Custom Ships (post your custom game pieces here!)

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This topic contains 659 replies, has 12 voices, and was last updated by  Ben 6 hours, 46 minutes ago.

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  • #5041

    Xerecs
    Participant

    As a general question, how would these loyal: Merc or dual nationality crew be used in a campaign?

    I like anything Eternal, so I’m quite fond of Xelomenos, and Haltharad seems to be made for campaigns/large games.

    #5043

    Ben
    Keymaster

    As a general question, how would these loyal: Merc or dual nationality crew be used in a campaign?

    Just reread Loyal for the first time in a while and it’s extremely specific:

    In order for a game piece with this keyword to be in your starting fleet, whatever is indicated by the X must also be in your starting fleet, whether that is a specific game piece or any game piece of a specific nation.

    Since it’s unlikely that it would apply in the starting fleet, I guess Xelomenos would work in a regular Corsair fleet without any Mercs for a CG.

    Dual nationality crew would generally be on a “first-hired, first-played” basis unless players of those nationalities wanted to deliberately negotiate on which person could use which.  (for example, saying one person could use one crew while the other person got the other, if they shared the same nationalities)

    Devil’s Banshee
    Type: Ship
    Faction Affiliation: Cursed
    Rarity: R
    Point Value: 10
    Number of Masts: 4
    Cargo Space: 4
    Base Move: L
    Cannons: 3S-4L-4L-5S
    Ability: Galley. Ghost Ship.

    Flavor text: Sneaking in and out of ports without notice, the Devil’s Banshee appears on lonely nights as a savior to those who have given up.

    Bit of a rarity for me with the Cursed – large and cheap at the same time. WK would have priced this higher, but her lack of a defined role will probably hurt her. She might end up as a kind of boring gold runner with a helmsman aboard, 12 points for L+S with 3 spaces and Ghost Ship on a durable galley isn’t bad for the Cursed.

    Malthrox
    Type: Crew
    Faction Affiliation: Cursed
    Rarity: C
    Point Value: 4
    Ability: Captain. If an enemy ship was in contact with this ship and moves away, eliminate one crew from that ship.

    Flavor text: Spewing diseases left and right, this foul creature is always looking to infect those he can’t make slaves out of.

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

    #5063

    Ben
    Keymaster

    Stormdrove
    Type: Ship
    Faction Affiliation: Mercenary
    Rarity: R
    Point Value: 15
    Number of Masts: 3
    Cargo Space: 5
    Base Move: S+S
    Cannons: 2S-3L-3S
    Ability: Mercenary. Icebreaker. If this ship begins a move action within S of terrain, she gets +S to her base move.

    Flavor text: Captain Brown has traveled the seas for 35 years, never perishing in the many storms he has encountered. With his vast experience and toughness, he knows how to pilot his icebreaker to safe seas.

    Spirits of the Past
    Type: Ship
    Faction Affiliation: Mercenary
    Rarity: U
    Point Value: 14
    Number of Masts: 3
    Cargo Space: 5
    Base Move: S
    Cannons: 3L-4L-3L
    Ability: Mercenary. This ship gets +S to her base move if she has all of her masts. Crew of any nationality can use their abilities on this ship.

    Flavor text: With enough old sailors aboard wistfully thinking of their glory days, this veteran ship can be made formidable once more. However, at this point she is mostly relegated to boring roles of ferrying low-value goods around the Indian Ocean.

    Septimus Vorjheid
    Type: Crew
    Faction Affiliation: Mercenary
    Rarity: R
    Point Value: 14
    Ability: Hostile: England, France, Spain, Dutch, America. Captain. EA. [Extra Action: Once per turn, roll a d6. On a 5-6, this ship may be given an extra action.] Secret Hold. This ship gets +1 to her boarding rolls. Barbary Corsair crew can use their abilities on this ship.
    Link: All Mercenary 10 masted ships

    Flavor text: Vorjheid is a mercenary overlord who craves power. Not finding authority in various other navies of the world, he has taken a dark and vengeful turn in his quest for a high command. Combining his talent with skills learned over the years at sea, he has found a home with the mercenaries. He now lends his considerable assistance to their new cause, making sure to inflict great pain on his former allies when possible.

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

    #5080

    Xerecs
    Participant

    The Stormdove could be interesting in set ups with lots of terrain packed closely together, that +S could happen more frequently.

    I like the SoP, seems exactly like what he flavor implies, a good second o back up runner in a large game o a campaign.

    #5084

    CaptainJack
    Participant

    The Spirits of the Past is a nice combo of abilities, would make a nice hybrid as you call it. Nice new and unique ability on the Stormdrove. I like terrain but don’t use it enough unfortunately.

    Two more ships of my own. I’ll be sharing some crew soon, they are a little harder for me to come up with at the moment.

    USS Evening Star
    Type: Ship
    Rarity: R
    Nationality: American
    Point Cost: 19
    Masts: 5
    Cargo: 3
    Base Move: L
    Cannons: 3S,2S,2S,2S,3S
    Ability: This ship eliminates two masts with one hit.

    Derzkiy
    Type: Ship
    Rarity: U
    Nationality: Pirate
    Point Cost: 8
    Masts: 2
    Cargo: 3
    Base Move: S+S
    Cannons: 2S,3S
    Ability: This ship gets +1 to her cannon rolls and boarding rolls against Russian ships.

    #5085

    Xerecs
    Participant

    I quite like the Evening Sta, even with limited cargo shes a monster gunship with that ability and the point space to put some of the high-power crew the Americans have.

    This ship gets +1 to her cannon rolls and boarding rolls against Russian ships.

    Interesting, when will we see some of these Russian ships? I’m always interested to see new factions and the like.

    #5087

    Ben
    Keymaster

    Surprised people like the Spirits of the Past more than Vorjheid!

    USS Evening Star is extremely powerful.  I think HMS Endeavour should really cost 24-25 points, so I’d prefer to see the ES at 21 or more.  However, I would say the Derzkiy could go to 7.

    Shiva’s Rage
    Type: Ship
    Faction Affiliation: Mercenary
    Rarity: SE
    Point Value: 12
    Number of Masts: 4
    Cargo Space: 3
    Base Move: S+S
    Cannons: 3L-3L-4L-2S
    Ability: Mercenary. Ghost Ship. Chainshot Specialist. [Once per turn when this ship is given a shoot action, one of her cannons may shoot a chainshot at a target within S of her. You must declare which cannon will shoot the chainshot before rolling the d6. If the chainshot hits, do not eliminate a mast; instead, the target cannot move next turn.]

    Flavor text: Said to shoot ice daggers, this mythical ship could be on the verge of something unprecedented.

    Blazing Arrow
    Type: Ship
    Faction Affiliation: Mercenary
    Rarity: SE
    Point Value: 13
    Number of Masts: 3
    Cargo Space: 1
    Base Move: L+L
    Cannons: 4L-4L-4L
    Ability: Mercenary. Windcatcher. If this ship succeeds at a ram, replace one of the enemy ship’s masts with a fire mast. If this ship hits on a 6, replace one of the enemy ship’s masts with a fire mast.

    Flavor text: Light on cargo but sleek in calm water, the Blazing Arrow is fast and dangerous. Archers light their arrows to set fire to enemy sails and rigging. The small crew enjoy throwing caution to the wind, slamming into enemy ships at full speed before throwing burning objects and grenades over the bow.

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

    #5089

    Xerecs
    Participant

    I was half expecting Shiva’s Rage to be a galley, given the name. 😀

    This is a funky ship, with some interesting abilities. The Decent speed and cannons make me inclined to turn her into some kind of gunship, but her cargo is somewhat limited. Ghost Ship adds another layer of interest to her, since I’d want to try and maximize that ability, though it would be difficult I think.

    #5091

    Ben
    Keymaster

    The Decent speed and cannons make me inclined to turn her into some kind of gunship, but her cargo is somewhat limited.

    I don’t see 3 cargo on a 12 point gunship being a problem.  2 gets a little iffy, but 3 is plenty.  I think it’s the type of ship that would do well without a lot of crew beyond captain+helmsman.

    Might as well continue!

    Deepsea Canyon
    Type: Ship
    Faction Affiliation: Mercenary
    Rarity: SE
    Point Value: 15
    Number of Masts: 3
    Cargo Space: 4
    Base Move: S
    Cannons: 4S-3S-4S
    Ability: Mercenary. Submarine. When submerged, this ship cannot be targeted by measured ranges and cannot target anything with measured ranges. This ship cannot stay submerged for more than 4 consecutive turns.
    Link: Arsod Lansky

    Flavor text: Arsod Lansky pilots this durable submersible into caverns that not even Captain Nemo has discovered. Rumor has it that a monarchy in the developed world is looking to hide illegitimate heirs so deep underwater that not even Cursed beasts can find them.

    I originally didn’t have that final ability, but realized that it would automatically make any game a stalemate if cancellers couldn’t even touch it. Not very practical, but good for hiding cargo underwater for a while if needed. I’m thinking it could be an interesting way to transport stuff of high importance, especially if you could boost the speed with trade currents, AA’s, etc. Perhaps it’s even OP….

    Arsod Lansky
    Type: Crew
    Faction Affiliation: Mercenary
    Rarity: C
    Point Value: 8
    Ability: Ex-Patriot. Captain. Crew Protect. [This ship’s crew cannot be eliminated unless she sinks.]
    Link: Deepsea Canyon

    Flavor text: The captain of the Deepsea Canyon is an adventurer, but credits keeping his crew safe at all times as the reason for his success. Double checking every aspect of his vessel’s safety precautions and ensuring his “shell” can withstand immense pressure from various issues, he is among the most caring captains afloat.

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

    #5098

    Xerecs
    Participant

    “The Decent speed and cannons make me inclined to turn her into some kind of gunship, but her cargo is somewhat limited.”

    I don’t see 3 cargo on a 12 point gunship being a problem.  2 gets a little iffy, but 3 is plenty.  I think it’s the type of ship that would do well without a lot of crew beyond captain+helmsman.

    Fair enough, I suppose I’m just looking for a way to pack he full of non-specialist generic crew.

     

    I’m having  little trouble with the Canyon’s ability, since I’m not sure what it implies or protects the ship from. If it prevents even a canceller from getting at it, then yes it might be OP since the only things that I think would be able to get at it would be an All-Poweful 6 o some kind of L/S-move ability.

    #5099

    Ben
    Keymaster

    I’m having  little trouble with the Canyon’s ability, since I’m not sure what it implies or protects the ship from. If it prevents even a canceller from getting at it, then yes it might be OP since the only things that I think would be able to get at it would be an All-Poweful 6 o some kind of L/S-move ability.

    Exactly, all “measured ranges” would include cancellers, shots that go underwater, Fear, etc.  If it turns out to be too powerful, I could increase the cost, or more likely decrease the turn limit to every 3-4 turns instead of 5.

    #5100

    Xerecs
    Participant

    Exactly, all “measured ranges” would include cancellers, shots that go underwater, Fear, etc.  If it turns out to be too powerful, I could increase the cost, or more likely decrease the turn limit to every 3-4 turns instead of 5.

    Yikes, that’s some extreme defense. Its good that it can’t also target stuff while underwater as well. I think limiting the time it can be underwater is a good balance, but 4consecutive might be too many, perhaps 2-3 could be better and would prevent too much abuse.

    #5109

    CaptainJack
    Participant

    The Canyon and Arsod are a pretty cool combo! I would have to agree with Xerecs though about reducing the consecutive turns to 3.

    USS Evening Star is extremely powerful.  I think HMS Endeavour should really cost 24-25 points, so I’d prefer to see the ES at 21 or more.  However, I would say the Derzkiy could go to 7.

    Thank you for the feedback, and 21 sounds fair and I agree about the Endeavour.

    Interesting, when will we see some of these Russian ships? I’m always interested to see new factions and the like.

    I was hoping someone other than me would like a new faction. 🙂
    I am still working on a lot of them, but have a couple ships to share with you now. There might be a link for the first one down the road when I start working on crew. The second one I wasn’t sure what to cost it as that ability has fluctuated in cost a lot from CC to PotC.

    Sila
    Type: Ship
    Rarity: R
    Nationality: Russian
    Point Cost: 17
    Masts: 5
    Cargo: 4
    Base Move: L
    Cannons: 2S,2S,2S,2S,2S
    Ability: This ship ignores the first hit she takes each turn as long and she has all of her masts. This ship gets +1 to her boarding rolls.

    Opyt
    Type: Ship
    Rarity: R
    Nationality: Russian
    Point Cost: 12
    Masts: 1
    Cargo: 2
    Base Move: S+S
    Cannons: 3L
    Ability: Schooner. Friendly ships within S of this ship get +1 to their cannon rolls. English ships get +1 to their cannon rolls against this ship.

    • This reply was modified 1 month, 1 week ago by  CaptainJack.
    • This reply was modified 1 month, 1 week ago by  CaptainJack.
    • This reply was modified 1 month, 1 week ago by  CaptainJack.
    #5113

    Ben
    Keymaster

    The Deepsea Canyon’s final ability has been changed to 3 turns.

    I am still working on a lot of them, but have a couple ships to share with you now. There might be a link for the first one down the road when I start working on crew.

    Interesting!  Will they be all historical customs, or some fantasy?  Those first two look good and fairly costed.

    Time to finish off the English from Epic Seas! They are not a regular faction in the set, and are only represented in the LE section.

    Halifax
    Type: Ship
    Faction Affiliation: English
    Rarity: LE
    Point Value: 12
    Number of Masts: 3
    Cargo Space: 4
    Base Move: L
    Cannons: 2S-3L-4L
    Ability: When this ship is assigned at least 2 crew, she gets +S to her base move.

    Flavor text: Commissioned in her namesake city of Canada, this versatile ship is at her best when speeding around various ports and delivering cargo with haste.

    Aegir Bardwyn
    Type: Crew
    Faction Affiliation: English
    Rarity: LE
    Point Value: 7
    Ability: Musketeer. 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: Bardwyn’s Irish heritage has some in the Royal Navy frowning, but Aegir’s frequent acts of daring and valor have quelled any attempts to remove him from the service.

    Pillar of Eternity
    Type: Lighthouse (inspired by vixenishcoder66)
    Faction Affiliation: English
    Rarity: LE
    Point Value: 2
    Ability: Lighthouse.* Two hits are required to eliminate this lighthouse’s flag. This lighthouse cannot be eliminated, but can be captured through a boarding party (lighthouse has a base boarding roll of 1).

    Flavor text: This lighthouse has been standing since before the medieval age. At this point no one knows how old it is, but they know one thing: it has resisted attacks for centuries.

    *Lighthouse idea is from vixenishcoder66, posted at Miniature Trading.
    Lighthouse: Building lighthouses follows the conditions for building forts. Gold used to build lighthouses are placed next to the lighthouse and still count towards a player total. Once destroyed the gold remains on the island. The light emitted from the lighthouse has a range of L+L measured from the base of the tower. This is represented by the light yellow plastic placed under the lighthouse. The light emitted from the lighthouse follows the rules for Trade Currents. A single hit is required to eliminate the lighthouse flag. Once a lighthouse loses its flag it is no longer operational. An additional hit destroys the lighthouse and it is removed from the island. Lighthouses cannot repair but a ship within its radius can give up its turn for that round and conduct a repair action on the lighthouse. Enemy ships may capture a lighthouse by repairing it on their turn providing no friendly ship is within the Lighthouse range. Faction specific abilities and bonuses remain the same and do not benefit its owner of another faction. Enemy ships may dock and load treasure from islands with lighthouses built on them. Crew held within the lighthouse are protected from capture as long as the lighthouse is operation.

    I have some links to historical lighthouses in the Age of Sail set, but this is my first custom lighthouse.

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

    #5119

    Xerecs
    Participant

    Sila already looks like a monster gunship, quite impressive with all rank 2 cannons.

    I think the Opyt is fine, price wise, as-is, since the cheerleader ability is sometimes over costed, especially on smaller ships.

    Are you going to try and be historical about you customs? I ask because the Russians o Russian empire wee not that active on a global scale, and primarily used oared craft in their navy.

     

    Halifax strikes me as a hybrid ship, captain and oarsman at minimum to get the trigger for her ability. Helmsman optional for even greater speed.

    #5125

    Ben
    Keymaster

    I ask because the Russians o Russian empire wee not that active on a global scale, and primarily used oared craft in their navy.

    Don’t underestimate the Russians!  They may not have been as active or dominant in the wars at sea as the European powers, but even just this list gives a good idea of their power.  Plenty of firepower there, and not nearly just galleys.

    Halifax strikes me as a hybrid ship, captain and oarsman at minimum to get the trigger for her ability. Helmsman optional for even greater speed.

    Yup, I would definitely do captain and helmsman for L+S+S speed and still 2 cargo spaces open.  I do enjoy coming up with “minor” new abilities that aren’t that different than what Wizkids made.  (although I’ll admit that all the various kinds of bonuses can get confusing XD)

    #5142

    CaptainJack
    Participant

    Interesting!  Will they be all historical customs, or some fantasy?  Those first two look good and fairly costed.

    Thank you, I would like to make a lot of them based on historical ships, even if only in name. But I will have a few I make up. It is a little harder to find information on specific Russian ships or sailors any deeper than that list you shared (I haven’t had too much time to search a little harder yet though). The Opyt is a ship I read a little about and was actually captured by the English. And I did manage to find a ship called Sila in that list of Russian Battleships. 😉
    (I hope that answers Xerecs question also)

    I’ll share two more Russian ships tonight.

    Nataliya
    Type: Ship
    Rarity: U
    Nationality: Russian
    Point Cost: 13
    Masts: 4
    Cargo: 3
    Base Move: S+L
    Cannons: 2S,3S,3S,2S
    Ability: Once per turn, one of this ship’s cannons can shoot again if it misses. This ship cannot be pinned.

    Volk
    Type: Ship
    Rarity: U
    Nationality: Russian
    Point Cost: 12
    Masts: 3
    Cargo: 4
    Base Move: S+S
    Cannons: 2S,2L,2S
    Ability: This ship gets +1 to her cannon rolls against ships without all their masts.

    #5143

    Ben
    Keymaster

    Indeed, sometimes there is almost nothing more than a ship name and gun armament.  Speaking of which, I have a system of sorts to rank different types of ship armaments by mast count.  5 masters should be the capital ships, which are generally the 3 deckers of the Age of Sail (usually 90 guns and up).  Sila is listed at 36 guns so I would have made her a 3 master.  But Wizkids didn’t follow a clear system (whether artwork or mast count), so whatever.  Anyone can see from my Age of Sail set the general system, but I like to have 4 masters be ships with perhaps 58-84 cannons, 3 masters about 24-50, 2 masters about 12-24, and 1 masters usually with 10 or less.   Exceptions made for historical ships where the type/mast count is known – some 2 masted brigs might only have 8 guns, so that ship might have cannons of 4S-5S or something to represent less firepower.

    Nataliya is a nice ship I’d want to use.  Volk is solid as well.

    Suffering
    Type: Ship
    Faction Affiliation: Cursed
    Rarity: C
    Point Value: 16
    Number of Masts: 3
    Cargo Space: 2
    Base Move: L
    Cannons: 4S-3L-4S
    Ability: Longship. Once per turn, eliminate one crew from every ship within S of this ship.
    Link: Duogoth Vonnagos

    Flavor text: Yet another killing machine in the Cursed hordes, Duogoth Vonnagos commands the Suffering with a passion for pain. Between the daggers thrown, grape shot spent, and disease spread, it is a wonder anyone can make it out of a battle against this ship.

    Duogoth Vonnagos
    Type: Crew
    Faction Affiliation: Cursed
    Rarity: C
    Point Value: 4
    Ability: Captain. Grapeshot Specialist. [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.]
    Link: Suffering

    Flavor text: Vonnagos enjoys personally watching his grape shot maim and maul enemy sailors. He relishes in their gruesome injuries. He does not pity the wounded, instead stepping on their injured areas to compound the pain.

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

    #5149

    Xerecs
    Participant

    Nataliya is a ship I would definitely use. Given he speed, I’d put just a captain and helmsman on he to chase after gold runners, and use the last cargo spot to steal a coin given he second ability.

    Conversely, I’d try and optimize that second ability as much as possible with some boarding oriented crew.

    Volk seems like a very solid mid-size gunship, excellent cannons to stat, he ability is just gravy imo, since the est of he stats are very good. Decent speed for a three mast, and good cargo to boot.

     

    I quite enjoy the flavor text of the Suffering and Duogoth, decidedly vile. 😀 Given the Sufferings ability, I’d probably use he as a scout gunship, or try to keep he away from fleet operations until absolutely necessary.

    #5167

    Ben
    Keymaster

    Given the Sufferings ability, I’d probably use he as a scout gunship, or try to keep he away from fleet operations until absolutely necessary.

    Solid idea.  One idea I had was a one-time suicide “whirlpool bomb”.  Wait for an AA, then send her through a whirlpool where she can shoot a ton of enemy ships grouped around a different whirlpool.  Combine with Roberto Santana’s ability for +1 to cannons on all the shots, and take out a crew from every ship around the whirlpool with the ability.  Wouldn’t want to spend much on it, so perhaps Vonnagos, helmsman, and grape shot for literal overkill.

    Still plenty more Cursed pieces to “release”!

    Epidemic
    Type: Ship
    Faction Affiliation: Cursed
    Rarity: C
    Point Value: 15
    Number of Masts: 3
    Cargo Space: 1
    Base Move: S+L
    Cannons: 4L-4S-4L
    Ability: Once per turn, roll a d6. On a 6, place one Plague Unique Treasure on this ship.

    Flavor text: The French claim to have captured this ship, exterminated her diseased crew, and set her afloat again. However, now the ship is crewed once more by haggard sailors carrying the deadly plague. It’s as if the ship will continue to spread the deadly illness until she is sent to the depths for good.

    Original price was 12, I’m thinking it might be a bit OP in long games if you just make Plague and give it to a bunch of fast friendly ships.

    Wormking Sleekus
    Type: Crew
    Faction Affiliation: Cursed
    Rarity: C
    Point Value: 7
    Ability: Captain. Sea serpents (4 segment sea monsters) within S of this ship get +1 to their cannon rolls and +S to their base move.

    Flavor text: A joyful worm collector, Sleekus seeks to inform everyone that some great beasts of the sea are not as dangerous or evil as they are assumed to be. So far, he has done a lot of talking and very little convincing.

    Dragon’s Lair
    Type: Fort
    Faction Affiliation: Cursed
    Rarity: C
    Gold Cost: 7 gold
    Cannons: 4L-4L-4L-4L
    Ability: Sea Dragons may be given repair actions while touching this island. Sea Dragons within L of this fort get +1 to their d6 rolls.

    Flavor text: Built by Devereaux, this “roost” is now a favorite nesting spot of Shal-Bala and the Raptor Maw.

    Inspired by the Roost from Command the Oceans, but not the same.

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

    #5183

    Xerecs
    Participant

    oooh, some wonderfully nasty Cursed.

    I agree the Epidemic might be OP in long/large games, as well as campaigns. As evidenced by the Conglomerates poor start and performance in CG4, Plague can slow a fleet down significantly. That said, I do like the ability, as it seems to be a twist on your Flying Dutchman ability.

    Wormking’s ability seems very specific, I’d much rather see a broader bonus to sea monsters crew.

    Dragon’s Lair reminds me of Aguinvari-Gakhali, but less wordy and limited to Dragons

    #5184

    Ben
    Keymaster

    oooh, some wonderfully nasty Cursed.

    Indeed, I’m on a roll and will just continue with them!  They have 272 total game pieces, so more than 1/4 of the set.

    Wormking’s ability seems very specific, I’d much rather see a broader bonus to sea monsters crew.

    I actually almost raised him to 8 since it could be problematic that there’s no limit to how many serpents he could affect.  In a simple scenario he could give +S and +1 to 2 different creatures on either side of the ship, which is similar to some trade currents and extra copies of Roberto Santana’s ability.  Similar to the discussion we had on MT a while back about “cheerleader strategy”, you could also try to give bonuses to serpents within S before his ship moves, then give out the bonuses again (after moving) to serpents that get actions after his ship does.

    Harsh Beating
    Type: Ship
    Faction Affiliation: Cursed
    Rarity: C
    Point Value: 12
    Number of Masts: 2
    Cargo Space: 2
    Base Move: S+S
    Cannons: 2S-2S
    Ability: Galley. Cargo Wrecking. [When this ship hits an enemy ship, you may also eliminate one cargo from that ship.] This ship gets +2 to her boarding rolls.

    Flavor text: The brutal crew of this vessel carry clubs instead of swords. Using pure strength and aggression to win boarding parties, they simply club opponents to death on a regular basis. Very disciplined and accustomed to winning battles, the ship has become one of the most fearsome small ships on the sea.

    Ghost Conjurer
    Type: Crew
    Faction Affiliation: Cursed
    Rarity: C
    Point Value: 6
    Ability: Fear. Crew Protect. [This ship’s crew cannot be eliminated unless she sinks.]

    Flavor text: Said to rouse the spirits of the dead, the Ghost Conjurer is whispered about in the fleets of mortals. With ghosts being shot at instead of fiends, his crew is usually safe and sound, silently laughing at the stupidity of those who fear the unnatural.

    Repository for Fiends
    Type: Fort
    Faction Affiliation: Cursed
    Rarity: C
    Gold Cost: 8 gold
    Cannons: 5L-3L-3L-3L-5L
    Ability: Crew with “fiend” in their names can use their abilities while in this fort, if applicable.

    Flavor text: Often overcrowded with the wounded and dying, this dropoff point is nevertheless a Cursed stronghold due to the sheer numbers of troops and fiends stationed there. However, the Cursed run the risk of letting it devolve into a cesspool of death rather than an effective fortress.

    Might seem overpriced, until you look at my custom crew and realize what combos could be made….

    I’m nearly done releasing the Cursed ships that have 4+ masts, and I’ve gotten through a lot of the crew as well. The next few days will hopefully see some of the most crazy and unique pieces yet!

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

    #5187

    Xerecs
    Participant

    The Beating seems like a nice support gunship, o a stand alone ins a smaller game. Nice set of cannons, a very good ability and decent speed. Only 2 cargo will limit some options I think, but fine otherwise.

    repository has some interesting potential, I’d have to look at all the crew with ‘Fiend’ in their name, though I think some might not function efficiently in a fort.

    #5229

    Ben
    Keymaster

    repository has some interesting potential, I’d have to look at all the crew with ‘Fiend’ in their name, though I think some might not function efficiently in a fort.

    I did take a peek after posting it, and the combos were little more disappointing than I expected.  XD  Even the ones that had applicable abilities would probably be better on ships, especially since some of them had additional abilities that would only work on ships.

    IT IS TIME!!!!!  The “final” 10 master! One of the craziest and most expensive customs of all time!!

    Chimeratron Legacy
    Type: Ship
    Faction Affiliation: Cursed
    Rarity: LE
    Point Value: 90
    Number of Masts: 10
    Cargo Space: 12
    Base Move: L
    Cannons: 2S-2S-3L-3L-3L-3L-3L-3L-2S-2S
    Ability: Junk. Eternal. Turbine. Sniping.* Two hits from the same shoot action are required to eliminate one of this ship’s masts. This ship gets +1 to her equipment rolls. This ship must be assigned at least 7 crew at the start of play.
    Link: Any 1 10+ point Cursed named crew, (and) Aliktoril Bellen

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

    Flavor text: Filled to the brim, with a ludicrously massive cargo hold, technical innovations aplenty, and well over a thousand fiends to defend her, this ship is the best of all worlds. No one knows where the ship came from, or if it was built in a visible shipyard somewhere in the world. The ship is said to be the heaviest afloat, with huge amounts of metal aboard given the technological aspects that seem to indicate that the Cursed are growing at a faster rate than even the English. With enough gunpowder to supply an entire small fleet, and some steel plating on her hull, the vessel could be the first truly “unsinkable” ship. Although her crew is made up of demons and fiends, the despicable and vicious Aliktoril Bellen has come aboard to provide a steadying hand. He plans to drive the ship to unparalleled heights of power as the Cursed machine of death revs up for a grand campaign of terror that will end human existence.

    From my notes: “God mode 10 master with defenses”; End of All Things

    90 point ship!  LOL!  XD  (and she might need to be more!!)

    Aliktoril Bellen
    Type: Crew
    Faction Affiliation: Cursed
    Rarity: LE
    Point Value: 10
    Ability: Loyal: Cursed. Hostile: Non-Cursed factions. SAT.* Massacre.* Once per turn you may give any Cursed ship in play +1 to its boarding rolls this turn.
    Link: Chimeratron Legacy

    *SAT: Same Action Twice: Once per turn before you give this ship an action, roll a d6. On a 5 or 6, this ship may be given the same action twice.
    *Massacre: If this ship succeeds at a boarding party, she can eliminate all of the other ship’s crew.

    Flavor text: Uncomparable malice and evil drives this sadistic “man” to new heights within the Cursed ranks. His influence touches all aspects of Cursed culture, and he has ordered dozens of massacres. One of the only Cursed officers to not be a “demon” or “fiend”, his unique cunning and charming style have given him more power over naval affairs than minor monarchs of Europe.

    Feel free to give feedback!  That makes 29 different 10 masters in Epic Seas; I thought I had 30, so I’ll have to make at least one more!  XD

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

    #5273

    Ben
    Keymaster

    Gunos Fortress
    Type: Fort
    Faction Affiliation: Cursed
    Rarity: R
    Gold Cost: 8 gold
    Cannons: 3L-3L-3L-3S-3S
    Ability: This fort can only be built on a whirlpool when a Cursed ship is touching the whirlpool. Enemy ships using this whirlpool must pay a toll of 2 gold to this fort (gold may come from the ship or that player’s home island). If this fort has at least 18 total gold in it, it may use the whirlpool to be placed at another whirlpool. (roll for damage as you would a ship)

    Flavor text: The first experiment in the Cursed plan to dominate every corner of the seas. With enough resources gathered from ships passing through its whirlpool, this fortress may have the power to transfer locations to a different whirlpool. If the Cursed can perfect their method of madness, it could lead to a superweapon that not even the Royal Navy can contend with….

    Figlar Castle
    Type: Fort
    Faction Affiliation: Cursed
    Rarity: R
    Gold Cost: 10 gold
    Cannons: 3S-3S-3S-3S-3S-3S
    Ability: This fort can only be built on a whirlpool when a Cursed ship is touching the whirlpool. Starting the turn after construction, this fort can travel through whirlpools like a ship, but without having to roll for damage. Cursed crew can use their abilities in this fort.

    Flavor text: The Cursed have built this monstrosity, which could spell doom for all humanity. They have now created a water-borne fortress that can harness the power of the sea to warp into various locales. Hearing of the shocking development, some sailors have already given up hope, preferring to simply stay on land.

    Partially inspired by Figaro Castle from Final Fantasy VI.

    #5340

    Xerecs
    Participant

    Huzzah, I can post again. 😀

    Gunos Fortress is interesting, I quite like the concept.

    Figlar I think takes the concept of Gunos and dials up to an eleven, not even needing gold to travel through a whirlpool, and being able to use crew inside of it.

    #5350

    Ben
    Keymaster

    Huzzah!   Glad to see you back here, and glad you enjoyed the latest pieces.

    Sentence
    Type: Ship
    Faction Affiliation: Cursed
    Rarity: C
    Point Value: 14
    Number of Masts: 2
    Cargo Space: 5
    Base Move: S+S
    Cannons: 2S-2S
    Ability: Once per turn you must eliminate one crew from this ship or any ship within S of this ship.

    Flavor text: The executioner’s bell tolls. He takes the living to their death, even if they happen to be on his ship. Your Sentence awaits!

    Kontos Bevian
    Type: Crew
    Faction Affiliation: Cursed
    Rarity: C
    Point Value: 3
    Ability: Once per turn you may eliminate one of this ship’s crew to eliminate one mast on an enemy ship in range of this ship’s cannons. [independent of shooting]

    Flavor text: One of the few true humans who works directly with the Cursed aboard their foul vessels, Bevian is adept at tricking his enemies into felling their own masts.

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

    #5355

    Xerecs
    Participant

    I feel like I’ve already seen the Sentence and Kontos….

    Sentence has an interesting ability, making it mandatory to eliminate a crew, either from itself or another ship nearby. It could get ugly in close quarters battles, with so many ships crammed together.

    Would Kontos be able to use his ability in conjunction with range extenders, like traditional sniping or Extended range?

    #5356

    Ben
    Keymaster

    I feel like I’ve already seen the Sentence and Kontos….

    When I get a “theme” or idea I like, I tend to go a little crazy with it.  XD  (_ Fiend, Demon _, Devil’s __, etc)  Using the forum search, I saw that I have released “The Sentencing”, which is a different ship.  I don’t see either of these though, and I’m pretty sure I haven’t messed up any (or hardly any) of the numbers on the spreadsheet for things I have or haven’t released.  Maybe you saw them on the spreadsheet itself. (which is ridiculously overwhelming at this point with 1000 total game pieces lol)

    Yeah I find the Sentence bizarre because you can’t conceivably run it as a good gunship or gold runner due to the crew dying as soon as you’re alone.  I guess you could use it as an empty gold runner until a battle occurred.

    Would Kontos be able to use his ability in conjunction with range extenders, like traditional sniping or Extended range?

    Great point!  Although sniping requires a successful hit on that range, so it wouldn’t apply to that ability since his ability is not part of shooting.

    #5452

    Ben
    Keymaster

    Red Butterfly
    Type: Ship
    Faction Affiliation: Mercenary
    Rarity: C
    Point Value: 13
    Number of Masts: 2
    Cargo Space: 4
    Base Move: S+S
    Cannons: 3L-4S
    Ability: Mercenary. Galley. Crew Killing. [Once per turn when this ship hits an enemy ship, also eliminate one crew from that ship.] 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.
    Link: Red Radish

    Flavor text: The Red Butterfly got her name when her captain led an attack that stained the ship’s oars and sails with blood. Although a multipurpose ship with adequate cargo capacity, she is at her finest when facing imminent danger, largely thanks to her excitable captain.

    Red Radish
    Type: Crew
    Faction Affiliation: Mercenary
    Rarity: C
    Point Value: 7
    Ability: Ex-Patriot. Captain. HI Raider. [This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn.] If this crew is assigned to their linked ship, that ship gets +1 to her cannon rolls.
    Link: Red Butterfly

    Flavor text: The Red Radish is one of the more passionate and animated captains of the sea. His reputation is that of a “happy warmonger”. When things break right, he can make the Red Butterfly one of the most formidable galleys afloat.

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

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