Custom Ships (post your custom game pieces here!)

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This topic contains 350 replies, has 4 voices, and was last updated by  Ben 4 hours, 4 minutes ago.

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  • #955

    Ben
    Keymaster

    A continuation of the classic threads from Miniature Trading. If you have ideas on custom game pieces for Pirates CSG, feel free to share them here.

    Historical Custom of the Day #199

    Brigstock Weaver
    Pirate
    Crew
    5 points
    Ability: Filching Gold. Parley.
    Link: Thomas Anstis

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #971

    Ben
    Keymaster

    Historical Custom of the Day #200!

    Richard Grenville
    English
    Crew
    6 points
    Ability: Captain. This ship gets +2 to her d6 rolls against the Spanish. If this crew is assigned to his linked ship, that ship cannot be captured.
    Link: Revenge, Thomas Cavendish, Humphrey Gilbert

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #975

    Ben
    Keymaster

    Historical Custom of the Day #201

    Thomas Sutton
    Pirate
    Crew
    5 points
    Ability: Loyal: Pirate. Captain. Cannoneer.
    Link: Howell Davis, Bartholomew Roberts

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #982

    CaptainJack
    Participant

    I wanted to start sharing my customs and hope it is okay to do so here. I thought I would start with two ships. I do not have a “complete” set of customs yet but thought I would get an idea of how to set accurate point costs by getting some feedback (or in a lot of cases a starting point). I also do not have any flavor text for any of them yet. Any who, here is an English 5 master and a Pirate 4 master.

    HMS Resource
    Points: 16
    Faction: English
    Cannons: 2L,2S,3S,3S,3L
    Cargo: 4
    Move: L
    Ability: If this ship has a crew with the captain keyword, she gets +1 to her cannon rolls.

    Neptune’s Horror
    Points: 17
    Faction: Pirate
    Cannons: 2S,4L,4L,2S
    Cargo: 4
    Move: S
    Ability: This ship eliminates two masts with one hit.

    Let me know what you think.

    • #983

      Ben
      Keymaster

      I wanted to start sharing my customs and hope it is okay to do so here.

      Of course! I just created this forum a few days ago but given the nature of Miniature Trading’s likely demise, I hope to expand and improve it as I continue to build and flesh out my fansite here at Pirates with Ben. I appreciate you posting and I’m so glad you joined my Pirates site! 😀

      I actually think you pretty much nailed those two custom ships! Is that the spelling you want, or is it supposed to be Resource with a c? She reminds me of the Blackwatch for the same point cost. Neptune’s Horror has a very powerful ability, but I think it’s balanced between the rank-4 cannons and S speed. Thanks for posting those!

      ~~~~~

      Historical Custom of the Day #202

      John Leadstone
      Pirate
      Crew
      7 points
      Ability: HI Raider. [This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn.] Once per turn choose one Pirate ship within S of this ship: that ship gets +S to her base move and +1 to her cannon rolls this turn.

      You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

    • #998

      CaptainJack
      Participant

      Glad to be here. I did notice things slowing down over there after the news and thought I would come here to stay a part of the community just in case MT does go.

      I am glad you caught the spelling error (if there was a way to fix it I would haha, it was pretty late when I wrote that up and also forgot to have the faction in the info.

      • #999

        Ben
        Keymaster

        Glad to be here. I did notice things slowing down over there after the news and thought I would come here to stay a part of the community just in case MT does go.

        I am glad you caught the spelling error (if there was a way to fix it I would haha, it was pretty late when I wrote that up and also forgot to have the faction in the info.

        Oh wow, you don’t have the option to edit your posts? I’ll have to make sure users can do that. Obviously the forum is still a work in progress to say the least, I just implemented it and have mainly been working on the database issue since it’s a more pressing topic (pun intended) than another Pirates forum. I have the edit option at the top of the post to the left of the post number (no idea why it started in the triple digits haha), but I’ve got all sorts of fancy options since I’m the admin of the site haha.

        I also don’t like how these comments aren’t functioning linearly, so I’ll have to fix that too. Thanks for being part of this in the extreme “early days” when things are bound to be less than optimal…. XD

  • #994

    Ben
    Keymaster

    -I will resume posting fantasy customs once the Miniature Trading crisis is “fully resolved” (meaning tons of stuff saved, a searchable database existing on another site (hopefully Pirates with Ben), and working forums elsewhere), which I hope will be sometime this fall, obviously by the end of November given the original “death date” of MT. I haven’t come close to running out of fantasy customs, I’m just trying to save that Pirates CSG time for the more important stuff for now.

    Historical Custom of the Day #203

    William Moody
    Pirate
    Crew
    5 points
    Ability: Captain. Firepot Specialist. Filching Gold. This is the only crew that may be assigned to this ship.

    Basically getting one of those two point abilities for free due to the negative ability. Hopefully this one will be reasonable – I think he’d be best on a fast hybrid like the Raven.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1002

    Ben
    Keymaster

    Historical Custom of the Day #204

    Jean Thomas Dulaien
    Pirate
    Crew
    5 points
    Ability: Captain. This ship gets +1 to her d6 rolls against the Spanish.
    Link: Sans Pitie

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1008

    Ben
    Keymaster

    Historical Custom of the Day #205

    Sans Pitie
    Faction Affiliation: Pirate
    Rarity: C
    Type: Ship
    Point Value: 8
    Number of Masts: 2
    Cargo Space: 4
    Base Move: S+S
    Cannons: 3S,4L
    Ability: This ship gets +1 to her cannon and boarding rolls if she is within S of an island. French crew may use their abilities on this ship.
    Link: Jean Thomas Dulaien

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1014

    Ben
    Keymaster

    Historical Custom of the Day #206

    John Cockram
    Pirate
    Crew
    5 points
    Ability: Parley. Ship treasure trading. Once per turn you may transfer one cargo from this ship to a Pirate ship within S as a free action.
    Link: Benjamin Hornigold, John West, Daniel Stillwell

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1021

    Ben
    Keymaster

    Historical Custom of the Day #207

    Benjamin Hornigold
    Benjamin Hornigold
    Pirate
    Crew
    8 points
    Ability: Captain. Once per turn, if this ship is touching another ship, she can randomly take as much treasure from the other ship as she can carry. This ship gets +1 to her cannon rolls against Pirate ships. This ship cannot shoot at English ships.
    Link: Ranger, Concorde, Blackbeard, John Cockram, Daniel Stillwell, John West, Captain Napin, Richard Noland

    Can’t believe I hadn’t made this guy already!

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1034

    Ben
    Keymaster

    Historical Custom of the Day #208

    Ranger
    Faction Affiliation: Pirate
    Rarity: C
    Type: Ship
    Point Value: 10
    Number of Masts: 3
    Cargo Space: 4
    Base Move: S+S
    Cannons: 3S,3L,3S
    Ability: Filching Gold.
    Link: Benjamin Hornigold

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1041

    Ben
    Keymaster

    Historical Custom of the Day #209

    Daniel Stillwell
    Pirate
    Crew
    1 point
    Ability: When touching a Spanish ship, this ship can load as much of that ship’s treasure as she can carry.
    Link: Benjamin Hornigold

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1070

    CaptainJack
    Participant

    Alright, next two ships. These two I am not certain where to price them (the first one due to the ability mainly), so I am open to suggestions.

    Juggernaut
    Points: ?
    Faction: Mercenary
    Cannons: 3S,3S,4S,4S,4S
    Cargo: 3
    Move: S+S
    Ability: Mercenary. Whenever this ship successfully rams another ship, eliminate two masts from the rammed ship instead of one. This ship gets +1 to her ram rolls.

    Rusty Spear
    Points: ?
    Faction: Pirate
    Cannons: 2S,2S,3L
    Cargo: 3
    Move: S+S
    Ability: Icebreaker. On the turn this ship is pinned, eliminate one crew and one mast from the rammed ship.

    • #1071

      Ben
      Keymaster

      Alright, next two ships. These two I am not certain where to price them (the first one due to the ability mainly), so I am open to suggestions.

      Juggernaut
      Points: ?
      Faction: Mercenary
      Cannons: 3S,3S,4S,4S,4S
      Cargo: 3
      Move: S+S
      Ability: Mercenary. Whenever this ship successfully rams another ship, eliminate two masts from the rammed ship instead of one. This ship gets +1 to her ram rolls.

      Rusty Spear
      Points: ?
      Faction: Pirate
      Cannons: 2S,2S,3L
      Cargo: 3
      Move: S+S
      Ability: Icebreaker. On the turn this ship is pinned, eliminate one crew and one mast from the rammed ship.

      Interesting, I don’t think I’ve seen the ability of the first one anywhere. The Cursed already have a ship named Juggernaut, so there could be some confusion there. (I also would think of a more heavily armed ship when I see that name) That one I could see at 15 points – the abilities are strong, but the cargo and guns are lackluster for a 5 master. The good base move will help a lot with the ramming strategy. I like the price customs conservatively, meaning start high and go lower if playtesting shows they’re overpriced. (to avoid OP and gamey situations)

      The Rusty Spear is like an upgraded version of HMS Granville, so about 14 points might work for her. That said, Icebreakers are pretty much universally overpriced by Wizkids, so I could see Granville at perhaps 11, and therefore the Rusty Spear at maybe 13 (improvements in speed/cargo/guns make a big difference). Thanks again for posting! I have implemented a preview function, but deleting posts and replying with quotes is something I still have to work on.

      ~~~~~

      Historical Custom of the Day #210

      John West
      Pirate
      Crew
      3 points
      Ability: This ship gets +1 to her boarding rolls, and +2 to her boarding rolls against the Spanish. This crew may be assigned to Pirate Native Canoes.
      Link: Benjamin Hornigold

      You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1087

    Ben
    Keymaster

    Historical Custom of the Day #211

    Captain Napin
    Pirate
    Crew
    5 points
    Ability: Hoard.
    Link: Benjamin Hornigold, Thomas Nichols

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1094

    Ben
    Keymaster

    Historical Custom of the Day #212

    Thomas Nichols
    Pirate
    Crew
    2 points
    Ability: Filching Gold.
    Link: Captain Napin

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1096

    Ben
    Keymaster

    Historical Custom of the Day #213

    James Skyrme
    Pirate
    Crew
    3 points
    Ability: This ship gets +1 to her cannon rolls if there is a friendly Pirate ship within S of her.
    Link: Greyhound, Ranger, Bartholomew Roberts

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1110

    Ben
    Keymaster

    Historical Custom of the Day #214

    Richard Frowd
    Pirate
    Crew
    2 points
    Ability: Equipment doesn’t take up cargo space on this ship.
    Link: William Moody

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1117

    Ben
    Keymaster

    Historical Custom of the Day #215

    Richard Worley
    Pirate
    Crew
    4 points
    Ability: Filching Gold. This ship gets +1 to her boarding rolls.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1122

    Ben
    Keymaster

    Historical Custom of the Day #216

    John Cole
    Pirate
    Crew
    5 points
    Ability: Gold Capture.
    Link: Eagle

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1123

    Ben
    Keymaster

    Historical Custom of the Day #217

    Nicholas Woodall
    Pirate
    Crew
    4 points
    Ability: This ship gets +1 cargo spaces. This crew takes up no cargo space. Once per turn when touching a friendly ship this ship may transfer non-crew cargo to that ship as a free action.
    Link: Charles Vane

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1124

    Ben
    Keymaster

    Historical Custom of the Day #218

    John Auger
    Pirate
    Crew
    4 points
    Ability: Captain. This ship gets +1 to her boarding rolls against English and Spanish ships.
    Link: Phineas Bunce

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1125

    Ben
    Keymaster

    Historical Custom of the Day #219

    Phineas Bunce
    Pirate
    Crew
    5 points
    Ability: Loyal: Pirate. Hostile: English, Spanish. Only Pirate crew may use their abilities on this ship. Once per turn you may give one friendly Pirate ship within S of this crew +S to her base move or +1 to her cannon rolls.
    Link: John Auger

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1126

    Ben
    Keymaster

    Historical Custom of the Day #220

    Jean Bonadvis
    Pirate
    Crew
    2 points
    Ability: This ship gets +1 to her cannon rolls against Pirate and Spanish ships.
    Link: Jonathan Barnet

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1130

    Ben
    Keymaster

    Historical Custom of the Day #221

    Jonathan Barnet
    English
    Crew
    3 points
    Ability: This ship gets +1 to her cannon rolls against Pirate ships. Pirate crew may use their abilities on this ship.
    Link: Jean Bonadvis

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1131

    Xerecs
    Participant

    Finally joined! Huzzah! I bring the complete French roster from my most recent set, Pirates of Spherus Magna!

    Keywords/short hand:

    Man-o-War: Before you give this ship an action roll a d6. On an even numbered result this ship eliminates two masts with each hit for this turn. On an odd numbered result, this ship’s cannons are rank 2 for this turn.

    Battleship: This ship has two shots per mast and the Extended Range keyword.

    Guardian: This piece is linked to all other pieces with this keyword.

    SAT: The same action twice ability.

    Re-roll: The re-rolling ability

    Fog-Hopper: The fog-hopping ability, as seen on the Hangman’s Joke.

    Cancelling: The cancelling ability

    Grand Masque
    French
    Points: 20
    Masts: 5
    Cargo: 5
    Cannons: 3L-3L-3L-3L-3L
    Movement: L
    Ability: Man-o-war.

    Flavor: Designed by Ionic shipwrights, the Grand Masque is the newest vessel to bear the tri-colors. Her french crew have no qualms that she was built by possible foes, as they find the decoration on the hull and sails quite pleasant and feel it gives them an edge in battle.

    Belle Femme
    French
    Points: 17
    Masts: 4
    Cargo: 4
    Cannons: 3S-3S-3S-3S
    Movement: S+S
    Ability: SAT.

    Ionics Fleau
    French
    Points: 15
    Masts: 4
    Cargo: 5
    Cannons: 2S-2L-2L-2S
    Movement: S+L
    Ability: Schooner. This ship gets +1 to her cannon rolls against Ionic ships forts and crew.

    Flavor: Despite relative peace with the Ionics, the Captain of the Ionics Fleu does not trust them and suspects them of secretly allying with the Cursed, or worse the English.

    Masque Royal
    Points: 18
    Masts: 4
    Cargo: 4
    Cannons: 4S-4S-4S-4S
    Movement: S+S
    Ability: Battleship. Eliminate one of this ships masts when she rolls a 1 on any cannon roll.

    Flavor: Built for the son of a wealthy noble, the Masque Royal has all the trappings of a modern warship, but rarely leaves port. When she does leave port, she is almost always crewed by greenies, who barely know how to fire a cannon.

    Grand Colisee
    French
    Points: 28
    Masts: 5
    Cargo: 5
    Cannons: 3L-3L-3L-3L-3L
    Movement: S
    Ability: This ships cannons may not be eliminated (masts still may be). If derelict she cannot shoot. Once per turn give this ship a shoot action. A shockwave S wide and L+L long leaves the ship in one direction. Eliminate up to two masts and one crew from every ship in the path. This ship cannot be given actions equal to the number of ships affected.

    Savant
    French
    Points: 8
    Masts: 2
    Cargo: 3
    Cannons: 3S-4S
    Movement: S+S
    Ability: This ship gets +1 cargo spaces when she does not carry treasure.

    Maître de l’eau
    French
    Points: 8
    Masts: 2
    Cargo: 2
    Cannons: 4S-4S
    Movement: L
    Ability: This ship does not roll for effect for whirlpools. This ship may shoot at submerged targets within S of it.

    Chasseur de l’Ombre
    French
    Points: 15
    Masts: 2
    Cargo: 3
    Cannons: 3S-2L
    Movement: L
    Ability: This ship get +2 to her cannon rolls against Cursed ships forts and crew. L-range cannons cannot hit this ship.

    Grand Cataclysme
    French
    Points: 18
    Masts: 2
    Cargo: 4
    Cannons: 2S-2S
    Movement: L+S
    Ability: Once at the beginning of each of your turns roll a d6. On a result of 6 every ship within L+L of this ship loses one mast, one cargo and has their base move reduced to S on their next turn.

    Chateau de la Solitude
    French
    Gold: 5
    Flags: 6
    Cannons: 3L-3L-4L-4L-4L-4L
    Ability: Ships within L of this fort have their base move reduced to S

    Jordan LaPlante
    French
    Points: 7
    Ability: Captain. This ship gets +1 to her cannon rolls against any non-French ship.

    Flavor: Jordan is just as committed to the French cause as his father, Guy. However he did not expect that his duties would bring him into conflict with his half-brother.

    Umarak
    French
    Points: 6
    Ability: Hostile: Ionic. Black Mark. Fog-hopper.

    Flavor: The one man who Ambassadeur Dubois trusts, shadows cling to Umarak whereever he goes. Some say he brings shadows with him, others say that he IS a shadow. Despite his mysterious nature one thing is clear, his hatred for the Ionic people.

    Jean Blacktooth
    French
    Points: 5
    Ability: Helmsman. Re-roll.

    Ambassadeur Jacques Delacour
    French
    Points: 4
    Ability: Parley. Ionic crew may use their abilities on this ship.

    Flavor: Jacques is well-respected by his peers in the French court and by politicians around the globe. He was among the first to extend the olive branch of peace to the Ionic peoples.

    Ambassadeur Phillipe Dubois
    French
    Points: 6
    Ability: Black Mark. Fear. Cancelling.

    Flavor: Ambassadeur Dubois carries an air of malevolence about him. He regards everyone he meets as a potential enemy of France, and is rumored to have dealings with the Cursed.

    Amalie Godiva
    French
    Points: 3
    Ability: Place this crew face-up during set up. Reduce the cost of all other crew placed on this ship by 2.

    Vicomtesse Jan de Richelieu
    French
    Points: 7
    Ability: This crew takes up no cargo space when revealed. When revealed place a crew worth 4 points or less on this ship. This ship gets +1 cargo spaces.

    Flavor: Inheriting her mother’s angelic looks and cunning mind, Jan is skilled at getting people to do what she wants. Her abilities have attracted the attention of Ambassadeur Dubois, both in a professional manner and in a romantic manner.

    Capitan Louis St. Croix
    French
    Points: 8
    Ability: SAT. This ship gets +1 to her boarding and cannon rolls.

    Flavor: Rumors abound that Louis is the son of Vicomtesse de Richeliu, born out of wedlock. Louis lets his sword and pistol do the talking when he is asked about these matters.

    Amiral Pierre Bordeaux
    French
    Points: 5
    Ability: Captain. When another face-up crew on this ship would be eliminated, turn it face down instead.

    Flavor: Pierre carries on his grandfather’s tradition, protecting the interests of France, and saving the souls of men.

    Krakua
    French
    Points: 11
    Ability: Guardian. Give this ship a shoot action. A sound wave S wide and S+S long leaves this ship in one direction. Eliminate up to two masts, flags or segments from every game piece in the path of the wave. This ability cannot be used consecutively.

    Flavor: Found adrift in Ionic waters by French Merchants, Krakua was accepted into the navy based on his knowledge of the Ionic navy and his ability to amplify sounds. What the Admiralty does not know is that he has been placed by the Ionics as a part of some larger scheme.

  • #1132

    Ben
    Keymaster

    Finally joined! Huzzah!

    Super happy to have you here! Among other things, the forum is still under development and will probably see significant changes in the future eventually. However, for now I’m still building the master spreadsheet/database, and after that will be trying to save as much of the MT Pirates forum as possible. Happy to respond big-time here as I shouldn’t have to worry about my typed up post potentially getting nixed in a few months or whatever. XD (trying not to spend a lot of time writing big posts at MT anymore, sadly)

    I do feel that the Grand Masque could be 21-22 points, as the Endeavour is OP and could easily be 24-25. As often happens with customs though, more a Wizkids mistake than anything else. XD

    Ionics Fleau is simply fantastic, perhaps too much so. Reminds me of the excellent Pirate 4 masted schooners like Golden Medusa/White Rose/Neptune’s Hoard. Though I suppose her cost is fine given how new the Ionics are. Lately I’ve been doing a +1 to d6 rolls against “the Pirates” (or +1 to cannon/boarding rolls, etc) as a catch-all instead of listing ships/forts/crew. I think it’s a decent blanket term that helps abilities be a little more clear. (though there could be gameplay issues I haven’t discovered with that haha) For example, +1 to cannon rolls against the Ionics. Then it would cover any additional craziness like lighthouses or other “entities” that can be shot at, unless you do want some kind of restriction on what the bonus applies against.

    Masque Royal is surprisingly balanced compared to the Battleships I’m used to seeing from you. 🙂

    Grand Colisee’s shockwave ability might be too good, but the drawback is solid, not to mention the poor speed and massive cost. I’d have to play with/against this to suggest actual edits. I like how it will be pretty hard to pull off more than one shockwave, since the ship will be so dormant for a while after that opponents should be able to neutralize the threat (assuming they have stuff left over to do that with, on a large enough battlefield XD).

    I like the Savant’s ability, don’t think I’ve seen it before. She could probably go to 7.

    That small sub hunter reminds me of HMS Challenger, but similarly ineffective. The abilities are kind of expensive, but I could still see her going down to 7 as well.

    The Chasseur definitely seems overpriced. Reminds me of the Grendel a little, 15 point Cursed-hating 2 master. 🙂 Abilities are good, but still not a great ship. I don’t think 10-11 points would be unfair. 13 points might work if it said “+2 to d6 rolls against the Cursed”, to include boarding/ramming/etc rolls. (if you want to make it even more anti-Cursed at least)

    The Grand Cataclysme is one of those frustrating things where one lucky die roll can determine the outcome of too many games. Not very cost-effective, but too annoying for my tastes. I’m glad it should affect friendly ships as well, but I could still see a speed decrease or even just a lesser version of the ability. (within L rather than L+L, at maybe 15 points) I have very similar concepts coming for some of my craziest and most powerful fantasy stuff, but they have big drawbacks or “sacrifices” required to make the big ability happen.

    The Chateau is really neat, especially since I find it interesting that as written it would apply to friendly ships as well. Looking forward to the flavor explanation there.

    Hmmm… not sure that fog hopping should be on ANY crew. That just begs for OP setups… Umarak on the Celtic Fury (and turning it Cursed with Black Mark) or various other ships is rather disturbing. Fog hopping is still gimmicky, but I’d say it needs to be at a big premium if it’s going to be on a crew. Such as 8-10 points rather than 5-6. Honestly it might just be kinda “too good” though, but perhaps time will tell. (I would say that using 11 point copier DJ to copy fog hopping to a 10 master isn’t really even overpriced, and that requires a ship to copy as well, so for 6 points on a French/Cursed crew… uh oh!)

    Phillipe Dubois should be more expensive. With cancelling at 5 and Fear at 2, 7 is the minimum here. Black Mark makes him a bunch better (again, turn the Celtic Fury Cursed with cancelling too? O_O). This is a case where I would “play” with the cost of Fear a bit – he’s a great named crew, so just putting him at 8 or even 9 would be quite reasonable to help avoid him becoming more OP.

    Great idea for Amalie! I’ve done the “1 point reducer”, but changing it to 3 points and -2 is even more interesting. So you’d have to have only 2 other crew to get -1 overall… interesting. Definitely a crew I’d have to experiment with to see if I’d like using her, but I love these kinds of twists on existing abilities. Also neat that you’re continuing flavor storylines. That should help with future campaign games in terms of overarching stories/flavor themed stuff/etc.

    Jan de Richelieu feels a bit strange, and possibly overpriced for what you’re getting. The +1 wouldn’t kick in until revealed, and 7 points is what I’d pay to get a canceller or maybe a WH captain. Don’t think I’d use her.

    Louis St. Croix is an amazing crew for any gunship and should be 9 points. SAT=3, WH=4, +1 to boarding=2. Throw in the fact that SAT is worth more than 3, WH against ALL factions (including France) is arguably worth 5, and that you’re getting 3 good/great abilities in just one cargo space, and you could make a great case for him to be 10 points.

    Huh, not sure why Bordeaux is underpriced as well. Doctor is worth about 4 (like Crew Protect), so 7 is fine.

    LOVE the last line of Krakua’s flavor text. But the last line of the ability needs to be more clear. Can’t be used on consecutive actions, or consecutive turns? I would recommend both, as in no more than once every other turn. I’m glad the range is shorter, but I’m still a bit concerned of course. Would have to see in action to suggest further changes; I’m glad the cost is pretty high.

    ~~~~~

    Whew! I will continue my series. As I said previously, I plan to start posting fantasy customs again once I’m satisfied with the “resolution” of the MT crisis. (which could be 2+ months)

    Historical Custom of the Day #222

    James Carnegie
    Pirate
    Crew
    3 points
    Ability: This ship gets +1 to her d6 rolls against the French.
    Link: Discovery, Henry Jennings, Leigh Ashworth

    Don’t like having a faction bonus be so expensive, but the French are one of the Big 4 factions and the bonus would apply to cannons/boarding/ramming/etc, and would be solid against the OP Paradis fort.

    Discovery
    Faction Affiliation: Pirate
    Rarity: R
    Type: Ship
    Point Value: 4
    Number of Masts: 1
    Cargo Space: 2
    Base Move: S+L
    Cannons: 3S
    Ability: This ship gets +1 to her boarding rolls against French ships.
    Link: James Carnegie

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1133

    Xerecs
    Participant

    I can bump the Masque to 21-22 points easy enough. I think she was around there, but then the Man-O-War keyword changed a little so I decreased her to 20.

    Interesting that you say that about the Savant and Sub-hunter, as you were the one who suggested their cost of 8 on MT when I first posted them. 😀

    Chasseur can come down to 10 points, since I don’t really want to hand out general +1 to d6 abilities.

    Cataclysme is probably getting a nerf, range and effect both.

    The chateu is based off of a place in the Count of Monte Cristo. A prison I believe.

    Hmmmm. Umarak is based off of a character who could transform into a light beam and zip around real fast. I translated that into fog hopping, since turning into light is a little too much for pirates. 😀 I can think about some other kind of ability, since the source character was really fast. Maybe some kind of crazy speed boost?

    Yeah, I was thinking Dubois might be a little too cheap. I can bring him up to 8 or 9 points easily enough.

    I haven’t figured out a flavor text for Amalie yet….. But I really want to. 😀

    Would dropping Jan’s price help, or would an ability re-work be more suitable?

    Hmmm. I can raise St. Croix to 10, or I can give him standard world hating. I’m not sure.

    I don’t highly value the Doctor ability at all, which is why I put it at around 2 on Bordeuax. I don’t think the ability is very useful, but that could be because I’ve almost never used it or had it used against me. I can put him at 7 but that makes him feel over priced to me.

    I thought the last line of his ability text was fairly clear, it’s meant to not be used on consecutive actions and consecutive turns. I’ll probably add some wording to make it more clear, I think I left it like that to avoid his ability text becoming too wordy.

    Glad you liked the flavor texts! There’s some overarching plot lines to Spherus Magna, such as the confrontation and meeting of the offspring of Montana Mays and Guy LaPlante, and the adventures of past crew from the various factions and how they interact with the new ‘world power’ that is the Ionics.

    Speaking of the Ionics,

    Rashki
    Points: 15
    Nationality: Ionic
    Masts: 3
    Cargo: 3
    Cannons: 2S-3L-2S
    Movement: S+L
    Ability: Two hits are required in the same shoot action eliminate one of this ships masts.

  • #1136

    Ben
    Keymaster

    Interesting that you say that about the Savant and Sub-hunter, as you were the one who suggested their cost of 8 on MT when I first posted them.

    Oops, sorry about the confusion!
    For Umarak, a “crazy speed boost” could be more OP than fog hopping.
    Jan is just an awkward crew in my opinion, especially since it’s tough to justify getting a cargo bonus while face down. I think a rework might be best.
    Doctor is pretty much functionally equivalent to Crew Protect, which we can both agree is a pretty darn good ability, especially on maxed out gunships. (and your boarding-focused players)

    ~~~~~

    Historical Custom of the Day #223

    Leigh Ashworth
    Pirate
    Crew
    3 points
    Ability: Hostile: France, Spain. Helmsman. This ship can use Parley against English ships.
    Link: James Carnegie

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1137

    Xerecs
    Participant

    Re-work coming for Jan. I’m trying to think of some ‘behind the scenes’ abilities for her that would work well together.

    Umarak will keep his fog hopping, but I might raise his cost to 12. I actually got his source character mixed up. Fog hopping is MUCH more appropriate for what the source character does.

    I’m not sure if this one is priced too high or not high enough, barring changes.

    Turak
    Points: 19
    Ionic
    Masts: 3
    Cargo: 3
    Cannons: 2L-3L-2L
    Movement: S+L
    Ability: Once at the beginning of each of your turns for every enemy ship within L, roll a d6. On a 1-3 the target ships base move is reduced to T until the beginning of your next turn. On a 4-6 none of the targets crew or ship abilities may be used until the beginning of your next turn.

  • #1138

    Ben
    Keymaster

    I think Turak is definitely too good. Great ship to start with, and a crazy good ability on top of that. I think making it less automatic would help: 3-4 for T movement, 5-6 for cancellation. Even then 19 might be too low, but that would be a better start for playtesting in my opinion.

  • #1139

    Xerecs
    Participant

    The ability is a modified fear. I could nerf it completely and just give it standard fear, however I want it to be effective and used. So I think I’ll make it less automatic like you suggested and possibly make the base move reduction to S. I think with those changes 19 could work as a starting point.

  • #1140

    Ben
    Keymaster

    I agree! It’s MUCH better than Fear in a lot of ways. Those changes sound good.

  • #1141

    Ben
    Keymaster

    Historical Custom of the Day #224

    Nicholas Brown
    Pirate
    Crew
    2 points
    Ability: Loyal: Pirate. When touching an English ship, this ship can load as much of that ship’s treasure as she can carry. This crew can use their abilities on Spanish ships.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1142

    Xerecs
    Participant

    Next up for the Ionics:

    Lehrak
    Points: 15
    Ionic
    Masts: 3
    Cargo: 3
    Cannons: 3S-4S-3S
    Movement: S+S
    Ability: This ship cannot be pinned. When this ship rams another ship, eliminate a crew and a mast.

  • #1143

    Ben
    Keymaster

    Lehrak seems like the right cost.

    Historical Custom of the Day #225

    Samuel Liddell
    Pirate
    Crew
    1 point
    Ability: Ship treasure trading. [Once per turn, if this ship carries treasure and is within S of an enemy ship, you may randomly trade one treasure with that ship.]
    Link: Henry Jennings

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1144

    Xerecs
    Participant

    Pahrahk
    Points: 17
    Ionic
    Masts: 3
    Cargo: 3
    Cannons: 2L-2L-2L
    Movement: L
    Ability: Once per turn roll a d6 for every ship within L of this ship. On a 5-6 eliminate up to two masts from the target ships.

    I’m thinking of changing the ability to specify at the beginning of a turn or before you give it an action.

  • #1145

    Ben
    Keymaster

    That ability would be a huge nuisance. I don’t see it working well – in home waters you might end up doing severe damage to friendly ships (unless the ship always had a “bubble” of space around it), and in combat situations it’s just overpowered.

  • #1146

    Xerecs
    Participant

    Hmmmm. Suppose the range was S and it could only eliminate up to one mast, in addition to my suggested wording change. Would look like this:

    Once per turn, before you give this ship an action, roll a d6 for every ship within S of this ship. On a 5-6 eliminate a mast from the target ship.

  • #1147

    Ben
    Keymaster

    Hmmmm. Suppose the range was S and it could only eliminate up to one mast, in addition to my suggested wording change. Would look like this:

    Once per turn, before you give this ship an action, roll a d6 for every ship within S of this ship. On a 5-6 eliminate a mast from the target ship.

    That sounds much more reasonable, though the cost might be too low. (not sure where to put it without testing)

  • #1154

    Ben
    Keymaster

    Historical Custom of the Day #226

    Finally going to TRY and go away from the Pirates a bit after such a long run of them. I seem to have over 150 Pirate named crew in my historical set now (nearly the same as the total number of English pieces O_O), so I think it’s time to divvy things up and get some balance. However, the historical pirate pages on Wikipedia are usually the shortest, so it’s a nice fallback if I can’t afford to spend more time on the historical customs in the near future.

    Manuel Ribeiro Pardal
    Spanish
    Crew
    3/4 points
    Ability: This ship gets +1 to her d6 rolls against the English. This ship gets +1 to her boarding rolls against land entities (campaign ruleset ability).

    This is where it gets a little complicated, since I want all of my historical crew with very specific abilities to still be playable in regular games. He would cost 4 with the second ability, which could also be simplified to +1 to boarding in general for 5 total points.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1157

    Xerecs
    Participant

    Two at once today, since one is kinda boring. 😀

    Gurahk
    Points: 13
    Ionic
    Masts: 3
    Cargo: 3
    Cannons: 3S-3S-3S
    Movement: S+S
    Ability: Once per turn this ship can look at one face-down cargo on any ship.

    Kurak
    Points: 15
    Ionic
    Masts: 3
    Cargo: 3
    Cannons: 3S-2S-3S
    Movement: L+S
    Ability: Whenever one of this ship’s masts would be eliminated, roll a d6. On a 5-6 eliminate a mast from an enemy ship within L instead.

    flavor: Despite her smaller size, the Kurak inspires fear wherever she goes. Ships that fire on her often find their cannonballs either flung back at them or hitting one of their own nearby.

  • #1158

    Ben
    Keymaster

    I like the Gurahk, but feel she could be 10 points. However, I think the Kurak’s ability could get ugly; I hope Woelf responds to that one.

  • #1159

    Ben
    Keymaster

    Historical Custom of the Day #227

    Anthony Jenkinson
    English
    Crew
    5 points
    Ability: Explorer. Parley. Ship treasure trading. [Once per turn, if this ship carries treasure and is within S of an enemy ship, you may randomly trade one treasure with that ship.]
    Link: Aid

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1164

    Ben
    Keymaster

    Historical Custom of the Day #228

    Aid
    Faction Affiliation: English
    Rarity: C
    Type: Ship
    Point Value: 12
    Number of Masts: 2
    Cargo Space: 4
    Base Move: L
    Cannons: 3S,3L
    Ability: This ship cannot sink, but she can be scuttled.
    Link: Martin Frobisher, Anthony Jenkinson

    I might be a little biased after seeing the Triton’s Fury in last night’s awesome podcast, but I gave the Aid her ability because she survived a lot of missions and wasn’t sunk by the opposition. A grand total of about 37 years of life, quite good for a well-used ship in the 1500’s.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1191

    Ben
    Keymaster

    Historical Custom of the Day #229

    Edward Fenton
    English
    Crew
    4 points
    Ability: Helmsman. This ship gets +1 to her cannon rolls against Spanish ships. Once per turn you may look at one face down treasure on an island within L of this ship.
    Link: Martin Frobisher

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1226

    Xerecs
    Participant

    Three at once!

    Vohrak
    Points: 20
    Ionic
    Masts: 3
    Cargo: 3
    Cannons: 3S-3L-3S
    Ability: Enemy ships within L of this ship get -2 to their cannon rolls. This ship gets +1 to her cannon rolls for every enemy ship within L of this ship.

    flavor: It is said that the Vohrak is alive. How else would it be able to sap the strength from men, and become stronger in return?

    Rashi
    Points: 13
    Nationality: Ionic
    Masts: 3
    Cargo: 4
    Cannons: 4L-3L-2L
    Movement: S+S
    Ability: Galley. If a Sea Creature begins its move within L of this ship, it gets +L to its base move that turn.

    Flavor: The crew of the Rashi are all former fishermen, who respect and sometimes revere the great beasts of the sea.

    Rocos
    Points: 11
    Ionic
    Cargo: 5
    Cannons: 4S-4S-4S
    Movement: S+L
    Ability: Galley.

  • #1227

    Ben
    Keymaster

    Enemy ships within L of this ship get -2 to their cannon rolls.

    This seems problematic. I suggest limiting it to cannon rolls against the ship with the ability. Love the Rashi. Rocos seems like a simple gold runner, reminds me of the Algiers.

    Historical Custom of the Day #230

    Francis Leslie
    Pirate
    Crew
    1 point
    Ability: This ship can use Parley against English ships.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1228

    Xerecs
    Participant

    A wording change to something like this:

    Enemy ships within L of this ship get -2 to their cannon rolls against this ship.

  • #1304

    Ben
    Keymaster

    Historical Custom of the Day #231

    John Davis
    English
    Crew
    4 points
    Ability: S-Explorer. Once per turn, this ship may look at one face-down treasure on any island. This crew does not count against the point limit of this ship.
    Link: Desire, David Middleton, George Clifford, Thomas Cavendish, Edward Michelborne

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1305

    Xerecs
    Participant

    We’re steadily working through the Ionics. With today’s ship we’re halfway through their selection of three mast ships!

    Raneka
    Points: 15
    Nationality: Ionic
    Masts: 3
    Cargo: 3
    Cannons: 3L-3L-3L
    Movement: L
    Ability: Galley. This ship eliminates two masts with each hit.

  • #1310

    Ben
    Keymaster

    Historical Custom of the Day #232

    Thomas Cavendish
    English
    Crew
    7 points
    Ability: Captain. Explorer. This ship gets +1 to her d6 rolls against the Spanish.
    Link: Desire, Richard Grenville, John Davis

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1347

    Xerecs
    Participant

    Thought I’d post two at once, since they’re so similar.

    J’ga
    Points: 14
    Ionic
    Masts: 3
    Cargo: 5
    Cannons: 3L-3S-3L
    Movement: S+S
    Ability: Scorpion.

    K’Fo
    Points: 14
    Ionic
    Masts: 3
    Cargo: 4
    Cannons: 3L-4S-3L
    Movement: S+S
    Ability: Scorpion.

  • #1416

    Ben
    Keymaster

    Historical Custom of the Day #233

    Desire
    Faction Affiliation: English
    Rarity: C
    Type: Ship
    Point Value: 8
    Number of Masts: 2
    Cargo Space: 3
    Base Move: S+S
    Cannons: 3L-4L
    Ability: Once per turn, you may reroll any terrain roll you make for this ship; you must use the second die roll result.
    Link: Thomas Cavendish, John Davis

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1417

    Xerecs
    Participant

    I haven’t decided on a point cost for this one yet, though I’m thinking somewhere around 15-17 points.

    Lurker
    Points:
    Ionic
    Masts: 3
    Cargo: 4
    Cannons: 4S-4S-4S
    Movement: S+S
    Ability: Submarine. This ship may eliminate up two masts on a successful ram.

  • #1418

    Ben
    Keymaster

    I haven’t decided on a point cost for this one yet, though I’m thinking somewhere around 15-17 points.

    Lurker
    Points:
    Ionic
    Masts: 3
    Cargo: 4
    Cannons: 4S-4S-4S
    Movement: S+S
    Ability: Submarine. This ship may eliminate up two masts on a successful ram.

    Yeah, between that speed, cargo, and ability, I could see this starting at 16. Without thinking too hard it seems possibly “abusable”, but playtesting would be required on that front of course.

    Fitting name for a variety of reasons. XD (hopefully there won’t be many “lurkers” on this forum)

  • #1419

    Xerecs
    Participant

    I’m not sure where to price this one either, since Bombadiers are/were overpriced to begin with. The italicized cannon is the Bombadier cannon.

    Marto
    Points:
    Ionic
    Masts: 3
    Cannons: 2S-3L-2L-2L
    Cargo: 3
    Movement: S+S
    Ability: Bombardier.

  • #1420

    Ben
    Keymaster

    @xerecs: I think the Marto could be 15. Very basic and simple Bombardier.

    Historical Custom of the Day #234

    Edward Michelborne
    English
    Crew
    4 points
    Ability: Once per turn as part of a move action, this ship can randomly take one treasure from any ship up to S away from her. Pirate crew may use their abilities on this ship.
    Link: John Davis

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1423

    Ben
    Keymaster

    Historical Custom of the Day #235

    Abraham Duquesne
    French
    Crew
    12 points
    Ability: Hostile: Pirates, Spain, Barbary Corsairs. Captain. EA. This ship gets +1 to her d6 rolls against the Spanish. This ship gets +1 to her cannon rolls against the Pirates and Barbary Corsairs. This crew may use their abilities on Swedish ships.

    This admiral was in SO many battles and wars; a beast! XD Making him “Rare” based on his success.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1424

    Xerecs
    Participant

    I think I’ll begin posting two a day to speed up the process. This group of ships is still in a raw phase. Most of their stats are not final or complete, such as point costs and cannon ranks.

    Italicized cannon is Bombardier cannon

    Kluun
    Points:
    Ionic
    Masts: 3
    Cannons: 3S-4L-3L-3L
    Cargo: 3
    Movement: L
    Ability: Bombardier. This ship gets -1 to her die rolls when rolling for terrain effect.

    Grok
    Points:
    Ionic
    Masts: 3
    Cannons:
    Cargo: 4
    Movement: L
    Ability: Bombardier. One of this ships treasures is worth +1 gold when unloaded at your home island.

  • #1425

    Ben
    Keymaster

    For stuff like the Grok, I think you should at least have a full draft before posting it. It’s really hard to give feedback as-is.

  • #1431

    Xerecs
    Participant

    Okay. Full drafts:
    (changes/addiions in bold)

    Kluun
    Points: 14
    Ionic
    Masts: 3
    Cannons: 3S-4L-3L-3L
    Cargo: 3
    Movement: L
    Ability: Bombardier. This ship gets -1 to her die rolls when rolling for terrain effect.

    Grok
    Points: 14
    Ionic
    Masts: 3
    Cannons: 2S-3S-4L-4L
    Cargo: 4
    Movement: L
    Ability: Bombardier. One of this ships treasures is worth +1 gold when unloaded at your home island.

  • #1432

    Ben
    Keymaster

    I think Kluun could be 13 and Grok 15.

    Speaking of speeding things up, I think I’ll start posting fantasy customs again very soon, earlier than I expected to.

    • #1433

      Xerecs
      Participant

      Done and done! Two more Bombardiers tomorrow!

  • #1436

    Ben
    Keymaster

    Historical Custom of the Day #236

    Jean Le Vacher
    French
    Crew
    7 points
    Ability: Parley. Doctor. This crew is not affected by negative effects of unique treasures.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1438

    Xerecs
    Participant

    Two more!

    Zuva
    Points: 17
    Ionic
    Masts: 3
    Cannons: 3S-2S-3S-2S
    Cargo: 3
    Movement: S+S
    Ability: Bombadier. When used in flamestrike mode, this ships bombardier cannon can replace up to two fire masts with its first hit.

    Rotoz
    Points: 18
    Ionic
    Masts: 3
    Cargo: 4
    Cannons: 3S-3S-3S-3S
    Movement:
    Ability: Bombadier. This ships bombardier cannon may not be used in flamestrike mode. When this ship hits another ship with its bombardier cannon, that ship may not be given a move action on its next turn.

    I’m not sure about the movement for the Rotoz, I’m thinking L but I don’t want to be too mediocre.

  • #1441

    Ben
    Keymaster

    With Rotoz at L speed, I’d be fine with her at 15 points. (mostly just extended chainshot)
    Zuva could maybe go to 16, but it’s too early to say that definitively.

  • #1442

    Ben
    Keymaster

    Historical Custom of the Day #237

    Thomas Wyndham
    English
    Crew
    6 points
    Ability: Captain. Firepot Specialist. This ship gets +1 to her cannon rolls against forts within S of her.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1443

    Xerecs
    Participant

    With Rotoz at L speed, I’d be fine with her at 15 points. (mostly just extended chainshot)
    Zuva could maybe go to 16, but it’s too early to say that definitively.

    I think the Zuva will stay at 17, to avoid potential abuse.

    only one new one today, as we’ver reached the end of this sting of six. Tomorrow a new keyword!

    Vidok
    Points: 16
    Ionic
    Masts: 3
    Cargo: 3
    Cannons: 2S-2L-3L-2L
    Movement: S+S
    Ability: Bombardier. This ship may shoot at submerged targets within L.

  • #1446

    Ben
    Keymaster

    Today I am tentatively announcing a return to daily reveals of my fantasy customs, from my fantasy set Pirates of the Epic Seas (link at bottom of post)

    Putrid Atrocity
    Faction Affiliation: Cursed
    Rarity: U
    Type: Ship
    Point Value: 14
    Number of Masts: 4
    Cargo Space: 5
    Base Move: T
    Cannons: 2L-3S-3S-2L
    Ability: Switchblade. This ship must be towed. When shooting, any of this ship’s cannons may shoot stinkpot shots.
    Link: Newborn Menace

    Flavor text: So weighed down by the mass of corpses, filth, and accumulated “droppings” in her hold and on her decks, the Putrid Atrocity is no longer capable of moving under sail. Her sails have fallen off and bones have been hung from the yardarms instead. Some hardy fiends still man the cannons, which are often filled with maggots and old feces.

    Newborn Menace
    Newborn Menace
    Cursed
    Crew
    8 points
    Ability: Horror [For each enemy ship within S of this ship at the beginning of this ship’s turn, roll a d6. On a result of 3-6, one of the enemy ship’s crew cannot use their abilities on their turn.]. You may eliminate this crew to target one other crew in play. Roll a d6. On a 6, the target crew is removed from the game.
    Link: Putrid Atrocity

    Flavor text: Only from a stinking hellhole like the Putrid Atrocity could something like this be produced. The “Newborn Menace” is a deranged “girl” with an elongated neck, whose fascination with chewing out neck bones and obsessing over child torture has perturbed even “her” own crew. Exhibiting magical qualities is the only reason she is captain.

    Artwork is not mine, it comes from an old picture on a youtube video of Merzbow’s song “I’m Coming to the Garden”.

    ~~~~~

    Historical Custom of the Day #238

    Gabriel de Castilla
    Spanish
    Crew
    3 points
    Ability: Reverse Captain. Explorer.
    Link: Jesús María, Luis de Velasco

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1447

    Xerecs
    Participant

    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.

  • #1448

    Ben
    Keymaster

    The towing would work as if towing a derelict. If the Putrid Atrocity is too good once used, I’ve thought about simply dropping the Switchblade part. Ships being towed automatically dock at islands when the towing ship docks, so getting gold slowly isn’t completely out of the question. Something like Hades’ Realm would be really nasty to tow it with, maybe even OP I think. So I might jack up the cost a bit when considering the possibilities.
    Yes, Newborn Menace must be eliminated first (and stay eliminated) to even target an enemy crew in the first place.

    The new Vaki ships look like a conundrum. The ability to not carry crew severely hurts them, to the point where both may be overpriced.

  • #1449

    Xerecs
    Participant

    The new Vaki ships look like a conundrum. The ability to not carry crew severely hurts them, to the point where both may be overpriced.

    Hmmm…… Would bringing their costs down to around 12-13 be better?

    • #1450

      Ben
      Keymaster

      The new Vaki ships look like a conundrum. The ability to not carry crew severely hurts them, to the point where both may be overpriced.

      Hmmm…… Would bringing their costs down to around 12-13 be better?

      That might be a little too cheap, but I wouldn’t be opposed to that for playtesting purposes.

  • #1451

    Xerecs
    Participant

    That might be a little too cheap, but I wouldn’t be opposed to that for playtesting purposes.

    For a middle ground, 13-14 points. This will probably affect the next six with this keyword, since they’re all two masters.

  • #1452

    Ben
    Keymaster

    Sea Breeze
    Faction Affiliation: Jade Rebellion
    Rarity: C
    Type: Ship
    Point Value: 13
    Number of Masts: 2
    Cargo Space: 3
    Base Move: S+L
    Cannons: 3L-2L
    Ability: Junk. If this ship has a crew with the Captain keyword, she gets +S to her base move.

    Flavor text: The veteran crew of this vessel use their vast knowledge of the wind and water currents to guide their ship to new heights of pure speed.

    Historical Custom of the Day #239

    Jesús María
    Faction Affiliation: Spanish
    Rarity: C
    Type: Ship
    Point Value: 10
    Number of Masts: 3
    Cargo Space: 5
    Base Move: L
    Cannons: 4S-3S-4S
    Ability: None.
    Link: Gabriel de Castilla

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1453

    Xerecs
    Participant

    The Breeze is VERY quick. I think it’s a good thing she’s on the smaller side, since we’ve seen what that ability on larger ships can do.

    Vaki— A ship with this keyword cannot sink, but may be scuttled. This ship cannot carry crew.

    Bohrdak
    Points: 14
    Ionic
    Masts: 2
    Cargo: 2
    Cannons: 2L-3L
    Movement: S+S
    Ability: Vaki. If this ship hits an enemy ship with a perfect shoot action, the target ship may be given an action as if it was a part of this ships fleet.

    Zadak
    Points: 13
    Ionic
    Masts: 2
    Cargo: 2
    Cannons: 2L-2L
    Movement: L+S
    Ability: Vaki. This ship gets +1 to her cannon rolls against any ship.

    Kerahk
    Points: 14
    Ionic
    Masts: 2
    Cargo: 2
    Cannons: 3S-3L
    Movement: S+S+S
    Ability: Vaki. The number of times this ship hits an enemy ship is the number of turns that ship cannot be given shoot actions.

    Nurak
    Points: 15
    Ionic
    Masts: 2
    Cargo: 2
    Cannons: 3S-3S
    Movement: S+S
    Ability: Vaki. If this ship hits an enemy ship with a perfect shoot action, immediately dock that enemy ship at the closest wild island. If there is a tie, the controller of this ship chooses which island.

  • #1454

    Ben
    Keymaster

    “Perfect shoot action” needs to be more specific. All cannons hit, or just the ship’s regular cannons? (not including a Musketeer/etc) Must roll only 6’s?
    Last part of Bohrdak’s ability could say “you may give the target ship an action”.
    Nurak’s ability is a bit strange and as usual I don’t like the teleportation aspect of it. (nearest wild island could be very far away in some circumstances – would also be very amusing in round earth)

    Bhargava
    Barbary Corsair
    Crew
    6 points
    Ability: Captain. This ship cannot be shot at while docked.

    Flavor text: Bhargava is a captain who enjoys both lucrative trade deals and killing enemy sailors. Over the past 11 years, he has developed considerable skill at keeping himself in a position that favors him rather than his superiors.

    Historical Custom of the Day #240

    Juan Alonso Idiáquez
    Spanish
    Crew
    3 points
    Ability: Captain. This ship gets +1 to her cannon rolls against Dutch ships. French ships get +1 to their cannon rolls against this ship.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1458

    Ben
    Keymaster

    Solemn Farewell
    Faction Affiliation: American
    Rarity: U
    Type: Ship
    Point Value: 15
    Number of Masts: 4
    Cargo Space: 6
    Base Move: S+S
    Cannons: 4L-4L-4L-4L
    Ability: Sniping. [You may double the range of this ship’s cannons each turn, but you must roll a 6 to hit.]

    Flavor text: Named after citizens who reluctantly accepted the new independence from Great Britain, this vessel is a prime example of a defensive cargo hauler. Her supremely long range cannons have sunk a few ships by now, giving the crew greater confidence to travel alone with valuable stores.

    Historical Custom of the Day #241

    Benjamin Gonson
    English
    Crew
    5 points
    Ability:
    Link: Shipwright. Once per turn, roll a d6. On a 5-6, you may repair one mast on any English ship in your fleet as a free action. This crew may use their abilities on land.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1459

    Xerecs
    Participant

    The SF reminds me of El Neptuno, but not as good, at least on my first glance. Given that ship and the fun combos that can be pulled off with her, the SF looks fun to play. The Americans may not have the crew variety of the Spanish but there are plenty of cool things you could do with this. Perhaps it’ll wind up in the staring fleet for THC? 😀

    I’ll clean up the wording on the Bohrdak, make it more clear what’s supposed to happen. The inspiration behind the Nurak was a character that compelled people to go back to their job/task. I translated it as best I could without making it too similar to existing mind control pieces. With those changes in mind, do you see their point costs changing much?

    The last two Vaki ships, after them there’s only a handful more 2 masters, and then the 1 mast ships! At this rate we might see them all by year’s end! 😀

    Vaki–A ship with this keyword cannot sink, but may be scuttled. This ship cannot carry crew.
    Cancelling– The cancel ability.

    Vhorzak
    Points: 13
    Ionic
    Masts: 2
    Cargo: 2
    Cannons: 3L-3S
    Movement: S+L
    Ability: Vaki. Cancelling.

    Rorzak
    Points: 13
    Ionic
    Masts; 2
    Cargo: 2
    Cannons: 2S-2S
    Movement: S+S
    Ability: Vaki. Once per turn if this ship is within S+S of an enemy ship, you may look at all face down cargo on that ship.

  • #1460

    Ben
    Keymaster

    The inspiration behind the Nurak was a character that compelled people to go back to their job/task. I translated it as best I could without making it too similar to existing mind control pieces.

    Kinda weird for Pirates; maybe the ships that get hit cannot shoot at Nurak on their next turn? What makes the most sense to me would be forcing them to repeat the same action they took last turn, but that gets ugly trying to remember (especially in bigger games).

    With those changes in mind, do you see their point costs changing much?

    Nope – I think playtesting would be required to see what they’re like for further changes.

    Sayarath
    French
    Crew
    5 points
    Ability: Reroll. Once per action you may double the range of one of this ship’s cannons.

    Flavor text: This sailor has traveled among the French fleet, giving out his luck in large quantities. It seems that any gun crew that works with him becomes more accurate and effective in a short period of time.

    ~~~~~

    Historical Custom of the Day #242

    Ralph Delaval
    English
    Crew
    10 points
    Ability: Captain. Once per turn you may give any English ship within S of this ship +1 to her cannon rolls this turn. This ship gets +1 to her cannon rolls against French ships.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1463

    Xerecs
    Participant

    Three today! I think I already posted the Agi on MT, back when I introduced the Ionics, but with the issues there I can’t be certain. Plus new feedback on it would be good to hear.

    Agi
    Points: 5
    Ionic
    Masts: 2
    Cargo: 5
    Cannons: 4L-3L
    Movement: S+S
    Ability: This ship cannot shoot when she carries treasure. When this ship carries treasure its base move is reduced to S.

    W’ Hee
    Points: 7
    Nationality: Ionic
    Masts: 2
    Cargo: 5
    Cannons: 5L-5L
    Movement: S
    Ability: This ship cannot be shot at while docked.

    Nui
    Points: 8
    Masts: 2
    Cargo: 5
    Cannons: 3S-3S
    Movement: S
    Ability: Equipment do not count toward the point limit of this ship, but still count toward the build total and take up cargo space.

  • #1464

    Ben
    Keymaster

    Some interesting slow gold runners there…. so Agi would be S+S+S for 7 points for 4 cargo on the way out, and S+S with about 4 coins on the way back… seems reasonable I suppose. The second one (reminds me of some Savage Shores pronunciations) is neat. I don’t think Nui’s ability is going to help her much, but perhaps there could be some niche situations.

    Weird but funny one here:
    Leaping Francis
    Spanish
    Crew
    1 point
    Ability: This crew can move between ships within L of each other if cargo space allows for it. (You may assign this crew to an enemy ship within L of this ship.)

    Flavor text: Sailors often laugh at this bizarre oddity. A nun who was scared out of her own life by some unknown horror, “Leaping Francis” jumps from ship to ship as if the Devil himself were following her every step.

    Historical Custom of the Day #243

    Captain Thompson
    Pirate
    Crew
    6 points
    Ability: Captain. This ship gets +2 to her equipment and specialist rolls.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1465

    Ben
    Keymaster

    Moonbeam
    Faction Affiliation: Pirate
    Rarity: C
    Type: Ship
    Point Value: 9
    Number of Masts: 3
    Cargo Space: 3
    Base Move: S+S
    Cannons: 4L-3L-3S
    Ability: If this ship is the last ship to shoot on your turn, she gets +1 to her cannon rolls.

    Flavor text: Adept at finding targets during the dead of night, the crew of this vessel use natural light to guide their shots home.

    Historical Custom of the Day #244

    Richard Hawkins
    English
    Crew
    5 points
    Ability: Captain. Explorer. This ship gets +1 to her boarding rolls against the Spanish.
    Link: John Hawkins

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1474

    Xerecs
    Participant

    Moonbeam is kinda weird, at least to me. Her ability would be hard to keep track of I would think in a larger game, then again it might not be. Testing would tell.

    The Ionics get two more submarines!

    Voya
    Points: 12
    Nationality: Ionic
    Masts: 2
    Cargo: 5
    Cannons: 4S-4S
    Movement: L
    Ability: Submarine. This ship sinks when her last mast is eliminated.

    flavor: Named for the island she was assembled on, the Voya is one of the first Submarines the Ionics have built. As a result she is susceptible to leaks and constant maintenance.

    Marhi
    Points: 12
    Nationality: ionic
    Masts: 2
    Cargo: 5
    Cannons: 4S-4S
    Movement: S+S
    Ability: Submarine. This ship cannot carry crew.

    flavor: Assembled underwater, the Marhi was meant to be a sister vessel to the Voya. Due to her unusual construction however almost no sailor will willingly serve on her, reducing her overall operational effectiveness.

  • #1478

    Ben
    Keymaster

    I think the Moonbeam’s ability could be easy to keep track of. You could purposely wait until the end of the turn to shoot with her, or simply give up in situations where you needed her to take actions before other ships. Although some weirdness could occur if she was the last ship you shot with on a turn, but long before your turn ended so you might forget to apply the bonus. XD

    Not a big fan of high-cargo gold running submarines, even with those negative abilities. It’s just such a defensive keyword that I could see them being a bit OP. In addition, most 2 masted subs have 2-3 cargo, and I like keeping things somewhat in line with what has been laid out in terms of reasonable cargo holds by ship type. I like to think they did that due to how much technology would be required to even have the MI subs in an “Age of Sail” environment – things would be quite cramped on board, with nowhere near as much room as the cargo hold of a sailing galleon/etc.

  • #1479

    Xerecs
    Participant

    I can drop their cargo holds down to either 4 or 3 apiece. I don’t really want to drop them to 3, since the Ionics are supposed to be slightly more technologically advanced than their counterparts in Sphereus Magna.

  • #1480

    Ben
    Keymaster

    Storm’s Eye
    Faction Affiliation: Viking
    Rarity: C
    Type: Ship
    Point Value: 24
    Number of Masts: 3
    Cargo Space: 4
    Base Move: L
    Cannons: 3L-3L-3L
    Ability: Longship. Extended Range. Canceller [Once per turn, one crew or ship within S of this ship cannot use its ability that turn.]. This ship’s cannons cannot hit targets unless they are outside of the normal range of the cannon. [Campaign Game ability: This ship is not negatively affected by storm terrain.]

    Flavor text: Having weathered many brutal Atlantic storms, the veteran crew of this commanding vessel know what it takes to sail the seven seas and not lose any hands. After surviving a hurricane, they now characterize their offense by employing special cannons and a unique strategy. Get close, and you might make new friends – if you survive the hellish approach.

    Historical Custom of the Day #245

    James Lancaster
    James Lancaster
    English
    Crew
    9 points
    Ability: Captain. Musketeer. Filching Gold. Ship treasure trading [Once per turn, if this ship carries treasure and is within S of an enemy ship, you may randomly trade one treasure with that ship.]. This ship’s crew cannot be eliminated or removed from the game by unique treasures.
    Link: Scourge of Malice, John Watts

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1481

    Xerecs
    Participant

    Two more!

    Bara
    Points: 7
    Masts: 2
    Cargo: 6
    Cannons: 3L-3L
    Movement: S+S
    Ability: Ramming cannot eliminate this ships masts. This ship cannot be given repair actions.

    Ekop
    Points: 13
    Masts: 2
    Cargo: 3
    Cannons: 3S-4S
    Movement: L
    Ability: This ship ignores iceberg terrain.

  • #1482

    Ben
    Keymaster

    I think you should literally reverse the point costs on those. Bara is a fantastic gold runner/small hybrid who probably won’t need to repair much anyway. (either safe at home with loot, or captured/sunk by opposition) On the contrary, Ekop is a very middling ship even without factoring her cost into the equation, which makes her pretty much unplayable. Unless I’m missing something in the ability – I assume she could not only pass over icebergs instead of hitting them, but also perhaps be immune to damage if they collided with her?
    Bara should be 13, though you could probably get away with 6 for Ekop.
    I’m noticing a lot of short names in this set due to the Bionicle influence – quite the opposite from some of mine! XD (though I’m a little obsessed with the epic convoluted weird names, which we’ll see more of eventually)

  • #1483

    Xerecs
    Participant

    Correct on the Ekop’s ability, she can completely ignore icebergs as if they weren’t there. Her’s is an ability I originally thought would be more expensive, but after some discussion I’ve realized it’s not as handy as I had thought, I’d just never gotten around to adjusting the cost. I’ll switch the costs around for the two ships.
    Incidentally, many of the names are either direct copies or are scrambled up is some way. Ekop for instance is the matoran Kopeke, who eventually became chronicler after Takua and Hali.

  • #1484

    Xerecs
    Participant

    Couple of weird ones today.

    Hirun
    Points: 10
    Ionic
    Cargo: 3
    Masts: 2
    Cannons: 3L-3L
    Movement: L
    Ability: This ship gets -1 to her cannon rolls with a captain.

    Viso
    Points: 4
    Ionic
    Masts: 2
    Cargo: 5
    Cannons: 4S-4S
    Movement: S
    Ability: Friendly ships within S of this ship get -1 to their cannon rolls.

  • #1485

    Ben
    Keymaster

    Not sure why the Hirun is so expensive given some of the decent 2 masters out there (Cutlass for example) that are far better for less points. Seems like cargo has been underpriced on your customs lately, though the Viso’s ability does hold her back enough to justify only 4 points I think (especially given that the Paradox is good but not quite OP, and quite similar overall). I think Hirun at 5 or 6 makes sense. Viso is basically a more useful ship; there’s not a lot you can do with the Hirun.
    To me weird usually means interesting, which I like given the basic nature of some of the other pieces in the set so far.

    Zeafaran
    Faction Affiliation: Mercenary
    Rarity: U
    Type: Ship
    Point Value: 19
    Number of Masts: 4
    Cargo Space: 4
    Base Move: S+L
    Cannons: 2S-3L-4L-3L
    Ability: Mercenary. Schooner. This ship gets +S to her base move with a named crew aboard. Spanish crew can use their abilities on this ship.

    Flavor text: Collaborating on logistics and duties, the Spanish and Mercenary crew of this vessel work together in surprising harmony. Under proper leadership, she can be one of the more effective vessels in the Pacific.

    Historical Custom of the Day #246

    Frescheville Holles
    English
    Crew
    4 points
    Ability: Captain. This ship gets +1 to her cannon rolls against the Dutch. The Dutch get +1 to their cannon rolls against this ship.
    Link: Preston, HMS Cambridge, Robert Holmes

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1486

    Xerecs
    Participant

    Okay, point cost adjustment on the way for the Hirun. A lot of the Ionic two masters are ‘slow runners’ or could be classified as gold runners. Since almost all of their ships up till now have been IMO gunships.

  • #1492

    Jonathan Bowen
    Participant

    Hello; J. W. Darkhurst here. So I had been posting my latest custom set (Seas of Doom) on Mini-Trading, but I was basically told by Xerecs to just post stuff here 😛

    So here we go; as a refresher, the first ten items from the English of Seas of Doom! 😀

    England

    1. HMS Lord of Gondor
    Points: 15
    Masts: 5
    Cannons: 2S,3L,4S,3L,2S
    Cargo: 4
    Base Move: L
    Ability: Blockade Runner.
    Link: Boromir, Captain of the Guard

    2. Boromir, Captain of the Guard
    Points: 9
    Ability: Loyal: England. Marine. World-Hater.
    Link: Sir Faramir; HMS lord of Gondor

    3. Sir Faramir
    Points: 5
    Ability: Loyal: England. Musketeer. This ship gets +1 to boarding rolls.
    Link: Boromir, Captain of the Guard

    4. HMS Fellowship
    Points: 15
    Masts: 4
    Cannons: 2L,3S,3S,4L
    Cargo: 4
    Base Move: L
    Ability: Crew of any nationality may use their abilities on this ship.

    5. RNS Thames
    Points: 20
    Masts: 4
    Cannons: 4L,3S,3S,4L
    Cargo: 5
    Base Move: L
    Ability: Man-O’-War.

    6. HMS Lothlórien
    Points: 15
    Masts: 4
    Cannons: 4L,4S,4S,4L
    Cargo: 5
    Base Move: S+S
    Ability: Parley. Once per turn, if a crew on this ship would be eliminated, turn them face-down instead.
    Link: Sir Elrond of Rivendell

    7. Sir Elrond of Rivendell
    Points: 6
    Ability: Captain. Reroll.
    Link: HMS Lothlórien

    8. HMS Sentinel
    Points: 14
    Masts: 4
    Cannons: 2L,2S,3S,3L
    Cargo: 3
    Base Move: L
    Ability: Schooner. This ship ignores the first hit she takes each turn so long as she has all of her masts.

    9. HMS Silver Wolf
    Points: 12
    Masts: 2 (sloop)
    Cannons: 3L,2S
    Cargo: 2
    Base Move: L+L
    Ability: This ship’s crew cannot be eliminated unless she sinks.

    10. Col. Myles Q. Lang
    Points: 8
    Ability: Marine. This ship’s crew cannot be eliminated unless she sinks.

    If these are difficult to read in a list format, let me know; I can bold the piece names and numbers to make it easier for y’all 😉

    As usual, feedback is always welcome.
    Hope to post some more English tomorrow
    -J. W. Darkhurst

  • #1493

    Xerecs
    Participant

    I advise you to post the relevant custom keywords along with the posts. Me and Ben (and most other people probably) can figure out the keyword/short hand used fore regular abilities, but some of the Custom keywords can be hard to track.
    I’d also recommend bolding the names of the pieces, just to make them stand out a little bit.

  • #1494

    Jonathan Bowen
    Participant

    :T
    Fudge.
    I’ll do that tomorrow *nervous smile*

  • #1495

    Ben
    Keymaster

    Ahoy J.W. Darkhurst, thanks for joining my site! 🙂 I’m not a huge fan of bringing LotR into Pirates but the game pieces look fair and appropriately costed so far.

    Cryptic Scroll
    Unique Treasure
    Ability: You may unload this treasure at your home island. If so, roll a d6. On a 1, eliminate the crew on this ship with the highest point cost. If this ship has no crew, instead eliminate all crew on one friendly ship docked closest to this ship. On a 6, this treasure is worth 9 gold. On a 2-5, place this treasure face down on the wild island farthest from your home island.

    Historical Custom of the Day #247

    Scourge of Malice
    Faction Affiliation: English
    Rarity: C
    Type: Ship
    Point Value: 13
    Number of Masts: 3
    Cargo Space: 5
    Base Move: L
    Cannons: 2S-4L-3S
    Ability: This ship gets +1 to her cannon rolls against the Spanish. This ship gets +1 to her boarding rolls against sea creatures. This ship can use Parley against Dutch ships.
    Link: George Clifford, Henry Middleton, David Middleton, William Keeling, James Lancaster, Thomas Best

    Some very specific abilities, but all based on her story of course. (which is quite interesting by the way, especially considering all the voyages she was a part of) The anti-creature bonus is due to a legitimate whaling incident. XD

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1496

    Xerecs
    Participant

    We’re steamrolling through the Ionics! Only a few more ships to go and then some crew. After them it’s the much awaited reveals of the Pirates and Cursed, followed by the Mercenaries, and finished up with all the ‘extra’ pieces in the LE/SE and SR section!

    Horka
    Points: 14
    Ionic
    Masts: 2
    Cargo: 3
    Cannons: 5S-3S
    Movement: S+S+S
    Ability: Friendly ships within S of this ships get +1 to their cannon rolls.

    Mhak
    Points: 13
    Ionic
    Masts: 2
    Cargo: 4
    Cannons: 3S-4S
    Movement: L
    Ability: When this ship is given an explore action, you can swap a treasure on the wild island for a crew on any friendly ship.

  • #1497

    Xerecs
    Participant

    Two more!

    Tihut
    Points: 12
    Ionic
    Masts: 2
    Cargo: 3
    Cannons: 3S-2S
    Movement: S+L
    Ability: This ship ignores the first hit she takes each turn as long as she has all of her masts.

    Rehye
    Points: 9
    Ionic
    Masts: 2
    Cargo: 3
    Cannons: 4S-4S
    Movement: S+S+S
    Ability: (none)

  • #1498

    Ben
    Keymaster

    @All: Sorry for any glitches in the forum such as the tag buttons disappearing; I’m trying to optimize the site and sometimes plugins disable things unfortunately.

    @xerecs (wow, looks like doing that automatically links to a member’s page, nice! XD)
    Mhak: We’ve seen that ability too much already; I find it hard to believe there is some flavor connection in Bionicle that justifies it. XD Perhaps something similar but less practical/OP could work?
    Tihut: Inferior to Le Courageux in multiple ways – since the latter is not underpriced or OP, I could see Tihut at 8 or 9.
    Rehye: Rather simple, 8 should work if you want it cheaper.

    ~~~~~

    Lately I’ve been going through Pirates of the Epic Seas and doing one game piece per faction (or UT/etc) at a time. I’ve gotten down to the SE’s again, and there are so many “unreleased” that I like, it’s tough to know what to reveal! XD I made some more fantasy customs today, some of which are rather amusing. For today, I’m in the mood to go out of order and reveal something I just created today. I’ve wanted to make something with a “Ring of Fire” theme for a while now, somewhat based on the real life volcano chain.

    Ring of Fire (Islands)
    Place these 5 Mysterious Islands in a circle during setup. These islands cannot be chosen as home islands, and should be placed 2L or 3L apart. When a ship docks at this island, roll a d6.
    1 – Catastrophic Eruption: All ships docked at this island have all of their masts (including eliminated ones) replaced with fire masts. All ships within 3L of this island receive 3 fire masts; this effect can sink ships. Eliminate all crew and forts on this island.
    2 – Violent Eruption: All ships docked at this island receive 3 fire masts. Ships within 2L of this island receive 2 fire masts. Eliminate all crew and forts on this island.
    3/4 – Eruption: All ships docked at this island receive 2 fire masts. Ships within L of this island receive 1 fire mast. Eliminate all crew on this island.
    5/6 – No effect.
    *Game pieces that are submerged are not subject to receiving fire masts.

    Ring of Fire (Canoes)
    Faction Affiliation: Mercenary
    Rarity: U
    Type: Ship
    Point Value: 14
    Number of Masts: 1
    Cargo Space: 1
    Base Move: S+S+S
    Cannons: 3L
    Ability: Mercenary. Native Canoe. Captain. Fire Shot.

    Flavor text: Hailing from the most volcanic region in the world, these tribal natives have preyed on worried sailors for centuries. They have learned to detect when an eruption is imminent, and then use the chaos and death of such a cataclysmic event to pillage both victims and survivors. Named after the devastating region they sail around, there have been reports of canoe”rings” surrounding enemy ships and lighting the sails and rigging on fire with flaming arrows, watching from afar as the crew are burned alive and the ship is burnt to the waterline. They are known as perhaps the most clever and secretly evil tribe in the Pacific, and use the speed and agility of their canoes to avoid being wiped out by the frequent eruptions.

    Kinda overdid the flavor text, but it really helps give context to their background and the fleshing out of the “Ring of Fire” concept, especially with Epic Seas having a more Mercenary/tribal/Pacific slant the past few months.

    The last piece of the “saga”, at least for now….

    Ring of Fire
    Unique Treasure
    Ability: When discovered, assign this game piece to a named crew on this ship. If this ship isn’t assigned a named crew, place this treasure face down on a random wild island without revealing the treasure to any players. Once this treasure is assigned to a named crew, it is treated as equipment and cannot be removed from this ship unless the crew is removed. If the assigned crew is eliminated, eliminate this game piece. When this ship shoots, up to 3 hits may be fire hits instead of regular hits (you must declare which cannons are shooting fire shot before rolling). If this ship is within L of a Volcano island, you may eliminate one crew on this ship – if so, one enemy ship within L of this ship cannot move on their next turn.

    Flavor text: This mysterious ring bears an inscription that starts with a “V”… many scholars have attempted to decode what the name means, but they always end up murdered for the ring’s power. Multiple “giants” have been seen wielding the ring for evil purposes in the Pacific, leaving a trail of smoke in their wake….

    So there you have it. Pretty convoluted already, and it might get more wordy and complicated if I add things to the concept. Funny enough I already have an epic volcano-based 10 master with linked crew combo, so if I get them involved… yikes…. O_O

    Man, sometimes I find it surprisingly easy to create a lot of fantasy customs. So many things to draw inspiration from, either just a simple word like “dove” or some complex convoluted backstory of chaos. XD Just looking up “cursed art” in google images gives me plenty of random ideas! Epic Seas is about to reach 700 total game pieces, and it’s inevitable that someday I will break 1,000 on that set, and eventually many more I hope. In times like this I have to consciously try to stop staring at what I’ve created or plan to create, just so I don’t spend many hours a day doing it! XD

    ~~~~~

    Historical Custom of the Day #248

    John Watling
    Pirate
    Crew
    3 points
    Ability: Captain. This ship gets +1 to her d6 rolls against ships with the Chieftain keyword aboard. This ship gets -1 to her d6 rolls against forts.
    Link: Bartholomew Sharp

    Strange abilities, but read his brief and strange story for why I gave them to him. Almost some weird parallels with Captain Jack Sparrow.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1503

    Xerecs
    Participant

    I might give the Mhak the more commonly found treasure trading ability, as seen on the RV neptune’s hoard. still good but not OP like CJS can be.

    Those are some VERY good canoes there. 3S speed with captain and fireshot built in? Yeesh. These are the most offensively minded canoes I’ve ever seen, they seem more suited to combat than to actual gold running. I’m already thinking of multiple sets of these things running around in a campaign. Equal parts terrifying and intriguing.

    I like the whole ‘island chain’ of mysterious islands, very cool, and with some very destructive capabilities. You could probably slip these into THC to give them a test run of sorts.

    Hmmm. The UT is wordy, but I think it needs to be, for what it’s intended to do. I’m kind of imagining it like an infinity stone or something….. 😀

  • #1507

    Ben
    Keymaster

    Funny you mention THC, since just after I posted, I thought about potentially transforming the center “cross” or archipelago islands (some of them anyway) into a potential “Ring of Fire”…. O_O More on that next session I would think….

    Haha, I thought of similar, but more towards rings of power from LotR rather than infinity stone. I guess there are some parallels between both, but I’ll try to keep that to a minimum. XD

  • #1508

    Ben
    Keymaster

    Rachna
    Faction Affiliation: Barbary Corsair
    Rarity: SE
    Type: Ship
    Point Value: 20
    Number of Masts: 4
    Cargo Space: 4
    Base Move: S+S
    Cannons: 2L-2S-2S-2L
    Ability: This ship gets +1 to her cannon rolls if she has a captain and helmsman crew assigned to her.
    Link: Malophoros

    Flavor text: Malophoros captured this ship from the Mercenaries, and now uses her as a flagship of sorts. Currently the only non-galley Barbary Corsair ship, she attracts heavy fire from the imperial nations at war in the southern Mediterranean. However, between the ship’s incredible cannons and Malophoros’ leadership, she has not lost a battle yet.

    Malophoros
    Barbary Corsair
    Crew
    Rarity: R
    10 points
    Ability: Black Mark. AA [Once at the beginning of each of your turns, roll a d6. On a result of 6, any ship in your fleet may be given two actions that turn.]. When this ship hits an enemy ship, you may also eliminate one crew from that ship.
    Link: Rachna

    Flavor text: Deemed “The Most Evile Corsair” by various governments, this Barbary Admiral collaborates with the Mediterranean Cursed fleet. He is extremely skilled, and enjoys inflicinting great pain upon his opponents. Few have dared to stand up to him; those who do, gain his respect. But not his mercy.

    ~~~~~

    Historical Custom of the Day #249

    George Best
    English
    Crew
    1 point
    Ability: Once per turn you may look at all the treasures of an island you have previously explored.
    Link: Martin Frobisher

    This ability would not include islands that have been “unmarked” by things such as the S-Explorer ability.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1509

    Xerecs
    Participant

    Seems like a very good linked pair. Malophoros gives the Corsairs another much-needed fleet admiral, and the the Rachna is a very good gunship, with some of the best cannons you can get your hands on. With that much point space and some decent cargo, you could set her up as an ‘equipment ship’ with one or two different equipment to use with those L range cannons, like fire or double shot, or your own Bow Chasers.

    Two more! An interesting Sea Monster and the last two master!

    Takea
    Points: 16
    Ionic
    Masts: 2
    Cargo: 0
    Cannons 2S-3S
    Movement: S+L
    Ability: Sea Monster. You may use up to 4 copies of Takea at once.

    flavor: Ionic sailors have a mix of hatred and reverence for Takea, the great sharks. Usually harmless unless provoked, one is enough to severely damage any ship, encounter or anger a school and you might not live to see the morrow.

    Kes
    Points:
    Masts: 2 (sloop)
    Cargo: 1
    Cannons: 3S-3S
    Movement: S+S
    Ability: This ship cannot load or be affected by Unique Treasures.

    flavor: The captain of the Kes has gone out of his way to keep his ship and crew away from unexplored regions, where strange artifacts and relics of ‘unnatural power’ would tempt him and his crew.

    I don’t have a fixed cost yet for the Kes. Aside from her ability she’s underwhelming and quite possibly bad. My initial thought is somewhere around 10 points for her.

  • #1510

    Ben
    Keymaster

    Huh, assuming they EACH cost 16 points, Takea could come down to maybe 9 or 10 points. Speed is good but sharks are horrendous in gameplay.
    I like the flavor/ability of Kes quite a lot, but 10 points is way too high. I would say the ability is about equally bad and good, and could see a point cost of about 4 I think. Also, by 2 masted “sloop”, I assume you mean the blockade runner ship type like the Prince of Chichester? The original 1 masters are the main ship type referred to as sloops.

  • #1511

    Xerecs
    Participant

    Okay, point cost adjustments coming! I’ll go with the lower cost for the Takea, 9 points for it/them.

    I can put the Kes at 4 points no problem, and yes I mean she’s the Blockade runner type two master, like the PoC. Aside from the Takea she’s the only Uncommon 2 master for the Ionics.

  • #1512

    Jonathan Bowen
    Participant

    apologies for my inactivity in the last few days <darkhurst.exe has been experiencing delays>

    Anyway, there are more English awaiting in the Seas of Doom, so let us not be stayed any further!

    Relevant keywords (including some from the last post)

    ((Repeating Guns is a new keyword))

    1. Blockade Runner: This ship gets +1 to ramming and boarding rolls. This ship can’t have her masts rammed off.

    2. World-Hater: This ship gets plus one to her cannon rolls against any ship of a different nationality.

    3. Man-O’-War: Once per turn, before you give this ship a shoot action, roll a d6. On a result of an odd number, her cannons become 2-rank for this turn. On a result of an even number, she eliminates two masts with each hit.

    4. Reroll: Once per turn, you may re-roll any die roll you make for this ship; you must use the second die roll result

    5. Repeating Guns: When this ship is given a shoot action, you may declare that she is using repeating guns. If all cannons hit during that shoot action, each cannon may shoot again. (This action does not count towards the two action limit) For each cannon that misses on its second shot, eliminate one mast or cargo from that ship
    ********************************************************************************************************

    England

    11. HMS Valkyrie
    Points: 22
    Masts: 5
    Cannons: 4S,3S,3S,3S,4S
    Cargo: 5
    Base Move: S+S
    Ability: Broadsides Attack. This ship eliminates two masts with each hit.
    Link: Captain Joseph Korso

    12. Captain Joseph Korso
    Points: 7
    Ability: Black Mark. Captain. Reroll.
    Link: HMS Valkyrie

    13. HMS Scorpius
    Points: 20
    Masts: 3 (square)
    Cannons: 2L,3S,2L
    Cargo: 2
    Base Move: S+L
    Ability: Blockade Runner. Repeating Guns.

    14. HMS Oakenshield
    Points: 17
    Masts: 3
    Cannons: 2S,3S,4S
    Cargo: 3
    Base Move: S+S
    Ability: Schooner. Two hits from the same shoot action are required to eliminate one of this ship’s masts.

    15. HMS Gil-Adriel
    Points: 14
    Masts: 2
    Cannons: 4S,4S
    Cargo: 2
    Base Move: L
    Ability: This ship cannot be affected by cursed abilities. Actions are not abilities.

    If there are any problems reading these, let me know and I can change my posting schedule to one item at a time. As always, feedback is welcome. Expect a new post maaayybe tomorrow?

    -J. W. Darkhurst

  • #1513

    Xerecs
    Participant

    Cursed abilities is very vague. I’d try and specify what exactly cannot affect the ship.

  • #1514

    Ben
    Keymaster

    @Jonathan Bowen: Repeating Guns seems like a very risky ability. I suggest changing it to “this ship” for the last part of the wording.
    The “Gil-Adriel” (Galadriel?) seems extremely overpriced. I would capitalize the C to make it Cursed (more obvious that it’s factional) and drop the “actions are not abilities” part since it seems unnecessary. Unless I’m missing something, 6-7 points would probably work.

    ~~~~~

    Alright, after quite a long break, it is finally time to reveal another 10 master!! XD And a BIG day for custom reveals overall!

    Devil’s Wrath
    Faction Affiliation: Cursed
    Rarity: LE
    Type: Ship
    Point Value: 37
    Number of Masts: 10
    Cargo Space: 4
    Base Move: S+S
    Cannons: 2L-2L-3S-3S-3S-4L-4L-4L-2L-2L
    Ability: Junk. Broadsides Attack. This ship cannot carry gold. The ship can shoot at submerged submarines.
    Link: Diabolos

    Flavor text: Bursting forth from the fiery depths of hell comes the latest in a long line of Cursed behemoths. Setting sail from deep in the Indian Ocean, Diabolos is taking “His Wrath” to the Americas to wreak havoc and send humans to their doom. With a cargo hold always full of ammunition, the crew has but one purpose – sink enemy vessels, whether they are above or below the waves. Plunder is ignored in the conquest of annihilation.

    Diabolos
    Diabolos
    Faction Affiliation: Cursed
    Rarity: LE
    Type: Crew
    Point Value: 16
    Ability: Loyal: Cursed. Captain. Once per turn, choose one enemy ship within L of this ship. Roll a d6; on a 5-6, eliminate 2/3 of that ship’s masts (rounding up from .5 and greater), ignoring all defensive abilities. This crew may use his abilities only aboard Cursed 10 masters.
    Link: Devil’s Wrath

    Flavor text: Called by Xenthalos from Hell itself, Diabolos is as close as mere mortals can get to seeing the Devil himself. Upon seeing the dominance of mankind over the world’s oceans, he flew into an unstoppable rage. Often using a flash fire burning power, he can destroy masts and rigging with blasts of fire with nearly no drawback. Rumor has it that he can fly – if true, his newest opponents in the Atlantic will be charred corpses on the ocean by month’s end.

    Diabolos translates as “Devil”, partially inspired by the villain from Final Fantasy.

    I originally had his feature ability eliminating all but one of the enemy ship’s masts, but then you could take a 10 down to 1 mast with one die roll… I know it’s still OP, but I may increase the cost even further or make it happen only on a 6. (the ability is based on the Dark Messenger ability in FF6 which is actually more devastating (leaving you with 1/16 of your HP lol). I may also make him more crazy with flying/fire abilities, but for now Doragon the Magnificent is the only character I’ve made who can fly, and it should probably stay that way. XD

    ~~~~~

    Quarter of the way to 1,000 in this series, so time for a big one! XD

    Historical Custom of the Day #250

    Martin Frobisher
    Martin Frobisher
    English
    Crew
    7 points
    Ability: Captain. Explorer. This ship gets +1 to her cannon rolls against the French and Spanish.
    Link: Aid, Triumph, Edward Fenton, George Best, Francis Drake

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1515

    Xerecs
    Participant

    Yikes, a ten mast dreadnought and a super crew! I like both of them, though I’m wondering how BA would work on the ten master. I notice you specified submarines, not submerged ships, any reason? I think the cargo of 4 keeps the Wrath from being too powerful, kind of like my handling of the Yaochuan and her ability to submerge.
    Diabolos is quite powerful, with the right rolls or UT set ups he could very quickly eliminate entire battle fleets or possibly entire factions. I’m looking forward to his eventual use in THC, it should be fun and interesting to see how that plays out.

    Two more!

    Kaut
    Points: 5
    Nationality: Ionic
    Masts: 1
    Cargo: 3
    Cannon: 4S
    Movement: L+L
    Ability: This ship cannot load treasure. This ship ignores terrain when given a move action.

    Irok
    Points: 6
    Ionic
    Masts: 1
    Cargo: 3
    Cannon: 3S
    Movement: S+S
    Ability: Oarsman.

  • #1516

    Jonathan Bowen
    Participant

    Hello, thanks for the feedback! 🙂

    @xerecs: I see your point and I was considering changing it to read “Ability text on Cursed ships and crew cannot affect this ship.”

    @Ben: Yes, Repeating Guns is risky, but I made it like that both for balancing purposes, and because i figured that whatever form of repeating guns existing at this time would still be a prototype, and therefore risky to use. I see your point about the wording at the end and I can change that, no problem. As for the Gil-Adriel, it can be made cheaper. Let me know what you think about the rewording above as well. I can drop the “Actions are not abilities” part also. I just figured there would be someone who would interpret the ability to include actions as well.

    Did “bolding” the item names help make it easier to read them? Should I post the pieces one at a time, or continue posting them in groups of five? Let me know what looks best so I can post the next item or group later today 🙂

    -J. W. Darkhurst

  • #1517

    Xerecs
    Participant

    I use bold and italic for names of things and keywords like Schooner or Junk. I’m going one/two at a time and I think that’s a good pace for me. If you want to keep going 5 at a time for speed sake then keep going five at a time.

  • #1518

    Ben
    Keymaster

    BA basically doesn’t work on 10 masted junks, but could be of slight value when the ship loses a lot of masts. More of a thematic touch given the “berserk anger” flavor stuff. XD The ship is not after sea creatures since most of those will be Cursed or not hostile to the Cursed, unlike many subs.
    I like both of those 1 masters.
    @JB/JW: Rewording looks fine. I like when the title of the game piece is bolded, makes it stand out more. (hopefully I’ll get more options on this forum sometime, for font sizes and maybe colors) Post in whatever increments you want!

  • #1521

    Jonathan Bowen
    Participant

    Alright, y’all. Back again with more English from Seas of Doom!
    (just for the record, I will continue to post Seas of Doom in f-piece increments)

    Relevant Keywords:

    Clipper Ship: This ship’s movement is measured from bow to stern.

    Repeating Guns: When this ship is given a shoot action, you may declare that she is using repeating guns. If all cannons hit during that shoot action, each cannon may shoot again. (This action does not count towards the two action limit) For each cannon that misses on its second shot, eliminate one mast or cargo from that ship

    England

    16. HMS Everjust
    Points: 17
    Masts: 3
    Cannons: 2S, 3L, 3L, 2S
    Cargo: 4
    Base Move: S+S
    Ability: Clipper Ship. Crew of any nationality may use their abilities on this ship.
    Link: Master-at-Arms, Wesley Dorrian

    17. Master-at-Arms, Wesley Dorrian
    Points: 7
    Ability: Sac. Once per turn, before giving this ship a shoot action, roll a d6. On a result of an odd number, this ship gets +1 to cannon rolls for that turn. On a result of an even number, this ship gets +1 to boarding rolls for that turn.
    Link: HMS Everjust

    18. RNS Celestial Fire
    Points: 20
    Masts: 5
    Cannons: 3L,3L,3L,3L,3L
    Cargo: 3
    Base Move: L
    Ability: Repeating Guns.

    19. Styx
    Points: 12
    Masts: 3 (square)
    Cannons: 2S,3S,2S
    Cargo: 3
    Base Move: L+S
    Ability: Cursed crew may use their abilities on this ship.

    20. Commodore Preston Slate
    Points: 6
    Ability: Give this ship a move action but do not move her. Instead, roll a d6. On a result of 5 or 6, move an enemy ship L in any direction

    And with that, England is concluded! I will begin the next faction probably tomorrow afternoon; I might have to do homework or school stuff :T

    Anyway, feedback is welcome, as always. Let me know if the way I’ve posted these pieces is easier to read. I feel like there’s more to say, but… I’m clueless rt now :T
    So see y’all next time.

    -J. W. Darkhurst

  • #1522

    Ben
    Keymaster

    The Everjust is confusing with 4 cannons instead of 3.
    Personally I think the comment in Dorrian’s name is unnecessary. Especially because it made me think the ship linked to two crew, one called “Master-at-Arms” and one called Wesley Dorrian. His cost seems right, though I don’t like the thought of adding a die roll before each shoot. Maybe the controller can choose which bonus applies? (cannons would win out over boarding in most cases, but being able to choose also makes sense thematically based on situational preparation)
    Celestial Fire seems overpriced based on how difficult it would be to pull off Repeating Guns – even if you hit every time, you might not need to bother shooting again since 5 hits will take care of most ships. (not to mention the backfiring) I could see her at 16.
    Styx is kinda neat; I assume the name is not from the band? XD (any flavor text yet?)
    Seems easy to read to me!

  • #1523

    Jonathan Bowen
    Participant

    Haha… Funny story, Ben…. 😂

    Originally, the Everjust was gonna be a Windcatcher, but I changed her last second. However, I forgot to edit the mast total… 😂
    So she is intended to be a four-mast ship. That error will be changed, and I can include her in my next release post with that edit if you feel it to be necessary, or if y’all just want me to.

    I can eliminate the comma in Wesley Dorrian’s title/name without a problem. And the Celestial Fire can have her point cost dropped as well.

    Unfortunately, the Styx isn’t named for the band; sorry 😂😔

    -J. W. Darkhurst

  • #1524

    Xerecs
    Participant

    I might suggest that you re-arrange the order in which the names appear in addition to removing the comment.

    Wesley Dorian master-at-arms.

    Hmm. Actually looking at that way would imply keeping the comma, so probably best to keep his name/title as-is.

  • #1525

    Xerecs
    Participant

    Two more!

    Nuri
    Points: 15
    Ionic
    Masts: 1
    Cannons: 4S
    Cargo: 3
    Movement: S+L
    Ability: Once per turn roll a d6. On a 5-6 this ship gets +L+L to its base move.

    Flavor: Built for speed with a light frame and timber, the Nuri moves so quickly across the water that she almost appears to teleport from place to place. Her speed however comes at the cost of reduced to no firepower.

    Sulak
    Points: 10
    Ionic
    Masts: 1
    Cargo: 3
    Cannon: 3S
    Movement: S+S
    Ability: Sea Creatures within S of this ship get +1 to their cannon rolls.

    Flavor: The crew of the Sulak has an uncanny and borderline unnatural affinity for sea life. Be it common fish or the great leviathans of the deep, the crew calls all sea life friend, and in return that sea life will often protect the ship and crew form harm.

  • #1526

    Ben
    Keymaster

    Swift Stabbing
    Faction Affiliation: Cursed
    Rarity: U
    Type: Ship
    Point Value: 15
    Number of Masts: 4
    Cargo Space: 3
    Base Move: S+L
    Cannons: 2L-4S-4L-5L
    Ability: Schooner. On the turn this ship is pinned, eliminate one crew and one mast from the rammed ship.

    Flavor text: Every Cursed crew on this ship is equipped with at least one sword. They’ve even sharpened and strengthened the ship’s bowsprit to better tear enemy rigging and sails upon impact with other ships. Relying on speed rather than firepower, the ship performs adequately against most opponents, but has lost minor engagements to well-trained European gun crews.

    Historical Custom of the Day #251

    Triumph
    Faction Affiliation: English
    Rarity: C
    Type: Ship
    Point Value: 18
    Number of Masts: 4
    Cargo Space: 5
    Base Move: L
    Cannons: 4S-3L-3L-4S
    Ability: English ships within S of this ship get +1 to their cannon rolls.
    Link: Martin Frobisher

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1529

    Xerecs
    Participant

    Rapidly approaching the end of the Ionics, two more for today!

    Bomo
    Points: 11
    Ionic
    Masts: 1
    Cargo: 4
    Cannon: 3L
    Movement: S+S
    Ability: Once per turn roll a d6. On a 5-6 this ships masts cannot be rammed off and require two hits in the same shoot action to eliminate its mast.

    Flavor: The crew of the Bomo take extreme measures to ensure that their tiny ship is not easily dispatched in battle, such as additional support timbers and armor plating for the hull. However they often re-purpose those materials to keep the ship seaworthy.

    G’ki
    Points: 5
    Ionic
    Masts: 1
    Cargo: 4
    Cannon: 4L
    Movement: L+S
    Ability: none.

  • #1530

    Ben
    Keymaster

    I wouldn’t mind if the Bomo’s abilities were simply automatic if the cargo went to 3 or the cost to 12. The text doesn’t specify on which turn the effects apply, so it’s a bit confusing – not to mention the annoyance of yet another roll for the ship every single turn that opponents then have to remember for their own turns when attacking it.
    I know the second one isn’t really better than the Bon Marin or Intrepide, but it’s just a simple OP gold runner to me. No changes need to be made, it’s just really basic and not really what customs are about IMO. (flavor text could help though)

    Grand Plunder
    Faction Affiliation: Jade Rebellion
    Rarity: R
    Type: Ship
    Point Value: 18
    Number of Masts: 6
    Cargo Space: 6
    Base Move: L
    Cannons: 3S-4L-4L-4L-4L-3S
    Ability: Junk. This ship may dock at an enemy home island and take as much treasure as she can carry. If able, she must leave on your next turn.

    Flavor text: Built and named for pillaging, the Jades made sure to construct a monstrosity for nearly every seafaring purpose. Despite the complete lack of deception, the crew of this vessel uses the Grand Plunder’s sheer size to get away with massive heists.

    Historical Custom of the Day #252

    Juan Díaz de Solís
    Spanish
    Crew
    4 points
    Ability: Explorer. If this ship begins a move action within S of land, she gets +S to her base move.

    Originally I had his second ability at just one point (worse than a Helmsman), but between speed being the most important attribute in this game and how versatile it could be, I bumped it all the way to 3. It would be a nice boost whenever you left your home island or a wild island, similar to those +S after loading/unloading cargo abilities. Plus, two abilities into one cargo space is great for a gold runner especially. This ability plus a helmsman on some gold runners could be really good I think.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1531

    Jonathan Bowen
    Participant

    Hey, y’all.

    It’s been a while, since I last posted, but now that I’m here…

    America!!!!! 😆🤩😝 (Seas of Doom)

    (sorry; I had to…)

    Let’s begin this post with, you guessed it, Relevant Keywords!

    1. Battleship: A ship with this key word has two shots per mast and has Extended Range.

    2. EA: Once per turn, roll a d6. On a 5-6, give this ship an extra action.

    3. World-Hater: This ship gets plus one to her cannon rolls against any ship of a different nationality.

    4. Ironclad: You must roll a 5 or 6 to hit this ship.

    ********************************************************************************************************

    1. USS Lazuli
    Points: 14
    Masts: 3
    Cannons: 3L,5S,3L
    Cargo: 4
    Base Move: L+L
    Ability: Schooner. This ship cannot dock at any island so long as there is another ship docked there. This ship starts the game S away from your Home Island.

    2. USS Star Chaser
    Points: 20
    Masts: 3 (square)
    Cannons: 4S,3S,4S
    Cargo: 3
    Base Move: L+S
    Ability: Battleship. EA.

    3. USS Obsidian
    Points: 15
    Masts: 5
    Cannons: 4S, 3L, 3L, 3L, 4S
    Cargo: 6
    Base Move: L
    Ability: Secret Hold.

    4. Anthony Sark
    Points: 7
    Ability: Captain. World-Hater.
    Link: USS Jarvis II

    5. USS Jarvis II
    Points: 17
    Masts: 3
    Cannons: 2S, 3S, 2S
    Cargo: 5
    Base Move: L
    Ability: Ironclad. If this ship isn’t assigned a Helmsman crew, roll a d6 after she resolves a move action. On a result of 4–6, this ship can move L.
    Link: Anthony Sark

    As usual, feedback is welcome.
    Like, subscribe and comment if you want more like this. (😜 lol jk)
    I’ll hopefully post the next group tomorrow afternoon.
    See y’all then

    -J. W. Darkhurst

  • #1532

    Xerecs
    Participant

    Star Chaser is too good. It needs to loose either Battleship or EA. If you want to keep both then the speed needs to be reduced to a single segment. S feels extreme, but L would be fine I think. Obsidian reminds me of the Roanoke, cannon ranks and ranges are exactly the same, only this is two points more expensive.

  • #1533

    Jonathan Bowen
    Participant

    The Star Chaser is based on that ship from Steven Universe that Lars stole, the Sun Incinerator. It’s supposed to be really fast and well-armed.

    The Star Chaser is pretty small and her cannons aren’t that good. A couple extra points, maybe?

    As for the Obsidian, I can change the ranks, make them all the same.

    (Also as a heads up, I might post again; YouTube is down, so my teenage brain is like: 😭😐 *bored*)

    -Darkhurst

  • #1534

    Xerecs
    Participant

    Eh…. I guess you could make the the Chaser more expensive. I’m not a fan of doing that, but if you REALLY don’t want to loose either keyword/ability….

    P’kos
    Points: 12
    Ionic
    Masts: 1
    Cargo: 3
    Cannon: 3S
    Movement: S+S
    Ability: Limit. At the beginning of each of your turns, choose any ability possessed by any ship or crew in play; this ship has that ability. You may make a different choice each turn.

    Matoran canoes
    Ionic
    Points: 13
    Masts: 1
    Cargo: 2
    Cannon: 4S
    Movement: S+L
    Ability: Native Canoe. Captain.

    Flavor: Many seaside villages on the Ionic homeland have small fishing fleets to sustain themselves. Contact with the imperial world has forced these villagers to become self-reliant and convert their fishing boats for self-defense, after all the navy cannot be everywhere at once.

    Tura
    Points: 13
    Ionic
    Ability: Chieftan.

    ….and with that we wrap up the last of the Ionic ships (until the SE/LE)! Tomorrow we’ll start with their remaining crew!

  • #1535

    Ben
    Keymaster

    I would argue that the Matoran Canoes are likely more OP than the Chaser, though I like them better.

    Elephant
    Faction Affiliation: Barbary Corsair
    Rarity: R
    Type: Ship
    Point Value: 9
    Number of Masts: 1
    Cargo Space: 0
    Base Move: T
    Cannons: 2S-2S-2S-2S
    Ability: Flotilla. Extended Range. This flotilla eliminates cargo with every hit if the target is within S of this flotilla.

    Flavor text: With heavy carronades capable of devastating short-range damage, the Corsairs broke from tradition to construct their first flotilla. Tripoli’s merchants hope she can be as devastating as her namesake, to protect trade against the growing dangers of the Mediterranean.

    Historical Custom of the Day #253

    Alonso Hernández Puertocarrero
    Spanish
    Crew
    3 points
    Ability: This ship gets +1 to her boarding rolls. Place this crew face up during setup. Reduce the cost of all other crew placed on this ship by 1.
    Link: Hernan Cortes

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1536

    Ben
    Keymaster

    Tranquil Tide
    Faction Affiliation: American
    Rarity: C
    Type: Ship
    Point Value: 14
    Number of Masts: 3
    Cargo Space: 4
    Base Move: S+S
    Cannons: 3L-4S-3L
    Ability: Galley. If this ship begins a move action within S of land, she gets +L to her base move. Enemies get -1 to their cannon rolls when this ship is within S of land.

    Flavor text: After a full decade of experience sailing both the Crimson Coast and Mediterranean, the crew of this vessel know how to maneuver close to the shoreline. With a shallow draft and light but accurate long range cannons, she often makes utter fools of enemies that are unfamiliar with her history.

    Historical Custom of the Day #254

    Diego de Montemayor
    Spanish
    Crew
    5 points
    Ability: Explorer. This ship gets +1 to her boarding rolls. This ship gets +1 to her d6 rolls against game pieces on land.

    Last ability is meant to be a catch-all affecting forts, marines, ports, structures, etc. Putting it at 2 points for now.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1537

    Xerecs
    Participant

    I would argue that the Matoran Canoes are likely more OP than the Chaser, though I like them better.

    What makes them OP? Their speed, cargo, ability, or a combination of all three?

    Two new crew!

    Amakav
    Points: 6
    Ionic
    Ability: Captain. Re-roll.

    Flavor: Despite his protests, Amakav was placed in command of the Ionic navy and oversees fleet operations. He is constantly worrying about making mistakes and feels he is not fit for the role he has been given.

    Iju
    Points: 6
    Ionic
    Ability: At the beginning of each of your turns roll a d6. On a 4-6, instead of giving this ship an action, choose two icebergs from outside the game. Put one L away from this ship and one L away from a wild island. Neither can be placed so that it touches any island or ship. This ship is immune to icebergs.

    Flavor: One of the foremost Antarctic explorers, Iju seems to have brought the ice back with him. The air grows cold wherever he goes and icebergs and floes are often seen around his ship, even when it is not in the Antarctic.

  • #1538

    Ben
    Keymaster

    @xerecs: All three IMO. The cargo is extremely important with canoes; one set of those could be a gold running powerhouse even without factoring the auto Captain into play. 10 cargo spaces for 13 points with plenty of speed and the possibility of five 4S shots in addition to that – very impressive. The Star Chaser is less OP than most other Battleships I’ve seen from y’all, and very fragile for the points.

    Iju seems really cool! Last part of his flavor should probably say “not in the Arctic”, assuming you mean the Arctic Ocean/area.

  • #1539

    Xerecs
    Participant

    All three IMO. The cargo is extremely important with canoes; one set of those could be a gold running powerhouse even without factoring the auto Captain into play. 10 cargo spaces for 13 points with plenty of speed and the possibility of five 4S shots in addition to that – very impressive. The Star Chaser is less OP than most other Battleships I’ve seen from y’all, and very fragile for the points.

    Iju seems really cool! Last part of his flavor should probably say “not in the Arctic”, assuming you mean the Arctic Ocean/area.

    I can give the canoes one cargo, would that make them less OP? Or would leaving them as-is just be par for the course, considering the existing canoes?

    Well, he’s supposed to be an ANTacrtic explorer, would you still call the ocean in that area the Arctic ocean?

  • #1540

    Ben
    Keymaster

    I can give the canoes one cargo, would that make them less OP? Or would leaving them as-is just be par for the course, considering the existing canoes?

    Yes, but they’re not better than the American canoes, so no changes are completely necessary. I just feel like canoes with more than 1 cargo are just OP by default (unless the Chieftain had a ridiculously limiting cost like 20+).

    Well, he’s supposed to be an ANTacrtic explorer, would you still call the ocean in that area the Arctic ocean?

    My bad, I was just thinking all north.

  • #1541

    Xerecs
    Participant

    The Tura crew is supposed to be the Chieftain associated with the Matoran Canoes. I think I’ll just up their point cost to around 15-17. I don’t want to make them too expensive, but you do make good points about their potential.

  • #1542

    Xerecs
    Participant

    Two more crew! Possibly one of the more OP things I’ve made recently. 😀

    Anewo
    Points: 10
    Ionic
    Ability: Once per turn roll a d6. On a 5-6 move an enemy ship L in any direction.

    Flavor: Anewo is a man of substance. If he cannot see it or touch it, it is not real. Despite this he has an almost unnatural ability to get people to do what he wants.

    Wanhu
    Points: 10
    Ionic
    Ability: Give this ship a move action but do not move her. Instead roll a d6. On a result of 6 choose an island from outside the game, place it S away from this ship. The island cannot be placed such that it touches another ship. This ability cannot be used on consecutive turns.

    Flavor: Wanhu is no soldier, sailor or admiral. He is self-proclaimed map-maker and topographer, who has found several uncharted islands. His knack for finding uncharted land has led many to believe that he can make islands appear out of the sea.

  • #1543

    Xerecs
    Participant

    Bit of a double post, but I came across this in my doc and spreadsheet.

    K’Tung
    Points: 25
    Masts: 5
    Cargo: 4
    Cannons: 3S-3L-4S-3L-3S
    Movement: L
    Ability: Every time this ship is hit, roll a d6. On a 4-6 this ship is not hit, eliminate a mast from the attacking ship.

    That’s what it is/was. I recall some debate about this one when I revealed it on MT, but I can’t quite recall what the main complaint was, though I think it was about the aiblity. Anywho I’m thinking of changing her from the above to this:

    K’Tung
    Points: 28
    Masts: 5
    Cargo: 4
    Cannons: 4S-3L-5S-3L-4S
    Movement: L
    Ability: Every time this ship is hit, roll a d6. On a 4-6 this ship is not hit, instead eliminate a mast from the attacking ship.

    Proposed changes in italic.

  • #1544

    Ben
    Keymaster

    The Matoran Canoes remind me of a problem that is difficult to avoid when making customs – making the same kinds of mistakes that Wizkids made, since they did it first and made it official. As in, using the Banshee’s Cry’s ability to severely lower point costs, or comparing customs to all the BEST ships in the game rather than average ones. For example, someone may bring up that a ship isn’t really better than the San Cristobal, or HMS Titan for example. But when those originals are so OP in the first place, it just further makes “regular” stuff and more reasonable/better priced customs more obsolete. The American native canoes could have had 1 cargo each and still been 10 points, and they’d still be one of the best sets out there. Then it would be more of a debate with the Spanish canoes, rather than one of the most OP game pieces out there. I think this topic is worth a blog post sometime – perhaps it’s the onus of us as custom creators to not repeat Wizkids’ mistakes. 🙂

    Anewo should have Black Mark haha. 😉 Would be interesting to see if he is deemed OP in any CG usage.
    Wanhu is fascinating – there’s an example of flavor text really helping with a custom crew. The flavor explanation makes me less eager to have the ability completely changed – perhaps it can work somehow. At 10 points and only working on a 6, it’s already very limited. I think it could work just fine, but with a few caveats in campaign games. Perhaps in those games he’d be banned, or the islands could NEVER produce resources/gold/etc. Even letting forts on a bunch of “new” islands could get tricky, especially if they were used as launch points right near an enemy home island. Lots to consider there, and obvious breakability will be present whenever an ability allows you to bring stuff in from outside the game.

    I have a few issues with K’Tung:
    1. I do not like the idea of having to roll every time the ship is hit. That would require two rolls per cannon on hits, and by different players presumably. Catamarans are annoying enough in my opinion, and this has the potential to eclipse that, especially if rerolls are involved.
    2. Copying to a 10 master/etc. #1 is a bigger issue for me, but the cost and cannon inaccuracies become irrelevant if this got on the Guichuan/etc. Then it’s even more annoying because you’d have to roll twice as much for opponents attacking. The ship strikes me as something to simply avoid and let it take up build total for arguably minimal effectiveness, but oftentimes you cannot just avoid the presence of a 10 master in a game.

    I think a radical solution could potentially solve both problems, but it’s probably not very exciting from a flavor perspective (I would assume). “Once per turn when this ship is hit, instead eliminate a mast from the attacking ship.” Make it automatic but only once per turn, and give the defender the ability to choose which “hit” gets “deflected”. For all I know this could be even more problematic than the first ability, but it avoids a lot of extra dice rolling, partly solves the copying problem, and could make for some interesting strategy. (not dissimilar to how cancellers are used as “chess pieces” on a battlefield – in this case should you cancel the extended range fire shot from El Neptuno or the Kian Ng-aided 2S shot from the Grand Path?) On top of all that, with this ability I think the ship could be drastically less expensive, perhaps to the tune of 19-20 points. (as the ability is arguably worse than El Acorazado’s, I think…)

    It’s like a Mirror Force effect if you ever saw Yugioh. XD (and that card got banned for good reason haha)

    Banraun
    Faction Affiliation: French
    Rarity: C
    Type: Crew
    Point Value: 7
    Ability: Ex-Patriot. Captain. Musketeer.

    Flavor text: Banraun is still working for the French Crown, but he has also developed a secret profession as a captain for hire. He is fantastic at hiding his activities, but has put himself into a risky position despite his higher income.

    Historical Custom of the Day #255

    Alberto del Canto
    Spanish
    Crew
    6 points
    Ability: Hostile: The Inquisitor, Diego de Montemayor. Explorer. Gold Capture.

    I don’t like using Hostile for specific game pieces, but both make sense in this case.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1547

    Xerecs
    Participant

    For now I’ve upped the cost of the canoes to 17, but kept all of their other stats intact, such as their movement, cargo, etc. I think it would make a good blog post, or perhaps a podcast topic?

    Anewo could have black mark, but the source (onewa, toa of stone, metru-nui) had a mind controlling ability. I didn’t want to make him a standard mind controller crew, like the DJC version of LeBeaux, and I didn’t want to make him the last part of All-Powerful. Testing might be necessary for him.

    In my head Wanhu’s islands are completely blank, no gold or resource potential on them when they are created. Certain UT’s and Mysterious islands can fling treasure to other islands, that’d be the ONLY way that gold winds up on the islands he makes, other than building and demolishing a fort. Now that I’ve mentioned them, I’m wondering if I need to include a line somewhere that says ‘non-mysterious island’ so that people can’t use him to bring one into play. I think he DEFINITELY needs some testing, regular games and campaigns.

    K’Tung’s source (Keetongu, titan, visorak era) gives him multiple abilities, chiefly among them a ‘cure’ for a venom. That aspect of him was harped upon A LOT, so I decided to go with a less focused on aspect of him. I could go back the other way and give him/it some kind of super shipwright ability, but I do like the alternative you suggested. Going that route, I’d probably make the cannon ranks better, which could keep it in the low 20 point range.

    Part of the reason I made the ability involve die rolling is that I thought that might be too powerful, mainly because I was thinking that it would automatically hit the attacking ship every time it got hit, and not once per turn. For example, HMS London pulls broadside and fires off 4 shots and hits every time. For every shot that hits, one mast is eliminated from the London.

    I just thought of some kind of mesh of abilities actually. K’Tung’s ability becomes automatic, and the hit backs are IN ADDITION. That is every time an enemy ship hits K’Tung, it loses a mast, but the attacking ship also loses a mast for every hit.
    Hmmm. That actually might be worse. I’ll probably adopt your solution or think of a super shipwright idea.

  • #1548

    Ben
    Keymaster

    Yup, podcast topic makes sense too.
    I do think Wanhu’s ability text could receive some lengthy additions to keep it from being OP.
    A cure for venom sounds like the perfect background for Crew Protect (or Doctor but that hasn’t appeared on a ship).
    If it’s automatic it really shouldn’t be on every hit. Players shouldn’t be penalized for getting the first shot and hitting with their cannons. If you go with my idea or a very moderate version of the “backlash” ability, I could even see Crew Protect or a repair ability as well; from Epic Seas obviously I like having ships with multiple abilities, but then the cost might go back up into that 28 range… XD

  • #1549

    Xerecs
    Participant

    Two more crew!

    Atuam
    Points: 4
    Ionic
    Ability: Explorer. SAT.

    Flavor: Atuam lives fast, like a bullet from a gun. Easily excitable and always restless he is often the first off the ship when land is made, and lives for the chance to explore new and unknown lands.

    Kano
    Points: 8
    Ionic
    Ability: This ship does not roll for effect when she uses a whirlpool. Trade currents give this ship +L to its move instead.

    Flavor: Kano has studied the ocean more than anyone. Her knowledge of currents and tides is unmatched, and she applies her knowledge to give her ship an edge in battle.

  • #1550

    Ben
    Keymaster

    Explorer + SAT strikes me as a combo that probably shouldn’t show up together on a crew. Kano is quite interesting.

    Ruins of Baboteca
    Faction Affiliation: Spanish
    Rarity: C
    Type: Fort
    Gold Cost: 4
    Cannons: 2S-2S-3L-3L
    Ability: Spanish ships docked at this island or within S of this island get +1 to their d6 rolls. When this fort is hit, eliminate two flags instead of one.

    Flavor text: Historically important, the Ruins of Baboteca were found weakened but intact. The fort is serviceable, but usually the Spanish force defending it puts up a heavier resistance than the fort itself. The crumbling walls give way easily to moderate bombardment.

    Historical Custom of the Day #256

    Edward Coates
    Pirate
    Crew
    3 points
    Ability: Parley.
    Link: William May, Samuel Burgess, Robert Culliford

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1551

    Jonathan Bowen
    Participant

    Hello Peoples!

    Guess what I’ve got for you today? 🙂

    (Spoiler: It’s some more Americans😛)

    Relevant Keywords

    EA: Once per turn, roll a d6. On a 5-6, give this ship an extra action.

    Reroll: Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result

    Cargo Killer: When this ship his an enemy ship, eliminate a cargo from the enemy ship.

    Man-O’-War: Once per turn, before you give this ship a shoot action, roll a d6. On a result of an odd number, her cannons become 2-rank for this turn. On a result of an even number, she eliminates two masts with each hit.

    Fleet Admiral: Once, at the beginning of your turn, roll a d6. On a 6, give any one ship in your fleet an extra action.

    ********************************************************************************************************

    6. Admiral Jasper Greene
    Points: 9
    Ability: Loyal: America. Captain. Pick any one crew worth three points or fewer currently in play. This crew may use that crew’s ability for this turn. You may pick a different ability each turn.
    Link: All American Ships

    7. Tapestry of Rohan
    Points: 14
    Masts: 4
    Cannons: 3S,3S,3S,3S
    Cargo: 4
    Base Move: L
    Ability: EA.
    Link: Théoden of Rohan

    8. Théoden of Rohan
    Points: 7
    Ability: Captain. Reroll.
    Link: Tapestry of Rohan

    9. James Barnes
    Points: 8
    Ability: Ex-Patriot. Captain. Cargo Killer.

    10. USS Dragonfyre
    Points: 25
    Masts: 5
    Cannons: 3L,2L,2L,2L,3L
    Cargo: 5
    Base Move: L
    Ability: Man-O’-War. Fleet Admiral. Enemy ships get +1 to cannon rolls against this ship.

    And with that we’re halfway through the Americans!
    After I’ve posted all of them, I’ll make a post about all of the edited pieces from the first two factions.
    Anyway, as usual, feedback is welcome.
    I’ll try to post sometime tomorrow, but 🤷🏻‍♂️

    -J. W. Darkhurst

  • #1552

    Xerecs
    Participant

    Why is Jasper Greene so expensive? I don’t think that version of the copy ability is worth that much, since the only things you’ll be copying are by and large generic abilities like musketeer, firepot specialist or helmsman.

    Also, why is Theoden 7 points? Those abilities have been seen together at 6 points on crew like Jonathan Haraden, Lord Thomas Gunn, etc.

    Explorer + SAT strikes me as a combo that probably shouldn’t show up together on a crew. Kano is quite interesting.

    Well….. I already made an explorer + EA crew and a helmsman + SAT crew……

    I had a thought for yet another version of K’Tung. It combines the idea you had for her ability, along with a ‘cure’ kind of ability.

    K’Tung (proposed change)
    Points: 28
    Masts: 5
    Cargo: 4
    Cannons: 3S-3L-4S-3L-3S
    Movement: L
    Ability: Once per turn when this ship is hit, instead eliminate a mast from the attacking ship. Give this ship a move action, but do not move her. Roll a d6; on a 4-6 fully repair every friendly ship within S of this ship.

    changes in italic

  • #1553

    Jonathan Bowen
    Participant

    Théoden is probably a typo; I can fix that.

    -Dakhurst

  • #1554

    Xerecs
    Participant

    Two more crew!

    J’Ree
    Points: 8
    Ionic
    Ability: Captain. EA.

    Flavor: Recently promoted to commander, J’Ree is trying desperately to avoid the stereotype of arrogant, quick to temper and bull-headed commanders. So far his efforts have earned him the respect of his men and subordinates.

    Ortam
    Points: 8
    Ionic
    Ability: For each target enemy ship within L of this ship at the beginning of this ships turn roll a d6. On a 4-6 that ship cannot be given move actions on their next turn.

    Flavor: Mentored by Kopaka and Iju, Ortam has a commanding presence, both on a battlefield and off. Like his mentors, he seems to bring ice with him wherever he goes, and his tactics and strategies often leave enemies frozen in place.

  • #1555

    Ben
    Keymaster

    Why is Jasper Greene so expensive? I don’t think that version of the copy ability is worth that much, since the only things you’ll be copying are by and large generic abilities like musketeer, firepot specialist or helmsman.

    I think Greene is fascinating, and probably worth the points. I think he’ll be copying stuff like SAT and Parley, and being able to switch each turn makes him worth the points in my opinion.

    Give this ship a move action, but do not move her. Roll a d6; on a 4-6 fully repair every friendly ship within S of this ship.

    As with many other abilities, I think this needs a cap. You could have 10 masters with 1 mast each on either side and then repair them fully and save 18 total turns of repair work, which breaks the game and exploits 10 masters even more. An extreme example, but quite possible. I think repairing one mast on all friendly ships within L would be cooler and less OP.

    Deikov Chansky
    Faction Affiliation: Pirate
    Rarity: U
    Type: Crew
    Point Value: 10
    Ability: Captain. Marine. HI Raider. This crew can use its abilities on Mercenary ships.

    Flavor text: Deikov has been in league with Draxon and Timarkos, but forges onward as a true pirate. His only weakness lies in his failure to play all roles capably at the same time. He is growing frustrated with his crew, who he sees as incredibly incompetent compared to himself.

    Historical Custom of the Day #257

    Thomas Phillips
    Thomas Phillips
    English
    Crew
    7 points
    Ability: Cannoneer. World Hater. This crew can use his abilities in forts.
    Link: HMS Portsmouth

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1556

    Jonathan Bowen
    Participant

    Hello, all y’all sailor peoples!!

    I’m here to bring you some good news and…..
    Actually that’s all I’ve got today; a li’l bit of good news 😀

    America:The Third Installment!

    Important Keywords:

    Clipper Ship: This ship’s movement is measured from bow to stern.

    Blockade Runner: This ship gets +1 to ramming and boarding rolls. This ship can’t have her masts rammed off.

    ********************************************************************************************************

    11. USS Trident
    Points: 14
    Masts: 3
    Cannons: 3S,3S,3S
    Cargo: 3
    Base Move: S+S
    Ability: Schooner. This ship’s crew cannot be eliminated unless this ship sinks.
    Link: Commander Jack Percival

    12. Commander Jack Percival
    Points: 7
    Ability: This ship ignores terrain except for storms. Once per turn, before you give this ship a move action, roll a d6. On a 5-6, this ship gets +L+L to her base move.
    Link: USS Trident

    13. USS Jupiter
    Points: 16
    Masts: 4
    Cannons: 2S, 3L, 3L, 2S
    Cargo: 3
    Base Move: L
    Ability: Clipper Ship.
    Link: Commander T.J. Grace

    14. Commander T.J. Grace
    Points: 5
    Ability: SAT. Helmsman.
    Link: USS Jupiter

    15. USS 12th Legion
    Points: 22
    Masts: 5
    Cannons: 2L,4S,2L,4S,2L
    Cargo: 6
    Base Move: L
    Ability: Blockade Runner. This ship gets +1 to cannon and boarding rolls for every crew on her.

    One more group from America, and we’ll be done with them from Seas of Doom.
    After the next American post, I’ll make a post about all of the edited pieces so far.

    As always, feedback is welcome 🙂
    I’ll try to post tomorrow afternoon, or maybe later today if I have the time.

    Also (this is mostly for Ben) as of yet, I have no real flavor text for the seas of doom pieces, but once I get enough, I will begin re-posting the pieces with the text attached.

    See y’all next time

    -J. W. Darkhurst

  • #1557

    Xerecs
    Participant

    I know the inspiration for the 12th legion, but the name might be better if you just called it ‘legion’. I’d still know what it’s referencing and whatnot.
    Name aside, that’s a powerful ship. 6 cargo and plenty of point room for some of the more expensive named American crew. This would definitely be a dreadnought in larger games as well as campaigns.

  • #1558

    Ben
    Keymaster

    Also (this is mostly for Ben) as of yet, I have no real flavor text for the seas of doom pieces, but once I get enough, I will begin re-posting the pieces with the text attached.

    I think it would be much better to simply reveal the flavor text with the eventual spreadsheet than repost them all.

    Skoric
    Faction Affiliation: Viking
    Rarity: C
    Type: Crew
    Point Value: 6
    Ability: Helmsman. S-Board. [As part of a move action, this ship can initiate a boarding party against a ship up to S away from her, without having to ram. The boarded ship can’t use any boarding bonuses.]

    Flavor text: This brave young navigator sometimes takes it too far. Though he is primarily in charge of keeping the ship on course with all speed, Skoric is often the first man to touch an enemy ship when in combat.

    Historical Custom of the Day #258

    Li Dan
    Jade Rebellion
    Crew
    5 points
    Ability: Ship treasure trading. One of this ship’s treasures is worth +1 gold when she docks at your home island.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1559

    Xerecs
    Participant

    Only a few more of the Ionic crew, and then onto the Pirates!

    Kihwe
    Points: 9
    Ionic
    Ability: When this ship is given a shoot action, you may choose to reduce all her cannons to S and select a single target to which all cannons can draw a clear line of fire. Roll a d6; if the result is more than the rank of all of this ship’s cannons they all hit.

    Flavor: Kihwe can shoot the wings off of a fly, without killing it. He has trained every gunner on every serving Ionic ship, often times his presence no board spurs his protégées and students to greater feats.

    Urupan
    Points: 9
    Ionic
    Ability: Before you give this ship an action roll a d6. On a 6 this ships base move becomes D for this turn. This ship cannot be given an action on its next turn.

    Flavor: It is said that Urupan has discovered a way to fly. One would not think that a bulky man such as he would be capable of much grace, let alone flight. And yet sailors swear they have seen him soar over masts and yardarms, and on occasion, have seen the ship he is on lift from the water and soar through the sky.

  • #1562

    Xerecs
    Participant

    Two more! Only 7 more crew after these, and then onto the Pirates!

    Gukon
    Points: 4
    Ionic
    Ability: This ship may dock at an enemy home island and load one treasure. If able she must leave on her next turn.

    Flavor: Daring and sometimes reckless, Gukon was once a smuggler. Instead of being hung, he was conscripted into the navy to do the dirty work that they could not.

    Liha
    Points: 7
    Ionic
    Ability: This ship may shoot at submerged targets within L of her.

    Flavor: Liha has studied the sea, and what lives in it all her life. She can discern a submerged ship from a large beast just by looking at the surface water, or by listening to the hull below the water line.

  • #1563

    Ben
    Keymaster

    So Kihwe is basically BA without the “no other abilities” part, and no extra damage. Seems like it would get complicated…
    Not sure about Urupan yet. Reminds me of Doragon the Magnificent, but this guy can elevate the ship he is on too… pretty wacky! I’m not sure how he would lift that much weight all of a sudden…. XD
    I think the latest two are overpriced – HI Raiding is better at 3 points IMO, and I’d be fine with Liha at 5 points. (existing ability to shoot at subs within S is definitely overpriced at 5… I like 3 for that one)

    Timarkos
    Faction Affiliation: Mercenary
    Rarity: C
    Type: Crew
    Point Value: 8
    Ability: Ex-Patriot. Captain. Hoard.

    Flavor text: Skilled at sneaking cargo aboard his ship, Timarkos may soon face a reckoning. He is wanted for treason in Ireland, and the Barbary Corsairs have put a price on his head after too many of their galleys were looted by him and his crews. Always quick to seize the right opportunity, he has escaped to the South Pacific and bonded with some of the mercenaries there.

    Historical Custom of the Day #259

    Zheng Zhilong
    Jade Rebellion
    Crew
    11 points
    Ability: Captain. EA [Extra Action: Once per turn, roll a d6. On a 5-6, this ship may be given an extra action.]. This ship gets +1 to her boarding rolls. Pirate crew can use their abilities on this ship.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1564

    Xerecs
    Participant

    I’m figuring that if the extra damage was included, Kihwe would be more expensive, and possibly OP, which I didn’t want.

    Urupan probably strays into broken or OP territory the most out of these 4, though I think his 9 point cost and ability wording keep it from being too ridiculous.

    Point cost adjustments on the way for Liha and Gukon.

    Timarkos is interesting. I could see pairing him onto one of the Mercenary tens from SS/RSS, or another mercenary ship with Dories on it.

  • #1565

    Ben
    Keymaster

    Swift Attempt
    Faction Affiliation: American
    Rarity: SE
    Type: Ship
    Point Value: 14
    Number of Masts: 3
    Cargo Space: 4
    Base Move: S+L
    Cannons: 2S-3L-2S
    Ability: Windcatcher. Broadsides Attack.

    Flavor text: After becoming famous for one of the most successful heists in history, the crew of this vessel laid low for months. Knowing they will be caught if they try the same trick again, they have decided to pick guns over gold for their next mission.

    Historical Custom of the Day #260

    Shi Lang
    Jade Rebellion
    Crew
    10 points
    Ability: Captain. This ship gets +1 to her cannon and boarding rolls.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1566

    Xerecs
    Participant

    Two more! Relevant keyword: Guardian— This piece is linked to all other pieces with this keyword.

    Tut
    Points: 5
    Ionic
    Ability: Ghost Ship. Black Mark.

    Flavor: Tut was recruited from the back alleys and slums of the Ionic capital, to carry out missions too ‘sensitive’ or ‘uncivilized’ for the navy. The navy has claimed she does not exist, but may have to acknowledge her soon, as rumors have surfaced of her involvement with the Cursed.

    Noxaa
    Points: 8
    Ionic
    Ability: Guardian. All of this ships cannons have L-range. This ship gets +1 to her cannon rolls against any non-Ionic ship.

    Flavor: An Ionic warlord, until he was recruited and shown a better way of living by Helyrex. Noxaa is possessed of great strength, and now a deeply ingrained code of honor.

  • #1567

    Ben
    Keymaster

    Loimeriea Caroleus
    Faction Affiliation: France
    Rarity: C
    Type: Crew
    Point Value: 4
    Ability: This ship ignores terrain when given a move action. This ship can’t be pinned.

    Flavor text: The youngest first mate in the French Navy at just 17, Loimeriea doesn’t care what her fellow sailors think of her. Her only goal is to join her father (who is unaware of her existence) at the helm of a giant Mercenary ship in the distant future.

    Historical Custom of the Day #261

    Hendrick Lucifer
    Pirate
    Crew
    7 points
    Ability: Captain. Smokepot Specialist. This ship gets +1 to her boarding rolls.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1568

    Xerecs
    Participant

    Interesting flavor text on the Frenchwoman, will we see her father at some future date?

    Two more!

    Guardian— This piece is linked to all other pieces with this keyword.

    Helyrex
    Points: 3
    Ionic
    Ability: Guardian. Re-roll.

    Flavor: Helyrex is commander of the Guardians, a multi-national society, which seeks to better the world from the shadows. Their reach is far, and they have agents in every corner of the world.

    Draxon
    Points: 10
    Ionic
    Ability: Guardian. This ship cannot be shot at while docked. This ship gets +1 to cannon and boarding rolls. Link: D’kar

    Flavor: A master of firearms and all manner of bladed weapons, Draxon is the trainer of the Guardians. It is his job to train new recruits and prepare them for the tasks that lie in store for them.

  • #1569

    Ben
    Keymaster

    Interesting flavor text on the Frenchwoman, will we see her father at some future date?

    Nobody knows….

    Draxon

    What? I released Draxon a while ago! He’s one of the big Mercenary crew of Epic Seas! XD

    Stormy Waters
    Faction Affiliation: Pirate
    Rarity: R
    Type: Ship
    Point Value: 12
    Number of Masts: 1
    Cargo Space: 3
    Base Move: S+S
    Cannons: 3L
    Ability: Turtle Ship. Once per turn if this ship is touching terrain, you may move one enemy ship within S of this ship so that it touches the same terrain piece.

    Flavor text: Like a thief in the night, the crew of this vessel have learned how to harness the weather to their advantage. Taking cues from the unholy Cursed, they are beginning to manipulate their opponents in unnatural fashion.

    Historical Custom of the Day #262

    Pieter Ita
    Dutch
    Crew
    6 points
    Ability: Captain. This ship gets +1 to her d6 rolls against the Spanish. Pirate crew can use their abilities on this ship.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1570

    Xerecs
    Participant

    What? I released Draxon a while ago! He’s one of the big Mercenary crew of Epic Seas! XD

    Case of same name, different person it seems. My Drazon is derived from this Hydraxon–>

    Big news! The last Ionic crew! These three are the last named crew the Ionics receive, until the SE/LE section of the set. In addition to the named crew, they would receive a full complement of generic crew, such as captains, helmsmen, mustekeer’s etc. Anywho, the last three!

    Guardian— This piece is linked to all other pieces with this keyword.

    Botar
    Points: 12
    Ionic
    Ability: Guardian. Once at the beginning of each of your turns roll a d6. On a 6 as a free action, dock this ship at any wild or un-explored island.

    Flavor: A giant of a man, Botar inspires fear in all, even among his fellow guardians. He is the one who is called on when one of them breaks their silence, reveals their secrets or betrays them. What he does with them once he’s caught them only he knows.

    Dume
    Points: 4
    Ionic
    Ability: Parley. Re-roll

    Flavor: Dume has ruled over the Ionic people for as long as many of them can remember. His age brings a great wisdom, and he is often able to get things he wants without having to give up too much.

    Mata-Nui
    Points: 11
    Ionic
    Ability: Limit. Copying. Link: All Ionic ships.

    Flavor: Whether this being is the actual manifestation of the Ionic deity, or is a madman is unknown. He inspires devotion and worship, akin to prophets of other religions.

  • #1575

    Ben
    Keymaster

    Case of same name, different person it seems. My Drazon is derived from this Hydraxon–>
    https://bionicle.fandom.com/wiki/Hydraxon

    Shouldn’t his name be Drazon or Hydraxon then?

    Eruadan Camus
    Faction Affiliation: Viking
    Rarity: C
    Type: Crew
    Point Value: 6
    Ability: Unholy Light. Parley.

    Flavor text: Although he’s more a scholar than a true Viking, Camus is often sought out by Norse captains for advice. Having perfected his methods, spying is now his main occupation. He is also an expert negotiator, and manages to talk his way out of incidents even after it has been proven that he has snuck around and stuck his prying eyes where they don’t belong.

    Historical Custom of the Day #263

    Nicholas Clough
    Pirate
    Crew
    3 points
    Ability: Loyal: Pirate. Once per turn as part of a move action, this ship can randomly take one treasure from any ship up to S away from her.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1576

    Xerecs
    Participant

    Shouldn’t his name be Drazon or Hydraxon then?

    Oops, mis-typed. The crew’s name is Draxon, the character he’s based on is Hydraxon. Reason I didn’t call him that is because I don’t want the Lego group coming after me for copyright infringement. Some of the characters I’ve kept their names the same as their source inspiration, and others I’ve scrambled a little, so that it’s not as obvious I’ve used names.

  • #1577

    Jonathan Bowen
    Participant

    Hello!

    Yes, it’s almost midnight here. Let’s just get america over with.

    Relevant Keywords:

    Battleship: A ship with this key word has two shots per mast and has Extended Range.

    Fleet Admiral: Once, at the beginning of your turn, roll a d6. On a 6, give any one ship in your fleet an extra action.

    Repeating Guns: When this ship is given a shoot action, you may declare that she is using repeating guns. If all cannons hit during that shoot action, each cannon may shoot again. (This action does not count towards the two action limit) For each cannon that misses on its second shot, eliminate one mast or cargo from this ship

    ********************************************************************************************************

    16. USS Festus
    Points: 12
    Masts: 2 (square)
    Cannons: 4S,4S
    Cargo: 2
    Base Move: S+S
    Ability: Battleship.
    Link: Lt. Samuel “Sammy” Leonard

    17. Lt. Samuel “Sammy” Leonard
    Points: 4
    Ability: Shipwright. Firepot Specialist.
    Link: USS Festus

    18. Anne Bethany
    Points: 6
    Ability: Fleet Admiral.
    Link: USS Parthenos

    19. USS Parthenos
    Points: 18
    Masts: 4
    Cannons: 2S,2S,3S,4L
    Cargo: 4
    Base Move: L
    Ability: Once per turn, you may give any one ship in your fleet +1 to her cannon rolls
    Link: Anne Bethany

    20. “Rattlesnake” Jake Ryder
    Points: 13
    Ability: Loyal: America. Repeating Guns.

    So that wraps up the first two factions from Seas of Doom; My next post will be of the edited or fixed pieces from this set. Probably tomorrow if I’m not a forgetful derp 😛
    See y’all then

    -J. W. Darkhurst

  • #1578

    Ben
    Keymaster

    Urathriel Lorthod
    Faction Affiliation: Mercenary
    Rarity: U
    Type: Crew
    Point Value: 8
    Ability: Ex-Patriot. All of this ship’s cannons have L range. When this ship rolls a 6 to hit, also eliminate one cargo from the enemy ship. Cursed crew can use their abilities on this ship.

    Flavor text: Heavily influenced by Clandesis and the Archfiend Demoncense, Lorthod is increasingly becoming more evil as time passes. He is adept at finding weak spots in the hulls of enemy ships, gleefully watching his gun crews kill and maim. Recently he has been seen taking aboard various inhuman crew….

    Historical Custom of the Day #264

    Philip Roche
    Pirate
    Crew
    4 points
    Ability: Massacre. This ship gets -3 to her reef rolls.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1579

    Jonathan Bowen
    Participant

    Hello, everyone!

    Here’s the edit post I promised. It’s surprisingly short 😂

    Relevant Keywords:

    1. Clipper Ship: This ship’s movement is measured from bow to stern.

    2. Repeating Guns: When this ship is given a shoot action, you may declare that she is using repeating guns. If all cannons hit during that shoot action, each cannon may shoot again. (This action does not count towards the two action limit) For each cannon that misses on its second shot, eliminate one mast or cargo from this ship.

    3. Battleship: A ship with this key word has two shots per mast and has Extended Range.

    4. Blockade Runner: This ship gets +1 to ramming and boarding rolls. This ship can’t have her masts rammed off.

    England:

    15. HMS Gil-Adriel
    Points: 8
    Masts: 2
    Cannons: 4S,4S
    Cargo: 2
    Base Move: L
    Ability: Ability text on Cursed pieces cannot affect this ship.

    (edit: Point cost decreased from and ability text wording improved)

    16. HMS Everjust
    Points: 17
    Masts: 4
    Cannons: 2S, 3L, 3L, 2S
    Cargo: 4
    Base Move: S+S
    Ability: Clipper Ship. Crew of any nationality may use their abilities on this ship.
    Link: Master-at-Arms Wesley Dorrian

    (edit: error with mast/cannon total has been fixed)

    17. Master-at-Arms Wesley Dorrian
    Points: 7
    Ability: SAC. Once per turn, before giving this ship an action, roll a d6. On a result of an odd number, this ship gets +1 to cannon rolls for that turn. On a result of an even number, this ship gets +1 to boarding rolls for that turn.
    Link: HMS Everjust

    (edit: comma in name has been omitted, and “a shoot action”, has been replaced with “an action”)

    18. RNS Celestial Fire
    Points: 16
    Masts: 5
    Cannons: 3L,3L,3L,3L,3L
    Cargo: 3
    Base Move: L
    Ability: Repeating Guns.

    (edit: point cost decreased from 20)

    America:

    2. USS Star Chaser
    Points: 20
    Masts: 3 (square)
    Cannons: 4S,3S,4S
    Cargo: 3
    Base Move: S+S
    Ability: Battleship. SAT.

    (edit: EA has been replaced with SAT)

    8. Théoden of Rohan
    Points: 6
    Ability: Captain. Reroll.
    Link: Tapestry of Rohan

    (edit: point cost has been decreased from 7)

    15. USS Legion
    Points: 22
    Masts: 5
    Cannons: 2L,4S,2L,4S,2L
    Cargo: 6
    Base Move: L
    Ability: Blockade Runner. This ship gets +1 to cannon and boarding rolls for every crew on her.

    (edit: name has been changed from “USS 12th Legion” to “USS Legion”)

    These are the pieces that I know received constructive criticism. If there’s any other pieces that need adjustment, let me know how and I can officially make the edits on my Google Doc.
    Tomorrow will be the first of the next faction: The Pirates!

    -J. W. Darkhurst

  • #1580

    Xerecs
    Participant

    Two missed days means double, so the first 4 pirate pieces!

    Dark Hunter— Denotes as part of the Dark Hunter sub faction. Hostile: Ionic. This ship gets +2 to boarding rolls.

    Shadow’s Hand
    Pirate
    Points: 19
    Masts: 5
    Cannons: 3S-2L-2L-2L-3S
    Cargo: 5
    Movement: S+S
    Ability: Dark Hunter. Fog-Hopper.

    <strong>Cor’dahk
    Pirate
    Points: 20
    Masts: 5
    Cannons: 2S-2L-2L-2L-2S
    Cargo: 3
    Movement: S+L
    Ability: Dark Hunter. When this ship rolls a 6 on a shoot action, eliminate a mast as normal and also replace a mast on the target ship with a firemast.

    Toa’s Bane
    Pirate
    Points: 16
    Masts: 4
    Cannons: 2S-3L-3L-2S
    Cargo: 4
    Movement: L
    Ability: Dark Hunter. This ship gets +1 to her cannon rolls against Ionic ships.

    Screecher
    Pirate
    Points: 17
    Masts: 4
    Cargo: 3
    Cannons: 3S-4S-4S-3S
    Movement: S+S
    Ability: Dark Hunter. Give this ship a shoot action. A sound wave S wide and 2S long leaves this ship in one direction. Eliminate a mast from every ship in the path of the wave. Eliminate one of this ships masts and cargo.

  • #1581

    Ben
    Keymaster

    I LOVE the Shadow’s Hand, partly because it reminds me of various customs I’ve made (Smoke’s Hand, Mirage, Shadow’s Death, etc – though the latter for name only).

    With the Dark Hunter keyword, just remember what Woelf said about custom keywords that don’t add much new stuff. (keywords or existing abilities within a keyword = not great) Since it’s a sub faction I suppose it works, it’s just a matter of remembering the abilities (mainly +2 to boards) and tacking them onto the cost.

    I have a feeling Cor’dahk is worth at least 22, but I think 20 is high enough to start at. Another awesome ship, I love that new ability. I feel that the other 5 masters that move S+L are costed about right, and this one is amazing at combat.

    I like the drawback on the Screecher, and think the cost is about right. Good job on these, especially those 5’s. 😀

    Gladewater
    Faction Affiliation: French
    Rarity: SE
    Type: Ship
    Point Value: 16
    Number of Masts: 3
    Cargo Space: 4
    Base Move: S+L
    Cannons: 3L-4L-3S
    Ability: Double Catamaran. If this ship is within S of an enemy ship when this ship is given a move action, she gets +S to her base move. Mercenary crew may use their abilities on this ship.

    Flavor text: This unique defensive powerhouse has been piloted by the French down to the southern Pacific. Here some local natives volunteered to join the crew, further improving her agility and effectiveness.

    Historical Custom of the Day #265

    Murat Reis the Younger
    Barbary Corsair
    Crew
    12 points
    Ability: Captain. This ship gets +1 to her cannon rolls. If this ship wins a boarding party, she may take as much treasure from the other ship as she can carry OR capture the crew with the highest point cost instead of eliminating it. A captured crew becomes cargo worth its point cost in gold when unloaded at your home island.
    Link: Sulayman Reis

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1582

    Ben
    Keymaster

    “Accident”
    Faction Affiliation: Cursed
    Rarity: U
    Type: Ship
    Point Value: 16
    Number of Masts: 4
    Cargo Space: 5
    Base Move: L
    Cannons: 5S-4L-3L-4S
    Ability: Once per turn, roll a d6. On a 4-6, you may eliminate up to 2 masts and 2 crew on any ship within S of this ship.

    Flavor text: Disguised as a Spanish merchant galleon, the gleeful crew of this nasty Cursed vessel have a penchant for tricking their victims into thinking that something legitimately went innocently wrong. Only after realizing their buffoonery do their enemies surrender their valuables at the tip of Cursed blades, or die in the ensuing explosion when the ship is blown to pieces by explosives planted by Cursed operatives.

    Historical Custom of the Day #266

    Sulayman Reis
    Barbary Corsair
    Crew
    10 points
    Ability: Captain. AA. Dutch crew can use their abilities on this ship.
    Link: Zymen Danseker, Murat Reis the Younger

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1591

    Ben
    Keymaster

    Cauldron
    Faction Affiliation: Jade Rebellion
    Rarity: R
    Type: Ship
    Point Value: 6
    Number of Masts: 1
    Cargo Space: 4
    Base Move: T
    Cannons: 2S
    Ability: Turtle Ship. This ship cannot move on its own and must be towed using the Flotilla keyword rules. Cursed crew can use their abilities on this ship.

    Flavor text: A massive iron cauldron sits in the hold of this little ship, weighing her down so much that not even the best rowers in the East can move her. She is towed into battle, upon which Cursed banshees and fiends occasionally spring from the cauldron. Auzerais is concerned that the ship’s reputation is making it look like the entire Jade Rebellion is in league with the Cursed, which couldn’t be farther from the truth.

    Historical Custom of the Day #267

    Captain Crapo
    Pirate
    Crew
    8 points
    Ability: Captain. Oarsman. This ship gets +1 to her d6 rolls against English ships. If this ship is within S of an enemy ship when this ship is given a move action, she gets +S to her base move.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1596

    Ben
    Keymaster

    Plessius of Arkana
    Faction Affiliation: Barbary Corsair
    Rarity: U
    Type: Crew
    Point Value: 6
    Ability: Once per turn you may eliminate one of this ship’s cargo to give up to two friendly Barbary Corsair ships within S of this ship +1 to their cannon rolls this turn and +S to their base moves this turn.

    Flavor text: The ultimate helper, this timid philosopher has ways that seem natural only to the dreaded Cursed. However, he has only been seen on Barbary ships thus far, and therefore the Lotus Queen is using him to advance the fleet.

    Historical Custom of the Day #268

    Robert Deal
    Pirate
    Crew
    4 points
    Ability: Helmsman. This ship gets +1 to her d6 rolls against 1 masters.
    Link: Charles Vane

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1602

    Xerecs
    Participant

    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.

  • #1603

    Ben
    Keymaster

    Shadow Stalker would probably get complicated. It almost acts as a range extender if you measure from the outside edge of the fog bank.
    I like the inspiration for Madness, but I think it should be about 23 points to start at.
    Smokescreen is really cool.
    Treachery is really cool, great idea with that one! It does bring up the “predictability” aspect also present in EE resource rolls though – it’s a bit less exciting if everyone knows when the change will happen. Some additional explanation would be required too – what happens in multiplayer? Roll again with numbers for the other players, or maybe player to the left or right? I think two changes are worth considering, or usable on a different custom with the same kind of ability (I might experiment with it): perhaps make it change allegiance when you roll a 1 (roll a d6 at the beginning of each turn, change fleets on a 1), and allow it to change fleets multiple times in a game. (the first change would enable the second, and make it more crazy since people wouldn’t be able to anticipate “nice I get this ship in 3 turns”)
    Love the Arsenal. You could even “exploit” it and use different Letters of Marque/Soul Mark to coast through a multi-faction game. XD
    The new Phantom isn’t too good, but the cost may be right. A 10 master copying the flying/teleportation ability is an ugly possibility.
    Not sure yet about Shadow Thief. I think the drawbacks of the ability are severe enough perhaps, but it’s still a rough thought to think about that ship empty stealing a fully loaded 10 master (~60+ points or more sometimes) for a 40 point swing in the game. She kind of reminds me of the Ship and Port Burners – horribly inefficient in many ways, but breakable with the right luck. Again, one die roll shouldn’t determine the outcome of a game, so it’s just kind of an extreme thing to play with. It’s also a little frustrating when the flavor constantly says “nobody knows how she does it” for every bizarre crazy powerful ability (OK not all of them haha, but sometimes the “mystery” just becomes an excuse for excessive amounts of “magic”).
    Death’s Grace is solid, but the flavor makes it seem like she’s more of a fighter. 8 points for 3 cargo would be more playable and less obvious of a gold runner role. Or make her a longship for some extra firepower.
    One thing is the names – we’ve seen a Madness and Treachery, and you have your own supercustom Phantom. Not a big deal, but can be a little confusing. I know it’s not your style as much, but sometimes I add “flair” to names by adding extra stuff to them. __’s Treachery (first mutineer’s name or something); “Madness of ___” (place or captain name) can help differentiate and add flavor to the names. (not saying you need to)

    Spur
    Faction Affiliation: American
    Rarity: R
    Type: Ship
    Point Value: 8
    Number of Masts: 1
    Cargo Space: 2
    Base Move: S+L
    Cannons: 3S
    Ability: Galley. This ship gets +S to her base move when towing.

    Flavor text: Having led horses to heroic deeds on the battlefields of the American frontier, the oarsmen of the Spur know just how to work harder when pulling a heavy load.

    Historical Custom of the Day #269

    Zheng Jing
    Zheng Jing
    Jade Rebellion
    Crew
    10 points
    Ability: Captain. This ship gets +1 to her boarding rolls for every crew assigned to her. This ship gets +1 to her d6 rolls against land entities. This crew can use their abilities on Pirate ships.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1606

    Xerecs
    Participant

    Okay then! modifications coming for the Treachery. I’ll probably re-word the ability to work multiple times in a game. For multi-player scenarios, I think just going right to left (counter-clockwise) would be fine.

    I can modify the DG to bring down her point cost, but I think I’ll keep the rest of her as-is. I don’t want to make a ‘too perfect’ eternal ship. 😀

    The shadow thief takes inspiration from a book of a similar name, wherein there’s a character who can control other people by stealing their shadow. I couldn’t think of a better way to explain that in flavor text, and my original idea for the flavor revolved around stealing a soul.

  • #1607

    Ben
    Keymaster

    there’s a character who can control other people by stealing their shadow

    Keyword “people”. 😉 OK I’ll try not to get too snarky. XD

    I do think it would work better as some kind of crew Possession though – a great opportunity for a modified version of that ability. I think doing that would solve the problems all at once – lower the cost and make it more practical/efficient but also less OP at the same time. (for modifications, I think making it on rolls of 5-6 or not having to give up the action either way (or both) would help justify the original overpriced cost of 8)

    I find it interesting that you have a lot of ships whose inspiration are people or human-like figures. It makes sense given that this game has more ships than crew and that there aren’t a high quantity of actual fantasy ships to draw from (compared to characters), but I usually find it easier to just keep characters as crew rather than trying to convert them into “things”. In this case the Shadow Thief could be a crew with the Possession ability (possibly modified to make them stand out and/or additional attributes based on the character). Keeping it a ship but making it crew Possession would be less game-breaking/useless than being able to steal ships.

    Your concept reminds me of a combo I made just this week that I’m excited about. However, it’s pretty rough and could use some feedback.

    Dream Master
    Faction Affiliation: Mercenary
    Rarity: U
    Type: Crew
    Point Value: 7
    Ability: Once per turn you may take control of one enemy crew until the beginning of your next turn.
    Link: Dream Weaver, Dream Weaver II

    Flavor text: Having spent a fortune on mind reading techniques, seeing psychics, and basking in the heat of a 10 year journey through southern Asia to live with monks and gurus, the Dream Master finally discovered “the secret”. He is able to influence the subconcious of those around him, occasionally taking over to the point where they do his bidding. News of his bizarre expertise has reached the Cursed, who are preparing to offer him a massive lump sum (in stolen loot, of course) to obtain his “services”, which he claims are not for hire.

    He’s basically another “big” independent crew who mostly operates on his own and isn’t part of a nationality or group. (big meaning important/famous/powerful/etc)

    I’m not sure how to word his ability properly. Basically you’d be able to use whatever abilities the crew had, as if they were your own. Ex: If an opponent’s ship was given a move action and had a captain, by controlling the captain you could choose if they shot or not, what the targets are, etc. Or simply use it to shut down the crew for the round and not have them get used at all (like they are dreaming while asleep instead of at their post). I think there would have to be a giant Pirate Code entry for this idea though. Thinking about something like All-Powerful, it would get weird on rolls of 5-6. Or using a Possession crew to possess the Dream Master in some kind of strange alliance. XD Lots of possibilities, many of them confusing. I had him at 5 figuring it wasn’t much better than cancelling, but just bumped it to 7….

    Dream Weaver
    Faction Affiliation: Mercenary
    Rarity: U
    Type: Ship
    Point Value: 20
    Number of Masts: 4
    Cargo Space: 4
    Base Move: S+S
    Cannons: 3S-4L-4L-4S
    Ability: Mercenary. Once per turn you may take control of one enemy crew within L of this ship until the beginning of your next turn.
    Link: Dream Master

    Flavor text: The first and primary ship of the Dream Master, the Dream Weaver is an average vessel with an exquisite interior. Her lack of firepower and exceptional handling is more than made up for by her spacious and luxurious quarters. That said, apparently the Dream Master is looking to take on a more expert crew to help him achieve his mysterious goals….

    Dream Weaver II
    Faction Affiliation: Mercenary
    Rarity: U
    Type: Ship
    Point Value: 17
    Number of Masts: 4
    Cargo Space: 3
    Base Move: S+L
    Cannons: 5S-3LL-3LL-5S (not typos, middle cannons have range of L+L)
    Ability: Mercenary. Schooner. This ship gets +S to her base move if she is within S of an island at any point during a move action.
    Link: Dream Master

    Flavor text: The Dream Master wanted a backup ship, and found one in this speedy but pricey new schooner. He rarely sets foot aboard, but keeps her safe in the Philippines if something were to happen to his beloved flagship. Looking after the ship is a small crew tasked and educated with the art of evasion and escape.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1608

    Ben
    Keymaster

    Unicorn Pearl
    Faction Affiliation: French
    Rarity: R
    Type: Ship
    Point Value: 9
    Number of Masts: 1
    Cargo Space: 4
    Base Move: S+S
    Cannons: 4S
    Ability: This ship gets +2 to her boarding rolls. If this ship carries the Unicorn Pearl Unique Treasure, this ship cannot sink or be scuttled.

    Flavor text: Driven onwards by the task assigned to them by the Queen of France herself, the crew of this sloop have maximized the efficiency of their hand-to-hand combat. Only after they find the ship’s namesake can they rest. (and get paid!)

    Unicorn Pearl
    Type: Unique Treasure
    Ability: You may load this treasure face down. This treasure is worth 10 gold when unloaded at your home island. Once a player sees this treasure, they may turn it face up for the remainder of the game. When face up, enemies get +1 to their cannon and boarding rolls against this ship.

    Flavor text: Rumored to be valuable beyond belief or containing ancient power fit for an emperor, this small gemstone is one of the most sought after treasures in all the epic seas of the world.

    Historical Custom of the Day #270

    Lars Gathenhielm
    Lars Gathenhielm
    Pirate
    Crew
    9 points
    Ability: Captain. Once per turn give any ship in your fleet +1 to all of her cannon rolls. This crew can use its abilities inside Pirate forts.
    Link: Ingela Hammar

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1609

    Xerecs
    Participant

    Interesting concept with the Unicorn Pearl. I think that JW has a similar concept with some of his SR/LE ships in his sets.

    Missed two days, so a double! We’ve now seen all the Pirate ships, onto the crew!

    Dark Hunter— Denotes as part of the Dark Hunter sub faction. Hostile: Ionic. This ship gets +2 to boarding rolls.


    Shadowed One

    Pirate
    Points: 12
    Ability: Dark Hunter. Give this ship a shoot action. A beam S wide and 2L long leaves this ship in one direction. Replace up to two masts with fire masts for every ship in the path of the beam. This ship cannot be given an action on its next turn.
    Link: Sentrak, all Dark Hunter ships

    Flavor: A cunning and brutal man, the Shadowed One’s past is shrouded in mystery. Where he came from and how he rose to command the Dark Hunters is unknown, but what is known is his ravenous hunger for power and ancient relics, as the power of the Dark Hunters grows, so too does his own.


    Lariska

    Pirate
    Points: 6
    Ability: Dark Hunter. This ship cannot be pinned. Once per turn this ship may look at all face down cargo on any ship or island within L.

    Flavor: The Shadowed One’s right hand and master spy, Lariska is skilled at finding hidden things, and making men disappear, often using her charm and beauty to lure enemies to their doom.


    Nidiki

    Pirate
    Points: 8
    Ability: Dark Hunter. Every time this ship is given a move action, roll a d6. On a 5-6 this ship gets +L+L to its base move.
    Link: Kerkah

    Flavor: Cunning and devious, friends and foe alike have learned to never turn their back on him. Nidiki sold out his Ionic compatriots and joined up with the Dark Hunters in a bid for power. The Shadowed One has paired him with Kerkah to keep his devious plotting in check.


    Kerkah

    Pirate
    Points: 7
    Ability: Dark Hunter. This ship gets +2 to her cannon rolls if a captain and helmsman crew are assigned to this ship.
    Link: Nidiki

    Flavor: Kerkah is as stupid as he is strong. What he lacks in intelligence he makes up with loyalty to the Shadowed One. He has been paired with Nidiki to keep his partners more treacherous tendencies in check.

  • #1610

    Ben
    Keymaster

    El Capitán Rojo
    Faction Affiliation: Spanish
    Rarity: C
    Type: Crew
    Point Value: 7
    Ability: Captain. When this ship hits an enemy ship, you may also eliminate one crew from that ship.

    Flavor text: Known as “The Red Captain” for steeping entire enemy hulls in blood, this man was inspired by The Inquisitor.

    Historical Custom of the Day #271

    Ingela Hammar
    Pirate
    Crew
    3 points
    Ability: Filching Gold. Ship treasure trading. [Once per turn, if this ship carries treasure and is within S of an enemy ship, you may randomly trade one treasure with that ship.]
    Link: Lars Gathenhielm

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1616

    Ben
    Keymaster

    Wrath
    Faction Affiliation: Pirate
    Rarity: R
    Type: Ship
    Point Value: 22
    Number of Masts: 5
    Cargo Space: 4
    Base Move: S+S
    Cannons: 2L-3S-3S-3S-2L
    Ability: This ship gets +1 to her boarding rolls for every crew assigned to her. When this ship rolls a 6 to hit, also eliminate one cargo from the enemy ship.
    Link: Bloodbeard

    Flavor text: The flagship of the legendary Bloodbeard, the Wrath has taken countless prizes and destroyed the lives of countless commodores through the years. With a crew increasingly made up of despicable scoundrels and even Cursed fiends, it looks like her reign of terror is only just beginning….

    Bloodbeard
    Faction Affiliation: Pirate/Cursed
    Rarity: R
    Type: Crew
    Point Value: 7
    Ability: Captain. Massacre. Black Mark.
    Link: Wrath

    Flavor text: Styling himself after the legendary Blackbeard, this brutal pirate bore an uncanny resemblance to his hero before countless massacres has stained his beard red with blood. Though gracious to his own crews, he relishes the chance to personally lop off dozens of heads after an enemy ship makes the mistake of surrendering. No longer a “petty pirate”, he has officially joined the Cursed as a part time officer in their ranks.

    ~~~~~

    Historical Custom of the Day #272

    Bernard Claesen Speirdyke
    Pirate
    Crew
    3 points
    Ability: HI Raider.
    Link: Mary and Jane

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1618

    Xerecs
    Participant

    The dual nationality thing is really interesting. I’d love to see how that is handled during a campaign. Question though, why does he have black mark, since he’s already able to use his abilities on Cursed ships due to his dual nationality.

    I really like the Wrath. Good speed for a 5, and decent cargo too. With her combination of abilities, I’d try to make some kind of boarding focus, like S-Board, or Gold capture. With her high cost, and clever usage of linked crew, you could probably get +5 to your boarding rolls with her BEFORE you rolled a die. 😀

    Missed a day again, so double!


    Dark Hunter
    — Denotes as part of the Dark Hunter sub faction. Hostile: Ionic. This ship gets +2 to boarding rolls.


    SAT
    — Same Action Twice/Born Leader


    Sentrak

    Pirate
    Points: 7
    Ability: Dark Hunter. Once per turn when you give this ship a shoot action, choose one target within range. That ship is considered ghostly for two turns.
    Link: Shadowed One

    Flavor: Silent and unfeeling, Sentrak is the Shadowed One’s bodyguard, and the closest thing to a friend he has.


    Trygla

    Pirate
    Points: 14
    Ability: Dark hunter. Once per turn before you give this ship an action, roll a d6. On a 6 replace this ship with another ship of the same nationality as this crew.

    Flavor: Trygla never returns on the same ship he set out with, usually having betrayed his crew and left them to their doom. The Shadowed One only tolerates his tendencies because he always brings a fresh ship and crew back with him, usually along with whatever he was sent to steal.


    Piraka Hunter

    Pirate
    Points: 6
    Ability: Dark Hunter. This ship gets +1 to cannon rolls against ships and game pieces with the Piraka keyword.

    Flavor: The Piraka Hunter’s sole purpose is to hunt down the six Piraka, who deserted from the Shadowed One’s fleet. He will not rest until their heads hang from the yard arms of his ship or at the feet of the Shadowed One.


    Trainer

    Pirate
    Points: 7
    Ability: Dark Hunter. SAT.

    Flavor: Not every pirate is up to the Dark Hunter standards when they join. It is the duty of Trainer to train them and make them better at their given craft. If they die in the process…. Then they weren’t meant to be Dark Hunters.

    ….And with that, we’ve now seen all of the pirates! Tomorrow we meet the Cursed!

  • #1623

    Ben
    Keymaster

    Black Mark is there for thematic reasons (he still plays both sides), and because it allows him to turn a Pirate ship Cursed (and therefore allow Cursed crew on a ship like the Wrath, rather than being Pirate and having to have only Pirate accomplices).

    Sentrak is rather bizarre – I assume he’s designed to target enemy ships?

    I’m not sure I understand the point of Trygla. It seems like a very strange gamble. Trying to think of the biggest swing, she could be on the Rover with Jonah for 16 total points, and swap for the Zeus on a 6 for a 7 point benefit. Or swap a gold runner for a gunship to surprise an opponent – but that could lead to serious cargo issues. What if Trygla herself or the other crew don’t fit with the point cap of the new ship? It sounds mandatory – should it perhaps say “you may” just before “replace this ship”? The whole concept sounds like more trouble than it’s worth, and there are probably issues I’m not even seeing yet. The flavor shows that an alternative could work – a crew that doesn’t need an explore action to be transferred between ships, or that can move between ships of the same nationality within S or L – akin to Leaping Francis. XD

    I have been enjoying the wealth of custom abilities lately!

  • #1627

    Ben
    Keymaster

    Frost
    Faction Affiliation: Viking
    Rarity: C
    Type: Ship
    Point Value: 7
    Number of Masts: 2
    Cargo Space: 3
    Base Move: S+S
    Cannons: 3S-3S
    Ability: Chainshot Specialist.

    Flavor text: The small but hardy crew of this vessel use ice, chain, and spears to their advantage – oftentimes all three at once for maximum effect!

    Historical Custom of the Day #273

    Joseph Bradish
    Pirate
    Crew
    6 points
    Ability: Captain. This ship can unload cargo at islands within S of her.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1629

    Xerecs
    Participant

    Not a bad little gunship there in the Frost. Not a lot of point space to put more than one named crew, and I notice she’s not a longship. Very interesting. I’ll be posting the first Cursed pieces later today.

  • #1632

    Ben
    Keymaster

    I posted above today’s post with some questions about your customs.

    Forums only work if ALL posts are seen, not just the most recent in a thread. (especially once this place gets busier, which I need to work on this month)

  • #1636

    Xerecs
    Participant

    I posted above today’s post with some questions about your customs.

    Not quite sure what you’re talking about, unless it’s the post with the reactions to Snetrak and Trygla.

    Speaking of, yes. Sentrak is supposed to be able to target enemy ships. He forces them into a ghostly state for two turns maximum.

    Trygla is actually a he…. Yeah his ability is a little wonky, though I like the suggestion to make it optional.
    I could make him more like leaping Francis, it would fit into his source a little, abandoning comrades when things get too dicey and such.

  • #1637

    Ben
    Keymaster

    unless it’s the post with the reactions to Snetrak and Trygla.

    Yup, that’s exactly what I meant.

    In that case, Sentrak seems like he could be pretty cheap. Though since it “hits” automatically, I guess 3-4 points for his main ability is a good starting point.

    I did read the flavor text for Trygla but I think I got caught up thinking about ship replacements, which get referred to as she. XD

    This forum’s current settings say that each forum topic will show 15 replies per page (I made it the same as MT). However, with almost 200 replies there is no pagination. It seems alright though because it doesn’t load super slowly for me or anything (I’m still trying to improve the site’s speed overall), and having all the replies to a topic on one page could help a LOT when searching for something. (one ctrl+f search could find whatever you need very quickly rather than a big search function and flipping through pages)

  • #1651

    Xerecs
    Participant

    The Cursed are here! Like the Pirates, the Cursed recieve a sub faction of their own!


    Makuta
    — Denotes as part of the Makuta sub faction. A crew with this keyword is linked to all other crew with this keyword. This ship gets +2 to her cannon rolls.


    Shadow

    Cursed
    Points: 18
    Masts: 5
    Cargo: 4
    Cannons: 4S-4S-4S-4S-4S
    Movement: S
    Ability: Makuta. If this ship is not assigned a helmsman crew roll a d6. On a 4-6 this ship gains +L to its base move.

    Flavor: Not so long ago the Shadow was the flagship of the Ionic navy, and instilled hope in the Ionic people. But now she is the flag ship of the treacherous Makuta, and her black sails instill fear in all who see her.


    Heart of Darkness

    Cursed
    Points: 17
    Masts: 5
    Cargo: 3
    Cannons: 3S-3L-3L-3L-3S
    Movement: L
    Ability: Makuta.

    flavor: The Heart was built to replace the Shadow, and was the most advanced ship the Ionics had produced. She had barely been commissioned when she was stolen away and made a part of the terrible Makuta.

  • #1652

    Ben
    Keymaster

    Moonscape
    Faction Affiliation: Mercenary
    Rarity: U
    Type: Ship
    Point Value: 14
    Number of Masts: 3
    Cargo Space: 4
    Base Move: S+S
    Cannons: 2S-4L-3L
    Ability: Mercenary. Schooner. S-Explorer. If this ship ends a move action within S of at least 2 islands or terrain, she gets +L to her base move as a final movement segment.

    Flavor text: Studying the stars and how they relate to navigation has led this crew to make many amazing discoveries.

    Historical Custom of the Day #274

    John Breholt
    Pirate
    Crew
    1 point
    Ability: Loyal: Pirate. This crew can use his abilities on English ships. This ship can take all cargo from shipwrecks without having to roll for reef damage or use an explore action.

    Later on he may link to some politicians once I figure more of them out.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1653

    Xerecs
    Participant

    Moonscape is interesting. I’m not sure how often the last part of her ability will come into play, as outside of campaigns there usually isn’t a whole lot of terrain and islands usually don’t get that close to each other, even if they’re Great Turtles :D.

    That aside, this is a nice two way ship. You could very easily make her a gunship, given that her cannons are not too terrible. You could also go the route of a gold runner, though you’d either need an accompanying hoist, or a crew that allows you to unload within s of your home island.

  • #1684

    Ben
    Keymaster

    I think the Moonscape is best as a scout hybrid. The Mercs have better dedicated gold runners and gunships around or below the same cost.

    Wondrous Rod
    Rarity: R
    Type: Unique Treasure
    Ability: Once per game you may give this ship the Same Action Twice. Once per game you may cancel 1 Cursed crew until the beginning of your next turn.

    Historical Custom of the Day #275

    John Weddell
    English
    Crew
    8 points
    Ability: Captain. Reroll. Ship treasure trading. This crew can only be eliminated while docked or on land.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1685

    Xerecs
    Participant

    I think the Moonscape is best as a scout hybrid. The Mercs have better dedicated gold runners and gunships around or below the same cost.

    Good point, they do have better gunships, though I’m hard pressed to think of any decent gold runners for the mercs. 😀

    My initial thought on the Rod was that is was very powerful, but I re-read it and I think its okay. A one time guaranteed SAT could tip a game or a battle when used at the right moment, but you’d only be getting the guarantee once. Same goes for the Cursed cancel, though for more situational than the guaranteed SAT, since the Cursed are so lacking in quality crew, at least from WK. 😀

    Speaking of the Cursed…….


    Makuta
    — Denotes as part of the Makuta sub faction. A crew with this keyword is linked to all other crew with this keyword. This ship gets +2 to her cannon rolls.


    Krahta

    Cursed
    Points: 20
    Masts: 4
    Cargo: 1
    Cannons: 4S-4S-4S-4S
    Movement: S+L
    Ability: Makuta. Sea Monster. Once per turn for every ship within S of this ship, roll a d6. On a 6 place a Unique Treasure from outside of the game on that ship.

    Flavor: It is rumored that this creature was found as a larva and raised by the Makuta, to do their bidding and inspire fear in sailors everywhere. It’s penchant for finding lost relics is valuable to the Makuta and their plans, but they cannot seem to get it to give the relics to only them.


    Fallen Angel

    Cursed
    Points: 15
    Masts: 4
    Cargo: 6
    Cannons: 3L-3L-3L-3L
    Movement: S
    Ability: Makuta. When this ship reaches its cargo limit, it cannot be given shoot actions.

    Flavor: Once a respectable merchant vessel, the Fallen Angel was one of the first ships the Makuta took with them to the Cursed. Now manned by the dead, undead and dying, the Fallen Angel’s once beautiful hull is now corroded and hideous, her sails bare threads, and her cannons rusting away.

  • #1686

    Xerecs
    Participant

    Two more!

    Relevant Keywords:

    Makuta
    — Denotes as part of the Makuta sub faction. A crew with this keyword is linked to all other crew with this keyword. This ship gets +2 to her cannon rolls.


    Borhok
    — A ship with this keyword ignores the first hit it takes each turn. If this ship has no crew, she cannot be given shoot actions and her base move is reduced to S.


    Miserex

    Cursed
    Points: 18
    Masts: 4
    Cargo: 0
    Cannons: 4S-4S-4S-4S
    Movement: S+L
    Ability: Makuta. Sea Monster. Once per turn this sea monster may make one 5L breath attack (it may make no other attacks). If it hits, replace up to two masts on the target ship with fire masts.

    Flavor: This beast displays intelligence beyond that of a simple creature. Sailors believe that Miserex was once human, but was cursed by the Hag of Torgua and became a monster. Scholars and learned individuals believe no such nonsense, and insist that Miserex is simply a smarter than average serpent.


    Forhok

    Cursed
    Points: 15
    Masts: 3
    Cargo: 2
    Cannons: 3L-3L-3L
    Movement: S
    Ability: Borhok. Makuta.

    Flavor: Built by the Makuta to counter the Inoic Borhok squadron, the Forhok was rushed and construction was poor. As a result she is on a whole less than her intended rivals.

  • #1687

    Ben
    Keymaster

    I’m hard pressed to think of any decent gold runners for the mercs.

    Devil Ray and Matuku are both better as pure gold runners, and cost less. If I used the Moonscape I’d want a captain on her almost every time.

    Indeed, the Rod could easily be modified to a regular 5-6 SAT if it’s too good.

    Krahta is interesting. If you were playing against it, it would be hilarious to try and “herd” it with a bunch of ships to keep it confined somewhat and get a bunch of free UT’s to break the game. XD It sounds amusing, but not something that would work well in more serious games. (as with anything that brings outside stuff into the game)
    Love the Fallen Angel, which I immediately recognized as similar to the Heartless Angel/Fallen One move from Final Fantasy (I realize that wasn’t the inspiration). She reminds me a bit of some of my Cursed 4 masters.

    Severed Limb
    Faction Affiliation: Cursed
    Rarity: SE
    Type: Ship
    Point Value: 17
    Number of Masts: 3
    Cargo Space: 5
    Base Move: S+S
    Cannons: 2S-3L-4L
    Ability: Windcatcher. Fear. Grape Shot. [When this ship is given a shoot action, one of her cannons can shoot a grape shot. Declare which cannon will shoot the grape shot before rolling a d6. If it hits, eliminate a crew instead of a mast.] This ship gets +1 to her boarding rolls.

    Flavor text: Once they run out of cannonballs, the crew of this ship stuff their cannons with the dismembered body parts of past victims.

    Historical Custom of the Day #276

    Alexander Dalzeel
    Pirate
    Crew
    7 points
    Ability: Captain. This ship gets +1 to her boarding rolls. This ship can use Parley against English and Spanish ships. This crew cannot be captured or eliminated.
    Link: Henry Every

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1688

    Xerecs
    Participant

    Krahta by itself isn’t very good I’d think. Even with the Makuta keyword giving her +2 to her cannon rolls, it’s still a sea monster, although somewhat faster than most. Her main draw is her UT ability, which you could try and spam with friendly ships, to get UT’s as you mentioned.

    I feel that the Fallen Angel would be some kind of hybrid, since the Makuta keyword gives her very accurate cannons, and she has lots of cargo space. Looking at her again, I’m wondering if she’s too cheap at 15 points….

    Severed Limb is interesting. Good cargo and speed, and okay cannons with some combat oriented abilities. If not for pure brawling, then for some ramming and boarding set ups. Even though it’s less accurate, I’d probably use the grape shot with the middle 3L cannon, to get the little bit of extra range, and the accuracy.

  • #1689

    Ben
    Keymaster

    Now that I look at it again, Krahta is actually just OP. You can just park friendly ships next to it until you get the inevitable Nemo’s Plans + X UT (Runes of Thor for unlimited AA’s/etc), not to mention various other combos like Neptune’s Trident. It’s actually just broken. I was trying to look at it from a gimmick/enemy perspective with the herding idea but it’s too exploitable.

    Severed Limb seems like a good candidate for a simple Cursed hybrid. They’ve got plenty of larger ships that can be better gunships. Windcatcher/S+S speed/5 cargo is great for the Cursed gold fleet, so I don’t think I’d bother outfitting her purely for war.

  • #1690

    Xerecs
    Participant

    Now that I look at it again, Krahta is actually just OP. You can just park friendly ships next to it until you get the inevitable Nemo’s Plans + X UT (Runes of Thor for unlimited AA’s/etc), not to mention various other combos like Neptune’s Trident. It’s actually just broken. I was trying to look at it from a gimmick/enemy perspective with the herding idea but it’s too exploitable.

    Good points there about the Krahta. Would limiting it to once per game be a decent enough ‘fix’ or would re-doing it from the stats up be a better way to go?

  • #1691

    Ben
    Keymaster

    Good points there about the Krahta. Would limiting it to once per game be a decent enough ‘fix’ or would re-doing it from the stats up be a better way to go?

    Yeah, once per game seems like a good fix.

  • #1692

    Xerecs
    Participant

    Good points there about the Krahta. Would limiting it to once per game be a decent enough ‘fix’ or would re-doing it from the stats up be a better way to go?

    Yeah, once per game seems like a good fix.

    Okay then, how’s this for wording:

    Once per game choose one ship within S of this ship. Roll a d6. On a result of 6 place one Unique Treasure from outside the game on the target ship.

    Would changing this aspect of the Krahta have any bearing on its point cost do you think?

  • #1695

    Ben
    Keymaster

    @xerecs: That wording looks good, and I think the Krahta could be 15 points in that case.

  • #1703

    Xerecs
    Participant

    All righty, changes on the way for Krahta. About four more ships left for the Cursed/Makuta before we get to their crew.

  • #1704

    Ben
    Keymaster

    Rabid Cult
    Faction Affiliation: Cursed
    Rarity: U
    Type: Ship
    Point Value: 18
    Number of Masts: 4
    Cargo Space: 6
    Base Move: S
    Cannons: 4L-4L-4L-4L
    Ability: Extended Range.
    Link: Underworld Maniacs

    Flavor text: The speed of this vessel is nothing to brag about, but she does have a claim to fame: the longest range cannons in the Indian Ocean. Her maniacal crew plan to come forth with who they worship.

    Underworld Maniacs
    Faction Affiliation: Cursed
    Rarity: U
    Type: Crew
    Point Value: 10
    Ability: Helmsman. Shipwright. Cannoneer. Musketeer. This crew takes up 2 cargo spaces.
    Link: Rabid Cult

    Flavor text: Taking up residence on a cult ship in Bombay, these self-styled “maniacs” are effective at handling their ship as well as defending it.

    Playing with an idea I submitted earlier this year at MT with the Tribe of Savages. Basically getting 9 points of abilities for 10 but with 2 cargo spaces taken up instead of 4. Though it’s quite risky if they all die at once… I’m already considering changes. I might give the Rabid Cult an additional ability: “This ship must be assigned at least 4 generic crew at the start of the game.” I’m trying to simulate the “tribe” or cult aspect without going too overboard.

    Historical Custom of the Day #277

    James Browne
    Pirate
    Crew
    6 points
    Ability: Reroll. Crew of any nationality may use their abilities on this ship.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1708

    Xerecs
    Participant

    Two more!


    Makuta
    — Denotes as part of the Makuta sub faction. A crew with this keyword is linked to all other crew with this keyword. This ship gets +2 to her cannon rolls.


    Tridax

    Cursed
    Points: 15
    Masts: 3
    Cargo: 3
    Cannons: 4S-4S-4S
    Movement: L
    Ability: Makuta. Once at the beginning of each of your turns, roll a d6. On a 5-6 as a free action, dock this ship at any island. Eliminate a mast from this ship.

    Flavor: Using the foul magic of the Cursed, the Tridax is able to fly between islands, skipping over the water like a stone. However, this great speed has its costs, and often does more damage than good to the ship. So far the Makuta are willing to overlook the drawbacks in favor of the opportunities the Tridax presents.


    Kojo

    Cursed
    Points: 14
    Masts: 3
    Cargo: 5
    Cannons: 5S-5S-5S
    Movement: L
    Ability: Makuta. Secret Hold.

    Flavor: Many powerful relics and tools lie in the hold of the Kojo, hidden away from the world. That the Makuta have such a ship in their fleet would be cause for concern; however the captain of the Kojo guards his treasures against all who would take them, even the fellow Makuta.

  • #1744

    Ben
    Keymaster

    The time has come to reveal another 10 master and her captain!

    Oceanic Rend
    Faction Affiliation: Cursed
    Rarity: LE
    Type: Ship
    Point Value: 32
    Number of Masts: 10
    Cargo Space: 4
    Base Move: S
    Cannons: 5L-3L-2S-2S-2S-4L-4L-4L-5L-5L
    Ability: Mercenary. Junk. Crew with the Horror keyword may use their abilities on this ship. Once per turn you may eliminate one of this ship’s crew to remove one terrain piece within S of this ship from the game. Once per turn, roll a d6. On a 6, you may move up to two enemy ships or terrain pieces within L of this ship L in a direction away from this ship. This ability may be repeated until you stop rolling 6’s.
    Link: Barj Voragoss Tempien

    Flavor text: One of the most mysterious and strange ships afloat, this massive vessel is crewed by a mixture of tribesmen, voodoo conjurers, and Cursed affiliates. How exactly she is able to seemingly open the doors of space and time is not known. One thing that isn’t up for debate is how dangerous she can be at close range.

    Barj Voragoss Tempien
    Faction Affiliation: Cursed
    Rarity: LE
    Type: Crew
    Point Value: 9
    Ability: Captain. Reverse Captain. [After this ship resolves a shoot action, she may move as a free action.] World Hater.
    Link: Oceanic Rend

    Flavor text: Tempien is not a classic Mercenary, as he does not want foreign money for any endeavors. An unknown entity has temporarily assigned him to the Oceanic Rend. Barj is satisfied with the capabilities of his massive junk, but does not care to speak to the odd crew. Looking to transfer, it may not be long before he has a new ship.

    ~~~~~

    Historical Custom of the Day #278

    Mary Critchett
    Pirate
    Crew
    1 point
    Ability: Once per turn, you can reroll a die roll you make for this ship for a boarding party; you must use the second die roll result.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1745

    Xerecs
    Participant

    Very interesting ten. I’m not sure how effective or useful the terrain removing ability is/could be, but it sounds really cool. The secondary ability is cool, if difficult to use naturally. You could find a way to get Nemo’s Plans+ Rune UT to spam 6’s and move entire squadrons away from her when she gets in trouble.

    I don’t know which Cursed crew have the Horror keyword, but I’m guessing most of them are some kind of powerhouse crew. 4 cargo spaces on ship this big would normally be limiting, but the high point cost means you could have fun with some linked crew.

     

    Barj Voragoss would have been very much like DJC Jack Hawkins, if not for the cannon bonus. From the look of things you’ve put RC (reverse Captain) at around 2 points, which I think is fine, considering how it works.

  • #1750

    Xerecs
    Participant

    The last cursed ships, tomorrow we move on to the Crew!
    Makuta– Denotes as part of the Makuta sub-faction.A crew with this keyword is linked to all other crew with this keyword. This shipg gets +2 to her cannon rolls.
    Spirah
    Cursed
    Points:
    Masts: 3
    Cargo: 3
    Cannons: 5S-2L-5S
    Movement: L
    Ability: Makuta. This ship cannot shoot when she carries crew.

    Flavor: The Makuta conducted a vile experiment with the Spirah, bonding the souls of dead men to the timbers and beams of the ship. As a result she has some level autonomy, able to sail herself. However, the bonded souls are aware of what has happened to them, and actively resist the Makuta

    Shadow leech
    Cursed
    Points: 14
    Masts: 1
    Cargo: 2
    Cannon: 5S
    Movement: S+L
    Ability: Makuta. Enemy ships within S of this ship get -1 to their cannon rolls and have their base move reduced to S.

    Flavor: The Shadow Leech is a new addition to the Makuta, constructed from wrecks and spare timbers. As with the Spirah, the Makuta have experimented with the ship, giving the wood and sails leech-like properties that saps the strength of nearby enemies.

    Huh, some kind of coding gobbledegook is showing up in the preview box. I’m not sure what it’s coming from…… Hope it’s not in the actual post, since I don’t see it when I’m typing.

    –Edit: Well, it showed up in the actual post, so I’ve used the edit function to hopefully remove all the gobbledegook.

    • This reply was modified 2 months, 1 week ago by  Xerecs.
  • #1752

    Ben
    Keymaster

    @xerecs: I’ve made an edit to the site that has changed the formatting toolbar for posts.  It’s now showing a Visual and a Text option.  I like the Visual one because it allows you to see exactly what you’re doing when you do it, and therefore I just disabled the preview plugin because the Visual editor option means that previewing posts is unnecessary.  The Text editor option is to see all of the tags/bbcode/whatever it is that allows the formatting to work.  Awesomely enough, it does work with basic keyboard shortcut functions as well, just like in google docs and somewhat similar to Miniature Trading (ctrl+b for bold, ctrl+k for links, etc).

    I’m not sure why your post didn’t show up properly once you submitted it.  Perhaps you have to switch to the Visual editor option before hitting Submit.  Sorry for any issues, and thanks for sticking with my site here as I work out the problems.  The reason I changed it in the first place is because the formatting toolbar simply disappeared (as it did a few months ago) earlier today, for reasons I don’t know.  So, I think I’ve found a permanent solution.  We’ll see how it goes, and hopefully the formatting buttons won’t disappear again.

    It would be great if we could avoid double posting when possible – it’s easy enough to just post the customs of the day below any other discussion in the same post.

    There aren’t a ton of Horror crew, but with Barj Voragoss Tempien aboard with his Captain + WH, it could make the ship pretty formidable.  And yes, Reverse Captain is worth 2 points as far as I’ve been able to figure out.  (has to be cheaper than the far superior Captain ability, but 1 is probably a little low for what you can do with it)

    The Spirah could be pretty cheap, maybe 8-9 points.  Maybe even cheaper since empty gunship vs bad gold runner is not a good trade-off haha.

    Shadow Leech seems like a negative cheerleader on steroids, and way too good.  You could affect tons of rolls and battles with even a small sampling of that ability, let alone copying it to a 10 master to dominate a large battle.  Again, just use a cap.  Pick one ship within S that gets the limits on it.

    Hopefully this post will show up properly; if you or anyone else is still having issues, you can post about them here and/or contact me.

  • #1753

    Xerecs
    Participant

    My hypothesis is thusly: When I post the customs, I just copy and paste from a word doc. I think something happened during that process that caused your site to freak out. Also, I’m realizing now that I was typing and copy+pasting in the visual mode, and at the time, there was still a ‘preview’ box under everything. It’s possible that had something to do with it, though I suppose the only way to find out is to repeat what I did earlier. For that reason I’ll post the first Cursed crew at the bottom of this post, to see if it happens again.

    I’m reticent to lower the costs on these Cursed ships, mainly because ALL of them have a +2 cannon bonus built into them. That said, i can bring the Spirah down just a tad, somewhere around 10-9 points.

    I don’t really want to limit the Shadow Leech to one target….. Suppose I changed it to cannon rolls specifically instead of d6 rolls, and everything else stayed the same. Would that make it less broken or would a re-design be better?


    Mutran

    Cursed
    Points: 11
    Ability: Makuta. Hostile: Chirox. Ships within S of this ship may not be given shoot actions.

    • This reply was modified 2 months, 1 week ago by  Xerecs.
  • #1754

    Xerecs
    Participant

    I think the issue is me copy+pasting, while in the visual tab. I’ll edit my post above to remove all of the gobbledegook.

  • #1756

    Ben
    Keymaster

    Interesting.  I just tried copying and pasting something with formatting already in it.  It posted as it should in the Visual editor.  When I switched to Text, I saw all the code formatting but switching back to Visual fixed it again.  It could be easiest to just copy what you want from whatever document you’re working in, in the same format you want it to show up here.  I have custom of the day templates that I just fill out each day for mine, though I’ll adjust them slightly now due to the new editor.  I actually like this FAR better than the previous version, so I hope it sticks long-term.  (since you don’t have to see code in your post writing box, and it’s just more intuitive and nicer looking overall – also no need for the preview plugin, which is great since too many plugins can slow down the site)  You could also play around with pasting options – pasting normally could preserve formatting, but also might mess things up.  Paste as plain text (ctrl+shift+v) might help a bit, but you don’t want to redo formatting.  If you’re pasting from a spreadsheet or non-typical text document, perhaps that’s part of the issue since things seem fine on my end.  I even logged into my test account here to see what it’s like for a non-admin, and was able to use the new box here with the formatting just fine.

    You posted the Spirah without a point cost, which is why I suggested one.

    O_O  Shadow Leech affects all die rolls??  That is even more unfair lol.

    Enemy ships within S of this ship get -1 to their cannon rolls and have their base move reduced to S.

    We’ll see how that quote shows up.  Anyway, once again I’m seeing something different from what you’re saying.  Even -1 to cannons is OP in my opinion.  If a World Hater is 4 points and a “true” World Hater (without the “non-X” limitation) could be arguably worth 5, what is a “reverse WH” that can affect 3-4 ships easily, worth?  15 points?  Then you’ve got great speed and a huge speed reduction on top of that.  If you don’t want to go with a cap, I’d say choose between -1 to cannons OR reduce speeds to S.  Even then, with no cap I think the ship could also be slower, such as just S or L speed.  I know it’s annoying, but it’s also good to keep in mind the ramifications of copying such devastating abilities to a far more durable ship.

    Ah here we go again… Mutran and Chirox are awesome names, but that just seems like an OP crew to me.  +2 to cannon rolls with no non-Cursed limitation is arguably worth 8-9 total points, and I think 7 at a bare minimum.  The main ability is clearly extremely good, and once again seems excessive with no limit to the number of ships affected.  On a ghostly Delusion that could turn a large battle, and looks to be of cheap cost.  Is your intention to prevent all shoot actions, or all shooting?  Worded as-is I would strongly argue that Captained shoots would still be viable.  If not, I think we’re looking at a 20 point crew.

    I know it’s hard to playtest everything (and some of my stuff is surely going to be OP come game time I would assume), but it’s necessary to think about how this will actually play out.  Just Mutran alone on the Delusion makes for a rather ridiculous scene: “I get +2 to all 10 of my cannons, and if you get close to me, you can’t even shoot back.”  The ability also strays into Le Bonaparte territory, so of course I’m not going to like it.  :/

    PS: Ctrl+u does work for underlining text, though it doesn’t show up in the buttons menu.

  • #1762

    Xerecs
    Participant

    It could just be a temporary glitch, since when I free type like now, the coding doesn’t show up.

    Ah, crud. Spirah’s point cost right now is 13. I accidentally removed it when I edited the first post with her in it.

    Double crud, seems I didn’t read my own ability text. Since I wan to keep both abilities I’ll add a two ship limit. Wording would look like:
    Two enemy ships within S of this ship get -1 to their cannon rolls and have their base moves reduced to S.

    I’ve put the Makuta keyword around 5 points, though that’s subject to change. Mutran would affect friendly ships as well as enemy ships, hence his wording. Your remark on captained shoots has made me think of a possible alternative to his main ability.

    Ships within S of this ship may not use captain crew.

    I’m not sure if that’s better or worse, if it comes to it, I’ll put a two ship limit on his ability, like the Shadow Leech. Furthermore, I think I would rule it that way, he prevents the giving of SHOOT ACTIONS, but does nothing to stop a ship from shooting with a captain, since that is tied to a MOVE ACTION.

  • #1763

    Jonathan Bowen
    Participant

    Hey, y’all….. 😅
    It’s been… a while 😅

    I’ve missed more than a few days of posting; so by Xerecs’s logic, I have a lot of posting to make up for 😂
    So here we go: The complete standard release pirate faction from The Seas of Doom!

    Relevant Keywords:

    1. Repeating Guns: When this ship is given a shoot action, you may declare that she is using repeating guns. If all cannons hit during that shoot action, each cannon may shoot again. (This action does not count towards the two action limit) For each cannon that misses on its second shot, eliminate one mast or cargo from this ship

    2. Canceller: Once per turn, one crew or ship within S of this ship cannot use its ability this turn.

    3. Armed Merchant: Once per turn, as a free action, one of this ship’s canons may shoot at one enemy target in range. This shot cannot have its range or rank increased. (A captain crew is not needed for this action)

    4. Battleship: A ship with this keyword has two shots per mast and has Extended Range.

    Pirates

    1. Toruk
    Points: 20
    Masts: 5
    Cannons: 4L,4S,4S,4S,4L
    Cargo: 3
    Base Move: L+S
    Ability: Repeating Guns. If this ship is assigned a captain crew, she gets +1 to cannon rolls.
    Link: Jacob Sunderland

    2. Jacob Sunderland
    Points: 7
    Ability: Captain. Marine.
    Link: Toruk

    3. Vortex
    Points: 14
    Masts: 4
    Cannons: 4L,4S,4S,4L
    Cargo: 3
    Base Move: S+L
    Ability: Canceller.

    4. Captain Alexander Rose
    Points: 10
    Ability: SAT. This ship gets +1 to her cannon rolls against non-pirate ships. She gets +2 to her cannon rolls against pirate ships.

    5. First Mate McKeagan
    Points: 5
    Ability: Helmsman; +2 Gold Bonus

    6. Stradlin
    Points: 12
    Masts: 3
    Cannons: 3S,4L,3S
    Cargo: 4
    Base Move: S+S
    Ability: This ship gets +S to her base move if she has all of her masts.

    7. Adler
    Points: 9
    Masts: 2
    Cannons: 3L,2L
    Cargo: 2
    Base Move:
    Ability: Cannoneer

    8. The Slash
    Points:
    Masts: 4
    Cannons: 3S,2L,2L,3S
    Cargo: 4
    Base Move: S+L
    Ability: EA. This ship gets +1 to her cannon and boarding rolls against non-pirate ships.

    9. Paradise City
    Gold: 5
    Flags: 5
    Cannons: 2L,3L,4L,3L,2L
    Ability: If a damaged, friendly ship docks at this fort, roll a d6. On a 5-6, all of this ship’s masts are repaired.

    10. Judy Rodriguez
    Points: 7
    Ability: Loyal: Pirate. Cannoneer. Helmsman

    11. Norman Spells
    Points: 6
    Ability: Loyal: Pirate. Musketeer. Reroll

    12. Grayson August
    Points: 4
    Ability: Explorer. This ship can offload cargo from within S of her home island

    13. Pandora
    Points: 14
    Masts: 4
    Cannons: 3S,4L,4L,3S
    Cargo: 6
    Base Move: S
    Ability: Armed Merchant.

    14. El Diablo Negro
    Points: 20
    Masts: 3
    Cannons: 3S,4L,3S
    Cargo: 2
    Base Move: L
    Ability: Battleship. If this ship is assigned a Captain crew and a Cannoneer crew, she has two of her cannons may shoot again if they miss.

    15. Gregory Rose
    Points: 6
    Ability: Eternal. Captain. This ship gets +1 to her cannon rolls against English ships.
    Link: Bane

    16. Bane
    Points: 18
    Masts: 5
    Cannons: 3L,2S,2S,2S,3L
    Cargo: 4
    Base Move: S
    Ability: This ship gets +1 to her cannon rolls against French ships. This ships’ crew cannot be eliminated unless she sinks.
    Link: Gregory Rose

    17. Burnt Bones
    Points: 16
    Masts: 4
    Cannons: 2S, 3S, 3S, 2S
    Cargo: 4
    Base Move: S+S
    Ability: This ship gets +1 to her equipment shot rolls.

    18. Silverback John
    Points: 9
    Ability: Ransom. Cargo Master. Once per turn, when this ship unloads treasure at your home island, double the value of the lowest-value coin.

    19. Arcane
    Points: 18
    Masts: 4
    Cannons: 3S,3S,3S,3S
    Cargo: 4
    Base Move: L+S
    Ability: Schooner. Give this ship a move action, but do not move her. Instead, roll a d6. On a result of 5 or 6, you may place a Unique Treasure on any ship in your fleet.

    20. Witchfire
    Points: 14
    Masts: 3
    Cannons: 2S, 2L, 2S
    Cargo: 3
    Base Move: S+L
    Ability: Schooner. Shipwright. This ship gets +1 to her cannon rolls against Cursed ships.

    And that wraps up the Pirates.
    Leave comments and feedback so I can improve and modify everything that already great about these pieces ;P
    With luck(😅) I’ll post the next faction tomorrow
    ’til then

    -J. W. Darkhurst

  • #1766

    Xerecs
    Participant

    Point cost for the slash….?

    Why is Judy Rodriguez 7 points? Cannoneer and helmsman are worth 4 combined, since both are 2 point abilities.

    For Grayson August, small detail, but unload would sound and fit better than offload.

    Arcane is straying into OP realms. I’d reccommend changing the die roll to a 6, not a 5-6, otherwise it becomes FAR too easy to bring in powerful UT’s.

    The Pirates do not need a cargo master. Ever.

    I don’t understand the wording of the Diablo Negro.

    If this ship is assigned a Captain crew and a Cannoneer crew, she has two of her cannons may shoot again if they miss.

    Did you mis-type this, or am I just missing something?

    Base move for the Adler is……?

    These look nice overall, can’t wait to see if we can get some of them off the paper by next summer, or if we can get them before hand. 😀

  • #1767

    Jonathan Bowen
    Participant

    Typos. Soooooo many typos. 😭😭😭

    I’ll fix and explain when the sun is up.

    -Darkhurst

  • #1768

    Ben
    Keymaster

    @JW_D: This ship can offload cargo from within S of her home island

    =This ship can unload cargo at your home island if she’s within S of it.

    Better to just use the standard ability text if it’s the same effect.  I’ll wait for corrections/edits before repeating Xerecs’ concerns.

    Torch

    Faction Affiliation: Jade Rebellion

    Rarity: R

    Type: Ship

    Point Value: 6

    Number of Masts: 1

    Cargo Space: 2

    Base Move: S+S

    Cannons: 2L

    Ability: Turtle Ship.  Ramming cannot eliminate this ship’s masts.  Once per turn when this ship is given a shoot action, one of her cannons can shoot a fire shot. Declare which cannon will shoot the fire shot before rolling a d6. If it hits, the target’s controller replaces one of her masts with a fire mast. If the cannon roll is a 1, replace one of this ship’s masts with a fire mast.


    Flavor text: The young crew of this vessel have a tendency to risk everything on every voyage.  Although their ship is capable of glory among turtles, they have yet to experience the fiery disaster that Sensei Xu has been predicting.

    Historical Custom of the Day #279

    John Vidal

    Pirate

    Crew

    5 points

    Ability: Parley.  Filching Gold.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

    Edit: Looks like I’ve been able to paste things successfully from a google doc with normal formatting, except the font is bigger, which is fine.

  • #1771

    Xerecs
    Participant

    I like the Torch. Nice little gunship, and with the first part of her ability, she’s able to be somewhat decent at it. I still don’t like that you can ram off a Turtle ships mast while she still has paneling, that distinction has relegated most of them to back-up/pinch gunships or gold runners. I think there’s only one WK turtle with ‘ramming cannot eliminate this ships masts’, nice to see it on another.

    Revision, and two more!

    Makuta— Denotes as part of the Makuta sub faction. A crew with this keyword is linked to all other crew with this keyword. This ship gets +2 to her cannon rolls.

    Fleet Admiral— Once at the beginning of each of your turns, roll a d6. On a result of 6, any ship in your fleet may be given two actions that turn.

    Possible revision for Mutran, as well as flavor text.

    Mutran
    Cursed
    Points: 11
    Ability: 1. Makuta. Hostile: Chirox. Two ships within S of this ship may not be given shoot actions.

    OR
    Ability: 2. Makuta. Hostile: Chirox. Two ships within S of this ship cannot use their captain crew until the beginning of your next turn.

    Flavor: A self-styled scientist, and mad genius, Mutran is responsible for every technological advancement among the Cursed, dating back to the introduction of the Scorpion ship. His knack for blending powerful relics with modern technology has enabled him to render enemies defenseless before him, making him more than just a demented mind, but a cunning warrior as well.

     

     

    Antroz
    Cursed
    Points: 10
    Ability: Makuta. Fleet Admiral.

    Flavor: A tactical genius, Antroz was one of the leading voices among the Ionic admiralty. However, his genius masked an insatiable lust for power. He has joined in with his fellow Makuta in a bid for domination of the seas.

     

     

    Chirox
    Cursed
    Points: 5
    Ability: Makuta. Hostile: Mutran.

    Flavor: Chirox is a scientist, who prefers to work his experiments on living subjects. Oftentimes he will test to see just how much pain a person can endure, or how long it will take a barrel of leeches to drain the blood completely from a victim. He maintains a bitter rivalry with Mutran, who claims that his ‘experiments’ and works are far superior to his in every way.

  • #1775

    Jonathan Bowen
    Participant

    Ok. So I kinda rushed to post the pirates, so I missed a few things 😅😭😅

    First off: I don’t know The Slash’s point cost. Gingerninja wanted me to make this ship, and he gave me all of the stats except point cost. Although, given what she does, I’d guesstimate that an appropriate point cost may be 15-16?

    Judy Rodriguez was originally going to be a Repeating Guns crew. I just forgot to change her point cost. let me know if you think she’d be better as-is, or if i should make her have Repeating Guns and up her points a li’l.

    As for the wording of Grayson August, I just forgot what the original ability said; so I improvised. I’ll change it on my doc.

    I can change the Arcane’s die result requirement to a 6; That won’t be a problem.

    While I understand your concerns about Silverback John, His point cost and the Ransom keyword make him such a target for Gold-Capture crew. On top of that, I wanted a crew that wasn’t combat-oriented. (Also, as a bit of a spoiler, this is not the most OP piece in Seas of Doom)

    Yes. I mis-typed the ability of the Diablo Negro. “If this ship is assigned a captain crew and a cannoneer crew, Two of her cannons may shoot again if they miss.”

    Again, as with The Slash, Gingerninja created it. I just asked him, and he says it’s L
    (apparently he’d already told me. 😅 I’m just a forgetful boi)

    That should cover all of Xerecs’s questions…
    Ben, if you have questions or concerns of your own, feel free to voice them.
    I’m pretty sure that Silverback John will be a huge point of contention, but I’d like to keep him as-is.

    I’ll probably post again later with the next faction from Seas of Doom.
    ’til then.

    -Darkhurst

  • #1776

    Xerecs
    Participant

    Giving him Ransom won’t solve the problem, since most people don’t USE the gold capture ability. I’d much rather see ‘This ship gets +1 cargo spaces. This crew takes up no cargo space’ instead of Cargo Master, and he can keep the rest of his abilities, including Ransom.

    Judy should stay as a Helmsman/cannoneer combo. I feel that Repeating Guns should be limited to ships. Kinda like seeing Broadsides Attack on a crew, feels weird.

    I’d er with 16 or 17 points for the Slash, since she’s a good ship overall, with built in EA and good speed.

  • #1781

    Ben
    Keymaster

    The Makuta keyword is worth 7 points at minimum.  +2 to cannon rolls is fantastic (8 points for that makes a lot of sense obviously), and the additional linking option is neat.  Trying to keep it at 5 (basically what basic +1 world haters are already worth) seems futile to me.  So Antroz should be at least 13.

    I assume Wizkids left the origins of Scorpion ships unexplained in the flavor text – if not, Mutran may have some competition.  XD  Not sure which version of Mutran would be more fair – the cap is the main key so I think playtesting could commence with either version.

    Gosh Chirox would be OP on any large Cursed gunship.  It may have been Wizkids’ intention to not give them the powerful basic WH at 4 points, and here they get a simple double bonus for just 5?  Good flavor text though – the evilness is fitting for the Cursed.

    @JW_D: The Slash is amazing.  Probably better than the Uncommon 17 point version of the Black Pearl.  I think 19 points is the place to start.

    Agreed with Xerecs about Silverback John.

    McKeagan’s ability combo is OP in general and there’s good reason we never saw that from Wizkids.  (similar to SAT+Helmsman, or SAT+Captain)

    Assuming you mean a base move of L for Adler, she could be very cheap, I think 5 points.

    I think Paradise City is probably broken in campaign games.  Changing it to a 6 would help a bit.  There would be an awkward situation where a bunch of ships are just redocking and trying their luck rather than spending turns actually repairing.

    Love the Pandora except the name (same as SM ship).  (I’m a sucker for ships with high cargo and S speed that are playable but underrated)

    I like Eternal at 3 points so Gregory Rose could be 7 and still quite a good crew.

    Love the ability of the Burnt Bones – I’ve got it on at least one of my customs.

  • #1782

    Xerecs
    Participant

    I can adjust the keyword cost no problem, but then it would have some ramifications for the ships, since ALL of them also have the Makuta keyword. Changing it to 7 is probably what I’ll do, so that makes Chirox seven points, and jumps Antroz 12. I’ll go through my word doc and add 2 to every remaining crew yet posted, some of them could still be too cheap. 😀

    With the change in the cost of the keyword, would Mutran’s point cost change, or would it still be dependent on his other ability?

  • #1783

    Ben
    Keymaster

    I suppose, but honestly I think most of the ships with the Makuta keyword were okay, outside of the ones I’ve previously mentioned of course.  Antroz would be 13 if Makuta=7 + AA=6.

    At this point Mutran is too much of a wild card for me to guess his cost.  As usual, he should probably be more expensive.

  • #1787

    Ben
    Keymaster

    Pentheus
    Faction Affiliation: Barbary Corsair
    Rarity: R
    Type: Crew
    Point Value: 9
    Ability: Captain.  Hoard.  Pirate and Jade Rebellion crew can use their abilities on this ship.
    Link: Giza

    Flavor text: Although most know him as a more purely effective leader than the Lotus Queen, Pentheus is a former philosopher who prefers to optimize his own ship rather than command an entire fleet.  His rich background, confusing heritage, and international connections has led to one of the most effective crew complements in the world.

    Historical Custom of the Day #280

    Turn Joe
    Spanish
    Crew
    4 points
    Ability: Crew killing [Once per turn when this ship hits an enemy ship, also eliminate one crew from that ship.].  This ship gets +1 to her cannon rolls against Pirate ships.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1802

    Xerecs
    Participant

    Pentheus doesn’t have a point cost because…….? You’re not sure, or just a typo?

     

    Makuta— Denotes as part of the Makuta sub faction. A crew with this keyword is linked to all other crew with this keyword. This ship gets +2 to her cannon rolls.

     

     

    Vamprah
    Cursed
    Points: 14
    Ability: Makuta. Enemy ships within S of this ship get -1 to their cannon rolls. This ship gets +1 to her cannon rolls for every enemy ship within S.

    Flavor: As quiet as the grave, Vamprah commands respect and instills fear. A skilled tactician and a practical man, Vamprah is able to get the best out of his crew, whether they are mostly living or not.

     

     

    Icarax
    Cursed
    Points: 13
    Ability: Makuta. This ship gets +1 to boarding rolls. When this ship sinks another ship, you may repair one of this ship’s masts.

    Flavor: A brute of a man, with little to no regard for complicated tactics, Icarax prefers to smash through his opponents quickly, rather than waiting and scheming. His proclivity for violence coupled with his temper have made him a force to be reckoned with, even among the Makuta.

  • #1810

    Ben
    Keymaster

    @xerecs: Oops, Pentheus has always been 9 points!  Edited his post.

    Vamprah is OP as I could have expected… it’s a little tiring to see so many new/amazing abilities with no cap after it’s clear that capping these range/unlimited abilities is one of the best solutions for them.  Between the Makuta keyword and his final ability, he’s almost guaranteed to give his ship rank-1 cannons (effectively) for whatever it’s shooting at.  His flavor text doesn’t reflect how powerful he is in-game, so I think he should be toned down a bit.

    I was about to suggest you make some Cursed crew for less than 10 points in this set, but Icarax could be one of them.  Although perhaps not – with Makuta at 8, +1 boards at 2, and the Ladron’s ability at 1, 11 is about right.

  • #1814

    Xerecs
    Participant

    Two more! We’re getting close to the end of the Cursed. Once that happens, it’s on to the Mercs!

    Makuta— Denotes as part of the Makuta sub faction. A crew with this keyword is linked to all other crew with this keyword. This ship gets +2 to her cannon rolls.

    Canceller— The cancel ability.

     

     

    Krika
    Cursed
    Points: 16
    Ability: Makuta. Ghost Ship. Once per turn roll a d6. On a result of 5-6 move one ship within S of this ship L+L away in a straight line.

    Flavor: Krika was once solid flesh and blood like all living things. Then he found a relic that turned him into little more than a ghost. Now he serves with his fellow Makuta, though he takes no joy in what must be done.

     

     

    Gorast
    Cursed
    Points: 12
    Ability: Makuta. Canceller.

    Flavor: Committed body and soul to the cause, Gorast has been known to kill comrades at the slightest mention of dissent or deviation from said cause. Her bloodlust and fanaticism hides a devious and cunning mind, and she has on more than one occasion used her looks to get what she desires.

  • #1815

    Ben
    Keymaster

    Canceller— The cancel ability.

    This is like explaining shorthand with shorthand.  Better to just have the exact ability text for any explanations. (I’ve probably missed some completely with mine, but that’s another reason I like having a spreadsheet people can view online – all the abbreviations/keywords I use are listed on the third tab of the spreadsheet)

    Krika is interesting and looks rather fun.

    Jackson Barundar

    Faction Affiliation: American

    Rarity: U

    Type: Crew

    Point Value: 9

    Ability: Broadsides Attack.  World Hater.

    Flavor text: A strict disciplinarian and expert on gunnery, Jackson Barundar is exactly what Commodore Preble was looking for.

    Historical Custom of the Day #281

    John Derdrake

    Pirate

    Crew

    8 points

    Ability: Shipwright. Filching Gold. Massacre.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1826

    Ben
    Keymaster

    Jordan Birrella
    Faction Affiliation: French
    Rarity: C
    Type: Crew
    Point Value: 7
    Ability: This ship gets +1 to her cannon rolls against ships within S of her. This ship gets +1 cargo spaces. This crew takes up no cargo space.

    Flavor text: A master of cargo planning and carronade firing, Jordan’s services are always in high demand among French captains. His premier capabilities often mean that he goes to the flagships of the French fleet.

    Historical Custom of the Day #282

    Francis Demont
    Pirate
    Crew
    4 points
    Ability: This crew can use the Gold Capture ability if at least 3 other crew are assigned to this ship. [Gold Capture: If this ship wins a boarding party, she may capture the crew with the highest point cost instead of eliminating it. A captured crew becomes cargo worth its point cost in gold when unloaded at your home island.]

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1840

    Xerecs
    Participant

    I’ve actually used Jordan, he’s made his way into Savage Seas!

    Three today, and two of them are the big-name crew for the Cursed for the set!


    Makuta
    — Denotes as part of the Makuta sub faction. A crew with this keyword is linked to all other crew with this keyword. This ship gets +2 to her cannon rolls.

     

    Bitil
    Cursed
    Points: 10
    Ability: Makuta. Re-roll.

    Flavor: Bitil craves power; it is why he joined in with the Makuta. Now that he has gotten a taste, he wants more, and is willing to do anything to get it. Including betraying his fellow Makuta.

     

     

    Teridax
    Cursed
    Points: 19
    Ability: Makuta. Limit. All-Powerful.

    Flavor: The First Makuta to defect and join the Cursed, Teridax wields significant power and is the self-styled leader of the Makuta. He has a grand plan that he has set into motion, one that would set him up as ruler of the world.

     

     

    Makuta
    Cursed
    Points: 16
    Ability: Makuta. Once per turn roll a d6. On a 1-3 place a crew worth 4 points or less on any ship in your fleet; it’s nationality changes to match the nationality of that ship. On a 4-6 place a crew worth 5-10 points on any ship in your fleet; it’s nationality changes to match the nationality of that ship.

    Flavor: The first Makuta, and known only by that name. His influence among the Ionics was second to none, and he had a knack for getting people onto ships where they were needed. He has carried that talent over with him to the Cursed.

  • #1842

    Ben
    Keymaster

    I’ve actually used Jordan, he’s made his way into Savage Seas!

    O_O  Wow that’s awesome!  I guess we’ll just have to wait to see if he performs well.  XD  (kind of a funky hybrid crew with mainly “normal” abilities)

    Once per turn roll a d6. On a 1-3 place a crew worth 4 points or less on any ship in your fleet; it’s nationality changes to match the nationality of that ship. On a 4-6 place a crew worth 5-10 points on any ship in your fleet; it’s nationality changes to match the nationality of that ship.

    This refers to outside the game, correct?  (not redistributing crew already in play)  Assuming that’s the case, it completely breaks the game.  One die roll can immediately make up for that ability’s entire 8-9 point cost.  In general almost nothing should allow for things outside the game to be introduced, let alone a guarantee.

  • #1850

    Xerecs
    Participant

    Originally, yes, Makuta is supposed to bring in crew from outside the game. However, I like the redistributing idea. Would look like:
    Once at the beginning of each of your turns roll a d6. On a result of 4-6 place any crew with a point cost of 4 or less in play on this ship. It’s nationality changes to match the nationality of this ship.

    O_O Wow that’s awesome! I guess we’ll just have to wait to see if he performs well. XD (kind of a funky hybrid crew with mainly “normal” abilities)

    He’s found his way onto a warship actually, and a rather nasty one at that.

  • #1864

    Ben
    Keymaster

    @xerecs: For Makuta, that’s far less OP and actually far more interesting to me.  Playtesting would be required to determine a decent cost though.

    Pacifica
    Faction Affiliation: Spanish
    Rarity: R
    Type: Ship
    Point Value: 20
    Number of Masts: 5
    Cargo Space: 5
    Base Move: S+S
    Cannons: 3S-3S-3S-3S-3S
    Ability: Secret Hold. S-Explorer. Ship treasure trading.

    Flavor text: Constructed in the age and spirit of exploration, the Pacifica is a veteran presence in the Spanish navy, having been rebuilt multiple times throughout her prestigious career spanning four decades. She is a familiar sight to merchants in the Pacific Ocean, where her crew have had the opportunity to name islands, meet exotic species, and mingle with foreign tribes all for the glory and benefit of Spain.

    Historical Custom of the Day #283

    Francis Fernando
    Pirate
    Crew
    6 points
    Ability: Captain. Parley.
    Link: Bennett

    Bennett
    Faction Affiliation: Pirate
    Rarity: R
    Type: Ship
    Point Value: 6
    Number of Masts: 1
    Cargo Space: 3
    Base Move: S+L
    Cannons: 3L
    Ability: This ship gets +1 to her cannon rolls against Spanish ships.
    Link: Francis Fernando

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1895

    Ben
    Keymaster

    Blazing Inferno
    Faction Affiliation: Cursed
    Rarity: C
    Type: Ship
    Point Value: 14
    Number of Masts: 3
    Cargo Space: 4
    Base Move: L
    Cannons: 2S-3S-2S
    Ability: Firepot Specialist. At any time during one of this ship’s actions you may replace any number of her masts with fire masts. If this ship has any fire masts and touches an enemy ship, replace one of that ship’s masts with a fire mast.

    Flavor text: Not only do the crew of the Blazing Inferno rain flaming projectiles upon their foes, they even sabotage their own ship to set enemies alight. After a brief masquerade as a fireship, the undead Cursed fiends run out new sails from deep in the hold to begin their next journey – to the flames of Hell.

    Historical Custom of the Day #284

    Lewis Ferdinando
    Pirate
    Crew
    4 points
    Ability: This ship gets +1 to her cannon rolls against targets without all their masts.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #1919

    Ben
    Keymaster

    Blazanar
    Faction Affiliation: Pirate
    Rarity: C
    Type: Crew
    Point Value: 5
    Ability: Captain. Firepot Specialist.

    Flavor text: Called “scum pudding” by Rupert Hargreaves, this pyromaniac has a penchant for arrogance and shouting matches with his enemies. Some crews even report that you can hear his grandiose “terms of surrender” and brash remarks before you even see his ship.

    Historical Custom of the Day #285

    John Evans
    Pirate
    Crew
    5 points
    Ability: Captain. Filching Gold.
    Link: Scowerer

    Scowerer
    Faction Affiliation: Pirate
    Rarity: R
    Type: Ship
    Point Value: 7
    Number of Masts: 1
    Cargo Space: 3
    Base Move: S+S+S
    Cannons: 4S
    Ability: Schooner.
    Link: John Evans

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #2033

    Ben
    Keymaster

    Stellan Stoneblade
    Faction Affiliation: Viking
    Rarity: C
    Type: Crew
    Point Value: 6
    Ability: Captain. This ship gets +2 to her boarding rolls.

    Flavor text: Wielding a giant stone broadsword from centuries ago, this joysome old warrior is formidable to catch a glimpse of, let alone fight.

    ~~~~~

    Historical Custom of the Day #286

    James Fife
    Pirate
    Crew
    7 points
    Ability: Captain. If this ship wins a boarding party on a 6, she may capture the crew with the highest point cost instead of eliminating it. A captive becomes assigned to this ship, takes up no cargo space, and can use its abilities. The captive cannot leave this ship.
    Link: Portsmouth, Elizabeth

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #2034

    Xerecs
    Participant

    The Inferno looks very interesting, very high-risk, but high reward as well. her ability to give herself fire masts, would her controller have to roll for those fire-masts?

     

    I like Stellan, I’d probably try and find a way to get him onto the Wodin, for gold capturing fun.

     

    The final regular faction for Spherus Magna! The Mercenaries are here!

     

    Clipper Ship– This ships movement is measured from bow to stern

    Destiny’s Hand
    Mercenary
    Points: 17
    Masts: 5
    Cargo: 4
    Cannons: 3L-2S-4S-2S-3L
    Movement: L
    Ability: Mercenary. Once at the beginning of each of your turns roll a d6. On a result of 6 you may look at all face-down treasure on up to two islands.

    Flavor: The crew of Destiny’s Hand are all former smugglers and merchants. Their collective knowledge of hidden stores on hard to find islands has paid them dividends, and made their services desirable to many.

     

     

    Pit Tracker
    Mercenary
    Points: 13
    Masts: 4
    Cargo: 4
    Cannons: 4S-2L-2L-4S
    Movement: L
    Ability: Mercenary. Clipper Ship. This ship cannot shoot when she carries treasure.

    Flavor: Reclaimed from a French wreck, the Pit Tracker is still unstable. The crew don’t dare fire her cannons, for fear that the kick will do more damage to their ship. This fear is tenfold when her hold is laden with cargo.

  • #2035

    Ben
    Keymaster

    The Inferno looks very interesting, very high-risk, but high reward as well. her ability to give herself fire masts, would her controller have to roll for those fire-masts?

    Yes, the fire masts function normally.

    For the Pit Tracker’s flavor text, I think recoil works better than “kick”, unless I’m missing something.

  • #2055

    Jonathan Bowen
    Participant

    Hello everyone!! I’ve heard that some more peoples have joined the site! I’m also probably numerous weeks behind on everything! 😂😂😭

    Unfortunately, I do not have an update for Seas of Doom, today. However, I have something else; something kinda special. 😁😁

    If you guys remember, halfway through Dark Tides, Google Docs and my phone’s Notepad where I was recording the set both failed me and ended up deleting a bunch of my stuff, including a set of unreleased Limited Edition pieces and some Super Rares. 😮😮 Through a somewhat complicated and actually legal means, I have recovered some of the data from my phone’s Notepad! 😄

    I therefore have for you today, the unreleased Limited Edition pieces from Pirates of the Dark Tides!!

    Let’s begin with the relevant keywords so these all make sense:

    1. Piraka: This piece has the Black Mark Keyword, and gets +1 to all die rolls

    2. Copycat: At the beginning of each of your turns, choose any ability possessed by any ship or crew in play; this piece has that ability. You may make a different choice each turn.

    3. Fleet Admiral: Once, at the beginning of your turn, roll a d6. On a 6, give any one ship in your fleet an extra action.

    4. S-Range Immunity: This ship cannot be shot at by ships within S of her.

    1. Piraka Stronghold
    Gold: 12
    Flags: 4
    Guns: 2S, 3S, 3S, 4S
    Ability: This fort cannot shoot at pieces with the Piraka keyword. The first time this fort hits an enemy ship each turn, instead of eliminating a mast, the fort’s controller may give the target ship an action on her next turn.
    Faction Affiliation: Pirate

    2. Kranzhi
    Gold: 14
    Flags: 6
    Guns: 3S, 3S, 3S, 3L, 3L, 3L
    Ability: Unfriendly ships within L of this fort get -1 to their cannon rolls.
    Faction Affiliation: The Cursed

    3. Ar-Tah’Ka
    Gold: 14
    Flags: 6
    Guns: 4S, 3S, 3S, 3S, 3S, 4S
    Ability: Friendly ships docked at his fort cannot be shot at.
    Faction Affiliation: Mercenary

    4. Metru-Nui Coliseum
    Gold: 10
    Flags: 6
    Guns: 3S, 2S, 3S, 2S, 3S, 2S
    Ability: Friendly ships docked at this fort may repair two masts in one repair action.
    Faction Affiliation: American

    5. Mahri-Nui
    Gold: 7
    Flags: 3
    Guns: 3S, 3L, 3S
    Ability: This fort must be built on a Sargasso Sea. This fort may shoot at submerged targets within S of its base. Submerged ships may dock at this fort.
    Faction Affiliation: Mercenary

    6. Destral
    Gold: 9
    Flags: 6
    Guns: 3S, 3S, 3S, 3S, 3S, 3S
    Ability: Once, at the beginning of your turn, you may give this fort an action. Roll a d6. On a result of a 6, you may move this fort to any other empty wild island in play. Your turn ends after Destral has been relocated.
    Faction Affiliation: The Cursed

    7. Umbra
    Points: 20
    Masts: 3
    Cannons: 3S, 3L, 3S
    Cargo: 3
    Base Move: L+L
    Ability: Mercenary. Schooner. Broadsides Attack.
    Faction Affiliation: Mercenary

    8. Vesok
    Points: 12
    Ability: Piraka. Limit. Copycat.
    Link: Hakann; Avak; Thok; Zaktan; Reidak
    Faction Affiliation: Pirate

    9. Zaktan
    Points: 14
    Ability: Piraka. Limit. Fleet Admiral. S-Range Immunity.
    Link: Hakann; Avak; Thok; Vesok; Reidak
    Faction Affiliation: Pirate

    10. Reidak
    Points: 12
    Ability: Piraka. Limit. This ship cannot be affected by enemy abilities more than once; actions are not abilities.
    Link: Hakann; Avak; Thok; Vesok; Zaktan
    Faction Affiliation: Pirate

    Before i get flamed: yes I know that these Piraka are both “bjorken” and impossible to play in tandem with each other even tho they link. 😅😅
    The link is mostly because of the characters they’re based on and who they’re “supposed to be”.

    Now I’m sure some of you are wondering where the Super Rares are. In response to that, I can only say that, sadly, due to the manner of their content, they will not be released with Pirates of the Dark Tides. However, they will be released with Pirates: The Seas of Doom. So y’all gotta wait just a li’l bit longer to see what they are.

    As always, feedback and non-murdering criticism is welcome 😉
    Respond with any questions or concerns you have regarding any of these pieces; and I’ll probably get back to you before the end of November 😅

    Until the next post

    -J. W. Darkhurst

  • #2061

    Ben
    Keymaster

    Through a somewhat complicated and actually legal means, I have recovered some of the data from my phone’s Notepad!

    Awesome!  And I love forts, so wow am I in for some fun times here!  O_O  And I thought some of my forts were expensive!   XD

    Piraka Stronghold is fascinating, though I’d want to find some way to increase the cannon ranges so opponents can’t avoid it so easily.   I understand you just recovered the information, but I think it’s easier to digest game pieces if the faction affiliation is the second part of each listed (just after name).

    Kranzhi actually strikes me as a bit too expensive.  I think you could playtest that one at about 10 points and see how it goes.

    The Coliseum is a neat idea, and would be great to have on the outskirts of a big battle in a campaign game.

    Mahri-Nui feels a bit overpriced – although submerged ships can dock there, they still wouldn’t be able to repair unless you allowed that too.  And subs are kinda small, so entering the Sargasso Sea just to get to the fort seems like risky business.

    Destral: WOW, is that wacky!  XD   I’m not a fan of the teleportation aspects of this game of course, but the Cursed are the faction to do it with.  It seemed OP at first, but relocating basically means your whole turn gets skipped, which is pretty much a no-go even in small games, let alone when you control dozens of ships.  I’m not really sold on it being a great fort, between the high cost (probably too high considering the massive downside of relocation) and the fact that it would be difficult to place in a spot where an opponent wouldn’t be able to handle it.  All S-range guns mean that most opponents could park ships just out of range and blast away, and having your turn end immediately after relocation means that the fort can’t shoot right away to surprise an opponent (not that I think it should be able to haha).  I think making some or all of the guns L-range and making the downside of relocating a little less harsh could make this more playable.  I do appreciate that you went very high on the costs though – better to overprice than underprice with customs, especially with new abilities.

    Umbra is a nice first-strike gunship, but a little pricey for me.  I think 17 points would be a fair starting point.

    Vesok needs to be ridiculously expensive.  The copying ability is pegged at about 11 points per DJC Davy Jones, which I think is about right.  Piraka is worth a LOT of points – if a regular world hater is 4 points, Piraka should be at least double.  Just using the +1 for EA/SAT/AA rolls would be a big benefit, let alone applying it to boarding, ramming, cannons obviously, and other stuff… the combination of abilities are arguably worth at least 19 points and quite possibly more.

    S-immunity shouldn’t exist, especially on a crew, so Zaktan is broken.  Wouldn’t play with/against that one.

    Reidak is interesting though.  It reminds me of the Holy Water/Davy Jones’ Heart UT’s, but with a restriction.  I think there would be a massive Pirate Code entry for that, and have a feeling he’s a little overpriced.  (no idea though – playtesting required)

    I actually don’t have issue with Limit on linked pieces – it’s fun to have flavor text make for some “impossible” to use combos (but only rarely to avoid mass confusion lol).

    ~~~~~

    I suppose it’s fitting to release one of my wackier customs now!

    Shadow Dance
    Faction Affiliation: Mercenary
    Rarity: C
    Type: Ship
    Point Value: 24
    Number of Masts: 3
    Cargo Space: 4
    Base Move: S+L
    Cannons: 4L-3L+L-4L  (middle cannon basically has Extended Range)
    Ability: Up to two times per turn when this ship is hit, you may choose a different option. 1. This ship is not hit, and the shot instead hits a target within range beyond this ship. 2. This ship is not hit, and you may choose to hit a different ship within range of the shot instead.

    Flavor text: Perfecting the art of appearing in two places at once, the conniving crew members of this vessel are scheming to get all the way to the throne of Spain. After successfully deking out various pirate captains, they think they have a chance.

    Historical Custom of the Day #287

    George Legge
    English
    Crew
    7 points
    Ability: Captain. English ships within L of this ship get +1 to their cannon rolls against the Dutch.
    Link: HMS Pembroke, HMS Fairfax, HMS Royal Katherine, Edward Spragge

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #2073

    Xerecs
    Participant

    Two more!

     

    Battleship– This ship has two shots per mast, and the Extended Range keyword.

     

    Ash Bear
    Mercenary
    Points: 15
    Masts: 3
    Cargo: 3
    Cannons: 3S-4S-4S
    Movement: L
    Ability: Mercenary. Battleship.

    Flavor: A scavenged prototype, the Ash Bear was reconstructed and added into Nemo’s growing armada. While her timbers and sails are sound, her cannons and the technology that surrounds them is currently beyond even Nemo. As a result, she is not as accurate as desired.

     

    Crazy Monkey
    Mercenary
    Points: 14
    Masts: 3
    Cargo: 4
    Cannons: 3S-4L-3S
    Movement: S+S
    Ability: Mercenary. Submarine.

    Flavor: The Depth Charge was sent on an assignment by Nemo, and never came back. Later he found the Submersible beached on a sandbar. The crew had all vanished, but a large and hostile species of Monkey had infested the ship, prompting Nemo to re-name the ship.

  • #2088

    Ben
    Keymaster

    Huk de Plentein (“uke” not “uck”; H is silent)
    Faction Affiliation: Mercenary
    Rarity: SE
    Type: Ship
    Point Value: 15
    Number of Masts: 2
    Cargo Space: 5
    Base Move: S+L
    Cannons: 2S-2L
    Ability: Mercenary. Catamaran. Once per turn, this ship may move S after loading treasure.
    Link: Ja Mo’han

    Flavor text: The flagship of a tribal leader in the Philippines. Often at the front of a pack of canoes, this vessel is fast, durable, has a large cargo hold, and carries modern arms captured from the Europeans.

    Ja Mo’han
    Faction Affiliation: Mercenary
    Rarity: C
    Type: Crew
    Point Value: 6
    Ability: Captain. Ship treasure trading [Once per turn, if this ship carries treasure and is within S of an enemy ship, you may randomly trade one treasure with that ship.]. When this ship hits another ship, you choose which mast is eliminated.
    Link: Huk de Plentein

    Flavor text: This tribal leader is well-respected by all he meets. Although courteous, he knows when to cease trivialities and open fire. His numbers continue to grow, although tribal canoes have not been very effective against men-of-war.

    Historical Custom of the Day #288

    HMS Pembroke
    Faction Affiliation: English
    Rarity: C
    Type: Ship
    Point Value: 9
    Number of Masts: 3
    Cargo Space: 4
    Base Move: L
    Cannons: 3S-4L-3S
    Ability: None.
    Link: George Legge

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #2133

    Ben
    Keymaster

    Caliru
    Faction Affiliation: Cursed
    Rarity: R
    Type: Ship
    Point Value: 21
    Number of Masts: 5
    Cargo Space: 2
    Base Move: S+S+S
    Cannons: 3L-3L-3L-3L-3L
    Ability: Sea Monster. Massacre. [If this ship succeeds at a boarding party, she can eliminate all of the other ship’s crew.]

    Flavor text: Pierre Aronnax is trying to prove that this crazed beast is related to Calim – for most, the similarities of their devastating attacks is more than enough justification to simply run in terror.

    Historical Custom of the Day #289

    Fairfax
    Faction Affiliation: English
    Rarity: C
    Type: Ship
    Point Value: 10
    Number of Masts: 3
    Cargo Space: 3
    Base Move: L
    Cannons: 3L-3L-3L
    Ability: This ship gets +1 to her cannon rolls against Dutch ships.
    Link: George Legge

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #2143

    Xerecs
    Participant

    Double helpings on Thanksgiving!

     

    Iron Fist
    Mercenary
    Points: 15
    Masts: 3
    Cargo: 3
    Cannons: 2L-3S-3S
    Movement: S+S
    Ability: Mercenary. Submarine. This ship gets +1 to her cannon rolls against any ship.

    Flavor: Most of Nemo’s captains prefer to ram a ship from under the water. The captain of the Iron fist however, is a former Nameless, and does not care for ‘fighting without fighting’. He has gone out of his way to get the best cannons he can afford and install them on his submersible.

     

     

    Skrall’s Hand
    Mercenary
    Points: 15
    Masts: 4
    Cargo: 4
    Movement: L
    Ability: This ship gets +1 to her cannon rolls against any ship. This ship cannot be pinned.
    Link: Skrall, Tuma, Stronius, Branar

    Flavor: Outcast from the Ionic homeland, the Skrall built a small armada, and took to the Seas. Now the Skrall’s Hand is all that remains of these proud warriors. Though small in number, their fighting prowess is unmatched, and their services as guns for hire is in great demand.

     

     

    Cryoshell
    Mercenary
    Points: 17
    Masts: 3
    Cargo: 3
    Cannons: 3S-4L-3S
    Movement: S+S
    Ability: Mercenary. Give this ship a shoot action. A sound wave S wide 3L long leaves the ship in one direction. Eliminate a mast from every ship in the path of the wave, and then eliminate a mast from this ship. This ability cannot be used on consecutive turns.

    Flavor: The crew of the Cryoshell has somehow found a way to turn music into a weapon. Their methods are imperfect however and often result in severe damage to their ship.

     

     

    Monks revenge
    Mercenary
    Points: 11
    Masts: 2
    Cargo: 3
    Cannons: 4S-4S
    Movement: S+L
    Ability: Mercenary. This ship gets +1 to its boarding rolls. Jade Rebellion crew may use their abilities on this ship.

    Flavor: Crewed entirely by Shaolin monks, the aptly named Monks Revenge scours the seas for their lost sacred texts.

  • #2144

    Ben
    Keymaster

    Based on some other subs, Iron Fist might be better off at about 17, though I’m not really too concerned with it.  It’s just a combination of speed and firepower we haven’t seen at the same time on a sub, and ships like the Nautilus and Mercury have proven to not be overpriced (if anything, underpriced in huge games).

    Cannons for the Skrall’s Hand?  Reminds me of the Forward.

    Cryoshell seems reasonably “tame” compared to some of the other “wave” game pieces you’ve released, but I wouldn’t be surprised if it needed to be more like 20 points.

    I think Monk’s Revenge (not sure if the name should look like that) could be 8 points.  Without the Mercenary keyword she’d be a decent gold runner, but with it, she’s not going to excel at anything.  It’s a fun but oddball package, and would be much more intriguing at a single digit cost.

  • #2145

    Xerecs
    Participant

    Oops! Cannons for the Skrall’s Hand would be: 2S-3L-3L-2S. I’m not sure if I’ll give her the Mercenary keyword or not. I forgot it by accident, but I’m attracted to the idea. I could swap it around, such that the Monk’s Revenge doesn’t have the keyword and the SH does.

    Speaking of, I can drop her point cost to 8 no problem.

  • #2147

    Ben
    Keymaster

    Yaromira Jacobsen
    Faction Affiliation: Jade Rebellion
    Rarity: C
    Type: Crew
    Point Value: 3
    Ability: This ship can shoot at submerged ships within S of her.

    Flavor text: A former Mercenary, Jacobsen defected from Draxon’s faction after seeing Durg and Darnosi team up to exterminate a village of neutrals. She brings her expertise to the Jade Rebellion, who have welcomed her in.

    Historical Custom of the Day #290

    Nathaniel Grubing
    Pirate
    Crew
    5 points
    Ability: Captain. This ship may dock at an enemy fort and load one treasure. If able, she must leave on your next turn. French crew can use their abilities on this ship. This crew can use his abilities on French ships.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #2148

    Xerecs
    Participant

    Time for a fort! Tomorrow we’ll begin with the crew!

    Roxtus
    Mercenary
    Gold: 10
    Flags: 8
    Cannons: 2L-2L-3L-3L-3S-3S-3S-4L
    Ability: This forts cannons eliminate two masts with one hit. If this fort rolls a 1 on any cannon roll, eliminate one of this forts flags.

    Flavor: Who first built Roxtus is a mystery, as is why they left. The Skrall found the ruins and have reclaimed the island citadel. Years of decay however have made it unstable, and firing cannons from the ramparts has on more than one occasion dealt more damage to the gunners than their target.

  • #2158

    Xerecs
    Participant

    We’ve seen all of their ships, now here are the crew! Speherus Magna is winding down!

    Guardian— This piece is linked to all other pieces with this keyword.

     

    Makeza
    Mercenary
    Points: 5
    Ability: Guardian. Ex-Patriot. Reveal this crew at the beginning of one of your turns: Choose one enemy crew. Roll a d6 and add the result to the crew’s point cost. Eliminate the crew with the lowest result. If this crew is not eliminated, turn it face down and roll a d6 again. The result is the number of turns that this crew cannot use its ability.

    Flavor: A skilled assassin and duelist, Makeza claims he has been banished from his homeland and has nowhere else to go. These claims are mostly true, as Makeza has been sent to keep an eye on the eccentric mercenary. And to eliminate him if necessary.

     

     

    Roodaka
    Mercenary
    Points: 9
    Ability: Ex-patriot. SAT. Once per turn before you give this ship a shoot action roll a d6. On a result of 5-6 eliminate one of the enemy ships masts permanently for the reminder of the game.

    Flavor: Roodaka uses her striking beauty to seduce her targets, setting them up for their downfall while she makes her escape with their secrets and riches. With ties to both the Dark Hunters and Makuta, trusting her is to invite your own doom.

  • #2167

    Xerecs
    Participant

    Two more crew!

     

    Branar
    Mercenary
    Points: 11
    Ability: Ex-patriot. Captain. Once per turn before you give this ship an action, roll a d6. On a 6 this ships cannons automatically hit for this turn.
    Link: Skrall’s Hand, Skrall, Stronius, Tuma

    Flavor: One of the few tactical minds among the Skrall, Branar has risen through their rigid caste system to stand among the top. He respects their tradition, but fumes at the decisions Tuma and Stronius make.

     

    Stronius
    Mercenary
    Points: 5
    Ability: Ex-Patriot. This ship gets +1 to her cannon rolls against any ship.
    Link: Skrall’s Hand, Branar, Skrall, Tuma

    Flavor: A brute of a man, Stronius is Tuma’s right hand. Though he is a more able tactician than Tuma, he respects Skrall tradition and allows Tuma to make the decisions. Besides, Tuma tends to embrace ‘smash and destroy’, which is fine with Stronius.

  • #2168

    Ben
    Keymaster

    @xerecs: I like the Roxtus fort.  Makeza seems an interesting set of ideas for the assassin concept.  Roodaka seems powerful but a bit strange.  I wouldn’t want to keep track of that ability occurring multiple times… how does it work?  I imagined it like some kind of liquid that gets poured into where the mast is and hardening to prevent any future mast replacement.

    I don’t really like the idea of automatic hits.  He would inevitably get put on a 10 master and have quite a field day.  I think +2 to cannon rolls or some other ability would be more suitable.  And again, the flavor doesn’t seem to warrant such amazing power.  Does the character get spontaneously lucky in combat occasionally?

    Finally missed another day, so here’s double for both fantasy and custom.

    Salnar of Mombosi
    Faction Affiliation: Barbary Corsair/Mercenary
    Rarity: R
    Type: Crew
    Point Value: 10
    Ability: Helmsman. Firepot Specialist. Each turn, up to 3 friendly galleys within S of this ship get +1 to their cannon rolls.
    Link: Galina

    Flavor text: An Arab with connections all over the Mediterranean, Salnar is often seen at the helm of the most important Barbary ships. However, he occasionally goes on “trips” as a mercenary. In the end, deposing the imperial powers of Europe is his goal in all endeavors.

    Galina
    Faction Affiliation: Barbary Corsair
    Rarity: C
    Type: Crew
    Point Value: 9
    Ability: Helmsman. Once each time this ship is given an action, you can roll 2d6 any time you would roll a d6. Choose the result you want to use.
    Link: Salnar of Mombosi, Achates

    Flavor text: One of the luckiest sailors in the Mediterranean, Galina escaped from prison and torture twice each as a teenager. She has since become an effective guide for both Salnar and Achates.

    ~~~~~

    Historical Custom of the Day #291

    Henry Bostock
    Pirate
    Crew
    4 points
    Ability: Captain. Once per turn you may look at one face down cargo within L of this ship.
    Link: Margaret

    Margaret
    Faction Affiliation: Pirate
    Rarity: R
    Type: Ship
    Point Value: 4
    Number of Masts: 1
    Cargo Space: 2
    Base Move: S+S
    Cannons: 4S
    Ability: None.
    Link: Henry Bostock

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #2169

    Ben
    Keymaster

    Oliver Stone
    Faction Affiliation: American
    Rarity: C
    Type: Crew
    Point Value: 4
    Ability: Helmsman. Shipwright.

    Flavor text: Seemingly never satisfied with his impressive handiwork, Oliver Stone is exactly what Preble has been looking for – smart, hard working, and never ready to stop improving the ship he’s assigned to.

    Historical Custom of the Day #292

    Captain Grinnaway
    Pirate
    Crew
    3 points
    Ability: Captain. If this ship is within S of an enemy ship when this ship is given a move action, she gets +S to her base move. This ship gets -1 to her boarding rolls.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #2173

    Xerecs
    Participant

    Getting close to the end, two more!

    Fleet Admiral: Once at the beginning of each of your turns, roll a d6. On a result of 6, any ship in your fleet may be given two actions that turn.

     

    Tuma
    Mercenary
    Points: 7
    Ability: Ex-patriot. Fleet Admiral. This ship gets -1 to its cannon rolls.
    Link: Skrall’s Hand, Branar, Skrall, Stronius

    Flavor: Tuma was appointed leader of the Skrall by their ancient tradition. Though physically strong, he is no tactical master, and often makes mistakes that would cost hundreds of lives if his followers weren’t so good at killing people.

     

     

    Skrall
    Mercenary
    Points: 5
    Ability: Ex-patriot. This ship gets +1 to her cannon rolls for every crew assigned to her.
    Link: Skrall’s Hand, Branar, Stronius, Tuma

    Flavor: A disgraced and outcast people from the Ionic homeland. There are few of them left now, after years of learning to sail under the worst conditions. Those that are left are among the best fighting sailors on the seas.

  • #2176

    Ben
    Keymaster

    I don’t understand those point costs.   Tuma’s regular abilities do come to 7, but that somewhat severe negative ability could certainly be a good reason for a -1.  I think 6 points would be good.  Flavor text is funny in a weirdly brutal way.  XD

    Skrall is OP and possibly even broken.  Not only can they use the ability on almost any ship in the game, it’s basically the same cost as a regular world hater when you factor in Ex-Patriot, yet it’s FAR better.  Just use that crew with a captain and helmsman for 10 points total on any gunship and you’d have +3 to your cannon rolls, which for any reasonable ship would be enough to make 2’s hit regardless of starting ranks.  You could easily make the Neptuno have 1L+L guns, or max out a 10 master with the crew you would add anyway, for all rank 2 cannons.  That ability probably shouldn’t exist, or should be 12+ points.  What about regular World Hater and +1 to boards for every crew?  That would make them more balanced fighters, less reliant on just gunnery, and way less OP. (9+ points would still be necessary) (I think copying this ability to a 10 master would probably be worth more to the ship than 11 points)

  • #2186

    Xerecs
    Participant

    I figured that AA available to ANY faction should be more than what it’s regulalry available for. But if Christian Fiore is still 5 points, then I can make Tuma 6. On his negative ability, is it sever enough to warrant an even lower point cost?

     

    For the Skrall, I like your idea for regular cannon bonus and the boarding bonus for every crew. I priced the Skelds crew (from Return of Davy Jones) at 5 points, and they have that specific boarding bonus. Combining the two would come out to 10 I would think, factoring Ex-pat as well.

  • #2187

    Ben
    Keymaster

    You make a good point about Tuma; I think 6 points is right though.

    Qwayla Montros
    Faction Affiliation: French
    Rarity: C
    Type: Crew
    Point Value: 5
    Ability: Marine. This crew has an additional 3L cannon that can be used like her 2S cannon, but eliminates crew instead of masts.

    Flavor text: One of the few female marines currently employed, Montros is an adventurous type who prefers traveling to bureaucracy and home life. A skilled musketeer, she is adept at evading foes while sniping them out from afar.

    ~~~~~

    Historical Custom of the Day #293

    Thomas Goldsmith
    Pirate
    Crew
    5 points
    Ability: Hoard.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #2188

    Xerecs
    Participant

    Welp, another possibly OP crew incoming!

     

    Zesk
    Mercenary
    Points: 8
    Ability: Ex-patriot. If this ship wins a boarding party she may eliminate all of the other ships crew and remaining masts.

    Flavor: Once a prisoner of the Cursed, Zesk has lost some of his humanity, and at times behaves more like a beast than a man. He is just human enough to find a home with Nemo and the other mercenaries.

     

     

    Reed LaPlante
    Mercenary
    Points: 8
    Ability: Ex-patriot. Hostile: America, France. SAT. This ship’s crew may not be eliminated unless she sinks.

    Flavor: Discarded by both his parents and scorned by La Plante himself, Reed took to the seas to fight for himself. However his actions have put him in unexpected conflict with his half-siblings, Alexandra and Jordan.

  • #2212

    Ben
    Keymaster

    Yeah, Zesk seems like a OP concept.  It’s possible for a 1 master to beat a 5 master in a boarding party, so abilities like that upset the power balance too much and make one die roll potentially far too important.  Plus, the Massacre ability used to be 7 (Diabolito, RotF Blackheart, etc), and even though that’s too high, Zesk’s cost of 8 is like the WK cost of Massacre plus Ex-Patriot, meaning you get the mast elimination effect almost for free.  If you try to keep the abilities the same I don’t know how expensive he should be.

    Captain Vix
    Faction Affiliation: Pirate
    Rarity: C
    Type: Crew
    Point Value: 6
    Ability: Captain. Crew of any nationality can use their abilities on this ship. Choose one other crew on this ship during setup; this crew is linked to that crew.

    Flavor text: Looking to make a fortune as a pirate, this Englishman has tied his future to the crew of his ship. Trusting them more than any captain should, he is ready to lay down his life for them. With an open invitation, he is accepting sailors from all nations in his quest to become the world’s richest pirate.

    ~~~~~

    Historical Custom of the Day #294

    John Golden
    Pirate
    Crew
    3 points
    Ability: This ship gets +1 to her cannon rolls against English ships. French crew can use their abilities on this ship.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #2213

    Xerecs
    Participant

    I might change Zesk to one or the other, but probably not both.

    The last regular crew! Tomorrow we delve into the Unique Treasure section of SpMg!

     

    SAC– Once per turn you may eliminate one of this ships crew to give her an extra action.

    Guardian— This piece is linked to all other pieces with this keyword.

     

    Rafael Castro
    Mercenary
    Points: 9
    Ability: Hostile: Spain. Ex-Patriot. SAC. This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn.

    Flavor: When his father’s revolution ended with his death, Rafael vowed revenge not just on the Spanish crown, but on the world as a whole. His quest so far for global vengeance has met with mixed success.

     

     

    Maxilos
    Mercenary
    Points: 9
    Ability: Ex-patriot. Guardian. When this ship is given a shoot action, for every cannon roll of 6, eliminate an extra mast and one cargo from the target ship.

    Flavor: Whether he is silent by choice or not is unclear, but what is clear is Maxilos’s skill with cannons and firearms. He is patiently waiting for his time to strike, and with Makeza is keeping an eye on Nemo’s growing power.

  • #2214

    Xerecs
    Participant

    We’ve seen all of the regular crew and ships. Now its time for what all pirates crave, Treasure! Not just any treasure mind you, but Unique Treasure!

     

    Vorox
    No treasure may be loaded from this island until Vorox are eliminated. Vorox are eliminated by a perfect shoot action.

     

     

    Toa Stone
    When revealed you may place a crew with point cost of 9 or less on this ship. That crew does not take up cargo space.

  • #2215

    Ben
    Keymaster

    perfect shoot action

    That needs to be defined every time it’s mentioned in ability text.

    Toa Stone is blatantly OP.

    Jaconan Backus
    Faction Affiliation: Viking
    Rarity: C
    Type: Crew
    Point Value: 4
    Ability: All of this ship’s cannons have L range.

    Flavor text: Born in France, Jaconan has joined the Vikings after a career with the French and as a mercenary. Regardless of his employment, he grows tired of similar situations. He hopes that longship life among Vikings in the Frozen North will allow him peace and prosperity.

    ~~~~~

    Historical Custom of the Day #295

    Israel Hands
    Pirate
    Crew
    2 points
    Ability: Reverse Captain.
    Link: Blackbeard, Adventure

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #2220

    Ben
    Keymaster

    Arpencia the Brazen
    Faction Affiliation: Mercenary
    Rarity: C
    Type: Crew
    Point Value: 8
    Ability: S-Board. This ship gets +1 to her boarding rolls for every crew assigned to her. If this ship loses a boarding party, this crew must be the first eliminated from this ship.

    Flavor text: Bold beyond reason, Arpencia has a habit of swinging over to enemy ships before the rest of his boarding party even has their pikes and cutlasses ready. Though he is adept at hand-to-hand combat, his disregard for his own personal safety could result in an early death.

    ~~~~~

    Historical Custom of the Day #296

    David Herriot
    Pirate
    Crew
    2 points
    Ability: Helmsman. If this crew is captured, he must be unloaded at the first island the capturing ship docks at, and cannot be loaded by that ship for the rest of the game.
    Link: Blackbeard, Stede Bonnet, Richard Tookerman, Adventure

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #2224

    Xerecs
    Participant

    Two more treasures! Both of these re-appear later in the SE/LE portion of the set.

    Artaka
    Do not load this treasure, instead place it face-up on the island it was found on. For the remainder of the game ships that dock at this island may not be shot at, rammed, or boarded while they are docked there.

     

     

    Kranhzi
    Do not load this treasure, instead place it face-up on its island. For the remainder of the game, any ship that docks at this island cannot leave this island.

  • #2225

    Xerecs
    Participant

    That needs to be defined every time it’s mentioned in ability text.

    Oops, didn’t see this earlier. Would wording like this be sufficient?

    ……are eliminated by being hit with all cannons a ship has available.

    Would lowering the point range of the crew that could be brought in make the TS less OP?

  • #2229

    Ben
    Keymaster

    Would wording like this be sufficient?……are eliminated by being hit with all cannons a ship has available.

    I think so.  Yes, Castaway is already an extremely good UT and arguably OP.

    Bomb Box
    Rarity: U
    Type: Equipment
    Point Value: 1
    Ability: This equipment takes up no cargo space. When this ship explores a wild island, you may eliminate this equipment to eliminate any Unique Treasures on the island before their effects are applied.

    Flavor text: This small black box is an innovative tool filled with powerful explosives used to clear an island of potential hazards to exploration.

    Historical Custom of the Day #297

    Richard Tookerman
    Pirate
    Crew
    2 points
    Ability: Ship treasure trading. This ship’s crew cannot be captured. This crew can use his abilities on land.
    Link: Stede Bonnet, David Herriot

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #2232

    Xerecs
    Participant

    Wording changed, and point range of Toa Stone decreased as well, extreme ‘nerf’ down to the range of Castaway.

    Today’s Treasures!

     

    Hammer of the Mask Maker
    Treasure does not take up cargo on this ship. This ship may load up to 4 coins.

     

     

    Mask of Creation
    Once per turn roll a d6. On a result of 6 place up to three random treasures on the nearest wild island. If there is a tie, the player to your left chooses which island.

  • #2250

    Ben
    Keymaster

    Amazon Journey
    Faction Affiliation: Mercenary
    Rarity: SE
    Type: Ship
    Point Value: 15
    Number of Masts: 2
    Cargo Space: 5
    Base Move: S+S+S
    Cannons: 3S-3S
    Ability: Mercenary. Catamaran. When this ship hits another ship, instead of eliminating a mast choose one crew whose abilities are cancelled on their next turn. This ship gets +S to her base move if she begins a move action within S of an island.
    Link: Po’Lauq Triheen

    Flavor text: The primal natives who pilot this incredibly maneuverable ship grew up on poison darts that can tranquilize foes. After taking the vessel through the Amazon River, they feel ready to deal with whatever they may encounter in the Southeast Pacific. Sticking to coasts and familiar waters will help them be the most evasive sailors ever known.

    Po’Lauq Triheen
    Faction Affiliation: Mercenary
    Rarity: C
    Type: Crew
    Point Value: 4
    Ability: Captain. Ship treasure trading.
    Link: Amazon Journey

    Flavor text: The leader of the tribe who have put their hopes in Triheen and his “Amazon Journey”, Po’Lauq is a cautious man. Despite not knowing a word of any common language, his negotiating and trading skills have kept these new sailors out of trouble.

    ~~~~~

    Historical Custom of the Day #298

    Ignatius Pell
    Pirate
    Crew
    1 point
    Ability: Shipwright. If all of this ship’s masts are eliminated, also eliminate all of her crew except this crew.
    Link: Stede Bonnet

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #2264

    Xerecs
    Participant

    Amazon journey is an interesting hybrid. Lots of cargo for gold, but decent cannons and the catamaran keyword keeping her somewhat safe for the first couple of hits. Her abilities are interesting as well. I’m not sure how relevant that form of cancelling will be, but in large games any form of it will probably be sought out. The other ability is a little weird to me, I’m not too fond of it, since I rarely have lots of ships within S of an island, but if you set this up to just be a gold runner, I think it would make this thing VERY fast, especially once you add a helmsman to her. On the return trip you’re looking at 5S speed!

     

    Two more treasures!

     

    Staff of Fusion
    Choose an enemy ship. That ship’s crew and this ship’s crew switch places and their nationality changes to match the nationality of the ship they are switched to.

     

     

    Skull Spiders
    Eliminate all of this ship’s crew. This treasure cannot be unloaded. When this ship touches another ship, place another of this treasure on that ship.

  • #2280

    Ben
    Keymaster

    Glorious Victory
    Faction Affiliation: English
    Rarity: LE
    Type: Ship
    Point Value: 20
    Number of Masts: 5
    Cargo Space: 4
    Base Move: S+S
    Cannons: 3L-2S-2S-2S-3L
    Ability: Crew of any nationality may use their abilities on this ship.

    Flavor text: After defeating an American squadron and a Cursed warship in short succession, the crew decided a renaming was in order.

    Historical Custom of the Day #299

    Thomas Larimore
    Pirate
    Crew
    6 points
    Ability: Captain. This ship gets +1 to her cannon rolls against French ships. This ship gets +1 to her boarding rolls against the Spanish. This crew can use his abilities on English ships.
    Link: John Quelch

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #2283

    Ben
    Keymaster

    Ceremonial Slaying
    Faction Affiliation: Cursed
    Rarity: U
    Type: Ship
    Point Value: 19
    Number of Masts: 4
    Cargo Space: 4
    Base Move: S+S
    Cannons: 2L-2S-3L-4S
    Ability: Switchblade. Fear. If this ship eliminates an enemy crew, you may move one enemy ship within S of this ship S away from this ship.

    Flavor text: All aboard this large vessel make a huge ruckus around the killing of a single individual. After blood has been spilt and another life is extinguished by the Cursed, the crew rejoice. This can cause other ships to recoil in fear – they do not want to be the cause of the next grand celebration.

    Historical Custom of the Day #300!

    Juan Ponce de León
    Spanish
    Rare
    Crew
    4 points
    Ability: Explorer. This ship gets +1 to her boarding rolls. When this ship docks at a wild island, you may eliminate any non-Spanish crew on the island [unless they are in a fort].
    Link: Christopher Columbus

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #2295

    Xerecs
    Participant

    GV could very easily become a juggernaut in large games, with plenty of cargo and point space to pull in fun and interesting crew.

    I’m not sure I’d use the Ceremonial Slaying. I see that ability as negative, since it would push ships away from the battle zone, and therefore make them harder to shoot at.

    Missed a day, so double the booty!

     

    Skull Warriors
    Place this treasure face-up on its island and roll a d6 every time a ship docks at this island. On a result of 1-4 eliminate all remaining treasure on this island.

     

    Makoki Stones
    -Distribution note- Would take up an entire treasure card, you’d get 10 on one card.
    This ship gets +1 to her boarding rolls for every Makoki stone on board, up to five.

     

    Heart of the Visorak
    When revealed dock all ships in play at this island, or as many as will fit.

     

    Telescope
    This ship may look at all face-down treasure on islands within L.

  • #2299

    Ben
    Keymaster

    Artimis Delamico
    Faction Affiliation: Jade Rebellion
    Rarity: C
    Type: Crew
    Point Value: 9
    Ability: Reroll. When this ship is docked at your home island, you may eliminate one treasure. It becomes a 3S cannon that can be eliminated only when the ship sinks. Once per turn this ship can look at all treasure on all islands within L of her.

    Flavor text: Both philsopher and scientist, Artimis is known to host experiments outside of his home in Hong Kong. Although he hasn’t had anything go terribly wrong yet, some nervous crews have been anxious to ask him for credentials. Despite the lack of confidence, some manner of luck and happy circumstance seem to follow him around. With his powers growing (he is now a “psychic” with sensing valuables, and even turning them into firearms!), some suggest a connection to voodoo or the Cursed, which Artimis vehemently denies.

    ~~~~~

    Historical Custom of the Day #301

    John Quelch
    Pirate
    Crew
    8 points
    Ability: Captain. Hoard.
    Link: Thomas Larimore

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #2300

    Xerecs
    Participant

    I love pairing that ability with the Dreadnought’s, so now I’ve got to see if the Jades have that ability somewhere. 😀

    Telescope was going to be the last treasure, but I wasn’t satisfied so I went and added about ten more! That means we’re getting into the home stretch of the UT’s and will be taking a look at the Super Rares next….

     

    Mask of Translation
    If a Sea Creature begins its turn within S of this ship, that creature gets +1 to its cannon rolls and +L to its base move.

     

    Mask of illusion
    Enemy cannon ranks are increased by 1 against this ship.

  • #2307

    Ben
    Keymaster

    Ragheela Banshee
    Faction Affiliation: Barbary Corsair
    Rarity: C
    Type: Crew
    Point Value: 6
    Ability: Horror [For each enemy ship within S of this ship at the beginning of this ship’s turn, roll a d6. On a result of 3-6, one of the enemy ship’s crew cannot use their abilities on their turn.]. This ship gets +1 to any cannon shots she makes using specialists, equipment, or range extending abilities.

    Flavor text: After becoming extremely bored with sea life after just one week, Ragheela decided to take matters into her own hands. Dressing like the “Screaming Mimi”, she appalls enemies with tricks for her own amusement. She also finds gunnery duels boring, and often spices them up with her own brand of firepower.

    Historical Custom of the Day #302

    Matthew Luke
    Pirate
    Crew
    9 points
    Ability: Captain. Massacre. This ship gets +1 to her boarding rolls against English ships. This crew can use his abilities on Spanish ships.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #2310

    Ben
    Keymaster

    Delmas Burgrum
    Faction Affiliation: American
    Rarity: C
    Type: Crew
    Point Value: 9
    Ability: Marine. SAT. This crew can use its abilities on Mercenary ships.

    Flavor text: Constantly switching between mercenary and true American hero, Burgrum knows what’s best for his pocketbook. However, a recent engagement to Natalya Rossi threatens everything he has worked for. His dream is to command a 10 masted junk and fight the Cursed.

    ~~~~~

    Historical Custom of the Day #303

    Philip Lyne
    Pirate
    Crew
    11 points
    Ability: Captain. This ship gets +1 to her boarding rolls. If this ship wins a boarding party on a 1-5, she may eliminate all of the other ship’s crew. If this ship wins a boarding party on a 6, she may capture the crew with the highest point cost instead of eliminating it. A captive becomes assigned to this ship, takes up no cargo space, and can use its abilities. The captive cannot leave this ship.
    Link: Francis Spriggs

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #2315

    Xerecs
    Participant

    The Banshee is an interesting crew. I’d try to get her onto a ship that has a large cargo hold (for equipment and specialists) and has some kind of sniping or ER. Then again, considering her Horror keyword, I  might try to get her onto a short range brawler to take advantage of it.

    When I first saw Delmas I thought he was overpriced, but then I looked again and noticed the Marine keyword. Silly me. 😀 Anywho, he’s an interesting one as well. Marine+SAT is a brand new combination of old abilities (I think). Given the lack of non-duplicate SAT/EA crew for the Americans, I think he’d find usage, perhaps not regularly but in large games he’d certainly be of use.

     

    Missed a day, so double booty again!

     

    Reanimation Talisman
    At the beginning of each of your turns, roll a d6. On a result of 6 place any one ship that has been eliminated from the game within S of this ship. The eliminated ship may only have 1 mast repaired when it is placed. Any treasure on the eliminated ship stays eliminated, but any crew on the ship may function as normal. At the end of your turn remove the reanimated ship from the game. The same ship may not be reanimated twice.

     

    Mask of Summoning
    At the beginning of each of your turns roll a d6. On a result of 4-6, place any sea creature in play within S of this ship.

     

    Mask of Kindred
    At the beginning of each of your turns, choose an ability possessed by any Sea Creature in play. This ship has that ability instead of its own until the beginning of your next turn. You may make a different choice each turn.

     

    Skrall shield
    This ship ignores the first hit it takes each turn.

  • #2320

    Ben
    Keymaster

    Javelot (Javelin)
    Faction Affiliation: French
    Rarity: C
    Type: Ship
    Point Value: 13
    Number of Masts: 3
    Cargo Space: 2
    Base Move: S+S
    Cannons: 1S-2S-2S
    Ability: Schooner. This ship’s base move becomes L+L for move actions when moving in a straight line with all available move segments.

    Flavor text: Sometimes the “spear” of French fleets, the “Javelin” is capable of astounding speed when sailing in the same direction for extended periods of time. Combined with finely made cannons and a well-trained crew, she is an excellent ship to stun an opponent with at the outset of a battle.

    Historical Custom of the Day #304

    Major Penner
    Pirate
    Crew
    10 points
    Ability: Captain. Once per turn you may give one ship in your fleet +S to her base move that turn.
    Link: Bonetta

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #2324

    Xerecs
    Participant

    Not sure if I like rank 1 cannons….. The ability is interesting, and sounds good. But I think it’d be too hard to pull off, since almost no ship ever just moves in a straight line, especially when islands and terrain are crowded in close. That said, I like this ship overall, makes for a very good ‘hit and run’ or light gunship, capable of making the first strike or finishing blow in a multi-ship engagement.

    Two more treasures!

    Mask of Valor
    This ship gains +S to her base move, +1 to her cannon rolls, and ignores the first hit she takes each turn. This treasure is eliminated if the ship it is on becomes derelict.

     

    Mask of Wisdom
    This ship may look at all face down cargo on ships and islands in the game. Once at the beginning of each of your turns decide if this ship is submerged or not. If Submerged she cannot shoot, ram or be rammed, pin or be pinned and dock.
    This treasure is eliminated if the sip it is on becomes derelict.

  • #2325

    Ben
    Keymaster

    Looking forward to playing my CG4 turn!

    El Protector
    Faction Affiliation: Spanish
    Rarity: U
    Type: Ship
    Point Value: 12
    Number of Masts: 4
    Cargo Space: 5
    Base Move: L
    Cannons: 2S-2L-2L-2S
    Ability: This ship can only shoot when she carries gold.

    Flavor text: This galleon does carry fine cannons, but her crew are on strict orders to use them only to defend the glorious treasures claimed by the King of Spain.

    Historical Custom of the Day #305

    John Prie
    Pirate
    Crew
    2 points
    Ability: Hostile: Dutch. Crew killing. [Once per turn when this ship hits an enemy ship, also eliminate one crew from that ship.]

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #2328

    Ben
    Keymaster

    Volting Junipau
    Faction Affiliation: Pirate
    Rarity:
    Type: Crew
    Point Value: 6
    Ability: Firepot Specialist. Chainshot Specialist. If this ship hits an enemy ship with a 6, also eliminate a crew from that ship. This crew can use their abilities on Cursed and Mercenary ships.

    Flavor text: In league with various forms of evil across the oceans, Volting has a penchant for combat and gunnery duels. His motives may become clear in the future….

    ~~~~~

    Historical Custom of the Day #306

    Lieutenant Richards
    Pirate
    Crew
    7 points
    Ability: Captain. This ship gets +1 to her cannon rolls against targets without all their masts.
    Link: Revenge, Blackbeard

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #2412

    Ben
    Keymaster

    Ykkandri
    Faction Affiliation: Viking
    Rarity: C
    Type: Crew
    Point Value: 9
    Ability: Reroll. Massacre. This crew can use its abilities on Jade Rebellion ships.

    Flavor text: Hailing from China, this well-traveled orphan has learned to hate many peoples of the world. Though sympathetic to those in the Far East, he is not kind to anyone other than the Vikings he sails with.

    ~~~~~

    Historical Custom of the Day #307

    John Russell
    Pirate
    Crew
    2 points
    Ability: This ship gets +1 to her cannon rolls against targets with all their masts.
    Link: Edward Low

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #2433

    Xerecs
    Participant

    About how many points would Ykkandri be without the last part of his ability?

    Missed a couple days, so we have the last treasures of SpMg! Tomorrow we’ll see the Super Rare pack!

    Matatu
    Give this ship a move action but do not move her. Instead you may move any other ship within 3L of this ship.

     

    Calix
    This ships cannons have L+L range. This ships cannons increase to rank 5

     

    Garai
    Enemy cannons are reduced to S range and increased to rank 6 against this ship.

     

    Mask of Stealth
    This ship can only be hit by natural S range cannons. This ship gains the Secret Hold keyword.

  • #2435

    Xerecs
    Participant

    The Super Rares! We’re getting close to the end of SpMg! Tomorrow we’ll likely see the Special Edition ships (megacards/ pre-built box ships).

    As a heads-up, I think this SR pack is full of powerful pieces….. Ye have been warned. 😀

     

    Golden Armor
    Ionic
    Points: 30
    Masts: 5
    Cargo: 3
    Cannons: 2L-3L-3L-3L-2L
    Movement: L
    Ability: You may give this ship a shoot action to make one 2 rank electric attack (it may make no other attacks); you do not need to target a ship. If it hits, remove a mast and a crew from every enemy ship within 3L of this ship. For the remainder of the game this ship may not be given shoot actions.

    Flavor: Decorated in gilded steel, the Golden Armor is the most ornate ship in the Ionic Navy. Her decoration is said to hide a formidable weapon however, one that could lay whole fleets low. The Admiralty fervently denies these claims.

     

     

    Ignition
    Ionic
    Points: 9
    Masts: 4
    Cargo: 5
    Cannons: 3S-3S-3S-3S
    Movement: S+S
    Ability:

    Flavor: Gifted to the Ionics by the English as part of the ‘ignition’ set in motion by the Guardians. The Ignition herself is a bare bones galleon, which the Ionic admiralty intends to study and improve upon.

     

     

    Tahu
    Ionic
    Points: 12
    Ability: Every shot this ship takes is a firepot shot.

    Flavor: Age and humiliation have taught Tahu a great deal about himself. Now older and wiser he is able to better handle himself and his fiery temper.

     

     

    Nuva
    UT
    Ability: Any crew ability on this ship may be used by another crew within S of this ship.

  • #2437

    Ben
    Keymaster

    8-9.

    Bowmen Legion
    Faction Affiliation: Mercenary
    Rarity: U
    Type: Crew
    Point Value: 10
    Ability: Ex-Patriot. This ship gains extra 3L cannons on all of her masts that eliminate crew instead of masts on successful hits.

    Flavor text: Clothed in dark gear and usually wearing hooded robes, these bowmen are expert shooters.

    ~~~~~

    Historical Custom of the Day #308

    Robert Sample
    Pirate
    Crew
    5 points
    Ability: Captain. Filching Gold.
    Link: Flying King, Edward England, Robert Lane

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #2438

    Xerecs
    Participant

    I’m not quite understanding the ability of the bowmen legion…. I think they give you the crew elimination ability on all of a ships cannons, but they have a rank of 3L, which means you’d roll for every cannon a ship shoots twice. Once for the printed rank on the mast, and again for the Bowmen, correct?

  • #2442

    Ben
    Keymaster

    Yup.

    Javelin
    Faction Affiliation: Neutral
    Rarity: U
    Type: Equipment
    Point Value: 1
    Ability: This ship gains an extra 4S cannon that only eliminates crew and can’t have its range or rank increased. It can shoot from any mast (even an eliminated mast).

    Yeah it’s not that good, but I don’t think it should be better and I can’t make it cheaper. Just a fun novelty of sorts.

    Historical Custom of the Day #309

    Flying King
    Faction Affiliation: Pirate
    Rarity: R
    Type: Ship
    Point Value: 6
    Number of Masts: 1
    Cargo Space: 3
    Base Move: S+S
    Cannons: 3S
    Ability: Crew assigned to this ship don’t take up cargo space.
    Link: Robert Sample

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #2443

    Xerecs
    Participant

    We begin the special edition section! Starting off with some mega-card pieces!

    Cutter
    Ionic
    Points: 13
    Masts: 3
    Cargo: 3
    Cannons: 2L-4S-2L
    Movement: S+S
    Ability: Double Catamaran. If this ship begins her turn within S of an island, she gets +S to her base move that turn.

    Flavor: Like her name suggests, the Cutter seems to cut through waves and rough waters. Her crew are superstitious and scared of the open water however, and often stick close to the coastline.

     

     

    Glider
    Ionic
    Points: 13
    Masts: 3
    Cargo: 4
    Cannons: 4S-3S-4S
    Movement: S+L
    Ability: Windcatcher.

    Flavor: Built with light timber and beams, the Glider does just that, glide. Her light construction has meant a limited armament however.

  • #2450

    Ben
    Keymaster

    Trevor Bombas
    Faction Affiliation: English
    Rarity: LE
    Type: Crew
    Point Value: 5
    Ability: S-Board. Place this crew face up during setup. Reduce the cost of all other crew placed on this ship by 1.

    Flavor text: Trevor Bombas is a brave sailor who greatly enjoys sailing with many of his own kin. A dependable member of the crew, he is often seen (or heard) getting the entire crew to sing jolly songs of England.

    ~~~~~

    Historical Custom of the Day #310

    Richard Shipton
    Pirate
    Crew
    5 points
    Ability: Captain. If this ship is within S of an enemy ship when this ship is given a move action, she gets +S to her base move. This ship can be transferred between Pirate ships without an explore action.
    Link: Royal Fortune, Francis Spriggs

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #2453

    Xerecs
    Participant

    Two more mega card ships!

    M’ku
    Ionic
    Points: 14
    Masts: 2
    Cargo: 3
    Cannons: 3S-4S-3S
    Movement: S+S
    Ability: Double Catamaran. This ship gets +S to her base move if a captain is assigned to her.

    Flavor: Part of the Ionic navy’s re-purposing of civilian vessels, the M’Ku was once a simple fishing canoe. Now she has been expanded and out fitted with some small cannon.

     

     

    T’pu
    Ionic
    Points: 16
    Masts: 3
    Cargo: 3
    Cannons: 2L-2L-2L
    Movement: L
    Ability: Windcatcher. This ship gets +1 to her cannon rolls against any ship. This ship ignores the first hit she takes each turn as long as she has an oarsman crew assigned to her.

    Flavor: Originally built as a target practice ship, the T’Pu has been given a new life. Now commanded by the Ionic coast guard, she serves as a flagship of sorts for the mostly civilian force.

  • #2455

    Ben
    Keymaster

    Slain Admiral
    Faction Affiliation: Cursed
    Rarity: U
    Type: Ship
    Point Value: 16
    Number of Masts: 4
    Cargo Space: 3
    Base Move: S+L
    Cannons: 3S-2S-3L-3L
    Ability: Explorer. If this ship eliminates crew from an enemy ship, always eliminate the crew with the highest point cost.
    Link: General Slain

    Flavor text: Named after an ancient but unknown naval commander, the Slain Admiral has become one of the primary assassins in the Atlantic fleet for the Cursed. Her captain has a unique view of the world, more humane than most of his Cursed comrades. However, he still takes great pleasure in killing his equals.

    General Slain
    Faction Affiliation: Cursed
    Rarity: U
    Type: Crew
    Point Value: 5
    Ability: Captain. Crew with the helmsmen ability don’t take up cargo space on this ship. Once per turn, this ship may look at one face-down cargo on any ship.
    Link: Slain Admiral

    Flavor text: Fashioning himself a stately general, Slain got his nickname after his numerous murders of high ranking enemy officers. Aboard his ship the Slain Admiral, he values speed and striking force above all else, resulting in special quarters and treatment for anyone who can make his ship faster. His affinity for personal wealth exceeds that of most Cursed captains, and he has become skilled at using underworld spies to help him get the jump on opponents.

    ~~~~~

    Historical Custom of the Day #311

    Edward Woodman
    Pirate
    Crew
    3 points
    Ability: Musketeer.
    Link: Prophet Daniel, Thomas Tew

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #2463

    Ben
    Keymaster

    Deicide
    Faction Affiliation: Cursed
    Rarity: LE
    Type: Ship
    Point Value: 36
    Number of Masts: 10
    Cargo Space: 6
    Base Move: L
    Cannons: 2L-4S-3L-4L-2L-2S-2S-5S-4L-4L
    Ability: Junk. Eternal. If this ship hits an enemy ship or wins a boarding party, immediately eliminate one crew of that enemy ship that has a point cost of 10 or more.
    Link: Maorithil the Exalted One

    Flavor text: The vessel that carries Maorithil to his ultimate destination among the gods of this world. The Deicide is unnaturally durable and is said to be unsinkable. Widespread respect for “The Exalted One” in all navies of the world ensure that she doesn’t waste time on lesser opponents.

    Maorithil the Exalted One (pronounced “Mao-rih-theel”, here’s a picture)
    Faction Affiliation: Cursed
    Rarity: LE
    Type: Crew
    Point Value: 8
    Ability: Captain. EA. [Extra Action: Once per turn, roll a d6. On a 5-6, this ship may be given an extra action.]
    Link: Deicide

    Flavor text: Often mistaken for The Devil himself, Maorithil has a stately elegance and aura around him that most of the Cursed lack. Speaking little, he goes about his world-ending business in a calculating and grandiose way.

    ~~~~~

    Historical Custom of the Day #312

    Prophet Daniel
    Faction Affiliation: Pirate
    Rarity: C
    Type: Ship
    Point Value: 15
    Number of Masts: 3
    Cargo Space: 5
    Base Move: L
    Cannons: 3S-2L-3L
    Ability: Gold Capture. [If this ship wins a boarding party, she may capture the crew with the highest point cost instead of eliminating it. A captured crew becomes cargo worth its point cost in gold when unloaded at your home island.]
    Link: Edward Woodman, Evan Jones, Abraham Samuel

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #2473

    Ben
    Keymaster

    Grand Celebration
    Faction Affiliation: Jade Rebellion
    Rarity: R
    Type: Ship
    Point Value: 20
    Number of Masts: 6
    Cargo Space: 6
    Base Move: L
    Cannons: 4L-3S-4L-4L-3S-4L
    Ability: Junk. Ship treasure trading. [Once per turn, if this ship carries treasure and is within S of an enemy ship, you may randomly trade one treasure with that ship.]  This ship may trade any kind of cargo with any ships within S of her at any time, provided both players agree to the trade(s). Enemy ships get -1 to their boarding rolls against this ship.

    Flavor text: Always lit up with lanterns and occasionally even risky fireworks, the Grand Celebration epitomizes her namesake every night she sails. Her jovial crew has made many friends around the lands, and the ship often stops at more ports than is required on her voyages. So strong is her positive presence that enemies would prefer to join the party than rob her of her (sometimes considerable) riches.

    Historical Custom of the Day #313

    Emanuel Wynn
    Pirate
    Crew
    5 points
    Ability: Captain. If this ship is within S of an enemy ship when this ship is given a move action, she gets +S to her base move. This ship gets +1 to her boarding rolls against English ships.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #2490

    Ben
    Keymaster

    Rhomali Sensei
    Faction Affiliation: Barbary Corsair
    Rarity: C
    Type: Crew
    Point Value: 4
    Ability: Musketeer. UT Hoard. [Once per turn, if this ship is touching another ship, reveal all face-down treasure aboard the other ship. This ship can take as much unique treasure from the other ship as she can carry.]

    Flavor text: Rhomali is both a sharpshooter and a passionate thief. This plays perfectly with the Corsairs’ hit-and-run strategy.

    ~~~~~

    Historical Custom of the Day #314

    John Richardson
    Pirate
    Crew
    3 points
    Ability: Parley. This crew cannot be captured.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #2491

    Xerecs
    Participant

    Missed four days…. Not going to post 4 days worth of ships though. Just a double helping this time around. We’re getting down to the wire for SpMg, not too many left to post!

     

    H’Fu
    Ionic
    Points: 13
    Masts: 3
    Cargo: 4
    Cannons: 3S-3S-3S
    Movement: L
    Ability: Double Catamaran. One of this ships treasures is worth +1 gold when unloaded at your home island.

    Flavor: One of the first Ionic ships to be found by the outside world, the H’Fu is well armed for her size. If an observer looks closely they can see the fishing boat still hiding under the impromptu warship.

     

    N’Pu
    Ionic
    Points: 10
    Masts: 2
    Cargo: 4
    Cannons: 2S-3L
    Movement: S+S+S
    Ability: Catamaran. This ship ignores terrain when given move actions (islands are not terrain).

    Flavor: Originally built as a racing sail ship, the N’Pu was conscripted into naval service after first contact was made. Her construction allows her to fly over the water and any obstacles in her path.

     

     

    Kapra
    Ionic
    Points: 20
    Masts: 2
    Cargo: 5
    Cannons: 4L-4L
    Movement: S
    Ability: Catamaran. This ship gains +S to its base move for every one of your turns, to a total of 3S.

    Flavor: The Kapra appears slow moving, but is capable of moving at great speeds. As her captain is fond of saying “Getting somewhere quickly by going slowly”.

     

     

    Kotu
    Ionic
    Points: 9
    Masts: 2
    Cargo: 3
    Cannons: 3S-2L
    Movement: S+L
    Ability: Catamaran. This ship may repair at Sea or any island.

    Flavor: The crew of the Kotu are all open-ocean fishermen, and often spend extended periods of time away from shore. As such, they are old hand at repairing their ship on the go, using whatever they have handy.

  • #2495

    Ben
    Keymaster

    I’d prefer the N’Pu at 11-12 points, since she’s an upgrade over the already-excellent Le Courageux.

    Storonus
    Faction Affiliation: American
    Rarity: C
    Type: Crew
    Point Value: 4
    Ability: Shipwright. Firepot Specialist.

    Flavor text: Always using his large, strong hands, Storonus knows about how to build a ship and use it effectively. Creating rock-solid trust with everyone he meets, he’s one of the most dependable sailors in the navy.

    ~~~~~

    Historical Custom of the Day #315

    Mansel Alcantra
    Pirate
    Crew
    8 points
    Ability: Captain. Massacre.
    Link: Macrinarian

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #2500

    Xerecs
    Participant

    I can bump N’Pu to 11 points, no problem.

     

    Two more!

    T’Mroo
    Ionic
    Points: 18
    Masts: 3
    Cargo: 4
    Cannons:
    Movement: S+S
    Ability: Double Catamaran. At the beginning of each of your turns, decide if this ship is submerged or on the surface. If submerged, it can only move; it cannot shoot, be shot at, and it cannot dock or touch other ships.

    Flavor: The T’Mroo is an interesting ship, one that the admiralty tries desperately to keep hidden. The crew have trained to hold their breath for extended periods of time underwater, and the hull, sails, and masts have been modified to use the ocean currents to move while underwater.

     

     

    Sa-Drah
    Ionic
    Points: 13
    Masts: 2
    Cargo: 3
    Cannons:2S-3S
    Movement: L
    Ability: Catamaran. Firepot Specialist.

    Flavor: From the outside, the Sa-Drah is not much to behold. However, her hold is filled with intense and homemade explosives, to surprise enemies in battle, or to amuse her captain.

  • #2502

    Ben
    Keymaster

    I think Sa-Drah could be around 10 points. It’s far inferior to N’Pu and should be cheaper.

    Stone Harbor
    Faction Affiliation: French
    Rarity: C
    Type: Fort
    Gold Cost: 8
    Cannons: 3L-3L-3L-2S-2S-2S
    Ability: Two hits are required to eliminate one of this fort’s flags.

    Flavor text: Built in the 1300’s, this ancient French fortification has aged remarkably well. Some of the armament is behind the times, but overall performance is still adequate.

    Historical Custom of the Day #316

    Macrinarian
    Faction Affiliation: Pirate
    Rarity: C
    Type: Ship
    Point Value: 8
    Number of Masts: 2
    Cargo Space: 3
    Base Move: S+L
    Cannons: 3L-3L
    Ability: Filching Gold.
    Link: Mansel Alcantra

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

  • #2506