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a7xfanben
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Subject:    PostPosted: Fri Nov 18, 2016 7:42 pm Reply with quote

a7xfanben wrote:
a7xfanben wrote:
Bump! Smile Arrow Idea


Bump bump!


Bump bump bump!
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Subject:    PostPosted: Sun Feb 12, 2017 3:16 am Reply with quote

Bump x4!

Xerecs has updated his main post in anticipation of the grand reveal of his set! Very Happy
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Subject:    PostPosted: Sat May 20, 2017 4:11 am Reply with quote

Bump x5, in case anyone needs to post here/etc.
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Subject:    PostPosted: Sun Jun 04, 2017 5:18 am Reply with quote

Sorry for this in advance, but my format for how I write down units isn't consistent. Also, my custom Ironclad keyword is as follows: this ship cannot be hit by cannon rolls less than 6, and can move while derelict. This ship can only repair at its home island. This ship cannot be damaged by ramming, but may still be pinned.

English Units

HMS Noble Savage (14pts)
L move - 3 hold - 6L 6S 6S 6S 6L
This ship gets +1 to her cannon rolls for every mast/segment remaining on the targeted enemy.
(The ill-trained crew aboard the HMS Noble Savage can hit the broad side of a barn, and only the broad side of a barn.)

HMS Constable (6pts)
S+L move - 4 hold - 2L
Chainshot Specialist.
[HMS Constable is primarily employed as a support vessel for larger ships, with a focus on tangling her prey’s rigging.]

HMS Warrior (21)
S+S move - 3 hold - 3L 3S 3S 3L
Ironclad.

HMS Thermopylae (11pts)
Cargo Space: 2
Base Move: L
Cannons: 2L
Longship. This ship may still shoot without its mast.
Flavor: Neither Hell nor high water will stop the gunnery crews of HMS Thermopylae from firing.

HMS Thresher (16)
Cargo Space: 2
Base Move: S+S
Cannons: 3S 3S
Submarine. This ship eliminates two masts with one hit. When this ship is given a shoot action, for every cannon roll of 6, the target's controller eliminates an extra mast. For every 1, eliminate a hull piece from this ship.
[England’s first attempt at mimicking Nemo’s success with submarines has resulted in a warship staggeringly dangerous to both her targets and her own crew.]

Sir Hamilton Button
4 points
This ship gets +L to its base move. No Helmsman can use its abilities on this ship. Link: Silver Arrow
Flavor: Sir Hamilton Button gained notoriety for his outstanding technique at the helm, and has saved the Crown’s ships from ambush more than a few times. His rivalry with Fernando Sainz must one day be settled in a friendly yachting race.

Pirate Units

Cupid
Faction Affiliation: Pirate
Point Value: 14
Cargo Space: 4
Base Move: S+S
Cannons: 4L 3S
Once per turn, this ship may trade one crew with any ship within S of her. The traded crew takes up space, and can be unloaded for its point cost in gold at your home island.
Flavor: Captained by a Mormon woman who got cold feet on her wedding night, the Cupid’s mostly female crew lure unsuspecting sailors aboard, only to sell them as slaves to the highest bidder.

Zui Quan
Faction Affiliation: Pirate
Point Value: 14
Cargo Space: 3
Base Move: L
Cannons: 4L 4L
Junk. This ship eliminates two masts with one hit. This ship’s cannons may double their range, but must roll a 6 to hit. Jade Rebellion crew may use their abilities on this ship.
Flavor: The Zui Quan, or Drunken Fist, is crewed by a collection of the few remaining Jade Rebellion hardliners, who have built this ship with the biggest guns they could find.

Highwayman (17pts) [Pirate]
L move - 5 hold - 5L 3S 3S 5L
Switchblade. When this ship wins a boarding party, she may take as much treasure as she can carry. She gets +S to her base move when her hold is full.
(Morale on the Highwayman is at its best on the swift voyage to the nearest brothel, with a hold full of plunder.)

Bor Gullet
Pirate
Points: 13
Cargo: 0
Move: L+S
4L 2S 2S 2S 4L
Sea Monster. When this sea monster eliminates a crew after a successful boarding action, you may look at all the treasure on a wild island and mark it as explored.

The Dwarf in the Flask [8]
Limit. When this ship eliminates a crew, replace this crew with The Father.

The Father [8]
Copy of Davy Jones (DJC) ability.

Spanish Units

Esplendor del Mundo
Spain
Point Value: 18
Cargo Space: 10
Base Move: S+S
Cannons: 4S 4L 4L 4L 4S
Treasure Ship. Link: Master Bianco
Flavor: Master Bianco has long since given up recovering his favorite ship, so he commissioned Spain’s finest shipyard to build him one better.

Santa Maria
Spain
16 points
Cargo: 6
Move: S
Cannons: 4L 3S 4L
All of this ship’s treasures are worth +1 hold when unloaded at your home island. Link: Columbus

Pinta
Spain
14 points
Cargo: 3
Move: S+S
Cannons: 3L
Friendly ships within L of this ship get +S to their base move. Link: Columbus

Nina
Spain
7 points
Cargo: 4
Move: L
Cannons: 3S 4L
Galley. If this ship does not carry a Helmsman, roll a d6 before a move action. On a result of 4-6, this ship may move +S. Link: Columbus

Columbus
Faction Affiliation: Spain
Point Value: 6
Ransom. Black Mark. Explorer. Helmsman. Link: Santa Maria, Pinta, Nina
Flavor: In life, this conquistador was a national hero of Spain. In death, the crimes he committed against the tribes he conquered have caught up to him, and he must endure the same misery he caused in life.

Master Bianco
Faction Affiliation: Spain
Point Value: 6
Explorer. Cargo Master. Link: Bianco’s Haulers, Esplendor del Mundo
Flavor: The Crown finds it difficult to trust Master Bianco, but cannot denounce the riches he brings them.

Bianco’s Haulers
Collector’s Number: ?
Faction Affiliation: Spain
Rarity: U
Type: Crew
Point Value: 6
This ship gets +1 to her boarding rolls. Secret Hold. Link: Master Bianco, Esplendor del Mundo
Flavor: With the world’s territories being claimed, Bianco’s men must expand their repertoire to the theft of other nations’ treasures.

Fernando Sainz
Spain
3 points
Helmsman. This ship can rotate on her bow or stern after she completes a move action.
Flavor: No helmsman on any of the seven seas can make a ship weave about like Fernando Sainz, save for maybe his closest rival, Sir Hamilton Button.

French Units

Le Jockey
Faction Affiliation: France
Point Value: 9
Cargo Space: 4
Base Move: S+S
Cannons: 4S 4S
This ship gets +L to her base move instead of +S when she touches a trade current.
Flavor: Le Jockey’s navigator is renowned for being the only Frenchman ever to direct a ship across the Atlantic in under four weeks.

Le Coup de Lapin
France
Point Value: 14
Cargo Space: 2
Base Move: L
Cannons: 3L 3L 3L 3L
This ship may double the range of its cannons each turn, but must roll a 6 to hit.
Flavor: The gunnery crews of the The Whiplash often try to hit ships beyond the horizon with assistance from the crow’s nest, and have even managed a few hits, much to the surprise of their targets.

L’aile de Garzey
France
Point Value: 13
Cargo Space: 3
Base Move: S
Cannons: 3S 3S 3S 3S 5L 5L
Junk. This ship gets +L to her base move while towing.
She may not look it, but Garzey’s Wing is almost light enough to blow away into the sky in a strong gale.

Montre Cassée (10)
S+S move - 3 hold - 5S 5S 5S 5S 5S
Broadsides Attack
Captain Lucien of the Broken Watch, with cataracts so cloudy his eyes appear to have rolled back in his head, pulls out his lucky pocket watch before every cannon salvo. "Even a broken watch is right twice a day," he says.

La Colère de Dieu (15)
S+S move - 3 hold - 3L 2S 2S 2S 3L
If this ship rolls a 1 for a cannon roll, her shoot action ends immediately, and she may move action as a free action.
Capitaine Marcel has been described as a perfectionist, who prays his gun salvos to be perfect. It breaks his heart to see even a single cannon miss.

American Units

USS Sawmill (17pts)
S+S+S move - 3 hold - 3S 3L 3L 3S
Switchblade. When this ship wins a boarding party, eliminate a mast from the enemy ship.
(The sons of the finest carpenters and shipwrights of Boston designed the modern USS Sawmill, whose blades are sharpened as often as her deck is scrubbed.)

USS Fruited Plain (12)
T move - 0 hold - 3S 3S (2 masted barge)
Flotilla.This flotilla eliminates two masts with one hit.
Flavor: Assailants often mistake the USS Fruited Plain for a derelict frigate. Upon coming close, they find their enthusiasm dampened by a torrent of unexpected cannon fire.

CSS Virginia (18pts)
S move - 3 hold - 3L 2S 2S 3L
Ironclad. This ship gets +1 to her ramming rolls. This ship cannot dock at wild islands.
(CSS Virginia has earned her reputation as a juggernaut from her performance at Hampton Roads.)

USS Merrimack (13)
S+S move - 4 hold - 2L 3S 2L
Turbine. This ship ignores terrain when she is given a move action.

USS Monitor (16 pts)
L move - 3 hold - 3L 3L
Ironclad. This ship may rotate on either her bow or her stern after completing a move action.
(The USS Monitor is the first of her type to see combat. Her ability to keep her guns trained on her target at all times is crucial in outmaneuvering the slower Confederate ironclads.)

Jaunty Ronald (6)
America
Ransom. This ship gets +1 to her cannon and boarding rolls against non-American ships.

Cursed Units

Shucker Blue (14pts)
S+S move - 2 hold - 2S 2S 4L
Scorpion. Pirate crew may use their abilities on this ship. Link: The Cultists
(The crew of the Shucker Blue don’t fear the reaper, having already met him.)

The Cultists (6pts) Fear, Ghost Ship. Link: Shucker Blue
(Worshippers of a pagan oyster god in life, these enslaved fishermen lost their lives on a stormy Saturday night.)

Ouroboros
Cursed
11 points
Cargo Space: 1
Base Move: S+L
Segments: 2S 3S 3L 4L
Sea Monster. Eternal.

Drawer
Cursed
12 points
Cargo Space: 3
Base Move: L
Cannons: 3S 3S
Limit. Junk. Once per turn, instead of giving this ship an action, this ship may eliminate a crew and replace it with a unique treasure from your collection. Each unique treasure may only be introduced into the game once.
Flavor: The boatswain of the junk Drawer has collected a lifetime of trinkets, which he stows deep in her hold. Any crew foolish enough to poke around his collection may become a part of it.

Stolen Kite
Cursed
6 points
Cargo Space: 4
Base Move: S
Cannons: 4L
Number of Masts: 1
Galley. Cannons must roll a 6 to hit this ship. This ship gets +S to its base move for every time it was shot at the previous turn.
Flavor: Even after death, the theater troupe recruited to row this ship play tricks on the living.

Sargasso Nightmare
Faction Affiliation: Cursed
Point Value: 18
Cargo Space: 3
Base Move: S+S
Cannons: 2S 3L 2S
Turbine. If this ship ends her turn on a sargasso sea, on her next turn she may use her move action to move out of any other sargasso sea in play. This ship may take a repair action if she starts her turn on a sargasso sea. Link: Ole Gregory
“Overtaken by a creature that once was nothing more than a parasite on his back, Stephen Kalhoun has begun an eternity of roaming the seas."

Ole Gregory
Cursed crew
Point value: 1
After this ship resolves a move action, roll a d6. On a result of 6, place a Sargasso Sea within L of this ship. Link: Sargasso Nightmare.
“Ole Gregory is all the proof most sailors need to say their nightmares are all true.”

The Taroteer
Cursed
6 points
At the beginning of each turn, roll a d6. On a result of 5 or 6, you may look at all treasure on a wild island and mark the island as explored.

Misc Faction Units

Tsundere
Jade Rebellion
7 points
Cargo space: 2
Base Move: S+S
Segments: 3L 3S
Sea Monster. You may give this sea monster a shoot action to make one L range rank 3 breath attack against a target ship (it may make no other attacks). If it hits, the target’s controller replaces one of her masts with a fire mast, per the Firepot Specialist rules.

Der Ermächtigung (3pts) [Mercenary]
S+L move - 3 hold - 2L
Mercenary.
(The Prussian crew of Der Ermächtigung answer only to the fattest coffers, and have a hard time keeping their eyes off what they appropriate from the pirates of the Atlantic.]

Silver Arrow
Mercenary
10 points
Cargo Space: 1
Base Move: S+L
Cannons: 3S
Mercenary. Longship. This ship cannot be shot at by ships within S of her. English crew may use their abilities on this ship. Link: Sir Hamilton Button
Flavor: Built by the Prussians and hired by the English, this ship is one of the fastest afloat, provided you can handle her.

Badlander
Mercenary
5 points
Hold: 2
Move: S+L
Cannons: 3L 3L
Mercenary. Galley.

Lumberjack
Mercenary
10 points
Hold: 3
Move: S+S
Cannons: 3S 3L 4L
Mercenary. Icebreaker. On the turn this ship rams, eliminate one mast from the rammed ship. This ship gets +1 to her ramming rolls. Link: Belltoller

Belltoller
Mercenary crew
Point value: 5
Ex-patriot. If this ship wins a boarding action, eliminate all of the other ship’s masts.
“Ask not for whom the bell tolls; it tolls for thee.”


Last edited by godmason on Sat May 12, 2018 4:09 pm; edited 5 times in total
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a7xfanben
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Subject:    PostPosted: Sun Jun 04, 2017 5:29 am Reply with quote

godmason wrote:
Gonna start my own megapost here.

First thing I wanna do is get feedback on this crew idea. 6 points, Cursed, name on the works. At the beginning of this ship's turn, roll a d6. On a result of 6, you may look at all the treasure on any wild island and mark it as explored.


For feedback, you'll want the regular Custom Ships thread. This thread is basically for everyone's "final" ideas to be in one megapost that gets edited if things change from playtesting (at which point you could post the update in the Custom Ships thread with the changed item(s), and edit your post here).

Think of it like a shop. In the back are the blacksmiths and inventors working on their creations (Custom Ships). This thread is the display window where things are sold, with things only taken back to the shop for necessary modifications.

PS: Interesting crew, but you're also likely to get more feedback on it when you post in Custom Ships.
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Subject:    PostPosted: Sun Jun 04, 2017 5:33 am Reply with quote

Got it, I was under the impression that this thread superseded that one. Will post there.
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xerecs

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Subject:    PostPosted: Fri Sep 08, 2017 8:01 am Reply with quote

BUMP!!!




I've updated my post to include the Fiends of the Blood Islands stuff I just posted in regular Customs, I'll edit it as I get feedback there.

In addition, I'm going to go through all of my custom posts (shudder) and find or create Flavor text for ALL of my pieces......
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xerecs

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Subject:    PostPosted: Thu Dec 07, 2017 10:47 pm Reply with quote

xerecs wrote:
BUMP!!!




I've updated my post to include the Fiends of the Blood Islands stuff I just posted in regular Customs, I'll edit it as I get feedback there.

In addition, I'm going to go through all of my custom posts (shudder) and find or create Flavor text for ALL of my pieces......



Well, I've gone through most of if not all of my custom posts, and have added as much flavor text as I could find. I've also updated the FoBI section to include the Super Rares, and all of the LE and SE pieces. Once the discussion in the regular thread wraps up about the UT's for the Set I'll add those in as well.

Also, I made a few edits to my section on Return of Davy Jones. It seems there were a handful of ships that somehow did not make it into those sections until now. They're there now, and anyone who has entered the fleet challenge may want to give that section another look to see if anything catches their fancy or would change their fleet.
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a7xfanben
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Subject:    PostPosted: Sat Apr 07, 2018 6:58 pm Reply with quote

Whoops, gotta always keep this one unlocked. My first post was updated to have a link to my sets.
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Subject:    PostPosted: Mon Apr 09, 2018 7:55 pm Reply with quote

Lighthouse

Lighthouse: Building lighthouses follows the conditions for building forts. Gold used to build lighthouses are placed next to the lighthouse and still count towards a player total. Once destroyed the gold remains on the island. The light emitted from the lighthouse has a range of L+L measured from the base of the tower. This is represented by the light yellow plastic placed under the lighthouse. The light emitted from the lighthouse follows the rules for Trade Currents. A single hit is required to eliminate the lighthouse flag. Once a lighthouse loses its flag it is no longer operational. An additional hit destroys the lighthouse and it is removed from the island. Lighthouses cannot repair but a ship within its radius can give up its turn for that round and conduct a repair action on the lighthouse. Enemy ships may capture a lighthouse by repairing it on their turn providing no friendly ship is within the Lighthouse range. Faction specific abilities and bonuses remain the same and do not benefit its owner of another faction. Enemy ships may dock and load treasure from islands with lighthouses built on them. Crew held within the lighthouse are protected from capture as long as the lighthouse is operation.



Keyword


Forward Observer: Each friendly ship within the light radius of the lighthouse gains +1 to their cannon rolls. A ship must be within the radius when the cannon roll is made. This ability does not affect ships that move out of the radius and then conduct a shoot action.

Mortar: This lighthouse gains a rank 3 cannon with a range of L+L. This cannon may only shoot once per turn.

Archimedes' Blaze: When an enemy ships is within this lighthouse's range, roll a d6. 5 replace one mast with a fire mast, 6 replace two masts.

Archimedes' Torch: When an enemy ships is within this lighthouse's range, roll a d6. On a 5 or 6 replace one mast with a fire mast.

Native Militia: Upon building this lighthouse place three Spanish Native Canoes docked on this island. These native canoes are linked to this lighthouse instead of a chieftain and can be given actions only if the lighthouse is operational. These canoes cannot leave the range of the lighthouse. Upon the destruction of the lighthouse these canoes sink. This lighthouse cannot be captured by another faction.

Tea Party: Once per turn you may roll a d6. On the result of a 5 or 6 choose one enemy ship within range of the lighthouse. That ship loses half of her cargo (rounding up) (i.e Unique Treasure, gold, equipment, crew, or custom resources) into the ocean.

King's Shilling: When an enemy ship is within the range of this lighthouse roll a d6. On the result of a 6 the enemy player takes a crew member from their ship and places it on the island with the lighthouse. This crew now belongs to the English nationality and to the owner of the lighthouse.

Treacherous Winds: When an enemy ship is within the range of this lighthouse roll a d6. 5-6, the player may move the enemy ship L in any direction. 4, the enemy ship may not be given a move action the following turn. 1-3 no effect.

Pirates Cove: When an enemy ship is within the range of this lighthouse that player must roll a d6. 1-2 this ship immediately stops and cannot be given any more move actions. The owner of the lighthouse may initiate a boarding party against this ship (no friendly ship or contact is necessary). The enemy ship may not use boarding bonuses. The lighthouse gets +3 to boarding rolls and is considered to have 1 mast (flag). If the enemy ship wins the boarding roll nothing happens and the ship may move freely the following turn. 3-4 no effect, 5-6 this ship may be given an additional +S move action.

Cursed Seas: Upon building this lighthouse choose one of the following abilities. This ability cannot be changed later in the game.

Cursed Fog: Once per turn you may roll a d6: 1-3: No effect, 4, place one fogbank within the range of the light house. 5: place two fogbanks within the range of the light house, 6: Place three fogbanks within the range of the light house. Cursed ships may ignore these fogbanks but cannot interact with ships within the fog. Enemy ships that enter these cursed fogbanks must eliminate one cargo. Before you may roll again for terrain you must remove the previously placed terrain.

Cursed Saragossa Sea: Once per turn you may roll a d6: 1-3: No effect, 4: place one Saragossa Sea within the range of the light house. 5: place two Saragossa Sea, 6: Place three Saragossa Sea. Cursed ships may ignore these Saragossa Seas. Enemy ships within these cursed Saragossa Seas are unable to shoot while stuck in the sea. Before you may roll for terrain again you must remove the previously placed terrain.

Loi de la Grande Terreur: Once per turn, you may eliminate one of this lighthouse's crew to give one ship within range an extra action. That ship cannot exceed the two actions limit.



England


Smeatons Tower
Faction: England
Gold cost: 2
Masts: 1
Cargo: 1
Ability: Lighthouse, Archimedes' Blaze
Flavor Text: Now veiled in secrecy everyone thought the man mad when he proclaimed he could harness the sun's power... until he ignited a sloops sail ablaze.

Flamborough
Faction: England
Gold cost: 3
Masts: 1
Cargo: 1
Ability: Lighthouse, Forward Observer, Mortar
Flavor Text:The destruction of multiple lighthouses forced the British empire to better protect their shipping lanes.

Lizard Lighthouse
Faction: England
Gold cost: 2
Masts: 1
Cargo: 2
Ability: Lighthouse, King's Shilling
Flavor Text: Not all men who serve under the Union Jack remember the night they joined the navy…

Leasowe Lighthouse
Faction: England
Gold cost: 1
Masts: 1
Cargo: 1
Ability: Lighthouse
Flavor Text:

France


Cordouan lighthouse
Faction: France
Gold cost: 2
Masts: 1
Cargo: 1
Ability: Lighthouse, Archimedes' Torch
Flavor Text: Traded for vital data and supplies, the design for the American Archimedes' device was secretely traded. Now in testing, few men know of the construction of such devices along the French coastline.

Loi de la Grande Terreur
Faction: France
Gold cost: 4
Masts: 1
Cargo: 1
Ability: Lighthouse, Once per turn, you may eliminate one of this lighthouse's crew to give one ship within range an extra action. That ship cannot exceed the two actions limit.
Flavor Text: The Fervor of the Great Revolution reaches Frenchman on every corner of the globe. Swift acts of justice ensure political stability and encourage the men of their cause.

Phare de l'île de Batz
Faction: France
Gold cost: 3
Masts: 1
Cargo: 1
Ability: Lighthouse,Forward Observer, Mortar
Flavor Text:

St. Mathieu lighthouse
Faction: France
Gold cost:
Masts: 1
Cargo: 1
Ability: Lighthouse,
Flavor Text:


Spain


Porto Pí
Faction: Spain
Gold cost: 3
Masts: 1
Cargo: 1
Ability: Lighthouse,Forward Observer, Mortar
Flavor Text:

Málaga
Faction: Spain
Gold cost: 2
Masts: 1
Cargo: 0
Ability: Lighthouse, Native Militia
Flavor Text:


Cabo Mayor
Faction: Spain
Gold cost:
Masts: 1
Cargo: 1
Ability: Lighthouse,
Flavor Text:

America


Sandy Hook Lighthouse
Faction: America
Gold cost: 2
Masts: 1
Cargo: 1
Ability: Lighthouse, Tea Party
Flavor Text: While no longer disgruntled by high taxes these american sailors pay homage to their founding countrymen by sneaking aboard enemy vessels and dumping cargo overboard whenever they trespass in American waters.

Seguin Light
Faction: America
Gold cost: 3
Masts: 1
Cargo: 1
Ability: Lighthouse, Forward Observer, Mortar
Flavor Text:

Franklin Island Light
Faction: America
Gold cost:
Masts: 1
Cargo: 1
Ability: Lighthouse, Archimedes' Torch
Flavor Text: Developed from a partial schematic stolen from the British Empire. Despite the inability to propery focus their device the United States hopes to defend her newly founded borders with their own archimedes weapon.

Pirate


Plumb Point lighthouse
Faction: Pirate
Gold cost: 1
Masts: 1
Cargo: 1
Ability: Lighthouse, Pirates Cove
Flavor Text: It's difficult to know who is friend or foe in these waters.

Clare
Faction: Pirate
Gold cost: 3
Masts: 1
Cargo: 1
Ability: Lighthouse, Forward Observer, Mortar
Flavor Text:

Paradise Island

Faction: Pirate
Gold cost: 1
Masts: 1
Cargo: 1
Ability: Lighthouse,
Flavor Text:

Cursed


False Hope
Faction: Cursed
Gold cost: 2
Masts: 1
Cargo: 1
Ability: Lighthouse,Treacherous Winds
Flavor Text: Few men have seen the women who is the keeper of this tower. It is said the whispers of her victims can be heard in the winds which obey her every command.

The Twisted Collar
Faction: Cursed
Gold cost: 3
Masts: 1
Cargo: 1
Ability: Lighthouse,Cursed Seas
Flavor Text: The sudden chill in the air tells every sailor aboard they are not alone in these waters. The crew becomes silent leaving only the flapping sails and creaking ship to fill the air.

Broken Tower
Faction: Cursed
Gold cost:
Masts: 1
Cargo: 1
Ability: Lighthouse, Enemy ships must roll for Fear when then are within the range of the lighthouse
Flavor Text:

Mercenary


The Obelisk
Faction: Mercenary
Gold cost: 2
Masts: 1
Cargo: 1
Ability: Lighthouse, When Nemo's Plans are loaded into this lighthouse the owner of this lighthouse may choose to eliminate Nemo's Plans from the game. On the turn that player eliminates Nemo's Plans they may pick any ship in play to sink and eliminate from the game.
Flavor Text: This mysterious structure remains unfinished and the construction of Nemo's great lighthouse was halted when the blueprints were stolen. Until Nemo's plans are returned this lighthouse will remain unfinished and its purpose known only Captain Nemo.


Last edited by vixenishcoder66 on Fri May 11, 2018 3:39 pm; edited 1 time in total
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Subject:    PostPosted: Fri Apr 20, 2018 1:57 am Reply with quote

By recommendation of Xerecs, I am posting the first three Factions of Dark Tides in the Organized Thread. This will ensure that, should Google fail me again, my data on this custom expansion is not lost. Again. Mad

Enjoy Smile



Pirates of the Dark Tides



Relevant Keywords


Man-O'-War: Once, before you give this ship a shoot action, roll a d6. On a result of an odd number, her cannons become 2-rank for this turn. On a result of an even number, she eliminates two masts with each hit.

Armed Merchant: Once per turn, as a free action, one of this ship’s canons may shoot at one enemy target in range. This shot cannot have its range or rank increased. (A captain crew is not needed for this action)

Canceller

Fleet Admiral

World-Hater

Sac

Doctor

Fog-Hopper

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

S-Board

SAT

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

S-Explore

Piraka: This piece has the Black Mark Keyword, and gets +1 to all die rolls

HI-Drainer

Gold-Capture

Cheerleader

Blockade Runner: This ship gets +1 to ramming and boarding rolls. This ship can't have her masts rammed off.


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


EA

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


Master Gunner: Once per turn, roll a d6. On a 5, this ship gains the Extended Range keyword for that turn. On a 6, one cannon may shoot twice this turn.

Reroll

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

S-Range Immunity

Clipper Ship: This ship's movement is measured from bow to stern.

Treasure Trade

Crew Wipe



England


1. RNS Valiant
Points: 22
Masts: 5
Guns: 3L,3S,3S,3S,3L
Cargo: 4
Base Move: L
Ability: Man-O'-War





2. RNS Blood Pact
Points: 22
Masts: 4
Guns: 3S,3S,3S,3S
Cargo: 4
Base Move: L
Ability: Man-O'-War. This ship gets +1 to her cannon rolls against pirate ships.
Link: Sir Heathcliff, the Red Paladin



3. Aincrad
Points: 9
Masts: 0
Guns: 4L,3S,4L,3S
Cargo: 0
Base Move: T
Ability: Flotilla. Extended Range. Each time this ship his an enemy ship, eliminate a crew from that ship.





4. RMS Morpheus
Points: 12
Masts: 3 (square)
Guns: 4S,3S,4S
Cargo: 4
Base Move: S+S
Ability: Armed Merchant. +1 Gold Bonus
Link: Lord Thomas Anderson





5. Sir Heathcliff, the Red Paladin
Points: 7
Ability: Captain. This ship ignores the first hit she takes each turn so long as she has all of her masts.
Link: RNS Blood Pact






6. Lord Thomas Anderson
Points: 4
Ability: Ransom. Canceller
Link: HMS Morpheus




7. Dawn Treader
Points: 14
Masts: 3
Guns: 4L,4L,4L
Cargo: 5
Base Move: L
Ability: Junk. Explorer. If this ship has a captain crew, she gets +L to her base move.





8. HMS Lambent Light
Points: 14
Masts: 3
Guns: 2S,3S,2S
Cargo: 3
Base Move: S+S
Ability: Schooner. If this ship successfully hits an enemy ship with all of her cannons, eliminate an extra mast from that ship.




9. The Twelve Apostles
Points: 14
Masts: 4
Guns: 2S,3S,3S,4S
Cargo: 5
Base Move: L
Ability: Armed Merchant. This ship gets +1 to cannon rolls with a captain crew.




10. HMS Crown Jewel
Points: 14
Masts: 2 (sloop)
Guns: 2S,2S
Cargo: 3
Base Move: L+S
Ability: Extended Range. This ship gets +1 to cannon rolls against any ship.





11. HMS Winter Storm
Points: 15
Masts: 3 (jib)
Guns: 5S,3S,5S
Cargo: 5
Base Move: S
Ability: Secret Hold. Parley
Link: Nobleman Jacques Schofield




12. Grand Admiral Stafford Whitley
Points: 11
Ability: Hostile: Pirate. France. Fleet Admiral. Once per turn you may give one friendly ship +1 to cannon rolls.
Link: All English Ships





13. Nobleman Jacques Schofield
Points: 10
Ability: Ransom;. +2 Gold Bonus. When this ship unloads treasure, roll a d6. On a result of 5-6, double the value of the lowest-value coin.
Link: HMS Winter Storm





14. HMS Vale
Points: 14
Masts: 4
Guns: 4L,4S,4S,4L
Cargo: 5
Base Move: L
Ability: Armed Merchant





15. RNS Avenger
Points: 16
Masts: 5
Guns: 2S,3S,3S,3S,2S
Cargo: 4
Base Move: L
Ability: Broadsides Attack. World Hater
Link: Admiral Bluebeard




16. Admiral Bluebeard
Points: 7
Ability: Captain. Parley. Pirate crew may use their abilities on this ship.
Link: RNS Avenger





17. Commodore Karl Carbuncles
Points: 5
Ability: Loyal: England. Captain. Musketeer




18. Major Finn Hookswell
Points: 6
Abilities: Hostile: Cursed. SAC. Other ships don't block this ship's line of fire.




19. HMS Erebus
Points: 14
Masts: 4
Guns: 4S,3S,3S,4S
Cargo: 5
Base Move: L
Ability: Explorer. This ship ignores terrain except icebergs.




20. Privateer Lighthouse*
Gold: 6
Flags: 4
Guns: 3S,2L,2L,3S
Ability: Cursed pieces within L of this fort cannot use their abilities.
(*this piece is not a "Lighthouse".
Lighthouse is just part of its name)





America


1. USS Pearl
Points: 20
Masts: 4
Guns: 2S, 2S, 2S, 2L
Cargo: 3
Base Move: L
Ability: Man-O'-War. Parley





2. USS Columbia
Points: 13
Masts: 3
Guns: 4S,4L,4S
Cargo: 5
Base Move: S+L
Ability: Schooner. Once per turn, this ship may move S after unloading cargo.




3. Quartermaster Dalton Hawthorne
Points: 5
Ability: This ship gets +1 to cannon and boarding rolls against non-American ships.
Link: USS Amber Flame




4. USS Amber Flame
Points: 16
Masts: 5
Guns: 3S,2L,3S,2L,3S
Cargo: 3
Base Move: S+S
Ability: Broadsides Attack
Link: Quartermaster Dalton Hawthorne




5. USS Ross
Points: 13
Masts: 3 (jib)
Guns: 2S,3S,4S
Cargo: 5
Base Move: S
Ability: This ship's crew cannot be eliminated unless this ship sinks.






6. Quartz Tower
Points: 7
Masts: 0
Guns: 3S,3L,3S,3L
Cargo: 0
Base Move: T
Ability: Flotilla. Extended Range




7. Captain Gregory Stevens
Points: 7
Ability: Captain. Doctor
Link: Rose Lion



8. Rose Lion
Points: 11
Masts: 2 (Square)
Guns: 2L,3S
Cargo: 2
Base Move: S+S
Ability: Fog-Hopper
Link: Captain Gregory Stevens




9. USS Fantasia
Points: 20
Masts: 4
Guns: 4L, 2S, 2S, 4L
Cargo: 5
Base Move: L
Ability: Steamship. S-Board
Link: Walter "Willy" Wilson






10. Walter "Willy" Wilson
Points: 5
Ability: Captain. +1 to boarding rolls.
Link: USS Fantasia




11. Judith Gray
Points: 6
Ability: SAT. Crew of any nationality may use their abilities on this ship.






12. Admiral Christian Pyke
Points: 9
Abilities: Captain. Fleet Admiral



13. USS Amethyst
Points: 19
Masts: 4
Guns: 3S,2L,2L,3S
Cargo: 3
Base Move: L
Ability: Cannon ranges are reduced to S against this ship.




14. Connie Marsh
Points: 5
Ability: Loyal: America. Captain. Helmsman





15. USS Gauntlet
Points: 21
Masts: 5
Guns: 3S,2L,3L,2L,3S
Cargo: 3
Base Move: L
Ability: Each time this ship is successfully hit, roll a d6. On a 5-6, this ship is not hit instead.



16. USS Gemstone
Points: 18
Masts: 4
Guns: 3L,3L,3L,3L
Cargo: 3
Base Move: S+S
Ability: Schooner. Two hits from the same shoot action are required to eliminate one of this ship's masts.




17. Commodore Jasper Greene
Points: 5
Ability: Loyal: America. Captain. SAC




18. USS Defiant
Points: 18
Masts: 3 (square)
Guns: 2S,2S,2S
Cargo: 3
Base Move: S
Ability: Ironclad. If this ship is assigned a captain crew, she gains +L to her base move and +1 to her cannon rolls.





19. USS Vengeance
Points: 25
Masts: 5
Guns: 3S,2L,2L,2L,3S
Cargo: 4
Base Move: S+L
Ability: Captain. SAT.




20. Diamond Temple
Gold: 5
Flags: 5
Guns: 4L,3L,4L,3L,4L
Ability: Once per turn, if a friendly ship is docked at this fort, instead of giving that ship an action, you may swap one of her crew with another crew from any friendly ship docked at your home island or another friendly fort.




Pirates


1. Drunk Noble
Points: 11
Masts: 3 (square)
Guns: 4S,3L,4S
Cargo: 4
Base Move: S+S
Ability: Armed Merchant. S-Explore





2. Storm Stalker
Points: 11
Masts: 3
Guns: 2S,2L,2S
Cargo: 3
Base Move: S+S
Ability: Schooner. This ship gets +1 to cannon rolls against The Cursed.
Link: One-Eyed Bennett





3. One-Eyed Bennett
Points: 5
Ability: Captain. Helmsman
Link: Storm Stalker






4. Terror
Points: 13
Masts: 3
Guns: 3S,3L,3S
Cargo: 4
Base Move: L
Ability: Schooner. This ship gets +1 to cannon rolls against any ship.
Link: "Admiral" Scathe





5. "Admiral" Scathe
Points: 6
Ability: Fleet Admiral
Link: Terror





6. Marcus "Musket" Monroe
Points: 7
Ability: Musketeer. When this ship hits another ship, eliminate one cargo from that ship.





7. Hakann
Points: 10
Ability: Piraka. Fear. Firepot Specialist.
Link: Avak; Thok; Vesok; Zaktan; Reidak





8. Avak
Points: 10
Ability: Piraka. Canceller
Link: Hakann; Thok; Vesok; Zaktan; Reidak




9. Thok
Points: 10
Ability: Piraka. Once at the beginning of each of your turns, roll a d6. On a 5-6, you may move any terrain piece L in any direction
Link: Hakann; Avak; Vesok; Zaktan; Reidak





10. Karda-Nui
Points: 16
Masts: 5
Guns: 3L, 2S, 2S, 2S, 3L
Cargo: 3
Base Move: S
Ability: Friendly ships within L of this ship get +1 to their cannon rolls. This ship can only carry one crew at a time





11. Punisher
Points: 8
Masts: 1
Guns: 3S
Cargo: 2
Base Move: S+L
Ability: Extended Range. One of this ship's cannons may shoot again if it misses.




12. Vacuo
Points: 14
Masts: 3
Guns: 2S, 3S, 2S
Cargo: 4
Base Move: S+S
Ability: World-Hater

13. Jonathan "Jury-Rig" Lavoie
Points: 5
Ability: Shipwright. If this ship sinks, place all of her crew on the closest wild island.





14. Smuggler's Fort
Gold: 3
Flags: 3
Guns: 2L, 3L, 2L
Ability: This fort gets +1 to cannon rolls against Cursed ships.






15. Scarlet Star
Points: 15
Masts: 4
Guns: 3S,3S,3S,3S
Cargo: 5
Base Move: S+L
Ability: HI-Drainer
Link: David Sage





16. David Sage
Points: 6
Ability: Musketeer. +2 Gold Bonus
Link: Scarlet Star







17. Velvet Fox
Points: 17
Masts: 4
Guns: 3S,2L,2L,3S
Cargo: 4
Base Move: S+S
Ability: Fear. Before this ship is given a shoot action, roll a d6. On a result of 6, each of this ship's cannons may shoot again once if it misses.



18. Skopio
Points: 15
Masts: 5
Guns: 3S,2L,2L,2L,3S
Cargo: 4
Base Move: S+S
Ability: Broadsides Attack Eliminate one of this ship’s masts when she rolls a 1 on any cannon roll.



19. Lhikan II
Points: 18
Masts: 4
Guns: 4L,4S,4S,4L
Cargo: 6
Base Move: S+L
Ability: Gold-Capture. This ship ignores terrain except storms when given a move action.



20. Kanohi Dragon
Points: 22
Masts: 5
Guns: 4S,2S,3S,2S,4S
Cargo: 3
Base Move: S
Ability: Two shots from the same shoot action are required to eliminate one of this ship's masts. This ship is immune to fire masts.





The Cursed



1. Bloody Cutlass
Points: 10
Masts: 1
Guns: 3L
Cargo: 1
Base Move: L+L
Ability: Canceller



2. Fanged Skull
Points: 13
Masts: 2 (Square)
Guns: 3S,4S
Cargo: 2
Base Move: L
Ability: Cheerleader



3. Cerberus
Points: 15
Masts: 3
Guns: 2L,3L,2L
Cargo: 3
Base Move: S+S
Ability: Blockade Runner. Fog-Hopper




4. Lord Icarus of Destral
Points: 5
Ability: Fear. World-Hater




5. The Shadow King
Points: 11
Ability: Fear. Captain. Fleet Admiral
Link: All Cursed Ships



6. The Maw
Points: 20
Masts: 0
Guns: 3S,3S,4S,4S,4S,4S,3S,3S
Cargo: 6
Base Move: T
Ability: Floating Fortress. S-Board
Link: The Geisha





7. The Geisha
Points: 8
Ability: Gold-Capture; +1 to boarding rolls
Link: The Maw




8. Nocturn
Points: 17
Masts: 5
Guns: 2L,2L,3S,2L,2L
Cargo: 0
Base Move: S
Ability: Sea Monster. EA




9. Rigor Mortis
Points: 14
Masts: 3 (jib)
Guns: 3L, 3S, 3L
Cargo: 3
Base Move: L+S
Ability: Once per turn when this ship is given a shoot action, one of her cannons can shoot a chain shot. Declare which cannon will shoot the chain shot before rolling the d6. If the shot hits, do not eliminate a mast; instead the target can't move on her next turn. If the cannon roll is a 1, this ship’s base move becomes S for its next turn




10. Sidorak the Tyrant
Points: 5
Ability: Loyal: Cursed. Musketeer. Helmsman




11. Kadras
Points: 19
Masts: 4
Guns: 2L,2S,3L,3S
Cargo: 0
Base Move: D
Ability: Sea Dragon. For each segment eliminated from this dragon, it gains +1 to cannon rolls.




12. Vezon
Points: 10
Ability: Once per turn, you may roll a d6. On a 4-6, you may cancel any one ability in play. On a 1-3, none of this ship’s crew may use their abilities this turn.




13. Agamemnon
Points: 6
Ability: SAC. Crew of any nationality may use their abilities on this ship



14. Brine
Points: 5
Ability: Captain. Helmsman



15. King Midas
Points: 8
Ability: Explorer. Gold-Capture





16. Zivon
Points: 18
Masts: 5
Guns: 2S, 2L, 2L, 2L, 2S
Cargo: 5
Base Move: L
Ability: When this ship sinks an enemy ship, eliminate a mast from every friendly ship within S+S of this ship.




17. Titan’s Hand
Points: 17
Masts: 4
Guns: 2S, 4L, 4L, 2S
Cargo: 3
Base Move: S+S
Ability: This ship eliminates two masts with each hit.



18. Darke Domaine
Points: 25
Masts: 4
Guns: 4L, 4S, 4S, 4L
Cargo: 5
Base Move: S
Ability: Once, at the beginning of each of your turns, roll a d6. On a result of 6, this ship’s cannons are improved by one rank, and she gets +S to her base move. (This ship’s cannons may not be improved any further than 2, and her base move may not exceed S+S+S without a helmsman crew)




19. Gadunka
Points: 16
Masts: 4
Guns: 4L,3S,3S,4L
Cargo: 0
Base Move: L
Ability: Titan. World-Hater



20. Makuta
Points: 18
Masts: 4
Guns: 2L,2S,2S,2L
Cargo: 3
Base Move: L
Ability: Blockade Runner. Enemy ships get -1 to their cannon rolls against this ship.





Spain



1. La Sombra
Points: 17
Masts: 4
Guns: 2S,3S,3S,2S
Cargo: 3
Base Move: L+S
Ability: L- range cannons cannot hit this ship.



2. La Calavera del Diablo
Points: 15
Masts: 3 (jib)
Guns: 3S,3S,3S
Cargo: 3
Base Move: L
Ability: Battleship. +1 to cannon rolls against The Cursed



3. El Valiente
Points: 12
Masts: 3 (square)
Guns: 2S,4L,2S
Cargo: 3
Base Move: L+S
Ability: World-Hater



4. Capitan Santiago Navarro
Points: 3
Ability: Captain. Always place this crew face up; it can't be eliminated unless its ship sinks. Crew placed on this ship cost no points, but still take up cargo spaces. When this ship is hit, roll a d6. On a result of 5 or 6, move the crew on this ship with the highest point cost to a wild island chosen by the player to your left.



5. Pablo Vicario
Points: 3
Ability: Loyal: Spain. Captain
Link: Pedro Vicario; El Cuchillo



6. Pedro Vicario
Points: 3
Ability: Loyal: Spain. SAT
Link: Pablo Vicario; El Cuchillo



7. El Cuchillo
Points: 11
Masts: 2 (square)
Guns: 2L,3S
Cargo: 4
Base Move: L
Ability: +1 to cannon rolls against non-Spanish ships
Link: Pedro Vicario; Pablo Vicario



8. El Cielo Español
Points: 15
Masts: 5
Guns: 3L, 2S, 4S, 2S, 3L
Cargo: 5
Base Move: S+S
Ability: This ship ignores the first hit she takes each turn so long as she has all of her masts; When this ship reaches her cargo limit, her base move becomes L.



9. Almirante Alejandro García-Fernández
Points: 11
Ability: Fleet Admiral. Captain. Helmsman



10. Commandante Mateo Vazquez
Points: 9
Ability: Master Gunner. When this ship is docked at your home island, you may eliminate one treasure. It becomes a 3S cannon that can be eliminated only when the ship sinks.



11. Fuerza de Dios
Points: 19
Masts: 5
Guns: 2L,2L,2S,2S,2S
Cargo: 4
Base Move: L
Ability: Reroll. This ship gets +1 to her cannon rolls when she is assigned a Captain crew



12. Adrián de la Cruz
Points: 11
Ability: Captain. Holy Sword
Link: La Cruz de Cristo



13. La Cruz de Cristo
Points: 22
Masts: 5
Guns: 2S, 2S, 3L, 3L, 2S
Cargo: 4
Base Move: S+S
Ability: This ship may shoot at submerged targets within L of this ship. This ship gets +1 to her cannon and boarding rolls against The Cursed.
Link: Adrián de la Cruz



14. El Ángel Dorado
Points: 9
Masts: 2 (sloop)
Guns: 3S, 3S
Cargo: 5
Base Move: L+L
Ability: Enemy ships get +1 to their cannon rolls against this ship. This ship cannot carry crew.



15. La Iglesia en el Acantilado junto al Mar
Gold: 7
Flags: 6
Guns: 3S, 3S, 3S, 3S, 4L, 4L
Ability: Extended Range



16. El Primer Caballero
Points: 20
Masts: 4
Guns: 3S, 2L, 2L, 3S,
Cargo: 4
Base Move: L
Ability: World-Hater. S-Board.



17. El Lázaro
Points: 13
Masts: 3
Guns: 2L, 3L, 2L
Cargo: 2
Base Move: L
Ability: Eternal.



18. Resistencia
Points: 15
Masts: 4
Guns: 3L, 3S, 3S, 3L
Cargo: 4
Base Move: S+S
Ability: When this ship sinks another ship, you may repair one of this ship’s ,masts as a free action.



19. El Protector de España
Points: 17
Masts: 4
Guns: 3L, 4S, 4S, 3L
Cargo: 2
Base Move: L
Ability: Man-O’-War.



20. La Paradoja
Points:10
Masts: 2 (square)
Guns: 3L, 3L
Cargo: 5
Base Move: L
Ability: This ship gets +1 to cannon rolls against Pirate ships.



France



1. Pharaon
Points: 12
Masts: 3 (jib)
Guns: 4S,3S,4S
Cargo: 4
Base Move: S+S
Ability: Armed Merchant. Parley
Link: Baron Danglars



2. Baron Danglars
Points: 5
Ability: +1 gold bonus. This ship may unload cargo S away from her home island.
Link: Pharaon



3. Le Château D'If
Gold: 10
Flags: 8
Guns: 2S,2S,3S,3S,3L,3L,2L,2L
Ability: If this fort sinks an enemy ship, place all of that ship’s crew inside this fort. Crew placed in the fort in this way are considered captured and may be brought back to the fort controller’s HI for gold worth their point cost. If this fort is destroyed with captured crew inside of it, those crew may be retrieved by any player.



4. Monsieur Morrell
Points: 5
Ability: Loyal ; France. Cargo Master.



5. Première République
Points: 26
Masts: 4
Guns: 3L,2S,2S,3L
Cargo: 4
Base Move: L
Ability: Man-O'-War. S-Range Immunity




6. Début de L'aventure
Points: 14
Masts: 3 (square)
Guns: 3S,4S,3S
Cargo: 6
Base Move: S+S
Ability: If this ship wins a boarding party, she may take as much treasure from the boarded ship as she can carry.
Link: Antoine Roux



7. Antoine Roux
Points: 4
Ability: Explorer. this crew gives +1 cargo spaces, and takes up no cargo spaces
Link: Début de L'aventure



8. Captaine Luis Lefèvre
Points: 7
Ability: Captain. Cannoneer. When this ship sinks another ship, you may repair one of this ship's masts as a free action.



9. Leclère
Points: 18
Masts: 4
Guns: 3S,3S,3S,3S
Cargo: 4
Base Move: L
Ability: Clipper Ship



10. Capitaine François Moreau
Points: 7
Ability: Captain. World-Hater



11. Monsieur Dantès L'aîné
Points: 2
Ability: Hostile: Spain. Musketeer



12. Genévrier
Points: 16
Masts: 4
Guns: 3S, 3S, 3S, 3S
Cargo: 4
Base Move: S+S
Ability: World-Hater. Crew of any nationality may use their abilities on this ship
Link: Capitaine Jean D’Arc



13. Capitaine Jean D’Arc
Points: 9
Ability: Captain. Helmsman. This ship’s crew cannot be eliminated unless she sinks.
Link: Genévrier



14. Crocea Mors
Points: 13
Masts: 3 (jib)
Guns: 3L, 4S, 2L
Cargo: 3
Base Move: L
Ability: Two hits from the same shoot action are required to eliminate one of this ship’s masts



15. Couronne
Points: 19
Masts: 5
Guns: 2L, 3L, 3L, 3L, 2L
Cargo: 4
Base Move: S+S
Ability: Ramming cannot eliminate this ship’s masts. This ship gets +1 to cannon rolls against any ship



16. Guerrier Reine
Points: 18
Masts: 4
Guns: 2S, 3L, 3L, 2S
Cargo: 3
Base Move: S+S
Ability: Switchblade. You may double the range of this ship’s cannons. You must roll a 6 to hit.



17. Chevalier Feir
Points: 13
Masts: 3
Guns: 4S, 3S, 4S
Cargo: 4
Base Move: S+S
Ability: Armed Merchant. Treasure Trade.



18. Le Tricolore
Points: 22
Masts: 4
Guns: 5S, 5L, 5L, 5S
Cargo: 3
Base Move: L
Ability: Clipper Ship. Cheerleader.



19. Le Petit Canon
Points: 13
Masts: 2
Guns: 3S, 4S
Cargo: 2
Base Move: S
Ability: Battleship.



20. Unité
Points: 15
Masts: 3
Guns: 2L, 3S, 2L
Cargo: 4
Base Move: L
Ability: Crew of any nationality may use their abilities on this ship.




Mercenary




1. Elucidator
Points: 16
Masts: 3 (jib)
Guns: 3S, 3L, 3S
Cargo: 3
Base Move: S+S
Ability: Mercenary. This ship gets +1 to her cannon rolls for each ship she sinks
Link: The Black Swordsman



2. Dark Repulser
Points: 17
Masts: 3 (Square)
Guns: 3S, 2S, 3S
Cargo: 2
Base Move: L
Ability: Mercenary. Battleship
Link: The Black Swordsman



3. The Black Swordsman
Points: 6
Ability: Ex-Patriot. Captain. Helmsman
Link: Elucidator; Dark Repulser



4. Tilnel
Points: 11
Masts: 2
Guns: 3S, 3L
Cargo: 3
Base Move: L+S
Ability: Mercenary. Galley. If this ship wins a boarding party, you may eliminate a mast from the enemy ship
Link: Kizmel



5. Kizmel
Points: 6
Ability: Ex-Patriot. Captain. This ship gets +1 to boarding rolls
Link: Tilnel



6. Riyu-Jingu
Points: 13
Masts: 3
Guns: 2S, 3S, 2S
Cargo: 2
Base Move: L+S
Ability: Mercenary. Schooner. Broadsides Attack
Link: Michael Wukong



7. Mata-Nui Canoes/Chieftain
Points: 9
Masts: 0
Guns: 3S
Cargo: 2
Base Move: S+S
Ability: Mercenary. Explorer



8. Le Alexandre
Points: 13
Masts: 3
Guns: 2L, 2S, 2L
Cargo: 4
Base Move: S+S
Ability: Mercenary. Schooner. This ship gets+1 to boarding rolls
Link: Count Edmond



9. Count Edmond
Points: 8
Ability: Ex-Patriot. Captain. S-Board
Link: Le Alexandre



10. Soldier
Points: 10
Ability: Ex-Patriot. Hostile: Cursed. Doctor. Crew Wipe
Link: Dark Pegasus



11. Dark Pegasus
Points: 13
Masts: 3 (square)
Guns: 4S, 2L, 4S
Cargo: 4
Base Move: S+S
Ability: Mercenary. Blockade Runner
Link: Soldier



12. Michael Wukong
Points: 7
Ability: Ex-Patriot. Captain. Reroll
Link: Riyu-Jingu



13. Comandante Adam del Toros
Points: 8
Ability: Ex-Patriot. Captain. World-Hater
Link: La Marchitez; El Rubor



14. La Marchitez
Points: 10
Masts: 2 (sloop)
Guns: 2S, 2S
Cargo: 3
Base Move: S+S
Ability: Mercenary. Blockade Runner. Extended Range
Link: Comandante Adam del Toros



15. El Rubor
Points: 13
Masts: 2 (sloop)
Guns: 3L, 3L
Cargo: 3
Base Move: L+S
Ability: Mercenary. Blockade Runner. This ship eliminates two masts with one hit.
Link: Comandante Adam del Toros



16. Usani
Points: 14
Masts: 2 (Square)
Guns: 3S, 4L
Cargo: 3
Base Move: L+L
Ability: Mercenary. When this ship reaches her cargo limit her base move becomes S



17. Pax
Points: 14
Masts: 1
Guns: 3L
Cargo: 2
Base Move: L+S
Ability: Mercenary. Longship. This ship ignores all terrain. This ship gets +S to her base move when she is assigned a captain crew



18. Fire Hammer
Points: 15
Masts: 3
Guns: 3S, 3S, 3S
Cargo: 3
Base Move: L
Ability: Mercenary. Bombardier. This ship gets +1 to cannon rolls against sea creatures.



19. Governor Blake Price
Points: 6
Ability: Ex-Patriot. Hostile: America. Crew Wipe.



20. Pippin Bernadotte
Points: 9
Ability: Ex-Patriot. Marine. SAT[/center]
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a7xfanben
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Joined: 27 Jun 2011
Posts: 6099

Subject:    PostPosted: Sat Aug 11, 2018 1:00 am Reply with quote

Don't want this one to get locked up....

~~~~~
Check out my fansite at Pirates with Ben!
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