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Tagged: Custom Ships
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April 2, 2019 at 5:20 PM #4076BenKeymaster
Grand Pillaging
Type: Ship
Faction Affiliation: Jade Rebellion
Rarity: R
Point Value: 21
Number of Masts: 6
Cargo Space: 8
Base Move: S
Cannons: 6S-6S-6L-6L-6S-6S
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: With an extremely large cargo hold, this ship is meant to carry valuables. The Jades have decided to use her to steal from their enemies rather than just being another merchant vessel.
Aethyris Landerry
Type: Crew
Faction Affiliation: Jade Rebellion
Rarity: C
Point Value: 6
Ability: Crew Protect. [This ship’s crew cannot be eliminated unless she sinks.] You may double the range of this ship’s L-range cannons each turn, but you must roll a 6 to hit.Flavor text: Landerry is a former mercenary “inventor” who decided to join the Jade Rebellion full time after seeing too many tribal massacres in the Pacific. He has advanced the fields of medicine and gunpowder, so his expertise in those fields is greatly appreciated when he travels with the fleet.
Historical Custom of the Day #418
Christopher Carleill
English
Crew
4 points
Ability: Musketeer. Marines on this ship take up no cargo space and get +1 to their d6 rolls.
Link: Francis WalsinghamYou can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas
April 4, 2019 at 7:54 PM #4096BenKeymasterMissed yesterday, so double today.
Blue Dragon
Type: Ship
Faction Affiliation: Barbary Corsair
Rarity: C
Point Value: 14
Number of Masts: 3
Cargo Space: 5
Base Move: S+S
Cannons: 3S-4S-5S
Ability: Galley. When this ship hits an enemy ship, replace one of that ship’s masts with a fire mast instead of regular damage [this ability cannot be copied].Flavor text: Experts at conjuring “blue flame”, the gunners of this vessel are holding out hope that the ship’s excess cargo will someday be used to store ammunition and weapons. For now they are stuck ferrying goods.
Tyrant Apostilary
Type: Crew
Faction Affiliation: Barbary Corsair
Rarity: R
Point Value: 10
Ability: Loyal: Cursed. Captain. Fear. Black Mark. Sac. Cursed crew can use their abilities on this ship.Flavor text: A brutish tyrant ready to wage war on nearly everyone in the Mediterranean, this angry man has claimed his own sect of Corsairs to help fight with the Cursed agenda. He is very “persuasive” in his ways, and now has many misinformed Corsairs lining up to crew his ships that aid the Cursed in their unholy crusade.
Historical Custom of the Day #419
William Rhett
English
Crew
3 points
Ability: This ship gets +1 to her cannon rolls and +S to her base move when she’s within S of an island or friendly fort.Historical Custom of the Day #420
Diego Miruelo
Spanish
Crew
2 points
Ability: Explorer. You may not place an explored marker on islands this ship explores. Once per turn, if this ship carries treasure and is within S of an island, ship or fort, you may randomly trade one treasure with the target.You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas
April 5, 2019 at 8:08 AM #4107BenKeymasterSeal
Type: Ship
Faction Affiliation: American
Rarity: U
Point Value: 11
Number of Masts: 2
Cargo Space: 4
Base Move: S+S
Cannons: 3S-3S
Ability: If derelict, this ship gains a base move of S. 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.Flavor text: The Seal is a slippery foe, always on the move. Whether under her own sail power, avoiding enemies like the plague, or getting by on makeshift oar power, she has proven a reliable transport ship for the Americans.
Palamides (“pal-uh-meed-eez”)
Type: Crew
Faction Affiliation: American
Rarity: R
Point Value: 10
Ability: This ship gets +1 to her d6 rolls.Flavor text: After 30 years becoming a wise man in the company of the Jade Rebellion, Palamides heard of a whole new continent to learn from. He has joined the Americans in their quest to become a powerful nation of the world. His worldly expertise and guidance have already helped.
Historical Custom of the Day #421
Diego de Nicuesa
Spanish
Crew
4 points
Ability: Explorer. Musketeer.You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas
April 6, 2019 at 8:16 AM #4119BenKeymasterPeliel
Type: Ship
Faction Affiliation: French
Rarity: C
Point Value: 11
Number of Masts: 2
Cargo Space: 4
Base Move: S+L
Cannons: 3S-4L
Ability: Galley. Secret Hold.Flavor text: Whether this ship was named after a pelican is not known. What is known is her ability to transport high volumes of cargo quickly and safely.
Historical Custom of the Day #422
Pedro Arias Dávila
Spanish
Crew
5 points
Ability: Marine.You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas
April 6, 2019 at 9:14 AM #4120XerecsModeratorI really like the last two entries. Both the Seal and Peliel are nice options for 40 point to 60 point games, or stating fleets for a campaign. I especially like the speed on the Peliel, very nice.
April 7, 2019 at 11:52 AM #4129BenKeymasterFantasma del Barón
Type: Ship
Faction Affiliation: Spanish
Rarity: C
Point Value: 12
Number of Masts: 3
Cargo Space: 3
Base Move: S+S
Cannons: 3L-3L-2S
Ability: This ship ignores terrain when given a move action. 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.Flavor text: The “Baron’s Ghost” is a bit of a unique warship. Supposedly she was captured by the Spanish from another European power, though no one knows which at this point.
Historical Custom of the Day #423
Diego Velázquez de Cuéllar
Spanish
Crew
11 points
Ability: Musketeer. Gold Capture. One of this ship’s treasures is worth +1 gold when unloaded at your home island.
Link: Juan de GrijalvaYou can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas
April 8, 2019 at 2:01 PM #4154BenKeymasterI made this pair quite a while ago; it is time to reveal one of the biggest and craziest things in the set!!
Notion of Grandeur
Type: Ship
Faction Affiliation: Mercenary
Rarity: LE
Point Value: 46
Number of Masts: 10
Cargo Space: 7
Base Move: S+S
Cannons: 2S-2S-3L-3L-3L-4L-4L-4S-5S-5S
Ability: Mercenary. Junk. Treasure Ship. Dories.
Link: John Johannes HarkingFlavor text: How the perpetually amused captain of this huge ship came into possession of her remains a mystery to everyone. What isn’t up for debate is her prowess as a flagship. With a hardworking and positive crew constantly optimizing performance, there is no task too ambitious for this vessel.
John Johannes Harking
Type: Crew
Faction Affiliation: Mercenary
Rarity: LE
Point Value: 11
Ability: Ex-Patriot. Captain. This ship gets +1 to her boarding rolls for every crew assigned to her. Place this crew face up during setup. Reduce the cost of all other crew placed on this ship by 1. This crew can only use his abilities on his linked ship.
Link: Notion of GrandeurFlavor text: Ever since the “King of Joking” had his so-called “notions”, he has been on a path to greatness. Taking almost nothing seriously, his joyous and permanently amused nature keeps his crew in good spirits. His suitors line up with pockets filled, but even the richest offers have yet to reveal his mysterious origin. Nobody knows where he comes from, and now nobody asks. Harking lets his results do the talking on topics he doesn’t feel like discussing.
~~~~~
Historical Custom of the Day #424
HMS Ambuscade
Type: Ship
Faction Affiliation: English
Rarity: C
Point Value: 11
Number of Masts: 3
Cargo Space: 3
Base Move: S+L
Cannons: 3L-3L-2S
Ability: This ship gets +1 to her cannon rolls against French ships.
Link: John MontaguYou can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas
April 9, 2019 at 6:18 AM #4165BenKeymasterSkull Valley
Type: Fort
Faction Affiliation: Pirate
Rarity: C
Gold Cost: 5 gold
Cannons: 4L-4L-4L-4L-4L
Ability: Extended Range. This fort ignores the first hit she takes each turn as long as she has all of her flags. This fort must be built on the center of its wild island.Flavor text: A true pirate stronghold, the Skull Valley is located on an undisclosed and unnamed island either in the Caribbean or the Pacific, depending on who you talk to. More of a town than a fortress, the valley is inside hilly terrain that prevents enemies from getting a clear look at their target. Massive mortars and a huge cache of old Spanish culverins provide ample firepower over the hills.
Historical Custom of the Day #425
HMS Echo
Type: Ship
Faction Affiliation: English
Rarity: C
Point Value: 7
Number of Masts: 3
Cargo Space: 2
Base Move: S+L
Cannons: 4L-4S-4L
Ability: This ship gets +1 to her cannon rolls against Pirate and Mercenary ships.You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas
April 11, 2019 at 9:42 AM #4175BenKeymasterTime to double up.
Odin’s Mortar
Type: Ship
Faction Affiliation: Viking
Rarity: U or R
Point Value: 9
Number of Masts: 1
Cargo Space: 0
Base Move: T
Cannons: 3L-3L-3L-3L
Ability: Flotilla. Extended Range. This ship’s cannons cannot hit targets unless they are outside of the normal range of the cannon. When this ship hits an enemy ship, inflict fire masts instead of regular damage.Flavor text: The Vikings have fashioned their own modern flotilla from the devices seen in the English and French fleets in the North Sea. Although the use of mortars is a bit unwieldy, their strategy of only firing heated shot and explosives has paid off.
Seascape
Type: Ship
Faction Affiliation: Mercenary
Rarity: U
Point Value: 17
Number of Masts: 4
Cargo Space: 4
Base Move: L
Cannons: 4L-4L-4L-4L
Ability: Mercenary. Once per turn, roll a d6. On a 6, you may move any terrain piece in play L in any direction. Once per turn you may give any ship other than this one in play +2 or -2 to her terrain rolls that turn.I realize I might need to increase the cost of this one or change it to be less dramatic. 🙂
Flavor text: With detailed charts and expert cartographers aboard, the Seascape is said to have visited every major port of the world’s oceans thrice over. Her veteran presence helps to calm new sailors that encounter new waters.
Historical Custom of the Day #426
Daniel Porter
Pirate
Crew
1 point
Ability: Ship treasure trading.
Link: Thomas PorterHistorical Custom of the Day #427
Thomas Porter
Pirate
Crew
4 points
Ability: Helmsman. Reverse Captain.
Link: Daniel PorterYou can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas
April 12, 2019 at 12:39 PM #4179BenKeymasterFor a variety of reasons I may not be posting to this thread every day going forward. Part of the reason I started the “Hcustom of the day” series is so Xerecs and I would have enough historically accurate options for The Caribbean Game. That game has been completely inactive so there is little incentive to create more historical customs that may not be used for years or decades, if ever.
I have fun making the customs but now that my fantasy set (Epic Seas) is semi-complete at 1,000 total game pieces, it has made me realize what other Pirates CSG activities I’d rather be doing. The Hcustoms don’t take a lot of time to make, but now that I’ve made many of the easier ones (such as the pirates with short Wikipedia pages), the time commitment per day is only going up as I get into more and more complicated crew that have massive personal histories that take a lot of time to dissect and get abilities from.
The lack of feedback and lack of other custom creators in the thread doesn’t help either – I don’t blame anyone for not posting here and I don’t expect all Pirates fans to make or care about customs, but being a one-man band can get boring after a while. I certainly plan to make many hundreds and hopefully thousands more customs for the historical Age of Sail set, but as of now the time required to make one per day is finally starting to eat into my schedule of things that are more imminent and important to me. In addition, I don’t expect to be able to play the massive campaign games required to test a ton of my customs out, so I’d rather play here and there in the meantime than get to 2,000 total customs that won’t be used until 2045 or something. XD
I plan to keep posting to this thread, but it will probably become extremely random. Instead of 1 fantasy custom and 1 historical custom per day, it might be one or the other with less frequency. Lately I’ve been releasing the fantasy customs in faction order from the spreadsheet, but now I think I’ll just post whatever I want. Though I hope to continue releasing a 10 master every sunday until there are none left.
Monolith
Type: Fort
Faction Affiliation: Mercenary
Rarity: C
Gold Cost: 6 gold
Cannons: 2L+L-3S-3S
Ability: Mercenary, Pirate, and Cursed crew can use their abilities in this fort. When abandoned, this fort must be hit 3 times to be destroyed.Flavor text: Rumors are that this massive stone structure was erected by ancient brethren of the Cursed. Recently it has become a bit of a stronghold for independent mercenaries, who have begun accepting vile men and creatures to help in their defense of the monolith. A visit from Shal-Bala enabled the placing of a cannon in a cave near the top, giving the “fort” intimidating range.
April 12, 2019 at 3:44 PM #4180XerecsModeratorI’m more or less finished with custom stuff, Spherus Magna was the last. I’ll have to get JW’s case to post stuff. 😀
In terms of feedback, I’ve more or less adopted you approach, no word means I think its fine/cool etc.
Anywho, can’t wait to see the next ten!
April 12, 2019 at 4:12 PM #4181Jonathan BowenParticipantHello, all
It’s been a looong time since I last posted. School-related commitments have kept me from focusing on anything but school, and more often than not, life happens and priorities become shifted.
But I’m going to start posting more pieces, hopefully more regularly than I have been.Up today, we have the next two pieces from the French in Seas of Doom
Relevant Keywords:
–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.–EA: Once per turn, roll a d6. On a 5-6, give this ship an extra action.
3. Le Gardien
Points: 22
Masts: 4
Cannons: 4S, 3L, 3L, 4S
Cargo: 3
Base Move: S+S
Ability: Man-O’-War
Link: Mathis ArtusFlavor: A proper ship of the line, Le Gardien represents the hope that many still have for France to have power and influence on the ocean.
4. Mathis Artus
Points: 8
Ability: Captain. EA.
Link: Le GardienFlavor: Artus is no officer or member of the royal navy, but he has been entrusted with Le Gardien because his experience and strategic mind are more prestigious than any rank.
I will try to post again before the end of the weekend, as there is still much to be posted in Seas of Doom. Until next post.
-J. W. DarkhurstApril 14, 2019 at 8:54 AM #4225BenKeymasterSlaughter of Innocents
Type: Ship
Faction Affiliation: Cursed
Rarity: LE
Point Value: 28
Number of Masts: 10
Cargo Space: 4
Base Move: S
Cannons: 6L-5L-4S-3S-2S-1S-1S-3L-5S-5S
Ability: Junk. Fear. If this ship wins a boarding party, eliminate all crew with a point cost of 4 or less. When this ship docks at an island, eliminate all non-Cursed crew with a point cost of 2 or less from the island.
Link: Gundarak MakhtarFlavor text: This ship’s crew are a scary lot. Screeching and hollering, they come with knives brandished and guns blazing. They specialize in terror and fear tactics, making sure their enemies know they are coming before the slaughter begins. The ship’s hold is shrinking because of the immense amount of body parts stored there, for the crew take a severed appendage from every victim they kill.
Gundarak Makhtar
Type: Crew
Faction Affiliation: Cursed
Rarity: LE
Point Value: 4
Ability: This ship gets +1 to her cannon and boarding rolls against targets with 3 masts or less.
Link: Slaughter of InnocentsFlavor text: Gundarak is a deranged bully who wants to completely decimate civilians of all nations. He has personally led many massacres of innocent people both on land and at sea. His competence comes into question when facing men-o-war, which is why he prefers to stick to vulnerable coastlines and weak towns.
April 14, 2019 at 12:01 PM #4227XerecsModeratorWould the main boarding ability be in addition to any other possible boarding win options? Would the SoI be able to use that ability and then either take or eliminate a treasure and eliminate another crew?
I’m not sue how often that second ability will come into play, since I don’t know of anyone who leaves large numbers of crew on an island. I suppose you could modify it for a campaign and use it to wipe out infantry units?
April 14, 2019 at 12:44 PM #4228BenKeymasterWould the main boarding ability be in addition to any other possible boarding win options? Would the SoI be able to use that ability and then either take or eliminate a treasure and eliminate another crew?
No, it would be instead of, similar to how the Massacre ability works.
I’m not sue how often that second ability will come into play, since I don’t know of anyone who leaves large numbers of crew on an island. I suppose you could modify it for a campaign and use it to wipe out infantry units?
That would work, especially since infantry should be considered crew for the purposes of abilities and effects.
April 14, 2019 at 1:48 PM #4230XerecsModeratorNo, it would be instead of, similar to how the Massacre ability works.
Oh, right. Duh.
April 14, 2019 at 2:02 PM #4231Jonathan BowenParticipantI’m not sue how often that second ability will come into play, since I don’t know of anyone who leaves large numbers of crew on an island. I suppose you could modify it for a campaign and use it to wipe out infantry units?
It could potentially be an easy way to eliminate a bunch of abandoned explorers or other crew who are left on islands. In a campaign game, that’s not a huge deal; but in a very large standard game, it could cripple an enemy fleet depending on how far into the game you are, and what crew are eliminated. Especially since most people would be reluctant to face a 10 (even with not-so-good cannons), you could probably hover by the islands and wait for the runners to leave, or just scare them off once they explore.
That strategy would require a lot of “what-ifs” and would probably be a waste of time, though.-Darkhurst
April 15, 2019 at 12:49 PM #4240XerecsModeratorWhen this ship docks at an island, eliminate all non-Cursed crew with a point cost of 2 or less from the island.
just thought of something potentially viable for this, combine it with a home island raider, or some other ability that would let you dock at an enemy home island. 😀
April 15, 2019 at 4:22 PM #4242BenKeymasterjust thought of something potentially viable for this, combine it with a home island raider, or some other ability that would let you dock at an enemy home island.
Indeed. I believe I thought of that when making the ship, which is part of the reason I didn’t want to go too low on the cost despite the low speed and cargo.
Might as well put some more out there:
The Sentencing
Type: Ship
Faction Affiliation: Cursed
Rarity: R
Point Value: 18
Number of Masts: 6
Cargo Space: 6
Base Move: S
Cannons: 4L-4L-2S-2S-4L-4L
Ability: Junk. If this ship wins a boarding party, she may capture up to 2 crew from the enemy ship. Crew captured in this way do not take up cargo space, do not count against the point limit of the ship, and cannot use their abilities. They can only be eliminated or removed from the game.
Link: Dhornikov, Prime ExecutionerFlavor text: Captained by Dhornikov, The Sentencing is where seafaring dreams go to die. Your death sentence awaits….
Dhornikov, Prime Executioner
Type: Crew
Faction Affiliation: Cursed
Rarity: U
Point Value: 6
Ability: Helmsman. S-Board. This crew can use their abilities on Viking ships.
Link: The SentencingFlavor text: Always dressed in black and wearing a helmet, Dhornikov has worked with both the guillotine and the gallows in his past. Now he’s the one who is supposed to be getting executed – having joined the Cursed, most nations now recognize him as a murderer.
Archfiend Demoncense
Type: Crew
Faction Affiliation: Cursed
Rarity: U
Point Value: 7
Ability: Loyal: Cursed. Hostile: Non-Cursed factions. Captain. This ship may shoot up to two firepots per turn at ships within S of her, and you can choose which masts are replaced.
Link: Sheer Heat, Blazing Inferno, Melted Skull, Burning Abyss, Divine FlameFlavor text: This passionate “fire fiend” has pledged his life’s servitude to The Cursed regardless of what happens. His goal is to serve on every flame-based Cursed ship, and he’s doing well thus far.
Depth Expert Madogan
Type: Crew
Faction Affiliation: Mercenary
Rarity: U
Point Value: 8
Ability: Ex-Patriot. This ship can shoot at submerged ships within S of her. This ship gets +3 to her cannon rolls against submerged ships.Flavor text: Having tested numerous underwater explosives, Madogan has created a number of weapons to use against submarines. He also employs extreme elevating screws and wedges to manage downward firing angles. Captain Nemo is beyond furious that he identifies as a mercenary, having offered one of his own submarines for his capture or murder.
April 16, 2019 at 6:20 AM #4255BenKeymasterJamaica’s Hero
Type: Ship
Faction Affiliation: Pirate
Rarity: C
Point Value: 14
Number of Masts: 3
Cargo Space: 5
Base Move: S+S
Cannons: 4L-4L-3S
Ability: Schooner. This ship gets +1 to her cannon 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.Flavor text: This “miracle ship” appeared out of nowhere to rescue hundreds of slaves from Jamaica. More impressive was her escape from the Royal Navy afterwards. The pirates have a ship to be proud of.
Shady Cove
Type: Fort
Faction Affiliation: Pirate
Rarity: C
Gold Cost: 3
Cannons: 3S-3S-3S
Ability: Once per turn you may roll a d6. On a 3-4, you may place one treasure from an enemy ship within S of this island into this fort. On a 5-6, you may eliminate one mast from an enemy ship within S of this island.Flavor text: Shrouded in fog, the Shady Cove is an inlet of heightened mystery. The fog and tall trees make the sea caves incredibly dark, allowing anonymous pirates to sneak out in tiny boats to rob passing ships and those foolish enough to anchor in the cove for a rest.
April 16, 2019 at 12:37 PM #4257XerecsModeratorJH seems like a good gold runner/gatherer. I really like the Cove, nifty ability and nice flavor text too.
April 17, 2019 at 6:18 AM #4265BenKeymasterJH seems like a good gold runner/gatherer. I really like the Cove, nifty ability and nice flavor text too.
Thanks! With her decent size cost I think of the JH as a kind of defensive or “escape” hybrid.
Tribal Execution
Type: Ship
Faction Affiliation: Mercenary
Rarity: U
Point Value: 20
Number of Masts: 4
Cargo Space: 2
Base Move: S+S
Cannons: 4L-4S-4S-4L
Ability: Mercenary. Switchblade. Massacre. [If this ship succeeds at a boarding party, she can eliminate all of the other ship’s crew.]
Link: MubadasFlavor text: Mubadas has relocated to the Caribbean, allowing the Tribal Execution’s reign of terror to continue in fertile waters.
Mubadas
Type: Crew
Faction Affiliation: Mercenary
Rarity: C
Point Value: 6
Ability: Captain. When this ship rolls a 6 to hit, also eliminate one crew from the enemy ship. On the turn this ship is pinned, eliminate one crew from the enemy ship.
Link: Tribal ExecutionFlavor text: Not one of the friendlier natives, Mubadas has taken his Tribal Execution from the Pacific to the Caribbean, where he has begun to clash with the English, French, Spanish, Pirates, Native Americans, and others. The people who run from his insane terrors have simply assumed that a large warship will destroy him and his ship eventually. More pressing concerns have relegated such an event to the bottom of most nation’s priority lists, resulting in more short term massacres.
April 18, 2019 at 11:19 AM #4269BenKeymasterOne of my favorite Mercenary/SE pieces from the set:
Stormrage
Type: Ship
Faction Affiliation: Mercenary
Rarity: SE
Point Value: 20
Number of Masts: 3
Cargo Space: 6
Base Move: S+S
Cannons: 3L-4L-3S
Ability: Mercenary. Windcatcher. L-range cannons cannot hit this ship. 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: Agility and frequent chaos is what the Stormrage and her crew thrive on. In calm waters or peacetime they are a frustrated lot. But when war breaks out and there is looting and fast sailing to be done, they are nigh unbeatable in their missions.
Tharaxus Voronshin
Type: Crew
Faction Affiliation: Mercenary
Rarity: C
Point Value: 6
Ability: Ex-Patriot. Marine. This ship and crew get +1 to their cannon rolls against targets with all their masts. This ship may never load the last treasure from an island.Flavor text: A career mercenary soldier, Tharaxus has an eagerness rivaled by few at sea. However, after the first few shots of an engagement have been fired or the first coins of treasure found, he loses interest quickly.
April 18, 2019 at 12:31 PM #4270XerecsModeratorI really like the Stormrage, mainly because I love that ability, though I’ve never been able to pull it off on a large scale. The defensive abilities you’ve built into her will make her difficult to deal with, but her only being three masts is good, since it means that ramming becomes a more viable way of stopping her, along with all S range cannons.
About how broken would a ship with a base move of D be?
April 18, 2019 at 7:17 PM #4271BenKeymasterAbout how broken would a ship with a base move of D be?
Not a good idea, especially since it’s really dumb thematically. That would fall under the “just don’t” category, like L-cancellers for example.
Devil’s Phoenix
Type: Ship
Faction Affiliation: Cursed
Rarity: U
Point Value: 20
Number of Masts: 4
Cargo Space: 4
Base Move: S+S
Cannons: 3L-3L-3S-3L
Ability: Eternal. Fire Shot. When this ship sinks, place a fire mast on every ship within S of her. If a ship hits to sink this ship, give that ship 2 fire masts.Flavor text: Not every phoenix serves a just master. The Devil’s Phoenix is already spreading fear and fire throughout the Atlantic, and rumors suggest that if you sink the ship, it will burn you alive before reappearing in the Pacific to haunt your family forever.
“King” Cavendish
Type: Crew
Faction Affiliation: Cursed
Rarity: R
Point Value: 11
Ability: Captain. This ship gets +1 to her cannon, boarding, and ram rolls.Flavor text: Not satisfied with his position within the Cursed ranks, Cavendish demanded a promotion. The Archangel Fiend obliged, but most know that Cavendish is a “king” in name only. However, his power has only grown since the last time he met the Imperialists….
April 19, 2019 at 1:06 AM #4276Jonathan BowenParticipantHello once again, everyone
Today I’ve got not one, not two, but three pieces for the French in Seas of Doom
Ooh… ?????????First, a couple of Relevant Keywords
–Canceler: Once per turn, one crew or ship within S of this ship cannot use its ability this turn.
–Master Gunner: Once per turn, roll a d6. On a 5, this ship gains the Extended Range keyword for that turn. On a 6, one cannon may shoot twice this turn.
5. Andre Martin
Points: 7
Ability: Canceler. Parley.Flavor: Andre Martin knows everyone who is anyone, and knows their darkest secrets. He also knows how to get what he wants, and make himself disappear once he does.
6. Fureur Vertueuse
Points: 15
Masts: 3
Cannons: 3S, 3S, 3S, 3S
Cargo: 3
Base Move: L
Ability: Bombardier. This ship’s crew cannot be eliminated unless she sinks.
Link: Capitaine Louis LefèvreFlavor: Captained by Louis Lefèvre, the Righteous Fury will bring that which she is named for to France’s enemies.
7. Capitaine Louis Lefèvre
Points: 8
Ability: Captain. Master Gunner.
Link: Fureur VertueuseFlavor: Capitaine Lefèvre is a practical man with a simple view on war: You can never lose if you have the best guns.
And with that group, we are one post away from the halfway point in the French! At this point, I’ve pretty much given up on having a super tight posting schedule, but I will try to post once a week at the very least. With luck, and maybe a couple of double posts, we should finish the French and move into Mercenary territory before finals hit me ???
Until next post
-J. W. DarkhurstApril 19, 2019 at 1:12 AM #4277XerecsModeratorOooh. I really like this pair. A nice gunship and a good utility crew for the Cursed. Nice to see that the bored looking dude has made a comeback to something more interesting. 😀
Anywho, the DP looks like a major headache to deal with, especially when a canceller finds it’s way onboard. This is one ship I’d LOVE to use.
Not a good idea, especially since it’s really dumb thematically. That would fall under the “just don’t” category, like L-cancellers for example.
Hmmm. Okay. How about dependent on a die roll and for one tun only, or would that not really fix the problem?
Y’know…. I ALMOST made an L-Canceller. 😀
@JW, I really like Andre Martin, but I’m lukewarm on the other two. Nothing about the FV stands out in particular to me. Lefevre could be interesting on a more capable gunship, or on one of our Man-O-War’s.
April 19, 2019 at 1:13 AM #4278clm1977ParticipantI have not thought much about new custom ships until tonight as I drove home, I got to thinking about possible interesting mechanics that might be fun and came up with this, I tried not to over power it and gave it one faction specific ability. This ship literally starts unowned and without masts and must be towed to a home island to acquire (which is why it has n/a points), has a modified version of eternal, and can take any flag once salvaged. In addition to throw the mercs a bone, I have it a type of home island ability which makes it thematically somewhat of a mobile mothership for mercs. The reappearing part is to suggest that there was not one lost ship but many and each time it reappears it is in fact a new ship, and a keyword that would work on any number of ship types. The Raise the Colours(yes British spelling) I imagine on actual cards would have one card with a flag from every faction on it allowing you to change out the flag when you towed it to a home island, seemed an interesting and thematic mechanic, if a crew catches a ship they are not going to keep sailing under the old flag after all. 😉
The Derelict
Points N/A
Masts 10
Cargo 8
Movement L
Cannons 4s-3s-2l-2l-3l-3l-3l-3s-4l-4l
Flavor text: The Jade Rebellion sailed one of their mighty treasure ships into the strange overgrown seas looking for a shortcut to riches beyond but never returned. Her crew tore down the rigging for warmth and threw all the riches into the seas as offerings to any gods that would take pity on them for release from those wretched doldrums, a prayer that was in the end only answered in death.
Keywords
Junk: This ship’s own masts do not block its lines of fire.
Limit one per game
Derelict: Ships starts the game with 0 masts and crew floating in the middle of the ocean or in a Sargasso sea. Ship cannot be sunk except via fire and scuttling. Ship reappears 5 turns later in derelict state after it is removed from game by scuttling or fire.
Hoist the Colours: This ship starts unaligned with a faction and takes on the faction of the ship that successfully tows it to a home island, this faction can change upon capture by another player.
Home Base:If assigned a merc faction this ship can act as a mobile home island and assumes unlimited cargo capacity, if it has more cargo then listed capacity it is limited to s speed which can not be altered and can not move closer than L to any island. This ship can still be captured in this state and all current cargo is transferred to capturer, current crew is eliminated. It can only be assigned merc faction if crewed by a merc captain, captain must remain on ship. One mast may be repaired every other turn at sea only if Home Base keyword is active. Once Home Base is assigned it can only be removed by further capturing.
April 19, 2019 at 1:35 AM #4282XerecsModeratorThe Derelict
Points N/A
Masts 10
Cargo 8
Movement L
Cannons 4s-3s-2l-2l-3l-3l-3l-3s-4l-4l
Flavor text: The Jade Rebellion sailed one of their mighty treasure ships into the strange overgrown seas looking for a shortcut to riches beyond but never returned. Her crew tore down the rigging for warmth and threw all the riches into the seas as offerings to any gods that would take pity on them for release from those wretched doldrums, a prayer that was in the end only answered in death.
Keywords
Junk: This ship’s own masts do not block its lines of fire.
Limit one per game
Derelict: Ships starts the game with 0 masts and crew floating in the middle of the ocean or in a Sargasso sea. Ship cannot be sunk except via fire and scuttling. Ship reappears 5 turns later in derelict state after it is removed from game by scuttling or fire.
Hoist the Colours: This ship starts unaligned with a faction and takes on the faction of the ship that successfully tows it to a home island, this faction can change upon capture by another player.
Home Base:If assigned a merc faction this ship can act as a mobile home island and assumes unlimited cargo capacity, if it has more cargo then listed capacity it is limited to s speed which can not be altered and can not move closer than L to any island. This ship can still be captured in this state and all current cargo is transferred to capturer, current crew is eliminated. It can only be assigned merc faction if crewed by a merc captain, captain must remain on ship. One mast may be repaired every other turn at sea only if Home Base keyword is active. Once Home Base is assigned it can only be removed by further capturing.
So let me see if I’ve got this right. The derelict appears at the stat of the game, either in the rough middle of the map or in a Sargasso sea. It starts with no masts, with 8 cargo a base speed of L and the listed cannons. If any faction is able to tow it home, it assumes the flag of that faction. If it’s captured by another faction (presumably after being dis-masted) it’s affiliation changes to that faction. The only way to sink it is to cause a scuttle by fire, or a regular scuttle.
Hmmmm.
I really like this concept. I think you could structure a scenario game around this, as well as make an interesting feature in a campaign. However I have some questions. If the Derelict is acquired early in the game, and is given crew of the faction that captured it, lets say the English; and is then late captured by the Spanish, would the assigned crew change affiliation with the ship, or would they stay as English?
I see that the point cost is N/A. is that because you’re not sue what point cost to give it, or because it functions like a terrain or an island?
Limit once pe game means the same thing as the Limit keyword yes?
April 19, 2019 at 2:56 AM #4283clm1977ParticipantStarting with the point cost of n/a is because it doesn’t start in any persons fleet so there would be no counting the points in build total. The derelict tag would function more akin to fort gold cost then build points, instead of buying it with gold you would have to salvage it with moves and time. It might actually get fought over while towing it home and could change hands multiple times in the tow.
As for the crew I would assume it would work in exactly the same way crew works now, if the crew is on the ship of the wrong nationality their abilities don’t work, although they could end up killed in the fight. I imagine you could add to the capturing of the ship that all crew perishes or becomes gold value.
And it is not really limit once, it is limit one. Only one derelict of a type could be in play at any one time across all players, although you could have a 1 mast and a 10 mast derelict as they are not the same ship, it would likely work based on ship type 🙂
I feel it would add a fun new mechanic that is somewhat like a capture the flag gameplay. I don’t think it is too op. Maybe the minimum gun rank should be a 3 instead of 2, but I think I varied it a bit by making the rank taper from bow/stern to amidship. Better bigger more accurate guns in the middle and smaller less accurate guns at the ends.
Chris
- This reply was modified 5 years, 8 months ago by clm1977.
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