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  • #4361
    Jonathan Bowen
    Participant

    The Clarity and Berry seem like good pieces to me. I’d definitely use both of them in a game, assuming I was pirate. 😀

    Here’s a couple more French from Seas of Doom! And no relevant keywords this time! 😮

    13. Oeil d’Onyx
    Points: 15
    Masts: 3 (square)
    Cannons: 3S, 3S, 3S
    Cargo: 2
    Base Move: S+S
    Ability: This ship cannot be captured or made to change her faction affiliation.

    Flavor: The crew of the Onyx are patriots to the last. Nothing, not even death would sway their loyalty to the crown.

    14. Faux Roi
    Points: 11
    Masts: 5
    Cannons: 4L, 4S, 4S, 4S, 4L
    Cargo: 3
    Base Move: S
    Ability: Eliminate one of this ship’s masts when she rolls a 1 on any cannon roll.

    Flavor: At one time this ship was a derelict hulk on the coastline, until a mob of disgruntled and displaced peasants found her, and made her seaworthy. Though the ship has cannons, the new crew do not have the faintest idea of how to operate them.

    I’ll post some more later tomorrow or maybe later today. ?
    Until next post

    -J. W. Darkhurst

    #4366
    Ben
    Keymaster

    I love the Faux Roi, such an interestingly bad 5 master.  🙂   So bad in fact that she’s worse than the other bad cheap 5 master, the Cursed Mourning Star.  I’m not sure that an 8 point 5 master is a good idea, but I think she could come down to 9 points.  Great flavor text too!

    Lava Flow
    Type: Ship
    Faction Affiliation: Mercenary
    Rarity: U
    Point Value: 16
    Number of Masts: 4
    Cargo Space: 4
    Base Move: S
    Cannons: 3S-4L-4L-3S
    Ability: Mercenary. Extended Range. Firepot Specialist.
    Link: Lava Queen

    Flavor text: Piloted by the Lava Queen, this slow vessel is often seen in the Pacific. Her crew are specially trained to handle hot, explosive, and dangerous ammunition.

    Lava Queen
    Type: Crew
    Faction Affiliation: Mercenary
    Rarity: C
    Point Value: 5
    Ability: Ex-Patriot. If this ship succeeds at a ram, replace one of the enemy ship’s masts with a fire mast. Cargo with “fire” in the name doesn’t take up cargo space on this ship.

    Flavor text: Most of this woman’s time on land is spent in volcanic areas. She enjoys collecting dangerous fluids and coming up with new ideas for arson at sea.

    Corrosion
    Type: Ship
    Faction Affiliation: Mercenary
    Rarity: U
    Point Value: 17
    Number of Masts: 4
    Cargo Space: 2
    Base Move: L
    Cannons: 2L-2S-2S-2L
    Ability: Mercenary. This ship cannot carry equipment. Enemies get -1 to their equipment rolls against this ship. At the beginning of this ship’s turn, roll a d6 for all ships within S of this ship. On a 4-6, the target cannot shoot on their next turn.

    Flavor text: This ancient vessel has a way of spreading her rust to other ships in the vicinity. This normally results in decreased gunnery efficiency, and occasionally, total panic.

    #4372
    Ben
    Keymaster

    One of the ultimate combos from Pirates of the Epic Seas!! This is a 10 master and linked crew I made in 2018 that is one of the most grand and epic things in the entire set! Prepare for your doom!!!!!

    Cataclysm
    Type: Ship
    Faction Affiliation: Cursed
    Rarity: LE
    Point Value: 48
    Number of Masts: 10
    Cargo Space: 9
    Base Move: S
    Cannons: 4S-3S-2L-3L-4L-5L-5L-2S-5S-5S
    Ability: Junk. Exploding Shot. If this ship wins a boarding party, she may either take as much treasure from the other ship as she wants, up to her available cargo space, or eliminate all of the other ship’s crew. If this ship loses a boarding party, replace one of the winning ship’s masts with a fire mast.
    Link: Volgaad The Volcano God

    Flavor text: Were an otherworldly event to befall those on the seas, a retreat to land would follow. Volgaad commands the Cataclysm with certainty that his powers will doom any who seek refuge on islands. All that’s left is to unite the forces of evil to complete the coming apocalypse and the age of extinction can begin.

    Volgaad The Volcano God
    Type: Crew
    Faction Affiliation: Cursed
    Rarity: LE
    Point Value: 10
    Ability: This crew can only use its abilities on the Cataclysm. This crew’s abilities cannot be copied. Once per turn if this ship is within S of a wild island, you may eliminate everything on the wild island (not docked at it) from the game. If so, give all ships except this one within L of the island up to 2 fire masts; ships docked at the island receive up to 3 fire masts. Then eliminate 20 gold from your home island. The wild island cannot be docked at or used for 3 turns.
    Link: Cataclysm

    Flavor text: Standing over 7 feet tall and muscular beyond reason, Volgaad is almost permanently smiling. With bloodlust bordering on the psychopathic, his greed knows no bounds. Blessed with a unique power to move tectonic plates of the world’s crust, he can disrupt nature’s beauty with grand displays of chaos. He brings his hands and arms up into the sky, and volcanoes answer his call with massive eruptions. With his laughing echoing for miles around, his lack of enemies stem from the fear that no one can defeat him.

    Volgaad would love to combine his powers with those of other Cursed overlords to cause a massive extinction event on the level of those throughout history, like the biggest loss of life in history.  “We’re in the endgame now.”

    #4415
    Ben
    Keymaster

    Slaying of the Savior
    Type: Ship
    Faction Affiliation: Cursed
    Rarity: U
    Point Value: 18
    Number of Masts: 4
    Cargo Space: 5
    Base Move: S+S
    Cannons: 3L-2S-2S-3L
    Ability: Schooner. When this ship shoots, any of her cannons can shoot grape shot. Declare which cannon will shoot the grape shot before rolling a d6. If it hits, eliminate a crew of your choice instead of a mast.

    Flavor text: Stolen from the French, this European-built schooner has quickly become one of the more purely efficient vessels in the Cursed Atlantic and Mediterranean fleets. Her crew are experts at finding and eliminating enemy officers.

    Delagoth
    Type: Crew
    Faction Affiliation: Cursed
    Rarity: C
    Point Value: 6
    Ability: Oarsman. Massacre. [If this ship succeeds at a boarding party, she can eliminate all of the other ship’s crew.]

    Flavor text: Seeing the travails of the Slave Coast in Africa, Delagoth’s mind broke. He used his rowing prowess to find employ on a Cursed vessel, but cannot distinguish between good and evil, assuming all Europeans to be slavers. Now he kills those who would enslave and put to the oars…

    One of my favorite flavor inspirations in the set, kind of a “psychotic oarsman”.

    #4417
    Xerecs
    Moderator

    The SoS is a pure gunship, one level of something you’d see from the English, or French. Lots of cargo and good speed, a little on the expensive side, but that’s fine. This is worth every one of those 18 points.

    #4419
    Ben
    Keymaster

    The SoS is a pure gunship

    I completely disagree.  I think she immediately becomes one of the best hybrids in the entire Cursed fleet, though mostly because they don’t have that many of those.  Having her be from one of the imperial nations was my flavor excuse of making this good of a Cursed ship that wouldn’t normally be Cursed.  XD
    ~~~~~
    The “last” of the Jade 6 masters, this is certainly an experiment.

    Grand Paradise
    Type: Ship
    Faction Affiliation: Jade Rebellion
    Rarity: R
    Point Value: 18
    Number of Masts: 6
    Cargo Space: 8
    Base Move: X
    Cannons: 4S-4S-4S-4S-4S-4S
    Ability: Junk. This ship cannot be shot at [this ability cannot be copied]. This ship cannot move on its own, but can be towed like a derelict. One of this ship’s treasures is worth +1 gold when she docks at your home island.

    Flavor text: Too drunk to set sail, the ever-changing crew aboard this massive vessel attract easygoing sailors from around the world. The massive cargo hold is useful when not filled with rum.

    Celtic Sage
    Type: Crew
    Faction Affiliation: Jade Rebellion
    Rarity: U
    Point Value: 8
    Ability: EA. [Extra Action: Once per turn, roll a d6. On a 5-6, this ship may be given an extra action.] Island treasure trading. [After looking at treasure on a wild island, you may trade any one treasure from that island for a random treasure on any other wild island. This ship must load the traded treasure.] Once per turn, this ship may look at any one face-down treasure on any ship or island.

    Flavor text: This wise being has become not only an officer in the Jade Rebellion, but seemingly a seer capable of finding and acquiring useful relics.

    #4421
    Jonathan Bowen
    Participant

    Hello all!!
    It’s been a while, so tonight/this morning, we’re getting double!
    We are continuing with the French from Seas of Doom

    Relevant Keywords

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

    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.

    15. Le Baron
    Points: 15
    Masts: 3 (square)
    Cannons: 2S, 2L, 2S
    Cargo: 3
    Base Move: L
    Ability: L-range cannons cannot hit this ship.

    Flavor: The crew of the Baron have mastered the art of moving slowly to go someplace quickly. Due to this, it is next to impossible to hit them from range.

    16. Louise
    Points: 14
    Masts: 3 (jib)
    Cannons: 3S, 2S, 3S
    Cargo: 3
    Base Move: S+S
    Ability: Blockade Runner.

    Flavor: Constructed at the whim of a rich Baron of the court, the Louise was named for the Baron’s supposedly long lost love.

    17. Lis de Tigre
    Points: 28
    Masts: 4
    Cannons: 3S, 3L, 4L, 4S
    Cargo: 2
    Base Move: L
    Ability: Captain. Man-O’-War.
    Link: Peter Bellerose

    Flavor: Formerly known for her rowdy and disobedient crew, the “Tiger Lily” has emerged as one of the best ships in the fleet, thanks to the guidance of Peter Bellerose.

    18. Peter Bellerose
    Points: 7
    Ability: Helmsman. Marine.
    Link: Lis de Tigre

    Flavor: A veteran of the continental wars, Peter tired of life on the land, and took to the sea. He rose quickly through the ranks and was “rewarded” the Tiger Lily.

    There are two more pieces for the French!! 😮
    I will post he final part of France tomorrow, and it might be joined by some extras, as well…??
    Until next post
    -J. W. Darkhurst

    #4422
    Ben
    Keymaster

    I think Le Baron could be 14 points, since I’d say the Jarvis from RV is still superior at 15 points.  With the Georgetown from OE at 14 being not too great of a ship, you might get away with 13 actually.

    The other point costs look about right; the Lis de Tigre might be one of the more underpowered Men-o-war so far, but I don’t see that as a bad thing.  It’s inevitable that there will be some name crossover – my Jades from Epic Seas have a Tiger Lily, but it’s a cheap turtle ship.  XD

    ~~~~~

    Another of the most EPIC 10 masters from Pirates of the Epic Seas!

    Calamity
    Type: Ship
    Faction Affiliation: Cursed
    Rarity: LE
    Point Value: 45
    Number of Masts: 10
    Cargo Space: 7
    Base Move: L
    Cannons: 2S-2S-2L-2L-2L-2S-2S-2S-2L-2L
    Ability: Junk. Once per turn you may eliminate 15 or more points of crew from this ship to place up to 2 fire masts on every ship within L of this ship.
    Link: Acronius The Calamitous

    Flavor text: Firebreather of Doom. Harbinger of the Apocalypse. Terror of the Seven Seas. In spite of all the nicknames, this ship’s real name strikes more fear into the hearts of sailors than Devilspeak. With every unholy outburst of flame and ruin, the legend grows. In time it is said that only skeletons will remain.

    Acronius The Calamitous
    Type: Crew
    Faction Affiliation: Cursed
    Rarity: LE
    Point Value: 11
    Ability: Captain. Helmsman. Once per turn give any ship in your fleet +1 to all of her cannon rolls. This crew can only use his abilities on the Calamity.
    Link: Calamity

    Flavor text: “The continents are nexxts…” – Acronius

    #4426
    Xerecs
    Moderator

    “The SoS is a pure gunship”

    I completely disagree.  I think she immediately becomes one of the best hybrids in the entire Cursed fleet, though mostly because they don’t have that many of those.  Having her be from one of the imperial nations was my flavor excuse of making this good of a Cursed ship that wouldn’t normally be Cursed.  XD

    Fair enough, she reminded me of high cargo gunships that WK made. Running her as a hybrid could work, kind of like the Neptune’s Hoard.

    Speaking of Hybrid, the Celtic Sage looks like he’d be a perfect fit for a Jade gold fleet. Place him on the Virtuous Wind with Ms. Cheng for re-roll and away you go.

     

    I think Le Baron could be 14 points, since I’d say the Jarvis from RV is still superior at 15 points.  With the Georgetown from OE at 14 being not too great of a ship, you might get away with 13 actually.

    I agree, the Baron does seem overpriced.

    JW, when you write out the abilities of keywords, try to use the same vernacular as WK. For Blockade Runner it should read, “ramming cannot eliminate this ships masts” which is the same as what WK wrote for that ability.

     

    Wow, heckuva ship thee with the Calamity. I imagine that she’d only make an appearance in a huge game, in excess of 100 points, since I’m not even sue if 100 points would be enough to fit this thing. I really like the ‘firebomb’ thing it has going, especially the range. This is one ship that if you surround, you want to completely sink, since it doesn’t even need a shoot action to trigger the firebomb.

    #4434
    Jonathan Bowen
    Participant

    @Xerecs: ok, I will keep the WK phrasing in mind from now on. Although when I write the keyword abilities in posts, I’m actually copying and pasting them from my Google Doc. So I’ll try to edit the wording in the keyword texts in my Docs.

    @Ben: ok, I can fix the Baron’s point cost no problem. Given what the Tiger Lily does, I was honestly more worried about whether I’d priced her right XD But either way, I think she’ll make an interesting ship to play-test.

    Now onto the last of the French from Seas of Doom!!

    Relevant Keywords:

    Sniper: You may double the range of this ship’s cannons each turn, but you must roll a 6 to hit.

    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.

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

    19. Le Tireur d’Élite
    Points: 13
    Masts: 3
    Cannons: 3L, 4L, 5L
    Cargo: 4
    Base Move: L
    Ability: Sniper.

    Flavor: The gunners of the “Sniper” were trained by the officers of La Triumph. While they don’t have quite the acumen that that ship has, everyone has to start somewhere.

    20. Mort Rapide
    Points: 25
    Masts: 4
    Cannons: 3S, 3S, 3S, 3S
    Cargo: 3
    Base Move: S+S
    Ability: Repeating Guns. Reroll.

    Flavor: Representing the shift in French naval doctrine, the Mort Rapide promises to bring a quick end to the English threat, meddlesome pirates, and the foul Cursed.

    And now the French from Seas of Doom are done.
    Next post here on the Custom Ships Thread will feature some gray-flagged sailors everyone can call both friends and enemies. ??

    Until next post
    -J. W. Darkhurst

    #4438
    Ben
    Keymaster

    Le Tireur d’Élite could come down in cost by a handful of points.  The Selkie (one of my favorite ships) has much better cannons for 4 less points, and is arguably costed correctly.  I think this ship could be 8-9.

    Wow, heckuva ship thee with the Calamity. I imagine that she’d only make an appearance in a huge game, in excess of 100 points, since I’m not even sue if 100 points would be enough to fit this thing.

    The entire combo comes to 56 points, so put aboard a few crew to “protect”/supplement the mighty Acronius and you could fit it easily.

    Revokt
    Type: Ship
    Faction Affiliation: Pirate
    Rarity: C
    Point Value: 10
    Number of Masts: 2
    Cargo Space: 4
    Base Move: L
    Cannons: 2S-2L
    Ability: S-Board.
    Link: Infant Buccaneers

    Flavor text: Crewed by multigenerational pirates, the Revokt will never be exceptional, but has what she needs to be successful while avoiding priority lists of pirate hunters.

    Infant Buccaneers
    Type: Crew
    Faction Affiliation: Pirate
    Rarity: C
    Point Value: 3
    Ability: Helmsman. Shipwright. This ship gets -1 to her cannon and boarding rolls.
    Link: Revokt

    Flavor text: Getting their name from enemies who were astounded to see little boys and girls crewing a pirate ship, these offspring of the Revokt’s pirates have taken a liking to sea life. Although they’ve learned to crew the ship effectively, their weak muscles and small stature are often liabilities during boarding parties.

    #4490
    Ben
    Keymaster

    Kingdom of Horrors
    Type: Fort
    Faction Affiliation: Cursed
    Rarity: LE
    Gold Cost: 10 gold
    Cannons: 3L-3L-2L-2L-3L-3L
    Ability: When this fort hits an enemy ship, also eliminate one crew from that ship. If an enemy ship is within S of this fort you can roll a d6. On a result of 6, one target crew is immediately assigned to this ship. Its nationality changes to match the nationality of this ship. If any ship is moved into contact with this island, that ship and all crew aboard have their nationality changed to Cursed and become part of this fleet.

    Flavor text: Like a fear “festival” of terrible things, this “kingdom” is the defintion of sailor’s nightmares. It is said that the Cursed devils manning the fort are adept not only at killing anyone who comes close, but taking their souls as well.

    Lucifer’s Serpent
    Type: Ship
    Faction Affiliation: Cursed
    Rarity: LE
    Point Value: 14
    Number of Masts: 4
    Cargo Space: 2
    Base Move: S+S
    Cannons: 2S-2S-3S-3S
    Ability: Sea Monster. Once per turn when this sea monster rams an enemy ship, eliminate one mast and one crew from the enemy ship.

    Flavor text: A calling from above the waves awakened this creature from its ancient slumber….

    #4716
    Jean
    Participant

    Fleeting Star

    Faction: Mercenary

    Points: 12

    Masts: 4

    Cargo: 4

    Base Move: S+S

    Cannons: 5S 5S 5S 5S

    Link: The Exiled Father

    Ability: Mercenary. As part of a move action, this ship may eliminate one of her masts to repair a mast on one friendly ship within S.

     

    The Exiled Father

    Faction: Mercenary

    Points: 5

    Link: Fleeting Star

    Ability: Ex-Patriot. Helmsman. Shipwright.

     

     

     

    • This reply was modified 5 years, 7 months ago by Jean.
    #4793
    Ben
    Keymaster

    @ktulu: Interesting combo, I see the Fleeting Star as a support ship on the back lines of a battle.  Would be a good ship to accompany a Mercenary 10 master, maybe include some extra sac food material to supply a crew like SS Tsai when he runs low on the 10 master.

    #4997
    Xerecs
    Moderator

    When this fort hits an enemy ship, also eliminate one crew from that ship. If an enemy ship is within S of this fort you can roll a d6. On a result of 6, one target crew is immediately assigned to this ship. Its nationality changes to match the nationality of this ship. If any ship is moved into contact with this island, that ship and all crew aboard have their nationality changed to Cursed and become part of this fleet.

    Bold added for emphasis, do you mean fort here instead of ship?

    Nice fort otherwise, I like the zone control aspect along with the decent firepower.

    More Sea Monsters should have the ability of the Serpent. I quite like this beastie.

     

    Nifty ability on the Fleeting Star. I like that you’ve tied the mast elimination to a move action, so you could only repair up to two masts in a tun (considering EA’s and other sources of extra actions for the star).

    Outside of he ability I think I’d use the FS as a gold hauler, give he a helmsman and maybe an explorer and send he off to get the goodies. He size would most likely keep he from being one shot if she gets caught by a mid-size to second rate gunship.

    Alternatively I would use her as a boarding only ship, where she doesn’t even fire her cannons, but uses her 4 masts and good speed to swoop in on already damaged or derelict ships and board them, either with Captain Nemo, or some other boarding focused ability.

    #4998
    Ben
    Keymaster

    Bold added for emphasis, do you mean fort here instead of ship?

    Yes exactly, thanks, fixing it.

    #5000
    Jonathan Bowen
    Participant

    Hello all, it’s been a while!!

    Personally, the ability of the Kingdom of Horrors throws me off of it a bit, but I would totally use it as a well-armed staging area for combat-oriented ships. I don’t like most sea monsters of any kind, but with that ability, Lucifer’s Serpent immediately becomes the most likely for me to use. ??

    The Fleeting Star and Exiled Father are an interesting combo. I think Ben and Xerecs have pretty much already explained what I’d probably use her for, especially with such a good point cost. A cheap ship that can repair other friendly ships sounds like a good deal to me.

    On the topic of Mercenaries, it’s about time I introduce the Mercenaries from Seas of Doom!!

    Today there is only one relevant keyword
    World-Hater: This ship gets plus one to her cannon rolls against any ship of a different nationality.

    1. Helm’s Deep
    Gold: 4
    Flags: 6
    Guns: 2L,2L,3S,3S,4L,4L
    Ability: World-Hater. When this fort’s last flag is eliminated, it is destroyed.

    Flavor: Now little more than ruins, this ancient stronghold found and put to use by Nemo’s father is once again seeing utilization by his son’s followers.

    2. Durinsong
    Points: 13
    Masts: 3
    Cannons: 4S,4S,4S
    Cargo: 4
    Base Move: L+S
    Ability: Mercenary. Explorer.

    Flavor: It is said that the masts and spars of this vessel are engraved with lyrics to an ancient song, describing journeys to new, undiscovered lands. It is a song that her crew sings on every voyage as an omen of good luck in their travels.

    3. Deathless
    Points: 17
    Masts: 4
    Cannons: 2L,2S,2S,2L
    Cargo: 3
    Base Move: S+S
    Ability: Mercenary. This ship cannot be sunk, but she can be scuttled.

    Flavor: Christened with the title of a legendary warrior, the Deathless is never truly defeated, always coming back from beyond what her enemies think is the point of no return.

    The mercenaries are gonna be posted more sporadically and in larger groups than most other factions from this set. I will post again as soon as I can, but until then, feel free to give me your feedback and opinions on these pieces. I’ll respond to as much as I can, as soon as I can.

    Until then
    -J. W. Darkhurst

    #5003
    Ben
    Keymaster

    Personally, the ability of the Kingdom of Horrors throws me off of it a bit, but I would totally use it as a well-armed staging area for combat-oriented ships.

    Which one? (if not all)

    I feel a little strange trying to “import” Helm’s Deep into Pirates; either way I think it should cost 5 gold even with that negative ability.

    Durinsong is like a sister ship to the Matuku, which is one I like and a good thing for the Mercs to have.  Deathless is solid.

    Nice flavor text on these!

    #5004
    Xerecs
    Moderator

    I like the ability of the Deathless, BUT I feel it might be too good, even at 17 points. She has VERY good cannons and decent speed for a ship that size, couple that with her ability and it becomes very hard to sink her for good. Perhaps I’m overreacting, but that’s my gut reaction to it.

    #5006
    MrHolly
    Participant

    Hello everyone, It has been some time since I have jumped on here to share some customs. I would like to change that and will try to post more. Anyhow, here are two ships I have come up with recently. Unfortunately I still have not come up with flavor text for any of them and am still getting used to how to cost them for points, so don’t be shy letting me know of any changes there. The first one is (very) loosely based on a historical American bomb ketch (which is why the odd link is there).

    USS Vesuvius
    Type: Ship
    Nationality: American
    Point Cost: 23
    Masts: 3
    Cargo: 3
    Base Move: S+S
    Cannons: 3S,3L,3L,2S
    Link: David Porter
    Ability: Bombardier. You own any derelict that this ship explores; both ships become docked at your home island.

    HMS Seaford
    Type: Ship
    Nationality: English
    Point Cost: 10
    Masts: 2
    Cargo: 3
    Base Move: S+S
    Cannons: 2L,3S
    Ability: When this ship is given a move action, roll a d6 before moving her. On a result of 5 or 6, place a trade current. On a 1 or 2, eliminate a friendly trade current. On a 3 or 4, this ship gets +S to her base move that action.

    #5007
    Xerecs
    Moderator

    USS Vesuvius
    Type: Ship
    Nationality: American
    Point Cost: 23
    Masts: 3
    Cargo: 3
    Base Move: S+S
    Cannons: 3S,3L,3L,2S
    Link: David Porter
    Ability: Bombardier. You own any derelict that this ship explores; both ships become docked at your home island.

     

    I like this Bombadier, though I think it’s a little too expensive. WizKids didn’t really price these things correctly to begin with(or so is the consensus in most Pirate communities) so giving one a lower cost before any abilities are added is fine I think. That said, I do feel this needs to have a point cost greater than 15, but less than 20.

     

    HMS Seaford
    Type: Ship
    Nationality: English
    Point Cost: 10
    Masts: 2
    Cargo: 3
    Base Move: S+S
    Cannons: 2L,3S
    Ability: When this ship is given a move action, roll a d6 before moving her. On a result of 5 or 6, place a trade current. On a 1 or 2, eliminate a friendly trade current. On a 3 or 4, this ship gets +S to her base move that action.

     

    The Celestine has this exact ability, and is a point more. For a point less you get one more mast, and much more usable cannons. I feel that this should be more expensive than the Celestine (which is priced at 11), but I don’t think it should be much more expensive, perhaps 12 or 13.

    #5008
    Jonathan Bowen
    Participant

    @Ben: I think the typo is probably what threw me off the most ?
    -The Kingdom’s first ability is the most immediately useful in my opinion, and the one I would utilize and remember most.
    -The “Crew Possessing” ability that it has seems a little weird to me, but that’s just because most forts can’t be “assigned” crew like ships are.
    -As for its third ability, that one has the potential to make it a broken piece, in my opinion. Considering that the Kingdom is Cursed, which means its controller probably has access to “All-Powerful” Davy and at least two potential “L-Moving” crew. The fort’s ability combined with spamming those crew abilities could easily tip the balance of a large/campaign game in the favor of the Cursed. (For simple explanation’s sake, the Kingdom’s controller could force any number of enemy ships to dock at the fort/touch the island using a series of successful rolls for Davy Jones (Ocean’s Edge), “Screaming” Mimi (Davy Jones’s Curse), or Tabitha McWarren (Fire and Steel))

    Overall, I don’t not like the Kingdom, I just find it to be a little “gimmick-y” for lack of better terms. I’d still use it in a game; I’d just likely forget to use the abilities after the first one. ??

    -Darkhurst

    #5012
    Ben
    Keymaster

    The fort’s ability combined with spamming those crew abilities could easily tip the balance of a large/campaign game in the favor of the Cursed.

    I don’t think it would happen easily.   The right rolls can be hard to come by, and opponents will know to stay away from the fort or attack in en masse to destroy it.  I think it would be more OP when involved with a TON of mover abilities (like more than my Cursed had even in CG1) or the MI’s that allow you to move enemy ships.  Thanks for the feedback!

    Welcome back, CaptainJack!  🙂   Compare the Vesuvius to the original Harbinger, who has the same ability.  Although that 5 master is arguably a little too cheap, it shows that the Vesuvius could easily come down to perhaps 16 points.  Wizkids completely screwed up Bombardier point costs; they’re not much more than glorified 3 masters with an extra firepot specialist.  I agree with Xerecs that HMS Seaford could go up to 12 points.

    More from Epic Seas:

    Aramantis
    Type: Ship
    Faction Affiliation: Cursed
    Rarity: U
    Point Value: 15
    Number of Masts: 4
    Cargo Space: 4
    Base Move: S+S
    Cannons: 4L-4L-4L-4L
    Ability: Titan. S-Explorer. [Once per turn, if this ship is within S of an island, you can mark the island as explored without docking at it. The island becomes unexplored in regards to all other players.] This titan cannot be shot at while docked.

    Flavor text: A “friendly” crab who only attacks when provoked, Aramantas nevertheless serves The Cursed. His peculiar nature is detested by the other crabs, with Raninoidea nearly succeeding in a murder long ago.

    Magnesis
    Type: Crew
    Faction Affiliation: Cursed
    Rarity: R
    Point Value: 9
    Ability: Captain. Once per turn roll a d6. On a 4-6, you may move an enemy ship S in any direction.

    Flavor text: Another “new” Cursed Overlord, Magnesis resembles a behemoth. He claims that his unnatural powers come from giant magnets under the sea that he can move with his huge hands. Jealous of the power bestowed upon the highest-ranking Fiends, he is trying to work his way up the Cursed ranks.

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

    #5020
    MrHolly
    Participant

    Thank you for the feedback! I will adjust those ships accordingly. (should I edit the post they are in as well?).

    Ben, that is a unique Titan! I don’t use sea creatures much, but it is pretty cool to see one geared towards treasure hunting. Also think that crew is pretty neat as well! I can see that driving the enemy just a little crazy.

    Two more ships, one Pirate and one Spanish.

    Black Jack
    Type: Ship
    Rarity: C
    Nationality: Pirate
    Point Cost: 10
    Masts: 3
    Cargo: 4
    Base Move: S+S
    Cannons: 3L,2L,3L
    Ability: One of this ship’s treasures is worth +1 gold when unloaded at your home island.

    La Empresa
    Type: Ship
    Rarity: C
    Nationality: Spanish
    Point Cost: 11
    Masts: 3
    Cargo: 4
    Base Move: S+S
    Cannons: 4S,2L,4S
    Ability: Schooner. Crew of any nationality can use their abilities on this ship.

    #5024
    Ben
    Keymaster

    (should I edit the post they are in as well?).

    Not unless you want to.

    Ben, that is a unique Titan! I don’t use sea creatures much, but it is pretty cool to see one geared towards treasure hunting. Also think that crew is pretty neat as well! I can see that driving the enemy just a little crazy.

    Thanks!

    The Black Jack is an awesome ship, similar to the Greed’s Hammer, one of my favorite Pirate ships.  La Empresa looks decent, and I think the point costs are fair.

    Mystic Arts
    Type: Ship
    Faction Affiliation: Jade Rebellion
    Rarity: C
    Point Value: 13
    Number of Masts: 3
    Cargo Space: 4
    Base Move: S+S
    Cannons: 3L-4S-4L
    Ability: Junk. Ghost Ship. This ship cannot be shot at while docked.

    Flavor text: Most Jade officers have never met the crew of the Mystic Arts. Almost never docking at the mainland, the ship is a bit of a shadow. Some pessimistic sailors have assumed the crew are in league with some of the deadly mercenaries of the South Pacific.

    Valonar
    Type: Crew
    Faction Affiliation: Jade Rebellion
    Rarity: C
    Point Value: 6
    Ability: Cannoneer. Once per turn, roll a d6. On a 6, give any ship in your fleet +L to her base move this turn.

    Flavor text: Described as a “mystic mage”, Valonar has knowledge of historical cults and their ways of influencing their surroundings. He claims to be capable of driving ocean currents at a faster rate than nature provides.

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

    #5029
    Jean
    Participant

    Garmr

    Faction: Viking
    Points: 11
    Masts: 2
    Cargo: 4
    Move: S+L
    Cannons: 3S 2S
    Ability: Longship. This ship gets +1 to her boarding rolls for every crew on her.

    Skidbladnir

    Faction: Viking
    Points: 20
    Masts: 3
    Cargo: 3
    Move S+S
    Cannons: 3S 2L 2L
    Ability: Longship. Two hits from the same shoot action are required to eliminate one of this ship’s masts.

    #5032
    Xerecs
    Moderator

    I feel that the Garmr should be a little bit more, but not by much. I think 13 might be good, if only because that boarding ability is much better when the ship it is on has more cargo to take advantage of more crew.

    Usually ships with the Acorazado ability deserve to be expensive, however I feel that the Skidbladnir should be less than 20, say around 17 points.

    If you don’t mind, could you try and explain you thought process for costing ships and crew?

    #5033
    Jean
    Participant

    I just do what feels right to me. Kind of a balance of “would I use this at this cost” combined with “will Ben have an aneurysm looking at what I just typed” lol. Not too much of a science to it.

    #5034
    Xerecs
    Moderator

    I just do what feels right to me. Kind of a balance of “would I use this at this cost” combined with “will Ben have an aneurysm looking at what I just typed” lol. Not too much of a science to it.

     

    Heh, I’ve done some of that. 😀 When i cost things, if I’ve used an established ability, like +1 to boarding rolls, I try and find pieces that WK made that have the same ability and try to go with what they costed it. In the case of +1 to boards, it was best as a 2 point ability(as opposed to late sets when they made it 4 o more), so I try and factor that in when making a ship/crew. On the flip-side of that example, an ability like Fear or reverse Captain (Which many can agree are overpriced), then I try and use what might be a more acceptable cost. In the case of Fear, the way it is worded you could put it between 1-3 points and not many people would loose their minds, same goes for reverse captain.

    If I’m creating a whole new ability that never had a point cost before (like the +1 to boards for every crew, that ability was on a couple of UT’s which didn’t have point costs) then I try and find or think of something similar and go from there. Of course sometimes I just pull a cost from how I feel an ability will impact a game or piece.

    #5035
    Ben
    Keymaster

    I just do what feels right to me. Kind of a balance of “would I use this at this cost” combined with “will Ben have an aneurysm looking at what I just typed” lol. Not too much of a science to it.

    Nice.  😀  I think that’s a good way to do it (not that people need to think of me when making customs haha), and I think it’s fine to come up with costs quickly and not try to come up with some exotic catch-all formula that probably will be broken in the long run anyway.

    The Garmr is fantastic and I do think she should be more expensive.  13 sounds like a good minimum to start at.  I think the other one might be fine at 20; I don’t think she should be less between the speed and firepower.  She’s arguably on par with the Kettering, which could easily be more expensive.

    ~~~~~

    Haltharad
    Type: Crew
    Faction Affiliation: Barbary Corsair
    Rarity: U
    Point Value: 8
    Ability: Once per turn give any ship in your fleet +1 to all of her cannon rolls. This ship gets +1 to her cannon rolls when using firepots/fire shot.

    Flavor text: Promoted to the position of “Master Gunner of the Fleet”, this North African has helped dozens of Corsair gun crews improve their accuracy. For a fleet normally concerned with barbarity and boarding parties, his expertise has been much welcomed.

    Xelomenos
    Type: Crew
    Faction Affiliation: Barbary Corsair
    Rarity: U
    Point Value: 7
    Ability: Loyal: Mercenary. Eternal. All of this ship’s cannons have L range.

    Flavor text: Xelomenos is supposedly an ex-patriate from the Jade Rebellion who amicably left some of his comrades in the Indian Ocean to join with the Corsairs. He loves their philosophy and fighting style, yet brings his own distinct and mysterious flair to the naval battlefield.

    My Epic Seas set marks somewhat of a return to uncommon named crew.  I like making the most important/expensive crew for each faction rare (unless SE/LE due to being “special” or tied to a ship of that rarity such as a 10 master’s linked crew), with uncommons ahead of commons for good reason as well.  Though I made so many crew characters that it’s tough to have so many commons when I feel I could have more rares/uncommons haha.  Some of the rarities are one thing I might change in the spreadsheet sometime, but it’s not important at all compared to the actual gameplay stuff.

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

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