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Special Abilities

 
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ant_s
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PostPosted: Fri Nov 18, 2011 9:56 am    Post subject: Special Abilities  Reply with quote
Special Abilities A to I
Special Abilities J to R
Special Abilities S to Z
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ant_s
Sub-Lieutenant
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Joined: 09 Oct 2011
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Location: Poynton, United Kingdom

PostPosted: Fri Nov 18, 2011 10:14 am    Post subject: Reply with quote
Special Abilities A to I

Boarding Nets - At the beginning of a Boarding Action, the defending player can declare they have Boarding Nets. If they do, then the opposing player gets -1 on each attack die. Counter Attacks cannot be declared when using this ability.

Chainshot - When making a Gunnery Attack this Ship may declare it is using Chainshot. For each succesful hit a mast is lost but the target Ship suffers no other damage.

Close to the Wind - This Ship can make two free changes of hex facing and does not suffer any penalties for sailing against the wind.

Double Shotted - When this Ship makes its first Broadside Attack and it is at range-0. Each hit deals an additional point of damage. This Ship cannot make a Broadside Attack in the following turn.

Evade Broadside - Whenever a Rated Ship makes a Broadside Attack against this Ship, roll a die. On a 4 or higher, the Ship takes no damage from the attack.

Inspire to Victory - Once per game, if this unit damages or destroys an enemy 1st Rate, you can declare you are using Inspire to Victory. If you do, each of your Ships rolls an extra attack die when making Gunnery and Boarding Attacks during your next turn.
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ant_s
Sub-Lieutenant
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Joined: 09 Oct 2011
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Posts: 790


Location: Poynton, United Kingdom

PostPosted: Fri Nov 18, 2011 10:27 am    Post subject: Reply with quote
Special Abilities J to R

Merchant Raider - This Ships rolls one extra attack die when making Gunnery Attacks or Boarding Actions against Merchantmen.

Night Action - In Darkness, at the start of a Boarding Action when this Ship is the defender, roll a die. On a 5 or higher, this Ship becomes the attacker.

Privateer Hunter - This Ships rolls one extra attack die when making Gunnery Attacks against Privateers.
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ant_s
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Joined: 09 Oct 2011
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Posts: 790


Location: Poynton, United Kingdom

PostPosted: Fri Nov 18, 2011 10:40 am    Post subject: Reply with quote
Special Abilities S to Z

Triple Shotted - When this Ship makes its first Broadside Attack and it is at range-0. Each hit deals  2 additional points of damage. This Ship cannot make a Broadside Attack in the following turn.

Sharpshooters - When this Ship makes a Gunnery Attack against an enemy Flagship at range-0 or engages it in a Boarding Action, roll a die. On a 6, the enemy Flagship loses its Flagship bonus.

Streamlined Hull - Once per game, this Ship gains +1 Speed for the turn. The Ship can only make one change in hex facing and cannot Come About.


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