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Viewing 13 posts - 1,051 through 1,063 (of 1,063 total)
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  • #12148
    Robert Foster
    Participant

    I suppose I could introduce a new keyword

    #12156
    Ben
    Keymaster

    @Robert: Going through your set now!  Here are my rough ideas/estimates on some point costs:
    0 and The Fool: are these supposed to be simply negative game pieces? Why would anyone ever use them? Does The Fool’s negative ability apply to ALL of that player’s ships? If so, it is OP in a weird way.

    I: 40 (why only 9 cannons?)
    The Magician: 11
    II: 16
    The High Priestess: 3
    III: 20 (final ability could use more clear wording; “unless this ship shoots at them first”/etc)
    The Empress: 18+/rework – final ability is very OP. If an opponent shows up with HMS Titan/HMS Grand Temple/etc, it’s like it’s in your fleet instead of theirs. Too powerful, could reduce to working on a roll of 5-6 or just 6.
    IV: 24
    The Emperor: see The Empress
    The Hierophant: 9
    VI: “If this model has one remaining secondary hull it repairs the other as a free action.” – This seems too powerful, especially if it happens automatically when it’s still an enemy’s turn.
    The Lovers (Jack): 6
    The Lovers (Jill): 5
    -These present an issue where you could use both of them on their non-linked ship. (since Linked only applies to the ship) Would Jill make a 10 master’s cannons all 2L’s or just 3 of them?
    VII: 10
    The Chariot: 5. Second ability presents overlapping issues and likely weird rules interactions because a ram ends a move action, period. An interesting concept I like though.
    VIII: 21 (only 3 cannons?)
    Strength: 12 (proposed wording: “If this ship succeeds at a ram, this ship gets +L to her base move for the rest of the game (this ability can be reused).” You can’t sink by ramming though…)
    IX: 10
    The Hermit: 3
    X: 18
    Wheel of Fortune: 5
    XI: 15
    Justice: 10 (both new abilities of this crew would be quite annoying to keep track of, especially a base move that could constantly change)

    Might be able to get to the rest this week. Certainly some very unique game pieces! I recommend cleaning up some spelling errors (especially Captain) and trying to format the ability text to be more in line with what Wizkids had. (ex: “this ship” instead of “the ship”)

    #12224
    Ben
    Keymaster

    If anyone was wondering why the faction order for Epic Seas is completely different than my normal faction order (for collection organization and the Age of Sail set), it’s because I wanted to emphasize different factions for that set.  The Cursed play a huge role, and the Mercenaries could realistically be second in the spreadsheet.  However, things changed in that set over time and now it is almost random.  Since I’ve subconsciously memorized the faction order in that specific set, I think I’ll just leave it as-is to avoid confusion over finding things.

    #12232
    Robert Foster
    Participant

    Changes done I think you missed a point value or two and changed the “Linked” keyword (at the bottom)

    Also what lore descriptions did you like best so far?

    #12234
    Ben
    Keymaster

    I think you missed a point value or two

    Any game pieces I didn’t comment on or suggest a new cost for are fine as-is in my opinion.

    Also what lore descriptions did you like best so far?

    I only read a few since I was focusing on the point costs and gameplay aspects.

    Even with the new wording, you can still use crew without the Linked keyword however you want if their ship is not in your fleet.

    Do you know if 0 and The Fool will get a rework?

    #12250
    Mr. Wick
    Participant

    I wanted to try posting an updated version of the Drua Keyword I intend to work on.

    Druas are voyaging canoes used by the polynesians and have 1-3 crab-claw sailed masts. In the spirit of their voyaging prowess the Drue Keyword will work as follows:

    Drua: This ship ignores terrain, except Trade Currents, when she is given a move action. This ship treats all Trade currents as friendly.

    • This reply was modified 1 week, 4 days ago by Mr. Wick.
    #12258
    Ben
    Keymaster

    Drua: This ship ignores terrain, except Trade Currents, when she is given a move action. This ship treats all Trade currents as friendly.

    If you’re looking for a point cost estimate, I’d put this at 2 points.  The regular ignoring terrain ability was never really worth 3 points in gameplay, and I don’t think the ability to use enemy trade currents is enough to warrant bumping this one to 3.  (though it might be if your entire playgroup uses navigators all the time)

    Will they be native canoes?

    #12259
    Robert Foster
    Participant

    I kinda want 0/The Fool to stay wacky, kinda the Whitebeard of the group. And I think the Linked reword works, I left room for card effects to move crew while requiring the crew to be part of their ship.

    #12264
    Ben
    Keymaster

    I kinda want 0/The Fool to stay wacky, kinda the Whitebeard of the group.

    In that case, I recommend moving them to another part of the spreadsheet.  No offense, but if people start looking at your custom set and the first two pieces are completely unplayable or entirely negative in nature, it might make it hard for them to take the rest of the set seriously.

    And I think the Linked reword works, I left room for card effects to move crew while requiring the crew to be part of their ship.

    The problem is, it’s a keyword only used on the ships.  If you don’t use the ship with the keyword, the crew that is linked to that ship can simply be used however the player wants.  Maybe that can work if that’s the intention, but it doesn’t solve potential issues like the Jack+Jill one I mentioned.

    If the intention is to have all the linked pieces used with ONLY each other and never have those crew on unlinked ships, the crew need to have an ability saying “this crew can only be assigned to their linked ship” for example.

    #12362
    Jonathan Bowen
    Participant

    Hello again, everyone. I totally dropped off the face of the Earth for a while, and I can confirm, it is not flat. But now that I’m back, I can finish posting my custom set, Pirates of the Eldest Seas!

    *insert cricket noises here*

    Yeah, it’s been a looooong time. I will be continuing where I left off, with the French, right before the end of the set. After the French, there’s a few special pieces for this set, but then it will be done! 😀
    So sit tight, and let’s get started!

    Relevant Keywords:

    Nephilim: This ship gets +1 to her cannon rolls against pieces with the Demon keyword. If this ship is assigned a helmsman crew, she gains +L to her base move instead of +S

    Blockade Runner: This ship gets +1 to ramming and boarding rolls. Ramming can’t eliminate this ship’s masts.

    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.

    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.

    Holy Sword: Once at the beginning of each of your turns, roll a D6. On a 5-6 cancel any two Cursed crew or ship abilities in play.

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

    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.

    9. Le Griffon
    Points: 16
    Masts: 3
    Cannons: 3S, 3L, 3S
    Cargo: 3
    Base Move: L
    Ability: Nephilim.

    Flavor text: One of France’s few protectors against Lord Morgenstern, the “Griffin’s” captain has put aside his dislike of the English, and believes wholly in Jace Herondale and his cult.

    10. Fier Lion
    Points: 16
    Masts: 3
    Cannons: 2S, 3L, 2S
    Cargo: 4
    Base Move: S+S
    Ability: Blockade Runner. Captain.

    Flavor Text: Built with a reinforced hull, the “Proud Lion” was made to withstand large ships ramming her at full speed. Combined with her highly efficient crew, she is a frigate to be reckoned with.

    11. Commandant Jean-Pierre Martin
    Points: 8
    Ability: Captain. Master Gunner.

    Flavor Text: Jean-Pierre Martin has had an interest in pyrotechnics ever since he was a child. Once he joined the Navy, his career path was set, and his dream of firing military-grade cannons was achieved.

    12. Francis de St. Bernard
    Points: 12
    Ability: Loyal: France. Royal Officer. Holy Sword.
    Link: La Gargouille

    Flavor Text: St. Bernard is a holy man, brought to the seas in order to protect French sailors from the powers of the Cursed Empire.

    13. Amiral Jules Chapelle
    Points: 7
    Ability: Captain. World-Hater.

    Flavor Text: A patriot to the end, Chapelle fights for the French crown with all he has.

    14. Le Jour de Jugement
    Points: 17
    Masts: 4
    Cannons: 2S, 3S, 3S, 2S
    Cargo: 4
    Base Move: L
    Ability: This ship gets +1 to her cannon rolls against any ship.

    Flavor Text: With the most advanced cannons and the best crew, the “Judgement Day” is prepared to fight anyone who dares to threaten the French crown.

    15. La Gargouille
    Points: 17
    Masts: 3
    Cannons: 2S, 2S, 2S
    Cargo: 3
    Base Move: S+S
    Ability: This ship gets +1 to her cannon rolls against Cursed targets.
    Link: Francis de St. Bernard

    Flavor Text: Made using recycled wood from old churches, “La Gargouille” was built to defend France from the unnatural forces of The Cursed Empire.

    16. Jaina Savage
    Points: 6
    Ability: Captain. This ship gets +2 to boarding rolls.

    Flavor Text: Bernice Savage’s daughter is shaping up to be just like her mother. Bernice however is concerned that she is more like her father.

    17. Tromperie
    Points: 14
    Masts: 2
    Cannons: 3S-3S
    Cargo: 3
    Movement: S+S
    Ability: Only S-Range cannons can hit this ship.

    Flavor Text: Decorated and built as a small merchant vessel, those who decide to attack the “Deception” are surprised to find a fearsome crew and loaded cannons.

    18. Petite Epée
    Masts: 2
    Points: 14
    Cannons: 2L-2L
    Cargo: 2
    Movement: L
    Ability: If this ship is assigned a cannoneer crew, she gets +1 to her cannon rolls.

    Flavor Text: Quick and effective, the “Little Sword” is never looked at twice by enemy ships until she delivers a devastating broadside volley.

    19. Lame de I’infini
    Points: 11
    Masts: 1
    Cannons: 3L
    Cargo: 3
    Movement: S+S+S
    Ability: Eternal. Cannoneer.

    Flavor Text: The most recent version of the “Infinity Blade” is fast and effective in combat despite her small size.

    20. Amiral Auguste St. Croix
    Points: 12
    Ability: Fleet Admiral. Once per turn give one friendly ship +1 to her cannon rolls.

    Flavor Text: The more favored of Gaston’s sons, Auguste has risen quickly through the ranks of the French navy. Like his father before him, his ascension has nothing to do with who he is related to, but his relations with the men he commands.

    And that wraps up the French from Pirates of the Eldest Seas! With luck I will be posting the last of this set over the next two days. If you have any comments, questions, or concerns, simply post them, and I will reply as soon as I can. Provided I don’t fall off the Earth again.

    Until next post,
    -J. W. Darkhurst

    #12380
    Robert Foster
    Participant

    To me Holy Sword seems a little OP two on a 5-6, that’s a 33% chance of locking down two pieces of possibly  high value and dependent abilities, either 1 on 5-6 or two on six could work.

    #12381
    Xerecs
    Moderator

    HS only takes effect on YOUR turn, and it only cancels them for your turn. As soon as your turn is over whatever was cancelled may be used again. It’s only really effective against defensive abilities, or point reducers/modifiers.

    If it specified that the targets were cancelled until the beginning of your next turn, then it would be bordering on OP. Even if it did that, you’d only be able to affect Cursed stuff with it, so it’s completely useless against any other faction.

    #12455
    Jonathan Bowen
    Participant

    Heeeeeyyyyyy
    It’s been a bit longer than I promised, but I’m still here! And now, we’re moving into the final legs of Pirates of the Eldest Seas!

    But before I begin, I will restate what Xerecs has said in regards to the Holy Sword keyword. Yes, it seems a little OP, but it can only affect The Cursed, and it’s effect is limited to your turn. So it is a powerful ability when combatting The Cursed, but without them in the game, it’s basically an unnecessary point boost to a crew.

    Now, onto the customs!
    These pieces would theoretically appear as pre-built ships in the tops of box packs (ex. the Broken Key or Last Hope from DJC). They therefore qualify as Special Edition, which is why they were not included with the standard releases. There is one for each of the major six factions.

    Relevant Keywords:

    World-Hater: This ship gets +1 to her cannon rolls against any [non-faction] 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 as a free action. The first cannon that misses on its second shot ends the shoot action.

    Sac: Once per turn, you may eliminate one of this ship’s crew to give her an extra action.

    Nephilim: This ship gets +1 to her cannon rolls against pieces with the Demon keyword. If this ship is assigned a helmsman crew, she gains +L to her base move instead of +S.

    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.

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

    1. Aidôneus
    Points: 14
    Masts: 4
    Cannons: 3S, 3S, 3S, 3S
    Cargo: 4
    Base Move: S+S
    Ability: Ghost Ship. World-Hater.
    Faction Affiliation: <span style=”text-decoration: underline;”>Pirate</span>

    Flavor Text: Claiming to have broken free from the curse Davy Jones placed on them, the crew of the Aidôneus have shown to be pirates, through and through. But on the nights of the full moon, if one looks closely, it is possible to stare right through their ghostly forms.

    2. Vulcan
    Points: 16
    Masts: 4
    Cannons: 3L, 2L, 2L, 3L
    Cargo: 3
    Base Move: L
    Ability: Repeating Guns.
    Faction Affiliation: <span style=”text-decoration: underline;”>England</span>

    Flavor Text: Taking full advantage of the latest weapons technologies, the Vulcan’s captain wants to rid the seas of all who oppose the English Royal Navy, and the Crown itself. To him, they are one and the same with any who don’t fly the Union Jack.

    3. Tartarus
    Points: 17
    Masts: 4
    Cannons: 3L, 3L, 3S, 3S
    Cargo: 5
    Base Move: S
    Ability: Sac.
    Faction Affiliation: <span style=”text-decoration: underline;”>The Cursed</span>

    Flavor Text: The Tartarus is crewed by a vicious circle of murderers and killers. Davy Jones hand-picked each member of the crew to better suit the efficiency at which the Tartarus can destroy her enemies.

    4. Zephyrus
    Points: 15
    Masts: 4
    Cannons: 3S, 3L, 3L, 3S
    Cargo: 4
    Base Move: S+L
    Ability: Nephilim.
    Faction Affiliation: <span style=”text-decoration: underline;”>America</span>

    Flavor Text: Utilizing an exceptionally light build and new sails, the Zephyrus is able to compete with the average American clipper ship for speed, while keeping her cannons at the ready to fire on any unfriendly ships she encounters.

    5. Dios
    Points: 15
    Masts: 4
    Cannons: 3S, 3S, 3S, 3S
    Cargo: 3
    Base Move: L
    Ability: L-Mover.
    Faction Affiliation: <span style=”text-decoration: underline;”>Spain</span>

    Flavor Text: A splinter group of Adrián de la Cruz’s crew found this vessel, abandoned, crewless, and in pristine condition docked at a deserted island off the coast of Spain. They believed it to be a sign from God, a chance at redemption; and they’ve decided to take that chance as far as they can.

    6. Caerus
    Points: 17
    Masts: 4
    Cannons: 3S, 3L, 4L, 4S
    Cargo: 3
    Base Move: L
    Ability: Reroll.
    Faction Affiliation: <span style=”text-decoration: underline;”>France</span>

    Flavor Text: The Caerus is captained by a highly superstitious man who believes that you can never be too careful. Taking this ideology to heart, the crew is always bringing new good luck charms, “spells”, and tokens onto the ship at every port they visit. Somehow, this tactic appears to actually work for them.

    And with that, only two posts remain for Eldest Seas! Up next, we’ll see a Limited Edition mail-order special, and then some Super Rares! If you have any questions, comments, or concerns, simply post them, and I’ll reply as soon as I can.

    Until next post,
    -J. W. Darkhurst

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