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  • #10185
    Ben
    Keymaster

    Here is an existing equipment I made:

    Extra Powder
    Equipment
    Point Cost: 1
    Ability: You may reveal this equipment to double the ranges of this ship’s cannons for this turn. Then remove Extra Powder from the game.

    I am now thinking about an “alternate”. However, they could also be combined into one equipment that could be used separately depending on what you wanted.

    Maximum Powder (better name?): If the cannons of this ship’s lines of fire are in range of more than one enemy ship, on a 6 you may eliminate one cargo from the further enemy ship in addition to any damage dealt to the closer ship.

    I’m having a lot of trouble with the wording. Basically, similar to using the “shoot through ships” ability (Myngs’ Marauders/etc), you’d have [your ship][enemy ship][enemy ship] all lined up so one of your cannons (likely L range) is in line to hit both.

    During the Age of Sail, packing a cannon with enough gunpowder could allow for a shot to travel through BOTH sides of an enemy’s hull, possibly even hitting a target beyond, (probably) at reduced speed. Often this was not optimal, since it could be more devastating if a shot with regular/less gunpowder ricocheted around inside the enemy ship and maimed crew/equipment, not to mention hitting a friendly ship on the other side.  I’m thinking it would be best to not eliminate a mast from the further ship (partly for realism, though I could be off on that!), and I could change it to crew instead of cargo.

    So many options. The wording of the second version could probably improve (a lot XD), and I’m open to changing the name. As I said, I could also just incorporate the new ability into the original equipment.  In that case you would have the option of using either, to avoid an Extended Range shot from traveling through more than 2 ships (maybe that actually happened, but not something I remember reading about).  I do like the thought of keeping this new ability as a separate equipment, that maybe doesn’t eliminate itself after just one use.  I may change BOTH to be that way, but get eliminated on 1 rolls like some of the shot equipment (probably with a lost mast too, because dealing with all that extra powder consistently could get dangerous).

    Feel free to let me know what you think of these ideas! 😀

    #10186
    Xerecs
    Moderator

    I would rather not incorporate both into the same equipment. I like the extra powder as-is, though I think giving a ship Extended range for just 1 point might be a little much, even if it is for just one tun. Perhaps putting it a 2 points would be better.

    #10188
    Jonathan Bowen
    Participant

    Based on the name and implied history, I’d say eliminating a mast on a 1 would be fair. I also think that Xerecs’ point cost suggestion is probably a good idea.

    But overall, that’s a very interesting equipment; definitely something I’d use in a game.

    -Darkhurst

    #10189
    Ben
    Keymaster

    Thanks for the feedback.  Here is where they stand now:

    Extra Powder
    Equipment
    Point Cost: 2
    Ability: You may reveal this equipment to double the ranges of this ship’s cannons for this turn. Then remove Extra Powder from the game.

    Maximum Gunpowder
    Equipment
    Point Cost: 2
    Ability: If the cannons of this ship’s lines of fire are in range of more than one enemy ship, on a 6 you may eliminate one cargo from the further enemy ship in addition to any damage dealt to the closer ship. When using this ability, if a cannon roll is a 1 remove this equipment from the game and eliminate a mast from this ship.

    #10190
    Jonathan Bowen
    Participant

    I feel like the wording of Maximum Gunpowder will probably always be a little weird ?
    But I think you should maybe switch “cannons” and “lines of fire”; to me that would just sound a little better and less confusing.
    And both for only two points? Wow, I would definitely use these for sure ?? I’m just imagining using Maximum Gunpowder on the RNS Legacy, and that would be probably the closest to broken any combo with these is gonna get ??
    Still loving the equipment though; it’s honestly something that WK could’ve and should’ve really expanded upon.

    And now that I’m here, I might as well share a few more Pirates from Eldest Seas!

    Relevant Keywords

    Ambassador: Crew of any nationality may use their abilities on this ship.

    Gold-Capture: If this ship wins a boarding party, you may capture the crew with the highest point cost instead of eliminating it. Captured crew become cargo worth their point cost in gold when unloaded at your home island.

    15. Dark Aster
    Points: 20
    Masts: 5
    Cannons: 3S, 3S, 3S, 3S, 3S
    Cargo: 5
    Base Move: S
    Ability: Two hits from the same shoot action are required to eliminate one of this ship’s masts.

    Flavor: A massive ship owned by a fierce warlord, the Dark Aster is an unstoppable force of destruction. She travels from port to port, destroying and stealing what she can, all while defensive cannonballs ring off her metal-lined hull.

    16. Eclector
    Points: 16
    Masts: 5
    Cannons: 4S, 4S, 4S, 4S, 4S
    Cargo: 6
    Base Move: S
    Ability: Ambassador.
    Link: Captain Archer Rook

    Flavor: The biggest ship owned by the swindling captain Archer Rook, any and all are welcome to serve aboard the Eclector; provided they never speak a word against their captain’s orders.

    17. Captain Archer Rook
    Points: 10
    Ability: Sac. Gold-Capture.
    Link: Eclector

    Flavor: A rogue American minuteman, Captain Rook is always on the hunt to make a profit through illegal trades and black market deals. No member of Rook’s crew is as important to him as the bounties he can get from wanted criminals and treasures.

    And there we have it; the second-to-last posting of pirates from Eldest Seas! I’m considering giving the Dark Aster the Lord Algernon ability instead of what she has now; but I’m still kinda on the fence about it. So let me know what you guys think of these pieces! I’ll respond to questions, comments and concerns as soon as I can.

    Until next post;
    J. W. Darkhurst

    #10191
    Ben
    Keymaster

    But I think you should maybe switch “cannons” and “lines of fire”; to me that would just sound a little better and less confusing.

    The problem is getting a wording that implies that the ship is shooting through another ship.  Someone could interpret it to mean a ship at point blank range, and another on the other side of the ship that is in range but further away.  Made that change and added “in a straight line” for now.

    I don’t think they’re very broken or even overpowered.  I’m skeptical that “Extra” would see much usage at 2 points (as opposed to a firepot specialist, cannoneer, or combination of shot equipment for the same price), and “Max” only works in a very specific situation on 6’s, and still has a bad drawback on 1’s.

    Love the names and flavor of the new stuff.  Eclector would be fun to optimize.

    I’m considering giving the Dark Aster the Lord Algernon ability instead of what she has now; but I’m still kinda on the fence about it.

    From her flavor text it sounds like she could have Filching Gold or home island raiding; swapping defensive abilities would allow for one or both of those to be added without increasing the point cost.

    #10192
    Jonathan Bowen
    Participant

    Ah, ok. I like that idea! ?
    How does this sound?

    15. Dark Aster
    Points: 20
    Masts: 5
    Cannons: 3S, 3S, 3S, 3S, 3S
    Cargo: 5
    Base Move: S
    Ability: Hoarding Gold. This ship ignores the first hit she takes each turn so long as she has all of her masts.

    -Darkhurst

    #10193
    Ben
    Keymaster

    How does this sound?

    Looks like fun! 🙂

    #10194
    Jonathan Bowen
    Participant

    Looks like fun! ?

    Consider it cannon now ?
    (yes, that’s supposed to be a pun. … I’ll see myself out, now…)

    -Darkhurst

    #10207
    Woelf
    Moderator

    Maximum Gunpowder
    Equipment
    Point Cost: 2
    Ability: If the cannons of this ship’s lines of fire are in range of more than one enemy ship, on a 6 you may eliminate one cargo from the further enemy ship in addition to any damage dealt to the closer ship. When using this ability, if a cannon roll is a 1 remove this equipment from the game and eliminate a mast from this ship.

    If I’m reading this correctly, the intent is an ability like Asesino/Kian Ng, but where the cargo loss happens to a second ship instead of the first one hit?
    That seems needlessly complicated and not particularly thematic, but maybe text like this would work…

    During a shoot action, when drawing a line of fire to an opposing ship, continue that line of fire to see if it can touch an additional opposing ship within range. If it does, on a roll of 6 eliminate one cargo from that second ship after doing normal damage to the target ship. On any cannon roll of 1, eliminate that cannon and remove this equipment from the game.

    #10209
    Jonathan Bowen
    Participant

    Hello again, everybody

    Today I’ve got the last Pirates from Eldest Seas for ya, so let’s get right to it!

    18. Milano
    Points: 12
    Masts: 3
    Cannons: 3S, 3S, 3S
    Cargo: 4
    Base Move: S+S
    Ability: Explorer.

    Flavor: The Milano is a relatively small vessel, but her motley crew always finds space in her limited cargo hold to smuggle more goods than should be possible.

    19. Nova
    Points: 15
    Masts: 3
    Cannons: 3S, 4S, 3S
    Cargo: 5
    Base Move: S+S
    Ability: Schooner. This ship may dock at any upgraded island, and swap any number of coins from her cargo, with the same number of coins from that island. If possible, this ship must leave on her next turn.

    Flavor: Pirates with unusually good moral compasses, the crew of the Nova rarely steal from others, preferring instead to trade what they don’t need for what they do.

    20. Doom Viper
    Points: 12
    Masts: 2 (sloop)
    Cannons: 4S, 5S
    Cargo: 2
    Base Move: L+L
    Ability: This ship cannot carry crew. Once, at the beginning of each of your turns, eliminate one crew from each ship within S of this ship.

    Flavor: For reasons unknown by any living man, the Doom Viper emits death, causing enemy sailors to fall over dead before cannons can even be fired.

    And that wraps up the Pirates from Eldest Seas! I will respond to any comments, questions, and concerns as soon as I can.

    Until next post;
    -J. W. Darkhurst

    #10211
    Woelf
    Moderator

    19. Nova

    Ability: Schooner. This ship may dock at any upgraded island, and swap any number of coins from her cargo, with the same number of coins from that island. If possible, this ship must leave on her next turn.

    You may have mentioned it on a previous page, but what’s an “upgraded” island? Fort? Home Island? Something else specific to this set?

    20. Doom Viper
    Points: 12

    Ability: This ship cannot carry crew. Once, at the beginning of each of your turns, eliminate one crew from each ship within S of this ship.

    This is going to be a mess on the first turn of the game, unless your home island is large enough (or your fleet is small enough) that you can park all of your other ships more than S away from this one. It should explicitly not be able to target Ransom crew on your own ships (particularly the 0LR+5 kind), so you can’t intentionally burn them away on the first turn simply by not having any other crew on the same ship.

    Those issues aside, this ability is much like Fear in that it sounds really impressive, but wouldn’t actually be very effective in a game. It suffers from the exact same timing and range problems that makes Fear horrifically overpriced, at least as far as WK-created items go. It’s too easy for opposing ships to attack this ship, or to simply move out of range before the effect hits them.

    As written, the price could safely come down several points.

    #10218
    Ben
    Keymaster

    During a shoot action, when drawing a line of fire to an opposing ship, continue that line of fire to see if it can touch an additional opposing ship within range. If it does, on a roll of 6 eliminate one cargo from that second ship after doing normal damage to the target ship. On any cannon roll of 1, eliminate that cannon and remove this equipment from the game.

    Yes; that is better, thank you!

    @JW: Milano and Nova look neat!  Doom Viper is a bit too extreme for my taste, though the beginning of turn restriction is a good way to limit the ability.

    #10220
    Jonathan Bowen
    Participant

    @Woelf: So, I should’ve probably explained what I meant there ?

    So when I said “Upgraded Island”, to me, that means any island where there’s a fort, town, port, or colony (based off Xerecs’s/Ben’s COEC rules). I couldn’t think of any better way to word it 😛

    Admittedly, I didn’t think about this ship at the beginning of a game. I play a lot of campaign games, so I often forget about starting positions in standard games. Should the Doom Viper’s ability be changed or tweaked or, with some point cost deductions, would it be fine as is?

    Alright, it’s been too long since I’ve posted some new stuff here.
    Let’s get some Spaniards in here!

    Relevant Keywords

    Man-O’-War: Once, before you give this ship a shoot action, roll a d6. On a result of an odd number, her cannons become 2-rank for this turn. On a result of an even number, she eliminates two masts with each hit for this turn.

    1. La Dama de la Medianoche
    Points: 20
    Masts: 5
    Cannons: 3S, 3S, 3S, 3S, 3S
    Cargo: 4
    Base Move: L
    Ability: Man-O’-War. This ship gets -1 to her Fire Mast rolls.
    Link: Raphael Santiago.

    Flavor: As a fully realized warship, there isn’t much that can stop the Dama in combat. Even the full payload of an English gunship has little effect unless live firepots are launched onto this Spanish galleon’s deck.

    2. Raphael Santiago
    Points: 7
    Ability: Captain. Broadsides Attack.
    Link: La Dama de la Medianoche; Simon Fray

    Flavor: Finally showing his true colors as a once respected commander of the Cursed Empire, Santiago no longer holds back, using La Dama’s full, unnatural firepower to destroy anyone foolish enough to engage her in combat.

    3. Simon Fray
    Points: 8
    Ability: Parley. Once per turn, when this ship is hit by an enemy ship, you may eliminate a mast from the attacking ship.
    Link: Raphael Santiago.

    Flavor: As a man of considerable patience, Simon Fray can usually come to agreements with friends and foes alike. But when the well-being of his captain and his crew are threatened, his vengeance is swift and deadly.

    And there we have the first Spanish pieces from Eldest Seas! Let me know what y’all think of them! I’ll respond to comments, questions and concerns as soon as I can.

    Until next post;
    -J. W. Darkhurst

    #10333
    Xerecs
    Moderator

    Should the Doom Viper’s ability be changed or tweaked or, with some point cost deductions, would it be fine as is?

    Woelf said that as it is, it could come down a few points, probably into single digits. I agree, and a new cost of 7-8 I think would be good.

    #10335
    Ben
    Keymaster

    I think Raphael Santiago could be 6 points.  Though in your group I guess BA is worth more since it always seems to hit….

    Once per turn, when this ship is hit by an enemy ship, you may eliminate a mast from the attacking ship.

    This seems like it’s begging for problems.  Might be better if the initial hit was scored only on a 2-4; 5-6 could be hits too direct for Fray to “retaliate”.

    #10345
    Jonathan Bowen
    Participant

    I might make Fray’s ability explicitly one mast per turn. Like, you can only take one mast from one attacking ship. As is, it’s kinda vague.

    -Darkhurst

    #10360
    Jonathan Bowen
    Participant

    Alrighty y’all, a few more Spaniards from Eldest Seas to start the day! (yes, I know that even in my own time zone, the day started many hours ago; plz don’t make me re-write thi-)

    Relevant Keywords

    Fleet Admiral: Once, at the beginning of your turn, roll a d6. On a 6, give any one ship in your fleet an extra action.

    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.

    Nephilim: If this ship is assigned a helmsman crew, she gains +L to her base move instead of +S

    4. Vidrio Mortal
    Points: 18
    Masts: 5
    Cannons: 4S, 3L, 3L, 3L, 4S
    Cargo: 4
    Base Move: S
    Ability: Nephilim. Fleet Admiral.

    Flavor: One of Spain’s few guardians against the new wave of Cursed dominance, the Vidrio Mortal’s capitan seems bent on mastering the art of foresight. Something the crew has grown tired of after countless time-wasting failures.

    5. Capitan Isidro Castillo
    Points: 6
    Ability: Captain. Reroll.
    Link: Esperanza Desolado

    Flavor: An excellent strategist and a true Spanish patriot to the end, de Castillo was wary of his new rank as the Esperanza Desolada’s Capitan. That is, until he personally oversaw upgrades to her unimpressive armaments.

    6. Esperanza Desolado
    Points: 20
    Masts: 4
    Cannons: 3L, 3S, 3S, 3L
    Cargo: 3
    Base Move: L
    Ability: When this ship is assigned her linked crew, she gains the Repeating Guns keyword.
    Link: Capitan Isidro Castillo

    Flavor: When the “Desolate Hope” was first armed for combat, she was given an experimental, new type of cannon. However, the engineers who implemented these new weapons didn’t have the foresight to inform the crew how to use them.

    So there’s a few more Spaniards; tell me what ya think of ’em! I’ll respond to comments, questions and concerns as soon as I can.

    Until next post;
    -J. W. Darkhurst

    #10361
    Ben
    Keymaster

    I think the point costs of those two ships should be reversed.   I still think Repeating Guns is not that good of an ability.  I almost never hit with all cannons during a shoot action, and the penalty of missing on the second volley is really nasty.  I would probably actively avoid ships with that ability when making a fleet.

    #10443
    John White
    Participant

    Some custom pieces I’ve slapped together, based on an ancestor of mine from the Revolutionary War. Feel free to use these as you see fit, gentlemen. Credits to Ben, Xerecs and El Cazador for suggestions and refinement.
    —-

    Captain John Mullen, 5pts
    Faction: English

    Keyword:
    Loyal, English

    Once per turn, roll a d6. On a 5 or 6, this ship may perform the same action twice.
    This ship gets +S to her base move if she starts her turn within L of any island.

    Link: Reparation
    A river pirate-turned-Privateer, infamous for raiding American trade ships up and down the Severn River and Chesapeake Bay. He’s since brought his experience to the high seas, using his unconventional techniques to squeeze every ounce of maneuverability from his vessel.

    Reparation, 12pts
    Faction: English
    Type: 2-Mast

    Cannons: 4L, 4L
    Masts: 2, Hold: 3, Move: S

    Keyword:
    This ship has two cannons per mast.
    While docked at an island (excluding Home Islands), printed cannon ranges are doubled.

    Link: Captain John Mullen
    The picaroon barge Reparation has plagued the Chesapeake Bay since before the outbreak of the Revolutionary War. Now outfitted with fresh English cannons, she’s proven to be a lethal hazard to any ship she catches off-guard.

    #10477
    Jeremiah
    Participant

    Here are the last of the lighthouses to be posted before I post the finalized version. I think these were the most recent additions.

    Keywords

    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 is removed from the island. Lighthouses cannot repair but a ship within it’s 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. Faction specific abilities and bonuses remain the same and do not benefit it’s owner of another faction. Enemy ships may dock and load treasure from island with lighthouses built on them. Crew held within the lighthouse are protected from capture as long as the lighthouse is operation.

    Mortar: This lighthouse gains a rank 3 cannon with a range of L+L. This cannon may only shoot once per turn.

    Forward Observer: Each friendly ship within the light radius of the lighthouse gains +1 to their cannon rolls. A ship must be within the radius when the cannon roll is made. This ability does not affect ships that move out of the radius and then conduct a shoot action.

    Treacherous Winds: When an enemy ship enters the range of this lighthouse the owner of the lighthouse can roll a d6. 5-6: the owner of the lighthouse may move the enemy ship L in any direction. 4: the enemy ship may not be given a move action the following turn. 1-3: no effect.

    Cursed Seas: Upon building this lighthouse choose one of the following abilities. This ability cannot be changed later in the game.

    • Cursed Fog: Once per turn you may roll a d6: 1-3: No effect, 4: place one fogbank within the range of the light house. 5: place two fogbanks within the range of the light house, 6: Place three fogbanks within the range of the light house. Cursed ships may ignore these fogbanks but cannot interact with ships within the fog. Enemy ships that enter these cursed fogbanks must eliminate one cargo. Before you may roll again for terrain you must remove the previously placed terrain.
    • Cursed Saragossa Sea: Once per turn you may roll a d6: 1-3: No effect, 4: place one Saragossa Sea within the range of the light house. 5: place two Saragossa Sea, 6: Place three Saragossa Sea. Cursed ships may ignore these Saragossa Seas. Enemy ships within these cursed Saragossa Seas are unable to shoot while stuck in the sea. Before you roll for terrain again you must remove the previously placed terrain.

    Treacherous Winds: When an enemy ship enters the range of this lighthouse the owner of the lighthouse can roll a d6. 5-6: the owner of the lighthouse may move the enemy ship L in any direction. 4, the enemy ship may not be given a move action the following turn. 1-3: no effect.

     

    False Hope

    Faction: Cursed

    Gold cost: 2

    Masts: 1

    Cargo: 1

    Ability: Lighthouse, Treacherous Winds

    Flavor Text:  Few men have seen the women who is the keeper of this tower. It is said the whispers of her victims can be heard in the winds which obey her every command.

     

    The Twisted Collar

    Faction: Cursed

    Gold cost: 3

    Masts: 1

    Cargo: 1

    Ability: Lighthouse, Cursed Seas

    Flavor Text: The sudden chill in the air tells every sailor aboard they are not alone in these waters. The crew becomes silent leaving only the flapping sails and creaking ship to fill the air.

     

    Broken Tower

    Faction: Cursed

    Gold cost: 2

    Masts: 1

    Cargo: 1

    Ability: Lighthouse, Enemy ships must roll for Fear when then are within the range of the lighthouse

    Flavor Text: When the Spanish destroyed this lighthouse a curse was put on the island. Now even the silhouette of this crumbling lighthouse brings dread to every sailor who fear being spotted in.

     

    The Obelisk

    Faction: Mercenary

    Gold cost: 2

    Masts: 1

    Cargo: 1

    Ability: Lighthouse, When Nemo’s Plans are loaded into this lighthouse the owner of this lighthouse may choose to eliminate Nemo’s Plans from the game. On the turn that player eliminates Nemo’s Plans they may pick any ship in play to sink and eliminate from the game.

    Flavor Text: This mysterious structure remains unfinished and the construction of Nemo’s great lighthouse was halted when the blueprints were stolen. Until Nemo’s plans are returned this lighthouse will remain and enigma, it’s purpose known only Captain Nemo.

     

    • This reply was modified 4 years, 11 months ago by Jeremiah.
    #10479
    Jonathan Bowen
    Participant

    Hello, all

    @John White: That’s a very interesting combo of abilities on both Captain Mullen and the Reparation. Definitely a ship I would use in a small fleet game, probably as some kind of “island-camper” to keep other ships away. And Mullen would likely be extremely useful on a gold-runner, with island proximity being a key factor of his second ability.

    @Jeremiah: A lot of Cursed Lighthouses, I see. I think that The Obelisk could probably go up in points a bit; while it is dependent on Nemo’s Plans being in play, you could still select any ship in play and just sink them like that. The ability to just do that at any range/location is a little broken. (at least at that cost)

    It’s great to see some new/different faces here though! ?

    -Darkhurst

    #10484
    Ben
    Keymaster

    @John White: Welcome aboard matey!

    @Jeremiah: Some pretty powerful lighthouses!  For the Cursed Seas ability, can you place that terrain directly under ships?  If you wanted a friendly Cursed ship to enter a fog bank to hide from an enemy, could you?

    About The Obelisk…

    This treasure can’t be removed from this ship unless she sinks.

    For Nemo’s Plans, it seems as though it would be loaded automatically (since it’s loaded face up) and then it can’t be unloaded to a lighthouse afterwards.  (without a house rule of course)

    I do like the flavor involvement with an existing WK piece though.

    #10490
    Jeremiah
    Participant

    @ Jonathan Bowen: I would agree that the cost is be a low. I costed it at 2 because I figured the lighthouse’s primary purpose would be to be used as a lighthouse alone. The secondary ability is very powerful but incredible difficult to pull off. Not only do you have to find nemo’s plans but also deliver the UT to the island. Additionally you also must be willing to eliminate this useful UT to use the ability. With that in mind I figured the low cost was reasonable because as we so often see in Pirates powerful niche abilities are often overpriced and thus strategically useless in most cases.

    @Ben: Good point and example that needs to be clarified. I will add an additional statement that basically says upon the ship being docked to the island the UT can be removed. Other UT’s can remove it (e.g. Jailhouse Dog) so I do not think this fits. Regarding the terrain I will also add a statement because I would like for the player to be able to add terrain under any ship.

     

     

    #10536
    Woelf
    Moderator

    There’s a lot to unpack here…

    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 is removed from the island. Lighthouses cannot repair but a ship within it’s 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. Faction specific abilities and bonuses remain the same and do not benefit it’s owner of another faction. Enemy ships may dock and load treasure from island with lighthouses built on them. Crew held within the lighthouse are protected from capture as long as the lighthouse is operation.

    A lot of this is duplicating the Fort rules. You could simplify this quite a bit by treating this fully as a fort, just with a different shape and some extra effects. All you really need to list are the things different from normal forts: the details on the light, and the repair/capture options.

    Is the “yellow plastic” a large ring/circle around the entire area, or is it just a beam that can be moved?

    The effects of being “no longer operational” should be spelled out more clearly. What, specifically stops working? Just the light and the crew protection? Are other abilities of the Lighthouse affected in any way?

    The repair rules sound like they’re meant to be simple, but the wording is anything but. If you stick with the standard fort rules, you can trim it down to something more like this: “Any ship within [range*] of a non-operational Lighthouse may use its action for the turn to repair the Lighthouse. If it was an opposing Lighthouse, it becomes part of the repairing player’s fleet.”
    *Range should be clearly defined, rather than referring to a separate part of the ability. Repairing from L+L away seems excessive if that was the intent anyway. Cutting it down to S, or even requiring the ship to be docked would be more thematic.

    The crew protection seems largely pointless, given how fragile the Lighthouses are. Any ship with a captain could cruise up to the island, fire off a quick shot while docking, then immediately grab whatever crew it wanted.

    The Obelisk
    Faction: Mercenary
    Gold cost: 2
    Masts: 1
    Cargo: 1

    Ability: Lighthouse, When Nemo’s Plans are loaded into this lighthouse the owner of this lighthouse may choose to eliminate Nemo’s Plans from the game. On the turn that player eliminates Nemo’s Plans they may pick any ship in play to sink and eliminate from the game.

    This looks extremely broken. Mermaids-level broken, or even worse.

    Being reliant on Nemo’s Plans being in the game is a non-factor, because any player that brings this Lighthouse along with even the slightest hope of using the effect is going to toss Nemo’s Plans into the UT pool. Or, they’ll make sure to include one of the Mysterious Islands that can farm for it.

    Once you have the Plans, there’s no real defense because you could have the ship with it drop the Lighthouse and then immediately nuke an opposing ship. Jailhouse Dog and the handful of other things that eliminate or steal UTs are much too few and far between to count on as effective defensive measures.

    Choosing whether to use Nemo’s Plans for this effect is barely an issue either. If you’ve got some other recyclable UTs already in hand that are worth more to you than an instant kill you can keep using them instead; if you don’t, the choice is easy. Much more likely, you recycle them a couple times while you’re on the way to this Lighthouse (or an island where you can build it), then you nuke the opposing ship when you arrive.

    ————————-
    Possible fixes: For starters, the effect absolutely should not be able to reach beyond the lighthouse’s range if it’s going to stay this powerful. That makes it risky for other players to stray too close, and makes it less likely this becomes a surprise cruise missile that can hit from the far end of the table.

    Instead of an instant kill, make it do a set level of damage. Eliminating all masts on the target would make it highly dangerous without being game-crippling. Doing X-amount of damage (3 or 4, at most) could make it an instant kill against smaller ships, while larger, more valuable ones could survive the hit unless they were already damaged.

    Instead of doing damage at all, something that tied in with the fact that it uses Nemo’s Plans specifically could be a lot more interesting. Maybe it could wipe out all revealed UTs on opposing ships? You could even tone that down while making it much more useable in general by having it do a 1:1 hit. You eliminate any UT on a ship docked at the Obelisk to remove any other UT in play.

    #10557
    Jonathan Bowen
    Participant

    It has been far too long since I posted here ?
    So! That calls for a double post!

    Today you’re getting not four, but six Spanish pieces from Eldest Seas!

    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 that ship.

    Royal Officer: When this crew is assigned with or on its Linked piece, its point cost is not counted towards the point limit of the ship. The crew’s points still count towards the build total.

    Nephilim: If this ship is assigned a helmsman crew, she gains +L to her base move instead of +S.

    7. El Venator
    Points: 23
    Masts: 5
    Cannons: 3S,3S,3S,3S,3S
    Cargo: 4
    Base Move: L
    Ability: Repeating Guns. This ship ignores the first hit she takes each turn so long as she has all of her masts.

    Flavor: Initially a cargo frigate, the Venator’s cannons were updated, her hull and masts were reinforced, and her purpose changed to be that of a war galleon.

    8. Benicio de la Tortuga
    Points: 5
    Ability: Royal Officer. Pirate crew may use their abilities on this ship
    Link: El Ladrón de Piratas

    Flavor: De la Tortuga is known among the Spanish admiralty as “The Slave Trader of the Seas”. While his actions are frowned upon, the admirals don’t see a need to do anything so long as he continues to supply fresh meat shields for their warships.

    9. El Ladrón de Piratas
    Points: 14
    Masts: 4
    Cannons: 4S, 3S, 3S, 4S
    Cargo: 5
    Base Move: L
    Ability: This ship gets +1 to her cannon and boarding rolls against pirate ships.
    Link: Benicio de la Tortuga

    Flavor: Capitán de la Tortuga sails between known pirate towns, recruiting whoever he can find with the promise of payment for service. In truth, he uses these poor souls as slaves, both on the Ladrón de Piratas, and to any other Spanish captain looking for cheap labor.

    10. Capitán Guillermo del Nero
    Points: 12
    Ability: Royal Officer. Captain. This ship gets +1 to her cannon and boarding rolls against non-Spanish ships
    Link: La Fuega del Sol

    Flavor: A highly respected officer of the navy, del Nero ensures that his crew is ready for any offensive and defensive strategies at all times.

    11. La Fuega del Sol
    Points: 14
    Masts: 4
    Cannons: 3S, 2S, 2S, 3S
    Cargo: 3
    Base Move: L
    Ability
    Link: Capitán Guillermo del Nero

    Flavor: Built to be a merchant vessel, the Fuega del Sol was modified by del Nero to suit the needs of a light combat ship. She is well-armed and capable, but nothing in comparison to a proper Spanish ship of the line.

    12. SerafÍn del Finale
    Points: 14
    Masts: 3 (jib)
    Cannons: 4S, 3S, 4S
    Cargo: 4
    Base Move: S+S
    Ability: Nephilim.

    Flavor: Made by Jace Herondale’s craftsmen and gifted to one of his few Spanish allies, the Serafín is one of Spain’s few guardians against the new wave of Cursed power.

    And that’ll do it for today. More than halfway done with the Spanish! If you have any comments, questions, or concerns, make a post and I will respond to them as soon as I can.

    Until next post;
    -J. W. Darkhurst

    #10559
    Xerecs
    Moderator

    Even though it would mean that her linked crew can’t be assigned to the ship normally, I think La Fuega del Sol should be cheaper. I’m thinking around 9-10 points. She does have two good cannons, so I could envision her going for 11, but any higher than that feels too expensive.

    #10570
    Jonathan Bowen
    Participant

    @Xerecs: Would making all of the Fuega del Sol’s cannons 2-rank boost her to at least 12 points?

    And I’m back again with some more custom Spaniards from Eldest Seas!

    Relevant Keywords

    Privateer: This piece may use its abilities on any ship, but it gains the Loyal: X keyword for its flag faction.

    EA: Once per turn, roll a d6. On a 5-6, give this ship an extra action.

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

    13. Almirante Nicolás de la Alma
    Points: 6
    Ability: EA. Privateer.

    Flavor: Finding it increasingly bothersome to be confused for a member of the De Alva family, Nicolás avoids involvement with the Spanish navy as much as he can, finding employment with other powerful countries.

    14. La Serenidad
    Points: 13
    Masts: 3 (jib)
    Cannons: 4L, 3S, 4L
    Cargo: 5
    Base Move: S
    Ability: Blockade Runner.

    Flavor: As smaller cargo frigates go, the “Serenity” has made a name for herself by stealing most of her goods from enemy vessels and then hiding behind massive warships to escape back home.

    And with that, we’re two closer to the end of Eldest Seas!
    Leave any comments, questions, or concerns, and I’ll get back to you as soon as I can.

    Until next post;
    -J. W. Darkhurst

    #10571
    Jonathan Bowen
    Participant

    And I’m back again with two more Spanish pieces from Eldest Seas!

    Relevant keywords

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

    15. La Furia Justa
    Points: 16
    Masts: 4
    Cannons: 3S, 3S, 3S, 3S
    Cargo: 3
    Base Move: S+S
    Ability: World-Hater.

    Flavor: The captain of the Righteous Fury is a devout catholic man who believes that all enemies of Spain are the enemies of God. Armed with the best cannons money can buy, this vessel has one purpose: To destroy those who oppose Spain.

    16. Julian Ramirez
    Points: 5
    Ability: Helmsman. This ship gets +1 cargo spaces. This crew doesn’t take up any cargo spaces.

    Flavor: Ramirez has used his knowledge and skills to keep the Spanish Empire strong and wealthy. No longer actively serving for exploration, Ramirez has taken many apprentices, and watched them follow in his own footsteps.

    That’s two more down for the Spanish of Eldest Seas!
    Only four left until we get to America

    If you have any comments, questions, or concerns, post them and I’ll reply as soon as I can.

    Until next post;
    -J. W. Darkhurst

    #10572
    Xerecs
    Moderator

    Hmmmm. Julian should maybe be one point more. That is what WK would put that combination of abilities as, but those are to very good abilities.

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