Fleet sheet: Integration in S&S


Rules Questions and Gameplay Discussion


Hey,

I downloaded the S6S character sheets. There was one single Sheet with boat info included...
As there is no rulebook online still available, can anybody tell me how this boat sheet is used ?

I am creating the new playmats ... is the boat sheet relevant to be added on a character playmat ?

Mike


The Skull & Shackles rulebook is available online here.

As I understand it, the ships belong to the party as a whole, so I would think they do not pertain to character playmats.


The rulebook has been available for some time.

There will be an actual fleet card in S&S that on which you mark off your party's ship rewards; this sheet replaces that. For example, when you gain a "Class 1" ship, you mark off one of those ships and you have it available from that point on.

And yes, it belongs to the party, not any particular character.

The Exchange

Think of it like the character or role cards, unless you are making a play mat sized for a single card it probably isn't worth your time. If anything it would belong on the central play mat that holds the scenario cards, blessing deck, locations, etc.

Sovereign Court

Here's a quick fleet sheet question:
When do you mark off a checkbox on the fleet card/sheet?
Did I miss a rule about this? Or is it a reward from scenario like a card feat or skill feat?


It is a scenario reward

Sovereign Court

There a rewards called ship feats. The scenario will give you a class number. For example the third scenario of the base set gives you a Class 0 ship feat, so you check off a ship from the Class 0 section, it is now yours to use.


Are the ship feats the only means of obtaining additional ships, or is a seized ship available for subsequent scenarios?


Seizing a ship does not allow you to tick it off on the fleet sheet.


misha_d wrote:
Are the ship feats the only means of obtaining additional ships, or is a seized ship available for subsequent scenarios?

The way I understand it is that seizing a ship is like taking it on a joyride and then ditching it somewhere. You don't get to start your next scenario with it.


csouth154 wrote:
Seizing a ship does not allow you to tick it off on the fleet sheet.

That is pretty much an exact quote from the rules.

S&S Rulebook p17 wrote:
Seizing a ship does not allow you to check it off on your fleet card.

So you can use a seized ship for the rest of that scenario. But that is it. You can't keep it for the next scenario. Like jones314 said, you are basically taking it for a joyride and abandoning it.

Paizo Employee Chief Technical Officer

This is actually a much more important rule than it may seem. It's possible for you to seize a ship that may be required by a later scenario, and if you're using it as "your ship," you're going to have a problem.

For example, you add all of the ships from Adventure Deck 1 to the box when you begin that adventure, which means it's possible that something could* allow you to seize the ship Man's Promise in Press Ganged!, the first scenario of that adventure. But it very clearly can't be your ship in the next scenario, Cat & Mouse, which has you encountering the Man's Promise all over the place. But when you complete that scenario, you get a Class 1 ship feat, so *then* you can take the Man's Promise as your ship...

*In practice, Press Ganged! doesn't actually allow you any opportunities to seize ships, but there will be other situations like this illustration later. Let's just say there's more than one reason that there are some ships higher than Class 0 in the Base Set...


Glad I read this. I seized a class 3 ship and accidentally used it through a few scenarios. Sometimes rules just slip through the fingers.

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