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We're out of the main set and now heading into the final stretch: all the extras. Just like in Savage Shores, these were set up to be distributed as pre-built ships in Scavanger Packs, and each would come with a piece of a 10-Masted ship...
Masts: 2 (Catamaran)
Ability: Catamaran. This ship can 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: Though working for England, the crew of the Brazen use techniques that are decidedly un-British. Even so, England has yet to complain about the cargo they continually bring in.
Home Island Raiders with base moves of L
have appeared numerous times over the years, and few have really stood out from the rest because their relatively low speed drastically cuts down on their survivability. They simply cannot get in and back out before the opponent can bring in reinforcements. Brazen tries to make up for that with the Catamaran ability, which doesn't make it any faster but should allow it to dodge a few hits; perhaps even enough to escape to safety.
Masts: 3 (Catamaran)
Ability: Catamaran. If this ship is the target of a shoot action, the attacking player must first roll a d6. On a result of 1-3, this target can't be shot at and the attacking player can give their ship another action.
Flavor: The scattered survivors of pirate ships sunk by various nations have banded together to set sail once again aboard the Orphan.
If you thought Skipping Stone was tought to hit, wait until you face Orphan, which takes the inherent agility of Catamarans to a whole new extreme. You need to get past a 50/50 roll just to be able to shoot at it, then you need to roll high enough for your cannon(s) to hit, and then there's still a chance that the hits will be dodged. Collectively, that makes Orphan quite possibly the most difficult to hit ship in the game, short of one that prevents you from shooting at it in the first place.
The cannons leave something to be desired, but a +1 vs. Non-Pirates crew can help out there if you want to make this a warship. If you choose to go the other route and run treasure, a little speed boost from a Helmsman is essential. It's an expensive ship to use just for treasure, but at least you can send it out knowing that it'll be relatively safe from opposing ships even if they do come after it.
Note that this ship would have received a few lines in the Pirate Code because of some odd interactions with Captains and such, but nothing too major - certainly not on the level of those English canoes from last week.
Masts: 3 (Windcatcher)
Ability: Wind Catcher. On the turn this ship is pinned, eliminate one crew and one mast from the rammed ship.
Flavor: Crewed entirely by Trogs, this foul vessel actually carries a coral nest beneath her hull. What lives within the nest is known only to the Trogs—and the captives who are lowered into the hull as food.
You're not hallucinating, and that nationality isn't a misprint - you really are looking at a Cursed treasure-runner! It's a little expensive compared to what you can find in most other nations, but the Cursed will take anything they can get, and for them this is a pretty darn good one. The good base move helps it get to islands that are out of reach to many other Cursed ships, and the above average cargo hold means there's enough room for a decent amount of gold even if you did bring some crew along.
The ability is one you generally don't see on a runner, but it's a pretty nasty one that more than makes up for the lack of cannons, and should keep most smaller raiders far, far away. If an opponent wants to take this ship out they better be able to deliver a decisive blow with the opening salvo or else they're going to be in for a world of hurt.
NEXT WEEK: More of the same!