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Viewing 30 posts - 31 through 60 (of 1,595 total)
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  • #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
    Moderator

    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
    Moderator

    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
    Moderator

    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
    Moderator

    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
    Moderator

    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
    Moderator

    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
    Moderator

    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
    Moderator

    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
    Moderator

    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
    Moderator

    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
    Moderator

    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
    Moderator

    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

Viewing 30 posts - 31 through 60 (of 1,595 total)
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