: 2L-2S-2S-2S-2L
Ability: Eternal, Extended Range.

flavor- When Davy Jones returned to the sea, this ship appeared from the fog, and unleashed his fury upon the waves.



Leech
Cursed
10 pts
Masts: 2
Cargo: 4
Movement: S+S
Cannon: 4L-4L
Ability: This ship may dock at an enemy HI and load up to two treasures. If able, she must leave on her next turn.

flavor- As her name implies, the crew of the Leech are experts at gathering gold from others. So expert is their prowess that they claim to have once robbed an entire port without being discovered.


Ironsides
Cursed
16 pts.
Masts: 3
Cargo:3
Movement: L
Cannon: 2L-2L-2L
Ability: Ironclad Two hits from the same shoot action are required to eliminate one of this ships masts.

flavor- Before sinking, the prototype USS Ironsides decimated a fleet of Cursed ships. Witnessing her destructive power, El Fantasma raised her, to serve new masters.


Sea Devil
Cursed
20 pts.
Masts: 5
Cargo:5
Movement: L
Cannon: 2L-2S-2S-2S-2L
Ability: If this ship is assigned a captain crew, she gets +L to her base move.

flavor- Jones's new flagship, the Sea Devil is tuned to one purpose: to annihilate all who oppose the Cursed, and Davy Jones.


Flying Dutchman
Cursed SR
18 pts.
Masts: 5
Cargo: 4
Movement: L
Cannon: 2S-3S-3S-3S-2S
Ability: Living Ship, Battleship.

flavor- Unbeknownst to Jones, the Dutchman has returned to the sea. Crewed by a fanatic rabble of worshipers, she searches relentlessly for her rightful master.



Skell's Hand
Cursed
16 pts.
Masts: 5
Cargo: 3
Movement: S+S
Cannon: 4S-2L-4L-2L-4S

flavor- Once an English man-o-war, this vessel was overrun by Skelds, and was rewarded to Skell for his vicious evisceration of the ships former captain.




The Red Crew
Cursed 4 pts.
Ability: When this ship hits an enemy ship, eliminate one of that ships cargo.

flavor-The red Crew are the best of the Cursed's gunners, their ability to hit weak points on enemy ships has given them a reputation to be feared.


Isaiah van Tyne
Cursed. 8pts.
Ability: SAC S-BOARD.

Flavor-The son of Trevor van Tyne has decided to follow in his fathers more unsavory footsteps and throw his lot in with the Cursed on a quest for un-holy power.


Igor McWarren
Cursed 7 pts.
Ability: Eternal Once per turn roll a d6, on a 5 or 6 this ship may be given an extra action.

flavor-Igor is rumored to be the son of El Fantasma, and numerous attempts have been made on his life. He has survived every encounter and has risen to prominence in the ranks of the Cursed.


Renfro
Cursed
Link: Blood Drinker
5pts.
Ability: Eternal This ship gets +1 to her boarding rolls

flavor-Renfro was an ordinary traveler like everyone else, until he fell sway to a creature that promised him eternal life. He now runs the Blood Drinker in his masters absence.


Sargasso Calhoun
Cursed
Link: Black Reef
5pts.
Ability: Once at the beginning of each of your turns roll a d6. On a 5 or 6 this ship may be given the same action twice.

flavor-Steven Calhoun was thought dead and reborn and dead again. Reborn again as Sargasso Calhoun, he captains one of the fiercest ships in the Cursed menagerie.


Phillipe Desailly
Cursed
Link: Keith Atkinson
8 pts.
Ability: Once per turn roll a d6, on a 5 or 6 this ship may be given an extra action. This ship may initiate a boarding party from S away without having to ram.

flavor-Phillipe did what his father Jean could never do, commit himself fully to the cursed arts. He has found a companion in Keith Atkinson and the pair are a dynamic duo among the ranks of the Cursed.


Keith Atkinson
Cursed
Link: Phillipe Desailly
3pts.
Ability: Once per turn, you may re-roll any die roll you made for this ship. You must use the second die result.

flavor-Keith never wanted to be like his estranged brother, but Edmund was very persuasive. Now Keith is completely in the thrall of the power he has been promised.


Admiral of the Skelds
Cursed
6pts.
Link: Skelds
Ability: Eternal, as part of a move action this ship may initiate a boarding party from S away without having to ram, the boarded ship may not use any boarding bonuses.

flavor-This foul creature appeared with the hordes of Skelds, and is the only one who can command them.


Skelds
Cursed
5pts.
Link: Admiral of the Skelds
Ability: This ship gets +1 to her boarding rolls for every crew on her.

flavor- A new breed of foulness, the Skelds are decaying sailors animated by dark fire, with a craving for destruction.


Skell
Cursed
Link: Skell's Hand
7pts.
Ability: Eternal you may eliminate one of this ships crew to give her an extra action.

flavor-Skelds have no name, unless they are rewarded one for exemplary performance. Skell is one such lucky Skeld, and has not only earned himself a name, but a ship of his own to command.



Captain Shamshere
Cursed
8 pts.
Link: The Phantom
Ability: Captain If this ship wins a boarding part, she may capture all of the other ships crew, up to her available cargo space. Captured crew become gold worth their point cost when unloaded at your HI.

flavor- El Fantasma's newest lieutenant, Shamshere is known for 'feeding' friend and foe alike to his precious Phantom. Such butchery has earned him a fearsome reputation, and instills fear wherever he goes, even in the ranks of the cursed.


Davy Jones
Cursed
11 pts.
Link: Sea Devil
Ability: Captain Once per turn give +2 to any one die roll for any* ship in you fleet.
* when I say any die roll, I mean any die roll.

flavor- Betrayed and thought destroyed, Davy Jones has returned. With his return, the Cursed will embark on a new era of terror and destruction.


Barst
Cursed
6 pts.
Ability: Loyal: Cursed Instead of giving this ship an action, give any ship in your fleet two actions.

flavor- It is said that Barst has the strength of ten men, and that musket balls and cutlasses bounce off of his skin. His fearsome reputation and pedigree often drive his Cursed brethren to higher feats of foulness.


Madame Maria
Cursed
6 pts.
Ability: Once per turn, one crew or ship within S cannot use their abilities that turn

flavor- Rumors persist that Madam Maria is the former lover of El Fantasma, who took to the sea to gain the power of her beloved. Whether true or not, one thing is clear, those who question her vanish, never to be seen again.


Aguinvari-Gakhali
Cursed
8 gold
3S-3L-3S-3L
Ability- You may build this fort on a reef. If built on a reef, a friendly sea creature may dock and repair one segment, she must leave on her next turn.

flavor-Aguinvar-Gakhali, the great breeding ground of the cursed. It is here that monsters such as Slarg-Gubbit spawned, and it is here they return to once every year to mate.

Errata:To build this fort one of your ships must end a move action touching a reef in play. If she moved over the reef she still rolls for damage. Friendly sea creatures do not have to roll for damage on the reef this fort is built on.




-Spanish-

La Muerta Rapida
Spanish
20 pts.
Masts: 4
Cargo: 5
Movement: S+S
Cannon: 2L-2S-2S-2L
Ability: Steamship this ships crew cannot be eliminated unless she sinks

flavor- With trade routes dominated by the English and the Americans, the Spanish crown has made a last effort to return to their former glory, not just in terms of wealth, but in terms of military might.


La Fuega
Spanish
14 pts
Masts: 4
Cargo: 3
Movement: S+S
Cannon: 2S-3S-3S-2S
Ability:Battleship This ship gets +1 to her boarding rolls.

flavor- Named for the power that fire represents, La Fuega is Spain's first battleship based off America's USS Venture. She is one of Spain's few hopes for military power in this new age of oceanic conquest.



El Acorazado Nuevo
Spanish 24 pts.
Link: Commandante Antonio de Silva
Masts: 4
Cargo: 4
Movement: L
Cannon: 2L-2S-2S-2L
Ability: L-Range cannons cannot hit this ship; two hits are required in the same shoot to eliminate one of this ship's masts.

flavor- With the return of the Cursed Empire on the horizon, and England's continual expansion into neutral territory, Spain decided it was time to retire the old El Acorazado, and begin the new age of Spanish conquest with their latest Ship of the Line: El Acorazado Nuevo



Muerta de la Diablo
Spanish 23 pts.
Link: Commandante Roberto Hernandez
Masts: 5
Cargo: 4
Movement: L
Cannons: 3L-2S-2S-2S-3L
Abilities: Blockade Runner This ship gets +1 to her cannon rolls against the Cursed.

flavor-Not long after the return of the Cursed Empire, Spain's most infamous flagship, the San Cristobal, was found wrecked and destroyed on a reef near the Spanish oceanic border. Enraged by such a defiant act of war, Spain created a war machine to target the Cursed specifically; her name is her captain's motto: "Death to the Devil".



El Dorado
Link: Angelica Bianco
Spanish, 19 pts.
Masts: 3
Cargo: 7
Movement: S+S
Cannons: 3L-4S-3L
Abilities: Hoist, Secret Hold.

flavor- Captained by the daughter of the infamous Master Bianco, the El Dorado will redefine Spain's trading business and return them to their previous wealth.


La Corona
Spanish, 10 pts.
Masts: N.A.
Cargo: 1
Movement: T
Cannons: 2S-3S-3S-2S
Abilities: Flotilla Extended Range This Flotilla may use equipment's, but may not have crew assigned to her


Mano de Dios
Spanish, 14 pts.
Masts: 3
Cargo: 3
Movement: L
Cannons: 2L-3S-2S
Abilities: Scorpion This ship get +1 to her cannon rolls against non-Spanish ships.

flavor- The first Scorpion to ever sail in the Spanish fleet, the "Hand of God" brings justice to those who oppose her home country.


Captain Rogelio de Silva
Spanish. 5 pts.
Link: El Acorazado Nuevo
Abilities: Loyal-Spain, Captaineer


Commandante Roberto Hernandez
Spanish. 3 pts.
Link: Muerta de la Diablo
Abilities: Crew of any nationality may use their abilities on this ship


Angelica Bianco
Spanish, 4 pts.
Link: El Dorado
Abilities: Cargo Master


Inquisitor Rosa DelaCruz
Spanish, 6 pts.
Link: all Spanish ships
Abilities: Fear Once per turn when this ship hits another ship, eliminate one of that ship’s crew.


Almirante Sebastian de Alva
Spain
Ability: Helmsman, Instead of giving this ship an action give any ship in our fleet two actions.

flavor-Like his father before him, Sebastian is the pride, joy, and future of the Spanish navy.




FRANCE

Notre Dame
French: 18 pts.
Link: Phillipe Tyzack
Masts: 5
Cargo: 5
Movement: S+S
Cannon: 2L-2S-2S-2S-2L
Ability: Crew of any nationality may use their abilities on this ship.


Le Argonaught
French: 19 pts.
Masts: 4
Cargo: 4
Movement: L
Cannons: 2S-3L-3L-2S
Ability: Once per turn roll a d6, on a 5 or 6 this ship may be given the same action twice. This ship gets +1 to her cannon rolls against non-French ships.


Le Guillotine
French: 13 pts.
Link: Jean LeNoir
Masts: 2
Cargo: 3
Movement: L
Cannons: 2L-2L
Ability: Blockade Runner


La Corse
French: 22 pts.
Link: Jacques Arethiel
Masts: 5
Cargo: 4
Movement: S+S
Cannons: 3S-2S-2S-2S-3S
Ability: This ship eliminates two masts with one hit.


Le Gaule
French: 16 pts.
Masts: 4
Cargo: 6
Movement: L
Cannons: 3S-2L-2L-3S
Ability: Broadsides Attack Only French crew may use their abilities on this ship.


Glorie
12 pts.
Faction: French
Cannon: 2S-3L-2S
Cargo: 2
Masts: 3
Movement: L
Ability text- IRONCLAD This ship gets +1 to her cannon rolls against any non-French ship.

Flavot text- The first of her kind, she dominated on the waves, until the Americans made their own.



La Triumph
France
15 pts.
Masts: 4
Cargo: 6
Movement: L+S
Cannon: 3S-3S-3S-3S
Ability- You may triple the range of this ships cannons, but you must roll a 6 to hit.

Flavor- The crew of the Triumph take pride in their uncanny ability to hit targets that most crews would consider out of range. Their skill has earned them the respect of the crown, and the hatred of the English.



Phillipe Tyzack
French: 8 pts.
Link: Notre Dame
Ability: Captaineer This ship's crew cannot be eliminated unless she sinks.


Jean Le Noir
French: 7 pts.
Link: Le Guillotine
Ability: Fear Once at the beginning of each of your turns roll a d6, on a 6 any ship in your fleet may be given two actions that turn.


Amiral Jacques Arethiel
French: 5 pts.
Link: La Corse
Ability: Loyal: France. Hostile: England, Pirate. Captain, Helmsman


Gaston le Boucher
French: 9 pts.
Ability: Fear If this ship wins a boarding party, eliminate all of the other ships crew.


Capitane Bernice Savage
French: 7 pts.
Ability: Captain, Loyal: France Once per turn roll a d6, on a 5 or 6 this ship may be given an extra action.


Louis Grainger
French: 8 pts.
Ability: Marine This crew gets +1 to her gun rolls against any non-French ship or fort.




-American-

USS New Ironsides
American
14 pts.
Masts: 3
Cargo: 3
Movement: S+S
Cannon: 2S-3L-2S
Ability: Ironclad this ships cannons may not be eliminated (masts still can be) if derelict she cannot shoot

flavor- After the first prototype was lost at sea, the engineers at Annapolis came back with this new beast. Outfitted with better armor than any other Ironclad, she is the pride of the growing American navy.


USS Mississippi
15 pts.
Faction: American
Masts: 4
Cargo: 6
Cannon: 4S-3S-3S-4S
Movement: S+S
Ability text- STEAMBOAT, one of this ships treasures is worth +2 gold when unloaded at your home island.

Flavor text- Hailing from the river, the crew of the USS Mississippi are old hand when it comes to dealing with uncooperative business partners. As such, they are able to get the best goods, at the cheapest cost.



USS Venture
15 pts.
Masts: 4
Cargo: 3
Movement: L
Cannon: 2S-2S-2S-2S
Ability: Battleship, Schooner.

flavor- Constructed as a new initiative from congress, the Venture has been tasked to assert American power in the worlds oceans.


USS Constitution
American: 17 pts.
Masts: 5
Cargo: 4
Movement: L
Cannon: 3L-2L-2L-2L-3L
Abilities: This ship ignores the first hit she takes each turn, as long as she has all of her masts. This ship gets +1 to boarding rolls.


USS Falcon
American: 12 pts.
Linnk: Captain Robert Stern
Masts: 3
Cargo: 3
Movement: S+S
Cannons: 2S-3L-3S
Ability: Schooner. This ship gets +1 to her boarding rolls with a captain.


Silver Dollar
American: 14 pts.
Masts: 3
Cargo: 6
Movement: S+S
Cannons: 4S-3L-4S
Ability: Schooner.


Strife
American: 15 pts.
Link: Ol' Man Montana
Masts: 4
Cargo: 3
Movement: L
Cannons: 2S-3L-3L-2S
Ability: Blockade Runner.


Lone Star
American: 21 pts.
Link: Lt. Stanley Hood
Masts: 4
Cargo: 3
Movement: L
Abilities: Switchblade. This ship gets +1 to her boarding rolls.


Captain Robert Stern
American: 6 pts.
Link: USS Falcon
Ability: Captain, Firepot Specialist.


Ol' Man Montana
American: 5 pts.
Link: Strife
Ability: Helmsman, Musketeer.

flavor- Ol' Man Montana continually mutters under his breath about one thing or another, from dishonorable discharges to tall tales of battle on the high seas. Despite his apparent lunacy the crew of the Strife trust him with their lives.


Lt. Stanley Hood
American: 7 pts.
Link: Lone Star
Ability: Marine. This crew gets +1 to her gun rolls against Spanish ships forts and crew.


Captain Steven Rogers
American: 9 pts.
Link: All American Ships
Ability: Captain. Once at the beginning of each of your turns roll a d6, on a 6 any ship in your fleet may be given two actions that turn.


Joanna Smith
American: 6 pts.
Ability: When another face-up crew on this ship would be eliminated, turn it face down instead. This ship gets +1 to her boarding rolls.




ENGLISH

RMS Mycron
English. 10 pts.
Link: Commodore William Cobb
Masts: 2
Cargo: 4
Movement: S+S
Cannons: 4L-4L
Abilities: Once per turn you may re-roll one die roll for this ship. You must use the second result.

flavor- After Lord Mycron led the English fleet to conquer France's legendary fort Paradis de la Mer, a ship was christened in his honor. The RMS Mycron is rarely visited by her namesake, but is still a symbol of the English fleet no matter where she is.


HMS York
15 pts.
Faction: English
Masts: 4
Cargo: 5
Cannon: 3S-3S-3S-3S
Movement-L
Ability text- STEAMBOAT, Once at the beginning of each of your turns, roll a d6. On a result of 5 or 6 this ship may be given the same action twice.

Flavor text- The inventors of the steam engine were not to be outdone by their American counterparts, and so the HMS York was launched.



HMS Juggernaut
English. 18 pts.
Link: Captain Nathaniel Hamilton
Masts: 4
Cargo: 5
Movement: L
Cannons: 2L-2S-2S-2L
Ability: Schooner. This ship gets +1 to her cannon rolls against Pirate ships.


HMS Benjamin
English. 16 pts.
Masts: 4
Cargo: 7
Movement: S+S
Cannon: 4L-3S-3S-4L
Ability: Explorer. One of this ships treasures is worth +2 gold when you dock at your HI



Bayonet
English. 15 pts.
Link: Commander Anderson
Masts: 3
Cargo: 4
Movement: L+S
Cannon: 2L-3S-2L
Ability: Blockade Runner. This ship gets +1 to her cannon rolls against The Cursed.


Black Knight
English. 16 pts.
Masts: 5
Cargo: 4
Movement: L
Cannon: 3S-2S-2S-2S-3S
Ability: Broadsides Attack. This ship ignores the first hit she takes so long as she has all of her masts.


Commodore William Cobb
English. 6 pts.
Link: RMS Mycron
Ability: Once at the beginning of each of your turns, roll a d6. On a 6 any ship in your fleet may be given two actions that turn.


Captain Nathaniel Hamilton
English. 7 pts.
Link: HMS Juggernaut
Ability: Helmsman, Master Gunner.


Commander Anderson
English. 14 pts.
Link: Bayonet
Ability: Holy Sword. If this ship wins a boarding party against another ship, you may eliminate all of that ship’s crew.


Admiral Walter Balthazar
English. 7 pts.
Ability: SAT This ship’s crew cannot be eliminated unless she sinks.


Thomas Gunn III
English. 8 pts.
Ability: Captain, Cargo Master.





-Pirate-

Viper
Pirate
12 pts.
Masts: 2
Cargo: 2
Movement: S+S
Cannon: 3S-3S
Ability: Battleship Once per turn one of this ship's cannons may shoot again if it misses.

flavor- Built from the hull of an abandoned schooner, the Viper is once again sails the seas. Her new armaments however have almost halved her original speed.



Torpedo
Pirate
14 pts
Masts: 2
Cargo: 1
Movement: L+L
Cannon: 4S-4S
Ability: Portburner.

flavor- Following the idea of 'if we can’t have it neither will you' pirates the world over have begun to construct ships like the Torpedo to sail into enemy ports.


Dead Man's Revenge
Pirate
16 pts
Masts: 3
Cargo: 2
Movement: L+L
Canon: 3L-2S-3L
Ability: Shipburner.

flavor- With imperial powers on the rise, pirates have begun to lose ground to ever growing armadas. That is until captains began sailing ships into the heart of enemy fleets filled with gunpowder.


Broken Blade
Pirate
17 pts.
Masts: 2
Cargo: 1
Movement: L+L
Cannon: 4S-4S
Ability: Portburner, Schooner


Inferno
Pirate
16 pts.
Masts: 2
Cargo:1
Movement: L+L
Cannon: 4L-3L
Ability: Shipburner


Carnage
Link: One-Handed John
Pirate
Rarity: CLE
20 pts
Masts: 4
Cannon: 3S-2L-2L-3S
Cargo: 4
Movement: S+S
Ability: Hidden Gold If this ship has a cpatain crew, she gets +1 to her cannon and boarding rolls, and is considered Eternal.

flavor- The red sails of the Carnage bring fear to all who sails the seas, for they know that to cross the Carnage and Captain John is to bring about their own doom. Even the Cursed souls of the sea stay away from this ship.


Harbinger
Pirate. 19 pts
Link: Black Heart
Masts: 5
Cargo: 4
Movement: L
Cannons: 2S-2L-2L-2L-2S
Ability: Broadsides Attack.


Terror
Pirate. 15 pts.
Masts: 4
Cargo: 3
Movement: L
Cannons: 3L-3S-3S-3L
Ability: Blockade Runner, Re-Roll.


Black Heart
Pirate. 7 pts.
Link: Harbinger
Ability: SAC Captain. If this crew is not assigned to it's linked ship, it gains the Black Mark Keyword


Roger Hawkins
Pirate. 5 pts.
Ability: Loyal: Pirate; Hostile: Cursed, England. Captain, Helmsman.

flavor- The son of infamous pirate Jack Hawkins, Roger has a burning hatred for all things Cursed, as it was they who finally ended his father's career. Permanently.


One-Handed John
Pirate
Rarity: CLE
9 pts.
Ability: Captain, Musketeer This ship may initiate a boarding party from S away without having to ram. The boarded ship may not use any boarding bonuses.

flavor- One-Handed John is a brutal man. His proclivity for violence and butchery has earned him a fearful reputation. The only thing this demon of a pirate fears is someone finding his Hidden Trove.




MERCENARIES


Rampage
17 pts.
Masts: 5
Cargo: 4
Movement: S+S
Cannon: 3L-2S-2S-2S-3L
Ability: Mercenary, Cancelling.


Treasure Island
Link: Duke Lars
16 pts.
Masts: 4
Cargo: 6
Movement: L+S
Cannon: 4S-4L-4L-4S
Ability: Mercenary, this ship gets +1 to her boarding rolls.


La Vampira
16 pts.
Masts: 3
Cargo: 3
Movement: L
Cannon: 2S-3L-2S
Ability: Mercenary, Submarine. This ship gets +1 to her cannon rolls against any ship.


Captain Nemo
6 pts.
Ability: Loyal: Mercenary. Hostile: Pirate. Ex-Patriot, Captain, Helmsman.


Duke Lars
Link: La Vampira
7 pts.
Ability: Ex-Patriot, Secret Hold, Helmsman.


Vilhelm Jones
9 pts.
Ability: Ex-patriot, Loyal: Cursed, Crew Possession .



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Fiends of the Blood Islands




SPAIN


Santissima Trinidad
Point cost: 26
Masts: 5
Guns: 3S,4S,4S,4S,3S
Cargo: 3
Base move: L
Ability: This ship eliminates two masts with each hit; this ship's cannons cannot be eliminated (masts still may be). If derelict, she cannot shoot.



La Luna Creciente
Point Cost: 14
Masts: 4
Guns: 4L, 4S, 4S, 4L
Cargo: 5
Base Move: L+S
Ability: GALLEY; when this ship reaches its cargo limit, its base move becomes L, and can't be increased.


Estrella de Marfil
Point cost: 15
Masts: 4
Guns: 4L, 3S, 3S, 4L
Cargo: 5
Base move: S+S
Ability: GALLEY; +1 to boarding rolls.


La Luz del Sol
Points: 15
Masts: 3
Guns: 3S,4S,3S
Cargo: 5
Base Move: S+S
Ability: ARMED MERCHANT


Profeta de la Fortuna
Points: 17
Masts: 4
Guns: 5S,3S,3S,5S
Cargo: 7
Base Move: S+L
Ability: ARMED MERCHANT


La Animadora
Points: 17
Masts: 1
Guns: 3S
Cargo: 3
Base Move: S+S+S
Ability: Friendly ships within S of this ship get +1 to their cannon rolls.


Espírito de Aventura
Points: 14
Masts: 2
Guns: 3S,4S
Cargo: 3
Base Move : S+L
Ability: This ship gets +1 to her blood island rolls


Cazadora Real
Points: 14
Masts: 2
Guns: 3S,3S
Cargo: 4
Base Move: L
Ability: This ship eliminates two masts with one hit.

flavor-Though small in size, the "Royal Hunter" has some of the most powerful and accurate guns in the Spanish armada, making her a force to be reckoned with.


La Furia del Infierno
Points: 18
Masts: 3
Guns: 2S,3L,2S
Cargo: 4
Base Move: S+S
Ability: When this ship hits an enemy ship, eliminate one cargo from that ship.



CREW




Almirante Adrián de la Cruz; El Guerrero de Dios
Points: 6
Ability: Hostile: Cursed; Captain; Musketeer


Julian Ramirez
Points: 5
Ability: Explorer; this ship gets +1 to her blood island rolls.


Commandante Sebastian Salazar
Points: 6
Ability: Fleet Admiral
Link: All Spanish ships





CURSED


Nigrum Mortem
Point cost:18
Masts: 4
Cargo: 3
Base move: S+S
Guns: 3S, 2S, 2S, 3S
Ability: Fear, when this ship wins a boarding party, eliminate all of the other ship's crew.


The Grimm
Points: 20
Masts: 5
Guns: 3S, 3S, 3S, 3S,3S
Cargo: 0
Base move: S+S
Ability: Limit, Sea Monster, Eternal. Once each turn you may eliminate one segment from this sea monster, and give any other sea creature in play an action.

flavor- An ancient leviathan of the Old World, The Grimm devastated kingdoms across the globe. It's many glowing red eyes have struck fear in the hearts of sailors for millennia. Now awakened from its centuries-long sleep, The Grimm will bring a new age of terror and chaos to the oceans of the world.


Merchants Lament
Points: 15
Masts: 3
Guns: 5S,3S,5S
Cargo: 4
Base Move: S+S
Ability: Armed Merchant


Wolf's Bane
Points: 15
Masts: 4
Guns: 3S,4L,4L,3S
Cargo: 3
Base Move: L
Ability: SAT.


Mavrah's Steed
Points: 17
Masts: 2
Guns: 4S,5S,5S,4S
Cargo: 2
Base Move: S+S
Ability: Titan, sea creatures within S of this ship get +1 to their cannon rolls
Link: Mavrah



CREW




Balthazar
Points: 11
Ability: Captain, Crew Possession.



Mavrah
Points: 10
Ability: Once at the beginning of each of your turns, roll a d6. On a 5-6, any sea creature in your fleet may be given two actions this turn
Link: Mavrah's Steed



Tyrian the Mad Scorpion King
Points: 6
Ability: Loyal: Cursed; Hostile: Pirate If this ship wins a boarding party, eliminate all of the other ship's crew.



Witch Queen Salem
Points: 13
Ability: Fleet Admiral. All Sea Monsters in your fleet gain the Fear keyword.

flavor- Queen Salem is the oldest cursed entity in existence. It is rumored that it was she cursed Davy Jones, dooming him to his fate as the terror of the seas. Now returning to command her "children", Salem plans to conquer the world beyond the seas.



Fort


Mors Castellum
Cursed
7 gold
Flags: 4
Cannons: 2L,3L,3L,2L
Ability: Each tin a non-Cursed ship comes within L of this fort roll a d6. On a 4-6 eliminate the crew with the lowest point cost on that ship.





AMERICAN



USS Colossus
Points: 22
Masts: 5
Guns: 2S,2S,2S,2S,2S
Cargo: 4
Base Move: L
Ability: Broadsides Attack, EA.

flavor- When the USS Constitution was reported sunk by a massive black monster of the deep, America's navy brass went into a panicked frenzy. After numerous failures, they finally managed to produce the USS Colossus; the only ship worthy of replacing "Old Ironsides"



Justice
Points: 18
Masts: 4
Guns: 4S,4S,4S,4S
Cargo: 3
Base Move: L
Ability: Battleship, this ship gets +1 to her cannon rolls against any non-American ship.

flavor- Though she doesn't pose nearly as much of a threat as the Venture, this Battleship will ensure peace in American harbors and keep the oceans pirate-free.



Freedom's Banner
Points: 14
Masts: 4
Guns: 4L,3S,3S,4L
Cargo: 5
Base Move: S+S
Ability: Armed Merchant.
Link: Captain Tyler Robinson

flavor- Robinson's first ship to command, the Freedom's Banner is expected to bring money to America's pockets, and trade to its markets.



Sea Strider
Points: 15
Masts: 3
Guns: 4L,4S,4L
Cargo: 4
Base Move: S+S
Ability: +2 gold bonus.

flavor- Built as a prototype for the Clipper Ships, the Sea Strider is being put to use as a cargo ship. So far a smashing success, her only weakness is a lack of artillery; which is compensated by a constant escort ship.



Swift Victory
Points: 22
Masts: 4
Guns: 3S, 3S, 3S, 3S
Cargo: 3
Base Move: S+S
Ability: Clipper Ship, this ship gets +L to her base move if she has all of her masts.

flavor- The second Clipper Ship in America's navy, the Swift Victory is the polar opposite of her sister. Though somehow faster than the USS Spirit, she has double the guns, but almost half the cargo capacity.



USS Spirit
Points: 19
Masts: 4
Guns: 4L,4S,4S,4L
Cargo: 5
Base Move: S+S
Ability: Clipper Ship, +2 gold bonus.

flavor- The new Clipper Ships of America have become a symbol of the country's success. Faster than any other ship ever created, the USS Spirit is the crown jewel of America's cargo and trade business.



Cherokee Rose
Points: 12
Masts: 2
Guns: 3S,3S
Cargo: 3
Base Move: L
Ability: Schooner. This ship may dock at an enemy Home Island and load one treasure, if able she must leave on her next turn.

flavor- The Cherokee Rose always has a flag from all the other imperial nations so her enemies won't recognize the American in their midst until they've already escaped with a full cargo of riches.



Crew



Captain Tyler Robinson
Points: 11
Ability: Hostile: England, Pirate, Spain. S-Board, for every die roll this ship makes, roll two dice and decide which result you want.
Link: Freedom's Banner

flavor-- Protégé of Capitan Rogers, Robinson has proven himself to be the next great commander of the US Navy. Unfortunately, his reputation has painted a giant red "X" on his back that England, Spain, and even the Pirates will target.



Admiral Nathan Rivers
Points: 10
Ability: Loyal: America. Canceller, EA.
Link: All American Ships

flavor- After surviving a lightning strike on his first commission at sea, Rivers has become America's greatest naval strategist. The superstitious seem to think it's got something to do with his electrified white hair, but somehow he always seems to be one step ahead of his enemies.



Fort


Fort Crusoe
Flags: 3, 2S,2S,2S
Gold: 7
Ability: Each time a friendly ship sinks, the crew with the highest point cost assigned to that ship is not eliminated; instead they are placed inside this fort.

flavor- Once a British trading outpost, America captured Fort Crusoe and it is now a beacon of hope for any damaged ships that fly the Star Spangled Banner.





ENGLISH


RNS Legacy
Point cost: 22
Masts: 5
Cargo: 3
Base move: L
Guns: 2L, 2L, 2S, 2S, 2S
Ability: Extended Range; World-hater.

flavor- After so many losses to the French and The Cursed in the past years, the brightest ship builders in England have created possibly their best masterpiece yet. With more powerful cannons than any previous ship, the RNS Legacy is a harbinger of doom to all who oppose England.



HMS Patsy
Points: 10
Masts: 1
Guns: 5L
Cargo: 2
Base Move: L
Ability: Cheerleader

flavor- Although quite small, and not very battle-worthy, the sight of the HMS Patsy inspires English sailors who see it to keep fighting, no matter the odds.



Quedagh Merchant
Points: 16
Masts: 4
Guns: 4L, 3S, 3S, 4L
Cargo: 4
Base move: L
Ability: Armed Merchant; +2 Gold bonus.

flavor- An older ship from England's earlier fleets, the Quedagh Merchant has been restored to her previous glory, and is ready to make her country rich once more.



HMS Ironwood
Points: 15
Masts: 3 (square)
Guns: 2L,3S,2L
Cargo: 3
Base Move: L
Ability: Ironclad, this ship ignores the first hit she takes each turn as long as she has all of her masts
Link: Commander James Atlas

flavor- When Atlas was promoted to commander again, he was given the Ironwood, England's first and only ironclad. With her metal-enforced hull, the Ironwood is the perfect weapon to combat the scythe of the Huntsman.



Assassin
Points: 16
Masts: 4
Guns: 3S, 4L, 4L, 3S
Cargo: 3
Base move: L
Ability: Clipper Ship; +1 to cannon rolls against French targets.

flavor- When word got out that America had created a vessel far faster than any other, England had to have one. The Assassin is now the forerunner of England's war against France



Aurora Dawn
Points: 15
Masts: 4
Guns: 3L,2S,2S,3L
Cargo: 4
Base Move: S+S
Ability: Broadsides Attack.

flavor- Captained by an ex-pirate who chose to pursue life as a respectable privateer, the Aurora Dawn doesn't honor England's royalty with the traditional "HMS" before her name. Instead, they patrol the English coast searching for pirates to kill and steal from. After all, stealing from a pirate isn't really stealing.



HMS Covenant Star
Points: 15
Masts: 3
Guns: 4S,4L,4S
Cargo: 5
Base Move: L
Ability: Schooner; Explorer; Treasure Teleporting.

flavor- England's newest trading frigate, the HMS Covenant Star will bring it's home country into a new era of wealth.



HMS Renaissance
Points: 11
Masts: 2 (sloop)
Guns: 2L,3L
Cargo: 3
Base Move: L
Ability: Captain.

flavor- Using a newly discovered battle technique, the HMS Renaissance can fire her cannons at a moment’s notice and with little effort from her crew.





CREW



Lieutenant Thomas Walker
Points: 7
Ability: This ship's masts can't be rammed off; once per turn, when this ship touches an enemy ship, you may take as much treasure from that ship as you can carry.

flavor- Walker watched his twin brother get cut down during a cargo check-turned boarding raid against a mercenary frigate. Vowing revenge and promising to never let his guard down ever again, the Lieutenant has made it his business to "inspect" every vessel that doesn't fly the Union Jack.


Commander James Atlas
Points: 6
Ability: Captain; Re-Roll.
Link: HMS Ironwood

flavor- After an insulting defeat against Captain Crow, Atlas lost his right hand, right eye, and his rank. Many long years of English loyalty have made him a commander once more, and he will not rest until Crow and the Huntsman lie on the bottom of the ocean.






FRANCE


Tour Eiffel
Points: 7
Masts: 1
Guns: 3L, 3L, 5S, 5S
Base Move: T
Cargo: 0
Ability: Flotilla, Cargo wrecking


Belle
Points: 8
Masts: 2 (square)
Guns: 4S,4S
Cargo: 4
Base Move: S+S
Ability: Explorer



La Siréne
Points: 12
Masts: 4
Guns: 2S,2S,3S,3S
Cargo: 3
Base Move: S+S
Ability: This ship gets +1 to her boarding rolls



Révolution
Points: 20
Masts: 5
Guns: 3S,2L,2L,2L,3S
Cargo: 3
Base Move: L
Ability: L-range cannons cannot hit this ship. Other ships don't block this ship's line of fire.
Link: Capitan Aloïs Garnier

flavor- After many losses to the English and their powerful warships, the French navy created a monster of a ship, designed to be the answer to the English.



L'étoile Brillante
Points: 15
Masts: 4
Guns: 3L,3S,3S,3L
Cargo: 4
Base Move: L
Ability: This ship gets +1 to her boarding rolls, she gets +2 instead if three or more crew are assigned to her.



La Victomesse
Points: 14
Masts: 3 (jib)
Guns: 3L,2L,3L
Cargo: 2
Base Move: S+S
Ability: Broadsides Attack



Wasp
Points: 17
Masts: 4
Guns: 3L,4S,4S,3L
Cargo: 4
Base Move: L
Ability: Clipper Ship; Explorer. One of this ship’s treasures is worth +2 gold when unloaded at your home isand.



Feu de Foudre
Points: 16
Masts: 3 (jib)
Guns: 4S,3S,4S
Cargo: 3
Base Move: S+S
Ability: Battleship This ship may repair at sea or at a wild island.

flavor- The first Battleship of French origin, the "Lightning Fire" is sure to be a match for even the biggest English frigates.



CREW




Capitan Aloïs Garnier
Points: 9
Ability: Captain; SAT; Musketeer
Link: Révolution



FORT




Bastille
Gold: 8
Flags: 7
Guns: 3S,3S,3S,3S,2L, 2L, 2L
Ability: This fort gets +1 to cannon rolls against any target, once per turn, one of this forts cannons may shoot again if it misses.







PIRATES


Devil Horn
Point cost: 12
Masts: 3
Guns: 3S, 4L, 3S
Cargo: 4
Base move: L
Ability: Schooner. Once per turn when this ship hits an enemy ship, eliminate one crew from that ship.

flavor- The crew of the Devil Horn claim that the figure head of their beloved ship is carved from one of Satan's own horns. As expected, these stories have yet to be proven.



The Huntsman
Points: 14
Masts: 3
Guns: 3S,3S,3S
Cargo: 2
Base move: L
Ability: Scorpion. This ship gets +1 to her cannon and boarding rolls against sea monsters.
Link: Captain Crow

flavor- When England's only Scorpion, the HMS Iron Predator, was reported sunk, taking one of England's top-ranked Admirals with it, all eyes turned to the Pirates. Namely, a Captain Crow and his Scorpion, The Huntsman. Little did they know that their beloved Admiral and his ship were one and the same with those blamed for his death.




Crescent Rose
Points: 11
Masts: 2 (square)
Guns: 4S,4S
Cargo: 3
Base Move: S+S
Ability: This ship gets +1 to her cannon rolls for every friendly ship within S of her.

flavor- Once captained by Crow's own daughter, Crescent Rose was found half-sunk and crewless with the Red Skull of Davy Jones painted on the main sail. Now mostly rehabilitated, it is a constant reminder of what The Cursed have stolen from Captain Crow.



Agni-Kai
Points: 12
Masts: 3 (square)
Guns: 2L,3S,2L
Cargo: 3
Base Move: S+S
Ability: Schooner. Once per turn one of this ship's guns may shoot a fire shot. Declare which cannon will shoot the shot before rolling the die. If the shot hits, replace one of the target ship's masts with a fire mast. If the cannon roll is a 1, replace one of this ship's masts with a fire mast, and eliminate a crew from this ship.

flavor- Captained by an actual pyromaniac, the Agni-Kai is always armed with explosive and incendiary projectiles to shoot from their cannons and cause maximum damage at all times.



Broken Oath
Points: 11
Masts: 3
Guns: 4S,2L,5S
Cargo: 4
Base Move: S+S
Ability: Junk, Ghost Ship



Rumjack
Points: 12
Masts: 3
Guns: 3S,2S,3S
Cargo: 3
Base Move: S
Ability: This ship gets +L to her base move if she has all of her masts



Branwen
Points: 15
Masts: 3 (jib)
Guns: 2L,3S,2L
Cargo: 3
Base Move: L+S
Ability: Fog Hopper
Link: Red Rayven

flavor- Commanded by the Red Rayven and crewed by a fearsome clan of bandits, the Branwen has a way of appearing from out of nowhere, spreading fear and terror across the seas.




CREW




Red Rayven
Points: 6
Ability: This ship may dock at an enemy home island and load one treasure, if able she must leave on her next turn. This ship gets +1 to her boarding rolls against any non-pirate ship.
Link: Branwen

flavor- Sister of the feared Captain Crow, Rayven is wanted at almost every known port city in the Spanish Main, along the Barbary Coast, and even in the South China Seas. Her unnatural ability to appear and disappear at will is probably the only thing keeping her and her crew alive.



Captain Crow
Points: 7
Ability: Hostile: Cursed; Captain. This ship may shoot at submerged targets within S of her.
Link: The Huntsman

flavor- After finding his daughter's ship, the Crescent Rose, half-wrecked and crewless, and his niece's ship, the Ember Celica, sunk at the hands The Cursed, Crow gave himself a new mission: To rid the seas of all vessels that fly the Red Skull of Davy Jones.



One Handed John
Points: 12
Ability: Limit; Black Mark. Once per turn, before you give this ship an action, roll a d6. On a 6, as a free action, move this ship within S+S of any other ship.
Link: The Carnage









MERCENARIES


Atlantis
Point cost: 16
Masts: 3
Guns: 3L, 3L, 3L
Cargo: 3
Base move: L
Ability: Mercenary, Submarine. This ship may shoot at submerged targets within L of it.
Link: Empress Kida; Milo

flavor- When America discovered the lost kingdom, they invaded, searching for a mythical treasure which did not exist. As a desperate effort to protect their home and culture, the Atlanteans awakened and unleashed The Grimm upon the invaders, barely escaping with as much of their culture, history, and people as could fit in The Atlantis.



Death Strike
Points: 14
Masts: 3
Guns: 3S,3S,3S
Cargo: 4
Base Move: S
Ability: Mercenary; Ironclad. This ship gets +1 to her boarding rolls.
Link: Captain William Slayde

flavor- The feared ship of the ex-slave William Slayde, the Deathstrike is a weapon of death and destruction. Though slower than most ships, her metal hull makes her impenetrable to almost any attack.



Gambol Shroud
Points: 15
Masts: 3
Guns: 3L,2S,3L
Cargo: 2
Base Move: S+S
Ability: Mercenary; Schooner. This ship can't be shot at by ships within S of her.

flavor- Quick and agile, the Gambol Shroud is notorious in the Mercenary ranks, as she has never actually been shot by an enemy ship. Her captain claims to possess a great power to confuse her enemies and escape with them shooting away from the Shroud.



Glider
Points: 15
Masts: 2 (sloop)
Guns: 5S,5S
Cargo: 2
Base Move: L+S
Ability: Mercenary, Blockade Runner. This ship ignores all terrain except fog banks and storms.
Link: The Machinist
Errata: This ship completely ignores terrain, even when it stops on them, with the exception of those specified in her ability.

flavor- The Glider is a prototype that The Machinist built to see if he could create a flying ship. Built with very light wood, and housing a small crew, she doesn't fly, but rather glides over the surface of the water at impossible speeds.


CREW




Empress Kida
Points: 7
Ability: Ex-Patriot. Loyal: Mercenary; Hostile: America. Captain. This ship gets +1 to her cannon rolls against any non-Mercenary ship.
Link: Atlantis; Milo

flavor- The former ruler of the great empire of Atlantis, Kida was forced to abandon her home for the survival of her people and their culture. She now captains the submarine named after her home, as she searches for a new land to establish her empire once more.



Milo
Points: 4
Ability: Ex-Patriot. Hostile: America. Explorer; Navigator.
Link: Atlantis; Empress Kida

flavor- Milo was among the Americans who spearheaded the expedition to discover Atlantis for the sake of discovery. When his crew mutinied to conquer the newly discovered land in favor of riches and glory, he helped the Native Atlanteans to defend their home. He now serves as the head navigator and pathfinder of the Atlantis.



King Thorin
Points: 8
Ability: Ex-Patriot. If this ship is docked at a damaged friendly fort, give her a move action but do not move her. Instead eliminate one of the ship's masts and repair one of the damaged fort's flags. You cannot give this ship a repair action on its next turn.

flavor- Thorin is the final heir to the throne of Erebor, an ancient stronghold of the Old World. With no descendants of his own, the last King of the Mountain would rather die defending his home before even considering surrender.


Captain William Slayde
Points: 9
Ability: Ex-Patriot. Captain, EA
Link: Death Strike

flavor- Once a slave to an English noble, Slayde vowed to never again let another man control him after he killed his master. Nemo gave him his freedom and his ship, which he now uses to sail the seas attacking slave ships and liberating the "cargo".



The Machinist
Points: 7
Ability: Ex-Patriot. Shipwright. Each time this ship would lose a mast, roll a d6. On a 1-2, two masts are eliminated; on a 3-4, eliminate masts as usual; on a 5-6, no masts are eliminated. (this ability to eliminate extra masts can only dismast a ship, not sink it)
Link: The Glider

flavor- The Machinist is an old inventor who was exiled from his homeland for making powerful weapons of war and selling them to enemy countries. Now working for himself, his inventions have become more weapon-based, as he has to steal his funding now.





FORT




Erebor
Flags: 6
Guns: 3S,3S,3S,3S,2L,2L
Gold: 8
Ability: This fort's flags may only be eliminated by rolling a 6.

flavor- Erebor is an ancient fortress inside the mountain that dominates its island. It has existed since the time before Smaug, and it is one of the few places that successfully defended against the dragon. Now that Smaug has returned, the Mercenaries have the only establishment that could stand up to the fearsome beast.





Super Rare



Ships:


Xīn Wángcháo
Jade Rebellion
Points: 22
Masts: 6
Guns: 4S,3L,3L,3L,3L,4S
Cargo: 3
Base Move: S+L
Ability: Junk; EA
Link: Emperor Shan-Ra



Huǒ Zhī Lóng
Jade Rebellion
Points: 18
Masts: 3
Guns: 4L, 4S, 4L
Cargo: 6
Base move: L
Ability: Junk; S-Explore



Crew:

Emperor Shan-Ra
Jade Rebellion
Points: 12
Ability: Loyal: Jade Rebellion; Captain, friendly ships within S of this ship get +1 to their cannon rolls.
Link: Xīn Wángcháo



Unique Treasure:

Emperor's Royal Command- Each time this ship sinks a non-Jade Rebellion ship, randomly choose one gold coin on a wild island and put it on your home island.




Limited Edition



Ships:

Kahlemah
Cursed, 19 pts.
Masts: 5 <Squid>
Cargo: 0
Movement: S
Cannon: 3L-2S-2S-2S-3L
Ability: Barraki, Sea Monster.

Flavor: The largest of the Barraki to be awoken by Knox, Kahlemah is faster than he would seem, a mistake often made by unfortunate sailors.



Priadak
Cursed, 17 pts.
Masts: 2 <Shark>
Cargo: 0
Movement: S+S
Cannon: 3L-3L
Ability: Barraki, Sea Monster. This creature eliminates one cargo with each hit.

Flavor: This giant shark is known for his quick, devastating attacks that leave few survivors.



Rapurac
Cursed, 17 pts.
Masts: 4 <Giant Crab>
Cargo: 0
Movement: L
Cannon: 4L-3L-3S-4S
Ability: Barraki. This titan ignores the first hit it takes each turn.

Flavor: A creature almost as old as the fearsome Morgrul, Rapurac’s shell is hard like iron, with countless cannonballs lodged in it from sailors who tried to kill it.



Ehelek
Cursed, 25 pts.
Masts: 4 <serpent>
Cargo: 0
Movement: L
Cannon: 2S-2S-2S-3S
Ability: Barraki, Broadsides Attack. If this Sea Monster hits with a Broadsides Attack, the target ship may not use any crew or ship abilities on its next turn.

Flavor: Some say that to be attacked by Ehelek is to be witness to the wrath of the Loa.



Silent Maria
Cursed
Points: 17
Masts: 5
Guns: 4S,3L,3L,3L,4S
Cargo: 4
Base Move: L
Ability: Ghost Ship, this ship eliminates two masts with a successful ram.
Link: Capitane Salazar




Crew:


Capitane Salazar
Cursed
Points: 8
Ability: Hostile: Pirate; Fear. If this ship has a captain crew, she gets +S to her base move and +1 to her boarding rolls.
Link: Silent Maria


Dr. Faust
Nationality: England
Points: 10
Ability: Black mark; once at the beginning of each of your turns, instead of giving this ship an action roll a d6. On a 6, give any ship in play an action.

flavor- A deal with Davy Jones has turned this once respected doctor into a demon of a man who uses his new powers to control his enemies and raise terror in the hearts of sailors across the sea.



FORT



Ouroboros
Nationality: Cursed
Flags: 3
Guns: 3S,4L,3S
Gold: 5
Ability: This fort cannot be shot at by game pieces within S of it.

flavor- Also called the Lost City of Snakes, Ouroboros was allegedly cursed many years ago by the serpentine god worshiped by its inhabitants and was lost to history. Now, it poses a severe threat to all who oppose the rising Cursed Empire.




Special Edition


Midnight Sun
Nationality: Pirate
Points: 18
Masts: 4
Cannons: 2S,3L,3L,2S
Cargo: 3
Base Move: S+S
Ability: Explorer; This ship gets +1 to blood island rolls.



Smaug
Nationality: Cursed
Point cost: 21
Segments: 4
Cargo: 0
Base move: D
Cannons: 2S,2L,2L,2S
Ability: Sea Dragon; If this sea dragon sinks an enemy ship that is carrying gold, all of that gold is moved to your home island or the closest friendly fort. (whichever one is closest)

flavor- An ancient dragon from before the age of humankind, Smaug is driven by an immense greed, sinking any ship he encounters and taking whatever valuables are on board. The English have tried, to no avail to locate his lair; for surely his trove would make them the richest country in existence.



Miló-Akoúo̱
Nationality: America
Points: 14
Masts: 2
Cannon: 3S,3S
Cargo: 4
Base Move: S+S
Ability: Catamaran; Reroll; this ship ignores terrain when given a move action.

flavor-Captured from the natives along the Savage Shores, the Miló-Akoúo̱ has been restored and armed for trade, exploration, and combat. She will be an important asset to the return of America's empire.



Unique Treasures



Nightmare's Knot
Once at the beginning of each of your turns roll a d6. On a 1-3 all of your ships get +1 to their cannon and boarding rolls against all targets. On a 4-5 one ship in you fleet may be given an extra action. On a 6 cancel any one ability in play until the beginning of your next turn.



Antikythera Mechanism
Once each turn, roll a d6; on a 5, this ship gains the canceller ability for this turn. On a 6, give an enemy ship an action.


Loa’s Wrath
Do not load this treasure, instead place it face up on this island. For every ship that comes within S of this island roll a d6. On a 1-4 that ship cannot be given actions on her next turn. Loa’s Wrath has no effect on ships that have Loa’s Protection.


Loa’s Protection
Load this treasure face-up, it cannot be removed from this ship. Loa’s Wrath has no effect on this ship.


Barraki talisman
Once at the beginning of your, roll a d6. On a 1-4 give a Barraki in play an action (even if it is not part of your fleet). On a 5 you may replace one missing segment on a Barraki. On a 6 place one Barraki from outside the game within S of your home island, it becomes part of your fleet.


Heart of the Sea
Trade currents give this ship +L to her base move instead.


Mordu
No treasure may be loaded from this wild island until Mordu is eliminated. Mordu is eliminated if hit with a successful Broadsides Attack; or with a perfect shoot action from a ship.


Maelstrom’s Sigil
Load this treasure face-up, it takes up one cargo space and cannot be eliminated. Eliminate all of this ship’s crew, she cannot dock. At the beginning of each turn, eliminate one mast from this ship. Once all the ship’s masts have been eliminated, eliminate this ship. If this ship touches any other ship, pass another of this treasure to that ship.


John’s Cutlass
If this ship wins a boarding party, eliminate all of the other ship’s cargo.


Nui Codex
This ship ignores islands when given a move action.


Evenstar
Load this treasure face-down, it takes up 3 cargo spaces. When this ship docks at your home island, triple the value of the lowest gold coin, then remove Evenstar from the game.


Adrift
All islands become unexplored (If used in an economy game ALL resources are re-set)


Doldrums
When this treasure is revealed, this ship’s turn ends. Roll a d6. This ship cannot be given move action equal to the result.


Blood Islands


Blood Island 1
When a ship docks at this island, roll a d6:
1-3: This ship sinks.

4-6: Eliminate the highest point crew on this ship to double the lowest value non-Unique Treasure coin loaded from this island.


Island 2
When a ship docks at this island, roll a d6:
1-3: Eliminate crew from your ship; the number of crew
eliminated is the total number of treasure coins that can be loaded
from this island, on a one for one basis.

4-6: Eliminate all of this ship’s masts. On a one for one basis,
eliminate an equal number of masts from an enemy ship.


Island 3
When a ship docks at this island, roll a d6:
1-3: Eliminate all of this ship’s crew and masts to put a UT from your collection on any other friendly ship.

4-6: Eliminate all of this ship’s crew and masts to give any other ship an action.


Island 4
When a ship docks at this island, roll a d6:
1-3: Eliminate all of this ship’s crew. For each crew eliminated place 1 gold on your home island.

4-6: Eliminate all of this ship’s masts; she gains the Eternal keyword until the end of the game.


Island 5
When a ship docks at this island, roll a d6:
1-3: Permanently eliminate two of this ship’s masts. They cannot be repaired or brought back by any means.

4-6: For the remainder of this game, this ship cannot carry crew. If this ship had crew on it when docked, place them on this island.


Island 6
When a ship docks at this island, roll a d6:
1-3: Eliminate the lowest point crew on this ship, this ship gains one 5L cannon that may shoot from any mast.

4-6: Eliminate all of this ship's crew. Eliminate an equal number of and equal point cost of crew from another ship.


Island 7
When a ship docks at this island, roll a d6:
1-3: Eliminate all of this ship’s crew; eliminate all of a friendly ship’s masts.

4-6: After exploring this island, remove from the game all coins you did not load.


Island 8
When a ship docks at this island, roll a d6:
1-3: Roll 6d6. For every 1-4, move an enemy ship with its base move.

4-6: For the remainder of the game, this ship may not be given move actions.


Island 9
When a ship docks at this island, roll a d6:
1-3: Eliminate all of this ship’s crew and masts. Dock an enemy ship at this island.

4-6: This ship and all of her crew become a part of the Cursed faction.


Island 10
When a ship docks at this island, roll a d6:
1-3: This ship sinks.

4-6: Roll the d6 again, on a 6 remove this island and all treasure on it from the game.


Island 11
When a ship docks at this island, roll a d6:
1-3: Eliminate all of this ship’s masts; she gains the Eternal keyword until the end of the game.

4-6: Eliminate all of this ship’s crew; she gains the Fear keyword until the end of the game.


Island 12
When a ship docks at this island, roll a d6:
1-3: Eliminate all of this ship’s crew and masts to give any other ship an action.

4-6: Eliminate all of this ship’s crew; eliminate all of a friendly ship’s masts.


Island 13
When a ship docks at this island, roll a d6:
1-3: After exploring this island, move it L+L in a straight line away from your ship.

4-6: This Island cannot be explored this turn.


Island 14
When a ship docks at this island, roll a d6:
1-3: This Island cannot be explored this turn.

4-6: Eliminate all of this ship’s masts. Move an opposing ship with this ships base move.


Island 15
When a ship docks at this island, roll a d6:
1-3: This ship and all of her crew become a part of the Cursed faction.

4-6: Eliminate all of this ship’s crew. For each crew eliminated place 1 gold on your home island.


Island 16
When a ship docks at this island, roll a d6:
1-3: Place a Sea Creature from outside the game within S of this island, it becomes part of your fleet.

4-6: Eliminate a friendly Sea Creature from the game.



Bonus ‘convention’ packs




Pack number one, “Honor and Glory”

1. Captain James Atlas
Points: 5
Ability: Captaineer.
Link: HMS Mantle
Flavor: When he was a boy, Atlas saw his parents killed by pirates in raids on his home port. Ever since, he has done all he can to rid the seas of the plague that is the Pirates.


2. HMS Mantle
English
Points: 16
Masts: 4
Guns: 2L,2S,2S,2L
Cargo: 3
Base Move: L
Ability: This ship gets +1 to cannon rolls against pirates ships.
Link: Captain James Atlas
Flavor: The Mantle has been given to Atlas as a reward for his loyalty and dedication to the royal navy. Atlas knows that if he should ever return from sea without the Mantle, consequences will be severe.


3. Admiral Victor Rose
English
Points: 10
Ability: Captain. Reverse Captain.
Link: HMS Iron Predator
Flavor: Victor Rose is the only member of his family to follow in his father's footsteps as an honorable English war hero. He believes that his sister's influence has dishonored his family name and dragged his niece and daughter to piracy. If Rose feels any conflict with battling his own family, he doesn't show it.


4. HMS Iron Predator
English
Points: 17
Masts: 3
Guns: 2L,3L, 2L
Cargo: 4
Base Move: S+S
Ability: Scorpion. This ship gets+1 to cannon rolls against any non-English ships
Link: Admiral Victor Rose
Flavor: The Iron Predator is England's first and only Scorpion style ship. As such, it is only fitting that she should be captained by one of the English Navy's top admirals. Admiral Rose can only hope to live up to the expectations set for him by the Crown.


5. First Mate Joseph Walker
English
Points: 8
Abilities: S-Board. This ship gets +1 to get boarding rolls for each crew on board.
Flavor: Rising quickly through the ranks, the Walker brothers are a dynamic duo, of which Joseph is considered the brighter. The Admiralty has high hopes for both him and his brother.



Pack number two, “Invade and Conquer”

1. USS Ironsides
American
Points: 15
Masts: 3
Guns: 2S, 3L, 2S
Cargo:3
Base Move:
Ability: Ironclad. Once each time this ship is shot, roll a d6. On a 5-6, the hit is ignored.
Flavor: The first prototype built from stolen French plans, the Ironsides thick plating will make her a match for anything the world can throw at her, from pirates to the Cursed fiends. Or so is the hope.


2. Professor Milo
American
Points: 5
Ability: Navigator. This ship ignores terrain when given a move action
Link: USS Whitmore
Flavor: After many years of ridicule from his superiors, colleagues, and even students about his theories of the Atlantean empire's survival, the Professor finally found enough proof to gain permission for an expedition into the deep Atlantic ocean.


3. USS Whitmore
American
Points: 12
Masts: 2
Guns: 4S,4S
Cargo: 4
Base Move: S
Ability: Submarine. S-Explore.
Link: Professor Milo
Flavor: The command vessel of the Atlantis Expedition, the Whitmore houses the leaders of the mission as well as the map to the lost empire. With tensions rising between the professor and his questionable crew, the submarine will be lucky to survive her maiden voyage.


4. USS Ulysses
American
Points: 18
Masts: 3
Guns: 3S,3S,3S
Cargo: 5
Base Move: L
Ability: Submarine. Explorer. Crew and equipment placed on this ship cost no points, but take up one cargo.
Flavor: As the cargo sub of the Atlantis Expedition, the USS Ulysses isn't expected to do much but transport equipment and crew to the lost empire. However, as plans change, so do purposes.


5. Excelsior
Points: 18
Masts: 5
Guns: 3S,2S,2S,2S,3S
Cargo: 4
Base Move: S+S
Ability: SAT.
Flavor: The Excelsior is the first ship America has made since the Constitution's defeat. She is expected to be an upgrade from the previous gunships that have been made, but some are still doubtful.



Pack number three, “Forgotten nightmares”

1. Orion Solstice
Cursed
Points: 16
Masts: 3
Guns: 2S,3S,2S
Cargo: 3
Base Move: L
Ability: Schooner. English ships get -1 to their cannon rolls against this ship.
Link: Captain Scott Dash
Flavor: The Solstice was once an English escort ship that would accompany weaker and slower cargo ships to and from trading ports. She was captured by The Cursed while defending HMS Benjamin from the Hellhound and the Plague. Now the Orion Solstice infiltrates English ports, seeking new souls to enslave and consume.


2. Captain Scott Dash
Cursed
Points: 13
Ability: Captain. Cargo elimination. Crew wipe.
Link: Orion Solstice
Flavor: In life, Captain Dash was a friendly man who kept his crew happy and safe from harm. That was before he was tortured, killed, and reanimated. Now, he is one of the cruelest captains among the cursed ranks, butchering both his enemies and any reluctant crew members alike. His thirst for blood and death rivals that of Davy Jones himself.


3. Arbiter
Cursed
Points: 16
Masts: 4
Guns: 2S,3S,3S,2S
Cargo: 4
Base Move: S+S
Ability: Armed Merchant. This ship gets +1 to cannon and boarding rolls against any ship.
Flavor: The Arbiter used to be one of the few ships to strike fear in the hearts of the cursed. Captain Shamshere made a statement when he not only captured the ship, but then enslaved the crew, forcing them to serve the bidding of The Cursed.


4. Laughing Coffin
Cursed
Points: 22
Masts: 4
Guns: 3S,3S,3S,3S
Cargo: 2
Base Move: S
Ability: English ships get +1 to their cannon rolls against this ship. Any ship within L of this ship gets their base move decreased to S.
Flavor: The Coffin is crewed entirely by assassins and murderers who are well educated in the art of killing people. It is said that the Laughing Coffin is a sign of death to come for all who see her.


5. Hell's Fury
Points: 14
Masts: 3
Guns: 3S,4S,3S
Cargo: 3
Base Move: L
Ability: Schooner. On the turn this ship is pinned, eliminate one crew from the enemy ship.
Flavor: Accurately named, the Fury is a ship that leaves no survivors in her wake; no matter the size or power of her opponents.



Pack number four, “Descendants”

1. Crescent Rose
Pirate
Points: 16
Masts: 3 (jib)
Guns: 2S,3S,2S
Cargo: 4
Base Move: S+L
Ability: EA
Link: Elyse Rose
Flavor: When Elyse Rose stole the Crescent Rose (then the HMS Crusader) from dry dock, she knew that she could never return to her home. Rallying a crew and sailing to the nearest pirate port, she decided that her new home would be aboard the Crescent Rose.


2. Elyse Rose
Pirate
Points: 9
Ability: Captain. Marine.
Link: Crescent Rose
Flavor: As the only child of the famed English Admiral, Victor Rose, Elyse's "fall" to piracy opened an irreparable rift between her and her father. Her rising reputation is the ultimate severing of ties to her only living parent.


3. Myrtenaster
Pirate
Points: 10
Masts: 2 (sloop)
Guns: 3S,3S
Cargo: 2
Base Move: L+S
Ability: Two hits from the same shoot action after required to eliminate this ship's masts.
Flavor: Captured from the English by The Red Rayven, the Myrtenaster was surprisingly difficult to take, despite her small and delicate appearance. Thus, when the Rayven's only daughter left to make her own life, she was given the Myrtenaster to begin her journey.


4. Julie Rose
Pirate
Points: 9
Ability: Captaineer. This ship ignores the first hit she takes each turn so long as she has all of her masts
Link: Ember Celica
Flavor: Unlike her cousin Elyse, Julie was born on the Branwen to the feared pirate, the Red Rayven. She grew up on the sea and was raised to be a pirate by her mother. She is an unusually loyal pirate and she does everything she can to protect her crew and ship from danger.


5. Ember Celica
Pirate
Points: 20
Masts: 4
Guns: 2S,3S,3S,2S
Cargo: 4
Base Move: L
Ability: Broadsides Attack; This ship gets +1 to her cannon rolls for every mast she loses. For each mast repaired, the bonus is diminished by one
Link: Julie Rose
Flavor: When Julie Rose was old enough, Red Rayven gave her a small ship from her fleet and told her to make her own path. The next time Rayven saw her, she was commanding a galleon that she had called the Ember Celica. This ship is Julie's one true love, and she would rather die than see her beloved ship sunk.


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Subject:    PostPosted: Mon Sep 14, 2015 3:48 am Reply with quote

Unlocking, per the request of A7xfanben two days ago!
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Subject:    PostPosted: Mon Sep 14, 2015 6:16 am Reply with quote

lord_denton wrote:
Unlocking, per the request of A7xfanben two days ago!


Sweet, maybe I'll finally get around to editing and adding stuff to my post, or make new ones. Very Happy
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Subject:    PostPosted: Mon Sep 14, 2015 4:45 pm Reply with quote

xerecs wrote:


Sweet, maybe I'll finally get around to editing and adding stuff to my post, or make new ones. Very Happy


Yes, the entire point of this thread is to have everyone just have ONE post that they edit as new things come up (new ideas, or rules clarifications on new abilities). I'll probably delete this post once people have seen it.

I mainly wanted to unlock this for el_cazador.

Edit: Hmmm, for some reason I don't have the option of deleting this post right now. Confused


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Subject: Pirates of the Cursed Seas: The Great Sea   PostPosted: Tue Sep 15, 2015 4:54 am Reply with quote

Pirates of the Cursed Seas: The Great Sea (1.2)

Enter the Great Sea to do battle with or against the new Kingdom of Hyrule faction. Hyrule and the Cursed have dueled through the ages, but with new weapons and ships, can the Kingdom defeat the Cursed and ambitious colonizers? Or will Ganondorf's Cursed form a new Gerudo Empire? Will the great navies of the west prove triumphant over the newly awakened Kingdom?

Enter the Great Sea to forge a new destiny. Only you can decide in Pirates of the Cursed Seas: The Great Sea!


You can find it hosted here.

Pirates of the Cursed Seas: Rise of the Moon Sorcerer (1.0)

Rumors swirl of an ancient Aztec relic, the Head of Coyolxauhqui, having been lost in the Caribbean long ago. Will you join Vyse and the Pirates as they seek the relic to keep it out of the wrong hands? Will you join the Spanish in their holy duty to destroy such profane and blasphemous objects? Will you side with the Cursed and their sympathizers in an attempt to turn such a treasure into a powerful weapon? Will you make the Moon Sorcerer rise to glory, or will you make him fall into obscurity?

Return to the Spanish Main and join the hunt for gold, glory, and legends. Only you can challenge the balance of power in Pirates of the Cursed Seas: Rise of the Moon Sorcerer.


You can find it hosted here.

For my first grouping of custom ships, Hyrule Expansion 1, Lepanto and the Mediterranean World / Mare Nostrum et Mare Clausum, and Baltic Valkyrjur / Dominion Maris Baltici, scroll down or click here: Group 1

For my second grouping of custom ships, presently only Hyrule Expansion 2, scroll down or click here: Group 2

Thank you for checking out my ships!


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Subject:    PostPosted: Thu Sep 24, 2015 5:42 pm Reply with quote

I've added most of my custom Cursed pieces. Once I add all of them I'll move on to either the Americans or Spanish.
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Subject: Pirates of the Cursed Seas: Beyond the Great Sea   PostPosted: Fri Dec 04, 2015 11:17 pm Reply with quote

These are some custom ships that are fairly finalized but not yet in a published set. For the published set "The Great Sea", get the spreadsheet here. For pieces belonging to "Hyrule Expansion 2" and any other future Group 2 sets, scroll down or click here: Group 2.

There are three major partitions of this post that correspond to future sets. The first is an unnamed expansion to my Hyrule faction introduced in "The Great Sea." The second is an expansion focused on the Mediterranean world and Lepanto; the name is not yet final, with both "Mare Nostrum et Mare Clausum" to represent the focus on the factions at Lepanto and the Portuguese in the Indian Ocean and "Lepanto and the Mediterranean World" for a clear name. The third set is "Baltic Valkyrjur" or "Dominion Maris Baltici" (I favor the second presently, but I announced it under the first name), featuring two fantasy factions, Gallia and the Empire, but which will also feature historical powers that bordered the Baltic and North Seas during the time period.
(Updated 30 May 2018)

Keywords:


Admiral: Instead of giving this ship an action this turn, you can give another ship in your fleet two actions.

Galleass wrote:
Galleass: This ship has the Galley keyword. This ship ignores the first hit she takes each turn while she has all of her masts. Once per turn when this ship hits an enemy ship, also eliminate one crew from that ship.

This ship gains the following bonuses against ships with the Galley keyword that do not also have the Galleass keyword.

1. This ship ignores the first hit taken during each shoot action from a ship with the Galley keyword that does not also have the Galleass keyword.
2. When this ship hits an enemy ship with the Galley keyword that does not also have the Galleass keyword, you can also eliminate one crew from that ship.

A galleass was a sort of heavy galley, featuring broadside and stern guns in addition to the galley's standard guns. It also had both fore and aft castles. Although what I have read says that galleasses had three masts at Lepanto, I do not want to run into the Longship problem, so I have made mine four masts.


Lieutenant: After completing a shoot action, this ship may move as a free action.

Second Chance: Once per turn, you may reroll any d6 roll you make for this ship. You must use the second d6 roll result.




"Hyrule Expansion 1"




Windfall Castle

Hyrule
Gold: 5
Flags: 4
Cannons: 2S.3S.3S.3S
Ability: Once per turn, roll a d6. On a 3-6 you may place a friendly trade current.

The scientists at Windfall Castle observe the patterns of the sea and sky, ready to advise captains on the best routes to sail.

Castle Kakariko

Hyrule
Gold: 4
Flags: 5
Cannons: 3S.4L.4L.3S.3S
Ability: This fort's L-range cannons have the Extended Range keyword.

Castle Kakariko carries two powerful siege guns to hit enemy ships at great range.

La Resolucion
Spain
Points: 15
Masts: 4
Cargo Space: 3
Move: L
Cannons: 3S.4L.4L.3S
Abilities: Extended Range. This ship gets +1 to her cannon rolls against ships within S of her.

Captain Ladron smuggled experimental British cannons out of Singapore and outfitted his ship with them. He has resolved to put them to good use against enemies of the crown.


"Lepanto and the Mediterranean World"


São João Baptista [Podcast Reviewed]
Portugal
Points: 14
Masts: 4
Cargo Space: 4
Move: L
Cannons: 2S.2L.2L.2S
Link: Infante Luís
Ability: This ship gets +1 to her ram rolls.

This ship might be better thought of as a contemporary of Pirates of the Spanish Main, if I have my dates correct. Saint John the Baptist might be a little too old for even that.

Infante Luís [Podcast Reviewed]
Portugal
Points: 7
Link: Frol de la Mar
Ability: Captain. This ship gets +1 to her cannon rolls against non-Portuguese ships, crew, and forts.

Frol de la Mar [Podcast Reviewed; pending revisions]
Portugal
Points: 11
Masts: 3
Cargo Space: 5
Base Move: S+S
Cannons: 3S.3S.3S
Link: Alfonso de Albequerque
Ability: This ship's base move becomes S when she reaches her cargo limit.

Alfonso de Albequerque [Podcast Reviewed]
Portugal
Points: 6
Link: Frol de la Mar
Ability: Once at the beginning of each of your turns, roll a d6. On a result of 6, any ship in your fleet may be given two actions that turn.

Serenissima
Venice
Points: 17
Masts: 4
Cargo Space: 4
Base Move: L
Cannons: 2L.2S.2S.2L
Ability: Galleass

Flavor TBD

San Marco
Venice
Points: 13
Masts: 3
Cargo Space: 3
Base Move: L+L
Cannons: 3S.4S.5S
Ability: Galley, Secret Hold.

Named for Saint Mark the Evangelist and emblazoned with the winged lion, this vessel carries only the most important diplomats and cargo to the Porte in Constantinople.

Enrico Dandolo
Venice
Points: 14
Masts: 4
Cargo Space: 3
Base Move: S
Cannons: 2L.3S.3S.2L
Ability: Galleass, Parley.

The crew of the Enrico Dandolo is cunning and shrewd like the blind Doge himself, making the vessel difficult to engage.

Capitana
Papal States
Points: 16
Masts: 4
Cargo: 4
Move: S+S
Cannons: 2L.2S.3S.3S
Link: Marcantonio Colonna
Ability: Galley. Once per turn, one crew or ship within S of this ship can't use its ability that turn.


"At the Battle of Lepanto (7 October 1571), [Colonna] commanded the papal Capitana as part of the Centre division, where he rescued the flagship of commander Don John of Austria, the Real. When the Real was almost taken by the Ottoman janissaries, Colonna came alongside with the bow of his galley and mounted a counter-attack. With the help of Colonna, the Turks were pushed off the Real and the Ottoman flagship of Ali Pasha was boarded and swept. The entire crew of Ali Pasha's flagship was killed, including the commander himself. The banner of the Holy League was hoisted on the captured ship, breaking the morale of the Turkish galleys nearby." -Wikipedia

Marcantonio Colonna
Papal States
Points: 6
Link: Capitana
Abilities: Captain. If this ship succeeds at a boarding party, she can eliminate all of the other ship's crew

Flavor TBD.


Fantasia Mediterranean: Less Historical Pieces
The term "Byzantine" here refers to the Eastern portion of the Roman Empire that ended with the rise of the Ottomans.
These ships fly under the flag of the Byzantine Empire but are considered to be part of the Viking faction for gameplay purposes.
While inspired by history, the Byzantine Empire had been destroyed over a century before Lepanto; this faction should be considered Fantasy.

Dromon: This ship has the Galley keyword. Once per shoot action, one of this ship's cannons may shoot Greek Fire that, if it hits, replaces one mast on the enemy ship with a fire mast.

Constantine
Byzantium/Vikings
Points: 18
Masts: 5
Cargo: 5
Move: S+S
Cannons: 2L.2L.2L.2L.2L
Ability: Born Leader

The gilt scrollwork around this ship's stern reads "IN HOC SIGNO VICES" in honor of Constantinople's founder.

Constantinople
Byzantium/Vikings
Points: 18
Masts: 4
Cargo: 7
Move: S+S
Cannons: 3L.3S.4S.5S
Link: Cyril Makedonion
Abilities: Dromon. One of this ship's treasures is worth +2 gold when unloaded at your home island.

The lost majesty and wealth of the former greatest city in the West must be restored if she is to become the heart of the Empire once again.

Justinian
Byzantium/Vikings
Points: 16
Masts: 4
Cargo: 5
Move: S+S
Cannons: 2L.2S.2S.2S
Link: Michael Palaiogos
Abilities: Dromon. This ship gets +1 to her cannon rolls against non-Byzantine ships.

The hopes of the Eastern Roman Empire once again ride on Justinian, the greatest Emperor in the East.

Theodosius
Byzantium/Vikings
Points: 16
Masts: 4
Cargo: 4
Move: L
Cannons: 3L.3S.3S.3S
Abilities: Dromon. Two hits from the same shoot action are required to eliminate one of this ship's masts.

The Theodosian walls around Constantinople will never again be breached, no matter how strong the enemy.

Belisarius
Byzantium/Vikings
Points: 14
Masts: 3
Cargo: 2
Move: S+L
Cannons: 2L.2S.2S
Link: Anna Komnenos
Abilities: Dromon, Parley. This ship can't be shot at by ships within S of her.

The great general Belisarius nearly restored the empire through careful planning and unbelievable luck. These brave Romans hope to fulfill his dream.

Basil II
Byzantium/Vikings
Points: 13
Masts: 3
Cargo: 3
Move: S+S
Cannons: 3L.2S.3S
Link: Cosmas Cosmas
Abilities: Dromon. This ship gets +1 to her cannon rolls against Pirate ships.

Basil II's campaigns restored Roman control over lost territories.

Alexios
Byzantium/Vikings
Points: 13
Masts: 3
Cargo: 3
Move: L
Cannons: 3L.3S.3S
Link: Father Megali
Abilities: Dromon. This ship gets +1 to her boarding rolls.

Flavor TBD

Varangian
Byzantium/Vikings
Points: 12
Masts: 3
Cargo: 3
Move: L
Cannons: 3L.3S.3S
Abilities: Dromon, Fear.

Flavor TBD

Theodora
Byzantium/Vikings
Points: 11
Masts: 3
Cargo: 3
Move: S
Cannons: 3L.3L.3L
Abilities: Dromon. Once per turn, one ship or crew within S of this ship can't use its ability that turn.

Theodora rose from the lowest of ranks to the Empress, where she helped to ward off great threats to the empire.

Cataphract
Byzantium/Vikings
Points: 7
Masts: 2
Cargo: 2
Move: S+S
Cannons: 3L.3S
Abilities: Dromon. This ship can eliminate masts by ramming.

The crew of the small but mighty Cataphract keeps her namesake in mind when swiftly approaching enemy positions.

Baselius
Byzantium/Vikings
Points: 10
Masts: 1
Cargo: 2
Move: S+S+S
Cannons: 3S
Abilties: Dromon. Friendly ships within S of this ship get +1 to their cannon rolls.

The smallest of ships bears the name Emperor as she carries his missives to his admirals.

Cyril Makedonion
Byzantium/Vikings
Points: 7
Link: Constantinople
Abilities: Captain. This ship gets +1 to her cannon rolls against non-Byzantine ships.

Flavor TBD

Michael Palaiogos
Byzantium/Vikings
Points: 6
Link: Justinian
Abilities: Captain, Second Chance

Flavor TBD

Anna Komnenos
Byzantium/Vikings
Points: 6
Link: Belisarius
Abilities: Admiral

Flavor TBD

Varangian Marines
Byzantium/Vikings
Points: 4
Link: All Byzantine ships (Errata: this includes all Viking ships)
Abilities: Fear. This ship gets +1 to her boarding rolls.

The Viking men employed by the Eastern Roman Empire are a terror on land and at sea.

Cosmas Cosmas
Byzantium/Vikings
Points: 3
Link: Basil II
Abilities: Born Leader.

Flavor TBD

Father Megali
Byzantium/Vikings
Points: 3
Link: Alexios
Abilities: Second Chance

Flavor TBD


"Baltic Valkyrjur" or "Dominion Maris Baltici"


Dandarius:
Nation: Mercenary
Points: 20
Masts: 5
Cannons: 2L, 2S, 2S, 2S, 2L
Cargo: 5
Move: S+S
Link: Baldren Gassernarl
Mercenary, Shipwright. When this ship sinks another ship, you may repair a mast on this ship as a free action.

Flavor: --pending revision--


Baldren Gassernarl
: [Podcast Reviewed]
Type: Crew
Nation: Mercenary
Points: 6
Link: Dandarius
Ex-Patriot, Hostile: France, Born Leader. English crew may use their abilities aboard this ship.

Flavor: --pending revision--

Gladius Dei: [Podcast Reviewed]
Nation: Mercenary
Type: Submarine
Points: 15
Masts: 3
Cannons: 4S,4S,5S
Cargo: 4
Move: L
Link: Caesar
Mercenary, Submarine
This ship gets +S to her base move and +1 cargo spaces if she doesn't carry crew.

Flavor: The "Sword of God" is rumored to have been built by the Vatican in an attempt to safely move Catholic wealth and artifacts around the globe.

Caesar: [Podcast Reviewed]
Nation: Mercenary
Type: Crew
Points: 9
Link: Gladius Dei
Limit, Ex-Patriot, Navigator
As a free action, friendly Mercenary-faction ships may unload treasure at your home island if they are within S of it. Gold unloaded in this way loses one point of value, to a minimum of zero.

Flavor: --pending revision--

10/28/17: Caesar and the Gladius Dei are pending revision. I am considering reducing their abilities but granting more consistent performance.


Bunker
: [Podcast Reviewed]
Nation: Mercenary
Type: Fort
Gold: 3 (down from 4)
Cannons: 3S,3S,3S,3S
Flags: 4
Mercenary
Ships with the Mercenary keyword may not be shot at while docked here. This fort may still be shot at.

Flavor: The Bunker is a hideout that Captain Nemo prepared to repair submersibles and other ships.


Tenfold: [Podcast Reviewed]
Type: 3-mast hoist
Nation: Mercenary
Points: 18
Masts: 3
Cargo: 5
Move: S+S
Cannons: 4L,3S,3S
Link: Zedekiah
Mercenary, Hostile: Caesar, Hoist, Turbine. This ship ignores the first hit she takes each turn if she has all of her masts.

Flavor: Zedekiah's ironclad ship has been in the employ of several nations, most recently the French. His hope is to repurchase the ancient land of the Jews with the lucrative profits he makes from shipping. As he is fond of saying, if you hire him, your investment will repay tenfold.

Original: I'd want to see how powerful she is. She's usable, but will she polarize?

11/1/15: As of one testing courtesy of A7xfanben. It seemed powerful, so her point cost rose by four.


Further revision (10/28/17): After come comments, the Tenfold lost some of her armor plating and point cost.

Zedekiah: #??? Uncommon [Podcast Reviewed(?)]
Type: Crew
Nation: Mercenary
Points: 8
Link: Tenfold
Ex-Patriot, Hostile: Barbary Corsairs, Cursed, Pirate, Viking; Captain. One of this ship's treasures is worth +2 gold when unloaded at your home island.

Flavor: Zedekiah has had run-ins with all the worst on the seas yet always comes out ahead. He captains his ship well but prefers to play the tunes of his people on his clarinet.

Original: Zedekiah is fine, in my opinion. I'd like to see him used if there are MIs.

11/1/15: Notably, he turns his ship into what is essentially a hybrid, as noted in A7xfanben's test. For this reason, his point cost has risen by two points. There is an alternate version of him that drops captain and gains crew-protect that may replace this version.

10/28/17: Zedekiah is a little too expensive as is.



Edelweiss: [(?)Podcast Reviewed(?)]
Nation: Gallia/England
Type: 3-mast Windcatcher
Points: 18
Masts: 3
Cargo: 3
Move: S+S
Cannons: 2L,3L,2S
Link: Alicia Melchiott, Welkin Gunther
Windcatcher. Two hits from the same shoot action are required to eliminate one of this ship's masts. This ship ignores the first hit she takes each turn if she has all of her masts.

Flavor: --pending revision--

10/28/17: Based on reactions to the Tenfold and her own earlier performance, she may have to lose some iron cladding.


HMS Iron Prince II: [Podcast Reviewed]
Type: 3-mast turbine
Nation: England
Points: 16 (for testing)
Masts: 3
Cargo: 4
Move: S+S
Cannons: 2S,2L,2S
Link: None.
Turbine
This ship's masts can't be eliminated by ramming. After resolving a shoot action by this ship (including the a free shoot action, such as the one provided by the Captain keyword), roll a d6. On a 5 or 6, you may move this ship its printed base move. This is not considered an action.

Flavor: In combat, the Iron Prince II's captain uses her steam engines to pass by enemy ships, sometimes before the enemy can return fire.

10/28/17: This ship's performance is a little too inconsistent for my liking. I think she will end up with a variation of reverse-captain.



Number 07:
Type: Crew
Nation: Gallia/England
Points: 9*
Link: Nameless
Captain, Ghost Ship

Flavor: --pending revision--


Number 13:
Type: Crew
Nation: Gallia/England
Points: 7*
Link: Nameless, Valkyrur
Second Chance. This ship's crew may not be eliminated unless she sinks.

Flavor: --pending revision--


Number 01:
Type: Crew
Nation: Gallia/England
Points: 3*
Link: Nameless
Hostile: France, Firepot Specialist, Chainshot Specialist

Flavor: --pending revision--

10/28/17: The "names" of these three crew were a reference to another medium where criminals were put in a penal battalion to fight the enemy. Impressment in the age of sail seems to fit Pirates better, so the flavor and possibly names need to change.


Zaka:
Type: Crew
Nation: Gallia/England
Points: 5
Link: Shamrock
Captain
If this crew would be eliminated, place it face down on your home island instead.

Flavor: --pending revision--

Lupus: [Podcast Reviewed]
Type: 3-mast jib
Nation: Empire/France
Points: 14
Masts: 3
Cargo: 3
Move: S+S
Cannons: 2L,3L,2S
Link: Radi Jaeger
This ship eliminates two masts with one hit.

Flavor: Radi Jaeger's ship carries nearly double the amount of cannons most ships her size do. The Lupus has yet to be tested, but the Empire is confident in Jaeger's tactical capabilities and the Lupus's firepower.


Lupus Regnum:
Type: 3-mast jib
Nation: Empire/France
Points: 16
Masts: 3
Cargo: 3
Move: L
Cannons: 2L,3S,3S
Link: Radi Jaeger
The first time this ship damages an enemy ship on a turn, eliminate two masts instead of one. Two hits from the same shoot action are required to eliminate one of this ship's masts.

Flavor: After fights at sea, Jaeger realized that Gallia's ships could take his hits and have enough strength to return fire. He took the Lupus back to port, traded cannons for armor, and rechristened her Lupus Regnum.


Radi Jaeger: [Podcast Reviewed]
Type: Crew
Nation: Empire/France
Points: 6
Link: Lupus, Lupus Regnum
Captain, Born Leader.

Flavor: Radi Jaeger fights for the Empire under the promise that they will grant Fhirald, his homeland, greater autonomy in reward for his service. He encourages his crew of this fact, although he has reservations.


Last edited by el_cazador on Wed Jul 18, 2018 7:25 pm; edited 19 times in total
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marhawkman

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Subject: Re: Custom Ships organized version   PostPosted: Fri Jan 22, 2016 5:26 am Reply with quote

a7xfanben wrote:
Fireship
This ship starts the game derelict with two fire masts. These fire masts cannot be removed by any means and the controller of this ship does not roll to eliminate them.

This ship is considered derelict and therefore can't be given move actions. This ship must be towed.

At any point during your turns you can release this ship and stop towing it. Point the ship's bow in any direction. Starting on your next turn, roll a d6. The number is the number of turns this ship moves before exploding. Each turn, move the ship L in a straight line in the direction that the bow is facing, the same direction every turn. If the ship rams ANY ship (even a friendly ship), roll a d6. On a 1-2, sink this ship. On a 3-5, sink this ship and replace all but one of the rammed ship's masts with fire masts. On a 6, sink this ship and the rammed ship.

One turn after this ship stops moving based on the d6 roll made when releasing her, this ship explodes. Measure S from all points on the ship (not from the fire masts) and replace up to two masts on every ship in range with fire masts.

This ship cannot be assigned crew and can't load or unload cargo.

This ship cannot be sunk by means other than it's own ability.

*(Extra ruling I just thought of, don't know if I like it yet.)
-After this ship is released, any ships may begin towing her. If they do, replace one of the towing ship's masts with a fire mast at the beginning of every turn that the ship is still towing the fireship. These fire masts cannot be removed by die rolls until the towing ship releases the fireship.
I'd make it an equipment and not a keyword. It can be stored face down until used.

I like the part about what happens when it touches other ships. I'd say you can sink it normally, but that for this purpose fire masts are treated as normal masts. I'd skip the towing thing. Seems klutzy. My version is NOT derelict. I'd say it has to use it's base move though. Crew: can be there, but most crew abilities don't work. Maybe just Marines and shipwrights? Also, it can't shoot.

Oooh! Make a UT version too!

Rune of Fire
UT
This treasure is worth 10 gold when unloaded at your home island. Each turn roll for effect as if this treasure was a fire mast.(If it would burn out nothing happens)
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Subject:    PostPosted: Sun Feb 28, 2016 3:37 am Reply with quote

Time for updates! Wink Idea

(And those fireship additions sound interesting; as usual playtesting is key.)
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Subject: Future Customs   PostPosted: Sun Feb 28, 2016 3:51 am Reply with quote

This post contains pieces destined for Hyrule Expansion 2. Feel free to check them out, or, if you are A7xfanben or godmason, feel free to ignore them.

Keywords:

Admiral: Instead of giving this ship an action this turn, you can give another ship in your fleet two actions.

Engine Crew: This crew takes up no cargo space. This Submarine's base move becomes L when it has no segments; it is not considered derelict, but she may not ram without having hull segments.

Lieutenant: After completing a shoot action, this ship may move as a free action.

Second Chance: Once per turn, you may reroll any d6 roll you make for this ship. You must use the second d6 roll result.


Hyrule Expansion 2

RHS Zora
Hyrule
Points: 18
Hull: 3
Cargo: 3
Move: S
Cannons: 2L.4S.3S
Link: Lord Ralis
Abilities: Submarine. Once per turn, this ship may be given a shoot action while submerged. If given a shoot action while submerged, this ship's cannon rolls cannot be modified and she can't use specialists, equipment, or unique treasure combos. This ship may always target submerged ships as part of a shoot action, whether she herself is submerged or not.

Lord Ralis led the capture of the Fathom from aboard the Nayru. His engineers have developed torpedo launchers that can be fired underwater, turning the Zora into a very dangerous, expensive threat.

El Cazador's Notes wrote:
I expect that I will have to clean up the ability text after all. The Zora is intended to be able to shoot at submerged targets while underwater without restriction although surface targets get protections.


RHS Twilight
Hyrule
Points: 18
Hull: 3
Cargo: 3
Move: S
Cannons: 3L.3S.2S
Link: Midna
Abilities: Submarine, Ghost Ship. If this ship ends her turn in a fog bank, on her next turn she can use her move action to move out of any other fog bank in play.

The Twilight uses natural cover to make dramatic entrances and exits, slipping into view or fading out of sight.


RHS Sheikah
Hyrule
Points: 17
Hull: 3
Cargo: 3
Move: S+S
Cannons: 4L.4S.4S
Link: Sheik
Abilities: Submarine. This ship eliminates two masts with one hit.

The Sheikah are an elite paramilitary force dedicated to the security of the royal family of Hyrule.

RHS Levias
Hyrule
Points: 14
Hull: 3
Cargo: 2
Move: L
Cannons: 3S.3S.3S
Link: Grus Ironfist
Abilities: Submarine. This ship gets +1 to hers boarding, cannon, and ram rolls against Cursed ships. This submarine gets +L to her base move while surfaced.

Named for the mythical guardian of Skyloft, this submarine continues the tradition of defending Hyrule wherever she is.

RHS Hylian Loach
Hyrule
Points: 13
Hull: 2
Cargo: 3
Move: S+L
Cannons: 4S.4S
Link: Hena
Abilities: Submarine. This ship may shoot at submerged ships within S of her.

The Loach is an experiment in creating a less expensive, faster Zora. Hylian shipwrights crafted it to fight threats beneath the sea.

RHS Rutela
Hyrule
Points: 12
Hull: 2
Cargo: 4
Move: S+S
Cannons: 4S.5S
Link: Lady Rutela
Abilities: Submarine. This ship may not have its base move increased with the exception of an ability that allows her to move while otherwise derelict.

Lord Ralis named this submersible of his design in honor of his daughter, who has become a proficient submarine officer. The Rutela's crew loves her.

RHS Fi
Hyrule
Points: 12
Hull: 2
Cargo: 3
Move: S
Cannons: 3S.4L
Link: Lord Gaepora
Abilities: Submarine, Eternal.

It is said that Fi Gaepora forged the Master Sword to strike evil until Judgment Day. The Fi was designed to last through even a barrage of depth charges.

RHS Floria
Hyrule
Points: 11
Hull: 2
Cargo: 2
Move: L
Cannons: 4S.4S
Link: Commodore Auru
Abilities: Submarine, Schooner, Windcatcher.

Lieutenant Auru is a reckless man, but he can always make the Floria do whatever he wants her to do, save go much faster.

RHS Iron Tortoise
Hyrule
Points: 8
Masts: 1
Cargo: 3
Move: S
Cannon: 3S
Abilities: Turtle Ship. When given a repair action, this ship may replace a turtle panel instead of a mast. This ship's mast can't be eliminated by ramming.

The Iron Tortoise was a Korean-designed ship taken from pirates. Hyrule rechristened her and launched her from Great Bay.

Sheik
Hyrule
Points: 6
Link: RHS Sheikah, Zelda Hyrule.
Abilities: Once per turn, this ship may look at one face-down cargo on any ship. This ship's crew can't be eliminated unless she sinks.

Shiek's knowledge of the ways of assassins has saved Zelda's life more than once. The Shiekah netword of spies is vast, allowing proper defense against any and all threats.

Grus Ironfist
Hyrule
Points: 6
Link: RHS Levias
Abilities: Captain, Fear. This ship gets +1 to her boarding rolls.

Grus Ironfist might seem like a silly name, and he might seem like a silly person, but the bearer of that name makes it terrifying to his foes.

Lord Ralis
Hyrule
Points: 2
Link: RHS Zora, Ralis's Aquaguards, Ralis's Submarines
Abilities: If a helmsman crew is not assigned to this ship, you may roll a d6 before giving her a move action. On a 4-6, this ship gets +L to her base move.

Lord Ralis understands submersibles in a way few other than Captain Nemo do, and can squeeze maximum performance from their engines.

Admiral Cole
Hyrule
Points: 8
Link: All Hyrulean Ships
Abilities: Second Chance. Once per turn, roll a d6. On a 6, you may give any ship in your fleet a second action.

Admiral Cole has studied the tactics of the English, but he can't quite plan and fight with the same skill that their great admirals possess.

Midna
Hyrule
Points: 5
Link: RHS Twilight, Prince Link Hyrule
Abilities: Lieutenant (reverse-captain), Smokepot Specialist.

Midna is not Hylian, nor is she from a land under Hyrulean influence. Wherever she is from, she understands how to move undetected on and beneath the waves. She and Prince Link have become very close friends in their ongoing struggle against the Cursed--and against other forms of evil.

Lady Rutela
Hyrule
Points: 6
Link: RHS Rutela
Abilities: Born Leader. Once per turn, if this ship is within S of an island, you may mark the island as explored without docking at it. The island becomes unexplored in regards to all other players.

This 16-year-old noblewoman made a name for herself by killing an Ivory Lagiacrus unassisted. She is a capable captain, fearing no adventure, and she can motivate even the most stubborn sailor with a smile.

Hena
Hyrule
Points: 4
Link: RHS Hylian Loach
Abilities: Captain, Engine Crew.

Hena named her submarine, the Hylian Loach, for her favorite fish. She may seem odd, but she studied with Ralis and has refined submersible tactics for the Hylain Navy.

Ralis's Submarines
Hyrule
Points: 5
Link: Lord Ralis
Ability: Marine

Lord Ralis's handpicked men are lethal warriors of unparalleled skill.

Ralis's Aquaguard
Hyrule
Points: 4
Link: Lord Ralis
Abilities: As part of a move action, this ship can initiate a boarding party against a ship up to S away from her, without having to ram. The boarded ship can't use any boarding bonuses.

Lord Ralis's individually selected Aquaguards are trained to board a ship from below, climbing the hull to an opening or the deck.


Lord Gaepora
Hyrule
Points: 7
Link: RHS Fi
Abilities: Second Chance. Once per turn, this ship may look at any face-down game piece in play.

Lord Gaepora, advisor to the King, was one of the first to see the potential of Lord Ralis's "underwater war ship." He immediately sponsored Ralis's experimentation and used his influence to gain the King's support of the project.

Onox
Mercenary
Points: 5
Link: Ganondorf's Revenge (Submarine with ram bonus)
Abilities: Ganonite, Ex-Patriot, Black Mark, Captain. Pirate crew may use their abilities aboard this ship.

Flavor: Onox is secretly recruiting men for Ganondorf's future Second Gerudo Empire. It is said that there is no ruthless, traitorous fiend he won't turn down.


Last edited by el_cazador on Mon Jun 04, 2018 10:40 pm; edited 3 times in total
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Subject:    PostPosted: Sun Jun 05, 2016 8:07 pm Reply with quote

Bump! Smile Arrow Idea
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Subject:    PostPosted: Fri Aug 05, 2016 6:08 pm Reply with quote

a7xfanben wrote:
Bump! Smile Arrow Idea


Bump bump!
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