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  • #10573
    Jonathan Bowen
    Participant

    @Xerecs: From what I recall, Dominic Freda was 4 points, and he’s basically this version of Ramirez, but with Explorer instead of Helmsman. I don’t usually like boosting point costs based on anything that isn’t the ability costs, so that’s why he’s 5 and not 6.

    Quick update: Next Eldest Seas post will be a double one, wrapping up the Spanish, and will be after Christmas. Have a happy holidays, everyone! ??✨✡??(insert Hanukkah and Kwanzaa emojis here)

    -Darkhurst

    #10585
    Jonathan Bowen
    Participant

    Hello, hello, hello, everybody!
    I’m back from my winter holiday break (If you’re not, then why are you reading this? Go eat some food or enjoy the company of friends / family) and today, we complete the Spanish from Pirates of the Eldest Seas!

    Reverse Captain: After completing a shoot action, this ship may move as a free action.

    17. La Corbeta Roja
    Points: 15
    Masts: 3
    Cannons:
    Cargo: 3
    Movement: L+S
    Ability: Schooner. Reverse Captain. If this ship has an explorer crew, she gets +S to her base move.

    Flavor: With bright red sails and a scarlet trim on her hull, La Corbeta Roja is one of the fastest ships in the Spanish armada.

    18. El Pez Volador
    Masts: 2
    Points: 11
    Cannons: 2L-3L
    Cargo: 4
    Movement:S+S+S
    Ability: Junk. This ship cannot shoot when she carries cargo.

    Flavor: Built from reclaimed junks of the dead Jade Rebellion, the “Flying Fish” practically skips across the water. Poor construction however means that firing her cannons is ill advised.

    19. El Cuchillo Silencioso
    Masts: 2 (uncommon)
    Points: 14
    Cannons:3L-3L
    Cargo: 3
    Movement: S+S
    Ability: L-Range cannons cannot hit this ship. Once per turn when this ship hits another ship, eliminate one of that ship’s crew.

    Flavor: Quick and decisive, the “Silent Knife” moves in and out of firing range to confuse and frustrate her foes.

    20. La Estrella Dorada
    Masts: 1
    Points: 10
    Cannons: 6L
    Cargo: 5
    Movement: L
    Ability: Secret Hold. Enemy ships get +1 to their cannon rolls against this ship.

    Flavor: A sister ship to the Ángel Dorada, the “Gilded Star” is just as quick and effective in transporting goods despite her diminished size and and rather lacking firepower.

    And there we have it, the last Spaniards from The Eldest Seas.
    Let me know what you think of these pieces! Leave any comments, questions, or concerns you have, and I’ll get back to you as soon as I can.
    Next time we begin America!

    Until next post;
    -J. W. Darkhurst

    #10586
    Xerecs
    Moderator

    Does the Corbeta not have cannons?

    These all look okay, though the Estrella Dorada might have too much cargo, at least for a one mast ship.

    #10587
    Ben
    Keymaster

    Zipping through the latest posts here… glad there are a bunch!  😀

    Benicio de la Tortuga seems too expensive.  I don’t think Royal Officer is a great ability, and he would probably be fine at 2-3 points.  Love his linked ship though.

    I think Capitán Guillermo del Nero could come down to 10-11 points.  Now I’m starting to think I’m underestimating Royal Officer.  XD  I think the Fuega del Sol would be fine at 12.

    The Serenidad is quite interesting and a ship I would love to make combos for.  Kind of a slow close quarters brawler you wouldn’t want to steal from if she was a hybrid.

    Julian Ramirez’ abilities total 5 points, it’s just that sometimes an exception is made when really good combos are there.  For example, Captain+EA is more fair at 10 points than at 8.  There’s so much synergy that there should be a premium.  I’m okay with Ramirez at 5 though since it doesn’t seem too OP.

    El Pez Volador is quite cool and would definitely be a simple go-to treasure runner in various games. I concur with Xerecs that 5 cargo is too many for a 1 master to have. I wish Wizkids hadn’t planned the Plague of the South from RtSS to set that precedent. For me it’s just too weird for a 1 master to have 4+ while ships like the Bruja and Lord Algernon have way less cargo than masts.

    Have a happy holidays, everyone!

    Indeed and huzzah!

    Well then, I guess I can’t resist. 😀 XD  (these are all from Epic Seas; link at bottom of post)

    King of Alnor
    Type: Crew
    Faction Affiliation: Cursed
    Rarity: R
    Point Value: 12
    Ability: Captain. Cargo Wrecking. [When this ship hits an enemy ship, you may also eliminate one cargo from that ship.] Once per turn, roll a d6. On a 6, move an enemy ship S in any direction.
    Link: Jordan Dumas, Amiral Louis Cartier, Capitaine Arazure

    Flavor text: Briefly the King of France, this nobleman has been taken in, tortured, and completely brainwashed by the Cursed. They used their utmost tricks and tactics to convert him to evil. Now he sails the seas with a lost rage unfit for a Frenchman. The Cursed plan to insert him back into France as a puppet from whence they can create mass chaos.

    Grulka Kontos
    Type: Crew
    Faction Affiliation: Jade Rebellion
    Rarity: C
    Point Value: 3
    Ability: Black Mark. Grapeshot Specialist. [When this ship is given a shoot action, one of her cannons can shoot a grape shot. Declare which cannon will shoot the grape shot before rolling a d6. If it hits, eliminate a crew instead of a mast.]

    Flavor text: An extremely disgruntled sailor who is openly plotting against some of the Jade Rebels. Kontos is known to be a risk, but most assume he is too harmless to be a serious threat.

    Ramoran
    Type: Crew
    Faction Affiliation: Barbary Corsair
    Rarity: C
    Point Value: 4
    Ability: Loyal: Barbary Corsair. Sniping. [You may double the range of this ship’s cannons each turn, but you must roll a 6 to hit.] This crew can only use his abilities on Barbary Corsair ships.

    Flavor text: Despite lucrative temptations to bring his unique talents to France or the Jade Rebellion, Ramoran has stuck with the Corsairs through good times and bad. He may soon get a promotion to serve on one of the flagships of the fleet.

    I’d like to bring him down to 2-3 points, but I’m worried that people will find ways to get him onto 10 masters….

    Lavish Lakehouse
    Type: Fort
    Faction Affiliation: American
    Rarity: C
    Gold Cost: 6 gold
    Cannons: 4S-4S-4S
    Ability: AA. [Once at the beginning of each of your turns, roll a d6. On a result of 6, any ship in your fleet may be given two actions that turn.]

    Flavor text: The mysterious private owner of this expensive mansion is said to be a well-connected former admiral, but nobody knows his true identity.

    Darkwing
    Type: Ship
    Faction Affiliation: Pirate
    Rarity: C
    Point Value: 11
    Number of Masts: 2
    Cargo Space: 4
    Base Move: L+L
    Cannons: 2S-3S
    Ability: Galley. This ship must always be assigned at least 2 crew. If not, remove this ship and all cargo aboard her from the game immediately.

    Flavor text: Supposedly named after a legendary dragon of old, the Darkwing is so fast that fellow pirates often miss her passing.

    I was also wondering about this experimental ability that would likely cause problems: This ship gains +S to her base move for every enemy ship she touches with her oars each turn. (base move resets every turn)

    Guttural Yell
    Type: Ship
    Faction Affiliation: Viking
    Rarity: C
    Point Value: 11
    Number of Masts: 2
    Cargo Space: 3
    Base Move: L
    Cannons: 3L-2L
    Ability: Longship. Cursed crew can use their abilities on this ship.

    Flavor text: Loud and manic vikings pilot this vessel, which has picked up some fiends along the way to Nova Scotia.

    Pallanix
    Type: Crew
    Faction Affiliation: Viking
    Rarity: C
    Point Value: 7
    Ability: Captain. This ship can shoot at submerged ships within S of her.

    Flavor text: Some say Pallanix used to serve the Jade Rebellion, but the truth may be more complicated than that. He learned anti-submarine warfare from an unknown mercenary, and now uses it to defend Viking outposts in the Frozen North.

    Pegasus
    Type: Ship
    Faction Affiliation: Mercenary
    Rarity: R
    Point Value: 13
    Number of Masts: 3
    Cargo Space: 1
    Base Move: S+S+S
    Cannons: 2S-3S-4S
    Ability: Mercenary. Schooner. This ship gets +1 to her d6 rolls against The Cursed. When this ship is assigned a named crew, she gains the Eternal keyword.

    Flavor text: Only a ship named after the legendary creature from Greek mythology could move at such a speed. The Pegasus was born to run, eradicating evil at every opportunity. With a talented “rider”, she can be one of the toughest ships on the sea.

    Tribal Ceremony
    Type: Ship
    Faction Affiliation: Mercenary
    Rarity: SE
    Point Value: 15
    Number of Masts: 3
    Cargo Space: 5
    Base Move: L
    Cannons: 5S-4L-5S
    Ability: Mercenary. Double Catamaran. Island treasure trading. [After looking at treasure on a wild island, you may trade any one treasure from that island for a random treasure on any other wild island. This ship must load the traded treasure.]

    Flavor text: Oftentimes making an offering to the gods, the crew of the Tribal Ceremony are focused in their approach to their routine. The vessel has become hard to control by the main chieftains in the area – somewhat of a rogue catamaran.

    Bahamut
    Type: Ship
    Faction Affiliation: Cursed
    Rarity: LE
    Point Value: 23
    Number of Masts: 4
    Cargo Space: 0
    Base Move: D
    Cannons: 3L-3L-3L-3L
    Ability: Sea Dragon. Instead of giving this ship an action you may give a fire mast to every ship within L of this sea creature. This sea creature cannot be given actions for a number of turns equal to the number of ships affected.

    Flavor text: Called by Xenthalos, this great beast ascended from the ocean depths to wreak havoc once more. The fiery terror unleashed, described as a “mega flare” by those who saw it from afar, is capable of blasting through even the strongest of ship defenses.

    That main ability is too powerful I would think (AA/Mycron in the middle of an enemy formation of gunships), so I’m thinking about having a cap of up to 3 ships affected, and maybe limiting the range to S as well. Feedback welcome, especially any suggestions based on the beast from FF that I’m trying to recreate.

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

    #10607
    Jonathan Bowen
    Participant

    @Ben: That is a lot of pieces ?

    I like the cross-faction link with the King of Alnor; it’s something that WK did that one time and then never experimented with again, really, which is a shame since it opens a bunch of story-driven possibilities.

    I especially like Bahamut ? (What can I say, I’m a dragon-lover)
    While I know nothing about its source material, I love its stats and ability. Definitely something I’d both dread and love to see in-game.

    As for Ramoran, yes. Someone (*looks at Xerecs*) would find a way to get him on a 10. As it is now, all it would take is Anamaria (DPoC) on the Zeus, and he’s there. However, I don’t think this should necessarily be something that makes you completely alter the crew; its just a risk of putting that ability on a crew.

    I like the idea behind the Darkwing’s possible other ability, but I think that it wouldn’t really be all that effective in practice. However, that is just the opinion of someone who honestly likes Longships based upon how they look, and not how effective they actually are.
    TL;DR: It’s cool, but I don’t know if it’d really come in handy that much.

    Since I’m here and waaaay behind, allow me to introduce y’all to America!
    This’ll be a double post of Eldest Seas since I’ve really lagged in posting recently.

    Relevant Keywords:

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

    Crew Protection: This ship’s crew cannot be eliminated unless she sinks.

    Reroll: Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.

    L-Mover: Give this ship a move action but do not move her. Instead, roll a d6. On a result of 5 or 6, move an enemy ship L in any direction.

    1. Garroway
    Points: 17
    Masts: 4
    Cannons: 3S, 3S, 3S, 3S
    Cargo: 5
    Base Move: L
    Ability: Nephilim.
    Link: Luke Gray

    Flavor: As a long standing member of Herondale’s cult, Luke Gray was presented with the Garroway, a Nephilim-crafted ship to aid in their private war against Lord Morgenstern and his followers.

    2. Luke Gray
    Points: 8
    Ability: Captain. Crew Protection. This ship gets +1 to her cannon rolls against Cursed ships.
    Link: Garroway

    Flavor: After losing his sister to the chaos of oceanic combat, Luke swore he’d never let another sailor under his command die. So far his courage and loyalty have delivered on that promise.

    3. USS Renwick
    Points: 16
    Masts: 4
    Cannons: 2S, 3L, 3L, 2S
    Cargo: 3
    Base Move: L
    Ability: Nephilim. Reroll.
    Link: Clarissa Morgenstern

    Flavor: Given to Clarissa Morgenstern by Herondale, the Renwick is a vessel crafted by the artisans of the Nephilim cult. Meant to outclass most standard sailing ships, she’s exactly what Clarissa needs to deal with her father.

    4. Clarissa Morgenstern
    Points: 6
    Ability: Hostile: The Cursed. L-Mover.
    Link: USS Renwick

    Flavor: The estranged daughter of Lord Jonathan Morgenstern, Clarissa reluctantly joined Jace Herondale’s cult following in hopes to stop her deranged and power hungry father.

    And that’s the first of America from Eldest Seas!
    It’s not much to go on right now, but let me know what you think of them! Leave your comments, questions, and concerns, and I’ll respond to them as soon as I can

    Until next post;
    -J. W. Darkhurst

    #10611
    Xerecs
    Moderator

    Someone (*looks at Xerecs*) would find a way to get him on a 10. As it is now, all it would take is Anamaria (DPoC) on the Zeus, and he’s there.

    That is one way to do it, but I’d want to get him onto a ship with predominately L range cannons, to maximize the potential range. Besides I think the last line of his ability text prevents any kind of use on non-Corsair ships.

     

    So far I like these Americans, nice couple of linked pairs.

    #10614
    Jonathan Bowen
    Participant

    @Xerecs: I’m sure you’d still find a way ?

    Hello again, all!
    Time for more Americans from Eldest Seas!

    Relevant Keywords

    Sub-Hunter: This ship may shoot at submerged targets within S of her.

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

    5. USS Breach
    Points: 17
    Masts: 4
    Cannons: 2L, 3L, 3L, 2L
    Cargo: 3
    Base Move: S+S
    Ability: Sub-Hunter.
    Link: Commander Noah “White Knight” Bowman

    Flavor: The USS Breach is an experimental vessel with extra gun ports built lower into her hull meant to target submersibles. But extra cannons are always something to appreciate in combat against a standard sailing vessel.

    6. Commander Noah “White Knight” Bowman
    Points: 7
    Ability: Loyal: America. Captain. World-Hater.
    Link: USS Breach

    Flavor: Commander Bowman is a true American patriot who has never once doubted the proud Star Spangled Banner. Without question, his death will likely be a result of his unending loyalty.

    And that’s two more down. Yes, another linked pair; I swear, there aren’t too many more
    But anyway! Let me know what you think of these pieces! Leave any comments, questions, and concerns you have, and I’ll reply to them as soon as I can.

    Until next post;
    -J. W. Darkhurst

    #10615
    Xerecs
    Moderator

    I really like the flavor of these two, particularly on the Breach. I’d be interested to see how those would work, since a gunport lower in the water would run the risk of water leaking or pouring in when it’s opened.

    #10617
    Jonathan Bowen
    Participant

    Alrighty, who’s ready for some more Americans from Eldest Seas?
    *crickets*
    ’cause here they are! ?

    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.

    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.

    Master Gunner: Once per turn, roll a d6. On a 5, this ship gains the Extended Range keyword for that turn. On a 6, one cannon may shoot twice this turn.

    Reroll: Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.

    7. USS Justice II
    Points: 23
    Masts: 5
    Cannons: 4S, 3L, 3L, 3L, 4S
    Cargo: 3
    Base Move: L
    Ability: Man-O’-War. This ship gets +1 to her cannon rolls against Spanish ships.
    Link: Admiral Nicholas L. Jackson

    Flavor: On orders from Admiral Nicholas Jackson, the Justice battleship was outfitted with better guns and heavier armaments to properly defend America’s coastlines.

    8. Admiral Nicholas L. Jackson
    Points: 10
    Ability: Loyal: America. Fleet Admiral. Master Gunner.
    Link: USS Justice II ; Mary Hamilton

    Flavor: A soldier by nature, Jackson made his way to the rank of Admiral quicker than most, and has kept it even though his habitual rule-breaking tendencies and clear favoritism among his crews have caused his fellow high-ranking officers to object greatly to his inclusion among them.

    9. Mary Hamilton
    Points: 6
    Ability: Loyal: America. Captain. Reroll.
    Link: Admiral Nicholas L. Jackson

    Flavor: No leader would be anything without a right-hand man. To Admiral Jackson, Mary Hamilton is that right-hand man, and he openly admits he would never have acquired the prestigious rank he manages to hold on to without her by his side.

    And there we go. A few more pieces to Marvel at. (ya see what I did there?)
    Let me know what you think of there pieces! Let me know if I made you laugh a little, or if I should stop my comedy career before it happens! Leave any comments, questions, or concerns, and I’ll repond to them as soon as I can.

    Until next post;
    -J. W. Darkhurst

    #10618
    Xerecs
    Moderator

    More linked pairs. 😀 Do all of the American pieces in ES have links?

    I quite like these ones, but could the Justice II have just one more cargo space? I feel that 3 slightly hampers the ship.

    #10619
    Jonathan Bowen
    Participant

    An extra cargo can probably be arranged. How would that affect the point cost?
    Also, there is one crew, of the eight Americans, that has no link ??

    -Darkhurst

    #10620
    Xerecs
    Moderator

    I don’t think adding a cargo would affect the point cost of the Justice II.

    #10622
    Jonathan Bowen
    Participant

    Alright everybody
    Not an update post, but a question.

    On my custom Keyword, Repeating Guns, should I make the following changes:

    (current)
    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.

    (ret-con)
    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) The first cannon that misses on its second shot ends the shoot action.

    Tell me what you think of this idea; I know this keyword hasn’t been as popular, mainly due to the severe negative attached, so I hope this can change it for the better.

    Likely another Eldest Seas update later tonight

    -Darkhurst

    #10623
    Xerecs
    Moderator

    The second shot for repeating guns happens after all of a ships cannons have fired and hit, correct? For example, a 4 mast with repeaters hits with all cannons. It can then fire those same cannons again, correct?

    I like the new version of the ability, since it’s not as damaging if you miss on the second shot. That said I’d still almost never use this keyword since I CANNOT guarantee that all of my ships cannons will hit.

    On a similar vein, do you HAVE to use all available cannons on a ship to use repeating guns? Same example of a 4 mast, but I choose only to fire the most accurate one (or two). They both hit, could I then use the repeating guns on those two that I fired, or would I need to use ALL of a ships cannons (that are available) in order to use repeaters?

    #10624
    Jonathan Bowen
    Participant

    @Xerecs: Yes; the second shots happen after all of the first ones.
    Also, yes; ALL viable cannons must be fired and hit in order to activate Repeating Guns.
    One of the reasons why (I think) the majority of RG ships have one cannon rank across the board, or have very similar/close ones.

    -Darkhurst

    #10625
    Xerecs
    Moderator

    So I assume a damaged ship with missing masts would be able to use the repeating guns on all of their available cannons. A 4 mast that has lost two masts would still be able to use repeating guns on her remaining two masts, yes?

    #10626
    Jonathan Bowen
    Participant

    @Xerecs: Yes

    Alright, I lied. Ima post more today, not yesterday
    SO, back to the Americans of Eldest Seas! (skipping #10 for now because it has Repeating Guns)

    Relevant Keywords:

    Canceler: Once per turn, one crew or ship within S of this ship cannot use its ability this turn.

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

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

    11. John Dart
    Points: 8
    Ability: Privateer. Captain. World-Hater.

    Flavor: John Dart is a solitary man; preferring to work as close to alone as possible, his crew and ships are constantly changing to avoid prolonged association with any individuals or sailing ships.

    12. USS Subjugator
    Points: 20
    Masts: 5
    Cannons: 3S,3S,3S,3S,3S
    Cargo: 3
    Base Move: S
    Ability: Canceler.

    Flavor: Slow though she may be, the Subjugator has acquired such a fearful reputation that many enemy crews would rather hide or run away than face her in combat.

    And those are the next two American pieces from Eldest Seas. I skipped number 10 for until the Repeating Guns discussion has come to a definite conclusion. But, regardless of that, tell me what you think of these two pieces! leave your comments, questions, and concerns, and I’ll get back to you as soon as I can.

    Until next post;
    -J. W. Darkhurst

    #10627
    Xerecs
    Moderator

    I get that cancelling is a powerful ability, but the Subjugator doesn’t feel like a 20 point ship to me. Given the rest of her stats I’d say you could bring her down to the 16-18 point range and be fine. My logic is thus, she’s already slow, so the fastest she could go is S+S (with a helmsman); 3 cargo spaces is decent for a 1-4 mast ship, but on fives and larger it hampers their performance, and since the Subjugator has a base move of S, you HAVE to have a helmsman, so she essentially has only 2 cargo spaces. Given those I think you can bring the point cost down to under 20, and if you don’t change anything about the ship I think you could probably get away with going as low as 15 points.

    #10629
    Jonathan Bowen
    Participant

    Alright, Xerecs I hear you there about the Subjugator.
    I can start edit works on her, and release an official retcon at or near the end of this faction.

    Until then, I’ve got the next two American Pieces from Eldest Seas! A couple of crew this time.

    Relevant Keyword

    Reroll: Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result

    13. Marksman Jacob Raines
    Points: 6
    Ability: Explorer. Marine.
    Link: Michael McCloud

    Flavor: Jacob Raines is, as his title suggests, one of the best shots in the American navy. Or, rather, he was, until he was kicked out for disrespecting a superior officer.

    14. Michael McCloud
    Points: 5
    Ability: Shipwright. Reroll.
    Link: Marksman Jacob Raines

    Flavor: A proper handyman, there is no broken object on a ship that McCloud can’t fix. Even if that object happens to be the ship.

    And that’s the last of the American crew from Eldest Seas!
    Let me know what you think of these pieces; leave any comments, questions, or concerns, and I’ll get back to you as soon as I can.

    Until next post;
    -J. W. Darkhurst

    #10634
    Xerecs
    Moderator

    Been working on an ability that would let a ship load and carry around Native Canoes. It currently looks like this:

    Carrier: If at any time a friendly native canoe is touching this ship, that canoe may be loaded onto this ship as cargo. Any cargo that canoe was carrying is also unloaded onto this ship. To unload canoes, give this ship a move action but do not move her. Instead place all stored canoes so that their end touches this ship.

    In so far as I can tell, this doesn’t seem to be too OP or game breaking. Thoughts?

    #10636
    Jonathan Bowen
    Participant

    @Xerecs: I like that ability as-is, but that’s probably because I helped you make it lol

    Yes, I have returned. But I didn’t bring pizza, I brought a couple more American pieces from Eldest Seas! So let’s get into it!

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

    15. USS Lucrehulk
    Points: 26
    Masts: 5
    Cannons: 3L, 3S, 3S, 3S, 3L
    Cargo: 6
    Base Move: L
    Ability: Blockade Runner. Two hits from the same shoot action are required to eliminate one of this ship’s masts.

    Flavor: A massive cargo barge, the Lucrehulk is unmatched by any other American vessel in both her cargo capacity and self-protective capabilities.

    16. USS Resurgent
    Points: 16
    Masts: 4
    Cannons: 3L, 2S, 2S, 3L
    Cargo: 4
    Base Move: S+S
    Ability: If this ship successfully hits a ship with all of her cannons, eliminate an extra mast from the target ship.

    Flavor: The Resurgent’s cannoneers randomly put explosive cannonballs in with their normal stock, occasionally giving enemy ships unpleasant surprises.

    An that’s two more down, five to go. Let me know what y’all think of these pieces! leave your comments, questions, and concerns, and I’ll reply to them as soon as I can.

    Until next post;
    -J. W. Darkhurst

    #10637
    Xerecs
    Moderator

    Small wording issue for me. “ramming cannot eliminate this ships masts”. It means more or less the same thing as what you put in Blockade runner, but that is the wording WK used, so it jars me just a little when it ISN’T written that way.

    Ships look fine, other than that. I would suggest maybe make the Lucrehulk slower, since you say its a barge in the flavor. Also, it would be in keeping with some of the other ships that have that ability.

    Hmmm. On a second look, I think I would rather have this for the ability of the resurgent:

    If this ship rolls a 5-6 on a cannon roll, eliminate an extra mast from the target ship.

    That way the ability is more useful and could see more use.

    #10650
    Woelf
    Moderator

    @Xerecs

    Been working on an ability that would let a ship load and carry around Native Canoes. It currently looks like this:

    Carrier: If at any time a friendly native canoe is touching this ship, that canoe may be loaded onto this ship as cargo. Any cargo that canoe was carrying is also unloaded onto this ship. To unload canoes, give this ship a move action but do not move her. Instead place all stored canoes so that their end touches this ship.

    In so far as I can tell, this doesn’t seem to be too OP or game breaking. Thoughts?

    –Is loading a free action?
    –The cargo carried by the canoe also counts against the ship’s limit, correct? In other words, loading a canoe with something on board would require two spaces?
    –When a canoe is unloaded, does it regain the cargo it was originally carrying? (As currently worded, it does not.)
    –Does the restriction on canoe actions apply in any way to this (specifically loading/unloading)?
    –Can the canoes be given actions immediately after being unloaded?

    It doesn’t seem particularly OP or anything, aside from it allowing for weird non-thematic situations where a ship (or string of ships) would keep loading and unloading the canoes in a chain of some sort. Beyond that, I’m failing to see a good purpose for it beyond briefly protecting the canoes from normal attacks. The ship with this ability would have to be significantly faster than the canoes being loaded to make up for the time lost and hassle of loading and unloading them.

    #10651
    Xerecs
    Moderator

    Yes, loading the canoes would be a free action.

    Any cargo a canoe is carrying is unloaded onto the ship as well, so yes, it would also count against the loading ships cargo limit.

    No, a canoe DOES NOT regain the cargo it was carrying if it is unloaded from a ship.

    Other than all canoes must be given the same action, I don’t know of any other limitations on Native Canoes. Loading is a free, optional action. You don’t HAVE to load a canoe onto a ship with this ability. Unloading is giving an action to the carrying ship, and has noting to do with giving the canoes actions.

    To unload the canoes you need to give an action to thhe carrying ship, not any of the canoes, so yes, you could unload the canoes and then immediately give them actions.

    #10654
    Jonathan Bowen
    Participant

    Well, it has been more than too long since I’ve posted here.
    So I do believe a double post is in order tonight.

    Relevant Keywords

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

    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) The first cannon that misses on its second shot ends the shoot action.

    10. USS Cobalt
    Points: 19
    Masts: 4
    Cannons: 3L, 2S, 2S, 3L
    Cargo: 4
    Base Move: L
    Ability: Repeating Guns.

    Flavor: A gunship through and through, the Cobalt’s unique blue sails ensure that America’s foes remember who sent them to Davy Jones’s locker.

    17. USS Democracy
    Points: 18
    Masts: 4
    Cannons: 5L, 4L, 4L, 5L
    Cargo: 6
    Base Move: L
    Ability: Ambassador. Parley. This ship cannot be sunk, but she can be scuttled. This ship cannot sink any ship.

    Flavor: Realizing the damage caused by a constant state of oceanic war, the Democracy is an attempt to reach out peacefully to the other nations of the world, and put an end to unnecessary conflict.

    18. USS Harbor Guardian
    Points: 15
    Masts: 4
    Cannons: 3S, 3S, 3S, 3S
    Cargo: 3
    Base Move: L
    Ability: This ship gets +1 to her cannon rolls when she is within L+L of her Home Island.

    Flavor: Built for the shallower waters of harbors and bays, the Guardian is a powerful defensive ship meant to deter unwanted vessels from sailing into American ports.

    19. Castaway
    Points: 8
    Masts: 2
    Cannons: 3S, 4S
    Cargo: 3
    Base Move: S+S
    Ability: Explorer.

    Flavor: The Castaway’s crew were shipwrecked on an island when their first ship was caught in a storm. They learned to survive on any island, big or small, and learned how to find valuable resources wherever they land.

    20. USS Axiom
    Points: 17
    Masts: 3
    Cannons: 4S, 5S, 4S
    Cargo: 6
    Base Move: L
    Ability: Explorer. If this ship is at her cargo limit, you may eliminate one of her crew. This ship then gains +S+S to her base move, but can only be given move actions. This ability “resets” when this ship docks at her home Island.

    Flavor: The Axiom’s captain is cold and greedy. He is not above sacrificing his own crew to get home with a full cargo hold.

    And that will wrap up the Americans of the Eldest Seas.
    The Cobalt was skipped during the debacle of trying to figure out what her keyword actually did.

    With luck, I’ll begin posting more frequently soon. Eldest Seas is coming to a close. Be sure to catch it! 😉

    Until next post;
    -J. W. Darkhurst

    #10655
    Xerecs
    Moderator

    These all look decent to me, but; I think the Cobalt might just too expensive. Bringing her down a little would make her more interesting I think.

    I would make the range for the Harbor Guardian’s ability a single movement length, not two. That way  you could bring her down in cost a little, which would benefit her greatly I think.

    The Axiom’s ability confused me at first. I like what it does but I think it could be re-worded.

    #10656
    Woelf
    Moderator

    20. USS Axiom
    Points: 17
    Masts: 3
    Cannons: 4S, 5S, 4S
    Cargo: 6
    Base Move: L
    Ability: Explorer. If this ship is at her cargo limit, you may eliminate one of her crew. This ship then gains +S+S to her base move, but can only be given move actions. This ability “resets” when this ship docks at her home Island.

    This one is a little too easy to break as written. You could start it with a full load, eliminate one crew, then have a permanent speed boost for the rest of the game as long as you never docked at home. It’s simple enough to transfer treasure to another ship near home, or string together a few crew to get someone with The Dories ability (Bianco’s Haulers, etc.) on board.

    It would be better if the boost applied only during the turn the crew was eliminated, or if it reset every time the ship loaded or unloaded cargo. That way it would still be useful for runs home, and would still fit the flavor text, but couldn’t be kept active indefinitely simply by avoiding the specific reset trigger.

    #10657
    Skelebone
    Participant

    I’m creating a new set, called Pirates of the Baltic Sea. It will add Sweden and Russia, as well as a Germany that has united about 100 or so years earlier than in our time line (and has a stronger navy). These factions will replace Spain, France, and America. So far I’ve only finished one ship, so here it is:

    Relevant Keywords:  Yacht: +1 to all shooting rolls against pirates. If the ship isn’t carrying any treasure or crew, it has an extra S movement.

    Ship Name: Große Jacht

    Cost: 11

    Faction: Germany

    Masts: 1

    Cannons: 3S

    Cargo: 3

    Movement: L

    Ability: Yacht. If you roll a 6 when shooting, you may take another shoot action.

    Flavor Text: Said to have originally been built as the private yacht of Friedrich Wilhelm von Brandenburg, Große Jacht‘s crew have since modified the old luxury boat to hunt pirates along the Prussian coast.

     

    Based on this ship (the one in the middle)

    all comments and feedback are greatly appreciated, as I’m new to making custom ships and I’m not entirely sure if this is balanced or not.

    • This reply was modified 4 years, 6 months ago by Skelebone.
    • This reply was modified 4 years, 6 months ago by Skelebone.
    #10660
    Xerecs
    Moderator

    Considering size, I think this one is okay. Presumably you’ll have L+S move going out to get treasure, and L on the way back with coins. 11 points seems like a good place to put he, since the Pirates are the most numerous faction out there.

    #10662
    Jonathan Bowen
    Participant

    @Woelf: I can see what you mean about Axiom’s ability as breakable. I’ve written up a possible edit for her second ability though

    1. Once per turn, if this is at her cargo limit, and you can draw a straight line to her Home Island, you may eliminate one of this ship’s crew. If you do, she gets +S+S to her base move, but can only be given move actions along that line. These conditions will reset when she reaches her Home Island.

    Took some inspiration from Jack’s Compass (DPoC) for the ability, but it still might not keep her from breaking territory. What do you think of this alternate ability?

    -Darkhurst

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