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That’s a lot of cargo for something that’s basically a flotilla. 😀 With that much room you can fit all manner of equipment and specialist crew aboard. Since it HAS to be towed, gold running is not an option for this, only combat, and it looks well prepared for the task. I’m not sure how the towing rule would work, rules wise. Maybe you could ask Woelf?
The newborn Menace is frightening looking all right, with delightfully creepy flavor text. Her secondary ability, I’m assuming she would still be eliminated if she did NOT roll a 6? I’m tempted to say she’s too expensive, but then there’s also the re-brand of Fear, translated to Horror, which I quite like since it makes that ability much more useful.
Two new ones today, and a new keyword to boot!
New keyword: Vaki— A ship with this keyword cannot sink, but may be scuttled. This ship cannot carry crew.
Kranu
Points: 17
Ionic
Masts: 3
Cargo: 2
Cannons: 2S-3L-2S
Movement: S+S
Ability: Vaki. Ghost Ship. You may give this ship a shoot action to make one 3L+L electric attack against a target ship (it may make no other attacks). If it hits, do not eliminate a mast; instead the target and its crew cannot use any abilities until the beginning of your next turn.
Kraha
Points: 16
Ionic
Masts: 3
Cargo: 2
Cannons: 2L-2L-2L
Movement: L
Ability: Vaki. Ghost Ship.