Alright, next two ships. These two I am not certain where to price them (the first one due to the ability mainly), so I am open to suggestions.
Ability: Mercenary. Whenever this ship successfully rams another ship, eliminate two masts from the rammed ship instead of one. This ship gets +1 to her ram rolls.
Ability: Icebreaker. On the turn this ship is pinned, eliminate one crew and one mast from the rammed ship.
Interesting, I don’t think I’ve seen the ability of the first one anywhere. The Cursed already have a ship named Juggernaut, so there could be some confusion there. (I also would think of a more heavily armed ship when I see that name) That one I could see at 15 points – the abilities are strong, but the cargo and guns are lackluster for a 5 master. The good base move will help a lot with the ramming strategy. I like the price customs conservatively, meaning start high and go lower if playtesting shows they’re overpriced. (to avoid OP and gamey situations)
The Rusty Spear is like an upgraded version of HMS Granville, so about 14 points might work for her. That said, Icebreakers are pretty much universally overpriced by Wizkids, so I could see Granville at perhaps 11, and therefore the Rusty Spear at maybe 13 (improvements in speed/cargo/guns make a big difference). Thanks again for posting! I have implemented a preview function, but deleting posts and replying with quotes is something I still have to work on.
Historical Custom of the Day #210
Ability: This ship gets +1 to her boarding rolls, and +2 to her boarding rolls against the Spanish. This crew may be assigned to Pirate Native Canoes.
Link: Benjamin Hornigold
You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas