Custom Ships (post your custom game pieces here!)

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  • #6537

    Woelf
    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?

    Sure, that would work. That makes it comparable to the fleet action ability that gives an action to one of your own ships on a roll of 6, or the 6 effect of Davy Jones. The important thing is that it’s not automatic.

    A good general rule of thumb for design to always remember: If something can be exploited, it will be.

    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.

    I’m still a little unclear on the intent. Does *only* the first cannon that hits count as a grapple shot, so any remaining cannons that hit after do normal damage, or does each trigger the grapple effect independently of the other cannons.

    For example, you shoot and hit with 3 cannons. Do you remove two masts from the target and then board it once, or do you remove zero masts and board it three times in a row?

    #6539

    Ben
    Keymaster

    For example, you shoot and hit with 3 cannons. Do you remove two masts from the target and then board it once, or do you remove zero masts and board it three times in a row?

    The second one.  Every shot is grapple shot and the ship is not capable of eliminating masts with her own cannons (unless you cancelled the ability…).

    Devil’s Plunder
    Type: Ship
    Faction Affiliation: Cursed
    Rarity: C
    Point Value: 15
    Number of Masts: 3
    Cargo Space: 6
    Base Move: S
    Cannons: 4S-2L-4L
    Ability: Junk. This ship gets +1 to her d6 rolls when her cargo hold is full.

    Flavor text: One of the few Cursed ships that regularly transports gold and goods of the living, the Devil’s Plunder has a greedy crew who become enraged and defensive when their junk is laden with loot.

    Been ranting about this ability a little bit lately, so hopefully this one isn’t OP….

    Melegaunt
    Type: Crew
    Faction Affiliation: Cursed
    Rarity: C
    Point Value: 3
    Ability: Fear. If this crew would be eliminated, place it on your home island instead.

    Flavor text: Mysterious and possibly more powerful than he is letting on, Melegaunt is a shadowy and cunning figure who enjoys plotting from the shadows. It remains to be seen if he is in control of a Cursed fleet, or even his own vessel.
    (artwork similar to The Ebony Maw)

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

    #6668

    Jake
    Participant

    I am very open to suggestions and advice about my pieces, which is why some attributes like point cost and abilities on stuff will be marked with “?”.  Anyways, here’s some more of my ships, crews and stuff:

    Boomslang

    Type: Ship

    Faction: Pirate

    Rarity: Common

    Point Value: ?

    Number of Masts: 3

    Cargo Space: 3

    Base Move: S+S

    Cannons: 4L-4S-4S

    Ability: Schooner. ?

    Flavor Text:  The crew of the Boomslang colored the sails and hull to blend in with the forested coastlines, to then spring out and capture unsuspecting prey.

    Vonn Botha

    Type: Crew

    Faction: Pirate

    Rarity: Common

    Point Value: ?

    Ability: ?

    Flavor Text:  After leaving the crew of the Paradox, Vonn Botha started his own crew on the Gold Coast of Africa that would prey on the ships belonging to imperial powers that were bleeding the continent dry.

    Paradox

    Type: Ship

    Faction: Pirate

    Rarity: Special Edition

    Point Value: ?

    Cargo Space: 5

    Number of Masts: 3

    Base Move: S+S

    Cannons: 3L-3S-3S

    Ability: ?

    Flavor Text:  Built to be lightweight but also durable from cannon fire, stolen from an Indian city-state and circumnavigated the world a dozen times.  “Bland” would not be a word used to describe this unusual ship, especially with her being sought after by many nations as well as the Cursed.

    Ships and Crews from Pirates of Salem’s Curse

    • This reply was modified 2 weeks, 5 days ago by  Jake.
    • This reply was modified 2 weeks, 5 days ago by  Jake.
    #6905

    Ben
    Keymaster

    Marigold
    Type: Ship
    Faction Affiliation: American
    Rarity: U
    Point Value: 4
    Number of Masts: 2
    Cargo Space: 2
    Base Move: S+S
    Cannons: 4L-4S
    Ability: Ship treasure trading. [Once per turn, if this ship carries treasure and is within S of an enemy ship, you may randomly trade one treasure with that ship.]

    Flavor text: The Marigold is a simple vessel used to shuttle cargo along the eastern coast of the United States. Her crew are meticulous and accurate, eager to get their pay and stay out of harm’s way.

    Carter Willingham
    Type: Crew
    Faction Affiliation: American
    Rarity: C
    Point Value: 2
    Ability: Once per turn, this ship may look at one face-down treasure on any ship within L of this ship. If this ship is assigned a shipwright, she may repair two masts in one repair action while docked.

    Flavor text: A slim boy who enjoys using his agility and quiet nature to steal aboard enemy ships to spy on them. He has also developed a love for fixing damaged rigging, often volunteering to help the crew repair when he is off duty.

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

    #7401

    Ben
    Keymaster

    I’ll admit this is dumb, but I couldn’t help it after discovering it through a fittingly WICKED EPIC SONG. (found the name of this “fort” in youtube comment and looked it up) (That will be one of the songs of The World Game if it ever gets played)

    Showed this to my dog. It now has three heads and guards the gates of Tartarus.

    Tartarus

    Type: Fort
    Faction Affiliation: Cursed
    Rarity: LE
    Gold Cost: 500 gold
    Cannons: 3L-3L-2S-2S-2S-2S-2S-2S-3L-3L
    Ability: Fear. Sea creatures may repair at this fort. Sea creatures within L of this fort get +4 to their d6 rolls. Sea creatures may be launched from this fort regardless of game rules. Enemy ships that come within S of this fort lose all their masts and cargo. This fort’s cannons cannot be eliminated. If a non-Cursed ship docks at this fort, replace all of that ship’s masts with fire masts.

    Flavor text: “In Greek mythology, Tartarus is the deep abyss that is used as a dungeon of torment and suffering for the wicked and as the prison for the Titans.”

    Absurd and silly, but perhaps some things are too epic to be used in Pirates?  XD

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

    #7407

    Xerecs
    Participant

    nah, I’d definitely save up to build that. 😀 Especially if I was playing as Cursed. Although, it might be a little difficult to make a physical model for this, since forts only have room for 8 flags…. I suppose you could squeeze some in on the sides.

    Epic song indeed, have you heard this one? It’s not the full suite, but the bit that most people are familiar with I think.

    #7411

    Ben
    Keymaster

    Although, it might be a little difficult to make a physical model for this, since forts only have room for 8 flags…. I suppose you could squeeze some in on the sides.

    Definitely should be simple because of how the slotted flags should sit on the non-slotted fort walls.  It’s also the type of thing that would deserve a custom fort with a special configuration.

    I think I have heard that song; it’s ironic because I may have seen the Fantasia show at Disney World in Florida in 2000.  XD  (if not, a year right around then)

    #7452

    Ben
    Keymaster

    Execration
    Type: Ship
    Faction Affiliation: Cursed
    Rarity: C
    Point Value: 14
    Number of Masts: 3
    Cargo Space: 2
    Base Move: L
    Cannons: 2S-3L-2L
    Ability: Fear. L-range cannons cannot hit this ship.

    Flavor text: Foul misdeeds follow those who have lived through an encounter with the Execration. It seems as though anyone who loses a battle with the ship’s crew but survives is cursed to commit sin. For some, that can be worse than simply getting slaughtered. Case in point – a man who mistakenly murdered his young daughter in a fit of rage.

    Illmeth
    Type: Crew
    Faction Affiliation: Cursed
    Rarity: C
    Point Value: 4
    Ability: Fear. Every time this ship hits an enemy ship, you may choose whether to eliminate masts or crew.
    Link: Devil’s Slumber

    Flavor text: His name strikes fear into he hearts of sailors. For it should – Illmeth is personally responsible for over a thousand deaths, and he’s only a Master Gunner!

    Demon’s Den
    Type: Fort
    Faction Affiliation: Cursed
    Rarity: C
    Gold Cost: 8 gold
    Cannons: 2L-2L-2L-2L
    Ability: Crew with “demon” in their names can use their abilities while in this fort, if applicable.

    Flavor text: Unlike the Repository, the Archfiend Demoncense only lets the best of the best into this fort. Demons treat the fort like a sanctum, always prepared to worship at the shrine.

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

    #7467

    Ben
    Keymaster

    Historical Custom of the Day #428

    Carronade
    Equipment
    3 points
    Ability: This ship gains one 2S cannon that can fire from any mast (even an eliminated mast), but cannot have its range increased. When this cannon hits, eliminate one mast and one crew from the enemy ship. This cannon may be used with other equipment. Ships may use up to two Carronades in one turn.

    Really excited about this. One of the more important weapons in the late stages of sailing naval combat. Absolutely devastating at short range and when combined with grape shot.

    Amethyst
    Type: Ship
    Faction Affiliation: Mercenary
    Rarity: R
    Point Value: 10
    Number of Masts: 1
    Cargo Space: 2
    Base Move: S+S
    Cannons: 3L+L
    Ability: Mercenary. Schooner. Hidden Gold. [This ship has 2 extra cargo spaces that may only be assigned treasure.] (Modified version of original keyword by Xerecs)

    Flavor text: The Amethyst is a tricky opponent. As her name implies, she is often laden with valuable cargo. However, sometimes she carries even more than can be expected of a ship her size, leading pirates to pass her up in favor of large treasure galleons. When an approach is made, the Amethyst is usually able to deter the ship by using her surprisingly long-range cannons as a warning.

    Deilzenar Halgeren
    Type: Crew
    Faction Affiliation: Mercenary
    Rarity: U
    Point Value: 8
    Ability: Ex-Patriot. Unholy Light. Once per turn, you may eliminate TWO of this ship’s crew to give her an extra action. When this ship rolls a 6 to hit, also eliminate one cargo from the enemy ship.

    Flavor text: The son of wealthy Austrian parents, Halgeren left Europe to pursue massive profits on the high seas. He may soon attain that goal when wars break out all over the oceans. His greed has led to a few chance encounters with Fitzgerald, who seemingly taught him a thing or two.

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

    #7473

    Xerecs
    Participant

    The Demon’s Den intrigues me, I’ll have to look though the Epic Seas to see if there are any decent functions for the ability.

    I quite like the Carronade equipment, the lack of a negative result is interesting. I like that I could use two of them in the same tun, and that I could stack other equipment on them, like using the Carronades with two different Double Shots, if all of them hit….. 😀

    [This ship has 2 extra cargo spaces that may only be assigned treasure.] (Modified version of original keyword by Xerecs)

    I actually did retcon it to this. I think you wee the one who said that hiding LIMIT inside the keyword was silly, and so I changed it to that version.

    Interesting combinations on Halgeren, a steeper cost for SAC, but I think he’d still see action. I’ve not used or experienced un-holy light enough to have a solid opinion on it.

    #7478

    Ben
    Keymaster

    I actually did retcon it to this. I think you wee the one who said that hiding LIMIT inside the keyword was silly, and so I changed it to that version.

    Cool; I thought so but wanted to post things the way I did in case that hadn’t happened yet.

    Carronades are incredible.  I’ve read enough naval history books to know that those abilities should be pretty fitting.  If anything it could be more devastating, but I like the cost of 3.  I thought about a point-blank range bonus (like eliminating cargo instead of crew, or 2 crew, etc), but I don’t want to force people to get into measuring half-S or new made-up ranges just to use it.

    Halgeren is a strange crew, designed to be powerful mostly by combining a bunch of reasonably decent but not great abilities into one crew for a cost that could be competitive.  I see him being used on a high-cargo hybrid or a 10 master with Dories, maybe even something fast like HMS Swallow to take advantage of Unholy Light for scouting. (World Hater would be great of course because of that nice offensive ability)

    #7614

    Ben
    Keymaster

    Silk of Alnor
    Type: Ship
    Faction Affiliation: Jade Rebellion
    Rarity: C
    Point Value: 14
    Number of Masts: 2
    Cargo Space: 5
    Base Move: L
    Cannons: 4S-5S
    Ability: Junk. Parley. One of this ship’s treasures is worth +1 gold when she docks at your home island.

    Flavor text: Formerly a French merchant ship under the reign of the King of Alnor, this vessel was lost at sea when the Cursed took the monarch into their custody. Resurfacing in the Indian Ocean, she was “captured” by the Jade Rebellion, who have greatly enjoyed the excess spoils of her full cargo hold.

    Oriental Sage of the East
    Type: Crew
    Faction Affiliation: Jade Rebellion
    Rarity: C
    Point Value: 6
    Ability: Loyal: Jade Rebellion. This ship ignores terrain when she is given a move action (islands are not terrain). This ship can shoot at submerged ships within S of her.

    Flavor text: This calm and loyal monk is a master at seeing things that normal sailors do not. He has saved four ships from running aground, and became the first Jade Rebel to sink a submarine.

    Grand City
    Type: Fort
    Faction Affiliation: Jade Rebellion
    Rarity: C
    Gold Cost: 8 gold
    Cannons: 3L-3L-3L-3L-3S-3S
    Ability: This fort must be built on your home island. At this fort, you may exchange gold for generic crew from outside the game.

    Flavor text: One of China’s greatest coastal cities, this metropolis was built specifically to cater to the Jade Rebellion’s naval needs. Although it cost Zheng He a small fortune, he now has easier access to able seamen to fuel his growing imperial goals.

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

    #7649

    Woelf
    Participant

    Carronade
    Equipment
    3 points
    Ability: This ship gains one 2S cannon that can fire from any mast (even an eliminated mast), but cannot have its range increased. When this cannon hits, eliminate one mast and one crew from the enemy ship. This cannon may be used with other equipment. Ships may use up to two Carronades in one turn.

    Really excited about this. One of the more important weapons in the late stages of sailing naval combat. Absolutely devastating at short range and when combined with grape shot.

    I like the effect, but 3 points is way too low for what this does. As written it’s worth at least 5 points. It’s equal to or objectively better than a Musketeer in every way:

    *Provides its own cannon, with a rank that’s better than the “average” of 3 found on a Musketeer.
    *Effect is equivalent to a Musketeer (3 points) PLUS Antonio de Silva (2 points).
    *No assignment (nationality or duplication) restrictions.
    *Bypasses the no-stacking rule.
    *Immune to crew-killers and boarding.
    *Can combine with other equipment.

    ———
    ADDED: By contrast, Halgeren seems overpriced for what he provides. His sac ability is strictly inferior to the standard one that comes in typically at 2 points (or 3 on its own) so let’s call that a 1, and the cargo-killing bonus is worth 1 or 2 at most (compared to similar effects that do it automatically on the first hit or any hit).

    That puts 4-5 on Unholy Light, which granted is about where WK priced it, but still feels high. It’s a neat effect, but even the best-case-scenario information it provides isn’t likely to be worth that much, considering that by the time you’re close enough to use it you’re probably also close enough to just dock and explore the island directly.

    6 points total for everything he provides would be more reasonable, and maybe there’s even an argument to be made for 5. He’d be difficult to abuse, at least compared to other individual sources of those same/similar abilities.

    #7651

    Ben
    Keymaster

    I like the effect, but 3 points is way too low for what this does. As written it’s worth at least 5 points. It’s equal to or objectively better than a Musketeer in every way:

    True… just drives the point home that a lot of crew abilities are too expensive, at least in my opinion.  Upping it to 5 for now I guess.  I’m almost definitely going to do this “total recosting” alternate version of the Master Spreadsheet this year, and I may even house rule some generic crew costs in my Basic Rules someday.  (getting tired of Wizkids’ bad prices affecting new customs/etc)

    His sac ability is strictly inferior to the standard one that comes in typically at 2 points (or 3 on its own) so let’s call that a 1

    That’s the thing.  I don’t want to make customs that are purely in line with what Wizkids costed things at, because then none of my switchblades and whatnot would be priced right either.  Sac is arguably worth about 5 points.  I’d rather put an inferior version at 2 and also adjust the cost of the Carronade based on how Musketeers should have been cheaper.  I don’t want to keep some abilities overpriced while keeping others underpriced.  When making customs I’d rather have it be fair than make the same mistakes Wizkids did simply because they did it first.  Hopefully that makes sense.  I partly see custom game pieces as a way to make better game pieces with (formerly) underpriced or overpriced abilities being treated properly.

    I made him some months ago, but my thinking was probably as follows: Unholy Light=3, Ex-Patriot=1, crappy sac=2, cargo kill on 6=1-2.  I would probably want to use him on a 10 master that had World Hater to get the cargo wrecking on 5’s as well.  Lowered him to 7 though.

    #7654

    Ben
    Keymaster

    Certainly going deep into experimental territory now… I’ve gone off the rails. XD

    Deathshade
    Type: Flying Crab
    Faction Affiliation: Cursed
    Rarity: SE
    Point Value: 50
    Number of Masts: 3
    Cargo Space: 1
    Base Move: D
    Cannons: 3S-3S-2L
    Ability: Titan. Sea Dragon. Canceller. Enemy ships within S of this ship cannot use movement bonuses and get -1 to their terrain rolls.

    Flavor text: A horrid hybrid of giant crab and flying monster, “Deathshade” is able to cover a wide swath of the world with a terrible presence. The creature’s wingspan and unnatural powers create a dark environment that throws squadrons of ships into chaos. Then the beast swoops down and engages with its claws.

    Giant crab with sea dragon wings and only the front two (large) claws of a Titan. Probably breaks the keywords and/or the game. Not for serious use. XD

    Just made that one today; this is from awhile back.

    Valmung
    Type: Crew
    Faction Affiliation: Cursed
    Rarity: C
    Point Value: 8
    Ability: Eternal. Cannoneer. This crew can use their abilities on game pieces with the Sea Monster keyword.

    Flavor text: Valmung is a tall creature with a raspy voice who can expel smoke from gill-like holes in his face. He came up as a “serpent rider” and has nursed at least one beast of the sea back to full health.

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

    #7685

    Xerecs
    Participant

    I quite like Valmung, I’d definitely use him on a Sea Monster or two.

    I think I’d just like to see Deathshade made into a model, abilities notwithstanding.

    #7686

    MagExpress
    Participant

    Here’s a quasi-historical ship from the custom set I’ve been working on. Point cost could probably use some adjustment

    Moonlight

    Type: Ship

    Faction Affiliation: America

    Rarity: UC

    Point Value: 16

    Number of Masts: 4

    Cargo Space: 5

    Base Move: L

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

    Ability: Schooner, Ghost Ship. Once per turn, this ship may look at one face down cargo on any ship or island.

    Flavor Text: The Moonlight sank in a violent storm, yet some say she can still be seen sailing along on calm, clear nights, bathing the coast in an unnatural glow.

    • This reply was modified 23 hours, 20 minutes ago by  MagExpress.
    #7688

    Ben
    Keymaster

    @magexpress: I think the Moonlight is fairly costed.  She seems like a solid hybrid I would try to use.  If you want to adjust the cost I think 15 points would be fair as well.

    Tribal Sacrifice
    Type: Ship
    Faction Affiliation: Mercenary
    Rarity: C
    Point Value: 16
    Number of Masts: 3
    Cargo Space: 4
    Base Move: S+L
    Cannons: 3L-5L-2L
    Ability: Mercenary. Schooner. Sac. [Once per turn, you can eliminate one of this ship’s crew to give her an extra action.] Whenever this ship is involved in a boarding party, eliminate an extra crew from the losing ship [in addition to any other results].

    Flavor text: The crazed tribal natives of “The Sacrifice” have become known for their public beheadings. What baffles the sane is their targets – they don’t seem to care at all if they happen to kill their own.

    Emundas
    Type: Crew
    Faction Affiliation: Mercenary
    Rarity: C
    Point Value: 11
    Ability: Captain. Marine. Reroll. [Once per turn, you can reroll any die roll you make for this ship; you must use the second die roll result.] This crew can use its abilities on English and Barbary Corsair ships.

    Flavor text: Emundas is a renegade captain who shunned the Jade Rebellion for not promoting him to admiral. He has since lived on his own, become a survival expert at sea. Along the way he has ingratiated himself with some sailors in the Royal Navy and of the Barbary States, ensuring he has a ship to sail on when his island hopping strategy runs out of food.

    Underwater Trench
    Type: Fort
    Faction Affiliation: Mercenary
    Rarity: C
    Gold Cost: 3 gold
    Cannons: 3S-3S-3S
    Ability: This fort must be built within L of a reef. Only Submarines can dock at this island. Submerged Submarines may dock and repair at this island.

    Flavor text: Finding an ideal location for a hideout, Nemo designated this area as a station for submarines that need a respite from activity.

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

    #7720

    Woelf
    Participant

    That’s the thing. I don’t want to make customs that are purely in line with what Wizkids costed things at, because then none of my switchblades and whatnot would be priced right either.

    I agree with you about WK’s pricing system having a lot of issues, and that’s why I generally try to avoid commenting on point costs for custom things (especially ships) unless something really stands out – there’s too much variability.

    Not using the WK system, or at least a close approximation, does make evaluating some customs difficult, but regardless I do look forward to seeing what you do with the re-costed set.

    #7722

    Ben
    Keymaster

    Not using the WK system, or at least a close approximation, does make evaluating some customs difficult, but regardless I do look forward to seeing what you do with the re-costed set.

    I think I posted it in another thread so I think you know this, but I’m going to do a recosting of all the Wizkids sets, not either of my custom sets. (which might be what you meant)

    Posting here so might as well share a few more!

    Bahamian Escape
    Type: Ship
    Faction Affiliation: Pirate
    Rarity: C
    Point Value: 10
    Number of Masts: 3
    Cargo Space: 5
    Base Move: S+L
    Cannons: 3S-4L-4S
    Ability: Schooner. 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. If this ship is not assigned at least 4 crew, her base move becomes L.

    Flavor text: A mixture of former slaves and professional scoundrels are celebrating their victorious escape from prison in the Bahamas. Their jolly nature is not to be mistaken for friendliness, for they are simply a merry band of robbers.

    Price might be too high?

    Blacksmith Jarundar
    Type: Crew
    Faction Affiliation: Viking
    Rarity: C
    Point Value: 2
    Ability: This ship gets +1 to her boarding rolls when assigned equipment. This ship gets +1 to her equipment rolls.

    Flavor text: This master metalworker has ensured that his vessel carries the finest swords and axes in the Atlantic. To fight his crew is to ask your own crew to pull off a miracle.

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

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