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Three more SE ships from the Farthest Shore!
Guardian
Ionic
Points: 17
Masts: 3
Cannons: 4S-3L-4S
Cargo: 3
Movement: L
Ability: Turbine. This ship cannot be shot at by ships within S of her.
Flavor: Admiralty claims there is nothing unusual about the Guardian, despite accounts of cannonballs sailing right through her as if she was made of smoke.
D’Kap
Ionic
Points: 15
Masts: 2
Cannons: 3S-3L
Cargo: 4
Movement: S+L
Ability: Catamaran. This ships gets +L to its base move after 10 turns have passed.
Flavor: The D’Kap may be small, but like her namesake can outlast most other ships on the waves. She and her crew seem to get faster as time goes on.
Husi
Ionic
Points: 14
Masts: 3
Cannons: 2L-3S-2L
Cargo: 3
Movement: L
Ability: Double Catamaran. If this ship is assigned a captain crew, she gains +L to her base move. For every cannon roll of 1, eliminate a mast from this ship.
Flavor: A trainee crew mans the Husi, itself one of the older ships in the navy. For their own protection, the ship and her crew are assigned to coastal patrol until they can lean how to properly sail.