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#1602
Xerecs
Moderator

Wow, missed three days, so mega post incoming! We’re essentially viewing the rest of the ships the Pirates receive in Sphereus Magna, and I’m fairly certain some of them will generate some discussion. 😀

Shadow Stalker
Pirate
Points: 16
Masts: 3
Cargo: 3
Cannons: 4S-4S-4S
Movement: L
Ability: Dark Hunter. If this ship is in a fog bank, she may be given shoot actions to target enemy ships outside the fog bank. Draw lines of fire from the d6 printed around the edges of the fog bank.

Flavor: The crew of the Shadow Stalker are experts at subterfuge and misdirection, often confusing enemies in battle. Their affinity for striking under cover of darkness and from fog on the high seas only adds to their mystique and the fear they inspire.

Madness
Pirate
Points: 20
Masts: 3
Cargo: 4
Cannons: 2S-3L-3L-3L
Movement: L
Ability: Dark Hunter. Bombardier. At the beginning of each of your turns roll a d6 for every ship within L of this ship. On a 5-6 eliminate a mast on that ship.

Flavor: The Madness has a peculiar air about it, those who get too close to the vessel are overcome with an uncontrollable urge to destroy, which they often do to their own ship leaving them defenseless as the crew of the madness slips aboard and takes what they want.

Smokescreen
Pirate
Points: 18
Masts: 3
Cargo: 3
Cannons: 3S-3S-3S
Movement: S+S
Ability: Dark Hunter. Once per turn instead of giving this ship an action, roll a d6. On a 5-6 do not give this ship an action; instead choose two fog banks not in play. Place one S away from this ship and the other S away from any wild island.

Flavor: The Smokescreen often accompanies larger groups of pirates to cover them if things go bad. Her unnatural ability to draw fog and gloom to her has made even the bravest and hardiest of pirates uneasy in her presence.

Treachery
Pirate
Points: 16
Masts: 3
Cargo: 4
Cannons: 2S-2S-2S
Movement: S+L
Ability: Dark Hunter. At the beginning of the game roll two d6. The result is the number of turns this ship is a part of your fleet. When the turns have passed this ship and all crew or cargo aboard her become a part of the opposing player’s fleet.

Flavor: The captain of the Treachery changes with the wind. More than once the crew have mutinied several times in a single day, executing and killing officers and captains until only a bare bones crew remains to man the ship.

Arsenal
Pirate
Points: 14
Masts: 2
Cargo: 5
Cannons: 2L-3S
Movement: S+S
Ability: Dark Hunter. At the beginning of each of your turns choose an equipment in play. This ship has that equipment for this turn. You may make a different choice each turn.

Flavor: The Arsenal specializes in stealing weaponry used by imperial factions and selling them other pirates. They often keep the best ‘toys’ for themselves, which has on more than one occasion saved them from sticky situations.

Phantom
Pirate
Points: 15
Masts: 2
Cargo: 3
Cannons: 3S-3S
Movement: S
Ability: Dark Hunter. Two hits in the same shoot action are required to eliminate one of this ships masts. Once per turn before you give this ship an action, roll a d6. On a 6 this ships base move becomes D for this turn.

Flavor: Often confused with the more famous Cursed ship of the same name, the Phantom is just that, a phantom. Ships have tried to shoot at her, only to see that she has vanished from sight, or their cannonballs bounce off of her hull.


Shadow Thief

Pirate
Points: 20
Masts: 1
Cargo: 3
Cannon: 4S
Movement: S+L
Ability: Dark Hunter. If an enemy ship is within S of this ship, you can use this ship’s action for the turn to try to possess that ship. Roll a d6; on a result of 6, the target ship is immediately assigned to your fleet.

Flavor: Those who come too close to the Shadow Thief often find themselves slaved to the will of the ship’s crew. No one is sure how the Shadow Thief is able to do this, but one thing is sure, once you are enslaved, there is no escape.

Death’s Grace
Pirate
Points: 12
Masts: 1
Cargo: 4
Cannon: 3S
Movement: L
Ability: Dark Hunter. Eternal.

Flavor: The Death’s Grace swoops in upon a battle after all the fighting has stopped, often fulfilling her namesake, and taking with her what the dead cannot take with them.