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The Triple Gun is intended to function similar to how a longship has two cannons per mast, but give a specific mast three instead of two and is one of the reasons you can’t make a different choice each turn. The equipment should likely be re-worded to reflect that.
“Choose one of this ships masts (you may not make a different choice on your next turn). When this ship is given a shoot action, that mast may roll three dice and count each as a separate attack. If any of the rolls are a 1, eliminate the associated mast and remove this equipment from the game.”
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The Cycle continues, with two more crew for the Ionics and a re-draft of their fort!
Rynah
Ionic
Points: 9
Flags: 6
Cannons: 2L-2L-2L-2L-2L-2L
Ability: Flags on this fort cannot be eliminated by shots unless the cannon roll is a 6. Shots from a Musketeer or Marine do not need to roll a 6 to hit.
Tupir
Ionic
Points: 5
Ability: Loyal: Ionic. Hostile: Pirates. Captain. Helmsman.
Flavor: Tupir is driven and focused. He puts all of his time and energy into being the best he can be, and that leaves no room for friends or lovers.
Aru
Ionic
Points: 10
Ability: Once at the beginning of each of your turns, roll a d6. On a result of 6, any ship in your fleet can be given two actions that turn. This ships crew cannot be eliminated unless she sinks.
Flavor: Aru is a smart fellow, cunning when he wants to be, and protective of his fellow Ionics. However, he often accepts circumstances as they are, and does little to change them.