Wednesday, October 19, 2011

Pirates of the Kraken Sea

(PotKS)



Pirates of the Kraken Sea is a fan set based on the game Pirates of the Spanish Main by Wizkids. This is just for the enjoyment of the former players of the game and people interested in Pirates CSG until further news on the future of the game has been released. This is not an actual Wizkids release. This set is open to the public and suggestions are welcome.  If you have any ideas on new ships, crew, equipment, etc., or  if you have suggestions, e-mail me at calandgarr@gmail.com. Or you could post your comments on the "Pirates of the Kraken Sea Fan Set " thread at the site Miniature Trading.   Flavor text for all ships and crew would be greatly excepted. If you made a suggestion and you don't see it in PotKS, I may have held it in reserve for my next fan set "Pirates of the Kraken Sea: The Ressurection" the sister set of PotKS. So make suggestions and enjoy the set.

The story behind Pirates of Kraken Sea;

"After stealing the Coleoptera, Captian Mission painted the ship bright gold to taunt Nemo before setting out to waylay ships on the Sea of Krakens." ~Coleoptera's flavor text.

So Mission took the Coleoptera to plunder in the Sea of Krakens. A dangerous place, full of unkown terrors of the deep and pirates so cut-throat they'll slit yer throat at any hint of them gaining a doubloon or two. Lechim Namod is still chasing her former mate Gog-Clocthoth with the sole purpose of destroying the fiend. And Davy Jones is the most powerful being on the seas. His nation of Cursed ships, led by the former pirate El Fantasma, is turning into a collossal force, threatening to take over the world. The only hope to exterminate this plaque of cursed men and posessed beasts is the mighty Vikings. The Norsemen are bent on the complete genocide of the Cursed and will stop at nothing to annihilate them. Mounstrous beasts called Krakens and their Offspring are controlled by the Cursed and infest the Sea of Krakens (hence the name).
Located in the center of the Atlantic Ocean, the Kraken Sea is the quickest route for gold-laden Spanish ships hauling back untold wealth from the "New World" to manufacture Spain's future fleet. France, led by Napolean Bonaparte, is another contender for world domination and the first thing on his menu is the utter destruction of the mighty British Empire. England is still guns and more guns, with guns on those guns. The small colonists occupying the eastern coast of the american continent has turned into the mighty United States, boasting one of the most  diverse and powerful navies on the sea. Creaping unnoticed into the scene is the remnants of the Barbary Corsairs,  Arabic pirates crushed by the growing power of these fine nations. The Corsairs are returning with the remnants of their once proud nation, to plunder and pillage the other ships in the Sea of Krakens to ensure the survival of their rag-tag fleet.

These mighty nations have met in the Sea of Krakens  in search of gold and glory and the utter destruction of their sworn enemies.

At last, without further ado, here it is, Pirates of the Kraken Sea!  


                                                                   Pirates of the Kraken Sea

New ships: Barge: Each barge costs 3 points and carries 5 gold. Treat a barge like a ship. Barges must be towed and have a cargo space of 5. When towing a barge, the towing ship retains her base move, but any speed altering abilities do not work (like a flotilla).
A ship may tow only one barge at a time. Barges may be shot at but require two hits from the same shoot action to sink it. Barges cannot be derelict.

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

Dragon rider

Offspring

Privateer

Living Stone

Spiked Prow

Admiral

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

                                                                                   Krakens

SE Krocken:17/5,4,4,5,5,4,4,5/8/0/S
Kraken. Cursed.

SR Black Death:30/2,3,3,2,2,3,3,2/8/3/L+S/link: Davy Jones
Eternal. Kraken. Cursed.

SE Omphioderea:23/3,3,3,3,3,3,3,3/8/0/L
Kraken. Cursed.

SE Intralingwy:21/3,3,4,3,3,4,3,3/8/0/S+S
Kraken. Cursed.

SE Cthulhu: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
Offspring. Cursed. Eternal.

R Squidly:15/3,3,3,3,3/5/0/S+S
Offspring. Cursed.

R Laith:21/2L,2S,3L,2S,2L/5/0/L+S
Offspring. Cursed.

R Lechim namod:14/2S,2S,2S,2S,2S/5/0/L
Offspring. Cursed.

R Gog-Clocthoth:19/2L,3S,3S,3S,2L/5/0/S+S
Offspring. Cursed.

                                                                      Kraken stationary

SE Charybdis:2pts
Place Charybdis anywhere on the play area. All ships within a L 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:2Pts
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:9/link: All Cursed ships.
Loyal: Cursed. Limit. Captain. Eternal.

R Sammy the Skull:7/Link:All Cursed ships.
Loyal: Cursed. Admiral.

R El Fantasma:7/Link: All Cursed ships.
Loyal: Cursed.

R Wraith:4/Link: All Cursed ships.
Loyal: Cursed.

R The Ghost:2/Link: Ghosts Call
Loyal: Cursed. Hostile: France.
Limit. Ransom. Choose one Cursed crew during setup; this crew is linked to that crew.
Ignore this if this crew is on it's linked ship. Once per turn, one crew or ship within a S of this ship cannot use it's ability that turn.

R Weeping Angels:6
Living Stone.

C Zombies:5
Once per turn, one crew or ship within a S of this ship cannot use it's ability that turn.

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

R Death's Door:21/4L,3S,3S,3S,4L/5/4/S
Ghost Ship.

R Bleed:23/4L,3L,3S,3L,4L/5//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.

R Red Moon:9/4L,4L,4L,4L/1/0/T
Flotilla. Extended Range.

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.

U Cursed Blood:16/3S,3L,3L,3L/4/4/L+L
Schooner.

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:14/2S,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:13/4S,3L,4L/3/4/L+S
Ghost ship. Schooner.

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

C Ghost Wind:13/3S,3S/2/3/L
Ghost ship.
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.

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.

C Gates of Hell:6 Gold/2L,2L,2L,2L,2L,2L/
Every friendly ship that docks at this fort may eliminate one crew to gain the Eternal keyword.
Flavor Text: Some say, in hushed whispers, that this fort of evil protects the only entrance to Hell itself. And that whom ever dares set foot on that island is possesed by the palpable evil that hovers on the island. And one among them is chosen to be the victim of an ancient ritual and is sacrificed by his fellow shipmates while the rest become immortal.

                                                                              Viking

LE Thor:17/Link: Monjuer
Loyal: Viking. Hostile: Cursed.
Limit. Eternal. Admiral. All Powerful
Flavor Text: Accepting the

SE Hiccup:4 Link:Toothless
Dragon rider.

R Fesick:6
Captain.

R Eric the Red:6/Link:Leif Ericson, All Viking Ships
Loyal: Viking. Captian.

R Jord:11/Link: Jotunn
At the beginning of each of you turns, choose any ability possessed by any ship or crew in play; this crew now 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.

C Leif Ericson:5/Link: Eric the Red.
Loyal: Viking. Helmsman.

C Warlord Thorfinn:6/Link: Valkyrie
Loyal: Viking. Hostile: Cursed.
Admiral.

C Stoick:5/Link: All Viking ships.
Loyal: Viking.

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

C Halfdan:3
Loyal: Viking. Hostile: Cursed.
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:4/Link:Nadder
Dragon rider.

R Fishlegs:6/Link:Gronckle
Dragon rider.

R Snotlout:2/Link:Nightmare
Dragon rider.

LE Monjuer:30/3L,3L,3L,3L,3L,3L,3L,3L,3L,3L/10/8/L/Link:Thor
Junk.
Flavor Text: Hoping to strike a blow against the Cursed, a fleet of Longships attacked the Guichuan, ultimately taking her and giving her to the thunder god Thor, hoping that the gift would please him and he would help them in their plight against the Cursed.

SE Toothless:20/2L,2L,2L,2L/4/0/D
Sea Dragon. Eternal.
he has all of his segments.

SE Nadder:19/4L,4L,4L,4L/Link: Astrid
Sea dragon.

SE Gronckle:19/4S,3L,3L,4S/ Link: Fishlegs
Sea dragon.

SE Nightmare:18/2L,3L,2L,3L/4/0/D Link:Snotlout
Sea dragon.

R Njord:17/2L,2L,2L/3/4/L+S
Icebreaker.

R Sleipnir:14/2S,3L,3L/3/3/S+S
Icebreaker.

R Thor's Hammer:14/2L,4L,3S/3/3/S
Icebreaker.

R Isfjell:11/3L,2S,2S,3L/1/0/T
Flotilla. Extended Range.

R Basilisk:16/2L,2L/2/4/S+S
Longship.

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

R Drage Skipet:13/3L,3S/2/3/L
Longship.

R Frigg:13/4S,5S/2/5/S+S
Longship. Dories.

C Drakkar:21/3S,2L,3S/3/2/L+S
Longship.

C Jotunn:17/2S,3L,3L/3/4/L/Link: Jord
Longship.
Flavor Text: The Jotunn plunders treasure from her enemies as if the hands of greedy giants had been thrust into their troves.

C Herevy:18/2L,2L,2L/3/3/L
Longship.

C Blizzard:15/2L,2L,2L/3/4/L
Longship.

C Youndervick:17/3L,2L,3L/3/L+S
Longship.

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/Link: Warlord Thorfinn
Longship.

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

C Odin's Castle:6 Gold/4L,4L,4L,4L,4L,4L/
For every ship docked at this fort, add +1 to this fort's cannon rolls. +2 if it is a Viking ship.

                                                                          Pirates

R Dread Pirate Roberts:8/Link: Wesley, Revenge
Hostile: England. Captain. Fear.

R Captain Mission:5/Link:Coleoptera
Hostile: England.
Flavor Text: As his power grows, his sanity worsens. In so much, he has let his cannons rust so much that they are hardly recognizable. If a shot even fires, the crew are left scratching their heads.

R Black Stache:6/Link: Sea Devil, Mr. Smee
Hostile: England. Admiral.
Flavor Text: One of the most feared pirates on the seas, Black Stache is as ruthless as his mustache is long. He is known to even throw the larger members of his crew overboard in order to make his ship sail even faster.

R Mr. Smee:3/Link: Sea Devil, Black Stache
This ship get's +L to her base move.
Flavor Text: Black Stache's bumbling first mate, Mr. Smee is rounder than a barrel and is in constant

R Rose the Vengefull:5/Link: Lilac
Captain.
+1 to her cannon rolls against that ship this turn.

R Henry Morgan:6
Hostile: Spain. Captain.

R Long John Silver:6/Link: All Pirate Ships
Captain.

R Wesley:8/Link: Revenge, Dread Pirate Roberts
Hostile: England.
This ship gets +1 to her boarding rolls.

SE Bloody Claw:9/4S,5L,4L/3/3/L+L
Turbine.

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 Dunkajer n:14/2L,3L,3S,2S/4/0/S+S
Sea Monster.

R Hook:14/2L,3L,4L/3/2/S+S
Scorpion.

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

R Coleoptera:11/5S,5S,5S/3/4/S+S/Link: Captain Mission
Submarine.
Flavor Text: As her cannons worsen, her ramming abilities grow. Every ram leaves carnage and destruction in her wake as she speedily turns for another round.

R Shark:12/2L,2L,2L/2/4/L+S
Submarine.

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

U Prancing Pete:13/2S,2L,2L,2L/4/4/S+S
This ship ignores the first hit she takes each turn as long as she has all of her masts.

U Sea Devil:18/2L,3S,3S,2L/4/4/S+S+S/Link: Mr. Smee, Black Stache
This ship get's +1 to her cannon rolls against any non-Pirate ship.
Flavor Text: The Sea Devil. Every sane sailor trembles at the name of Black Stache's personal ship.

U Apocryphia:20/2L,2L,2L,2L/4/3/L+S
Schooner.

U Black Lagoon:15/3S,3S,3S,3S/4/3/L
Schooner.

U Troll:20/3S,3S,4L,4L/4/3/S
Switchblade.

U Albino:15/2S,3S,2S,4S/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 Lilac:12/2L,3L,4L/3/4/S+L/Link: Rose the Vengefull
Once per turn, before you give this ship an action, roll the dice. On a result of 5 or 6, give this ship an extra action.

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

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 Mocking Jay:9/3L,3L/2/3/S+S+S
L-range cannons cannot hit this ship.

U Roebuck:4/3L,3S/2/3/S+S+S
This ship can never take the last treasure from a wild island.

C Timberwolf:10/3S,4S,4S/3/4/L+S
Schooner.

C Lithian:11/2L,3L,2L/3/4/S+S
Schooner.

C Black Jack:8/2L,6L/2/4/L+S
Once per turn, before you give this ship an action, roll the dice. On a result of 5 or 6, give this ship the same acion twice.

C Rhino:8/2L/1/3/S+S
Turtle Ship.

C Silent:8/5L,5L/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.

C Tortuga:3 Gold/5L,5L,5L,5L,5L,5L/
For every Pirate ship within a S of this fort, add +1 to this fort's cannon rolls.

                                                                          Spain

LE Cortez:9/Link: Leon Real, All Spanish ships.
Loyal: Spain. Admiral.

R Inigo Montoya:5/Link: All Spanish ships.
Hostile: England. Captain. Privateer.

R Casto Mendez Diez:7
Loyal: Spain. Captian.

R Ponce De Leon:4
Loyal: Spain. Explorer.

R Alcaro de Bazan:6
Loyal: Spain. Admiral. Explorer.

R Don Juan:4
Loyal: Spain. Captain. Explorer.

R Countessa Deloncreix:0
Limit. Ransom.
Once per turn, you may reroll any die roll you make for this ship. You must use the second die roll result.

C Fernando the Gunner:3/Link: El Incomparable
Loyal: Spain. Ransom.
Flavor Text: The Master Gunner for the El Incomparable, Fernando is the the greatest gunner on the seas. Many captains have offered to take Fernando and pay him enormous sums of money to work for them, even foreign captains of many countries. But Fernando has turned them all down saying, " El Incomparable es mi amor. Mi mentira de talentos con ella y yo nunca deje mi baro amado," "The

C Christopher Columbus:5/Link:Santa Maria
Loyal: Spain. Explorer. Navigator.

LE Leon Real:28/3S,3L,3S,3L,4S,4L,5S,5L,6S,6L/10/10/S/Link: Cortez
Junk.

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:11/4S,4S,4S,4S,4S/5/8/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.

R Talos:14/2L,3S,4L/3/3/S+L
Submarine.

U La Campana Del Ilanto:/3L,3S,3S,3L/4/5/S+S
Schooner.
Flavor Text: The La Campana Del Ilanto, The Bell of Weeping, has a special bell fitted into her. The bell is an artifact, sounded only when devastating events come to pass or whenever it's owners want it to be rung on certain points in time. When The Bell of Weeping is rung, the cries and anquished screams of the afflicted sound in every ear that heard it, and become helpless to the power of The Bell.

U El Espiritu Del Mar:14/3L,2L,2L,3L/4/4/L+S
Eternal.

U El Duque:9/4S,4L,4L,4S/4/6/S+S
Schooner.

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 Santa Fiorenzo:12/2S,3S,2S/3/3/L
This ship get's +1 to her boarding rolls. +2 if her opponent is a sea monster.

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

U La Espada De Llamas:12/2L,3L,2L/3/2/L+S
This ship may move and shoot using the same move action.

U El Descubrimiento:7/3L,3L/2/4/L+S
This ship may dock and explore a wild island using the same move action.

U El Incomparable:15/1L,1L,1L/3/4/L+S/Link: Fernando the Gunner
If this ship has a crew with an ability that gives her +1 to her cannon rolls then when this ship is given a shoot action and she rolls a 1 on any cannon roll, she does not miss.
Flavor Text: The El Incomperable is just that, incomparable to any other ship that has ever sailed the seas. Her shots ring so true that scientist have even studied her cannons to find out what makes their shot's always find their mark but to no avail. Nevertheless, the El Incomparable is ultimatly incomparable.

C Mercedes:10/3L,3L,3L/3/4/L+S
This ship get's +1 to her cannon rolls against any non-Spanish ship.

C Medea:8/5L,5L/2/5/S+L
Schooner.

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 cannot choose both.

C Fama:6/4S,4L/2/4/S+L
When this ship reaches her cargo limit, her base move becomes a L.

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.

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.

C La Fortaleza:6 Gold/3L,3L,3L,3L/
Two hits from the same shoot action are required to eliminate one of this fort's flags.

                                                                                France

R Vacini:0
Ransom.

R Jacques Cartier:6
Loyal: France. Admiral. Explorer.

R Jordan Dumas:3
Hostile: England.

R Monsieur De Linois:7
Loyal: France. Captian.

LE Napolean Boneparte:8/Link:Roi Des Mers, All French ships.
Loyal: England. Hostile: England.
Admiral.

LE Roi Des Mers:25/4S,4S,2L,2L,3S,3S,3L,3L,4S,4S/10/8/L/Link: Napolean
Junk.
Flavor Text: Napolean's naval beast on the sea, the "King of the Seas" is just that, the ruler of the ocean and eventualy, the world.

R Acheron:24/2L,2L,2L,2L,2L/5/4/L+L
Broadsides Attack.

R Desaix:16/3L,3S,3S,3S,3L/5/4/S+S/Link: Monsieur De Linois
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:23/3S,3L,3L,3L,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:17/3S,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. Eternal.

R Loch Ness:16/2L,2L,2L/3/3/L+S
Submarine.

R Les Observations:12/2S,2S,2S,2S/1/0/T
Flotilla. Extended Range.

R Citoyen Durand:2/6S/1/5/S
Parley.

U Indienne:14/2L,2L,2L,2L/4/3/L+S
This ship may move and shoot using the same move action.

U Genereux:13/3L,2S,2S,2L/4/3/S+S
Schooner.

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

C Bellone:13/2L,2L,2L/3/4/L+L
Schooner.

C Gloire:12/3L,3L,3L/3/4/L+L
Schooner.

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.

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.

C La Tour Du Chateau:4 Gold/3L,3S,3S,3S,3L/
This fort ignores the first hit it takes each turn as long as it has all of its flags.
 
                                                                         Barbary Corsairs

R Hizir:4
Loyal: Barbary Corsairs. Hostile: England.
Admiral.

R Oruc:5
Loyal: Barbary Corsairs.

R Mohammed:7
Loyal: Barbary Corsairs.
LE Gazim:8 Link: Crown Jewel
Loyal: Barbary Corsairs. Captain.
On a result of 5 or 6, give this ship an extra action.
Flavor Text: A powerful Corsair, Gazim was the leader of the fleet that took the Crown Jewel. Jewel and sails the junk in the name of the god that helped them.

LE Crown Jewel:35/3S,3S,3L,3L,2L,2L,2S,2S,4L,4L/10/9/L/Link:Gazim
Junk.
Flavor Text: Taken in a multi-nation battle against the Jade Rebellion, the Crown Jewel was boarded by the Corsairs. Led by Gazim and aided by the power of Khali, they incredibly eliminated the Oriental crew and captured the Crown Jewel . The rest of the Corsair fleet was sunk but they had the Jewel. And that's all that matters.

R Beed:5/6S/1/4/S+S+S
Galley.

R Gauntlet:8/4L/1/4/L+S
Galley.

R Cobra's Fire:16/2S,2S,2L,2L/4/3/L+S
Galley. Spiked Prow.

R Khali's Wrath:13/2L,2L,2L,2L/4/4/S+S
Galley. Spiked Prow.

R White Elephant:15/4L,4L,4L,4L/4/3/L
Galley. Spiked Prow.

R Sultan:8/2L,2S,2S,2L/1/0/T
Flotilla. Extended Range.

C Desert Wind:9/4S,4L,4S/3/3/S+S+S
Galley.

C Sandstorm:12/3S,3L/2/4/L+L
Galley. Spiked Prow.

C Desert Dragon:12/2L,2L,2L/3/4/L+S
Galley. Spiked Prow.

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

C Aruj's Last Hope:5 Gold/3S,3S,3S,3S,3S,3S/
Each time this fort is hit, roll the dice. On a result of 1, eliminate two flags. On a result of 6, the shot is ignored.
 
                                                                             America

R Chief White Fish:6/Linked: USS Comanche
Captain.

R Captain Ahab:5/Link: Pequod
Captain.

R Ralph David:3
Hostile: Pirate. Eternal.
Flavor Text: Destroying pirates left and right, Ralph David is now a man posessed and has even gone to consult with El Fantasma on the ressurection of his wife.

R Commadore Brainbridge:6
Loyal: America. Hostile: England.
Captain.

R Joshua Barney:4
Loyal: America. Hostile: England. Admiral.

R James Barron:4
Loyal: America. Captain. Explorer.

R John Barry:4
Loyal: America. Explorer.

LE General George Washington:8/Link: USS Independance, All American ships.
Loyal: America. Hostile: England.
Admiral.

LE USS Independance:30/3S,3L,2L,2L,4S,4S,3L,3S,2S,2S/10/6/L/Link:General George Washington.
Junk. Eternal.
Flavor Text: Blessed with the power of heaven, the mighty Independance will continue to sail as long as the United States retains just that. Her hardwon blessing of freedom.

SE Yourmouth Castle:9/4S,4S,4S/3/6/S+S
Turbine.

R Hammerstar:15/2S,2S,2S/3/2/L+S
Turbine.

SE USS Abraham Lincoln:14/2S,2L,2L/3/3/S+L
Turbine.

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 Morter:18/3LB,3S,3S,3S/3/5/S+L
Bombardier.

R USS Firelight:20/2LB,2S,2S,2S/3/3/S+S
Bombardier.

R Thunder Gun:10/4L,4L,3S,3S/1/0/T
Flotilla. Extended Range.

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 Hydra:18/3L,3S,3S,3L/4/3/S
Eternal.

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.

U USS Mustang:13/2S,2L,2S/3/3/L+S
This ship get's +1 to her cannon rolls agains any non-American ships.

C USS Cerberus:11/2L,2L,2L/3/3/L
This ship get's +1 to her cannon rolls against any non-American ships.

C USS David:12/2L,2L/2/3/S+S
Eternal.

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 Sea Turtle:10/2L/1/4/S+S
Turtle Ship.

C Fort Sumpter:6 Gold/3S,3S,3S,4S,4S,4S/
Extended Range.

                                                                                  England

LE Lord Nelson:9/Link: HMS Union Jack, All English ships.
Loyal: England. Hostile: France.
Admiral.

R The Scarlet Pimpernel:4/Link: Daydream
Hostile: France.

R Thomas Gunn:6/Link: Lord Thomas Gunn
Loyal: England. Captain.

R Lord Thomas Gunn:7/Link: Thomas Gunn
Loyal: England. Helmsman.

R Sir Vivian Holdstrom:3
Loyal: England.

R Dr. Stephen Maturin:5/Link: "Lucky" Jack Aubrey, HMS Surprise, HMS Sophie.
At any time, if a face up crew would be eliminated, place it face down instead.

R "Lucky" Jack Aubrey:8/Link:HMS Surprise, HMS Sophie, Dr. Stephen Maturin.
Loyal: England. Captain.
On a result of 5 or 6, this ship may be given an extra action.

LE HMS Union Jack:30/2S,2S,2S,3L,3L,3L,4L,4L,3S,3S/10/5/L/Link: Lord Nielson.
Junk. Eternal.
Flavor Text: Representing English power on the seas, the Union Jack proudly hoists her namesake and will sail forever and on in the glory of the mighty British Empire.

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:12/3L,2S,2S,3L/1/0/T
Flotilla. Extended Range.

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 Hesperus:13/4L,4S,4S,4L/4/5/S+L
Schooner.

U HMS Black Fox:17/2L,2L,2L,2L/4/4/S+S
Schooner. Ghost Ship.

U Princess Royal:12/4S,5L,5L,4S/4/5/L+S
Schooner.

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:9/4S,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 St. Vincent:8/3L,2S,3L/4/L
Once per turn, this ship can move an extra +S after unloading cargo

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.

C Wasp:10/3S,3L,3S/3/3/L+L
Schooner.
Flavor Text: Built specificly for convoy duty and the outrunning of the infamous Sea Devil,

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, Dr. Stephen Maturin
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.

C HMS Clipper:9/3S,4L/2/2/L+L
Schooner.

C Daydream:9/6S,6S/2/5/L+L/Link: The Scarlet Pimper nel
Schooner.

C HMS Sophie:8/3S,3S/2/3/S/Link:"Lucky" Jack Aubrey, Dr. Stephen Maturin
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.

C Trafalgar:/2L,2L,4L,3L,3L/
This fort get's +1 to it's cannon rolls against any non-English ships.
 
                                                                      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.

  This page is in no way trying to infringe the Wizkids "Pirates of the Spanish Main" copywright or patent.
If this ship doesn't have the Galley keyword, she get's +1 to her ramming rolls.
When this ship carries no treasure, she get's +S to her base move. This ship cannot shoot under any circumstances.
When this ship carries no cargo, she gets +S to her base move.
One of this ship's treasures is worth +2 gold when unloaded at your home island.
the Wasp is as quick on her sails as they come.
This ship get's +1 to her cannon rolls against Pirate ships.
This ship may dock and explore a wild island using the same move action.
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.
Once per turn, one crew or ship within a S of this ship cannot use its ability that turn.
This ship ignores terrain when she is given a move action (islands are not terrain).
This flotilla cannot be shot at by ships within a S of her.
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.
Once per turn, before you give this ship an action, roll the dice.
One of this ship's treasures is worth +2 gold when unloaded at your home island.
Once per turn, before you give this ship an action, roll the dice. On a result of 5 or 6, give this ship an extra action.
Once per turn, you may reroll any die roll you make for this ship. You must use the second die roll result.
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.
Once per turn, before you give this ship an action, roll the dice. On a result of 5 or 6, give this ship an extra action.
Two hits from the same shoot action are required to eliminate one of this ship's panels or masts.
This ship eliminates two masts with one hit.
Two hits from the same shoot action are required to eliminate one of this ships masts.
L-range cannons cannot hit this Flotilla.
L-range cannons cannot hit this ship.
Once per turn, one of this ship cannons may shoot again if it misses.
This ship can shoot at submerged ships within a S of her.
If a ship sinks within a L of this ship, place all her crew on this ship. Saved crew take up no points/cargo and can use abilities.
Before you give this ship a move action, roll the dice. On a 1, replace one of this ships masts with a fire mast. On a 6, this ship get's +L to her base move for this turn.
This ship get's +1 to it's cannon rolls against English ships.
This ship get's +1 to it's cannon rolls against any non-American ship.
When this ship unloads treasure at your home island, one treasure is worth +2 more gold.
This ship get's +1 to her cannon rolls against any non-American ships.
This ship get's +1 to her cannon rolls agains Pirate ships.
This ship gets +1 to her boarding rolls against sea monsters.
This ship gets +1 to her boarding rolls.
Each time this ship is hit, roll the dice. On a result of 5 or 6, that hit misses instead.
This ship get's +1 to her boarding rolls.
If this ship rolls a 1 on any cannon roll, eliminate one of this ships masts.
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.
If this ship succeeds at a ram, she may eliminate two masts instead of one.
When this ship hits another ship, you shoose which mast is eliminated.
Each time this ship hits an enemy ship, replace one of her masts with a fire mast.
When this ship carries no crew, she gets +S to her base move
As soon as this ship has no masts, she sinks.
If this ship wins a boarding party, she may eliminate all the other ships crew.
He then claimed possesion of the
Once per turn, before you give this ship an action, roll the dice.
If this ship wins a boarding party, she may eliminate all of the other ships crew.
This ship get's +1 to her boarding and cannon rolls against any non-Barbary Corsair ship.
If this ship has a crew with the Captain keyword, she get's +L to her base move.
When this ship hits an enemy ship, you may also eliminate one crew from that ship
This ship ignores the first hit she takes each turn as long as she has all of her masts.
This ship get's +1 to her boarding rolls.
As soon as this ship is derelict, she sinks.
This flotilla eliminates two masts with one hit.
When this ship succeeds at a ram, eliminate 2 masts instead of 1.
Two hits from the same move action are required to eliminate one of this ship's masts.
Crew of any nationalities may use thier abilities on this ship.
When this ship touches a derelict, place both ships at your home island.
This ship get's +1 to her cannon rolls against any non-French ships.
This ship get's +1 to her cannon rolls against any non-French ship.
This crew takes up no cargo space. If this ship loses a boarding party, your opponent can't kill a crew or take treasure.
This ship may dock and explore a wild island using the same move action.
This ship can dock and explore a wild island in the same move action.
When this ship is given a shoot action, for every cannon roll of 1, eliminate one of this ships masts.
Once per turn, if this ship isn't assigned a helmsman, roll the dice. On a 4-6 this ship get's +L to her base move.
Once per turn, roll the dice. On a result of 4-6, every enemy ship and crew within a S of this ship can't use it's ability that turn.
If this ship succeeds at a ram, you may choose to eliminate a mast as normal or replace a mast with a fire mast. You cannot choose both.
Once per turn, one of this ship's cannons can shoot again if it misses.
Crew do not take up cargo space on this ship, although 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-Spanish ship.
This crew takes up no cargo space.
Incomparable is my love. My talents lie with her and I will never leave my beloved ship."
This ship get's +1 to her cannon rolls against any ship.
Choose one Spanish crew during setup; this crew is linked to that crew.
When this ship unloads treasure at your home island, one treasure is worth +2 more gold.
This ship get's +1 to her cannon rolls against any non-Spanish ship.
This ship get's +1 to her boarding rolls.
If this ship wins a boarding party, choose two of the following; Eliminate a mast, a crew, or take a treasure.
On the turn this ship is pinned eliminate one crew and one mast from the rammed shipped.
Once per turn, this ship may reroll any die roll she makes. You must use the second die roll result.
If this ship has a crew with the Captain keyword,this ship get's +1 to her cannon rolls.
When this ship succeeds at a ram or uses her switchblades, you may eliminate 2 masts instead of 1.
This ship cannot be shot at by ships within a Short of her.
This ship eliminates two masts with one hit.
Like a ghost, she comes out of nowhere to pillage and plunder unsespecting vessels and convoys.
This ship get's +1 to her ramming rolls.
This ship gets +1 to her ramming rolls.
This ship gets +1 to her boarding rolls.
This sea monster cannot be shot at by ships within a S of it.
Crew do not take up cargo space on this ship, although their combined point cost still may not exceed this ship’s point cost.
After this ship resolves a shoot action, she may move as a free action.
Crew do not take up cargo space on this ship.
This ship get's +1 to her cannon rolls against any non-Pirate ship.
If this ship shoots at a ship that was previously shot at by another ship this turn, she get's
danger in being thrown overboarded in case Black Stache wants his ship to sail a bit faster.
This ship may eliminate a crew to get an extra action.
If this ship wins a ram, eliminate 2 masts intead of one.
This ship gets +1 to her cannon rolls against any non-Pirate ship.
This ship get's +1 to her cannon rolls against The Cursed.
This ships masts don't block it's line of fire.
Once per turn, one crew or ship within a S of this ship cannot use its ability that turn.
This ship cannot be hit by ships within a S of her.
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.
This ship eliminates 2 masts with one hit.
This ship may explore and load treasure from wild islands from up to a S away
This ship gets +1 to her cannon rolls against Cursed ships.
Two hits from the same shoot action are required to eliminate one of this ships masts.
This flotilla may shoot at submerged ships within a S of her.
If this ship wins a ram, she may eliminate two masts instead of one.
This ship cannot be hit by ships within a S of her.
This ship eliminates 2 masts with one hit.
This sea dragon get's +1 to her "cannon" rolls against all non-Viking ships.
Two hits from the same shoot action are required to eliminate one of this sea dragons segments.
This sea dragon eliminates 2 masts with one hit.
This sea dragon ignores the first hit he takes as long as
This ship gets +1 to her cannon rolls against any non-Viking ships.
If one of this sea dragons "cannons" misses, it may shoot again.
Every time this sea dragon would be hit, roll the dice. On a result of 6, that hit misses.
This sea dragon get's +1 to her "cannon" rolls.
This ship get's +1 to her boarding rolls. +2 if her opponent is a sea monster.
This ship gets +1 to all of it's rolls against The Cursed.
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.
This ship get's +1 to her boarding rolls.
This ship get's +1 to her boarding rolls.
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.
Guichuan as an offering, Thor descended from Asgard and has joined the Vikings in destroying the Cursed and any who stand in the way of their goal.
.
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.
Junk. If this ship ends her turn in a fog bank, on her next turn she may use her move action to
This ship cannot be shot by ships within a S of her.
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.
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 S of this ship.
Other ships don't block this flotilla's line of fire.
This ship cannot be shot at by ship's within a S of her.
This ship cannot be shot at while ghostly.
When face down, this ship gets +L to her base move. This ship get's +1 to her boarding rolls.
This ship can only lose a mast if the cannon roll was a 6.
Two hits from the same shoot action are required to eliminate one of this ships masts.
Once per turn, you may eliminate one of this ship's crew to give her an extra action.
Roll the dice, on a result of 4-6 give this ship another action.
At the beginning of each of you turns, choose any ability possessed by any ship or crew in play; this sea monster now has that ability. You may make a different choice each turn.
This Offspring get's +1 to it's boarding rolls. If this Offspring wins a boarding party, it may also eliminate a mast.
2 hits are required to eliminate one of this offspring's tentacles.
This offspring can repair and you home island.
This offspring can move and shoot.
After this kraken resolves a shoot action, she may move as a free action.
This kraken can move and shoot.
Eliminate a cargo on the hit ship each time this kraken hits.
This kraken eliminates 2 masts with 1 hit.
: Captian and Helmsman keywords.
: Galley's may eliminate masts when they ram.
: When using this crew's ability, don't place it face up. Only place it face up if a special ability forces 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 or any other friendly ship.
: This crew can use it's abilities on Pirate ships.
: Same as Sea Monster.
: Captain. This keyword doesn't work with out Hiccup. If Hiccup is in your fleet, this crew may be placed only on it's link.
: This sea monster is part of the Cursed faction. All abilities that apply to the Cursed apply to this sea monster.

3 comments:

  1. This posting deal is realy messed up. So if you want the correct PotKS and regular updates, e-mail me and I will keep you updated with PotKS.

    ReplyDelete