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This topic contains 679 replies, has 13 voices, and was last updated by  Ben 3 hours, 49 minutes ago.

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  • #5489

    Xerecs
    Participant

    Nice galley and linked crew. In a smaller game would be rather formidable I think, and could run as a hybrid. In large, campaign games, I’m thinking she’d make a good sentry/second line gunship. Either for a faction in need, o for the Mercs themselves.

    #5554

    Ben
    Keymaster

    @xerecs: I thought about making the Red Butterfly a point or two less, but couldn’t quite justify it with the abilities.  Now that I see her again I think it might make sense.

    Time for a crew day!

    Kadrax Dalibor
    Type: Crew
    Faction Affiliation: Mercenary
    Rarity: C
    Point Value: 9
    Ability: Ex-Patriot. Ghost Ship. World Hater. [This ship gets +1 to her cannon rolls against any [non-faction] ship.]

    Flavor text: Dalibor has spent time as both a Cursed operative and a tortured pirate captive. He thus knows how to get the most out of what he is given. With a hardened mindset from years of committing or witnessing atrocities, he is ready to make a killing in any upcoming wars of the world, knowing his services will be in high demand.

    Quindrick Pylindra
    Type: Crew
    Faction Affiliation: Mercenary
    Rarity: C
    Point Value: 5
    Ability: Ex-Patriot. Reverse Captain. [After this ship resolves a shoot action, she may move as a free action.] UT Hoard. [Once per turn, if this ship is touching another ship, reveal all face-down treasure aboard the other ship. This ship can take as much unique treasure from the other ship as she can carry.]

    Flavor text: This man is an oddity that no one is able to explain. He comes and goes as he pleases, speaks little, and occasionally helps out. Some days he wears a cape and hood, others normal sailing attire or nearly no clothing. He is such a mystery that some sailors are stunned speechless when meeting him.

    Maybe a bit like Professor Quirrell one day, Radagast the next, and something entirely different another day. XD  Might go to 4 points.

    Gervorio
    Type: Crew
    Faction Affiliation: Mercenary
    Rarity: C
    Point Value: 6
    Ability: Ex-Patriot. Ransom. 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: A cunning bearded man whose reputation as a criminal mastermind drove him out of Italy, Gervorio now provides his services to any crown with treasure. Only after being paid huge sums does he go to work. His incredible thefts have landed him on the wanted list of many rich men.

    Lotta wild combos available with this guy….

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

    #5557

    Xerecs
    Participant

    I quite like these mercenaries, Kadrax will certainly be in high demand, if only for his WH ability. Ghost Ship just makes him that much more interesting.

    I agree, the combos with Gervorio would be quite interesting. As an Ex-Pat he can go anywhere, but he also has ransom, which makes him a high priority target for enemy fleets.

    #5644

    Jonathan Bowen
    Participant

    Heeeyyyyy….. It’s been a long time 😅😅😅
    But I’ve got more Mercenaries from Seas of Doom, and after them, I swear the set’s almost over 😂😂

    Just one relevant keyword today 😀
    1. World-Hater: This ship gets plus one to her cannon rolls against any ship of a different nationality.

    Now on to the pieces!

    4. Lord John Gimli
    Points: 9
    Ability: Ex-Patriot. +1 to boarding rolls against The Cursed. When this ship wins a boarding party, you may eliminate the other ship’s crew.
    Link: Sir Orlan Leif

    Flavor: Lord Gimli is an emotional, short-tempered man. When he hates something, he hates it completely; and right now, he really hates The Cursed.

    5. Sir Orlan Leif
    Points: 8
    Ability: Ex-Patriot. Marine. +1 to gun rolls against Cursed targets.
    Link: Lord John Gimli

    Flavor: A close friend of Lord Gimli, Sir Orlan shares a hatred for the unnatural fiends of the sea. But unlike his friend, he never lets his emotions get in the way of his vengeance.

    6. Balrog
    Points: 22
    Masts: 4
    Cannons: 3S,2L,2L,3S
    Cargo: 3
    Base Move: L
    Ability: Mercenary. This ship cannot be given fire masts. Once per turn, this ship may dock at an enemy fort. While there, she may initiate a “boarding party” against the fort. (Each flag on the fort is counted as a mast.) If this ship wins, the fort becomes a part of its fleet. If the fort wins, eliminate a cargo and a mast from this ship and move her L+L away from the fort’s island. No boarding bonuses may be used during this action.

    Flavor: The crew of the Balrog are a collection of madmen who fear nothing. They prove their reckless abandon by regularly challenging heavily armed imperial fortresses; and winning.

    7. King Fergus of Clan Dunbroch
    Points: 8
    Ability: Ex-Patriot. This ship’s crew cannot be eliminated unless she sinks. This ship gets +1 to die rolls.
    Link: Glaistig; Mérida of Clan Dunbroch

    Flavor: After his wife was lost to a witch’s curse, King Fergus caught wind of the Witch Queen’s influence in the Cursed Empire, and decided to take to the seas in a quest to avenge his beloved queen.

    8. Mérida of Clan Dunbroch
    Points: 8
    Ability: Ex-Patriot. Marine. World Hater.
    Link: King Fergus of Clan Dunbroch

    Flavor: King Fergus’s daughter, and an excellent marksman with both a bow and a musket, Mérida is in it more for the adventure, but would gladly put a bullet between the eyes of any sailor who flies the Red Skull.

    9. Glaistig
    Points: 21
    Masts: 5
    Cannons: 4L,3S,3S,3S,4L
    Cargo: 6
    Base Move: S
    Ability: Mercenary. Two hits from the same shoot action are required to eliminate one of this ship’s masts.
    Link: King Fergus of Clan Dunbroch

    Flavor: With protection at the forefront of King Fergus’s mind, most of the Dunbroch clan fits safely on this massive war vessel, but at the great cost of her maneuverability and speed.

    These are the Mercs for tonight, maaayyybe expect some more when the sun comes up on the west coast..? Regardless, I will try to post much sooner next time.
    Leave your opinions, questions and comments, and I will try to answer them as soon as I can.

    Until next post,
    -J. W. Darkhurst

    #5645

    Xerecs
    Participant

    Nice, I’d not seen/forgotten some of these.

    I”m scathing my head at Gimli and Lief’s point costs. I don’t quite get why they’e that expensive. Also, I think you should spell out that Lief gets +1 to HIS gun roll against the Cursed. I almost interpreted it as a +1 to cannons against the Cursed.

    Proposed text change to: This crew gets +1 to its gun roll against Cursed targets.

    I don’t think the Balrog needs to be that expensive, since I don’t think the ability would come into play except in a campaign…. Just my thoughts.

    Flavor: After his wife was lost to a witch’s curse, King Fergus caught wind of the Witch Queen’s influence in the Cursed Empire, and decided to take to the seas in a quest to avenge his beloved queen.

    Is this a reference to Salem, from FoBI? 😀

    #5657

    Ben
    Keymaster

    Agreed with Xerecs for the most part.

    King Fergus really needs to be more expensive.  Crew Protect is worth 4 points, but +1 to all d6 rolls on the ship is worth a bunch more.  World Hater is fine at 4, but including all other rolls (especially boarding, ramming, and SAT/EA/etc) has to probably double it to 8 or more.   It would also help against reefs, and ideally whirlpools using my house rule.  Throw in Ex-Patriot and I think he needs to be at least 13.

    Devil’s Child
    Type: Ship
    Faction Affiliation: Cursed
    Rarity: C
    Point Value: 11
    Number of Masts: 2
    Cargo Space: 3
    Base Move: S+S+S
    Cannons: 2L-4S
    Ability: Junk. Fear. Filching Gold.

    Flavor text: This small ship surprises enemies as one of the fastest Cursed vessels afloat. It was as if the Devil himself had a child and set her loose upon his enemies as a pest.

    The Necromancer
    Type: Crew
    Faction Affiliation: Cursed
    Rarity: U
    Point Value: 11
    Ability: Once per turn roll a d6. On a 4-6, you may move an enemy ship S in any direction. If an enemy ship is within S of this ship, you can use this ship’s action for the turn to try to possess a target crew on that ship. Roll a d6; on a result of 6, the target is immediately assigned to this ship. Its nationality changes to match the nationality of this ship. This crew can use its abilities in Cursed forts. If this crew would be eliminated, place it on your home island instead.

    Flavor text: A master spellcaster who has been trained extensively by experts of the dark arts, the “Necromancer” has taken up residency at most of the Cursed forts around the world. He manages to travel with speed almost unheard of, and causes mysterious things to happen around enemies of the Devil. Now he turns his attention to possessing foreign souls, desperate to woo them to El Fantasma’s cause.

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

    #5659

    Xerecs
    Participant

    I quite like this Necromancer fellow, I’d definitely use him in a campaign, and maybe a 60 point game, perhaps a  little more, the Cursed are expensive. 😀

    #5661

    Jonathan Bowen
    Participant

    @xerecs: When it comes to Gimli and Leif, I probably used WK pieces as my point base, and then added onto them for Ex-Pat. Chances are, though, that WK over-priced them, especially the Marine.
    And yes; it is a reference to Salem from FoBI 😜😀😀

    @Ben: Looking at King Fergus, I could probably ditch the Crew Protection to keep him at a usable price? Between that and a re-cost, what do y’all think would be better to do?

    -Darkhurst

    #5662

    Jonathan Bowen
    Participant

    Forgot to add this to my last post 😅😅

    @xerecs: The smaller changes can be made to the crew to make them easier to understand; I probably short-handed Leif’s ability, leading to your confusion

    I don’t think the Balrog needs to be that expensive, since I don’t think the ability would come into play except in a campaign

    So, how many points do you recommend? About 18?

    -Darkhurst

    #5663

    Ben
    Keymaster

    Looking at King Fergus, I could probably ditch the Crew Protection to keep him at a usable price? Between that and a re-cost, what do y’all think would be better to do?

    I think that makes sense.  I just checked my Epic Seas spreadsheet and I have one crew with the ability.  Palamides is an American crew with no other abilities for 10 points.  I think the ability is worth at least 8 points, so King Fergus could be 9 with Ex-Patriot.  He’d likely be on a 10 master, which makes it scarier because then there are more things to give the bonus to.  (cannons, All Powerful, etc etc….)

    Balrog seems somewhat powerful but 18 seems like a fair start for playtesting.

    Wondrous Voyage
    Type: Ship
    Faction Affiliation: Mercenary
    Rarity: C
    Point Value: 17
    Number of Masts: 3
    Cargo Space: 6
    Base Move: L
    Cannons: 3S-4L-5S
    Ability: Mercenary. Junk. Shipwright. This ship ignores the first hit she takes each turn as long as she has all of her masts. This ship gets +1 to her cannon rolls when she carries gold.

    Flavor text: Often experiencing “miracles” on their long journeys, most of this ship’s crew have circumnavigated the world at least twice over. They know how to take great care of their capacious junk, and defend it with all arms when she has a valuable load inside her.

    King Tharsis
    Type: Crew
    Faction Affiliation: Mercenary
    Rarity: U
    Point Value: 7
    Ability: Captain. Ramming cannot eliminate this ship’s masts. Once per turn you may give +1 to any d6 roll made for this ship, after rolling.

    Flavor text: Apparently this man was once a prince in the Spanish royal family. Having been cast out over a dramatic and complicated dispute, he found peace in a quieter part of the world. That area has now become infested with the Europeans he was happy to escape, and so he has taken up arms as a mercenary “king” in order to preserve his freedom.

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

    #5664

    Jonathan Bowen
    Participant

    Hello again, all; Thank you for your feedback! 😃😃😃
    I have edited my Google Doc with the appropriate changes to make the previous Mercenaries more playable.

    And so now, I’ve got a few more to post for y’all’s consideration. 😀
    (No Relevant Keywords this time)

    10. Crossed Axes
    Points: 13
    Masts: 3 (square)
    Cannons: 3L,3L,3L
    Cargo: 2
    Base Move: L+S
    Ability: Mercenary. This ship eliminates two masts with each hit.

    Flavor: “He demanded I give him the strength of ten men.”

    11. Mountain Banshee
    Points: 16
    Masts: 3 (jib)
    Cannons: 3S,2S,3S
    Cargo: 2
    Base Move: L+L
    Ability: Mercenary. Each time this ship is hit, roll a d6. On a result of 5-6, this ship is not hit instead.

    Flavor: An exceptionally fast ship, the Banshee’s captain prides himself on his expertly crafted vessel, and his more than efficient crew.

    12. Magnhild
    Points: 16
    Masts: 3 (square)
    Cannons: 2S,2S,2S
    Cargo: 2
    Base Move: S+S
    Ability: Mercenary. Extended Range. This ship eliminates two masts with each hit when she uses her printed cannon ranges.
    Link: Niko Ren

    Flavor: Niko Ren’s favorite ship, the Magnhild’s powerful cannons are especially formidable at closer ranges despite her long-distance capabilities.

    13. Niko Ren
    Points: 7
    Ability: Ex-Patriot. Captain. Once at the beginning of each of your turns, roll a d6. On a 4-6, this ship cannot be shot or rammed by Cursed ships and this ship cannot shoot or ram Cursed ships for this turn.
    Link: Magnhild

    Flavor: A man of few words, Ren seems to know where The Cursed are at all times, and how not to be noticed by them.

    And with that, the end of the last full faction in Seas of Doom comes a little bit closer. Let me know your thoughts, concerns, comments and questions, and I’ll try to get back to you soon 😀

    Until next post,
    -J. W. Darkhurst

    #5665

    Jonathan Bowen
    Participant

    @Ben: Both the Wondrous Voyage and King Tharsis look like solid pieces to me. The Voyage is a tad slow for my tastes, but with 6 cargo, adding a helmsman doesn’t harm her carrying capabilities. Would use both in a game; just, probably not together 😂😀

    #5666

    Ben
    Keymaster

    Could the Mountain Banshee be turned into a Double Catamaran?  That’s what her ability makes me think of.  Not a huge fan of having to roll again each time the ship gets hit, but Wizkids started that problem.

    I wouldn’t be surprised if the other ships needed a small cost increase.  However, Niko Ren’s ability seems very niche and I could see him coming down to 6.

    Hazy Wasteland
    Type: Ship
    Faction Affiliation: Cursed
    Rarity: C
    Point Value: 7
    Number of Masts: 2
    Cargo Space: 3
    Base Move: L
    Cannons: 4S-4L
    Ability: Galley. Smokepot Specialist. [Once per turn when this ship is given a shoot action, you may declare that one of her cannons is shooting a smokepot instead of a cannon; you do not need to target a ship. Simply place the center of a fog bank within S of this ship; it may not touch an island or any ship docked at an island. Remove the fog bank at the beginning of your next turn.]

    Flavor text: Slow and innacurate, the Hazy Wasteland nevertheless seems more than capable of finding her way out of encounters with enemies. Smoke and deception makes up for her overall mediocrity.

    Figor
    Type: Crew
    Faction Affiliation: Cursed
    Rarity: C
    Point Value: 7
    Ability: World Hater. [This ship gets +1 to her cannon rolls against any non-Cursed ship.] This ship gets +1 to her boarding rolls. This crew can use its abilities on Pirate and Mercenary ships. This crew can use its abilities in forts.

    Flavor text: A giant brute of a man, Figor is a “Russian monster” out to “get people”. His aggressive nature has already caused many deaths, and he is still on his first mission.

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

    #6043

    Jonathan Bowen
    Participant

    Hi, it’s been a long time 😅😅

    @Ben: In response to your question about the Mountain Banshee, yes, I could make her a Double Catamaran, but there are two major problems with that. Firstly, I do plan on one day bringing most if not all of this set off the paper and into real models, and I highly doubt we’ll have a spare Double Catamaran to butcher. Secondly, by making her a mega card ship, that automatically moves her to the green-corner special edition category, and I’d really rather not have to make a brand new Mercenary piece to replace her, or have an SE section with literally one ship. So the Banshee will remain a standard three-mast ship, but I can keep the abilities attributed to specific ship types in mind so as not to create this sort of conundrum in the future.

    -Darkhurst

    #6047

    Jonathan Bowen
    Participant

    Alright, it’s been waaay too long. So here’s the next few Mercenary pieces from Seas of Doom!

    Relevant Keywords:
    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.

    World-Hater: This ship gets +1 to her cannon rolls against any [non-faction] ship.

    14. Ambrose
    Points: 20
    Masts: 4
    Cannons: 2S,3S,3S,2S
    Cargo: 3
    Base Move: S+S
    Ability: Mercenary. Repeating Guns.
    Link: Julie “Dragon” Rose

    Flavor: Julie Rose was rescued from the burning wreckage of the Ember Celica by a passing Dutch merchant ship. Following a quick recovery, Julie took over, renaming the ship to Ambrose, and earning the nickname “Dragon” from the frightened merchants before she killed them.

    15. Julie “Dragon” Rose
    Points: 6
    Ability: Ex-Patriot. Hostile: Pirate. Captain. This ship gets +1 to her cannon rolls for each ship she sinks
    Link: Ambrose

    Flavor: When the Ember Celica was sunk by The Cursed, Julie Rose was assumed dead. She has come back to formally deny these allegations of her death, and she brings with her a fiery rage as never seen before by any who knew her.

    16. Tyson Young
    Points: 7
    Ability: Ex-Patriot. Helmsman. World-Hater.

    Flavor: The ex-first mate of Captain Crow’s Huntsman, Tyson Young recognized Julie when she returned to Tortuga. Trying to keep on the good side of a notorious pirate family, he offered his services to Julie aboard the Ambrose as a way to reconcile how he let down her uncle.

    If any one finds the flavor text of these pieces confusing, they are story continuations of pieces from the Fiends of the Blood Islands Bonus Packs. If there are any other questions, comments or concerns, let me know, and I will get back to you as soon as I can.

    Until next post,
    -J. W. Darkhurst

    #6050

    Ben
    Keymaster

    @JB/JW: Those reasons make perfect sense.

    Julie Rose’s new ability is difficult to cost.  I think ~3 is a good start though.  Tyson Young has an awesome combo going, just a little OP by default IMO.  Perfect for a 10 master.

    Some Mercenaries of my own!

    Inferno
    Type: Ship
    Faction Affiliation: Mercenary
    Rarity: C
    Point Value: 13
    Number of Masts: 3
    Cargo Space: 2
    Base Move: L
    Cannons: 3L-3L-3L
    Ability: Mercenary. Junk. Every shot this ship takes is a fire shot: if it hits, replace one of the target’s masts with a fire mast; on a roll of 1, replace one of this ship’s masts with a fire mast [this ability cannot be copied]. If a shot sinks this ship, roll a d6 for every ship within L of this ship. For each target, replace that number of masts with fire masts.

    Flavor text: “Pyromania” as a term would do a disservice to the members of this crew. They are hell-bent on burning all of existence to fuel Ifrit. Dare take the final shot to sink this menace of a vessel, and dare to unleash an Inferno that rivals the Devil himself….

    Paladin Arnaustas
    Type: Crew
    Faction Affiliation: Mercenary
    Rarity: U
    Point Value: 10
    Ability: This ship’s S-range cannons have the Extended Range keyword. Once per turn you may give a +2 bonus to one d6 roll made for this ship; the bonus must be declared before rolling.

    Flavor text: Said to have creative magical powers, this “traveling sorcerer” has been helping ships near Africa reach their true potential. Good luck follows him, and as a result, so do new mercenary recruits.

    Vital Creek
    Type: Fort
    Faction Affiliation: Mercenary
    Rarity: C
    Gold Cost: 3
    Cannons: 3L-3L-3L
    Ability: Ships of any nationality may dock at this island.  Ships docked at this fort cannot have their crew eliminated, cancelled, or removed from the game.

    Flavor text: The creek on this small island has some of the freshest water in all the Eastern hemisphere. Sailors eager to catch a break flock to it. The creek is known as a safe haven, both for its ability to heal illnesses, and for the wrath any invader would face if they were to attempt to take the island by force.

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

    #6053

    Jonathan Bowen
    Participant

    @Ben: So given the combination of Captain, Ex-Pat, and the new ability, would you say Julie is good at 6 points, or should go to 7?

    Wow!! 😮😮😮 At first glance, I was unsure if I’d ever use the Inferno, but with that defensive backlash from sinking her, her usability greatly increases 😄(at least IMO). Paladin Arnaustas seems just a little OP to me; that’s a crew that would serve well on a 10-mast ship. 😆 I like the Vital Creek, too. It’s uncommon to find a place outside of your HI where you can safely let a ship repair, or protect your admiral crews. However, I can also see that ability being terribly abused by fleets with multiple Fleet Admirals or Mycron crew. And if I’m being honest, it would be by us. 😅😂
    All great pieces; would absolutely use in a game 😀

    -Darkhurst

    #6056

    Ben
    Keymaster

    @Ben: So given the combination of Captain, Ex-Pat, and the new ability, would you say Julie is good at 6 points, or should go to 7?

    I think 6 is fine to start at.

    Paladin Arnaustas seems just a little OP to me; that’s a crew that would serve well on a 10-mast ship.

    I think that’s part of the reason I didn’t give him Ex-Patriot.  A 10 master with only S-range guns could be a problem.  I may just change it to Sniping. (doubled range only hit on 6)

    However, I can also see that ability being terribly abused by fleets with multiple Fleet Admirals or Mycron crew. And if I’m being honest, it would be by us.

    In this case it’s good you guys are power gamers, since I don’t think of all the possibilities.  I actually only added the Vital Creek’s first ability today, but I’m going to delete it already so only Mercenary ships can dock at the island and use the fort.

    Her Majesty’s Exotic Filth and Waste
    Type: Ship
    Faction Affiliation: Cursed
    Rarity: C
    Point Value: 13
    Number of Masts: 3
    Cargo Space: 6
    Base Move: S
    Cannons: 4S-3L-5L
    Ability: This ship gets +1 to her cannon rolls against the English. This ship must be assigned stinkpot shot or a stinkpot specialist; if not remove this ship and all cargo from the game immediately.

    Flavor text: Not content with simply insulting the high commander of England, these filthy Cursed hordes want to defecate on the throne and force the reigning monarch to eat it.

    Definitely went crazy with this poop theme. lol.

    Borkun Crowley
    Type: Crew
    Faction Affiliation: Cursed
    Rarity: C
    Point Value: 6
    Ability: If this ship wins a boarding party, she may capture the crew with the LOWEST point cost instead of eliminating it. A captured crew becomes cargo worth its point cost in gold when unloaded at your home island, and can be eliminated to give this ship an extra action.
    Link: Ships with “Devil” in their name

    Flavor text: A disfigured slaver who preys on weak creatures to “salvage” their worth, Crowley is despicable. Nevertheless his efforts have greatly helped the Cursed in their quest for domination.

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

    #6105

    Countupyourcoyne
    Participant

    So me and my group that regularly play the game have started working on our own set based off Irish naval activity of the west coast of Ireland. We’re making a minor faction called the Fenians and are based off of famous Irish pirates and Irish folk heroes. One of my group knows how to use adobe creative suite so we have some carstock and a laminator so we can actually print out deck plates that are custamized. The ships I’m constructing froma pile of cannibalized ship parts from broken or incomplete ones from lots I’ve bought.

     

    #6106

    Ben
    Keymaster

    So me and my group that regularly play the game have started working on our own set based off Irish naval activity of the west coast of Ireland. We’re making a minor faction called the Fenians and are based off of famous Irish pirates and Irish folk heroes. One of my group knows how to use adobe creative suite so we have some carstock and a laminator so we can actually print out deck plates that are custamized. The ships I’m constructing froma pile of cannibalized ship parts from broken or incomplete ones from lots I’ve bought.

    That is awesome!  Feel free to post the stats/etc of them here!

    Oriental Queen
    Type: Ship
    Faction Affiliation: Jade Rebellion
    Rarity: C
    Point Value: 13
    Number of Masts: 2
    Cargo Space: 4
    Base Move: S+L
    Cannons: 5L-3L
    Ability: Junk. HI Raider. [This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn.] This ship cannot be pinned.

    Flavor text: A bit of bravado accompanies this vessel’s crew. Although this ship is the best in her local area, that’s not saying much when you have the entire South China Sea (or Pacific Ocean) to plunder.

    Isvela
    Type: Crew
    Faction Affiliation: Jade Rebellion
    Rarity: C
    Point Value: 8
    Ability: Captain. Crew Protect. [This ship’s crew cannot be eliminated unless she sinks.] Place this crew face up during setup. Reduce the cost of all other crew placed on this ship by 1.

    Flavor text: This captain will do anything for her sailors. She is caring and accomodating, and has suffered numerous injuries to protect even common landsmen from dying. Her quick reflexes allow her to occasionally deflect slowing musket balls with sword parries.

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

    #6303

    Jonathan Bowen
    Participant

    Alrighty; it’s late, but I’ve got one last post of standard release for Seas of Doom. So here we go!

    Relevant Keywords:
    Ironclad: You must roll a 5 or 6 to hit this ship.
    HI-Raider: This ship may dock at an enemy Home Island and load one treasure. If able, she must leave on her next turn.

    17. Mercury
    Points: 16
    Masts: 3 (jib)
    Cannons: 2S,2S,2S
    Cargo: 2
    Base Move: S+L
    Ability: Mercenary. If this ship successfully hits an enemy ship with all of her cannons, eliminate an extra mast from that ship.

    Flavor: Heavily armed, and always carrying surprises to shoot from her cannons, the Mercury’s crew enjoy launching explosives onto enemy ships to add a little extra “Bang” to the fight.

    18. Emerald Mirage
    Points: 15
    Masts: 2 (square)
    Cannons: 2S,3S
    Cargo: 2
    Base Move: S+S
    Ability: Mercenary. Once per turn give this ship a move action, but do not move her. Instead, eliminate a mast from this ship. You may give an enemy ship an action.

    Flavor: As her name would suggest, the Emerald Mirage is painted in such a way that she shimmers on the horizon, allowing her to slip close to enemy ships before they realize they’re in trouble.

    19. Iron Condor
    Points: 17
    Masts: 3
    Canons: 3S,2S,3S
    Cargo: 2
    Base Move: S+S
    Ability: Mercenary. Ironclad. When this ship hits an enemy ship, you choose which mast is eliminated.

    Flavor: A sign of industrial improvement in the Mercenary hierarchy, the Iron Condor is capable of greater speeds, and has far superior cannons than any of her few predecessors.

    20. Bill the Burglar
    Points: 8
    Ability: Ex-Patriot. HI-Raider. This ship can load and unload cargo at your home island if she’s within S of it.

    Flavor: Bill is not a man who cares for elaborate adventures and fantastic quests. He’s a simple man of simple pleasures; that usually involve stealing.

    At last, we have reached the finale of Seas of Doom. There are a few more sections to be released, but those are Limited Editions and Super Rares 😉
    As always, leave your comments, questions, and concerns, and I’ll get back to you as soon as I can.

    Until next post
    -J. W. Darkhurst

    #6312

    Ben
    Keymaster

    I’m worried that the ability of the Emerald Mirage is too automatic and could swing a decently large game in the right spot, but I think 15 points is okay for a playtest.

    Parasitic Legion
    Type: Ship
    Faction Affiliation: Cursed
    Rarity: U
    Point Value: 15
    Number of Masts: 4
    Cargo Space: 3
    Base Move: S
    Cannons: 3S-2S-2S-3S
    Ability: Switchblade. This ship only shoots grapple shot. [If this ship’s cannons hit, do not eliminate a mast; instead this ship can initiate a boarding party against the target.]

    Flavor text: This bladed vessel has cannons that shoot the parasites and insects that fill her hold. So extreme is the infestation that no regular cannonballs are ever used.

    Galonessa
    Type: Crew
    Faction Affiliation: Cursed
    Rarity: U
    Point Value: 7
    Ability: Hostile: Barbary Corsairs. Fear. 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.] This ship gets +1 to her d6 rolls against the Barbary Corsairs.

    Flavor text: After being sold by Corsairs she once called comrades, this woman scorned is on a rampage. Going west to east across the Mediterranean, she is developing a fierce reputation.

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

    #6368

    Jonathan Bowen
    Participant

    Perhaps depending on how broken it is in playtesting, I could give it a semi-severe negative ability? I was thinking of adding “Masts eliminated in this way cannot be repaired.” Does that seem too negative, or basically make the Mirage pointless?

    Very interesting ability on the Parasitic Legion. Don’t think I’d use her, but I’m pretty sure that Xerecs and possibly Ginger Ninja would love to use her to be exceptionally irritating in a campaign. 😂

    Galonessa seems pretty powerful to me. I assume the second ability includes cannons, boarding, and ram damage? Based on the price with SAT and Fear, that ability is looking to be around 3-4 points; which would be the same as or less than standard world-hating. Could be seen as a bit of an underpricing.
    Either way, two really neat pieces 😀😀

    -Darkhurst

    #6369

    Ben
    Keymaster

    Perhaps depending on how broken it is in playtesting, I could give it a semi-severe negative ability? I was thinking of adding “Masts eliminated in this way cannot be repaired.” Does that seem too negative, or basically make the Mirage pointless?

    I think that’s a solid negative.

    Thanks!  Parasitic Legion is weird.  She can’t really do damage with her cannons, which is why I felt the low cost was fine.  (along with the speed of course XD)

    Yes, +1 to d6 rolls against a faction would include any combat rolls and things that are rolled directly against enemy ships, such as Fear.  However, it’s only against the Barbary Corsairs, who are a minor faction, which is why I don’t think the ability is worth a lot of points.  SAT is really the only draw here; the other stuff is niche at best and useless in many games. (likely absence of Corsairs + Fear stinks)

    #6370

    Jonathan Bowen
    Participant

    Alright; I’ll add that to the Mirage. You think points would stay about the same?

    However, it’s only against the Barbary Corsairs, who are a minor faction, which is why I don’t think the ability is worth a lot of points.

    Yeah, ok, that’s fair. 😅😂
    So if this ability were to appear targeting a major faction (i.e. England or America) it would likely be closer to 5-ish points?

    -Darkhurst

    #6371

    Ben
    Keymaster

    Alright; I’ll add that to the Mirage. You think points would stay about the same?

    I think so.  Honestly I don’t have a big issue with it being playtested without the new negative; it’s just that I think it would be extremely frustrating to play against.  You can check out VASSAL Campaign Game 2 to know why I say that.  In that game it was the threat of Emperor Blackheart rolling a 6.  Here it’s guaranteed.  O_O

    So if this ability were to appear targeting a major faction (i.e. England or America) it would likely be closer to 5-ish points?

    I think less, probably 3.  The World Hater cannon bonus against (nearly) all nations at 4 points is about right (could have been higher originally IMO, but far too late haha).  A faction restriction is a much bigger deal than the positive of including a few extra types of rolls like ramming and boarding, at least in my opinion.  +1 to cannons against tons of enemies is awesome no matter what; +1 to d6 rolls against just one faction is so much more limited, and could be irrelevant if that faction is not in the game.  Godmason ranted against faction-based bonus abilities many times on the podcast, and he wasn’t wrong – Wizkids nearly always overpriced them.

    #6478

    Woelf
    Participant

    18. Emerald Mirage
    Ability: Mercenary. Once per turn give this ship a move action, but do not move her. Instead, eliminate a mast from this ship. You may give an enemy ship an action.

    I agree with Ben that this is too automatic. It’s similar to the effect of Davy Jones, but he costs almost as much as this entire ship on his own, and still only gives you a 1/6 chance of actually controlling an opposing ship.

    Adding a negative that masts used for this purpose can’t be repaired still allows you to use it at least twice, and also adds a requirement to track which masts are which. Maybe not that big of a deal with only two, but imagine if this ability got copied by DJ or Behemoth. Things could get ugly very quickly.

    Parasitic Legion
    Cannons: 3S-2S-2S-3S
    Ability: Switchblade. This ship only shoots grapple shot. [If this ship’s cannons hit, do not eliminate a mast; instead this ship can initiate a boarding party against the target.]

    Is the intention that it switches to boarding as soon as any cannon hits and then the remaining cannons are ignored, or could this potentially board up to 4 separate times within a single shoot action? (Plus multiple additional boardings via Switchblade and/or standard boarding.)

    • This reply was modified 3 weeks, 1 day ago by  Woelf.
    #6482

    Jake
    Participant

    Hi I am new to the site, but been playing Pirate CSG since I was a kid and made up about 12 of my own “packs” for ships as well as a novel-series that I’ve been working on since I was about 10.  Heres a few of my favorites.

    Retribution

    Type: Ship

    Faction: Cursed

    Rarity: Uncommon

    Point Value: 14

    Cargo Space: 3

    Base Move: L

    Cannons: 3L-3S-2S-4S

    Ability: Broadsides Attack.

    Flavor Text:  Since the Kepolo was sunk by the Pirates in Hawaii, the Retribution has become the most fear ship in the Cursed Legion.  Armed with spikes coated in poison, boarding her is nearly impossible, that is if you can survive her bow-ram and deadly broadside cannons.

    Requin

    Type: Crew

    Faction: Cursed

    Rarity: Rare

    Point Value: 9

    Ability: Once per turn before you give this ship an action, roll a d6.  On a 5 or 6, this ship can be given the same action twice.

    Flavor Text:  The powers to patrol above and below the ocean’s surface with his ability to become a shark like many of his followers, no one is safe.    Since Storm Reapers death, and Requin’s ascension to Warlord real change is coming to the Cursed Legion.

    Ships and Crews from Pirates of Terra Australis

    #6483

    Jonathan Bowen
    Participant

    @woelf: Perhaps I could give the Mirage an ability similar to that of Dr. Faust from Fiends of the Blood Islands? His ability reads: “Once at the beginning of each of your turns,roll a d6. On a result of 6, instead of giving this ship an action, you may give an enemy ship an action.”
    Would this make the Mirage a little less broken?

    Welcome, Jake!!
    It’s always good to see new members 😃😀
    And as for that first taste of your custom pieces, they’re pretty solid!
    The Retribution seems good; and the Flavor text is neat.

    Requin has a very valuable ability for The Cursed, but he is way overpriced. Most Same Action Twice (SAT) crew are only three points unless there’s an additional ability involved.

    You say you made a novel series? As in…books?? 😃📖
    I’d love to hear what that’s all about 🙂

    -Darkhurst

    #6485

    Ben
    Keymaster

    Is the intention that it switches to boarding as soon as any cannon hits and then the remaining cannons are ignored, or could this potentially board up to 4 separate times within a single shoot action? (Plus multiple additional boardings via Switchblade and/or standard boarding.)

    Doesn’t switch over while shooting; each cannon can still shoot even if a previous grapple shot was successful.

    @Jake: Welcome aboard the ship!  😀  The Retribution is fairly costed.  However, I think you could make her more interesting (IMO at least) by incorporating the flavor text into abilities.  Based on the flavor, +1 to ram rolls and “Enemy ships get -1 to their boarding rolls against this ship” make sense to me.

    As JW stated, Requin can easily be 3 points.  Realistically the SAT ability is worth more than that in the game (and you don’t want to give cheap SAT to every non-major faction just for the sake of it), but 9 is definitely unnecessarily high.  Is this a continuation of Le Requin from Crimson Coast? Awesome name for a custom set btw. 🙂

    @JW: I feel that would make the Mirage less broken.

    Might as well get a little bit wild…. XD

    Rapid River Natives
    Type: Ship
    Faction Affiliation: Mercenary
    Rarity: U
    Point Value: 12
    Number of Masts: 1
    Cargo Space: 2
    Base Move: S+L
    Cannons: 3S
    Ability: Mercenary. Native Canoe. If this canoe begins a move action within S of land, she gets +S to her base move. When this canoe sinks an enemy ship, as a free action you may load as much gold as this canoe can carry from the sinking ship.

    Flavor text: Tribal natives of the Pacific and Australia have joined forces with the discontented mercenaries in the area. Piloting dozens or even hundreds of small shallow-water canoes, they have become a force to be reckoned with. Knowing the territory and ocean terrain has helped them greatly in avoiding disaster. They have taken a liking to piracy, often looting European merchant ships before finishing them off.

    I’m generally of the opinion that native canoes with more than 1 cargo space each are OP by default. However, I think these may be fine due to the Mercenary keyword.

    General Sod
    Type: Crew
    Faction Affiliation: Mercenary
    Rarity: U
    Point Value: 7
    Ability: Ex-Patriot. Marine. This crew can use his abilities on land. Forts and friendly crew within L of this crew get +1 to their d6 rolls. This crew can move around on islands.

    Flavor text: Wanting to get every piece of action he can, Sod has transferred to the Pacific, where his expertise can be used on island battlefields. He is willing to do whatever it takes to thrive in any environment, as the world’s wars gradually shift from land to sea.

    This is my “land combat” crew.

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

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