main page of Miniature TradingMiniature Trading

The best platform to trade all collectible miniature games!

wholesale from china through DHgate

Trade Cards Online
Let us find for you the cards you need

communicate randomly with people around the world:
throw a message in a bottle

bulletin boards

 FAQFAQ   SearchSearch 
Pirates of the Kraken Sea Fan Set!
Goto page 1, 2, 3  Next
 
Post new topic   This topic is locked: you cannot edit posts or make replies. You can create a new topic in the same forum if you want.    Miniature Trading Forum Index -> Pirates CSG
View previous topic :: View next topic  
Author Message
mr_awesome

Canceled user





Subject: Pirates of the Kraken Sea Fan Set!   PostPosted: Mon Oct 03, 2011 8:26 pm Reply with quote

I've been working on PotKS for a little more than a year now and I'm pretty much done. But I would like suggestions from the users of MT to help with PotKS.
New ships and crew would be a welcome sight but flavor text for them would be fantastic. I am also accepting suggestions on changes with abilities, stats,or even if I've spelled something incorrect.

If you gave an idea for a ship or crew and I don't add it to PotKS, I might have held it in reserve for my next fan set; "Pirates of the Kraken Sea: The Resurrection" the sister set of PotKS.
I would realy appreciate additions to the Spanish and Corsair navies.

Now, the story behind Pirates of the Kraken Sea:

The Cursed are continuing to grow and are tuning into a colossal threat.

The Vikings are bent on genocide of the Cursed and will stop at nothing to annihilate them.

The Pirates are still as cut-throat as before but are becoming more balanced between gold and guns.

Spanish glory is slowly, but surely, starting to creep back and are even more focused on gold from the "New World" to manufacture their future fleet.

The French are still waging war with England and have almost completely turned their fleet to battleships.

The Corsairs have returned to the scene with what's left of their once proud nation to plunder and steal whatever gold they can to ensure the survival of their ragtag fleet.

The United States is becoming a mighty nation with one of the strongest navy's in the set.

The Royal Navy is increasing in size and strength with their inconquerable First Rates leading the way.

Now for the actual set, I present; Pirates of the Kraken Sea!

Pirates of the Kraken Sea

New ships: Barges: Each cost 3 points and carry five gold. Must be towed. Cannot shoot and follows flotilla towing rules. Like generic crew so you can have
as many as you want.

New generic crew: Marine Biologist:This crew must be placed on a sea monster, sea dragon, Kraken, Offspring, etc. This sea monster may repair at sea or any island.

New keywords:Cursed: This sea monster is part of the Cursed faction. all abilities that apply to the cursed apply to this sea monster.

Dragon rider: This keyword doesn't work with out Hiccup. If Hiccup is in your fleet, this crew may be placed only on it's link.Captain.

Offspring:Same as Sea Monster.

Living Stone: When using this crew's ability, don't place it face up. Only place it face up if a special ability allows it, it would be eliminated,
or if an enemy ship comes within a L of this ship. If an enemy ship comes within a L of this ship, place this crew face up. The ship this crew is assigned to
cannot move until the ship moves out of range or it is sunk. When it leaves, place this crew face down. If the ship this crew is assigned to sinks, place this crew on
your home island.

Spiked Prow: Galley's may eliminate masts when they ram.

Rarity/Name/Point Cost/Cannons/Masts/Cargo Space/Speed
Krakens

SE Krocken:15/5,4,4,5,5,4,4,5/8/0/S
Kraken.Cursed.This kraken eliminates 2 masts with 1 hit.

SR Black Death:30/2,3,3,2,2,3,3,2/8/3/L+S/link: Davy Jones
Eternal.Kraken.Cursed. Eliminate a cargo on the hit ship each time this kraken hits.

SE Omphioderea:23/3,3,3,3,3,3,3,3/8/0/L
Kraken. Cursed. This kraken can move and shoot.

SE Intralingwy:17/3,3,4,3,3,4,3,3/8/0/S+S
Kraken.Cursed. After this kraken resolves a shoot action, she may move as a free action.

SE Cthulu:24/4,3,3,4,4,2,2,4/8/0/L
Kraken. Eternal.

R Calamari:17/2,3,2,3,2/5/2/S+L
Eternal.Offspring.Cursed.This offspring can move and shoot.

R Squidly:15/3,3,3,3,3/5/0/S+S
Offspring.Cursed. This offspring can repair and you home island.

R Laith:19/2,2,3,2,2/5/0/L+S
Offspring.Cursed. 2 hits are required to eliminate one of this offspring's tentacles.

R Lechim namod:14/2S,2S,2S,2S,2S/5/0/L
Offspring.Cursed.This Offspring can move and shoot.

R Gog-Clocthoth:19/2L,3S,3S,3S,2L/5/0/S+S
Offspring.Cursed. Once per turn, choose an ability possesed by any crew or ship in the game, this Offspring now has that ability.
You may make a different choice each turn.

Kraken stationary

SE Charybdis:5pts
Place Charybdis anywhere on the play area. All ships within a Long lose a mast and pop out
another whirlpool.Roll for the whirlpool.She cannot be shot at.You cannot play Charybdis without Scyllia.

SE Scyllia:5Pts
Place Scyllia 2 longs away from Charybdis. All ships within a
long of her lose 2 crew. If the ship has no crew, eliminate 2 masts.
if the ship has less than 2 masts, sink her. Scyllia cannot be shot at.

Cursed


SR Davy Jones:12/link: All Cursed ships.
Limit. Captain. Eternal. Roll the dice, on a result of 4-6 give this ship another action.

R Sammy the Skull:5pts.Link:All Cursed ships.
Captain. Helmsman.

R El Fantasma:5pts. Link:All Cursed ships.
Eternal. Once in the game, roll the d6, on a 5 or 6, raise a ship from the dead with all
masts. Place her where she sunk. That ship and crew now belongs to The Cursed.

R Wraith:4pts Link: All Cursed ships.
This ship can only lose a mast if the cannon roll was a 6.

R The Ghost:0pts/Link: Ghosts Call
Cancellar.The Ghost takes up no cargo space.

R Weeping Angels:7
Living Stone. When face down, this ship gets +L to her base move. This ship get's +1 to her boarding rolls.

C Zombies:4
Cancellar.

SR Flying Dutchman:20/2L,2L,2L,2L,2L/5/4/S+S
Eternal. Broadsides Attack.

R Death's Door:21/2L,2L,2L,2L,2L/5/4/S+S
Ghost Ship. This ship cannot be shot at while ghostly.

R Bleed:23/4L,3L,3S,3L,4L/5/3/S
Every enemy ship within a S of this ship automaticly loses a mast once every turn until it moves out of range.
For every mast lost using this ability, eliminate a crew on this ship.

R Crooked Limb:16/3SB,4L,4S,4S/3/3/L+L
Bombardier.

R Death's Angel:18/2L,2L,2L/3/5/S+S
Scorpion. Ships within a S of this ship cannot hit this ship.

R Red Moon:/4L,4L,4L,4L/1/0/T
Flotilla. Extended Range. Other ships don't block this flotilla's line of fire.

R Sleep Walker:10/5S/1/3/L+L
This ship cannot be shot at while carrying treasure.

R Cracked Eye:8/4S/1/4/L+L
Once per turn this ship may look at a face down crew or treasure on an enemy ship.

U Insanity:15/3L,2S,2S,3L/4/4/S+S
Schooner.Once per turn you may eliminate one of this ship's crew to disable a crew's ability for the rest of the game equal to, or lower than the eliminated
crew's point cost. The targeted crew must be on an enemy ship within a L of this ship.

U Arch Angel:14/2L,3L,3L,2L/4/4/L
Schooner. When this ship hits an enemy ship, eliminate one cargo from that ship.

U Cursed Blood:16/3S,3L,3L,3L/4/4/L+L
Schooner. Anytime one of this ship's crew would be eliminated, roll the dice. On a result of a 5 or 6, the crew is saved. Place it back on this ship.
On a result of 1-4, you may eliminate one of this ship's masts, and the crew is saved.

U Golden Curse:12/3S,3S,3L,3L/4/4/S
Two hits from the same shoot action are required to eliminate one of this ships masts.

U Last breath:11/3S,2S,2L,3L/4/4/L
Once per turn when this ship is given a shoot action, one of her cannons may shoot a stinkpot.
You must declare which cannon will shoot the stinkpot before rolling the dice.
If it hits, the target's crew cannot use their abilities next turn.

U Pure Fear:12/2S,3L,3L/3/3/L
Fear. Extended Range.

U Wail:10/3S,4S,5S/3/4/L+S
This ship may dock and explore a wild island using the same move action.

C Last Life:10/4S,4L/2/4/S+S
You may eliminate one of this ships crew to give her an extra action.

C Maniacle:12/2L,2L,2L/3/4/S+L
Once per turn, one crew or ship within a S of this ship cannot use its ability that turn.

C Bleached Bone's:11/4S,3L,4L/3/4/L+S
Ghost ship. Schooner. This ship cannot be shot by ships within a S of her.

C Bloody Cut:11/4S,4S/2/5/S+S
Unholy Light.

C Ghost Wind:13/3S,3S/2/3/L
Ghost ship. Junk. If this ship ends her turn in a fog bank, on her next turn she may use her move action to
move out of any other fog bank in play.

C Ghost's Call:10/2L,2L,2L/3/4/S+S Link: The Ghost
Ghost Ship. Junk. When this ship is given a shoot action, for every cannon roll of 6,
the controller eliminates an extra mast. For every 1, eliminate a mast from this ship.

C A Mother's Shriek:9/3S,3S,4L/3/4/S
When this ship carries no crew, she gets +L to her base move.

C Socket:10/3L,2S/2/5/S+S
After looking at treasure on a wild island, you may trade any one treasure from that island for a random
treasure on any other island. This ship must load the traded treasure.

C Mirage:13/2S,2L,3L/3/3/L
Ghost Ship.

Viking

LE Thor:17 Link:Thor's Might
Limit.Eternal.Captain.Helmsman.All powerful.

LE Thor's Might:45/4L,4L,4L,4L,4L,4L,4L,4L,4L,4L/10/8/S/Link:Thor
Junk. This ship gets +1 to her cannon rolls against any non-Viking ships.

SE Hiccup:4 Link:Toothless
Dragon rider.If Hiccup is in your fleet, you may place 1 crew on every one of
your Viking sea dragons.Sea dragons cannot attack Hiccups sea dragon.

R Fesick:6
Captian. This ship get's +1 to her boarding rolls.

R Eric the Red:6/Link: All Viking Ships.
Captain.Helmsman. This ship gets +1 to her boarding rolls .+2 if her opponent is a
sea monster.

C Leif:5
Helmsman. Once per turn if this ship is within a S of an island, you may mark that island as explored without docking at it.
That island becomes unexploredin regards to all other players.

C Warlord thorfinn:6
Captain.Helmsman. This ship gets +1 to all of it's rolls against The Cursed.

C Stoick:5 Link:All Viking ships.
This ship get's +1 to her boarding rolls. +2 if it is a sea monster.

C Danegeld:3
This ship get's +1 to all her rolls against Cursed ships.

C Haldan:5
This ship may dock at an enemies home island and take up to two treasures.
If able, she must leave on her next turn.

R Astrid:5 Link:Nadder
Dragon rider.This sea dragon get's +2 to her boarding rolls.

R Fishlegs:6 Link:Gronckle
Dragon rider.Every time this sea dragon would be hit, roll the dice, on a 6, that hit misses.

R Snotlout:2 Link:Nightmare
Dragon rider. If one of this sea dragons "cannons" misses, it may shoot again.

SE Toothless:15/2L,2L,2L,2L/4/0/D
Sea Dragon. Eternal. This sea dragon ignores the first hit he takes as long as
he has all of his masts

SE Nadder: Link:Astrid
Sea dragon. This sea dragon eliminates 2 masts with one hit.

SE Gronckle: Link:Fishlegs
Sea dragon. 2 hits from the same shoot action are required to eliminate one of this sea dragons segments.

SE Nightmare:18/2L,3L,2L,3L/4/0/D Link:Snotlout
Sea dragon. This sea dragon get's +1 to her cannon rolls against all non-Viking ships.

R Basilisk:14/2L,2L/2/4/S+S
Longship. Two hits from the same shoot action are required to eliminate one of this ships masts.

R Njord:15/2L,2L,2L/3/4/L+S
Icebreaker. This ship eliminates 2 masts with one hit.

R Sleipnir:14/2S,3L,3L/3/3/S+S
Icebreaker. This ship cannot be hit by ship within a S of her.

R Thor's Hammer:14/2L,4L,3S/3/3/S
Icebreaker. If this ship wins a ram, she may eliminate two masts instead of one.

R Isfjell:8/3L,2S,2S,3L/1/0/T
Flotilla. Extended Range. This flotilla get's +1 to her cannon rolls against Cursed ships.

R Forseti:11/2L,2L/2/4/S+S
Longship.

R Drage Skipet:13/3L,3S/2/3/L
Longship. This ship gets +1 to her cannon rolls against Cursed ships.

R Frigg:13/4S,5S/2/5/S+S
Longship. Dories. This ship may explore and load treasure from wild islands from up to a S away

C Drakkar:21/3S,2L,3S/3/2/L+S
Longship. This ship eliminates 2 masts with one hit.

C Herevy:18/2L,2L,2L/3/3/L
Longship. This ship cannot be hit by ships within a S of her.

C Blizzard:15/2L,2L,2L/3/4/L
Longship. Once per turn, one crew or ship within a S of this ship cannot use its ability that turn.

C Youndervick:17/3L,2L,3L/3/L+S
Longship. This ships masts don't block it's line of fire.

C Zyggrindal:11/4S,5L,4S/2/6/S
This ship cannot shoot when she carries treasure.

C Clomer:9/5S,4S/2/5/L
Parley.

C Tyr:11/4S,4S/2/5/L+L
Crew do not take up cargo space on this ship,
though their combined point cost still may not exceed this ship’s point cost.

C Skadi:11/2L,3L/2/6/S+S
Ramming cannot eliminate this ship's masts.

C Valkyrie:13/2L/1/4/S+S
Longship. This ship get's +1 to her cannon rolls against The Cursed.

C Timperswayd:10/4S/1/4/S+S
Longship.


Pirates

R Dread Pirate Roberts:6 Link: Wesley, Revenge
Captain. This ship gets +1 to her cannon rolls against any non-Pirate ship.

R Captain Mission:6/Link:Coleoptera
If this ship wins a ram, eliminate 2 masts intead of one.

R Captain Nerezza:5/Link: Le Fantome
Captain. You may eliminate one of this ships crew to give her an extra action.

R Long John Silver:6
Captain. Crew of any nationality may use their abilities on this ship.

R Captain Hook:6/Link: Hook
Captain. This ship gets +1 to her cannon rolls against any non-pirate ship.

R Wesley:7 Link: Revenge, Dread Pirate Roberts
Ransom. Hostile: England. After this ship resolves a shoot action, she may move as a free action.
This ship gets +1 to her boarding rolls.

R The Gladiator:7
If this ship wins a boarding party, she may eliminate all the other ships crew.

SE Bloody Claw:9/3S,3L,3L/3/3/L+L
Turbine.Crew do not take up cargo space on this ship,
though their combined point cost still may not exceed this ship’s point cost.

R Revenge:18/3S,3L,2L,3L,3S/5/5/S+S/Link: Dread Pirate Roberts, Wesley.
If this ship wins a boarding party, she may eliminate all the other ships crew.

R Raw Vengence:16/3S,3L,3L,3L,3S/5/4/L
When this ship hits an enemy ship, you may also eliminate one cargo from that ship

R Python:23/2S,2S,3L,3L,3L/5/4/L
Two hits are required to eliminate one of this ships masts.

R Dunkajer n:14/2L,3L,3S,2S/4/0/S+S
Sea Monster. This sea monster may move and shoot using the same move action.

R Hook:14/2L,3L,4L/3/2/S+S/Link: Captain Hook
Scorpion. This ship gets +1 to her boarding rolls.

R Dark Mist:10/2S,3L,2S,3L/1/0/T
Flotilla. Extended Range. Eternal.

R Coleoptera:14/5S,5S,5S/3/4/S+S/Link: Captain Mission
Submarine. This ship gets +1 to her ramming rolls.

R Shark:12/2L,2L,2L/2/4/L+S
Submarine. This ship get's +1 to her ramming rolls.

R Algae:5/5S/1/4/S+S+S
If this ship is derelict, she sinks.

U Black Lagoon:15/3S,3S,3S,3S/4/3/L
Schooner. This ship cannot be shot at by ships within a Short of her.

U Troll:18/3S,3S,4L,4L/4/3/S
Switchblade.When this ship succeeds at a ram or uses her switchblades, you may eliminate 2 masts instead of 1.

U Ren:6/2L,2L/2/3/S
If this ship isn't assigned a Helmsman crew, roll a dice after she resolves a move action. On a result of 4-6, move an extra L.

U Albino:13/4S,3S,2S,2S/4/5/L+S
Schooner. Ghost Ship.

U Blood Red:12/3L,3L,3L,3L/4/3/S+S
L-range cannons cannot hit this ship.

U Rench:10/2S,3L/2/2/L
If this ship has a crew with the Captain keyword, she get's -1 to her base move.

U Zombie:10/4S,3S/2/4/S+S
Parley.

C Le Fantome:13/2L,2L,5L/3/3/S+S
Ghost Ship. Cursed crew may use their abilities on this ship.

C Midnight Moon:12/2S,3L,2S/3/4/S+S
L-range cannons cannot hit this ship.

C Gator's Grin:9/2L,2L,2L/3/4/L+S
Schooner. If this ship has a crew with the Captain keyword, she get's +L to her base move.

C Cutthroat:11/4S,4L/2/4/L+L
L-range cannons cannot hit this ship.

C Shiny Eye:8/4S,4S/2/6/S+S
This ship cannot shoot while she is carrying treasure.

C Rhino:8/2L/1/3/S+S
Turtle Ship. On the turn this ship is pinned eliminate one crew and one mast from
the rammed shipped.

C Silent:8/4L,4L/1/3/L+L
Crew do not take up cargo space on this ship, though their combined point cost still may not exceed this ship’s point cost.

Spain

R Inigo:5 Link: All Spanish ships.
Captain. This ship get's +1 to her boarding rolls. This crew may use it's ability
on pirate ships.

R Cortez:5/Link: All Spanish ships.
Captain. If this ship wins a boarding party, choose two of the following; Eliminate a mast, a crew, or take a
treasure.

C Christopher Columbus:4/Link:Santa Maria
Explorer. This ship gets +1 cargo space. This crew takes up no cargo space.

LE King Ferdinand:0 Link: Royal Lion, All Spanish ships.
Limit. Ransom. This crew takes up no cargo space. This crew must start on a ship of it's nation.
Once per turn you may reroll any dice rolls for this ship.

LE Leon Real:28/3S,3L,3S,3L,4S,4L,5S,5L,6S,6L/10/10/S/Link: King Ferdinand, Cortez
Junk.Crew do not take up cargo space on this ship, though their combined point cost still may not exceed this ship’s point cost.
This ship get's +2 to her cannon rolls against any non-Spanish ship.

R San Nicolas:16/2L,2L,3L,2S,2S/5/5/L
Once per turn one of this ship's cannons may shoot again if it misses.

R San Josef:17/2S,2S,3L,3L,3L/5/6/S
This ship gains one 3S cannon that can shoot from any mast (even an eliminated one).

R Santa Maria:11/3S,4S,4S,4S,4S/5/6/L
Once per turn if this ship is within a S of an island, you may mark that island as explored without docking at it.
That island becomes unexplored in regards to all other players.

R La Conquerer:7/3L,2L,2L,3L/1/0/T
Flotilla. Extended Range. Once per turn, one of this ship's cannons can shoot again if it misses.

U Cacafuego:9/3S,3L,,3S/3/4/L
Once per turn, one of this ship's cannons can shoot again if it misses.

U Pinta:10/4L,4S,4S/3/4/S+L
Once per turn this ship may shoot a smokepot and move into it.

C Hoja De Plata:8/2L/5L/2/3/L+L
When this ship carries no treasure, she get's +S to her base move.

C Hoguera:7/2S,3L/2/2/L
If this ship succeeds at a ram, you may choose to eliminate a mast as normal, or replace
a mast with with a fire mast. You can not choose both.

C Nina:9/4S,4L/2/4/S+S
This ship may dock and explore a wild island using the same move action.

C El Dorado:10/5S,5S/2/4/S+S+S
One of this ship's treasures is worth +2 gold when unloaded at your home island.

C Santa Brigida:8/2S,4L/2/5/S+L
Schooner. This ship may dock and explore a wild island using the same move action.

C Vancejo:7/2S,2S/2/4/S
If this ship has a crew with the Captain keyword, she get's +L to her base move.

France

R Vacini:0
Ransom. This crew takes up no cargo space. If this ship loses a boarding party,
your opponent can't kill a crew or take treasure.

LE Napolean: Link:Roi Des Mers, All French ships.
When this ship touches a derelict, place both ships at your home island.

LE Roi Des Mers:25/4S,4S,2L,2L,3S,3S,3L,3L,4S,4S/10/8/L/Link: Napolean
Junk.Crew of any nationalities may use thier abilities on this ship.

R Acheron:24/2L,2L,2L,2L2L/5/4/L+L
Broadsides Attack. Two hits from the same move action are required to eliminate one of this ship's masts.

R Desaix:16/3L,3S,3S,3S,3L/5/4/S+S
Broadsides Attack.

R Formidable:16/3L,2L,2S,2L,3L/5/5/L
Once per turn, you may reroll any die roll you make for this ship. You must use the second result.

R Indomptable:19/3S,3S,3S,3S,3S/5/3/S
Extended Range.

R San Antonio:16/3S,2S,2S,2S,3S/5/4/S+S
This ship get's +1 to her cannon rolls against any non-French ship.

R Real Carlos:16/3L,3L,3L,3L,3L/5/3/L
Once per turn, one crew or ship within a S of this ship cannot use its ability that turn.

R Droits de l'Homme:18/3S,2L,2L,2L,3S/5/4/S+S
If this ship wins a boarding party, choose two of the following; Eliminate a crew, eliminate a mast, or take a treasure.

R Nessie:14/2L,2L,2L,2L/4/0/L+L
Sea Monster. This sea monster may move and shoot using the same move action.

R Loch Ness:16/2L,2L,2L/3/3/L+S
Submarine. When this ship succeeds at a ram, eliminate 2 masts instead of 1.

R Les Observations:12/2S,2S,2S,2S/1/0/T
Flotilla. Extended Range. This flotilla eliminates two masts with one hit.

R Citoyen Durand:5/6S/1/5/S
Parley. As soon as this ship is derelict, she sinks.

U Indienne:13/2L,2L,2L,2L/4/3/L+S
This ship may move and shoot using the same move action.

U Santa Lucia:12/3S,3S,3S/3/3/L+S
This ship's crew can't be eliminated unless she sinks.

C Gloire:10/3L,3L,3L/3/4/L+L
Schooner. When this ship hits an enemy ship,
you may also eliminate one crew from that ship

C Charlotte:10/3S,3S,3L/3/3/S+S
This ship get's +1 to her cannon rolls against English ships.

C Verteuse:12/3L,3S,3S/3/2/S+L
If this ship has a crew with the Captain keyword, she get's +1 to her cannon rolls.

C L'Orient:14/3L,3L,3L/3/4/L+S
Schooner.If this ship has a crew with the Captain keyword, she get's +L to her base move.

C Pardal:9/4S,4S/2/5/S+S
When this ship carries no cargo, she get's +L to her base move.

C Xaloc:9/3S,3S/2/5/L
One of this ship's treasures is worth +1 gold when unloaded at your home island.


Barbary Corsairs

R Hizir:5
Captain. Helmsman.

R Oruc:7
This ship get's +1 to her boarding and cannon rolls against any non-Barbary Corsair ship.

R Mohammed:7
If this ship wins a boarding party, she may eliminate all of the other ships crew.

LE Gazim:5 Link:Crown Jewel
Captain. Helmsman.

LE Crown Jewel:37/3S,3S,3L,3L,2L,2L,2S,2S,4L,4L/10/9/S+S/Link:Gazim
Junk. If this ship wins a boarding party, she may eliminate all the other ships crew.

R Beed:5/6S/1/4/S+S+S
Galley. As soon as this ship has no masts, she sinks.

R Gauntlet:8/4L/1/4/L+S
Galley. When this ship carries no crew, she gets +S to her base move

R Cobra's Fire:14/2S,2S,2L,2L/4/3/L+S
Galley. Spiked Prow. Each time this ship hits an enemy ship, replace one of her masts with a fire mast.

R Khali's Wrath:13/2L,2L,2L,2L/4/4/S+S
Galley. Spiked Prow. When this ship hits another ship, you shoose which mast is eliminated.

R White Elephant:15/4L,4L,4L,4L/4/3/L
Galley. Spiked Prow. If this ship succeeds at a ram, she may eliminate two masts instead of one.

R Sultan's Order:8/2L,2S,2S,2L/1/0/T
Flotilla. Extended Range. Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot.
You must declare which cannon will shoot the firepot before rolling the dice.
If it hits, the target's controller replaces one of her masts with a firemast.

C Sandstorm:11/3S,3L/2/4/L+L
Galley. Spiked Prow. This ship get's +1 to her boarding rolls.

C Desert Dragon:12/2L,2L,2L/3/4/L+S
Galley. Spiked Prow. Each time this ship is hit, roll the dice. On a result of 5 or 6, that hit misses instead.

.C Camel:7/6S,5L/2/5/S+S
Galley.





America

R Chief White Fish:6/Linked: USS Comanche
Captain. This ship gets +1 to her boarding rolls.

R Captain Ahab:6/Link: Pequod
Captain. This ship gets +1 to her boarding rolls against sea monsters.

LE General George Washington:5 Link:Washington's Command
Captain. This ship get's +1 to it's cannon rolls against any non-American ship.

LE USS Washington's Command:30/3S,3L,2L,2L,4S,4S,3L,3S,2S,2S/10/6/L/Link:General George Washington.
Junk. This ship get's +1 to it's cannon rolls against English ships.

SE Yourmouth Castle:9/4S,4S,4S/3/6/S+S
Turbine. Before you give this ship a move action, roll the dice. On a 1-2, replace one of this ships masts with a fire mast.
On a 5-6, this ship get's +L to her base move for this turn.

SE USS Abraham Lincoln:14/2S,2L,2L/3/3/S+L
Turbine. This ship can shoot at submerged ships within a S of her.

R USS Comanche:13/3S,4S,4S,4S,3S/5/4/L+S/Link: Chief White Fish
If this ship wins a boarding party, she may eliminate all of the other ship's crew.

R USS Silverado:18/3L,3L,3L,3L,3L/5/5/L
Other ships do not block this ship's line of fire.

R Hammerstar:15/2S,2S,2S/3/2/L+S
Turbine. If a ship sinks within a L of this ship, place all her crew on this ship.
The loaded crew take up no cargo space.

R Morter:18/3LB,3S,3S,3S/3/5/S+L
Bombardier. Once per turn, one of this ship cannons may shoot again if it misses.

R USS Firelight:20/2LB,2S,2S,2S/3/3/S+S
Bombardier. L-range cannons cannot hit this ship.

R Thunder Gun:10/4L,4L,3S,3S/1/0/T
Flotilla. Extended Range. L-range cannons cannot hit this Flotilla.

R Thistle:6/4L/1/3/S+S
L-range cannons cannot hit this ship.

R USS Osprey:7/2L/1/2/L
This ship eliminates 2 masts with one hit.

U USS New York:13/3S,3L,3L,3S/4/4/L
This ship's crew cannot be eliminated unless she sinks.

U Pequod:12/3L,2S,2S,3L/4/3/S+S/Link:Captain Ahab
This ship get's +1 to her boarding rolls. She gets +2 instead if her apponent is a sea monster.

C USS David:12/2L,2L/2/3/S+S
Eternal. This ship eliminates two masts with one hit.

C USS Lightning:9/4S,5L/2/4/L+L
This ship may dock and explore a wild island using the same move action.

C USS Brick:7/2L/1/5/S
Turtle Ship. Two hits from the same shoot action are required to eliminate one of this ship's panels or masts.


England

LE King Edward:2 /Link: HMS King Edward, All English ships.
Hostile: France. Captain.

R The Scarlet Pimpernel:4/ Link: Daydream
At any time a crew would be eliminated, roll the dice. On a result of 5 or 6,
place that crew face down on this ship.

R Sir Vivian Holdstrom:3
One of this ship's treasures is worth +2 gold when unloaded at your home island.

R "Lucky" Jack Aubrey:9/Link:HMS Surprise, HMS Sophie
Captain. Once per turn, before you give this ship an action, roll the dice.
On a result of 5 or 6, this ship may be given an extra action.

LE HMS King Edward:30 /2S,2S,2S,3L,3L,3L,4L,4L,3S,3S/10/5/L
Junk. Crew do not take up cargo space on this ship, though their combined point cost still may not exceed this ship’s point cost.
This ship get's +1 to her cannon rolls against any non-English ship.

R HMS Pompee:15/3S,2L,2L,2L,3S/5/4/S+S
Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot.
You must declare which cannon will shoot the firepot before rolling the dice.
If it hits, the target's controller replaces one of her masts with a firemast.

R HMS Venerable:14/3L,2S,2S,2S,3L/5/3/S+S
Once per turn when this ship is given a shoot action, one of her cannons may shoot a chainshot.
You must declare which cannon will shoot the chainshot before rolling the dice.
If the chainshot hits, do not eliminate a mast; instead, the target cannot move on her next turn.

R HMS Audacious:15/2S,3L,3L,3L,2S/5/4/L
This ship ignores the first hit she takes each turn as long as she as all her masts.

R HMS Caeser:14/3L,3L,3L,3L,3L/5/5/L
This ship get's +1 to her boarding rolls.

R HMS Hannibal:21/2L,2L,2L,2L,2L/5/3/L
This ship's cannons may not be eliminated(masts still may be). If derelict, she cannot shoot.

R HMS Spencer:16/3S,2S,2S,2S,3S/5/5/L
As part of a move action, this ship may initiate a boarding party against a ship from up to a S away from her, without having to ram.
The boarded ship may not use any boarding bonuses.

R Fortress:9/3L,2S,2S,3L/1/0/T
Flotilla. Extended Range. Ramming does not eliminate this flotilla's mast.

R HMS Vulture:6/3L/1/2/S+L
When this ship touches a derelict, place both ships at your home island.

R HMS Dart:7/2L/1/4/S+S+S
This ship may dock and explore a wild island using the same move action.

U HMS Genereux:13/3L,2S,2S,2L/4/3/S+S
Schooner. This ship ge's +1 to her boarding rolls.

U Hesperus:13/4L,4S,4S,4L/4/5/S+L
Schooner. This ship ignores terrain when she is given a move action (islands are not terrain).

U HMS Black Fox:17/2L,2L,2L,2L/4/4/S+S
Schooner. Ghost Ship. Once per turn, one crew or ship within a S of this ship cannot use its ability that turn.

U Princess Royal:12/4S,5L,5L,4S/4/5/L+S
Schooner.Once per turn, before you give this ship an action, roll the dice.
On a result of 5 or 6, this ship may be given the same action twice.

U HMS Tonnant:10/3S,4L,4L/3/6/S
After looking at treasure on a wild island, you may trade any one treasure from that island for a random
treasure on any other island. This ship must load the traded treasure.

U HMS Charwell:11/3S,2S,3S/3/3/L
This ship ignores the first hit she takes each turn as long as she has all of her masts.

U Isis:9/3S,4L/2/4/L+L
This ship may dock and explore a wild island using the same move action.

U HMS Euryalus:10/4S,4S/2/4/L+S
If this ship wins a boarding party, she may take as much treasure from the boarded ship as she can carry.

C HMS Dee:13/3L,3L,3L/3/4/L
Once per turn one of this ship's cannons may eliminate 2 masts instead of one if all cannons hit.

C Hispaniola:10/2S,3L,4L/3/5/S+S
Schooner. This ship may dock and explore a wild island using the same move action.

C Antelope:12/2S,3L,2S/3/3/L
If this ship has a crew with the Captain keyword, she get's +L to her base move.

C HMS Surprise:13/2S,3S,2S/3/4/S+S/Link:"Lucky" Jack Aubrey
If this ship has a crew with the Captain keyword, she get's +S to her base move.

C HMS Phaeton:8/5L,6L,5L/3/5/S+S
Schooner. One of this ship's treasures is worth +2 gold when unloaded at your home island.

C HMS Clipper:9/3S,4L/2/2/L+L
Schooner. When this ship carries no cargo, she gets +S to her base move.

C Daydream:9/6S,6S/2/5/L+L/Link: The Scarlet Pimper nel
Schooner. When this ship carries no treasure, she get's +S to her base move.

C HMS Sophie:9/3S,3S/2/3/S/Link:"Lucky" Jack Aubrey
If this ship isn't assigned a Helmsman crew, roll a dice after she resolves a move action. On a result of 4-6, move an extra L.





Unique Treasure

El Dorado: Place this treasure face up on the wild island. Every gold from this island
unloaded from wild island to your Home Island is worth +1 more gold.

Skraelings: Place this treasure face up on the wild island. Each time a ship docks, roll a dice. On a result of 1-3, eliminate all crew on this ship.
On a 4-6, nothing happens and you may explore as normal.


Equipment

Spiked Prow:2
Spiked Prow. If this ship doesn't have the Galley keyword, she get's +1 to her ramming rolls.
Back to top
a7xfanben
Avatar for a7xfanben
Guru
Guru


Joined: 27 Jun 2011
Posts: 4740

Subject:    PostPosted: Mon Oct 03, 2011 10:06 pm Reply with quote

Looks good to me! In real life, the abundance of ten-masters would be sure to cause great carnage Very Happy .
Back to top
View user's profile Send private message
Canceled user







Subject:    PostPosted: Tue Oct 04, 2011 4:49 am Reply with quote

HOLY COW!!!!! One suggestion would be to add the Jade Rebellion or give some of the nations some Six-Masters! Otherwise this is fantastic!!!!!!!
Back to top
mr_awesome

Canceled user





Subject:    PostPosted: Tue Oct 04, 2011 4:20 pm Reply with quote

mathias01 wrote:
HOLY COW!!!!! One suggestion would be to add the Jade Rebellion or give some of the nations some Six-Masters! Otherwise this is fantastic!!!!!!!


I had the JR in my first draft but I just couldn't come up with names for the ships and crew so dropped them. Maybe if users come up with enough names for the JR I could squeeze them in there. As for six-masters, I did have one but I switched it to The Ressurection because it fit better.
Quote:
In real life, the abundance of ten-masters would be sure to cause great carnage Very Happy .


That's what I thought to. I gave a ten-master to every nation that didn't already have one. I tried to give a ten-masted galley and longship to the Corsairs and Vikings but after some thought about it and the dissaproval from woelf, I just gave every one junks.
Back to top
mr_awesome

Canceled user





Subject:    PostPosted: Tue Oct 04, 2011 8:43 pm Reply with quote

New ship!

R/Spain/Talos:14/2L,3S,4L/3/3/S+L
Submarine. If this ship succeeds at a ram, you may choose to eliminate a mast as normal, or replace
a mast with with a fire mast. You can not choose both.
Back to top
woelf
Avatar for woelf
Guru
Guru


Joined: 10 Nov 2008
Posts: 2756

Subject:    PostPosted: Tue Oct 04, 2011 9:24 pm Reply with quote

mr_awesome wrote:
Quote:
In real life, the abundance of ten-masters would be sure to cause great carnage Very Happy .


That's what I thought to. I gave a ten-master to every nation that didn't already have one. I tried to give a ten-masted galley and longship to the Corsairs and Vikings but after some thought about it and the dissaproval from woelf, I just gave every one junks.
It's your set so don't let me deter you from using whatever you like for the ship designs.


Just keep in mind that when you've got an oddball ship included in a nation (like a Junk for the Corsairs or Vikings), it helps to come up with some sort of thematic justification for having it there or it will stick out like a sore thumb. Most of the 10-mast ships already in the game are quite a stretch when it comes to flavor text, so there better be a good reason for all of those other nations to get them too, beyond "just because everyone else had one".
Back to top
View user's profile Send private message
ding73ding

Canceled user





Subject:    PostPosted: Wed Oct 05, 2011 8:53 am Reply with quote

woelf wrote:
mr_awesome wrote:
I tried to give a ten-masted galley and longship to the Corsairs and Vikings but after some thought about it and the dissaproval from woelf, I just gave every one junks.
Most of the 10-mast ships already in the game are quite a stretch when it comes to flavor text, so there better be a good reason for all of those other nations to get them too


Quite agree, and I would really prefer no one other than Jade have ANY junks. As for how it seems to unbalance the fractions (i.e. only Jade has any ships over 5 masts) I think the point cost system should have already taken care of that. It's well known 10-masters aren't the most desirable unit in games at any point level. Some will still be jealous that Jade has the most impressive (in size) ships. But I'd counter that 5-masters are pretty good looking too, and Icebreaker are beautiful.

Furthermore, it would have been more fun to have the same treatment to all the "minor" fractions: Vikings, Corsairs etc should have "monopoly" on ships of their distinct designs... Then also the "classic" fractions could also have more "ethnicity" to their fleets: e.g. costly, bigger, slower ships for Spanish (6-mast or even 7-mast square?), smaller faster and better guns for English. Pirates might have cheaper ships with worse guns.

But then going on this line... one might just make factional purity the regular game rule and only have mixed fleet in house rules.
Back to top
mr_awesome

Canceled user





Subject:    PostPosted: Wed Oct 05, 2011 2:09 pm Reply with quote

Should I just not have 10-masters for the Vikings and Corsairs? I want the set to be as realistic as possible.
Back to top
j_arrrrr_p

Canceled user





Subject: OK   PostPosted: Wed Oct 05, 2011 5:42 pm Reply with quote

Taking my first-ever stab at contributing to a fan set.

PotKS has some really fun crew/ships, mr_awesome; you've obviously put a ton of effort into it!

Anyone's constructive criticism of the following crew/ship will be appreciated:

Viking

Crew:
R Jord: 6
Link (Jotunn)
Ability Possession. At the beginning of each of your turns, choose any ability possessed by any ship or crew in play; this character has that ability. You may make a different choice each turn.
Flavor text: A beautiful woman who stands 7’ tall, Jord has often been able to bend the world to her will.

Ship:
R Jotunn: 17/2,3,3/3/4/L
Link (Jord)
Longship.
This ship may dock at an enemy home island and take as much treasure as she can carry. If able, she must leave on your next turn.
Flavor text: The Jotunn plunders treasure from her enemies as if the hands of greedy giants had been thrust into their troves.

Very Happy J.
Back to top
j_arrrrr_p

Canceled user





Subject:    PostPosted: Wed Oct 05, 2011 6:04 pm Reply with quote

mr_awesome wrote:
Should I just not have 10-masters for the Vikings and Corsairs? I want the set to be as realistic as possible.


Well, I certainly don't find it much of a "stretch" to imagine that the Vikings could've commandeered a Baochuan-esque ship.

Seems very much to fit the well-established Pirates CSG tradition of ships changing names/loyalties/etc.
Wink


Last edited by j_arrrrr_p on Wed Oct 05, 2011 8:30 pm; edited 1 time in total
Back to top
mr_awesome

Canceled user





Subject:    PostPosted: Wed Oct 05, 2011 8:05 pm Reply with quote

j_arrrrr_p wrote:
mr_awesome wrote:
Should I just not have 10-masters for the Vikings and Corsairs? I want the set to be as realistic as possible.


Well, I certainly don't find it much of a "stretch" to imagine that the Vikings could've comandeered a Baochuan-esque ship.

Seems very much to fit the well-established Pirates CSG tradition of ships changing names/loyalties/etc.
Wink


What I originally planned was that the Corsairs And Vikings had stolen the ten-masters from other nations. I thought that would be obvious. I assumed wrong so I'll add that to the flavor text of the ships.

Also, I love your ship and crew and will add them.

Thanks for the input! Very Happy
Back to top
j_arrrrr_p

Canceled user





Subject:    PostPosted: Wed Oct 05, 2011 8:47 pm Reply with quote

mr_awesome wrote:

Also, I love your ship and crew and will add them.

Thanks for the input! Very Happy


You're welcome - it was very fun!

I may try to come up with more for the other nations, possibly utilizing your PotKS keywords.
Back to top
mr_awesome

Canceled user





Subject:    PostPosted: Wed Oct 05, 2011 9:36 pm Reply with quote

I've added more ships to PotKS and here is the revised version. The added ships are Talos, a Spanish sub. Jord, a Viking crew. And the Jotunn, a Viking longship. Jord and the Jotunn were j_arrrrr_p's ideas. Thank's again j_arrrrr_p for your contribution. Very Happy

Pirates of the Kraken Sea

New ships: Barges: Each cost 3 points and carry five gold. Must be towed. Cannot shoot and follows flotilla towing rules. Like generic crew so you can have
as many as you want.

New generic crew: Marine Biologist:This crew must be placed on a sea monster, sea dragon, Kraken, Offspring, etc. This sea monster may repair at sea or any island.

New keywords:Cursed: This sea monster is part of the Cursed faction. all abilities that apply to the cursed apply to this sea monster.

Dragon rider: This keyword doesn't work with out Hiccup. If Hiccup is in your fleet, this crew may be placed only on it's link.Captain.

Offspring:Same as Sea Monster.

Living Stone: When using this crew's ability, don't place it face up. Only place it face up if a special ability allows it, it would be eliminated,
or if an enemy ship comes within a L of this ship. If an enemy ship comes within a L of this ship, place this crew face up. The ship this crew is assigned to
cannot move until the ship moves out of range or it is sunk. When it leaves, place this crew face down. If the ship this crew is assigned to sinks, place this crew on
your home island.

Spiked Prow: Galley's may eliminate masts when they ram.

Rarity/Name/Point Cost/Cannons/Masts/Cargo Space/Speed
Krakens

SE Krocken:15/5,4,4,5,5,4,4,5/8/0/S
Kraken.Cursed.This kraken eliminates 2 masts with 1 hit.

SR Black Death:30/2,3,3,2,2,3,3,2/8/3/L+S/link: Davy Jones
Eternal.Kraken.Cursed. Eliminate a cargo on the hit ship each time this kraken hits.

SE Omphioderea:23/3,3,3,3,3,3,3,3/8/0/L
Kraken. Cursed. This kraken can move and shoot.

SE Intralingwy:17/3,3,4,3,3,4,3,3/8/0/S+S
Kraken.Cursed. After this kraken resolves a shoot action, she may move as a free action.

SE Cthulu:24/4,3,3,4,4,2,2,4/8/0/L
Kraken. Eternal.

R Calamari:17/2,3,2,3,2/5/2/S+L
Eternal.Offspring.Cursed.This offspring can move and shoot.

R Squidly:15/3,3,3,3,3/5/0/S+S
Offspring.Cursed. This offspring can repair and you home island.

R Laith:19/2,2,3,2,2/5/0/L+S
Offspring.Cursed. 2 hits are required to eliminate one of this offspring's tentacles.

R Lechim namod:14/2S,2S,2S,2S,2S/5/0/L
Offspring.Cursed.This Offspring can move and shoot.

R Gog-Clocthoth:19/2L,3S,3S,3S,2L/5/0/S+S
Offspring.Cursed. Once per turn, choose an ability possesed by any crew or ship in the game, this Offspring now has that ability.
You may make a different choice each turn.

Kraken stationary

SE Charybdis:5pts
Place Charybdis anywhere on the play area. All ships within a Long lose a mast and pop out
another whirlpool.Roll for the whirlpool.She cannot be shot at.You cannot play Charybdis without Scyllia.

SE Scyllia:5Pts
Place Scyllia 2 longs away from Charybdis. All ships within a
long of her lose 2 crew. If the ship has no crew, eliminate 2 masts.
if the ship has less than 2 masts, sink her. Scyllia cannot be shot at.

Cursed


SR Davy Jones:12/link: All Cursed ships.
Limit. Captain. Eternal. Roll the dice, on a result of 4-6 give this ship another action.

R Sammy the Skull:5pts.Link:All Cursed ships.
Captain. Helmsman.

R El Fantasma:5pts. Link:All Cursed ships.
Eternal. Once in the game, roll the d6, on a 5 or 6, raise a ship from the dead with all
masts. Place her where she sunk. That ship and crew now belongs to The Cursed.

R Wraith:4pts Link: All Cursed ships.
This ship can only lose a mast if the cannon roll was a 6.

R The Ghost:0pts/Link: Ghosts Call
Cancellar.The Ghost takes up no cargo space.

R Weeping Angels:7
Living Stone. When face down, this ship gets +L to her base move. This ship get's +1 to her boarding rolls.

C Zombies:4
Cancellar.

SR Flying Dutchman:20/2L,2L,2L,2L,2L/5/4/S+S
Eternal. Broadsides Attack.

R Death's Door:21/2L,2L,2L,2L,2L/5/4/S+S
Ghost Ship. This ship cannot be shot at while ghostly.

R Bleed:23/4L,3L,3S,3L,4L/5/3/S
Every enemy ship within a S of this ship automaticly loses a mast once every turn until it moves out of range.
For every mast lost using this ability, eliminate a crew on this ship.

R Crooked Limb:16/3SB,4L,4S,4S/3/3/L+L
Bombardier.

R Death's Angel:18/2L,2L,2L/3/5/S+S
Scorpion. Ships within a S of this ship cannot hit this ship.

R Red Moon:/4L,4L,4L,4L/1/0/T
Flotilla. Extended Range. Other ships don't block this flotilla's line of fire.

R Sleep Walker:10/5S/1/3/L+L
This ship cannot be shot at while carrying treasure.

R Cracked Eye:8/4S/1/4/L+L
Once per turn this ship may look at a face down crew or treasure on an enemy ship.

U Insanity:15/3L,2S,2S,3L/4/4/S+S
Schooner.Once per turn you may eliminate one of this ship's crew to disable a crew's ability for the rest of the game equal to, or lower than the eliminated
crew's point cost. The targeted crew must be on an enemy ship within a L of this ship.

U Arch Angel:14/2L,3L,3L,2L/4/4/L
Schooner. When this ship hits an enemy ship, eliminate one cargo from that ship.

U Cursed Blood:16/3S,3L,3L,3L/4/4/L+L
Schooner. Anytime one of this ship's crew would be eliminated, roll the dice. On a result of a 5 or 6, the crew is saved. Place it back on this ship.
On a result of 1-4, you may eliminate one of this ship's masts, and the crew is saved.

U Golden Curse:12/3S,3S,3L,3L/4/4/S
Two hits from the same shoot action are required to eliminate one of this ships masts.

U Last breath:11/3S,2S,2L,3L/4/4/L
Once per turn when this ship is given a shoot action, one of her cannons may shoot a stinkpot.
You must declare which cannon will shoot the stinkpot before rolling the dice.
If it hits, the target's crew cannot use their abilities next turn.

U Pure Fear:12/2S,3L,3L/3/3/L
Fear. Extended Range.

U Wail:10/3S,4S,5S/3/4/L+S
This ship may dock and explore a wild island using the same move action.

C Last Life:10/4S,4L/2/4/S+S
You may eliminate one of this ships crew to give her an extra action.

C Maniacle:12/2L,2L,2L/3/4/S+L
Once per turn, one crew or ship within a S of this ship cannot use its ability that turn.

C Bleached Bone's:11/4S,3L,4L/3/4/L+S
Ghost ship. Schooner. This ship cannot be shot by ships within a S of her.

C Bloody Cut:11/4S,4S/2/5/S+S
Unholy Light.

C Ghost Wind:13/3S,3S/2/3/L
Ghost ship. Junk. If this ship ends her turn in a fog bank, on her next turn she may use her move action to
move out of any other fog bank in play.

C Ghost's Call:10/2L,2L,2L/3/4/S+S Link: The Ghost
Ghost Ship. Junk. When this ship is given a shoot action, for every cannon roll of 6,
the controller eliminates an extra mast. For every 1, eliminate a mast from this ship.

C A Mother's Shriek:9/3S,3S,4L/3/4/S
When this ship carries no crew, she gets +L to her base move.

C Socket:10/3L,2S/2/5/S+S
After looking at treasure on a wild island, you may trade any one treasure from that island for a random
treasure on any other island. This ship must load the traded treasure.

C Mirage:13/2S,2L,3L/3/3/L
Ghost Ship.

Viking

LE Thor:17 Link:Thor's Might
Limit.Eternal.Captain.Helmsman.All powerful.

LE Thor's Might:45/4L,4L,4L,4L,4L,4L,4L,4L,4L,4L/10/8/S/Link:Thor
Junk. This ship gets +1 to her cannon rolls against any non-Viking ships.

SE Hiccup:4 Link:Toothless
Dragon rider.If Hiccup is in your fleet, you may place 1 crew on every one of
your Viking sea dragons.Sea dragons cannot attack Hiccups sea dragon.

R Jord: 6 Link (Jotunn)
At the beginning of each of your turns, choose any ability possessed by any ship or crew in play; this character has that ability. You may make a different choice each turn.
Flavor text: A beautiful woman who stands 7’ tall, Jord has often been able to bend the world to her will.


R Fesick:6
Captian. This ship get's +1 to her boarding rolls.

R Eric the Red:6/Link: All Viking Ships.
Captain.Helmsman. This ship gets +1 to her boarding rolls .+2 if her opponent is a
sea monster.


C Leif:5
Helmsman. Once per turn if this ship is within a S of an island, you may mark that island as explored without docking at it.
That island becomes unexploredin regards to all other players.

C Warlord thorfinn:6
Captain.Helmsman. This ship gets +1 to all of it's rolls against The Cursed.

C Stoick:5 Link:All Viking ships.
This ship get's +1 to her boarding rolls. +2 if it is a sea monster.

C Danegeld:3
This ship get's +1 to all her rolls against Cursed ships.

C Haldan:5
This ship may dock at an enemies home island and take up to two treasures.
If able, she must leave on her next turn.

R Astrid:5 Link:Nadder
Dragon rider.This sea dragon get's +2 to her boarding rolls.

R Fishlegs:6 Link:Gronckle
Dragon rider.Every time this sea dragon would be hit, roll the dice, on a 6, that hit misses.

R Snotlout:2 Link:Nightmare
Dragon rider. If one of this sea dragons "cannons" misses, it may shoot again.

SE Toothless:15/2L,2L,2L,2L/4/0/D
Sea Dragon. Eternal. This sea dragon ignores the first hit he takes as long as
he has all of his masts

SE Nadder: Link:Astrid
Sea dragon. This sea dragon eliminates 2 masts with one hit.

SE Gronckle: Link:Fishlegs
Sea dragon. 2 hits from the same shoot action are required to eliminate one of this sea dragons segments.

SE Nightmare:18/2L,3L,2L,3L/4/0/D Link:Snotlout
Sea dragon. This sea dragon get's +1 to her cannon rolls against all non-Viking ships.

R Basilisk:14/2L,2L/2/4/S+S
Longship. Two hits from the same shoot action are required to eliminate one of this ships masts.

R Jotunn: 17/2,3,3/3/4/L /Link (Jord)
Longship. This ship may dock at an enemy home island and take as much treasure as she can carry. If able, she must leave on your next turn.
Flavor text: The Jotunn plunders treasure from her enemies as if the hands of greedy giants had been thrust into their troves

R Njord:15/2L,2L,2L/3/4/L+S
Icebreaker. This ship eliminates 2 masts with one hit.

R Sleipnir:14/2S,3L,3L/3/3/S+S
Icebreaker. This ship cannot be hit by ship within a S of her.

R Thor's Hammer:14/2L,4L,3S/3/3/S
Icebreaker. If this ship wins a ram, she may eliminate two masts instead of one.

R Isfjell:8/3L,2S,2S,3L/1/0/T
Flotilla. Extended Range. This flotilla get's +1 to her cannon rolls against Cursed ships.

R Forseti:11/2L,2L/2/4/S+S
Longship.

R Drage Skipet:13/3L,3S/2/3/L
Longship. This ship gets +1 to her cannon rolls against Cursed ships.

R Frigg:13/4S,5S/2/5/S+S
Longship. Dories. This ship may explore and load treasure from wild islands from up to a S away

C Drakkar:21/3S,2L,3S/3/2/L+S
Longship. This ship eliminates 2 masts with one hit.

C Herevy:18/2L,2L,2L/3/3/L
Longship. This ship cannot be hit by ships within a S of her.

C Blizzard:15/2L,2L,2L/3/4/L
Longship. Once per turn, one crew or ship within a S of this ship cannot use its ability that turn.

C Youndervick:17/3L,2L,3L/3/L+S
Longship. This ships masts don't block it's line of fire.

C Zyggrindal:11/4S,5L,4S/2/6/S
This ship cannot shoot when she carries treasure.

C Clomer:9/5S,4S/2/5/L
Parley.

C Tyr:11/4S,4S/2/5/L+L
Crew do not take up cargo space on this ship,
though their combined point cost still may not exceed this ship’s point cost.

C Skadi:11/2L,3L/2/6/S+S
Ramming cannot eliminate this ship's masts.

C Valkyrie:13/2L/1/4/S+S
Longship. This ship get's +1 to her cannon rolls against The Cursed.

C Timperswayd:10/4S/1/4/S+S
Longship.


Pirates

R Dread Pirate Roberts:6 Link: Wesley, Revenge
Captain. This ship gets +1 to her cannon rolls against any non-Pirate ship.

R Captain Mission:6/Link:Coleoptera
If this ship wins a ram, eliminate 2 masts intead of one.

R Captain Nerezza:5/Link: Le Fantome
Captain. You may eliminate one of this ships crew to give her an extra action.

R Long John Silver:6
Captain. Crew of any nationality may use their abilities on this ship.

R Captain Hook:6/Link: Hook
Captain. This ship gets +1 to her cannon rolls against any non-pirate ship.

R Wesley:7 Link: Revenge, Dread Pirate Roberts
Ransom. Hostile: England. After this ship resolves a shoot action, she may move as a free action.
This ship gets +1 to her boarding rolls.

R The Gladiator:7
If this ship wins a boarding party, she may eliminate all the other ships crew.

SE Bloody Claw:9/3S,3L,3L/3/3/L+L
Turbine.Crew do not take up cargo space on this ship,
though their combined point cost still may not exceed this ship’s point cost.

R Revenge:18/3S,3L,2L,3L,3S/5/5/S+S/Link: Dread Pirate Roberts, Wesley.
If this ship wins a boarding party, she may eliminate all the other ships crew.

R Raw Vengence:16/3S,3L,3L,3L,3S/5/4/L
When this ship hits an enemy ship, you may also eliminate one cargo from that ship

R Python:23/2S,2S,3L,3L,3L/5/4/L
Two hits are required to eliminate one of this ships masts.

R Dunkajer n:14/2L,3L,3S,2S/4/0/S+S
Sea Monster. This sea monster may move and shoot using the same move action.

R Hook:14/2L,3L,4L/3/2/S+S/Link: Captain Hook
Scorpion. This ship gets +1 to her boarding rolls.

R Dark Mist:10/2S,3L,2S,3L/1/0/T
Flotilla. Extended Range. Eternal.

R Coleoptera:14/5S,5S,5S/3/4/S+S/Link: Captain Mission
Submarine. This ship gets +1 to her ramming rolls.

R Shark:12/2L,2L,2L/2/4/L+S
Submarine. This ship get's +1 to her ramming rolls.

R Algae:5/5S/1/4/S+S+S
If this ship is derelict, she sinks.

U Black Lagoon:15/3S,3S,3S,3S/4/3/L
Schooner. This ship cannot be shot at by ships within a Short of her.

U Troll:18/3S,3S,4L,4L/4/3/S
Switchblade.When this ship succeeds at a ram or uses her switchblades, you may eliminate 2 masts instead of 1.

U Ren:6/2L,2L/2/3/S
If this ship isn't assigned a Helmsman crew, roll a dice after she resolves a move action. On a result of 4-6, move an extra L.

U Albino:13/4S,3S,2S,2S/4/5/L+S
Schooner. Ghost Ship.

U Blood Red:12/3L,3L,3L,3L/4/3/S+S
L-range cannons cannot hit this ship.

U Rench:10/2S,3L/2/2/L
If this ship has a crew with the Captain keyword, she get's -1 to her base move.

U Zombie:10/4S,3S/2/4/S+S
Parley.

C Le Fantome:13/2L,2L,5L/3/3/S+S
Ghost Ship. Cursed crew may use their abilities on this ship.

C Midnight Moon:12/2S,3L,2S/3/4/S+S
L-range cannons cannot hit this ship.

C Gator's Grin:9/2L,2L,2L/3/4/L+S
Schooner. If this ship has a crew with the Captain keyword, she get's +L to her base move.

C Cutthroat:11/4S,4L/2/4/L+L
L-range cannons cannot hit this ship.

C Shiny Eye:8/4S,4S/2/6/S+S
This ship cannot shoot while she is carrying treasure.

C Rhino:8/2L/1/3/S+S
Turtle Ship. On the turn this ship is pinned eliminate one crew and one mast from
the rammed shipped.

C Silent:8/4L,4L/1/3/L+L
Crew do not take up cargo space on this ship, though their combined point cost still may not exceed this ship’s point cost.

Spain

R Inigo:5 Link: All Spanish ships.
Captain. This ship get's +1 to her boarding rolls. This crew may use it's ability
on pirate ships.

R Cortez:5/Link: All Spanish ships.
Captain. If this ship wins a boarding party, choose two of the following; Eliminate a mast, a crew, or take a
treasure.

C Christopher Columbus:4/Link:Santa Maria
Explorer. This ship gets +1 cargo space. This crew takes up no cargo space.

LE King Ferdinand:0 Link: Royal Lion, All Spanish ships.
Limit. Ransom. This crew takes up no cargo space. This crew must start on a ship of it's nation.
Once per turn you may reroll any dice rolls for this ship.

LE Leon Real:28/3S,3L,3S,3L,4S,4L,5S,5L,6S,6L/10/10/S/Link: King Ferdinand, Cortez
Junk.Crew do not take up cargo space on this ship, though their combined point cost still may not exceed this ship’s point cost.
This ship get's +2 to her cannon rolls against any non-Spanish ship.

R San Nicolas:16/2L,2L,3L,2S,2S/5/5/L
Once per turn one of this ship's cannons may shoot again if it misses.

R San Josef:17/2S,2S,3L,3L,3L/5/6/S
This ship gains one 3S cannon that can shoot from any mast (even an eliminated one).

R Santa Maria:11/3S,4S,4S,4S,4S/5/6/L
Once per turn if this ship is within a S of an island, you may mark that island as explored without docking at it.
That island becomes unexplored in regards to all other players.

R La Conquerer:7/3L,2L,2L,3L/1/0/T
Flotilla. Extended Range. Once per turn, one of this ship's cannons can shoot again if it misses.

R Talos:14/2L,3S,4L/3/3/S+L
Submarine. If this ship succeeds at a ram, you may choose to eliminate a mast as normal, or replace
a mast with with a fire mast. You can not choose both.

U Cacafuego:9/3S,3L,,3S/3/4/L
Once per turn, one of this ship's cannons can shoot again if it misses.

U Pinta:10/4L,4S,4S/3/4/S+L
Once per turn this ship may shoot a smokepot and move into it.

C Hoja De Plata:8/2L/5L/2/3/L+L
When this ship carries no treasure, she get's +S to her base move.

C Hoguera:7/2S,3L/2/2/L
If this ship succeeds at a ram, you may choose to eliminate a mast as normal, or replace
a mast with with a fire mast. You can not choose both.

C Nina:9/4S,4L/2/4/S+S
This ship may dock and explore a wild island using the same move action.

C El Dorado:10/5S,5S/2/4/S+S+S
One of this ship's treasures is worth +2 gold when unloaded at your home island.

C Santa Brigida:8/2S,4L/2/5/S+L
Schooner. This ship may dock and explore a wild island using the same move action.

C Vancejo:7/2S,2S/2/4/S
If this ship has a crew with the Captain keyword, she get's +L to her base move.

France

R Vacini:0
Ransom. This crew takes up no cargo space. If this ship loses a boarding party,
your opponent can't kill a crew or take treasure.

LE Napolean: Link:Roi Des Mers, All French ships.
When this ship touches a derelict, place both ships at your home island.

LE Roi Des Mers:25/4S,4S,2L,2L,3S,3S,3L,3L,4S,4S/10/8/L/Link: Napolean
Junk.Crew of any nationalities may use thier abilities on this ship.

R Acheron:24/2L,2L,2L,2L2L/5/4/L+L
Broadsides Attack. Two hits from the same move action are required to eliminate one of this ship's masts.

R Desaix:16/3L,3S,3S,3S,3L/5/4/S+S
Broadsides Attack.

R Formidable:16/3L,2L,2S,2L,3L/5/5/L
Once per turn, you may reroll any die roll you make for this ship. You must use the second result.

R Indomptable:19/3S,3S,3S,3S,3S/5/3/S
Extended Range.

R San Antonio:16/3S,2S,2S,2S,3S/5/4/S+S
This ship get's +1 to her cannon rolls against any non-French ship.

R Real Carlos:16/3L,3L,3L,3L,3L/5/3/L
Once per turn, one crew or ship within a S of this ship cannot use its ability that turn.

R Droits de l'Homme:18/3S,2L,2L,2L,3S/5/4/S+S
If this ship wins a boarding party, choose two of the following; Eliminate a crew, eliminate a mast, or take a treasure.

R Nessie:14/2L,2L,2L,2L/4/0/L+L
Sea Monster. This sea monster may move and shoot using the same move action.

R Loch Ness:16/2L,2L,2L/3/3/L+S
Submarine. When this ship succeeds at a ram, eliminate 2 masts instead of 1.

R Les Observations:12/2S,2S,2S,2S/1/0/T
Flotilla. Extended Range. This flotilla eliminates two masts with one hit.

R Citoyen Durand:5/6S/1/5/S
Parley. As soon as this ship is derelict, she sinks.

U Indienne:13/2L,2L,2L,2L/4/3/L+S
This ship may move and shoot using the same move action.

U Santa Lucia:12/3S,3S,3S/3/3/L+S
This ship's crew can't be eliminated unless she sinks.

C Gloire:10/3L,3L,3L/3/4/L+L
Schooner. When this ship hits an enemy ship,
you may also eliminate one crew from that ship

C Charlotte:10/3S,3S,3L/3/3/S+S
This ship get's +1 to her cannon rolls against English ships.

C Verteuse:12/3L,3S,3S/3/2/S+L
If this ship has a crew with the Captain keyword, she get's +1 to her cannon rolls.

C L'Orient:14/3L,3L,3L/3/4/L+S
Schooner.If this ship has a crew with the Captain keyword, she get's +L to her base move.

C Pardal:9/4S,4S/2/5/S+S
When this ship carries no cargo, she get's +L to her base move.

C Xaloc:9/3S,3S/2/5/L
One of this ship's treasures is worth +1 gold when unloaded at your home island.


Barbary Corsairs

R Hizir:5
Captain. Helmsman.

R Oruc:7
This ship get's +1 to her boarding and cannon rolls against any non-Barbary Corsair ship.

R Mohammed:7
If this ship wins a boarding party, she may eliminate all of the other ships crew.

LE Gazim:5 Link:Crown Jewel
Captain. Helmsman.

LE Crown Jewel:37/3S,3S,3L,3L,2L,2L,2S,2S,4L,4L/10/9/S+S/Link:Gazim
Junk. If this ship wins a boarding party, she may eliminate all the other ships crew.

R Beed:5/6S/1/4/S+S+S
Galley. As soon as this ship has no masts, she sinks.

R Gauntlet:8/4L/1/4/L+S
Galley. When this ship carries no crew, she gets +S to her base move

R Cobra's Fire:14/2S,2S,2L,2L/4/3/L+S
Galley. Spiked Prow. Each time this ship hits an enemy ship, replace one of her masts with a fire mast.

R Khali's Wrath:13/2L,2L,2L,2L/4/4/S+S
Galley. Spiked Prow. When this ship hits another ship, you shoose which mast is eliminated.

R White Elephant:15/4L,4L,4L,4L/4/3/L
Galley. Spiked Prow. If this ship succeeds at a ram, she may eliminate two masts instead of one.

R Sultan's Order:8/2L,2S,2S,2L/1/0/T
Flotilla. Extended Range. Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot.
You must declare which cannon will shoot the firepot before rolling the dice.
If it hits, the target's controller replaces one of her masts with a firemast.

C Sandstorm:11/3S,3L/2/4/L+L
Galley. Spiked Prow. This ship get's +1 to her boarding rolls.

C Desert Dragon:12/2L,2L,2L/3/4/L+S
Galley. Spiked Prow. Each time this ship is hit, roll the dice. On a result of 5 or 6, that hit misses instead.

.C Camel:7/6S,5L/2/5/S+S
Galley.





America

R Chief White Fish:6/Linked: USS Comanche
Captain. This ship gets +1 to her boarding rolls.

R Captain Ahab:6/Link: Pequod
Captain. This ship gets +1 to her boarding rolls against sea monsters.

LE General George Washington:5 Link:Washington's Command
Captain. This ship get's +1 to it's cannon rolls against any non-American ship.

LE USS Washington's Command:30/3S,3L,2L,2L,4S,4S,3L,3S,2S,2S/10/6/L/Link:General George Washington.
Junk. This ship get's +1 to it's cannon rolls against English ships.

SE Yourmouth Castle:9/4S,4S,4S/3/6/S+S
Turbine. Before you give this ship a move action, roll the dice. On a 1-2, replace one of this ships masts with a fire mast.
On a 5-6, this ship get's +L to her base move for this turn.

SE USS Abraham Lincoln:14/2S,2L,2L/3/3/S+L
Turbine. This ship can shoot at submerged ships within a S of her.

R USS Comanche:13/3S,4S,4S,4S,3S/5/4/L+S/Link: Chief White Fish
If this ship wins a boarding party, she may eliminate all of the other ship's crew.

R USS Silverado:18/3L,3L,3L,3L,3L/5/5/L
Other ships do not block this ship's line of fire.

R Hammerstar:15/2S,2S,2S/3/2/L+S
Turbine. If a ship sinks within a L of this ship, place all her crew on this ship.
The loaded crew take up no cargo space.

R Morter:18/3LB,3S,3S,3S/3/5/S+L
Bombardier. Once per turn, one of this ship cannons may shoot again if it misses.

R USS Firelight:20/2LB,2S,2S,2S/3/3/S+S
Bombardier. L-range cannons cannot hit this ship.

R Thunder Gun:10/4L,4L,3S,3S/1/0/T
Flotilla. Extended Range. L-range cannons cannot hit this Flotilla.

R Thistle:6/4L/1/3/S+S
L-range cannons cannot hit this ship.

R USS Osprey:7/2L/1/2/L
This ship eliminates 2 masts with one hit.

U USS New York:13/3S,3L,3L,3S/4/4/L
This ship's crew cannot be eliminated unless she sinks.

U Pequod:12/3L,2S,2S,3L/4/3/S+S/Link:Captain Ahab
This ship get's +1 to her boarding rolls. She gets +2 instead if her apponent is a sea monster.

C USS David:12/2L,2L/2/3/S+S
Eternal. This ship eliminates two masts with one hit.

C USS Lightning:9/4S,5L/2/4/L+L
This ship may dock and explore a wild island using the same move action.

C USS Brick:7/2L/1/5/S
Turtle Ship. Two hits from the same shoot action are required to eliminate one of this ship's panels or masts.


England

LE King Edward:2 /Link: HMS King Edward, All English ships.
Hostile: France. Captain.

R The Scarlet Pimpernel:4/ Link: Daydream
At any time a crew would be eliminated, roll the dice. On a result of 5 or 6,
place that crew face down on this ship.

R Sir Vivian Holdstrom:3
One of this ship's treasures is worth +2 gold when unloaded at your home island.

R "Lucky" Jack Aubrey:9/Link:HMS Surprise, HMS Sophie
Captain. Once per turn, before you give this ship an action, roll the dice.
On a result of 5 or 6, this ship may be given an extra action.

LE HMS King Edward:30 /2S,2S,2S,3L,3L,3L,4L,4L,3S,3S/10/5/L
Junk. Crew do not take up cargo space on this ship, though their combined point cost still may not exceed this ship’s point cost.
This ship get's +1 to her cannon rolls against any non-English ship.

R HMS Pompee:15/3S,2L,2L,2L,3S/5/4/S+S
Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot.
You must declare which cannon will shoot the firepot before rolling the dice.
If it hits, the target's controller replaces one of her masts with a firemast.

R HMS Venerable:14/3L,2S,2S,2S,3L/5/3/S+S
Once per turn when this ship is given a shoot action, one of her cannons may shoot a chainshot.
You must declare which cannon will shoot the chainshot before rolling the dice.
If the chainshot hits, do not eliminate a mast; instead, the target cannot move on her next turn.

R HMS Audacious:15/2S,3L,3L,3L,2S/5/4/L
This ship ignores the first hit she takes each turn as long as she as all her masts.

R HMS Caeser:14/3L,3L,3L,3L,3L/5/5/L
This ship get's +1 to her boarding rolls.

R HMS Hannibal:21/2L,2L,2L,2L,2L/5/3/L
This ship's cannons may not be eliminated(masts still may be). If derelict, she cannot shoot.

R HMS Spencer:16/3S,2S,2S,2S,3S/5/5/L
As part of a move action, this ship may initiate a boarding party against a ship from up to a S away from her, without having to ram.
The boarded ship may not use any boarding bonuses.

R Fortress:9/3L,2S,2S,3L/1/0/T
Flotilla. Extended Range. Ramming does not eliminate this flotilla's mast.

R HMS Vulture:6/3L/1/2/S+L
When this ship touches a derelict, place both ships at your home island.

R HMS Dart:7/2L/1/4/S+S+S
This ship may dock and explore a wild island using the same move action.

U HMS Genereux:13/3L,2S,2S,2L/4/3/S+S
Schooner. This ship ge's +1 to her boarding rolls.

U Hesperus:13/4L,4S,4S,4L/4/5/S+L
Schooner. This ship ignores terrain when she is given a move action (islands are not terrain).

U HMS Black Fox:17/2L,2L,2L,2L/4/4/S+S
Schooner. Ghost Ship. Once per turn, one crew or ship within a S of this ship cannot use its ability that turn.

U Princess Royal:12/4S,5L,5L,4S/4/5/L+S
Schooner.Once per turn, before you give this ship an action, roll the dice.
On a result of 5 or 6, this ship may be given the same action twice.

U HMS Tonnant:10/3S,4L,4L/3/6/S
After looking at treasure on a wild island, you may trade any one treasure from that island for a random
treasure on any other island. This ship must load the traded treasure.

U HMS Charwell:11/3S,2S,3S/3/3/L
This ship ignores the first hit she takes each turn as long as she has all of her masts.

U Isis:9/3S,4L/2/4/L+L
This ship may dock and explore a wild island using the same move action.

U HMS Euryalus:10/4S,4S/2/4/L+S
If this ship wins a boarding party, she may take as much treasure from the boarded ship as she can carry.

C HMS Dee:13/3L,3L,3L/3/4/L
Once per turn one of this ship's cannons may eliminate 2 masts instead of one if all cannons hit.

C Hispaniola:10/2S,3L,4L/3/5/S+S
Schooner. This ship may dock and explore a wild island using the same move action.

C Antelope:12/2S,3L,2S/3/3/L
If this ship has a crew with the Captain keyword, she get's +L to her base move.

C HMS Surprise:13/2S,3S,2S/3/4/S+S/Link:"Lucky" Jack Aubrey
If this ship has a crew with the Captain keyword, she get's +S to her base move.

C HMS Phaeton:8/5L,6L,5L/3/5/S+S
Schooner. One of this ship's treasures is worth +2 gold when unloaded at your home island.

C HMS Clipper:9/3S,4L/2/2/L+L
Schooner. When this ship carries no cargo, she gets +S to her base move.

C Daydream:9/6S,6S/2/5/L+L/Link: The Scarlet Pimper nel
Schooner. When this ship carries no treasure, she get's +S to her base move.

C HMS Sophie:9/3S,3S/2/3/S/Link:"Lucky" Jack Aubrey
If this ship isn't assigned a Helmsman crew, roll a dice after she resolves a move action. On a result of 4-6, move an extra L.





Unique Treasure

El Dorado: Place this treasure face up on the wild island. Every gold from this island
unloaded from wild island to your Home Island is worth +1 more gold.

Skraelings: Place this treasure face up on the wild island. Each time a ship docks, roll a dice. On a result of 1-3, eliminate all crew on this ship.
On a 4-6, nothing happens and you may explore as normal.


Equipment

Spiked Prow:2
Spiked Prow. If this ship doesn't have the Galley keyword, she get's +1 to her ramming rolls.
Back to top
mr_awesome

Canceled user





Subject:    PostPosted: Wed Oct 05, 2011 9:45 pm Reply with quote

I wanted to let you guys know were I got some of my ideas for the names of ships and crew for PotKS. Most of them are movies.
Vacini, Westley, Dread Pirate Roberts, the Revenge, Fezzik, and Inigo are all from the movie "The Princess Bride." Awesome show, I suggest you watch it.
The Viking sea dragons and riders are from the movie "How to Train a Dragon."
The Weaping Angels crew and the Living Stone ability are from the TV series "Doctor Who" episode "The Time of Angels." Creepy but awesome.

A lot of French and English ships come from the Aubrey/Maturin novels by Patrick O'Brien.

The Yourmouth Castle and the Hammerstar are from the song "Ballad of the Yourmouth Castle" by Gordon Lightfoot.

Just thought you'd be curios. Smile


Last edited by mr_awesome on Thu Oct 06, 2011 2:54 pm; edited 1 time in total
Back to top
woelf
Avatar for woelf
Guru
Guru


Joined: 10 Nov 2008
Posts: 2756

Subject:    PostPosted: Thu Oct 06, 2011 3:03 am Reply with quote

mr_awesome wrote:
j_arrrrr_p wrote:
mr_awesome wrote:
Should I just not have 10-masters for the Vikings and Corsairs? I want the set to be as realistic as possible.


Well, I certainly don't find it much of a "stretch" to imagine that the Vikings could've comandeered a Baochuan-esque ship.

Seems very much to fit the well-established Pirates CSG tradition of ships changing names/loyalties/etc.
Wink


What I originally planned was that the Corsairs And Vikings had stolen the ten-masters from other nations. I thought that would be obvious. I assumed wrong so I'll add that to the flavor text of the ships.
The whole "capturing from other nations" thing is sort of what I meant about them being a stretch. That has been the Wizkids justification for it too, since, well, the second one. It's a perfectly valid reason so if you want all of the nations to have one there's absolutely nothing wrong with doing it.


It just makes me think... if those 10-mast ships are so easy to capture that everyone and their brother has one, it's no wonder the Jade Rebellion collapsed. Wink
Back to top
View user's profile Send private message
View previous topic :: View next topic  
Display posts from previous:   
Post new topic   This topic is locked: you cannot edit posts or make replies. You can create a new topic in the same forum if you want.    Miniature Trading Forum Index -> Pirates CSG All times are GMT
Goto page 1, 2, 3  Next
Page 1 of 3

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB 2.0.11 © 2001, 2002 phpBB Group
[Total forum time spent: 0.155 seconds]


search for a miniature | miniatures you have | miniatures you want | look for trades
your messages | references | miniature reviews | forums
affiliates | links | advertise with us | help



Search:  

dish network plainville connecticut
AC Repair El Paso