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This topic contains 422 replies, has 5 voices, and was last updated by  Xerecs 10 hours ago.

Viewing 30 posts - 61 through 90 (of 423 total)
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  • #1423

    Ben
    Keymaster

    Historical Custom of the Day #235

    Abraham Duquesne
    French
    Crew
    12 points
    Ability: Hostile: Pirates, Spain, Barbary Corsairs. Captain. EA. This ship gets +1 to her d6 rolls against the Spanish. This ship gets +1 to her cannon rolls against the Pirates and Barbary Corsairs. This crew may use their abilities on Swedish ships.

    This admiral was in SO many battles and wars; a beast! XD Making him “Rare” based on his success.

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

    #1424

    Xerecs
    Participant

    I think I’ll begin posting two a day to speed up the process. This group of ships is still in a raw phase. Most of their stats are not final or complete, such as point costs and cannon ranks.

    Italicized cannon is Bombardier cannon

    Kluun
    Points:
    Ionic
    Masts: 3
    Cannons: 3S-4L-3L-3L
    Cargo: 3
    Movement: L
    Ability: Bombardier. This ship gets -1 to her die rolls when rolling for terrain effect.

    Grok
    Points:
    Ionic
    Masts: 3
    Cannons:
    Cargo: 4
    Movement: L
    Ability: Bombardier. One of this ships treasures is worth +1 gold when unloaded at your home island.

    #1425

    Ben
    Keymaster

    For stuff like the Grok, I think you should at least have a full draft before posting it. It’s really hard to give feedback as-is.

    #1431

    Xerecs
    Participant

    Okay. Full drafts:
    (changes/addiions in bold)

    Kluun
    Points: 14
    Ionic
    Masts: 3
    Cannons: 3S-4L-3L-3L
    Cargo: 3
    Movement: L
    Ability: Bombardier. This ship gets -1 to her die rolls when rolling for terrain effect.

    Grok
    Points: 14
    Ionic
    Masts: 3
    Cannons: 2S-3S-4L-4L
    Cargo: 4
    Movement: L
    Ability: Bombardier. One of this ships treasures is worth +1 gold when unloaded at your home island.

    #1432

    Ben
    Keymaster

    I think Kluun could be 13 and Grok 15.

    Speaking of speeding things up, I think I’ll start posting fantasy customs again very soon, earlier than I expected to.

    #1433

    Xerecs
    Participant

    Done and done! Two more Bombardiers tomorrow!

    #1436

    Ben
    Keymaster

    Historical Custom of the Day #236

    Jean Le Vacher
    French
    Crew
    7 points
    Ability: Parley. Doctor. This crew is not affected by negative effects of unique treasures.

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

    #1438

    Xerecs
    Participant

    Two more!

    Zuva
    Points: 17
    Ionic
    Masts: 3
    Cannons: 3S-2S-3S-2S
    Cargo: 3
    Movement: S+S
    Ability: Bombadier. When used in flamestrike mode, this ships bombardier cannon can replace up to two fire masts with its first hit.

    Rotoz
    Points: 18
    Ionic
    Masts: 3
    Cargo: 4
    Cannons: 3S-3S-3S-3S
    Movement:
    Ability: Bombadier. This ships bombardier cannon may not be used in flamestrike mode. When this ship hits another ship with its bombardier cannon, that ship may not be given a move action on its next turn.

    I’m not sure about the movement for the Rotoz, I’m thinking L but I don’t want to be too mediocre.

    #1441

    Ben
    Keymaster

    With Rotoz at L speed, I’d be fine with her at 15 points. (mostly just extended chainshot)
    Zuva could maybe go to 16, but it’s too early to say that definitively.

    #1442

    Ben
    Keymaster

    Historical Custom of the Day #237

    Thomas Wyndham
    English
    Crew
    6 points
    Ability: Captain. Firepot Specialist. This ship gets +1 to her cannon rolls against forts within S of her.

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

    #1443

    Xerecs
    Participant

    With Rotoz at L speed, I’d be fine with her at 15 points. (mostly just extended chainshot)
    Zuva could maybe go to 16, but it’s too early to say that definitively.

    I think the Zuva will stay at 17, to avoid potential abuse.

    only one new one today, as we’ver reached the end of this sting of six. Tomorrow a new keyword!

    Vidok
    Points: 16
    Ionic
    Masts: 3
    Cargo: 3
    Cannons: 2S-2L-3L-2L
    Movement: S+S
    Ability: Bombardier. This ship may shoot at submerged targets within L.

    #1446

    Ben
    Keymaster

    Today I am tentatively announcing a return to daily reveals of my fantasy customs, from my fantasy set Pirates of the Epic Seas (link at bottom of post)

    Putrid Atrocity
    Faction Affiliation: Cursed
    Rarity: U
    Type: Ship
    Point Value: 14
    Number of Masts: 4
    Cargo Space: 5
    Base Move: T
    Cannons: 2L-3S-3S-2L
    Ability: Switchblade. This ship must be towed. When shooting, any of this ship’s cannons may shoot stinkpot shots.
    Link: Newborn Menace

    Flavor text: So weighed down by the mass of corpses, filth, and accumulated “droppings” in her hold and on her decks, the Putrid Atrocity is no longer capable of moving under sail. Her sails have fallen off and bones have been hung from the yardarms instead. Some hardy fiends still man the cannons, which are often filled with maggots and old feces.

    Newborn Menace
    Newborn Menace
    Cursed
    Crew
    8 points
    Ability: Horror [For each enemy ship within S of this ship at the beginning of this ship’s turn, roll a d6. On a result of 3-6, one of the enemy ship’s crew cannot use their abilities on their turn.]. You may eliminate this crew to target one other crew in play. Roll a d6. On a 6, the target crew is removed from the game.
    Link: Putrid Atrocity

    Flavor text: Only from a stinking hellhole like the Putrid Atrocity could something like this be produced. The “Newborn Menace” is a deranged “girl” with an elongated neck, whose fascination with chewing out neck bones and obsessing over child torture has perturbed even “her” own crew. Exhibiting magical qualities is the only reason she is captain.

    Artwork is not mine, it comes from an old picture on a youtube video of Merzbow’s song “I’m Coming to the Garden”.

    ~~~~~

    Historical Custom of the Day #238

    Gabriel de Castilla
    Spanish
    Crew
    3 points
    Ability: Reverse Captain. Explorer.
    Link: Jesús María, Luis de Velasco

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

    #1447

    Xerecs
    Participant

    That’s a lot of cargo for something that’s basically a flotilla. 😀 With that much room you can fit all manner of equipment and specialist crew aboard. Since it HAS to be towed, gold running is not an option for this, only combat, and it looks well prepared for the task. I’m not sure how the towing rule would work, rules wise. Maybe you could ask Woelf?

    The newborn Menace is frightening looking all right, with delightfully creepy flavor text. Her secondary ability, I’m assuming she would still be eliminated if she did NOT roll a 6? I’m tempted to say she’s too expensive, but then there’s also the re-brand of Fear, translated to Horror, which I quite like since it makes that ability much more useful.

    Two new ones today, and a new keyword to boot!

    New keyword: Vaki— A ship with this keyword cannot sink, but may be scuttled. This ship cannot carry crew.

    Kranu
    Points: 17
    Ionic
    Masts: 3
    Cargo: 2
    Cannons: 2S-3L-2S
    Movement: S+S
    Ability: Vaki. Ghost Ship. You may give this ship a shoot action to make one 3L+L electric attack against a target ship (it may make no other attacks). If it hits, do not eliminate a mast; instead the target and its crew cannot use any abilities until the beginning of your next turn.

    Kraha
    Points: 16
    Ionic
    Masts: 3
    Cargo: 2
    Cannons: 2L-2L-2L
    Movement: L
    Ability: Vaki. Ghost Ship.

    #1448

    Ben
    Keymaster

    The towing would work as if towing a derelict. If the Putrid Atrocity is too good once used, I’ve thought about simply dropping the Switchblade part. Ships being towed automatically dock at islands when the towing ship docks, so getting gold slowly isn’t completely out of the question. Something like Hades’ Realm would be really nasty to tow it with, maybe even OP I think. So I might jack up the cost a bit when considering the possibilities.
    Yes, Newborn Menace must be eliminated first (and stay eliminated) to even target an enemy crew in the first place.

    The new Vaki ships look like a conundrum. The ability to not carry crew severely hurts them, to the point where both may be overpriced.

    #1449

    Xerecs
    Participant

    The new Vaki ships look like a conundrum. The ability to not carry crew severely hurts them, to the point where both may be overpriced.

    Hmmm…… Would bringing their costs down to around 12-13 be better?

    #1450

    Ben
    Keymaster

    The new Vaki ships look like a conundrum. The ability to not carry crew severely hurts them, to the point where both may be overpriced.

    Hmmm…… Would bringing their costs down to around 12-13 be better?

    That might be a little too cheap, but I wouldn’t be opposed to that for playtesting purposes.

    #1451

    Xerecs
    Participant

    That might be a little too cheap, but I wouldn’t be opposed to that for playtesting purposes.

    For a middle ground, 13-14 points. This will probably affect the next six with this keyword, since they’re all two masters.

    #1452

    Ben
    Keymaster

    Sea Breeze
    Faction Affiliation: Jade Rebellion
    Rarity: C
    Type: Ship
    Point Value: 13
    Number of Masts: 2
    Cargo Space: 3
    Base Move: S+L
    Cannons: 3L-2L
    Ability: Junk. If this ship has a crew with the Captain keyword, she gets +S to her base move.

    Flavor text: The veteran crew of this vessel use their vast knowledge of the wind and water currents to guide their ship to new heights of pure speed.

    Historical Custom of the Day #239

    Jesús María
    Faction Affiliation: Spanish
    Rarity: C
    Type: Ship
    Point Value: 10
    Number of Masts: 3
    Cargo Space: 5
    Base Move: L
    Cannons: 4S-3S-4S
    Ability: None.
    Link: Gabriel de Castilla

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

    #1453

    Xerecs
    Participant

    The Breeze is VERY quick. I think it’s a good thing she’s on the smaller side, since we’ve seen what that ability on larger ships can do.

    Vaki— A ship with this keyword cannot sink, but may be scuttled. This ship cannot carry crew.

    Bohrdak
    Points: 14
    Ionic
    Masts: 2
    Cargo: 2
    Cannons: 2L-3L
    Movement: S+S
    Ability: Vaki. If this ship hits an enemy ship with a perfect shoot action, the target ship may be given an action as if it was a part of this ships fleet.

    Zadak
    Points: 13
    Ionic
    Masts: 2
    Cargo: 2
    Cannons: 2L-2L
    Movement: L+S
    Ability: Vaki. This ship gets +1 to her cannon rolls against any ship.

    Kerahk
    Points: 14
    Ionic
    Masts: 2
    Cargo: 2
    Cannons: 3S-3L
    Movement: S+S+S
    Ability: Vaki. The number of times this ship hits an enemy ship is the number of turns that ship cannot be given shoot actions.

    Nurak
    Points: 15
    Ionic
    Masts: 2
    Cargo: 2
    Cannons: 3S-3S
    Movement: S+S
    Ability: Vaki. If this ship hits an enemy ship with a perfect shoot action, immediately dock that enemy ship at the closest wild island. If there is a tie, the controller of this ship chooses which island.

    #1454

    Ben
    Keymaster

    “Perfect shoot action” needs to be more specific. All cannons hit, or just the ship’s regular cannons? (not including a Musketeer/etc) Must roll only 6’s?
    Last part of Bohrdak’s ability could say “you may give the target ship an action”.
    Nurak’s ability is a bit strange and as usual I don’t like the teleportation aspect of it. (nearest wild island could be very far away in some circumstances – would also be very amusing in round earth)

    Bhargava
    Barbary Corsair
    Crew
    6 points
    Ability: Captain. This ship cannot be shot at while docked.

    Flavor text: Bhargava is a captain who enjoys both lucrative trade deals and killing enemy sailors. Over the past 11 years, he has developed considerable skill at keeping himself in a position that favors him rather than his superiors.

    Historical Custom of the Day #240

    Juan Alonso Idiáquez
    Spanish
    Crew
    3 points
    Ability: Captain. This ship gets +1 to her cannon rolls against Dutch ships. French ships get +1 to their cannon rolls against this ship.

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

    #1458

    Ben
    Keymaster

    Solemn Farewell
    Faction Affiliation: American
    Rarity: U
    Type: Ship
    Point Value: 15
    Number of Masts: 4
    Cargo Space: 6
    Base Move: S+S
    Cannons: 4L-4L-4L-4L
    Ability: Sniping. [You may double the range of this ship’s cannons each turn, but you must roll a 6 to hit.]

    Flavor text: Named after citizens who reluctantly accepted the new independence from Great Britain, this vessel is a prime example of a defensive cargo hauler. Her supremely long range cannons have sunk a few ships by now, giving the crew greater confidence to travel alone with valuable stores.

    Historical Custom of the Day #241

    Benjamin Gonson
    English
    Crew
    5 points
    Ability:
    Link: Shipwright. Once per turn, roll a d6. On a 5-6, you may repair one mast on any English ship in your fleet as a free action. This crew may use their abilities on land.

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

    #1459

    Xerecs
    Participant

    The SF reminds me of El Neptuno, but not as good, at least on my first glance. Given that ship and the fun combos that can be pulled off with her, the SF looks fun to play. The Americans may not have the crew variety of the Spanish but there are plenty of cool things you could do with this. Perhaps it’ll wind up in the staring fleet for THC? 😀

    I’ll clean up the wording on the Bohrdak, make it more clear what’s supposed to happen. The inspiration behind the Nurak was a character that compelled people to go back to their job/task. I translated it as best I could without making it too similar to existing mind control pieces. With those changes in mind, do you see their point costs changing much?

    The last two Vaki ships, after them there’s only a handful more 2 masters, and then the 1 mast ships! At this rate we might see them all by year’s end! 😀

    Vaki–A ship with this keyword cannot sink, but may be scuttled. This ship cannot carry crew.
    Cancelling– The cancel ability.

    Vhorzak
    Points: 13
    Ionic
    Masts: 2
    Cargo: 2
    Cannons: 3L-3S
    Movement: S+L
    Ability: Vaki. Cancelling.

    Rorzak
    Points: 13
    Ionic
    Masts; 2
    Cargo: 2
    Cannons: 2S-2S
    Movement: S+S
    Ability: Vaki. Once per turn if this ship is within S+S of an enemy ship, you may look at all face down cargo on that ship.

    #1460

    Ben
    Keymaster

    The inspiration behind the Nurak was a character that compelled people to go back to their job/task. I translated it as best I could without making it too similar to existing mind control pieces.

    Kinda weird for Pirates; maybe the ships that get hit cannot shoot at Nurak on their next turn? What makes the most sense to me would be forcing them to repeat the same action they took last turn, but that gets ugly trying to remember (especially in bigger games).

    With those changes in mind, do you see their point costs changing much?

    Nope – I think playtesting would be required to see what they’re like for further changes.

    Sayarath
    French
    Crew
    5 points
    Ability: Reroll. Once per action you may double the range of one of this ship’s cannons.

    Flavor text: This sailor has traveled among the French fleet, giving out his luck in large quantities. It seems that any gun crew that works with him becomes more accurate and effective in a short period of time.

    ~~~~~

    Historical Custom of the Day #242

    Ralph Delaval
    English
    Crew
    10 points
    Ability: Captain. Once per turn you may give any English ship within S of this ship +1 to her cannon rolls this turn. This ship gets +1 to her cannon rolls against French ships.

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

    #1463

    Xerecs
    Participant

    Three today! I think I already posted the Agi on MT, back when I introduced the Ionics, but with the issues there I can’t be certain. Plus new feedback on it would be good to hear.

    Agi
    Points: 5
    Ionic
    Masts: 2
    Cargo: 5
    Cannons: 4L-3L
    Movement: S+S
    Ability: This ship cannot shoot when she carries treasure. When this ship carries treasure its base move is reduced to S.

    W’ Hee
    Points: 7
    Nationality: Ionic
    Masts: 2
    Cargo: 5
    Cannons: 5L-5L
    Movement: S
    Ability: This ship cannot be shot at while docked.

    Nui
    Points: 8
    Masts: 2
    Cargo: 5
    Cannons: 3S-3S
    Movement: S
    Ability: Equipment do not count toward the point limit of this ship, but still count toward the build total and take up cargo space.

    #1464

    Ben
    Keymaster

    Some interesting slow gold runners there…. so Agi would be S+S+S for 7 points for 4 cargo on the way out, and S+S with about 4 coins on the way back… seems reasonable I suppose. The second one (reminds me of some Savage Shores pronunciations) is neat. I don’t think Nui’s ability is going to help her much, but perhaps there could be some niche situations.

    Weird but funny one here:
    Leaping Francis
    Spanish
    Crew
    1 point
    Ability: This crew can move between ships within L of each other if cargo space allows for it. (You may assign this crew to an enemy ship within L of this ship.)

    Flavor text: Sailors often laugh at this bizarre oddity. A nun who was scared out of her own life by some unknown horror, “Leaping Francis” jumps from ship to ship as if the Devil himself were following her every step.

    Historical Custom of the Day #243

    Captain Thompson
    Pirate
    Crew
    6 points
    Ability: Captain. This ship gets +2 to her equipment and specialist rolls.

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

    #1465

    Ben
    Keymaster

    Moonbeam
    Faction Affiliation: Pirate
    Rarity: C
    Type: Ship
    Point Value: 9
    Number of Masts: 3
    Cargo Space: 3
    Base Move: S+S
    Cannons: 4L-3L-3S
    Ability: If this ship is the last ship to shoot on your turn, she gets +1 to her cannon rolls.

    Flavor text: Adept at finding targets during the dead of night, the crew of this vessel use natural light to guide their shots home.

    Historical Custom of the Day #244

    Richard Hawkins
    English
    Crew
    5 points
    Ability: Captain. Explorer. This ship gets +1 to her boarding rolls against the Spanish.
    Link: John Hawkins

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

    #1474

    Xerecs
    Participant

    Moonbeam is kinda weird, at least to me. Her ability would be hard to keep track of I would think in a larger game, then again it might not be. Testing would tell.

    The Ionics get two more submarines!

    Voya
    Points: 12
    Nationality: Ionic
    Masts: 2
    Cargo: 5
    Cannons: 4S-4S
    Movement: L
    Ability: Submarine. This ship sinks when her last mast is eliminated.

    flavor: Named for the island she was assembled on, the Voya is one of the first Submarines the Ionics have built. As a result she is susceptible to leaks and constant maintenance.

    Marhi
    Points: 12
    Nationality: ionic
    Masts: 2
    Cargo: 5
    Cannons: 4S-4S
    Movement: S+S
    Ability: Submarine. This ship cannot carry crew.

    flavor: Assembled underwater, the Marhi was meant to be a sister vessel to the Voya. Due to her unusual construction however almost no sailor will willingly serve on her, reducing her overall operational effectiveness.

    #1478

    Ben
    Keymaster

    I think the Moonbeam’s ability could be easy to keep track of. You could purposely wait until the end of the turn to shoot with her, or simply give up in situations where you needed her to take actions before other ships. Although some weirdness could occur if she was the last ship you shot with on a turn, but long before your turn ended so you might forget to apply the bonus. XD

    Not a big fan of high-cargo gold running submarines, even with those negative abilities. It’s just such a defensive keyword that I could see them being a bit OP. In addition, most 2 masted subs have 2-3 cargo, and I like keeping things somewhat in line with what has been laid out in terms of reasonable cargo holds by ship type. I like to think they did that due to how much technology would be required to even have the MI subs in an “Age of Sail” environment – things would be quite cramped on board, with nowhere near as much room as the cargo hold of a sailing galleon/etc.

    #1479

    Xerecs
    Participant

    I can drop their cargo holds down to either 4 or 3 apiece. I don’t really want to drop them to 3, since the Ionics are supposed to be slightly more technologically advanced than their counterparts in Sphereus Magna.

    #1480

    Ben
    Keymaster

    Storm’s Eye
    Faction Affiliation: Viking
    Rarity: C
    Type: Ship
    Point Value: 24
    Number of Masts: 3
    Cargo Space: 4
    Base Move: L
    Cannons: 3L-3L-3L
    Ability: Longship. Extended Range. Canceller [Once per turn, one crew or ship within S of this ship cannot use its ability that turn.]. This ship’s cannons cannot hit targets unless they are outside of the normal range of the cannon. [Campaign Game ability: This ship is not negatively affected by storm terrain.]

    Flavor text: Having weathered many brutal Atlantic storms, the veteran crew of this commanding vessel know what it takes to sail the seven seas and not lose any hands. After surviving a hurricane, they now characterize their offense by employing special cannons and a unique strategy. Get close, and you might make new friends – if you survive the hellish approach.

    Historical Custom of the Day #245

    James Lancaster
    James Lancaster
    English
    Crew
    9 points
    Ability: Captain. Musketeer. Filching Gold. 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.]. This ship’s crew cannot be eliminated or removed from the game by unique treasures.
    Link: Scourge of Malice, John Watts

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

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