Recommend
1 
 Thumb up
 Hide
9 Posts

Pirates of the Spanish Main» Forums » General

Subject: List of Generic Crew Types, Costs, Abilities? rss

Your Tags: Add tags
Popular Tags: [View All]
Paul Nowak
United States
Greenville
Michigan
flag msg tools
designer
publisher
You have paid retail for the last time.
badge
The human race, to which so many of my readers belong, has been playing at children's games from the beginning, and will probably do it till the end, which is a nuisance for the few people who grow up. - GKC
Avatar
mbmbmbmbmb
I thought for certain someone would have a list of the generic crew types (captain, musketeer, helmsman, etc), their costs, and their abilities - but I cannot seem to find them anywhere.

If I missed it, can someone link to it? Otherwise, I'd like to get this info together.

Thanks!
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Paul Nowak
United States
Greenville
Michigan
flag msg tools
designer
publisher
You have paid retail for the last time.
badge
The human race, to which so many of my readers belong, has been playing at children's games from the beginning, and will probably do it till the end, which is a nuisance for the few people who grow up. - GKC
Avatar
mbmbmbmbmb
Think I found them all around the web, although I thought there was a generic Marine crew.

Cannoneer - Cost 2

Once per turn, one of this ship's cannons may shoot again if it misses.

Captain - Cost 3

This ship may move and shoot using the same move action.

Cargo Master - Cost 5

All friendly ships of the same nationality as this crew get +1 cargo spaces. This crew takes up no cargo space.

Chainshot Specialist - Cost 2

Once per turn when this ship is given a shoot action, one of her cannons may shoot a chainshot at a target within S of her. You must declare which cannon will shoot the chainshot before rolling the d6. If the chainshot hits, do not eliminate a mast; instead, the target cannot move next turn.

Explorer - Cost 1

This ship may dock and explore a wild island using the same move action.

Firepot Specialist - Cost 2

Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. At the beginning of every turn, roll a d6 for each fire mast. On a result of 6, remove the fire mast; on a 1–3, the ship’s controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or a fort, remove all of her fire masts as a free action.

Helmsman - Cost 2

This ship gets +S to her base move.

Musketeer - Cost 3

This ship gains one S range cannon, with a rank of 3 that may not have its range or cannon roll increased. It can shoot from any mast (even an eliminated mast).

Navigator - Cost 2

When this ship is given a move action, instead of moving her you may roll a d6. On a result of 3-6, put a trade current within S of any friendly ship.

Oarsman - Cost 1

If derelict, this ship gains a base move of S. This crew takes up no cargo space.

Shipwright - Cost 2

This ship may repair at sea or at any island.

Smokepot Specialist - Cost 3

Once per turn when this ship is given a shoot action, you may declare that one of her cannons is shooting a smokepot instead of a cannon; you do not need to target a ship. Simply place the center of a fog bank within S of this ship; it may not touch an island or any ship docked at an island. Remove the fog bank at the beginning of your next turn.

Stinkpot Specialist - Cost 2

Once per turn when this ship is given a shoot action, one of her cannons may shoot a stinkpot at a target within S of her. You must declare which cannon will shoot the stinkpot before rolling the d6. If the stinkpot hits, do not eliminate a mast; instead, the target's crew cannot use their abilities next turn.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Paul Nowak
United States
Greenville
Michigan
flag msg tools
designer
publisher
You have paid retail for the last time.
badge
The human race, to which so many of my readers belong, has been playing at children's games from the beginning, and will probably do it till the end, which is a nuisance for the few people who grow up. - GKC
Avatar
mbmbmbmbmb
And here's the equipment too.

Chain Shot - Cost 1

Once per turn when this ship is given a shoot action, one of her cannons can shoot a chain shot. Declare which cannon will shoot the chain shot before rolling the d6. If the shot hits, do not eliminate a mast; instead the target can't move on her next turn. If the cannon roll is a 1, remove Chain Shot from the game.

Double Shot - Cost 1

Once per turn when this ship is given a shoot action, one of her cannons can shoot a double shot. Declare which cannon will shoot the double shot before rolling the d6. If it hits, the cannon can shoot again. If either cannon roll is a 1, remove Double Shot from the game and eliminate a mast from this ship.

Exploding Shot - Cost 3

Once per turn when this ship is given a shoot action, one of her cannons can shoot an exploding shot. Declare which cannon will shoot the exploding shot before rolling the d6. If it hits, the target's controller replaces one mast with a fire mast and eliminates a crew. If the cannon roll is a 1, remove Exploding Shot from the game and eliminate a mast from this ship.

Fire Shot - Cost 1

Once per turn when this ship is given a shoot action, one of her cannons can shoot a fire shot. Declare which cannon will shoot the fire shot before rolling a d6. If it hits, the target's controller replaces one of her masts with a fire mast. If the cannon roll is a 1, eliminate Fire Shot from the game and replace one of this ship's masts with a fire mast.

Grape Shot - Cost 1

Once per turn when this ship is given a shoot action, one of her cannons can shoot a grape shot. Declare which cannon will shoot the grape shot before rolling a d6. If it hits, eliminate a crew instead of a mast. If the cannon roll is a 1, remove Grape Shot from the game.

Grapple Shot - Cost 1

Once per turn when this ship is given a shoot action, one of her cannons can shoot a grapple shot. Declare which cannon will shoot the grapple shot before rolling the d6. If it hits, do not eliminate a mast; instead this ship can initiate a boarding party against the target. If the cannon roll is 1, remove Grapple Shot from the game.

Smokepot Shot - Cost 1

Once per turn when this ship is given a shoot action, one of her cannons can shoot a smokepot shot; you do not need to target a ship. Simply place the center of the fog bank within S of this ship; it can't touch any island or ship. Remove the fog bank at the beginning of your next turn.

Stinkpot Shot - Cost 1

Once per turn when this ship is given a shoot action, one of her cannons can shoot a stinkpot shot. Declare which cannon will shoot the stinkpot shot before rolling the d6. If it hits, do not eliminate a mast; instead, the target's crew can't use their abilities this turn.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Kyle
United States
Up Nort' Der
Wisconsin
flag msg tools
designer
VAST:                The Crystal Caverns The Fearsome Foes The Mysterious Manor
badge
DV: Anakin Skywalker was weak. I destroyed him.                 AT: Then I will avenge his death.             DV: Revenge is not the Jedi way.         AT: I am no Jedi.
Avatar
mbmbmb
There are no generic Marines, but here are two others not in your list:

Chieftain - Cost 9-12 (varies depending on attached abilities)
A crew with this keyword must be assigned (face up) to a ship at the beginning of the game; it assumes the full point cost of its associated native canoes. After placing your ships at your home island and assigning crew, choose a wild island and place five native canoes of the chieftain’s nationality so their bows touch that island. You cannot choose the same wild island as an opposing player.
While this crew is assigned to a friendly ship, once during your turn you may give an action to each native canoe in your fleet. All native canoes of a single nationality that are given actions must be given the same action. If no crew with this keyword is assigned to a ship in your fleet, only one native canoe can be given an action each turn.
If this crew is eliminated, roll a d6. On a result of 1 or 2, eliminate one native canoe from your fleet. On a 3 or 4, eliminate two. On a 5 or 6, eliminate three.



Silver Explorer - Cost 3
Explorer. When this ship unloads treasure at your home island, any coin printed with a silver number is worth +1 gold.


----------

The Oarsman also got a slight upgrade in the last few sets. The basic function is still the same, but the subtle change in wording makes it impossible to capture the ship without taking out the oarsman first:

Oarsman
This ship is not derelict when all of its masts are eliminated; its base move becomes S, but it can’t ram other ships. This crew takes up no cargo space.



--------------------------------

The abilities of most generic crew were converted into keywords at different points, and their full, updated text can be found here: Master Keyword List
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
mar hawkman
msg tools
For all have sinned and fallen short of the glory
Avatar
mbmbmbmbmb
which generic crew are non-keyword?
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Kyle
United States
Up Nort' Der
Wisconsin
flag msg tools
designer
VAST:                The Crystal Caverns The Fearsome Foes The Mysterious Manor
badge
DV: Anakin Skywalker was weak. I destroyed him.                 AT: Then I will avenge his death.             DV: Revenge is not the Jedi way.         AT: I am no Jedi.
Avatar
mbmbmb
Specialists don't have keywords, but they were mostly replaced by Equipment instead.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
mar hawkman
msg tools
For all have sinned and fallen short of the glory
Avatar
mbmbmbmbmb
Ah, I see, thanks.

BTW, is there a chart of which generic crew/faction combos exist?
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Kyle
United States
Up Nort' Der
Wisconsin
flag msg tools
designer
VAST:                The Crystal Caverns The Fearsome Foes The Mysterious Manor
badge
DV: Anakin Skywalker was weak. I destroyed him.                 AT: Then I will avenge his death.             DV: Revenge is not the Jedi way.         AT: I am no Jedi.
Avatar
mbmbmb
I'm not sure what you mean by that, but maybe it's this:

Every nation, including the once-offs like Corsairs and Jade Rebellion, have all of the standard generic crew types (captain, helmsman, explorer, oarsman, shipwright, etc.) and should also have most if not all specialist types.

Only the "big six" (Spanish, English, Pirate, American, French, Cursed) have Navigators,

Only the big six plus Vikings have Silver Explorers.

Only the Americans have generic Cargo Masters. [Also Spanish if you count the unreleased RtSS set.]

Only the Spanish, American, and Cursed have Chieftains. [Also English, French, and Pirate if you count RtSS.]
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
mar hawkman
msg tools
For all have sinned and fallen short of the glory
Avatar
mbmbmbmbmb
Something like that, yes,
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.