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Post by woelf on Aug 6, 2009 8:18:24 GMT -5
Equipment was mentioned briefly in one of the other threads, and although there probably won't be any included in this set (assuming it does get made), it would be something to consider in the future as an alternative to reprinting generic crew.
Shortly after production of F&S was completed, I put together a list of my own ideas for future equipment and sent them to the lead designer at the time. They were well-recieved, but obviously due to set size constraints of SS and the abrupt end of WK there was never a chance to add more equipment to the game.
Anyways, here's the original list that I sent along with the original notes. Everything in it has been point costed, and while extensive playtesting might show a need for some minor tweaks up or down it's all real close to where it should be if it was to be included in a real set. I haven't updated this since I first put it together, but after a quick skim there doesn't appear to be anything that would need to be adjusted to fit anything that came later in SS.
Sail Extensions – 1 point Each time this ship is given a move action, before moving roll a d6: on a result of 1 or 2 remove Sail Extensions from the game and eliminate one of this ship’s masts. On any other result, this ship gets +S to its base move.
Spare Mast – 1 point As a free action repair one mast on this ship, then remove Spare Mast from the game.
Longboat – 2 points This equipment takes up no cargo space. This ship may dock at a wild island from S away; if it does, place the Longboat token on the playing area between the ship and the island to indicate it is docked. When this ship is given a move action to leave the island, roll a d6. On a result of 1, this ship cannot be moved this turn. On any other result place the Longboat token back on this ship’s deckplate card and move the ship normally. If this ship is moved away from the island by some other ability or effect while docked from S away, remove Longboat from the game.
Steel Anchor – 1 point This ship can be moved only when it is given a move action. If this ship is derelict, remove Steel Anchor from the game. (This would protect against abilities and effects that can push opposing ships around, like Foul Winds or Screaming Mimi – very helpful when sailing near Reefs or other unpleasant terrain.)
Club-Hauling Anchor – 2 points After this ship completes a move action it may rotate on its bow in any direction. If it does, roll a d6; on a result of 1 or 2, remove Club-Hauling Anchor from the game. This ship cannot also make a “stern turn” or use the Windcatcher keyword during this move action. (The ability restriction is to prevent someone from following up a bow turn with a stern turn or a windcatcher turn with a bow turn – either of which could effectively add double the ship’s length to the total movement.)
Crow’s Nest – 2 points This equipment takes up no cargo space. Place this equipment face up during setup and assign it to one of this ship’s masts; it cannot be reassigned later. The chosen mast has L-range and gets +1 to its cannon rolls. Additional shot equipment may be assigned to this mast. If the assigned mast is eliminated, remove Crow’s Nest from the game. (This intentionally refers to “masts” rather than any specific cannon, so a Longship would get the boost to both cannons on its mast.)
Bucket – 1 point Remove all firemasts from this ship, and then remove Bucket from the game.
Captain’s Hat – 1 point This equipment takes up no cargo space. When this ship wins a boarding roll, you may choose which crew is eliminated or which treasure is stolen from the opposing ship. Remove Captain’s Hat from the game if this ship loses a boarding roll. (There’s probably a better name for this one…)
Plank – 2 points This equipment takes up no cargo space. You may eliminate one of this ship’s crew to give her an extra action; if you do, roll a d6; on a result of 1-3 remove Plank from the game. If the eliminated crew began the game as a member of an opposing player’s fleet, do not roll the die or remove Plank from the game.
Supply Crate – 4 points This equipment takes up 2 cargo spaces. At the beginning of your turn you may remove Supply Crate from the game and replace it with any equipment token or tokens of your choice with a combined point value of 3 or less.
Cargo Net – 1 point This equipment takes up no cargo space. This ship gains 2 additional cargo spaces that can be used only for treasure. Remove Cargo Net from the game when this ship unloads treasure.
Hammock – 2 points This equipment takes up no cargo space. This ship gains one cargo space that can be used only for crew.
Gilded Figurehead – 1 point At the beginning of each turn, roll a d6 and set the result aside. You may use that result to replace the result of any one die roll made for this ship this turn; if you do, remove Gilded Figurehead from the game. If you did not use the set-aside result, you must re-roll the die at the beginning of the next turn. (No, this would not work with Broadsides Attack.)
Spiked Prow – 2 points This ship gets +1 to its ramming rolls and eliminates 2 masts if successful, even if some other ability would normally prevent it. If this ship unsuccessfully rams an enemy ship, remove Spiked Prow from the game. (The note about other abilities preventing it is intended to override ones like “ramming cannot eliminate this ship’s masts” and the “can’t eliminate a mast with a ram” part of the Galley keyword.)
Pry Bar – 1 point You may reveal this equipment to give this ship a move action while it is pinned by another ship or entangled in a Sargasso Sea. If you do, remove Pry Bar from the game.
Makeshift Oars – 1 point This equipment takes up no cargo space. If this ship has no masts, its base move becomes S; if this ship also carries a crew with the Oarsman keyword its base move becomes L instead. Remove Makeshift Oars from the game when this ship is given a repair action.
Streamlined Hull – 2 points If this ship has a printed base move of (only) S, it is L instead. If this ship has a printed base move of (only) L, it is S+S instead. Remove Streamlined Hull from the game if this ship is successfully rammed.
Reinforced Hull – 1 point If this ship is successfully rammed, you may roll a d6. On a result of 1 eliminate a mast as normal and then remove Reinforced Hull from the game; on any other result do not eliminate a mast and do not remove this equipment. Boarding may occur normally regardless of the result.
Carpentry Tools – 1 point This ship may be given a repair action while docked at a wild island. After repairing this ship roll a d6; on a result of 1, remove Carpentry Tools from the game.
Grappling Hooks – 1 point If this ship rammed or was rammed by an opposing ship on a previous turn and they are still touching, once during your turn as a free action you may initiate a boarding action against that ship.
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Feel free to add equipment of your own.
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Post by vladsimpaler on Aug 6, 2009 13:12:13 GMT -5
Interesting, these do go a far way in fixing a lot of the stuff in the game, for example SAC, as now all nations have access to it. (Though then again most nations had access to Shap'ng Tsai, except England) One thing I have to say though: An S+L moving El Acorazado is something that would cause most players to have heart attacks. Gilded Figurehead is one of my favorites, very cool. It's almost too bad, had boarding been more sophisticated we could have seen equipment for crew. "i.e. Golden armor, this crew gets +2 to its defense rolls" or something of that sort.
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Post by admiralb on Aug 6, 2009 14:39:26 GMT -5
pashaw...I've played against Acorazado when it had trade currents helping and Victor de Alva flying as captain/extra action...thing was a beast...so the slight boost it'd get from the streamlined hull isn't nearly as scary to me as it may be to you Gilded Figurehead is cool...might make a better UT though...but that's based solely on the power it has (like Runes of Thor/Loki). I like the Grappling Hooks...could be worded a bit better, but I like the option of boarding a ship that's already touching without having to ram...maybe just make it say "If this ship is touching an opposing ship at the beginning of its turn, you may, as a free action, initiate a boarding party against that ship." also, that way the opposing ship can do it back if they were so inclined (and survived long enough), and also, since you had to be touching at the beginning of the turn you can't move in, board from S, shoot Grappleshot, board from Grappleshot, ram, board after ram (normal), and then board again with Grappling Hooks...not that the one more boarding action will have much affect, but I like the defensive side and not having to give up your action to do it...maybe remove the Grappling Hooks if you lose the boarding party? like "If you lose a boarding party initiated due to this equipment, remove this equipment from the game." maybe...that way its still cheap and can be removed like most other equipment Wk made...or maybe its removed if you roll a 1 on the boarding roll? maybe Carpenrty Tools can't be removed if the ship is assigned a Shipwright? maybe it also provides an extra repair if there's a Shipwright...also, I posted this ability elsewhere, but it could work nicely with Carpentry Tools: "If this ship is assigned a Shipwright crew, it may be given a free repair action after it resolves a non-free action." just a thought...oh, and make it take up no cargo if you have the Shipwright... the Captain's Hat ability is pretty cool...names...hmm...maybe split it into choose crew and choose treasure so giving them names might be easier...maybe Treasure Chest for choosing which treasure to steal and Knives/Daggers to choose which crew? Chest takes up no cargo if you have an Explorer and Knives takes up no cargo if you have a Captain, maybe? just some suggestions... Bucket is good...just say when you can use it...like "At the beginning of your turn, you may remove all fire masts from this ship. Then remove this equipment from the game." also, maybe it takes up no cargo if you have a specific crew on board...Shipwright, Firepot Specialist, Cannoneer, Oarsman...whatever works best. for the Club-Hauling Anchor, just say in the ability "Cannot be assigned to ships with Windcatcher, Schooner, Galley, or Longship keyword." OR say "If this ship has the Windcatcher, Schooner, Galley, or Longship keyword, that ability is ignored while 'Club-Hauling Anchor' is aboard that ship." just suggesting...because normally abilities don't refer to "stern-turn" directly on the card, it is only mentioned in the rules sheets...from what I remember. Sail extensions are cool, although maybe reduce the "remove" part to only a 1, and make the "+S only work on 4-6...same with others that remove, only on 1...only because they'd be more like the current shot equipment if done that way and keeping things similar is easier on everyone...like MI's...they always do nothing on 3-4, always good on 5-6, always bad on 1-2; equipment should only remove on 1...or so I think...that's why Dragons and whirpools are confusing. whirpools are bad on 4-6 for the controller of the ship going through; Dragon swoops succeed on 4-6 which is good for the controller. uniformity is good for things involving die rolls. some of my own weird stuff based on the "Legend of Zelda: Phantom Hourglass" and "Wind Waker" Equipment ~ 3pts ~ Wind Waker Baton When you give this ship a move action, immediately dock this ship at any wild island marked as explored to your ships. Then remove Wind Waker Baton from the game unless Link is aboard this ship. If Link is aboard this ship, this equipment remains aboard this ship and may be used again. Equipment ~ 3pts ~ Phantom Hourglass At the beginning of each turn, roll a d6. On a 6, no ships (except this ship) may be given move actions until the beginning of your next turn. On a 1, remove Phantom Hourglass from the game. Equipment ~ 1pt ~ Pirate's Charm Once per turn, you may swap one cargo on this ship for one cargo on any other friendly ship. Then remove Pirate's Charm from the game. Equipment ~ 1pt ~ Hero Shield This ship ignores the first hit it takes each turn as along as it has all of its masts. When this ship takes damage, remove this equipment from the game. Equipment ~ 2pts ~ Mirror Shield Each time this ship is hit, roll a d6. On a 6 this ship is not hit, instead the ship that shot at this ship is hit. On a 1, remove this equipment from the game. Equipment ~ 1pt ~ Sea Charts If this ship loads the last treasure from an island, you may dock this ship at any other wild island. Then remove Sea Charts from the game. Equipment ~ 1pts ~ Hookshot Before you give this ship a move action, you may randomly take one face-down treasure from any ship within L of this ship and place it on board this ship. Then remove Hookshot from the game. Equipment ~ 3pts ~ Magic Armor Whenever this ship is hit, roll a d6. On a 4-6 result, this ship is not hit. On a result of 1, remove this equipment from the game; if you have any treasure with a gold value on board this ship, you may remove one from the game instead. Equipment ~ 1pts ~ Skull Hammer If this ship wins a boarding party, she may also eliminate a mast from the opposing ship. If this ship loses a boarding party, remove Skull Hammer from the game. Equipment ~ 1pt ~ Salvage Arm You may reveal this equipment when any ship sinks within L of this ship. You receive all gold from the sunken ship. Then remove Salvage Arm from the game unless this ship is the S.S. Linebeck or you have Link or Captain Linebeck aboard this ship. ...just to be annoying I gave Link the ability: "Equipment aboard this ship takes up no cargo." ...of course if any are really made, we'd probably need new names...
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Post by chasseur85 on Aug 6, 2009 14:40:44 GMT -5
Very nice Woelf. This fixed like Vlad said a huge amount of holes in the game, and had it been made it would have fixed them.
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Post by woelf on Aug 6, 2009 16:32:28 GMT -5
Gilded Figurehead is cool...might make a better UT though...but that's based solely on the power it has (like Runes of Thor/Loki). It's actually based closely on a UT idea I'd had prior, albeit in a greatly weakened form. I never submitted the UT to WK, but here's what it was: Isaac’s Paintings (UT)When revealed, roll 8d6 one at a time and set the results aside in order; those die results replace the results of the next eight die rolls made for this ship.Both the name and the number of dice rolled are specific references to... something. I'll give a free "exalt" to whoever guesses it first. I didn't want to make it too overly complex. The intent was to allow a ship to "continue" boarding another ship after the initial attack was over, regardless of who actually caused the first one. I didn't think a trigger for removal was necessary, because "defeating" it is as simple as moving away - assuming of course your ship isn't the one that was pinned by the ram. This is another where I wanted to avoid making it overly complex, by intentionally avoiding references to any other abilities*. As I have it written, you can compare it to a shipwright much like you could compare a firepot shot to a firepot specialist. The equipment version does effectively the same thing as the crew for a lower cost, but with a downside. In this case, you're restricted to using it only at wild islands (as opposed to anywhere) and there's a chance you might lose it. *In general, I think that equipment and generic crew abilities should be kept as simple as possible and whenever possible should avoid extra bonuses based on the presence of other items. That way you're not forced to pay extra for an effect you don't want/need when all you're really looking for is the primary ability. Contingencies that are based on other specific crew or keyword being on the ship are much better suited to the ships themselves, named crew, and UTs because their abilities are often much more specialized anyways.This was meant to be just a simple way of overriding the "defender chooses" rule, and to make boarding more effective. If you split it so it applied to just crew or just treasure, it probably wouldn't be that useful because it would be completely useless against a ship that didn't have the thing it targeted - or, the opponent could simply choose the other thing to avoid letting you pick. Since the fire mast rules changed to only rolling when you give the ship an action, the timing for when you use this really isn't that critical because it's not going to spread during an opponent's turn like it used to. If you want to put the fires out on an opponent's turn you could, but that'll probably just make them more likely to want to capture it or sink it for sure. I didn't want to prevent ships with those abilities from using it entirely, plus keeping it somewhat "generic" means it would still apply if later down the line some other keyword was added that also provided a stern turn. Referring specifically to just the rotation parts of those abilities give the ship the option of using whichever is more beneficial to the situation, much like having a captain and a reverse-captain on a ship at the same time - you can use both, just not at the same time. I wanted to keep this one simple too, which is why there are only two possible results: either it works and your ship goes faster, or it rips apart and takes a chunk of your "real" sails with it. I thought about lowering the roll to just a 1, but I think that would make it far too "automatic" - you 'd see it in use on almost every ship, and helmsman would become nearly obsolete. With a roll of 1 or 2, you're forced to weight the cost of using it much more - do you save one point by taking this instead of a helmsman and run the risk of damaging your ship, or do you go with the more reliable crew. Keeping it more risky also makes it less likely that players will double it up with a helmsman, because technically the two could be stacked.
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Riz
Master & Commander
As bloody as I wanna be!
Posts: 55
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Post by Riz on Aug 6, 2009 16:42:36 GMT -5
LOL, looks like that bucket brigade idea is still alive and kicking, good to hear.
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Post by woelf on Aug 6, 2009 16:46:07 GMT -5
some of my own weird stuff based on the "Legend of Zelda: Phantom Hourglass" and "Wind Waker" Equipment ~ 3pts ~ Wind Waker Baton When you give this ship a move action, immediately dock this ship at any wild island marked as explored to your ships. Then remove Wind Waker Baton from the game unless Link is aboard this ship. If Link is aboard this ship, this equipment remains aboard this ship and may be used again. Equipment ~ 3pts ~ Phantom Hourglass At the beginning of each turn, roll a d6. On a 6, no ships (except this ship) may be given move actions until the beginning of your next turn. On a 1, remove Phantom Hourglass from the game. Equipment ~ 1pt ~ Pirate's Charm Once per turn, you may swap one cargo on this ship for one cargo on any other friendly ship. Then remove Pirate's Charm from the game. Equipment ~ 1pt ~ Hero Shield This ship ignores the first hit it takes each turn as along as it has all of its masts. When this ship takes damage, remove this equipment from the game. Equipment ~ 2pts ~ Mirror Shield Each time this ship is hit, roll a d6. On a 6 this ship is not hit, instead the ship that shot at this ship is hit. On a 1, remove this equipment from the game. Equipment ~ 1pt ~ Sea Charts If this ship loads the last treasure from an island, you may dock this ship at any other wild island. Then remove Sea Charts from the game. Equipment ~ 1pts ~ Hookshot Before you give this ship a move action, you may randomly take one face-down treasure from any ship within L of this ship and place it on board this ship. Then remove Hookshot from the game. Equipment ~ 3pts ~ Magic Armor Whenever this ship is hit, roll a d6. On a 4-6 result, this ship is not hit. On a result of 1, remove this equipment from the game; if you have any treasure with a gold value on board this ship, you may remove one from the game instead. Equipment ~ 1pts ~ Skull Hammer If this ship wins a boarding party, she may also eliminate a mast from the opposing ship. If this ship loses a boarding party, remove Skull Hammer from the game. Equipment ~ 1pt ~ Salvage Arm You may reveal this equipment when any ship sinks within L of this ship. You receive all gold from the sunken ship. Then remove Salvage Arm from the game unless this ship is the S.S. Linebeck or you have Link or Captain Linebeck aboard this ship. ...just to be annoying I gave Link the ability: "Equipment aboard this ship takes up no cargo." ...of course if any are really made, we'd probably need new names... Some of these do sound pretty good, although several of them would be way too powerful as equipment that could be used by anyone on almost any ship in any fleet. Most of the really crazy ones (Baton, Hourglass, and Sea Charts in particular) would work much better as events, UTs, or abilities on specific ships and/or named crew. Sea Charts is severely undercosted too - unless you limited the number that could be included within a fleet, any ship with a decent-sized cargo could just jump from one island to another each turn until they were all cleaned out. Give that ship the SS Bianco's Haulers and it would definitely be game-breaking because other players wouldn't be able to do anything to stop it short of getting to the islands first. You could charge 4 or 5 for that and it would still be very powerful.
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Post by vladsimpaler on Aug 6, 2009 18:13:28 GMT -5
Gilded Figurehead is cool...might make a better UT though...but that's based solely on the power it has (like Runes of Thor/Loki). It's actually based closely on a UT idea I'd had prior, albeit in a greatly weakened form. I never submitted the UT to WK, but here's what it was: Isaac’s Paintings (UT)When revealed, roll 8d6 one at a time and set the results aside in order; those die results replace the results of the next eight die rolls made for this ship.Both the name and the number of dice rolled are specific references to... something. I'll give a free "exalt" to whoever guesses it first. Isn't it from that show Heroes? The guy who does the paintings gets killed by the dude who was Spock in the new movie; his name is Sylar, I'm 100% sure.
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Riz
Master & Commander
As bloody as I wanna be!
Posts: 55
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Post by Riz on Aug 6, 2009 19:46:50 GMT -5
It's actually based closely on a UT idea I'd had prior, albeit in a greatly weakened form. I never submitted the UT to WK, but here's what it was: Isaac’s Paintings (UT)When revealed, roll 8d6 one at a time and set the results aside in order; those die results replace the results of the next eight die rolls made for this ship.Both the name and the number of dice rolled are specific references to... something. I'll give a free "exalt" to whoever guesses it first. Isn't it from that show Heroes? The guy who does the paintings gets killed by the dude who was Spock in the new movie; his name is Sylar, I'm 100% sure. Yes, yes, and yes.
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Post by admiralb on Aug 6, 2009 21:25:52 GMT -5
thanks for the comments...at the time the set already had a ton of other events in it and I wanted to represent the fact these were carried items by the main character.
I think maybe Sea Charts lost something along the way...I think it originally said "...dock this ship at any other wild island already marked as explored to your ships." OR maybe "island with gold on it" or "unexplored wil island" or something. it was suppose to combine with a UT I had that marked an island as explored...maybe more of a UT by itself then...something like a good Message in a Bottle...it may have gotten changed from UT to equipment without me realizing it either...I did mess with the actual types a lot in the set to get things reasonably close to what they were in the original source...plus they were intended to help a faction that had a rather poor selection in ships and low cargo...but yeah, played in the larger scheme of things some would be a bit too powerful...just more things to think about...I intended none of these to actually be made for real...blah blah blah...I'm losing coherence...whatever...(not that this really matters, but it also says its limited to taking the last coin from the island...so to take all the treasure you'd have to have considerable cargo and at least 4 Sea Charts and since you get only 2 action per turn...it'd take at least 2 turns to pull it off with extra actions, which would be difficult to fit in a fleet after getting a ship with enough cargo, crew, Charts, and what-not...and cancellors can easily negate the Haulers...unless you've got your own which would then require a minimum of 9pts in crew to be close to good enough to make it awesome...Haulers, Diaz, Explorer...meh, its all crazy!)...plus its no faster win than a nicely stacked Hai Peng, Jack, Mycron, "+2 gold" fleet...toss in MI's and its even more terrifying..."You mean I can trade one of these junky coins for a UT of MY choice? Hmm...Sunken Treasure, swap it with Jack to a tiny boat near/at my HI, easy 12 gold...don't say it can't be done...I've gotten 14g home on the first turn...but had Neptune's Hoard instead of Hai Peng to trade bad coins before using Jack...it was wrong on so many levels...
...again these are not intended to actually see the light of day, just inspire ideas...although I do like the Mirror Shield...making someone pay immediately for shooting at you..."No, I won't Parley! Shoot me already!" equal chances of reflecting or just blowing up in your face...clearly I am not the master of point costing, but many are new or modified heavily so, its difficult to cost them...I was just going off the fact that all current equipment was 1pt and had downsides...ie. roll a 1 and it goes bye-bye.
The Hourglass I wanted to be able to be removed if you screwed up...doing that with a crew on their own didn't seem like a very fun idea...plus it didn't fit the flavor...but that's for the set...maybe as a UT...its a bit like finding Cursed Jack as a UT...I had a crew with a similar ability, but was costed more like 5pts (based on Jack's cost and the fact I dropped Parley)...again, would never actually be made.
...maybe we need a UTs thread? hmm...got tons of them...some are obviously too powerful, but potentially fun...anyone for a UT that says "This ship cannot be sunk, but she can be scuttled."?
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Post by woelf on Aug 7, 2009 7:59:59 GMT -5
It's actually based closely on a UT idea I'd had prior, albeit in a greatly weakened form. I never submitted the UT to WK, but here's what it was: Isaac’s Paintings (UT)When revealed, roll 8d6 one at a time and set the results aside in order; those die results replace the results of the next eight die rolls made for this ship.Both the name and the number of dice rolled are specific references to... something. I'll give a free "exalt" to whoever guesses it first. Isn't it from that show Heroes? The guy who does the paintings gets killed by the dude who was Spock in the new movie; his name is Sylar, I'm 100% sure. That's exactly right - specifically, it was based on Season 2 where they found eight numbered paintings that showed various events that were going to occur. Having the dice come out in a specific order plays into that by showing you what's coming - it's just up to you to "interpret" what those rolls mean and to figure out how to use them to your advantage.
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cleverpun
Master & Commander
I need more wenches / More wenches and mead
Posts: 46
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Post by cleverpun on Aug 12, 2009 4:57:02 GMT -5
I gotta say, woelf, this is some good stuff.
I always liked equipment; it had a great risk-reward thing going on - do you want to pay a few less points for imperfect abilities? Extending this idea to generic abilities, and adding a few more to the equipment-exclusive set, makes for an interesting set of abilities.
Thumbs up.
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Post by vladsimpaler on Aug 12, 2009 13:04:32 GMT -5
Don't know how balanced these are, I made these before equipment were made.
Carronades, 4 points Abilities: During setup, designate one mast as a carronade. It becomes a rank 3 cannon that must be within less than S to hit, and eliminates two masts instead of one. If that mast is eliminated, so is Carronades.
Increased Field of Fire, 2 points Abilities: This ship's masts do not block its line of fire.
Extra Sails, 3 points Abilities: When this add on is flipped face up, choose one mast. As long as that mast is not eliminated, this ship gets +S to her base move.
Signal Flags, 2 points Abilities: Abilities on this ship that contain the words "within S" now read "within L".
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Post by admiralb on Aug 12, 2009 15:29:59 GMT -5
oooo...Signal Flags has serious potential...maybe it has to attach to specific mast like Carronades and is removed if the mast is removed...otherwise 2pts to increase your cancelling range from S to L, is pretty cheap if there's not downside or way of removing it. also, it opens up a few more nice options...shoot at submerged ships within L, unload from L, mark islands explored from L, Buscador/Silent Swan is now "+S if within L of enemy" (now you don't have to be as close!)...even Fear! now you roll for enemy ships within L! muhahahaha! Davy Jones' signal flags will eat your brains! I mean...wait...I've gone crazy...brains! brains!
not sure about the Increased Field of Fire as a name for an equipment, but I like the idea...what kind of guns did the junks use that made Wk made the Junk keyword say that? maybe find that out and change the name as appropriate...can't remember myself...I did at one time...
Carronade and Extra Sails are good...I'd say they could even bee keeper because they can be removed...easily by crew/ships that allow you to choose which mast is eliminated when you hit an enemy ship...like Master Gunner, Phillipe Lafitte, and a few ships on the smaller side like King John (I think)...that ability just got new life! yay, vlad!
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Post by woelf on Aug 12, 2009 15:35:36 GMT -5
Carronades, 4 points Abilities: During setup, designate one mast as a carronade. It becomes a rank 3 cannon that must be within less than S to hit, and eliminates two masts instead of one. If that mast is eliminated, so is Carronades. The wording is a little funky, but it seems pretty straightforward. You could probably reduce the cost of this one to three points without breaking it. The Junk keyword is a one-point ability, so two points seems reasonable for the option to put it anywhere. Good one. I like this one in concept, but in practice it would be game-breaking even if you tripled the cost. Just imagine it on a ship with the "can't be shot within S" ability and a canceller. The only way you could even touch a ship like that would be to hit it with two seperate cancellers at once or to snipe at it with double-ranged cannons. You'd have to add some serious restrictions to make this work. My first thought was to have it apply only to crew abilities, but even then the thought of readily-available L-range cancellers is a bit much. That creates issues with the game in general that go beyond simply adding a few points to the cost of the ability. Honestly, I think the only good ways of making this ability functional would be to either put it on a UT or to give it to a high-end (read: expensive) named crew along with the Limit keyword.
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