Pirates CSG Mercenary Lot of 8 ALL “wooden mast ships” #009- #16, 7 of 10 “named crew” (missing 3 #026, #017, #019) and 5 “crew” (2 Captains, a Helmsman, Cannoneer, Oarsman) from Pirates of Mysterious Islands Set. The Set that brought us the Mercenary Faction, While the Mercs blazed for one set with mostly new submarines, I have separated the ships of the line #009-016 from the subs (#001-#008). These are some nice ships here, geared towards offense minded abilities. For such few ships, they cover the basics extremely well. Really a small but rare navy that sometimes gets overlooked, which is a shame given all the “Ex-Patriot” Keywords that allow you to use crew on any of your ships.


As for the crew… These are essential if you are low in crew with special abilities, as Mercenary Crew all have the “Ex-Patriot” Keyword. Which means they can serve on ANY nations ship. The Mercs cover the attack basics in crew, as 3 are Captains with move and shoot+ another bonus (re-roll, +1 cannons, Broadsides); 3 boarders, including Captain Nemo with his ability to get the best enemy crew to flip to the Mercs side, and an ability canceller in Christian Fiore make these some great crew for any nation you have.


Here is a list of the whole lot:

Ships:

#009 FORWARD: 4-mast ship, S+S speed, +1 Cannon rolls against ANY ship. So all cannons become 2S.

#010 Santa Molina 4 mast schooner, avg speed L, good four guns (2S and 2L), once per turn, when this ship hits an enemy, eliminate one crew from enemy ship.

#011 MEROPIS: 3 mast ship, S+S speed, after this ship resolves a shoot action, she may move as a free action. Great guns 3/2/3 all “L”.

#012 HARE’S LUCK: 2 mast, good cargo, excellent two 2S guns. May Look at a Treasure on a Wild island, you may trade one treasure from that island for a random treasure on any other wild island. Not as quick as a Hare, but sneaky…

#013 MATAKU: 3 mast schooner great L+S speed and plenty of cargo to up the guns from 4L’s. Once per turn, this ship can randomly take one treasure from any ship she touches. No boarding needed…

#014 DUNCAN: 2 mast heavy cargo with good 3S cannons. This ship gets +1 to her boarding rolls. A crew killer with 2 masts.

#015 Bashaw Folly: 2 mast speedy L+S move with two 2S Cannons. This ship gets +1 to boarding rolls, +2 on boarding rolls against Sea Monsters. Another 2-mast boarder with speed.

#016 BOSUN’S BANE (Rare): 1 mast super fast S+S+S speed, a 2S gun. Throw in “This ship cannot be shot at by ships within “S” of her. This is the one to get behind the lines and do its thing vs. 5 mast ships with L guns…


Named Crew: Ex-Patriot- May serve on ANY nations vessel, ship gains the Mercenary Keyword, the ship keeps its nation, but may be crewed by any Mercenary crew (Capt, Helmsman, etc). These guys are all attack oriented, being mercenaries…


#018 HERR FUCHS (Rare): Ship may move and shoot as part of the same move action; one of this ships cannons may shoot again if it misses.

#020 CAPTAIN NEMO (Rare): If this ship wins a boarding party, she may capture the crew with the highest point cost instead of eliminating it. Can use its abilities and takes up no cargo. Captive cannot leave ship unless she sinks.

#021 NIKOS CHELIOS: Once per turn this ship may randomly take TWO treasures from any ship she touches.

#022 LUC SAVARD: This ship may move and shoot using the same move action, +1 vs. cannon rolls vs. American Ships.

#023 OSVALDO DE DEUS CELEMENTE: Broadsides attack. This ship may move and shoot in the same move action.

#024 IBRAHAN OZAT: May board within S of enemy ship without having to ram. Enemy may not use boarding bonuses.

#025 CHRISTIAN FIORE: Once per turn, one crew or ship within S of this ship cannot use its abilities.


Single crew:

Captain(2), Helmsman, Cannoneer, Oarsman


These guys have an “S” of a head start on the rest of the ships in your navy, to tangle quickly at ‘em…



If you have any questions or concerns, please do not hesitate to contact me. I appreciate you stopping by whether you are looking or buying. I’m glad you stopped!



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