Pirates with Ben – About Pirates CSG › Pirates CSG Forums › Pirates CSG › Custom Ships: Organized Version
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July 29, 2019 at 7:53 PM #8302BenKeymaster
Best place to find custom game pieces: the Customs Database
The main Custom Ships thread is the place to post your new customs, things you want feedback on, etc. This thread is not for giving or receiving feedback!
This thread is where you can post links to your custom sets. You can also keep all of your customs here IN ONE POST, but I suggest you also make a backup (or two) if you do that.
From the original:
If they want, everybody can work on their own megapost with any new rulings, keywords, and other ideas from the Custom Ships thread. It’s become rather difficult to keep track of which ideas belong to which person and which keywords and abilities mean what.
As rules questions and ability clarifications are asked and answered, each person can simply update their original post in this thread so it’s clear which version of the keyword or game piece is the most practical to use in a real game.
All of my customs can be found here:
Pirates of the Age of Sail and Pirates of the Epic Seas
July 29, 2019 at 9:23 PM #8308El CazadorParticipantEl Cazador’s sets:
Pirates of the Cursed Seas: The Great Sea (1.2)
Enter the Great Sea to do battle with or against the new Kingdom of Hyrule faction. Hyrule and the Cursed have dueled through the ages, but with new weapons and ships, can the Kingdom defeat the Cursed and ambitious colonizers? Or will Ganondorf’s Cursed form a new Gerudo Empire? Will the great navies of the west prove triumphant over the newly awakened Kingdom?
Enter the Great Sea to forge a new destiny. Only you can decide in Pirates of the Cursed Seas: The Great Sea!
You can find it hosted here.
https://boardgamegeek.com/filepage/129064/pirates-cursed-seas-great-sea-12Pirates of the Cursed Seas: Rise of the Moon Sorcerer (1.0)
Rumors swirl of an ancient Aztec relic, the Head of Coyolxauhqui, having been lost in the Caribbean long ago. Will you join Vyse and the Pirates as they seek the relic to keep it out of the wrong hands? Will you join the Spanish in their holy duty to destroy such profane and blasphemous objects? Will you side with the Cursed and their sympathizers in an attempt to turn such a treasure into a powerful weapon? Will you make the Moon Sorcerer rise to glory, or will you make him fall into obscurity?
Return to the Spanish Main and join the hunt for gold, glory, and legends. Only you can challenge the balance of power in Pirates of the Cursed Seas: Rise of the Moon Sorcerer.
You can find it hosted here.
https://boardgamegeek.com/filepage/167110/pirates-cursed-seas-rise-moon-sorcererJuly 31, 2019 at 4:35 PM #8417XerecsModeratorDavy Jones was slain years ago, but peace did not come to the seas. Old rivalries and hatred continue to fester, and the Cursed never went away. Technology is progressing more and more with some ships now powered by steam and some plated in iron.
Have you felt it? A tremble in the water, a change in the winds, and more deadly and dangerous Cursed, on the verge of making an empire. Davy Jones has returned.
The world is getting smaller, but new discoveries can still be made. A string of islands in the South Pacific and Atlantic have been discovered, islands that can grant great power or great misfortune. Who will exploit these islands? Who will perish in the race to them? What are you willing to sacrifice to gain limitless riches? Welcome to the Blood Islands.
Pirates: Fiends of the Blood Islands
A hidden civilization in the South Pacific has come to the world stage, ready to challenge the great imperial powers on the high seas, the Ionics are here! Growing quickly and learning from the worlds seafaring powers they have become a power to be reckoned with, but what might they be hiding?
Lurking in the dark seas the Cursed menace continues to grow, now more powerful than ever before!
New and more cutthroat pirates continue to be a menace to those who brave the high seas, do you have what it takes to sail these waters, and win your fortune? Or will you be consumed by the sea and the treasure you seek? Hoist the sails and ready your weapons for the grandest of adventures!-TBA-
- This reply was modified 5 years, 3 months ago by Xerecs.
July 31, 2019 at 7:08 PM #8442XerecsModeratorDecember 5, 2019 at 12:02 PM #10476JeremiahParticipant9ofSpades’ Custom Lighthouses
Keywords:
Lighthouse: Building lighthouses follows the conditions for building forts. Gold used to build lighthouses are placed next to the lighthouse and still count towards a player total. Once destroyed the gold remains on the island. The light emitted from the lighthouse has a range of L+L measured from the base of the tower. This is represented by the light yellow plastic placed under the lighthouse. The light emitted from the lighthouse follows the rules for Trade Currents. A single hit is required to eliminate the lighthouse flag. Once a lighthouse loses its flag it is no longer operational. An additional hit destroys the lighthouse and is removed from the island. Lighthouses cannot repair but a ship within it’s radius can give up its turn for that round and conduct a repair action on the lighthouse. Enemy ships may capture a lighthouse by repairing it on their turn. Faction specific abilities and bonuses remain the same and do not benefit it’s owner of another faction. Enemy ships may dock and load treasure from island with lighthouses built on them. Crew held within the lighthouse are protected from capture as long as the lighthouse is operation.
Mortar: This lighthouse gains a rank 3 cannon with a range of L+L. This cannon may only shoot once per turn.
Forward Observer: Each friendly ship within the light radius of the lighthouse gains +1 to their cannon rolls. A ship must be within the radius when the cannon roll is made. This ability does not affect ships that move out of the radius and then conduct a shoot action.
Cursed Faction Keyword
Cursed Seas: Upon building this lighthouse choose one of the following abilities. This ability cannot be changed later in the game.
- Cursed Fog: Once per turn you may roll a d6: 1-3: No effect, 4, place one fogbank within the range of the light house. 5: place two fogbanks within the range of the light house, 6: Place three fogbanks within the range of the light house. Cursed ships may ignore these fogbanks but cannot interact with ships within the fog. Enemy ships that enter these cursed fogbanks must eliminate one cargo. Before you may roll again for terrain you must remove the previously placed terrain. Terrain may be placed under ships within the lighthouse range.
- Cursed Saragossa Sea: Once per turn you may roll a d6: 1-3: No effect, 4: place one Saragossa Sea within the range of the light house. 5: place two Saragossa Sea, 6: Place three Saragossa Sea. Cursed ships may ignore these Saragossa Seas. Enemy ships within these cursed Saragossa Seas are unable to shoot while stuck in the sea. Before you roll for terrain again you must remove the previously placed terrain. Terrain may be placed under ships within the lighthouse range.
Treacherous Winds: When an enemy ship enters the range of this lighthouse the owner of the lighthouse can roll a d6. 5-6, the owner of the lighthouse may move the enemy ship L in any direction. 4, the enemy ship may not be given a move action the following turn. 1-3 no effect.
England Faction Keyword
King’s Shilling: When an enemy ship is within the range of this lighthouse roll a d6. On the result of a 6 the enemy player takes a crew member from their ship and places it on the island with the lighthouse. This crew now belongs to the English nationality and to the owner of the lighthouse.
Archimedes’ Blaze: When an enemy ships is within this lighthouse’s range, roll a d6, 5 replace one mast with a fire mast, 6 replace two masts.
American Faction Keyword
Tea Party: Once per turn you may roll a d6. On the result of a 5 or 6 choose one enemy ship within range of the lighthouse. That ship loses half of her cargo (rounding up) (i.e Unique Treasure, gold, equipment,crew, or custom resources) into the ocean.
Archimedes’ Torch: When an enemy ships is within this lighthouse’s range, roll a d6. On a 5 or 6 replace one mast with a fire mast.
Pirate Faction Keyword
Pirates Cove: When an enemy ship is within the range of this lighthouse that player must roll a d6. 1-3 this ship immediately stops and cannot be given any more move actions. The owner of the lighthouse may initiate a boarding party against this ship (no friendly ship or contact is necessary). The enemy ship may not use boarding bonuses. The lighthouse gets +3 to boarding rolls and is considered to have 1 mast (flag). If the player’s ship wins the boarding roll nothing happens and the ship may move freely the following turn. 4-6 this ship may be given an additional +S move action.Spain Faction Keyword
Native Militia: Upon building this lighthouse place three Spanish Native Canoes docked on this island. These native canoes are linked to this lighthouse instead of a chieftain and can be given actions only if the lighthouse is operational. These canoes cannot leave the range of the lighthouse. Upon the destruction of the lighthouse these canoes sink. This lighthouse cannot be captured by another faction.
France Faction Keyword
Loi de la Grande Terreur: Once per turn, you may eliminate one of this lighthouse’s crew to give one ship within range an extra action. That ship cannot exceed the two actions limit.
Archimedes’ Torch: When an enemy ships is within this lighthouse’s range, roll a d6. On a 5 or 6 replace one mast with a fire mast.
Smeatons Tower
Faction: England
Gold cost: 2
Masts: 1
Ability: Lighthouse, Archimedes’ Blaze
Flavor Text: Now veiled in secrecy everyone thought the man mad when he proclaimed he could harness the sun’s power… until he ignited a sloops sail ablaze.Flamborough
Faction: England
Gold cost: 3
Masts: 1
Cargo: 1
Ability: Lighthouse, Forward Observer, Mortar
Flavor Text: The destruction of multiple lighthouses forced the British empire to better protect their shipping lanes.Lizard Lighthouse
Faction: England
Gold cost: 2
Masts: 1
Cargo: 2
Ability: Lighthouse, King’s Shilling
Flavor Text: Not all men who serve under the Union Jack remember the night they joined the navy.Leasowe Lighthouse
Faction: England
Gold cost: 1
Masts: 1
Cargo: 1
Ability: Lighthouse
Flavor Text:Cordouan lighthouse
Faction: France
Gold cost: 2
Masts: 1
Cargo: 1
Ability: Lighthouse, Archimedes’ Torch
Flavor Text: Traded for vital data and supplies, the design for the American Archimedes’ device was secretly traded. Now in testing, few men know of the construction of such devices along the French coastline.Loi de la Grande Terreur
Faction: France
Gold cost: 4
Masts: 1
Cargo: 2
Ability: Lighthouse, Once per turn, you may eliminate one of this lighthouse’s crew to give one ship within range an extra action. That ship cannot exceed the two actions limit.
Flavor Text: The fervor of the Great Revolution reaches Frenchman on every corner of the globe. Swift acts of justice ensure political stability and encourage the men of their cause.Phare de l’île de Batz
Faction: France
Gold cost: 3
Masts: 1
Cargo: 1
Ability: Lighthouse, Forward Observer, Mortar
Flavor Text:St. Mathieu lighthouse
Faction: France
Gold cost: 1
Masts: 1
Cargo: 1
Ability: Lighthouse
Flavor Text:Porto Pí
Faction: Spain
Gold cost: 3
Masts: 1
Cargo: 1
Ability: Lighthouse,Forward Observer, Mortar
Flavor Text:
Málaga
Faction: Spain
Gold cost: 2
Masts: 1
Cargo: 0
Ability: Lighthouse, Native Militia
Flavor Text: While gold by itself will not gain you good soldiers, good soldiers may readily get you gold.Cabo Mayor
Faction: Spain
Gold cost: 1
Masts: 1
Cargo: 1
Ability: Lighthouse
Flavor Text:Sandy Hook Lighthouse
Faction: America
Gold cost: 2
Masts: 1
Cargo:
Ability: Lighthouse, Tea Party
Flavor Text: While no longer disgruntled by high taxes these american sailors pay homage to their founding countrymen by sneaking aboard enemy vessels and dumping cargo overboard whenever they trespass in American waters.Seguin Light
Faction: America
Gold cost: 3
Masts: 1
Cargo: 1
Ability: Lighthouse, Forward Observer, Mortar
Flavor Text:Franklin Island Light
Faction: America
Gold cost:
Masts: 1
Cargo: 1
Ability: Lighthouse, Archimedes’ Torch
Flavor Text: Developed from a partial schematic stolen from the British Empire. Despite the inability to properly focus their device the United States hopes to defend her newly founded borders with their own Archimedes weapon.Plumb Point lighthouse
Faction: Pirate
Gold cost:
Masts: 1
Cargo: 1
Ability: Lighthouse, Pirates Cove
Flavor Text: It’s difficult to know who is friend or foe in these waters.Clare
Faction: Pirate
Gold cost: 3
Masts: 1
Cargo: 1
Ability: Lighthouse, Forward Observer, Mortar
Flavor Text: How pirates were able to steal and transport such a massive ottoman cannon is unknown. It is said that sailors can hear the cannon across the Caribbean.Paradise Island
Faction: Pirate
Gold cost: 1
Masts: 1
Cargo: 1
Ability: Lighthouse
Flavor Text:False Hope
Faction: Cursed
Gold cost: 2
Masts: 1
Cargo: 1
Ability: Lighthouse, Treacherous Winds
Flavor Text: Few men have seen the women who is the keeper of this tower. It is said the whispers of her victims can be heard in the winds which obey her every command.The Twisted Collar
Faction: Cursed
Gold cost: 3
Masts: 1
Cargo: 1
Ability: Lighthouse, Cursed Seas
Flavor Text: The sudden chill in the air tells every sailor aboard they are not alone in these waters. The crew becomes silent leaving only the flapping sails and creaking ship to fill the air.Broken Tower
Faction: Cursed
Gold cost: 2
Masts: 1
Cargo: 1
Ability: Lighthouse, Enemy ships must roll for Fear when then are within the range of the lighthouse
Flavor Text: When the Spanish destroyed this lighthouse a curse was put on the island. Now even the silhouette of this crumbling lighthouse brings dread to every sailor who fear being spotted.The Obelisk
Faction: Mercenary
Gold cost: 3
Masts: 1
Cargo: 1
Ability: Lighthouse, When the owner of this lighthouse docks a ship carrying Nemo’s Plans to the island with this lighthouse, the owner of this lighthouse may choose to eliminate Nemo’s Plans from the game. On the turn that player eliminates Nemo’s Plans they may pick any ship in play to sink and eliminate from the game.
Flavor Text: This mysterious structure remains unfinished and the construction of Nemo’s great lighthouse was halted when the blueprints were stolen. Until Nemo’s plans are returned this lighthouse will remain unfinished and it’s purpose known only Captain Nemo.July 9, 2020 at 8:40 AM #11276AveryParticipantAvery’s Uff Da Custom sets for Pirates of the Cursed Seas PocketModel Game.
Set 1: Pirates of the Dutch East Indies
In the far warm waters of the Pacific, smoke fills the airs. Blood dyes the water red while brave men and women search for glory. Companies fight for control of important ports and commerce. In a war that seeks only to benefit the pockets of powerful businessmen. All the while ambition fills the hearts of sailors ready to strike it rich. Welcome to the Dutch East Indies Captain! I hope you are ready to fulfill your obligations to the company.</span>
Set Stats
https://drive.google.com/file/d/1oVwxp7aH9Jag-G-dFtPlbCbjDGDVOuSY/view?usp=sharing
Custom Crew Portraits
https://drive.google.com/file/d/1q4H58dF7EDO4JVMu0uwg388PV8e1bSJK/view?usp=sharing
Set 2 coming October 2020: Pirates of New England
July 9, 2020 at 8:42 AM #11278AveryParticipantReserved for future Uff Da sets.
July 19, 2020 at 3:17 AM #11361BenKeymasterAt long last, here it is: the Customs Database!
With many creators contributing to add their custom sets, we now have a location for most of the customs currently available for Pirates CSG in one place! Some of the sets are still works in progress so keep that in mind! However, there are multiple thousands of customs to choose from and use!! O_O 😀
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