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  • This topic has 1,004 replies, 23 voices, and was last updated 8 hours ago by Ben.
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  • #11231
    Ben
    Keymaster

    @Xerecs: I assume crew captured with Captain Shamshere also don’t count against the point limit of his ship?

    Captain. If this ship wins a boarding party, she may capture all of the enemy ships crew. Captives become assigned to this ship, take up no cargo space, and may use their abilities. Captives cannot leave this ship.

    Also, regarding Makuta:

    Makuta. Once at the beginning of each of your turns roll a d6. On a result of 4-6 place any crew with a point cost of 4 or less in play on this ship. Its nationality changes to match the nationality of this ship.

    Does the crew come from outside the game or is this a form of Possession that yanks a crew from somewhere on the map to his ship?

    #11250
    Ben
    Keymaster

    Also @Xerecs: Regarding the Mask of Creation UT-

    Once per turn roll a d6. On a result of 6 place up to three random treasures on the nearest wild island. If there is a tie, the player to your left chooses which island.

    Are these 3 “random” treasures from outside the game?

    Also:

    Once at the beginning of each of your turns roll a d6. On a result of 4-6 place any crew with a point cost of 4 or less in play on this ship. Its nationality changes to match the nationality of this ship.

    Do they take up cargo space and/or count against the point limit of the ship?

    #11251
    Xerecs
    Moderator

    Yes, they would come from outside the game. I should add some additional text that specifies this, and a line or two about the treasure being regular gold, not Unique Treasures (there were other abilities for that :D).

    Crew that are assigned to that ship with that ability would still take up cargo space as normal, and would still take up point space as normal (unless there was something else on the ship that would change/alter/affect either). The only thing that would change would be the nationality of the crew itself. If you used it to target an American crew, that crew would change flag to match the flag of the crew/ship with that ability.

    #11304
    Woelf
    Moderator

    Also @Xerecs: Regarding the Mask of Creation UT-

    Once per turn roll a d6. On a result of 6 place up to three random treasures on the nearest wild island. If there is a tie, the player to your left chooses which island.

    Are these 3 “random” treasures from outside the game?

    Anything that pulls in pieces from outside of the game can become problematic quickly unless it’s carefully limited (like the recruiters that can only bring in a crew worth 2 points, and only once).

    In this case, a good way to make the treasures as random as possible and minimize potential for cheating/abuse would be to roll 3 dice (no rerolls or other modifiers allowed) and use those to determine the values, then replace those with actual treasure pieces.

    #11305
    Ochobrazo2298
    Participant

    This is a pretty cool one that i whipped up;

    Faction/Affiliation: Cursed

    Rarity: Rare

    Point Cost: 17

    Masts: 4

    Cargo: 4

    Movement: L

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

    Link: None

    Keywords: Sea Monster

    Abilities: If an enemy ship is within S of this ship you can use this ships action for the turn to try to posses a target crew on that ship. Roll a d6, on a result of 6, the target is immediately assigned to this ship. It’s nationality changes to match the nationality of this ship. Only captured crew may use their abilities on this ship.

    Flavor Text: Lands once tried to put out this beast’s eyes. <span style=”font-size: 12pt; font-family: Georgia;”>Successfully taking one, the serpent</span> retreated to the brine to torment unlucky sailors and drag them to their watery graves.

    #11309
    Ben
    Keymaster

    @Ochobrazo2298: Solid idea, though I think it could be cheaper (maybe ~12 points) since the Possession ability is so overpriced.

    Just thought of a few new Cursed flotillas:

    The Devil’s Barge
    Faction Affiliation: Cursed
    Rarity: R
    Type: Flotilla
    Point Value: 13
    Number of Masts: 1 (N/A)
    Cargo Space: 1
    Base Move: T
    Cannons: 2L-2L-2L-2L
    Ability: Flotilla. Extended Range. Cargo Wrecking. Reduce the base move of any ship towing this flotilla to S.
    Cargo Wrecking: When this ship hits an enemy ship, you may also eliminate one cargo from that ship.

    Flavor text: The sheer size of its weaponry and the volume of expensive ammunition stored within make this flotilla the heaviest afloat. Although extremely dangerous, there is a severe compromise with the speed with which it can be towed into battle.

    Devil’s Mortar
    Faction Affiliation: Cursed
    Rarity: R
    Type: Flotilla
    Point Value: 12
    Number of Masts: 1 (N/A)
    Cargo Space: 0
    Base Move: T
    Cannons: 5L-5L-5L-5L
    Ability: Flotilla. This flotilla’s printed cannon ranges are quadrupled.

    Flavor text: With long range cannons aimed high in the air, the gunners aboard this flotilla love hearing cries of shock far across the water as enemy ships are occasionally hit at stupendous ranges.

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

    #11362
    Ben
    Keymaster

    At long last, here it is: the Customs Database!

    With many creators contributing to add their custom sets, we now have a location for most of the customs currently available for Pirates CSG in one place!  Some of the sets are still works in progress so keep that in mind!  However, there are multiple thousands of customs to choose from and use!!  O_O  😀

    #11390
    Ochobrazo2298
    Participant

    This one I’m pretty proud of:

    (By the way This one is glow in the dark)

    Poltergeist

    Faction Affiliation: Cursed

    Rarity: Special Edition

    Type: Kraken

    Point Value: 24

    Number Of Masts: 8

    Cargo Space: 0

    Base Move: L+L

    Cannons: 4S-4S-4S-4S-4S-4S-4S-4S

    Ability: Kraken, Fear, Ghost Ship

    Flavor Text: This beast from folklore is responsible for destroying half of Eric Bloodaxe’s fleet, and sailors often get struck dead with terror at the sight of it.

    #11418
    Ben
    Keymaster

    @Ochobrazo2298: Neat kraken!  I like the base move especially to set it apart from the others.

    @All: My custom sets are primarily found at the Customs Database from now on; my sets on their original sheet may become out of date for now.  Once I’m done with batches of new customs in the main Database I hope to/might update the sheet that just has my sets.

    #11420
    Ochobrazo2298
    Participant

    Thanks Cap! I came up with that Kraken while I was on the highway a few days ago.

    And by the way @Ben  how do you post ships on the Customs Database?

    #11421
    Ben
    Keymaster

    And by the way @Ben  how do you post ships on the Customs Database?

    Once you have a custom set you can send it to me for review.  At that point I could make a sheet in the database that only you (and I by default) can edit.

    I can’t believe I don’t think I’ve seen a custom of this before!

    Megalodon
    Faction Affiliation: Cursed
    Rarity: U
    Type: Sea Creature
    Point Value: 14
    Number of Masts: 2
    Cargo Space: 3
    Base Move: S+L
    Cannons: 1S-1S
    Ability: Sea Monster. Cargo Wrecking. Horror.
    Cargo Wrecking: When this ship hits an enemy ship, you may also eliminate one cargo from that ship.
    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 (chosen by the controller of that ship) cannot use their abilities on their turn.

    Flavor text: Long rumored to be an extinct species of giant shark, Megalodon skeletons have been collected by the Skull Reaper and reanimated by Valmung.

    You can find my custom sets in the Customs Database.

    #11424
    Xerecs
    Moderator

    Even for a shark, that might be too powerful. I’m mainly concerned about the the rank 1 cannons. Interesting that it has cargo space for a golden goodie if it wins a boarding party, assuming that it hasn’t destroyed all the good ones yet. 😀

    #11425
    Lukas
    Participant

    Hey i would like to start a new faction: the Germans

    they also got a decent navy back then and up today, but not as big as the english and i use some famous real names for them

    I build some custom ships made out of wood

    i can show one later (they match the pirates size 100% but u can replace the masts ez 😉

    1. Name: Mars

    Faction Affiliation: German

    Rarity: U

    Type: Ship

    Point Value: 16

    Number of Masts: 4

    Cargo Space: 5

    Base Movement: S+S

    Cannons: 2S-3l-3l-2S

    Ability: once per turn  (at the start of each turn) repair a mast of this ship as a free action

     

    2. Name: Horst Wessel

    Faction Affiliation: German

    Rarity: R

    Type: Ship

    Point Value: 8

    Number of Masts: 1

    Cargo Space: 2

    Base Move: L+L+L

    Cannons: 4 L

    Ability: This ship can’t dock at wild islands, but it can dock at an enemy home island and load one treasure but it has to leave the next turn.

     

    3. Name: Bremse

    Faction Affiliation: German

    Rarity: R

    Type: Ship

    Point Value: 22

    Number of Masts:5+

    Cargo: 7

    Base Move: S

    Cannons: 2 s – 2 l- 3l-  3l-3-l

    Ability: Crew of every nationality may use their abilities on this ship.

    At the Start of your turn choose a crew up to up to 3 points cost and place it on this ship (total point cost not over shipscost)

     

    4. Name: Brummer

    Faction Affiliation: German

    Rarity: C

    Type: Ship

    Point Value: 10

    Number of Masts: 3

    Cargo Space: 4

    Base Move: S+S

    Cannons: 2s -3L-4 L

    Ability: Before you give this Ship a movement action, roll a d6 on 5-6 this ship gets S to her base move. This ship ignors Parley

     

    5. Name: Hipper

    Faction Affiliation: German

    Rarity: U

    Type: Ship

    Point Value: 7

    Cargo Space: 4

    Base Move: s + L

    Cannons: 3S -4 L

    Ability: once per turn if you give this ship an explore action you can sac a Crew to transfer an UT to an other friendly ship.

     

    6. Name: Nordwind

    Faction Affiliation: German

    Rarity: C

    Type: Ship

    Point Value: 9

    Number of Masts: 3

    Cargo Space: 3

    Base Move: L

    Cannons: 2 s- 2s-2-s

    Ability: At the Start of your turn roll a d6 on a 1-3 you MUST remove one fog out of the game. At the end of your turn place a fog as a free action anywhere on the map (it can’t touches islands or ships)

     

    7.  Name: Graf Spee

    Faction Affiliation: German

    Rarity: R

    Type: Crew

    Point Value: 3

    Ability: If this ship has 4 or more Goldcoins on board (no boni allowed) you can sac 4 (or more) Goldcoins (remove) to start a duel (event duel ruels)

     

    8.  Name: Wilhelm Pieck

    Faction Affiliation: German

    Rarity: C

    Type: Crew

    Point Value: 5

    Ability: At the Start of your turn roll a d6 on a 6 no explore actions are allowed till the start of your next turn.

     

    9.  Name: Otto Heinrich

    Faction Affiliation: German

    Rarity: R

    Type: Crew

    Point Value: 6

    Ability: This ship get a special Musketeer. If this Musketeer hits the enemy ship you can move the enemy ship S in the shot direction (Draw a line from the shooting mast; Islands and Ships stop the movment)

     

    10.  Name: Friedrich August

    Faction Affiliation: German

    Rarity: C

    Point Value: 8

    Ability: Loyal: German.       This ship gets the Longship keyword

     

     

    • This reply was modified 2 weeks, 2 days ago by Lukas.
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    #11435
    Woelf
    Moderator

    @Lukas

    6. Name: Nordwind

    Ability: At the Start of your turn roll a d6 on a 1-3 you MUST remove one fog out of the game. At the end of your turn place a fog as a free action anywhere on the map (it can’t touches islands or ships)

    Is this intended as two separate abilities (so you might remove, but always place), or does the die roll affect both parts equally (so you either do both, or neither)?

    8. Name: Wilhelm Pieck

    Point Value: 5

    Ability: At the Start of your turn roll a d6 on a 6 no explore actions are allowed till the start of your next turn.

    5 points is a lot to spend for something with a slim (1-in-6) chance of preventing players from taking a specific action they wouldn’t be taking every turn even under normal circumstances, and it affects your own ships equally as opponents. For being a purely negative effect, it should cost significantly less, or better yet, come bundled with some other ability (or abilities) that make this guy worth having on all of the turns/rounds the roll doesn’t hit.

    Also, even though not everything has to make perfect sense in the game, is there a thematic explanation for what this ability is doing?

    10. Name: Friedrich August

    Point Value: 8

    Ability: Loyal: German. This ship gets the Longship keyword

    This price is fairly accurate to how Wizkids priced it on ships, but putting it on a crew is a whole different matter. It’s frighteningly easy to get a crew like this onto a 10-masted ship, but even on a 5- or 6- mast it could be problematic.

    Adding the Loyalty keyword is a good idea, but in practice that ability is a joke, because even a single matching Oarsman is enough to satisfy it. It would be better to clearly specify that this crew’s abilities only work on German ships, or to restrict where it can be used in some other way. Hostile: Non-German would do it for sure, but that’s maybe a little too much.

    #11436
    Lukas
    Participant

    @woelf

    6. Nordwind has 2 Abilities

    8. u are right maybe 5 or 6 dice roll or cost is 3 points. Crew should break some pure goldrunner fleets

    10. i think with loyal its fair 😉

    #11445
    Xerecs
    Moderator

    I’m inclined to agree with Woelf about the Longship guy, although I have a question about him. Would they give the entirety of the Longship keyword to a ship, IN ADDITION to any abilities that ship already had? For example, if you were able to place this crew onto a 6 mast junk, would the Junk still be able to draw lines of fire through its own masts?

    Perhaps a way to “fix” or even this crew out is to make it so that he forces the Longship keyword on other ships INSTEAD of their own abilities. Just an idea, but that makes him much more interesting imo.

     

    If a ship or crew has two distinct abilities that are not related or tied together in any way, it’s best to separate them with a period. For example:

    This ship may move and shoot in the same move action. This ship gets +1 to her boarding rolls.

     

    The Mars has an interesting ability, considering that the action is free, you could stack it with regular actions to repair up to three masts in a turn, fairly powerful.

    Horst Wessel might be too fast…..Even for a 1 mast ship that’s frightfully quick. However, her first ability is a serious negative, being unable to dock at wild islands. Her second ability should match the language that WK used, to avoid any confusion.

    Bremse doesn’t seem to have any cargo space listed….. That’s a super powerful ship. I’d recommend changing the ability to once per game, otherwise you could completely break a SAC Captain with this, getting a free oarsman at the beginning of each turn and then eliminating it to get a guaranteed extra action. If you ever get around to making the models for these, I’d be delighted to see this one, a ship larger than five masts that isn’t a junk.

    I’d recommend using more of the WK language on the Hipper. For example:

    Give this ship an explore action but do not look at any coins. Instead, you may eliminate one of this ships crew to send a Unique Treasure from this ship to any other friendly ship in play.

     

    I think I understand what Graf Spee does, but as with some of the others, I would recommend using WK  language. For example:

    If this ship is carrying 4 treasures or more, you may eliminate 4 treasures from this ship to initiate a Duel.

     

    Does Otto Heinrich have the Muskteer ability? To me it’s not very clear if he has that ability or not. I would also recommend changing the ability text to something like this:

    If this crew hits any enemy ship, move that enemy ship S away from this ship in a straight line.

    I think the above would still need some work and refining, but it’s a bit more concise and clear on what the ability is meant to do.

     

    These are all very interesting, can’t wait to see more!

    #11447
    Lukas
    Participant

    thx for your feedback i m a game designer for normal board games in hamburg but

    english is not my first  speech so i m sorry for some missunderstanding

    i try to create some interesting new changes to the game

    i still think the longship guy i fair with the loyal stuff and ships to come 😉

    i added the cargo an i think for 40 point game its still fair

    u get for 22 points a ship that can get very strong after 3-4 rounds but not be op…

    and also S move

     

    i know its really fast but broken ez

    so i think its also ballanced

     

    yes its a normal musketeer + bonus

    the rest i agree with u

    i need to get some “straight” ability stuff done

    sorry i normally do it in german

    i got some more stuff to go

     

     

    #11448
    Xerecs
    Moderator

    english is not my first  speech so i m sorry for some missunderstanding

    Not that I didn’t understand you, I more or less got what you were trying to say. My point is that if you’re going to use an ability that Wk put on a ship or crew it would be ideal to match the language that they used.

     

    i added the cargo an i think for 40 point game its still fair

    u get for 22 points a ship that can get very strong after 3-4 rounds but not be op…

    and also S move

    This might be a result of difference in play-styles. I don’t play 40 point games often. I typically play campaign games, where there is no point limit or I play games in the 60-80 point range. At that level the Bremse becomes a super ship if you pair her with a SAC captain. I don’t know if you plan on giving this German faction a crew with those abilities, but it wouldn’t matter since you could place Shap’ng Tsai from Savage Shores on the Bremse. Sure you’d get mercenary but with that much cargo and point space available you’d be able to fit a shipwright on her easily enough.

    Anyways, I feel that the ability as it is worded now is VERY powerful and easy to abuse.

    #11449
    Lukas
    Participant

    ok i understand 🙂

    i still think that even when u get an free sac extra action for the rest of the game its not op

    because its slow ship expensiv 5 master and you can get crews for around 10-12 points for getting extra actions every turn

    for now i only would say the sac extra action and some UT can abuse this ability or am i missing sth?

    #11450
    Xerecs
    Moderator

    i still think that even when u get an free sac extra action for the rest of the game its not op

    Perhaps you’ve not played a game with anyone who “power games” for Pirates…… 😀

    For now I’ll agree to disagree.

    #11451
    Ochobrazo2298
    Participant

    @Ben, I’m Personally not sure what cost this ship is:

    SS Minow

    Faction Affiliation: Pirate

    Rarity: Rare

    Type: Ship

    Point Value: 0

    Number Of Masts: 1

    Cargo Space: 0

    Base Move: S+S+S

    Cannons: 6L

    Ability: Mercenary.Once per turn when this ship is within S of a wild island, you can mark it as explored without docking at it. The island becomes unexplored in regards to all other players, All ships get +1 to their cannon rolls against this ship, if this ship’s last mast is eliminated she sinks.

    Flavor Text: Still working on that one XD

    #11453
    Xerecs
    Moderator

    I’d say that’s maybe a 2-3 point ship.

    Interesting that it’s Pirate but has the Mercenary keyword.

    #11490
    Ben
    Keymaster

    I’m Personally not sure what cost this ship is

    I would say 3 points; there shouldn’t be any “free” game pieces because then there’s no reason not to include it in every fleet. (unless it truly is a net-zero effect)

    #11523
    Ben
    Keymaster

    Could use some feedback on this one.  It may be too OP to be workable.

    Black Sam Bellamy
    Pirate
    Crew
    Point Cost: 13?
    Ability: If this ship wins a boarding party by a differential of 3 or higher, you may immediately capture that ship without needing to tow.  You may transfer any cargo from this ship to the captured ship as a free action.  All crew on the captured ship are placed on the nearest wild island.  Any remaining cargo on the enemy ship can stay aboard or be transferred to this ship as a free action.
    Link: Whydah Gally, Paulsgrave Williams, John Julian

    You can find my custom sets in the Customs Database.

    #11524
    Bartek
    Participant

    Somehow I sense too many free actions. Maybe make the cargo transfer not optional, you transfer all you can, and the rest is lost.

     

    Also Whydah is Cursed… So Sam should be too.

    #11525
    Ben
    Keymaster

    Somehow I sense too many free actions. Maybe make the cargo transfer not optional, you transfer all you can, and the rest is lost.

    Interesting way to think about it.  It’s part of my historical set so I would prefer to let some cargo stay aboard for realism. (in real life I think it would be much more convenient to keep everything aboard)  Perhaps I’ll make it so none of the cargo from the captured ship can be transferred freely to the towing ship.  Thanks for the feedback!

    Also Whydah is Cursed… So Sam should be too.

    I have updated the link to say “Whydah Gally”; that ship is a Pirate historical custom (currently row #566) from the same set, Sam Bellamy isn’t designed to link to the Wizkids version of the Whydah.

    #11526
    Ochobrazo2298
    Participant

    I Think that his point cost should be 12, But if you put the Limit Keyword on him it would probably be 10 or 11.

    #11544
    Woelf
    Moderator

    Black Sam Bellamy
    Pirate
    Crew
    Point Cost: 13?
    Ability: If this ship wins a boarding party by a differential of 3 or higher, you may immediately capture that ship without needing to tow. You may transfer any cargo from this ship to the captured ship as a free action. All crew on the captured ship are placed on the nearest wild island. Any remaining cargo on the enemy ship can stay aboard or be transferred to this ship as a free action.

    An ability like this could be cool if it was built-in to a small (1-2 mast) ship, and somehow made uncopyable, but it’s OP as a crew that can be put on a larger ship.

    For example, on a 10-mast, you’re already coming in with a +4 advantage against a fully intact 6-masted ship. The other player’s roll has to beat your roll by that much just to tie. If the rolls are close, or yours is ahead at all, they’ve lost their entire ship to a single roll of the dice. Add a little damage to that other ship (which can be assumed, because obviously you have a captain too), and the capture roll becomes irrelevant – it’s yours automatically.

    Even with Bellamy on a 5 or 6 masted ship, capturing smaller or damaged ships will be reliable enough to use as a primary tactic. As written, you could even nab ships parked at their own home island.

    Some fixes to consider:
    Make it function more like a normal tow-capture, just slightly more efficient. Make it so the opposing ship has to be derelict (or least mastless), so you can’t grab ships that would otherwise still be capable of fighting back. That skips waiting until the next turn, which doesn’t fundamentally change what happens when you capture the ship (compared to moving and towing it on your next turn), but it reduces the time an opponent has to intervene, and it’s getting rid of the requirement of touching the ship’s bow, both of which are nice non-game-breaking benefits.

    Kicking the crew off sounds like it’s mostly just thematic, and the “free” cargo transfer would be available after a normal capture by giving the towed ship an explore action, so neither of those make or break the ability.

    #11545
    Ben
    Keymaster

    @Ochobrazo2298: I’m not a big fan of the Limit keyword (especially as a way to “curb” customs when it’s not that much of a restriction), and I’m trying to limit my use of it as much as possible. 🙂

    Some fixes to consider:
    Make it function more like a normal tow-capture, just slightly more efficient. Make it so the opposing ship has to be derelict (or least mastless), so you can’t grab ships that would otherwise still be capable of fighting back. That skips waiting until the next turn, which doesn’t fundamentally change what happens when you capture the ship (compared to moving and towing it on your next turn), but it reduces the time an opponent has to intervene, and it’s getting rid of the requirement of touching the ship’s bow, both of which are nice non-game-breaking benefits.

    I wanted Bellamy to be superior to my version of Bartholomew Roberts, who has the ability you describe.  I think I will change his ability to that of Black Bart and give him Captain.  It is a good point about him being on a 10 master and being able to capture ships at will… and he would probably be on a 10 master.  XD  I also just realized something that I should have thought of sooner – S-boarding and/or grapple shot would just make it that much more broken.  Yikes!

    Thanks for the feedback! (x3)

    Given all the feedback, this is the new version for 10 points: Captain.  This ship can tow a ship by touching a derelict in any location (not just the bow), and can immediately initiate towing after resolving any action.

    #11551
    Ochobrazo2298
    Participant

    @Ben and, @Woelf: I Don’t know how much this ability is but I’d say that it’s about 10 points;

    Once per turn, One ship within S of this ship cannot use it’s abilities this turn.

    This ship gains that ship’s abilities for this turn.

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